Mutabo resembles the creative activity that became known on BGG as Eat Poop You Cat : One player writes a sentence, then passes the paper to the left, where the next player will draw what they read, then hide the original sentence and pass the paper to the left, where another player will write what they see, etc.
The main difference is that in Mutabo, there are cards with which players create the first situation that shall be drawn. One set of cards contains the beginnings of sentences, the second one the end of sentences. Each player uses two of these cards to create a first sentence to start the game. A game round ends when the papers are full. Scoring is of lesser importance, but can be done by voting for the funniest images/sentences that appear.
There is a standalone expansion : Mini-Mutabo
A similiar game is Telestrations .
- theme is engaging; personal project and design ownership
- some rules felt inelegant and tacked on; requires refinement
- dice-stacking area majority
- bacteria in a Petri dish
Mechanics (from transcript analysis)
- adjacency stacking rule — you can stack on top of an opponent's die only if adjacent to a certain number of other dice
- dice-stacking area majority — largest contiguous set of your dice in the middle mass of stacked dice
- rule exploration and refinement — playtest with open-ended rules that can be refined toward an elegant solution
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Quotes (from this video)
- the rules were really not good there were a couple questions we had where we like passed the rule book around twice trying to figure out some really basic questions
- it's a chaotic game I felt zero control while I was playing it
- I would teach and play it again
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Mechanics (from transcript analysis)
- Dice Rolling — dice rolling and stacking; you roll two dice per turn and pick one
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Quotes (from this video)
- I read rules once and then I read the rules again to catch all the mistakes I made.
- I breathe rules constantly like I probably get 5 to 10 emails a week of people asking me to cover their games on YouTube.
- Corkle is a brilliant two-player game and it's really really good in the iOS adaptation.
- I’m my own boss now … the success of this drive is going to help dictate how many conventions I go to.
- I design a game called Mutation, a dice rolling and stacking game.
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- the solo rules for Darwin's Journey were a mountain among themselves
- my wallet thanks you for Darwin's Journey and Ostia
- Nana toridori
- Hachi Train is a game that came out last year that I really liked
- Tigers and Euphrates is very dry except the river part of the title
- Newton has no theme
- Aura at Labora you are just going through the motions
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Quotes (from this video)
- It takes elements of The Mind and those sort of games where you have to you can't communicate and you've got to figure stuff out.
- But the game uses Texas Holden Poker to do it.
- So flip seven.
- It's literally just the equivalent of an Uno card game of push your luck.
- I found Slay the Spire to be boring as a computer game.
- The rinse repeat nature of a rogike game is just not fun to me because you just rinse and repeat the same thing.
- Let's Go to Japan actually did a pretty good job of doing the theme well with that.
- Let's Go to Japan is mostly about the scoring phase.
- SETI search for extraterrestrial intelligence one win it wins it over
- But, Seti, yeah, I'm I'm happy with this one.
- war game. To be honest, I'm not interested in war games. Arcs is I mean, that is basically what Arcs is.
- I don't find what you do in the game that interesting, period.
- the card system has a major problem.
- the ambitions as well, this is one thing I really do not like.
- So, my scoring objectives are based on random chance.
- How is that a good aspect of design?
- the defenses I was getting from some people were really bad.
- It's only a game.
References (from this video)
- Visual appeal of wooden, screen-printed bits
- Interactive meeple upgrades add depth
- Modular upgrades and creature/character variation
- Mutant/experimental theme with upgraded meeples
Mechanics (from transcript analysis)
- Character Variety — Multiple characters provide varied abilities.
- Meeple upgrading — Physically upgrade meeples with components.
- Tile Placement — Upgrade tiles with hands to gain abilities.
- tile upgrading — Upgrade tiles with hands to gain abilities.
- Unique Player Powers — Multiple characters provide varied abilities.
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Quotes (from this video)
- This is my sensory candy for spiel.
- it's basically an area majority game, it sounds like, based off of this, just really, really pretty board.
- This is a re-implementation of Qin.
- I love a good tile layer and the tile layer, you're building out this city and these canals, and you can sail your boats around it.
