---
# System prepended metadata

title: Masters of Mutanite
tags: [ボードゲーム, 翻訳中]

---

###### tags: `翻訳中` `ボードゲーム`

# Masters of Mutanite
## SETUP
1. retrieve the following zone boards:
Hospital, downtown, University, seaport, Park, Train Station.
In 3 player, add the power plant.
In 4 player, add the power plant and city hall.
Randomly place the zones to form the city:

2. Attach a stand to each object. Populate each zone with its objects, indicated in the bottom left of each zone. put any remaining objects back in the box.

3. retrieve all poison cards and starter cards. set them aside for now.

4. shuffle all remaining cards with the “masters of mutanite” card back to form the power deck.

5. deal 1 card from the power deck faceup to each zone. 

6. if it’s a 4-player game, split into two teams of 2 players. you may sit next to your teammate, but it’s not required.

7. Each player chooses a character and matching character sheet. attach a stand to your character and 2 clips to your character sheet. Set your mutanite to 0 and life to 50.

8. retrieve each player’s 3 starting Trait cards, indicated on their character sheet. players secretly choose one Trait each. in a 4-player game, you may discuss this with your teammate. simultaneously, all players place their Trait faceup in front of them.

9. take all Traits that players did not choose and combine them with the rest (all 8 characters’ traits). shuffle them to form the Trait deck.

10. attach a stand to each water and fire counter. place all elemental effect counters and cards by the city.

11. Each player receives an 8-card starting deck: 3 pick up, 2 punch, 2 fling, 1 cleanse
Each player shuffles their deck, places it facedown in front of them, and draws 4 cards to form their starting hand.
Players may look at their hands. put any remaining starter cards back in the box.

12. randomly choose a starting player. Beginning with that player and going clockwise, each player places their character in any zone. the starting player takes the first turn of the game, and turns proceed clockwise.

## ON YOUR TURN
Do each of the following phases in order:

### I. Play Phase
play any number of cards from your hand. For each card you play, choose to use it as a power or a dash, then discard it.

Power: Trigger the card’s abilities. if the power has a boost ability, you may spend the indicated mutanite cost to trigger it (see boosting powers section).

Dash: do not trigger the card’s abilities. instead, move to an adjacent zone of your choice. adjacent always means one zone away horizontally, vertically or diagonally.

### II. Mutanite Phase
Gain 1 mutanite for each +1 revealed in the city, tracking it on your player board. each player can hold up to 5 mutanite.

If you have 3 or more mutanite, you may spend 3 mutanite to mutate, gaining a new trait (see traits section)

Mia gained 2 powers from the board in her play phase. by taking the cards off the board, she revealed 2 +1 symbols. she gains 2 mutanite in her mutanite phase.

### III. End Phase
Discard any number of cards from your hand. Draw cards from your deck until you have 4 in hand. If you can’t, shuffle your discard pile to form your new deck, and draw from that.

Deal a card from the power deck faceup to each empty card slot in the city. if the power deck runs out, slots are no longer refilled, leaving one or more +1 symbols revealed. 

Going clockwise, The next player takes their turn.

## POWERS
Cards in your deck are called Powers. Powers often deal damage or elemental effects to an opponent (the target player).

Each Power has a type:

Melee: attacks target an opponent in your zone.
Ranged: attacks target an opponent in an adjacent zone of your choice.
Personal: powers target you unless they say otherwise.

Mia is at the hospital. she can hit targets at the hospital with MELEE attacks, but not RANGED attacks. in addition, she can hit targets in the 3 adjacent zones with RANGED attacks, but not MELEE attacks.

For melee and ranged powers, you must declare your target at the moment you play them.

Each power has one or more abilities. you must perform all abilities in order. If an ability has no valid targets, it has no effect.

Damage: reduces a player’s life total.
Dash: moves you to an adjacent zone of your choice.
Elemental effects: deal damage and other negative effects to a target (see elemental effects section).

Throw is a special kind of ranged attack. choose an　object in your zone and move it to your target’s　zone, then perform all abilities on the object.
- Because throws are ranged attacks, they can only target opponents in adjacent zones and cannot target opponents in your zone.
- objects are never destroyed.
- players and elemental effects do not count as objects and cannot be thrown.

Mia plays fling. she throws a tree from her zone at andy, who is in an adjacent zone. Andy takes 2 damage!

### Gaining Cards
a starting card, pick up, allows you to gain the card in your zone if there are no opponents there. place gained cards in your discard pile. poison is also gained and placed in your discard pile.

### Boosting Powers
some powers give you the option to spend mutanite for an additional effect, shown on the bottom of the card. this is called boosting a power. you decide to boost a power after triggering all of the power’s preceding abilities. a power may be boosted once per card use.

Mia attacks andy with earthquake, which would deal him 5 damage. she spends 2 mutanite to boost it, dealing andy an additional 2 damage per object in her zone, for another 4 damage. andy takes 9 damage total from the attack.

