MUTOG
INTRODUCTION
Wargame for 2+ players.
Players control bands of warriors in a post-apocalyptic wasteland.
Eclectic unit types with a wide range of technologies.
VICTORY
Wipe your enemies off the face of whats left of the earth.
Or capture all the Towns or kill all enemy Heroes.
THE MAP
Use a large hex map.
Terrain types include:
Type Cost to Enter Defense Notes:
Clear 1 -
Towns 1 +2 Recruit Units
Ruins 2 +1 Find Technology
Hills 2 +2
Craters 2 - Radiation
Broken 2 -
Crags 2 +2 No Ground Vehicles
Brush 2 +1
Water 1 - Water units only
TERRAIN NOTES
Each unit in a Terrain gets the Defense Bonus.
The first player to move a unit into a particular Ruins space gets to draw an event card.
Stacks in Craters are attacked for 6 Attack dice at the end of Event phase.
ARMY CREATION
Each player draws 10 cards from the Unit Creation Deck
These are used to create units.
Cards are of 2 types: Unit cards & Modifier cards.
Each player starts with 3 basic unit types:
Unit Type: Move Rng Atk Def Notes:
Infantry 2 1 3 3 Ground Unit – cannot move in water spaces
Fortification 0 1 0 4 Placed in Towns only & cannot be moved
Boat 3 1 3 3 Naval Unit - can only move in water spaces
Note: Boats have the Transport Trait.
Unit cards drawn count as additional unit types.
Next distribute modifier cards to your units.
Each Modifier card affects only the unit it is attached to.
Modifier cards alter 1 or more stats (Move, Range, Attack, & Defense).
A single unit can have a maximum of 1 Racial Modifier card.
DICE
Six and ten sided dice are needed.
D12 & D20’s may be needed if you have many unit types.
THE DECKS
There are 2 common decks:
The Event Deck
The Unit Creation Deck
UNIT CHITS
Use counters to represent units.
Each player should have a counter set of a unique color.
Each of your unit types must be designated a number (1,2,3…)
Number the counters to represent your unit types.
For example: All your #1 chits are your infantry units.
All your chits for your forts are marked #2, your boats #3, etc.
HERO CHITS
Represent Heroes with counters of a unique color.
A player indicates ownership of a hero by stacking a blank chit of that
Players color under the Hero chit.
TOWNS
A player indicates ownership of a town by stacking a blank chit of that
Players color on the town.
SETUP
Each player starts in control of 1 Town.
Start with 10 random units stacked in or adjacent to your Town.
Each player starts with 1 random hero.
TURN SEQUENCE
Players take turns.
Each turn has 4 phases:
Event Phase
Recruit Phase
Move Phase
Attack Phase
EVENT PHASE
Draw 1 card from the Event Deck.
If the deck runs out, shuffle the discard & draw from it.
If you have a Hero that is a Leader draw an extra card.
You may control only 1 Hero at a time that is a Leader.
Discard excess Leaders.
Max hand size is 5 cards.
Discard excess cards.
RECRUIT PHASE
Each player will have X number of unit types as described in the Army Creation Section.
Recruit 1 random Unit type.
For example: lets say you have 7 Unit types.
Roll 1D10. The first 7 numbers correspond to the 7 unit types.
If you roll 8,9, or 10 then reroll.
Reroll for a different unit if a naval unit is selected and you have
no towns adjacent to water.
This unit may start in or adjacent to any of your Towns.
Naval units must start in a Water space adjacent to a town.
MOVE PHASE
Units may move up to their Move allowance.
Most units have a base Move Rating = 2 (Also referred to as Move Points).
Units may stack.
Only Air units can move through spaces containing enemy units.
Units cannot end their move in a space containing enemy units.
Flyers do not have to pay extra to enter different terrain types
Only air & water units can travel on water.
Air units cannot end their turn on a water space.
Units with the trait of Transport can carry one other unit.
Other units move into & out of the transport unit using their own Move rating.
Ground units can move into adjacent naval units with the transport trait.
ATTACK PHASE
Your units may attack enemy Stacks in range.
Most units have a basic Range = 1.
Most units have a basic Attack = 3.
Most units have a basic Defense = 3.
Roll XD6 where X is the Attack rating of the Unit.
Roll for all attacks on a target stack to get a combined damage total.
On every roll of 4-6 the unit inflicts 1 point of damage.
The controller of the stack must then distribute this damage to the units in it.
Units assigned damage must be assigned enough to destroy them if possible.
