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Masters of Mutanite - Tutorial & Playthrough

Getting Games Jan 5, 2021
Transcript 34:22

welcome to the drunken games tutorial for masters of mute tonight in this video i'll be teaching you the rules of the game as we play it and today we are going to go through the first few rounds of the game now i would like to ask that if you end up enjoying this video that you please click the like button for down below as well as the subscribe button for the channel in addition to that if you'd like to directly support the channel and the creation of videos like this one in the future then please go to juggetsgames.com support there you'll find a bunch of ways that you can really help things out and some of them come with nice bonuses like voting on a few of the videos that i film each month alright let's jump into the game out here we have the game fully set up and ready to play for our three different players now before i start i would like to ask that you please turn on the cling on subtitles i might make mistakes as i'm showing you the game and those will let me put corrections on the screen where you should be able to see them i would also like to mention that today i am filming with a prototype version of the game so the art and components in the final version will not necessarily be what you see today well let's start things off with a brief overview of the game where in this world various meteors started crashing towards the earth years ago full of a mysterious substance called mutanite now people who absorbed that mutinite became mutants who then gained control of a wide variety of special powers now there is a meteor shower of unprecedented size currently raining down on the city each player is in control of a mutant and we are trying to go around and gain as many of these power cards as we can that are being scattered across the city by this meteor shower ultimately the goal for each player is to try and eliminate all of their opponents from the city in order to win the game now in a three-player game you win if

every other player has their health reduced to zero at which point they will be out of the game and in a four-player game you play in teams of two versus two now i would like to point out that the game comes with many other mutants that you can play with beyond the three that we'll be seeing in today's tutorial now the game starts with each player having an identical deck of cards and in this game we will be building out that deck by adding new power cards into it so that we can modify our specific skill set as we are trying to move around the city and eliminate our opponents by this point i'm sure you've noticed there are a wide variety of different terrain tokens on the board and one thing you can do as a mutant in this game is pick up terrain and throw it into adjacent zones whether that be throwing entire water towers or barrels of nuclear waste and each of these things can do damage as well as inflict elemental effects on that zone the final thing we have to prioritize is gathering mutanite itself now every time we get three mutant knight we can get rid of it in order to mutate and gain a new trait card as you can see each player has already started the game with one trait card in front of them which gives them a specific effect that they can use for the entire game now of course i will be describing the details of all of these things as we bump into them in the tutorial and i think at this point it's now time to start playing the game now we are playing as bionica over here and we are the starting player so let's now take the first turn of the game so let's focus down here and actually technically as part of setup we should have already drawn a hand of four cards from our shuffled up deck so this is the hand of cards that we will be playing with on this turn before we look at these cards i would

like to point out that on our player board we have a health track that starts at 50 and goes down to zero now whenever a mutant has their health hit zero they are then out of the game and once again the game is over with a winner once only one mutant or one team of mutants is remaining i'd also like to point out that we have a mutant knight tracker we start with zero and again when we get to three we can mutate again but we can also go above three because there are other ways to spend mutinite when playing cards and i'll describe that later on in the tutorial the final thing i'd like to point out before we go into our hand is this trade card over here this says absorption and as you can see it also says absorption over here on our player board now each of the mutants has three different starting traits and as part of setup we got to choose one of these and that is why we have absorption over here the other two ended up being shuffled up into this deck along with all the traits not chosen by our opponents and from mutants that are not in play this game that means it's possible we might mutate into gaining power fists or marksmanship later on if we happen to draw those and again i'll describe the details of how this works later on in the tutorial so let's now pick up our hand of cards and we can proceed with the first step of our turn where we can play the cards from our hand as either the power shown on them or as a dash so let's focus out on the city and as you can see we are starting in the train station zone now every card that we have in our hand can be played for the power that is listed on that card or it can be discarded in order to dash into an adjacent zone when you dash you can go into an

