It "think" the official release for product is next week, but don't know for sure.
I played my first game this week. I haven't been following this at all, came out of the blue to me, but I think the wait for this might have been worth it.
It would probably be easier for me to list the things I didn't like about this game, than to list all the things I like about it
.but frankly, I'm not sure what I don't alike about it. The map, maybe. It's a nice map, don't get me wrong, but flat. I love playing on 3-D terrain. That's not the map's fault. As maps go, these are good
.maybe too many walls
Anyway. The short review: Mutant Chronicles is fantastically fun to play, easy to learn, beautiful to look at, and going to be hard to master!
For a long, rambling fan-fest, see below:
Let me begin my school-girl gush by attempting to formulate my thoughts into a semi-coherent assemblage of continuity.
Figures
Wow. Mega-wow. They are big. Even the normals' are big. And the freak-mutants
they're even Bigger. KANkaKEE these are gy-normous figures. Monstrous. Big. Did I mention they are big?
I love em. I love the fact that I'll be able to find dollhouse bits to create 3-D scenery to throw them against, not to mention 1:32/1:35 scale stuff will probably look just fine on the table with them, which means Tamiya sandbag and oil drum sets I've had for three decades will finally find a use.
The figs are soft plastic, which means they ain't gonna break on you for the most part. It also means conversions are going to be a piece of cake. I'm already thinking ahead to butchering some of these fellows to re-position hands, heads, gear, etc., to make they distinct from their neighbors of the same unit-type.
The paint jobs are not terrible on any of them and on the bigger pieces, they're down right good. With some quick touch up in the drybrushing and inking department, they'll easily be customized on paintjob, which will distinguish between figs and add variety, if so desired. I'm guessing one could easily prime these fellows, too, and start from scratch on the paint job with little trouble, if so inclined.*
Box Set
The starter comes with a ton of stuff for the price, packaged in a see-through box, so you can view the figs (awesome feature) and it's a sturdy package, reminiscent of FFG's DOOM box sets.
You get all the punch out stuff command counters, wound counters, victory counters (points on the map you can fight for control of). You get all unit cards (even though all the figs aren't yet available) and a bunch of command cards. You get the special dice that make the game a bit unique and refreshing in terms of game play. You get a two-sided hex map, as well. All typical great quality stuff you're used to with FFG boardgames.
For me, for the price, this is very impressive. The fact that all the unit cards are there alone is a great boon, as it allows you to proxy figures in from your own collection of whatever, to try out units before you decide to buy them. Love it.
Gameplay
I'll assume the rules as-read are known to folks here, since you can download the rules for free and read how they are supposed to work.
My good buddy, we'll call him Gunthyr, picked up a starter set and two supplemental packs Kuarak the Cursed (sp?) and the Ice Golem. He grabbed up just about one of everything available for the most part, for his own collection, so on my first foray into The Zone, I put together a skirmish group from his figures.
I put together a group of Capitol Rangers. They work well together giving each other movement bonuses, or enabling units to move after command cards are played, etc.
I did a straight up 3/3/3 set up to get a feel for the game, but one of the coolest elements of this game's mechanic is the customization of the options available to you: Take more troops, less command tokens; take more command cards, less troops, etc. Very ingenious and slightly maddening, as you fret over the manifold avenues to destruction (your opponent's, you hope).
But for my first fight, I went Gold-Silver-Bronze down the line with units, cards, tokens.
One thing that is very enjoyable about this game is the innovated mechanics. I like this command card/token set up. There's not a lot of resource management going on to slow the game down.
I like that, instead of abilities being assigned to a unit (though some do have special abilities, of course) there's the element of the unknown that the command cards bring to the table, that keeps you guessing about what your opponent has up his sleeve. One round you're bashing it out with a Ranger with fixed stats and the next turn you give him the ability to make three attacks, instead of one, and he's hammering your Kuarak the Cursed into oblivion. Sweet. (your actual Ranger vs. Kuarak encounter may vary).
I ended up losing the first skirmish by a tiny bit, but that was because we misinterpreted the rule regarding the Communications Station (we weren't playing for victory points, but we did use the victory tokens to spice up the game). Had I been able to use the free Gold Command Token granted by the ComStat (had we bothered to read the FAQ, that is), I'd have won most likely. Very close game, either way.
Who cares, though it was big fun.
Others arrived and set up a bigger game 6/6/6 on a side for four players and winged a multi-player game. The Capital troops managed to drop both Kuarak the Cursed and his Ice Golem (who is wikked ahsum as the kids say), but ultimately fell to the might of Alakai the Cunning and the Technomutants (they never even really got the Immasculator into the mix
.our troopers were, indeed, doomed).
Our biggest mistake in this game was not attempting to capture the reserves victory token. Not sure of the name of this token, but I believe if you hold it, you can bring defeated units back into play, which would have given us a chance to whittle the demons down.
I'm guessing there will be cries of lopsidedness early on regarding the might of the Algeroth versus the puny Captial forces
Let me tell you this: I know it can be done. The humans have to work for it, but it can be done.
I have to say, I really enjoyed this game and look forward to playing it again and again. There's a uniqueness to it that is functional, not frivolous. It's refreshing to not have a to-hit/to-wound/to-save dynamic in play. The way the dice work to set the range and the way the damage works along with the way the cards and abilities can affect those outcomes is pretty novel and fluid.
I like the cards' influence in the game it takes away the all-knowing aspect of a set game piece. Sure, you know that a figure may have X life and Y dice, but your opponent has cards that might shift those values in ways you couldn't have predicted, which can turn the game around in one fell swoop. Very cool.
*Just as a matter the sake of argument or full disclosure or point of clarification: I've been in the gaming hobby as it relates to miniatures and wargaming since 1977 (Metagaming Melee with Heritage Lord of the Rings figures). I love the hobby and its many aspects. I love painting figures. I love constructing terrain. I love converting figures. I love playing the games. I love home ruling games. In 1994, I won first place at GenCon for a diorama I entered with a figure I sculpted. Why do you care? You probably don't (why would you?): I only mention it because as a life-long hobbyist I LOVE pre-painted figures in general (big fan of AT-43 & Confrontation: Age of Ragnorak), and really like these MC figures. I see all sorts of potential in customizing them, but think they're more than ready for table play.
Sure, there was a time in the past when the hobby end of the gaming hobby wasn't an issue. That was before a real job, family, life in general got more complex. I love that I can pop open MC and hit the ground running. It's friggin' awesome. The fact it works so well and looks so good is icing on the cake.
Sorry for being such a wind bag, but I'm actually pretty excited by this game.