At the end of last year a Kickstarter caught my eye and got me really excited – this was of course the Zone Wars – Mutant: Year Zero Multiplayer Skirmish Mayhem (link that will take you to the kickstarter, that was fully funded and will probably have a late pledge option once they get the pledge manager up and running. Go and check it out).
The game is based on the Mutant Year 0 universe, and the computer game with the same name, and offers 4 factions in the full pledge of 5 miniatures – these are basically mutated animals, mutated humans, robots and psionic users (PSI mutants back in the day).
As you might be aware I have been a hardcore fan of the Post apocalyptic Scandinavian theme since the Mutant RPG (the predecessor to Mutant Year 0) in 1984. I have done a number of projects with this as a theme over the last few years, if you explore the blog.
The Kickstarter will no be delivered until the end of this year, however it is possible to try out the rules as an early version of the ruleset, with cards and markers, is available to download here (link to a Free League Drop box folder as of today 03/01/23). It required as little bit of work to cut our the cards and to make the markers, but since we were looking for a Christmas Game I thought it would be worth making the effort, and as will be revealed later we had a blast playing it so it was worth the effort.
Further I decided to make a few gangs based on miniatures I had instead to seeking proxies to the models in the actual game at least for this test run of the game.
I created the following four gangs (details on stats etc provided at the end of this post). Are they balanced? – maybe not but hopefully balanced enough.
Also went to town creating some jump off markers, including a flying stand for one of the many memorable beasts of the RPG rules from 1984.
As for the game, it was a blast and we laughed and had a jolly good time. The basic premise was to pick up a number of old tech items and return with these avoiding to get killed by other player or as we found the zone itself. The Zone is more than capable of making life hard for the players in a wonderful way, the zone activates once a round through a marker and normally introduces a potential bad thing of some sort. In addition, as the the game progressed there is a build up of Acid Rain cards that works as a countdown mechanism – as the fourth card is played all the models on the board not returned back to their jump off point dies.
Here are a few pictures from the game:
In summary good fun…
All the best and keep toysoldiering on!
We will continue exploring the zone with some further stuff in the making.
Here are the models and stats we used on the day (apart from the Psykers as we were only three playing):