orthogonally adjacent or diagonally adjacent zone that means right now all four of these zones are adjacent to the zone that we are in for our first action i think we want to attack an opponent and in particular we want to do the fling power card as you can see it has a ranged symbol on it and we have a punch card in our hand which has a fist which is a melee symbol when you attack with a fist that has to be targeting an enemy within your given zone whereas when you attack with a range symbol that means you can only hit adjacent zones to where you are now i think we want to use this card for its fling power and again it has a ranged symbol which means we can target any of these zones not the zone that we are currently in now fling lets us pick up any piece of terrain in the zone we are in and we will throw it into an adjacent zone and if there happens to be an enemy in that zone we can target them and then they will take damage as you can see at the train station there is a car as well as a power pole and i would like to fling this power pole over to downtown and target crack jack so that means we simply pick it up and throw it over there and as you can see this power pole has an electricity symbol on it that means when this lands over here it is going to hit crack jack and they will then be affected by the electricity element effect in order to see what this does let's focus on our player board where we have a variety of status effects explained for electricity that is going to do two damage plus one more damage for every water element token that is currently in that zone right now downtown has no water so that means that power pole is going to do two plus zero or two damage total to crack jack

this means they go from 50 down to 48. now i would like to point out that now this power pole is over in downtown and it can be flung from downtown to other spots for instance crack jack might fling that right back at us every single piece of terrain has different icons on it and i'll explain those as we go through the tutorial and terrain is never destroyed in this game no matter how many times it's flung across the city after playing fling we can put it into our discard pile and before we move on i'd like to focus on our absorption trade a little more as you can see it says once on your turn when you deal damage with electricity you can draw the top card of your deck well we just dealt electrical damage to crack jack so we can draw the top card put that into our hand and that is a cleanse well it's time for us to play another card and i think let's play pickup now this says that if there are no enemies in our zone we can gain the card in it currently we are at the train station and there are no enemies here so that means we can gain the power card that's on that zone which is called earthquake now this is a melee attack that does five damage to the target and it has a mutant boost down at the bottom that means as soon as this attack hits you can then spend two mutants to do two more damage per object that is in that zone that means if we were downtown and we used earthquake on crack jack so that would be five plus six which is a whopping 11 damage in this given scenario of course we aren't there right now and whenever we gain these cards they go into our discard pile so we can't play with this one just yet

so this will go into our discard pile and now i think what we should do is play our cleanse card as you can see that says you can remove up to five total different elemental effects now this says you can remove water and fire from your specific zone there are also fire tokens that get placed out you can also remove poison cards from your discard pile that look like this and i will describe those later and you can also remove any frost cards that are in front of you that you certainly don't want to have and again i'll talk about the details of those later currently there are none of these things that we can actually remove but instead of using this card for its power i am going to use it to dash now this means we can put it into our discard pile and then dash into an orthogonally or diagonally adjacent zone in this case i think let's dash over to the hospital there is a power pole over here so we could potentially fling that on our next turn if we have the right card although we would need a valid target in order to activate our absorption trade now the reason we decided to go over here is because now we can play another pickup card and once again there are no enemies within this zone so we can take this power card and that one says vampirism now that is a melee attack as well as the earthquake we just picked up this does three damage and it says if you dealt damage gain three life i figure gaining life is probably a good thing in a game where you want to be the last one standing at this point we have one card left in our hand and i don't think i want to play it we have no targets to punch and we could use this to dash but i kind of like being at the hospital for the moment

and since i don't want to play it that means we are done with the first step of our turn so we can move to the second step of our turn where we gain one mutant per empty power slot in the city's zones when we focus back out you can see that under the power cards that we took it says plus one mutant and since there are two of these showing that means we are going to gain two mutant now so we'll go from zero up to two and we are one mute night away from mutating into gaining another trade card we can now proceed to the final step of our turn where we are going to refresh the city and then draw back up to a hand of four cards now we can start by refreshing the city which means we are going to draw a random card from the top of the power deck for each of the empty zone spots so this is going to go over here and that one is going to go over there and now it's time for us to update our hand the way this works is we are going to draw back until we have four cards in our hand but we are allowed to discard as many cards from our hand as we want before we draw now having this punch could be nice but considering we have some very powerful cards that we have gained this round i think let's actually discard this because that way we only have three cards left in our deck and we will get to the more powerful ones potentially quicker now we have to do is draw four cards and again we have three in our deck so we can add these into our hand and whenever you need to draw cards and you don't have any in your deck you take your discard pile and you shuffle it and then create a new deck with it so after we are done shuffling this up we can draw the next card and that is the earthquake well our turn is done so that means play can move clockwise over here to crack jack

