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Mutant: Year Zero

4th Printing
Mutated survivors rebuild civilization in a deadly post-apocalyptic wasteland
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Best For

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.

Core Mechanic

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.

Diced6 dice pool
System FamilyYear Zero Engine
PublisherFree League Publishing
Year2014
ComplexityHow much there is to learn
Medium

The d6 pool is simple: roll attribute, skill, and gear, and count 6s. Its signature is pushing a roll, which rerolls failures but inflicts trauma and damages gear. Mutations, the Ark, and advancement add the rest.

AvailabilityHow you get the rules
  • Free to tryQuickstartA free starter you can actually play
  • Get it nowSold newIn print or as a legal PDF
RunnabilityWhat the book gives you to run it
  • ✓IndexFind any rule by page number
  • ✓GM guidanceA chapter on how to run the game
  • ✓Examples of playRules shown in action at the table
  • ✓Quick referenceCheat sheet or summary tables
  • ✓Cross-referencesRules point to each other by page

5 of 5 book tools found in the core book

Highlights

Push 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

Considerations

Mutation randomness can frustrate planners, metaplot requires significant GM commitment, Ark development bookkeeping adds between-session overhead, Zone travel can feel repetitive without varied encounters

Rules license Proprietary

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