### Private and Public Information
Cards in hand are private, but you may reveal them to other players as you wish. cards in decks may not be viewed by any player. everything else is public, including cards in discard piles and how many cards are in hands and decks.

## REACTIONS
Powers with a yellow “pow” are reactions.

You may play reactions on your turn as you would play normal powers, or on any player’s turn to respond to an opponent’s attack that targets you.

If an opponent targets you with an attack, you may play a reaction that corresponds to that attack type.

A melee attack that reacts to other melee attacks.
A ranged attack that reacts to other ranged attacks.

When you play a power as a reaction, you cancel your opponent’s attack and instead resolve your card. If a power is canceled, it is discarded.

Reactions may react to other reactions. the final reaction played is the only one that resolves.

It’s mia’s turn. She plays fireball, targeting andy. since fireball is a ranged attack, andy plays teleport as a reaction.

Mia’s fireball is canceled. andy resolves his teleport, dashing to Mia’s zone. Mia resumes playing powers.

## ELEMENTAL EFFECTS
Some powers and objects create elemental effects: 

### FIRE
- Place a fire counter in your target’s zone, even if that zone contains water counters.
- Your target takes 1 damage for each fire counter in their zone.

### WATER
- Place a water counter in your target’s zone.
- If there are any fire counters in your target’s zone, you may remove one.

### POISON
- Your target gains a poison card, placing it in their discard pile.
- Your target takes 1 damage.
- When your target draws the poison card on a future turn, they take 1 damage, discard the poison card (to their discard pile) and draw a new card.

### FROST
- Your target gains a frost card, placing it in front of them (it does not go into their deck).
- Your target takes 1 damage for each frost in front of them.
- As long as a player has 1 or more frost, they can’t dash diagonally. frost does not affect a player’s attack range.

### ELECTRICITY
- Your target takes 2 damage, plus 1 for each water counter in their zone.

You don’t take any penalties from entering, exiting or being in a zone with elemental effects.

Elemental Effects last indefinitely. to remove them, play the starter card cleanse.

A zone may have any number of counters, players and objects.

If there are no fire/water counters or frost cards remaining, use a substitute.

If you would poison an opponent and there are no poison cards remaining, your target takes 1 damage (it still counts as damage from poison).

There’s 1 fire counter in donna and john’s zone. donna attacks john with a flame kick.
She deals him 4 damage and places a fire counter in their zone, dealing an additional 1 damage for each fire there (2 damage total from fire).
Donna decides not to boost the power with her 2 mutanite.

Mia throws a water tower at chris. he takes 2 damage, and she places a water counter in his zone. She chooses not to remove a fire counter from his zone.

Andy attacks judy with venom fangs. he deals her 1 damage.
Judy receives 2 poison cards, taking 2 more damage.
Andy spends 1 mutanite to boost the power, shuffling judy’s discard pile into her deck. judy takes her turn.
At the end of her turn, she ENDS UP DRAWING a poison card. she takes 1 damage, discards it, and draws a card from her deck.

Alyssa has 1 frost. greg attacks her with frost bolt. 
He deals her 1 damage and gives her another frost, dealing her another 2 damage.
He spends 1 mutanite to boost the power, giving her another frost, dealing another 3 damage.

Barb attacks andy with electrify, which hits him with elecricity twice.
For each one, he takes 2 damage plus 1 damage per water counter in their zone (3 water = 3 bonus damage).
She decides not to boost the power with her 1 mutanite.
Andy takes a total of 10 damage from electrify.

Mia plays cleanse.
She decides to remove 1 fire from her zone, 1 poison from her discard pile, and 2 frost in front of her.

## TRAITS
Traits are permanent, reusable abilities that are always active.
Traits stay in play and do not get shuffled into players’ decks.

If a trait indicates “once on your turn”, you may use it once in the play phase of each turn you take.
Otherwise, traits may be used any number of times per turn, and on any player’s turn.

If you have 3 or more mutanite in the mutanite phase of your turn, you may spend 3 mutanite to mutate, gaining a new trait:
1. Draw the top 3 cards of the Trait deck.
2. Choose 1 trait and place it in front of you faceup.
3. Return the other 2 traits to the bottom of the Trait deck in any order.

A player may have any number of traits. if the trait deck has fewer than 3 cards, players can’t mutate.

Andy has the stunt rider trait. he plays a card to dash into Mia’s zone, using stunt rider to bring a car from his zone with him.

As andy enters Mia’s zone, her spike skin activates, dealing him 1 damage.
Andy then resolves the melee attack from bringing a car into mia’s zone.
He deals her 1 damage, then places a fire in their zone, dealing her another 1 damage.

## LIFE AND GAME END
If all your opponents have 0 life, you or your team wins!

In 3-player, if you are the only player with 0 life, you are out of the game.
Play continues until one player remains.

In 4-player, if you have 0 life at the start of your turn, you may take half your teammate’s life, rounded-down.
If you still have 0 life, you are out of the game.

Each player’s maximum life total is 50.