and they can start things off by playing cards from their hand the first thing they want to do is pick up a power card they are currently downtown and they have no enemies in that zone as well so that means they can grab this and that card says teleport now this has a new symbol on the side as you can see it shows range but it also has a shield and a yellow burst around it now this is a reaction card that means you can have this in your hand and when someone targets you with a ranged attack you can reveal this that will then immediately cancel the incoming ranged attack and then the player who put this out can then perform the ability down below in this case it says you can dash into any zone so this means when you attack opponents if they have reactions it means your attack might not necessarily go through after that crack jack wants to dash they're going to discard this punch card to do it because again you can discard any card to dash and they are going to dash over here into the park now unlike normal crack jack actually has a special trait called stunt rider it says that when they dash they can bring a car or an ice cream truck with them in order to perform a melee attack with that vehicle so they have decided to get into this car and they are going to drive it over into the park and ram it into plasm which hits them as a melee attack as you can see the car does one damage just by hitting him and then it will also add one fire element into that overall zone so the one damage from the car brings them down to 49 and then if we look to

the fire status effect it says they take one damage for every fire element in that zone after adding the new one so that means there is one fire element in that zone and that is going to deal another damage to plasm now at this point i'd like to point out the camouflage trade which is the one that plasm chose to start with and that says that each turn for every tree in their zone they can prevent three damage coming in from the first ranged attack that targets them including elemental damage now unfortunately for plasm this was a melee attack so their camouflage did not come into effect at this point crack jack has two cards left and they would now like to use the fling card to once again dash now they are going to get into this car and use their stun rider trait to dash over into the seaport it's worth noting you don't actually have to have a target when you are using the stunt rider effect to just drive into another area and if there is a target you can hit them with that vehicle now once crack jack is over here they have one more card to play and that one is going to be pick up there are no enemies in this area so that means they can pick up this ice punch power card and that says it does three damage and it also inflicts one frost element onto their target now with that in mind we can now take a look at a frost card because every time a player is inflicted with a frost element they take one of these cards and you then take one damage for every one of these frost cards that you have and you can also not dash diagonally because of course you are slowed down so the frost cards actually go in front of you and they don't go in your deck and these can be removed from in front of you with a cleanse

and the more of these you have in front of you the worse it is for you now obviously this has not been dealt out just yet this ice punch is going to go into crack jack's discard pile and as you can see this also has a boost it says if when they play this they spend one mute night then their target can't dash at all on their next turn which means they're functionally frozen in place at this point crack jack is done with their actions so now they can gain mutant there are two plus ones showing up on the zones so that means they will gain two and that brings them up to two after that they can reset the city which means they can refill these spots in with power cards up here in downtown there's going to be an electrify power card that is a melee attack that does two separate electricity attacks and if you spend a mute night to boost it it does a third separate electricity attack down over here the next card is super speed this can be played as a reaction to a melee attack which lets you cancel that attack and draw a card finally crack jack can draw back up to four cards in their hand which is going to be the rest of their starting deck and that's finished their turn this means it's time for plasm to go and for their first action they would like to pick up a power card in their zone they are empty so they can take this poison pitch and that is a ranged attack that lets them fling an object and it is flung with a poison attack attached now whenever you are hit by a poison attack you draw a poison card you then take one damage and put this into your discard pile and then when you draw this in the future you take one damage

discard this card and then draw a new one after that plasm wants to dash they are going to discard this punch in order to do that and they are going to dash over here to the power plant once they arrive they are going to fling an object and they have decided to throw this a barrel of radioactive waste now they can hit either of their opponents right now and they've decided to throw it at us over here at the hospital so that is going to hit us as you can see on that barrel of waste it shows the poison symbol so that means just like with their poison pitch that is going to do poison damage to us so we are going to gain a poison card and immediately take one damage this will bring us to 49 and then hopefully we will be able to cleanse this away before it gets shuffled into our deck and then does more damage to us when we potentially draw it in the future the last thing plasm wants to do is pick up another power card that is going to let them take water blast that is a ranged attack it does three damage and it adds one water to that zone and then they can boost this by spending one mutant and that lets you move your target and the water that was added one zone over well they are done playing cards so now they can gain mutant there are two of those symbols showing so they will gain two which will bring them up to two total now they can reset the cards in the city so this one can be refilled and that is frost bolt that does one damage and it does a single frost attack as well and then if you boost it by spending a mutant you can do a second frost attack remember every frost attack will add one of these in front of the target