EVENT DECK CARD LIST
Card Name # Notes:
March 4 All units in Target stack may move a second time
Followers 4 Recruit an extra random follower
Mishap 4 Opponent must discard 1 unit of his choice
Invention 4 Draw a card from the Unit Creation Deck List
Outflank 4 All units attacking target stack get Attack Rating +1
Hold Fast 4 All units in target stack get Defense Rating +1
Lost 4 Units in Target Stack may not Move
Stopped 4 Units in Target Stack may not Attack
Spy 4 Look at opponents hand
Assault 4 All units in target Stack get Attack Rating +1
Hero 2 Recruit one Hero
# = number of that card in the deck
CARD LIST NOTATION
Rng = Range Rating
Atk = Attack Rating
Def = Defense Rating
U = Unit
M = Modifier
A = Air Unit
N = Naval Unit
T = Transport
F = Fortification
Rare = You can have a max of 4 of these units in play at one time.
W = Unit is both Ground & Naval
UNIT CREATION DECK CARD LIST
Card Name: Type Move Rng Atk Def Notes:
Motorcycles U 4 1 3 2
Gliders U 5A 1 2 2
Gyrocopters U 5A 1 3 3
Flamethrowers M - - +2 -1
Needleguns M - 2 +1 -
Dune Buggies U 4 1 4 3
Giant Lizards U 3 1 4 3
Undead M -1 - +1 +1
Cybernetic M - - +1 - Racial
Dog Men M - - +1 - Racial
Cat Men M +1 - - - Racial
Reptilian M - - - +1 Racial
Amphibious M W - - - Racial
Catapults U 1 4 3 2
Siege Guns U 1 5 3 2 Atk +2 vs Towns
Barbed Wire MF - - - +1
Moats MF - - - +1
Earthworks MF - - - +1
Minefields MF - - - +1
Poison Gas M - 2 +2 -1
Tessla Coil U 1 3 4 2
Zeppelins UT 3A 1 3 2
Steam Engine UT 5 1 2 2
Crossbows M - 2 +1 -
Horse Archers U 4 2 3 2
War Elephants U 3 1 5 3
War Galley UT 3N 1 3 3 Atk +1 vs Naval Units
Simian M - - - +1 Racial
Land Battleship U 2 2 4 5 Rare
Fanatics M - - +2 -1
Ironclad UT 2N 3 3 5 Rare
Berserkers M - - +2 -1
Rifles M - 3 +1 -
Pikes M -1 1 +1 +1
Ball & Chain M - 1 +1 -
Shields M - - - +1
Suicide Troops M - - +2 -1
Elite M - - +1 +1
Veterans M - - +1 +1
Winged M 4A - - -1
Paddleboat UT 3N 1 3 3
Gatling Guns M -1 2 +2 -
Dragoons U 4 1 3 2
Hussars U 4 1 3 3
Matchlock Pistols M - 2 +1 -
Half Tracks UT 4 1 1 2
Dragon Riders U 5A 1 5 4 Rare
Storm Troopers U 2 2 4 4
Grognards M - - - +1
Scythes M - - +1 -
Revolvers M - 2 +1 -
Stick Grenades M - 2 +2 -
Gladiators U 2 1 4 4
Hot Rods U 5 1 2 3
Chariots U 3 1 3 2
Whips M - - +1 -
Horned Helmets M - - - +1
Mutants M - - +1 -
Body Builders M - - +1 -
Rocket Packs U 6A 1 2 2
Swordsmen M - - +1 -
Chainsaws M - - +1 -
Smooth Bore Cannons U 1 4 4 2
Spiked Armor M - - +1 +1
Black Leather M - - - +1
Pro-Wrestlers M - - +1 +1
Amazons M - - +1 - Racial
Fire Arrows M - 2 +1 -
Flak Cannons U 1 2 4 2 Atk +2 vs Air units
Pirates M - - +1 +1 Naval Units only
Junks UT 3N 1 2 2
Juggernaught U 3 1 5 5 Rare
Warbarges UT 2N 1 4 4
Wardogs M - - +1 - Not Air
Flagellants M - - +2 -1
Hovercraft UT 4W 1 3 3
Hydrofoil UT 5N 1 2 2
Battle Axes M - - +1 -
Psychics U 2 3 6 2 Rare
Trebuchet U 1 4 4 2
Convoy UT 3 1 2 3
Battlesuits M - - +1 +1
Laser Rifles M - 3 +1 -
Hot Air Balloon U 2A 1 2 2
Monster Trucks UT 3 1 3 4
Molitov Cocktails M - - +1 -
Tanker UT 2W 1 3 6 Rare
Jet Skis U 4W 1 3 3
Rockets M - 4 +2 -1
HERO COUNTER LIST
Chit Name: Move Rng Atk Def Notes:
The Cyborg 2 1 5 4
The Sorcerer 4A 3 6 4
Road Warrior 4 1 4 5
The Warlord 3 1 4 4 Leader
Dragon Lord 5A 1 7 7
The General 2 1 2 3 Leader
The Gunman 3 3 6 3
The Overlord 2 1 4 3 Leader
The Psyker 2 3 7 3
The Android 3 1 5 5
Super Computer F - - 8 Leader
The Mutant 3 1 5 7
Aviatrix 6A 1 4 4
The Avatar 4A 1 4 5
The Technomage 3 2 5 4