Machine Party: All 15 Minigames How to Win
Each of the 15 rounds has a finish-the-task win or a last-standing win. Read the rule card before you ready up. Here are the exact tactics for every minigame and the mistakes that lose nights.
Machine Party
15 Minigames
Task or Last Standing
Read the Rule Card
Session rule that wins nights: Play for mid-pack or better every round. A full party is all 15 games, and late placements still swing the scoreboard. Sabotage only after you are already safe. Racing is correct in Wrong Way and Forklift Certified. Racing is how you die in Minefield, Table Manners, and Spinebreaker.
All 15 Minigames
1Minefield
Win: reach the exit before the harvester, without a second mine
Stand still to ping mines, then commit through the widest gap. One blast leaves you crawling, the second kills you. Three sections. Do not trail another player. If someone already scanned a lane, steal their path.
Mistake: Holding sonar until the crusher is on you.
2Chisel Gauntlet
Win: carve the shown 3x3 shape and submit before the timer
Convert the missing blocks into a short phrase ("top two, front-right") before cutting. Submit only when it matches. Wrong submit or timeout means turret. Mouse is cleaner for individual faces.
Mistake: Copying a neighbor's cube. Your target is unique.
3Firearm Factory
Win: finish your gun, then shoot whoever is still standing
Pick the part shown on your bench (v2.0 shows it on the workbench). Insert it at your own station. Recipes can differ. First gun usually wins the fight. Use tables as cover if someone finishes first.
Mistake: Inserting parts at the wrong bench. Carrying does not count.
4Wrong Way
Win: keep matching the arrow sequence, stay ahead of the crusher
Read only the next two or three arrows. Keyboard arrows or D-pad beat analog stick. A miss slows you and feeds you to the blades. Steady rhythm beats panic mash.
Mistake: Trying to read the whole sequence at once.
5Duck Hunt
Runners reach the exit; hunter kills everyone
Runners: cross right after a shot or reload. Move as a pack. Use playground cover. Hunter: lead shots on the open stretch. Headshots are the high-value play.
Mistake: Runners going one at a time instead of as a pack.
6Stable Footing
Win: last person not in the pit
When the horn sounds, stand on the symbol shown on the north wall. Stay center-weighted. Push people after you are planted, not while finding the tile. Diagonal steps save time. Confirm the new symbol every phase.
Mistake: Camping an edge tile. The floor cuts you off.
7Table Manners
Win: empty your plate first without moving when the host looks up
Left click loads peas, right click eats. Load several during a look-down window, then dump them in one eat. Freeze the instant the newspaper drops. This is red-light/green-light, not a speed-eat.
Mistake: Chewing while he is watching. He shoots.
8Tunnel Hazard
Win: last alive after the train passes
Take the green-lit alcove. Red light means pillar drop inside that nook, so you cannot camp one hole. Hover center until lights settle, then claim and shove rivals into the train or a red nook.
Mistake: Camping one alcove. Red lights drop pillars inside it.
9Inside Job
Hunter infects everyone; runners survive uninfected
First person to find the syringe is the infector. Infected move slightly faster (1.15x after the patch). Office goes dark, use cabinets. If you have the syringe, tag immediately. If not, keep moving and do not cluster.
Mistake: Clustering as runners. One tag infects the group.
10Smoke Break
Win: most successful puffs
Hold inhale, release to exhale. Hold longer than about two seconds and you cough and lose time. Smooth short cycles beat max-hold. Loser gets the trolley gun.
Mistake: Holding too long thinking more is better. You cough.
11Debris Platforms
Win: your pad is clear when the piston drops
Watch the glowing ring shrink to the center. That is the drop timer. Clear your own junk first, then throw extras onto someone else's pad. Rings tell you who is about to get crushed.
Mistake: Throwing debris before your own pad is clear.
12Spinebreaker
Win: not holding the spider when the timer hits zero
It latches and ticks. Throw it onto another player. Break line of sight around corners, it closes fastest in a straight line. Hold it until the last second only if you already have a throw lined up.
Mistake: Treating it like a race instead of a pass.
13Lethal Rebound
Win: last standing
Three crawlspaces spit spinning blades that bounce off walls and each other. Learn the repeat paths, keep an exit lane, push people into discs. No other objective. Full lobbies give more shove targets.
Mistake: Camping a corner with no exit lane.
14Forklift Certified
Win: most boxes in your zone when 20 seconds end. Fewest boxes dies.
Run boxes from mid to your pad. If you are behind, steal from a rival pad and dump them in yours. Ties can yank a box and reset the clock. Speed here is correct.
Mistake: Playing safe when you are behind. Steal instead.
15The Filter
Win: highest score sorting the belt
Burn picture frames; let nuts, bolts, and metal pass. Wrong sort scores nothing. Accuracy beats raw speed. One clean run beats a sloppy spray.
Mistake: Sorting fast but wrong. Wrong sorts score zero.
Decisions That Keep Coming Up
- Ready-up: If you do not know what ends the round, do not ready. The controls page is not the win page.
- Push games (Stable Footing, Tunnel Hazard, Lethal Rebound, Debris): plant yourself first, then shove.
- Input: Mouse for Duck Hunt hunter and Chisel. Arrows or D-pad for Wrong Way.
- Copying: Firearm Factory and Chisel targets are per-player. Do not mirror.