and each frost attack does damage uh depending on the number of these in front so that means this damage could definitely start to scale into some significant numbers the next card to refresh is going to be forearm fury that is a ranged attack that lets you fling twice and you can boost this to repeat it which would actually let you fling twice again doing four overall fling actions with one card played finally they can draw up to a hand of four cards and that has finished their turn which means it's time for us to go again so let's look at our hand of cards and we do have an earthquake which is a really powerful melee attack now i think we should start by flinging a electrical pole that will activate our absorption effect which lets us draw another card from the top of our deck fortunately for us we have two targets that we can go for unfortunately neither of these zones have water so that means we're not going to do extra damage by flinging it in one way or another and i guess considering the plasma player over here has camouflage which reduces their damage taken by three from the first ranged attack let's go ahead and throw this over here to the c port which means we will once again attack crack jack with an electrical attack now that is going to do two plus zero because there are no water elements over here so crack jack takes two damage that will bring them down to 46. next up our absorption trait is going to activate that says once per turn when we deal electrical damage which we just did we can draw a card oh nice we found our other power card we picked up last turn which is vampirism now at this moment i think let's play this pickup card to grab the

power in our zone and that is going to be fire shield now this can be used as a regular melee attack or it could be played as a reaction against another melee attack to cancel that attack and then do this main attack down here of two separate fire element effects so this will go into our discard pile and then considering we have a couple of powerful melee attacks i think let's spend punch in order to dash into an adjacent zone we could dash over here and then use earthquake as you can see that does five damage plus uh two more damage for every object in the zone if we boost that by spending two of our mutant at the moment there are four objects in this zone so that would do eight extra damage against crack jack although that would mean we'd be spending our mute night that we could instead use in order to gain more traits i think at this point the game is relatively early on and getting more traits is probably slightly better and i also think we should actually target plasm they have that camouflage trait which reduces their damage by three for the first ranged attack they take each turn so i think prioritizing some melee attacks against them is good so let's dash over here to the power plant by spending this punch card and then let's attack plasm with earthquake we are not going to boost this so that is going to do five damage total and then right after that we can play vampirism which does three damage and if we dealt any damage we gain three life now of course for each of these separate melee attacks they could play a melee reaction from their hand but at this point they don't have any so that means both are going to connect

that means they take five plus three or eight damage which knocks them from 48 all the way down to 40. after that our vampirism will come into effect and we will gain three life although we're not allowed to go over 50 so technically we just healed once all right we are done with our actions so now we can gain mutant and there is just one showing up on the board so we gain one this means we go up to three and at this moment we can immediately spend our three mute night to mutate into a new trait i think we should do that so we'll spend all three and the way this works is we will draw the top three traits from this deck and then we will select one of them now it appears our options are dragonize jetpack and telekinesis dragonize says that once per turn we can add a fire element to our ranged attack that does not already have a fire element the next one says jetpack once on your turn if you already dashed this turn you can dash again and then this one is telekinesis it says once on your turn when you would fling something you can fling something from any zone as if you were there so you can fling literally any object in the city now all of these do seem good but i think the flexibility of the jet pack is probably what we want to go for having an extra dash if we dash at least once is going to really increase our mobility around the city lastly we can take the two unchosen traits and put them to the bottom of the trade deck next up we have to refresh the city and that means we draw a single card over here that is flame kick that is a melee attack that does four damage

plus one flame attack and you can boost it to do two more separate flame effects finally we can draw the top four cards from our deck and that has finished our turn this means crack jack can go and they are going to start by playing pickup that lets them take this super speed reaction card and they can put that into their discard pile next up they are going to play fling and they have decided to throw this barrel of radioactive waste over here and they are going to hit us so that means we are going to take another poison card that means we take one damage and then that goes into our discard pile after that they are going to play a cleanse in order to dash and they will use their stunt rider trait to jump into this car right here and dash over to the power plant and they are going to run right into us dealing one damage and adding a fire to the zone the fire will go here and it will do one damage to us for every fire token in the zone which is currently one so that means we are taking two damage total so we go from 49 down to 47. lastly crack jack is going to punch us which is a melee attack that does two damage so we go from 47 down to 45 and that has finished all of crack jack's cards that means they can now gain mutant and there is one showing so they go up by one and they are at three and they have decided to spend all three of theirs in order to draw a new trade card so they can look at the top three from the deck and the one they've decided to take is frost hands that says once on your turn they can add a frost element to a melee

