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Ashes Without Number vs Mutant: Year Zero

Compare Ashes Without Number and Mutant: Year Zero side by side. See differences in complexity, dice, genre, cost, and more.

Ashes Without NumberMutant: Year Zero
GenrePost-ApocalypticPost-Apocalyptic
Play StyleSandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending ACSandbox, Survival, Exploration, Character-Driven, Worldbuilding, Narrative
Core Mechanic2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns.Roll a pool of d6s (attribute + skill + gear). Each 6 is a success; one success is enough. You can push your roll to reroll failures, but 1s on attribute dice cause trauma and 1s on gear dice cause damage to equipment. Mutations cost Mutation Points and can misfire with unpredictable side effects.
Dice2d6 / d20d6 dice pool
ComplexityMediumMedium
AccessibilityMediumMedium
CommunityLowMedium
LicenseProprietaryProprietary
CostFree / $$$$
PublisherSine Nomine PublishingFree League Publishing
Year20252014
Best ForSandbox post-apocalyptic campaigns — nuclear wastelands, zombie deadlands, or societal collapse — with the same incredible GM tools as Stars Without Number.Post-apocalyptic campaigns where mutant survivors explore a deadly Zone, build up their home settlement, and search for the mythical Eden — with the Year Zero Engine that spawned a family of games.
HighlightsThree apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number gamesPush mechanic creates tough choices, Ark development gives players a shared home to build, Zone exploration is tense and rewarding, eight distinctive roles with built-in relationships and dreams, launched the Year Zero Engine family
ConsiderationsOSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox playMutation randomness can frustrate planners, metaplot requires significant GM commitment, Ark development bookkeeping adds between-session overhead, Zone travel can feel repetitive without varied encounters