
- BGG rank
- BGG #21,183
- BGG rating
- 6.1
Temple of the Beastmen
- 2–6 players
- 90 min
- Complexity 1.5/5
- 1989

Rules assistance for Minion Nation
Plain-language explanations of turns, card effects and disputed situations, with official source references and saved question history.

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Answers come from the official rulebook, with the page to check.
Minion Nation is an expansion for Minion Hunter released in 1992 for 2–6 players, 60 minutes per game, and ages 12 and up. It was designed by Lester Smith and its main mechanics are Variable Player Powers and Cooperative Game.
This is the expansion kit for the Minion Hunter game by GDW. The following text is from the expansion kit itself. If you've played "Minion Hunter", this kit will provide you with options and background to make your play more satisfying than ever. If you've never played "Minion Hunter"...you're missing out on a good time. Included in this package are: - New rules options, for grimmer, yet more cooperative games. - Expanded encounter tables, for further variety in play - including a table of random Plot Card results! - 16 new Equipment Cards, including Empathy-enhancing items, a second Wildey Wolf (for two-fisted shooting!), and even minion equipment you can capture at Dark Encounters! - Designer Notes, with topic-by-topic, space-by-space, encounter-by-encounter comments to further flesh out your understanding of "Minion Hunter" and its treatment of the "Dark Conspiracy" horror RPG world. A new Dark Age has come. Never has the world been so grim...nor the battle so heroic! Expands: Minion Hunter
Minion Nation supports 2–6 players according to the catalogue. This range comes from the publisher’s listed player count, so the game can be set up for any group size within it. Some setups, rules and scoring details may still vary by player count, so check your edition’s rulebook for the exact configuration.
The listed playing time for Minion Nation is 60 minutes. This is the publisher’s estimate for a full game. The actual duration depends on the group, the player count and familiarity with the rules: first sessions usually run longer, while experienced groups often finish faster. Setup and teaching time are not included in this estimate.
The catalogue lists Minion Nation for ages 12 and up. This is the publisher’s recommendation and reflects reading demands, rule complexity and small components rather than theme alone. Younger players can often join with help from an adult, so check the age guidance on your edition and consider your group’s experience with board games.
Minion Nation has a complexity rating of 2.0 out of 5 from BoardGameGeek players, which makes it a medium-light game. The rating reflects how much rules knowledge, planning and decision-making a typical game demands. Expect a longer first teach for heavier games, and use a preparation guide before game night.
Minion Nation belongs to these categories: Horror, Adventure, and Science Fiction. Its main mechanics are Variable Player Powers and Cooperative Game. Categories describe the theme and setting of a game, while mechanics describe what players actually do on their turns. Each mechanic links to a catalogue hub with similar games, which helps when you want something comparable.
The credited designers of Minion Nation are: Lester Smith. These credits come from the published game data and name the people responsible for the game’s design, not its illustrators or publishers. Designer pages on MeepleRules collect other titles by the same designers, which helps when you enjoy a game and want to find similar ones.
The catalogue lists Minion Nation as an expansion for Minion Hunter. Expansions add new content, rules or scenarios to the base game and usually cannot be played on their own, so you need Minion Hunter to use it. Check that your edition of Minion Hunter is compatible, as some expansions were revised between editions.