attack next up they can refresh the city which means one more card's gonna come out this is seduction and that is a ranged attack that does two damage and it says you may move your target one zone after they take that damage finally they can draw a new hand but they do have to shuffle up their discard pile first and then they can take four cards alright it's time for plasm to go as you can see everyone is currently at the power plant and plasma is going to start by punching us so that is going to do two damage and we don't have a reaction to stop it so we go down to 43 and then they are going to dash using a cleanse card they are going to dash diagonally over here to the university and then they would like to fling an object in this case they are going to fling a water tower and that is going to do two damage at their target and add a water into that area now they really have it out for us they're going to throw this water tower at us so that does two damage and then when this water gets put over here it actually immediately puts out one fire element in that zone so that means this one fire is removed by adding one water if there had been two fire then only one of them would have been removed so we take two damage from that water tower hitting us and we are down to 41.

finally plasma is going to play pickup that lets them take this melee react card which can be used as a melee attack regularly as well that does two damage and it says your target chooses and discards a card from their hand that's finished their actions and they are now going to gain one mutant which brings them to three and just like the rest of us they're going to spend all three of it to gain a new trait so they can look at the top three from the deck and they have decided to go with spike skin that says when you enter an opponent's zone or when they enter yours they take one damage after that they have to refresh the city there's just one new power card to draw and that one is ninjutsu that is a ranged reaction that does two damage finally they can draw a new hand and they of course have to shuffle up their discard because they did not have a deck to draw from so they will draw four and now it's time for us to go again at the moment we have a couple of pickup cards in our hand a punch and a fling and if we were able to do electrical damage we could draw another card but unfortunately right now there are no power poles in our zone we could of course uh do a dash to get to a zone with one and remember whenever we dash we can get another free dash once per turn with this in mind i think let's start by using our punch card to dash we could use it to do two damage to crack jack if we wanted to but i think we have better plans for this turn now we can use this and then dash over here to downtown and

then let's use the pickup card to grab electrify because there are no enemies in this zone now this is great considering we have that absorption effect and this will let us do two electrical attacks and we can boost it uh to do another one if we want to and that will obviously activate absorption so this is just another way to activate this at least once per turn and draw more cards now this is going to go into our discard pile next up let's fling this power pole now i think we should send it over here at the power plant remember electrical damage does two plus one damage for every water in that zone and there is one water so that would be three damage total so we are making this target and getting ready to attack but unfortunately right as we are about to crack jack reveals a reaction card from their hand this is teleport and it does react to ranged attacks and the fling is indeed arranged so that means that this entirely cancels that fling attack so the power pole is not thrown and then crack jack can dash to any zone this will go into the discard pile and remember crack jack is a stunt rider and it says whenever they dash they can bring a car or an ice cream truck along with them to do a melee attack so they can now essentially drive into any zone they can of course only do that because there is a car or an ice cream truck in their current zone they definitely want to do that and they've decided well we tried to attack them so they're gonna drive over here to downtown and once again hit us with this car so that is going to do one damage plus it will add a fire token which does one damage for every fire token in the zone

it is the only one currently so that means we take two more damage so we're going to drop down to 39 and unfortunately since our attack was stopped we did not deal any electrical damage to activate our absorption trade one thing we have done though is dash so that means we can activate our jetpack to then do another dash without spending a card with that i think let's dash over here to the park because we now can use our final card which is pickup to grab this power since there are no enemies over here once again this is for arm fury that lets us throw two objects and potentially four objects if we spend two mute night to boost and repeat this effect alright we are done with our cards and there are two mutant knight symbols showing so that means we will gain two and we had zero so that will bring us up to two after that we can refresh the city this is going to be boulder dash that says that you can dash and then do a melee attack of 2 damage the other one to come out is going to be acid rain that is a melee attack that does 3 damage it adds a poison attack to it as well as a water into the zone which by itself doesn't do damage but it does put out a fire and it exacerbates electrical damage now if you boost this then you actually add one more poison for every water in that zone making the water much more impactful with this action finally we can draw up to four cards in our hand our cleanse unfortunately was the bottom card on our deck and now we have to shuffle up this deck that does have a couple of poisons in it now we can draw three more cards the first one is a poison so that is going to do one damage to us