- Turns, catch three demon tokens using a polyomino.
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- March of the Ants is uh from Tim Eisner. So, same guy who did uh Canopy and some guy who did Leaf. Um, and I have talked highly about both of those games. Uh, this one is a reimplementation of an older game, March of the Ants. This is an area control game, quite an aggressive area control game.
- Now, when you put those two things together along with Board of Dice, you usually expect a very complicated, heavy, oh my god, there's so many rules type game.
- The demo did a good job of teasing me, thinking, 'Wow, this game didn't feel that complicated.' It was It was very in-depth.
- This could be one of the better David Turczi games I've played in recent uh you know tried out in recent um years.
- They didn't want to just make it White Castle with two players because to be honest, White Castle worked best as a two-player game.
- This is a two-player area control game um where basically you have followers, dudes on the map.
- But it's beautifully produced. You got these translucent dice, these lovely artwork cards, these wooden followers.
- Yes. Sorry, there is a spider on one of these pictures. I didn't see that coming, but uh I've seen scarier spiders, but still
References (from this video)
- Varied and upgradeable workers enable deep customization
- Fresh twist on worker placement through mutation mechanics
- Rich decision-making and strategic depth
- Strong emphasis on tactical adaptation to evolving strategies
- Potential learning curve due to mutation system
- Complexity may be daunting for casual players
- Reliant on proper component quality and clarity of rules (not specified in transcript)
- Customization and mutation of workers to gain evolving bonuses
- Biopunk universe
- Mechanistic, tactical emphasis on worker mutations
Mechanics (from transcript analysis)
- Board upgrading — Players can upgrade their player boards to improve engine strength and future actions.
- Compound Scoring — Pursuit of diverse scoring objectives drives end-game scoring and strategic diversity.
- Mutation/upgrade of workers — Workers can be upgraded or mutated to gain new bonuses and specialized capabilities.
- Opponent-space interaction — Using the same space as an opponent can yield additional benefits for the mutating player.
- variable scoring objectives — Pursuit of diverse scoring objectives drives end-game scoring and strategic diversity.
- Worker Placement — Players place workers to activate action spaces to gain resources, upgrades, or scoring opportunities.
Video topics + discussion points
Quotes (from this video)
- mutagen stands out through its varied
- and upgradeable workers each player
- mutagen offers a fresh Twist on the
- customization and tactical depth you can
- the game is Rich with decision-making as players must strategically mutate their workers to fit their evolving strategy overall
References (from this video)
- Vibrant production and art direction
- Interesting worker upgrade dynamics and multiple activation pathways
- Strong thematic cohesion with midweight engine-building
- Some players may find the rule complexity dense
- biotech experimentation, corporate intrigue, futuristic lab culture
- A biopunk-inspired near-future where biotech and worker dynamics collide in a lab-driven economy
- dark, tech-forward, thematically dense
Mechanics (from transcript analysis)
- Set Collection — Collecting resources grouped by type to trigger further actions or scoring.
- Thematic synergy — Mechanics are tightly integrated with a biopunk aesthetic and narrative.
- Tile Placement — Tiles and patterns form engine-building opportunities with spatial constraints.
- Variable worker abilities — Workers’ effects depend on their type and upgrade level, creating layered decision trees.
- Worker Placement — Different workers activate in distinct ways, and can be upgraded to gain new capabilities.
- Worker placement with upgradeable workers — Different workers activate in distinct ways, and can be upgraded to gain new capabilities.
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Quotes (from this video)
- mind bend melter
- Inaria oo very nice
- it's V Lera so I'm immediately terrified but at the same time... one of the heavy but not brain crushing
- I can't wait to play this game
- this game looks absolutely stunning
References (from this video)
- Cool cover art and a distinctive theme
Mechanics (from transcript analysis)
- Tile Placement — Cover art and theme suggest a colorful, likely gadget/chemistry motif
- tile-placement — Cover art and theme suggest a colorful, likely gadget/chemistry motif
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Quotes (from this video)
- the most boring unboxing in the world
- I'm actually going to do this. It's the advent calendar. I can I'm going to do it in January
- Fu magnet needs its own bag