and then it goes into our discard pile and we replace it so we still have three cards to draw this is pickup then we found a fire shield which is certainly nice if somebody tries to do a melee attack and then we found a punch all right it's time for crack jack to go it's worth noting they only have three cards on their hand because they already played one as a reaction when it was not their active turn now they've decided to start things off by using a fling card to do a dash action once again when they dash they can jump into a car or an ice cream truck and do a melee attack with it so they are going to jump into this ice cream truck right over here and a drive to the university in particular run right into plasma as you can see the ice cream truck has a frost effect on it so that means a plasm is going to gain one of these cards that's going to go face up right over here and it says that when they receive this they take one damage for each frost card that they have and you cannot dash diagonally for as long as you have any frost cards in front of you now this is their first frost card so they will take one damage but then we can also see that plasm does have spiked skin that says whenever they enter an opponent's own or someone enters theirs they take one damage that means by driving into that spot the spike skin is going to do one damage to crack jack so they go from 46 down to 45 after that crack jack is going to do a melee punch against plasm and plasm is not reacting to this or of course being run into with this ice cream chuck and remember crack jack has this frost

hands trait it says once on your turn you can add frost to any of your melee attacks so this is going to do two damage and it's going to give plasm another frost card the punch itself is going to bring them down to 37 and then remember these frost cards do one damage for each frost they have so that is going to do two more damage bringing them to 35. it appears the melee onslaught is not over because now crackjack is going to play ice punch this is going to do 3 damage and it once again adds yet another frost into plasma's area now of course plasma could react to this just like the other attacks but they are not so it looks like they don't have that in their hand and if crack jack had a mutant they could boost this to make it so that uh plasm could not actually dash on their next turn but currently crack jack does not have any mute knight to boost with so this will do three damage plus the frost which is going to be another three damage so all told that ice punch did 6 damage bringing them down to 29 well crack jack is done with their actions and now they do not gain any mutant because they did not pick up any cards this means they do not have to refresh the city and they can now finish their turn by drawing four cards this means plasm can go and remember they cannot dash diagonally as long as they have at least one frost card in front of them well the very first thing they want to do is play cleanse that says they can remove up to five total water or fire from their zone poison from their discard pile or frost from in front of them and they are going to get rid of all three of these frost they can now remove

two other things if they wanted to but it looks like there is nothing else for them to actually hit after that they want to use a fling card in order to dash they are indeed going to dash diagonally which they can do now because they no longer have any frost cards in front of them once they are over here they want to play the poison pitch that will let them fling an object and it is going to add a poison to it in this case they are actually going to pick up a barrel of radioactive waste which already adds a poison and they are going to fling this back into the university and hit crack jack now at this moment crack jack could play a reaction but it doesn't look like they have any and of course if they did then that throw would not have actually happened now this was successful so that is going to deal one poison damage to them plus another poison damage from their activated poison pitch so that is going to be two poison cards total going into crack jack's discard pile each of these is going to do one damage when they are added so that it's going to bring them down to 43.

next up they are going to use water blast that is a ranged attack and fortunately for us they are once again hitting crack jack and crack jack could react but it doesn't look like they're actually going to play any cards from their hand now that is going to do three damage and is going to add one water into that zone which would put out one fire token if it was there but it does not look like there were any now it looks like plasma could spend one mutant in order to also move their target and the water one zone but currently plasm does not have any mutinite to spend so that's just going to do the three damage plus adding the water this means crack jack is going to go from 43 down to 40. that's finished all of plasms cards and they too did not pick up any cards so that means they will not get any mutinite and that means the last thing that happens is they draw back to a hand of four in this case it looks like they do not have to shuffle up their discard pile yet they do still have a few cards in their deck well at this point it would now be time for us to go again but i think i am now going to stop playing through the game and instead discuss how the game ends in more detail now i briefly mentioned this in the overview but as you can see each player does have 50 health at the start of the game and as soon as you have your health reached zero you are immediately eliminated from the game and the game is going to continue to be played until all but one player or a team of players is left alive in the city at that point those people will be the winners of the game well at this point i've now covered just about all of the rules to the game which means this tutorial has come to a close i hope that you enjoyed learning how to play masters of mutanite

as always i'd like to thank everyone who's been supporting this channel including these producer level patreon supporters if you too would like to directly support the channel in the creation of future videos like this one then please go to drongetsgames.comsupport also if you enjoyed this video please click the like button for it down below as well as the subscribe button for the channel thanks for watching

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