Masters of Mutanite - Frequently Asked Questions (FAQ)

Game Rules

  • If a utility pole is on fire and it's thrown into a flooded zone, does its fire get removed?
    Yes. Its fire gets removed before the utility pole's ranged damage and electricity have a chance to activate.
     
  • Can a thrown car light itself on fire?
    Yes.
     
  • Does fire spread on its own?
    No.
     
  • Do I gain any life when I enter the Hospital zone?
    No.
     
  • Is the hero able to rescue if the helicopter is in a zone with flood or electricity?
    Yes.
     
  • In terms of adjacency, does the city "wrap"?
    No. 
     
  • In what order do empty slots get refilled with cards from the Mutation Deck?
    Going row by row left to right, from top row to bottom row.

Card Clarifications

  • Acid Hands
    This affects only the first enemy you hit each turn.
     
  • Astral Projection and Mass Momentum
    The damage must be dealt to a legal target. For example, if you have Astral Projection and you dash into an enemy's zone, you can't deal them the 1 ranged damage. They would need to be in an adjacent zone, like a normal ranged attack.
     
  • Cyclone Scurry
    You dash, then throw an object from the zone you dashed to.
     
  • Elasticity
    When using this, a hero may take civilians from a zone with a villain that has played Terrify (they aren't being carried or rescued). However, a villain may not take civilians from a zone with a hero that has played Protect (Elasticity has to target civilians to move them).
     
  • Four Arm Fury
    If you choose to throw another object, it must go to the zone that you threw the first object to.
     
  • Frost Hands
    This affects only the first enemy you hit each turn.
     
  • Frostbite
    The additional damage is applied EACH time. For example, three separate attacks that successfully deal damage to an enemy with chill would deal a total of 6 additional damage (2 additional from each attack).
     
  • Healing Factor
    You must play Focus to gain the life. Discarding it to dash or for any other reason won't gain you the life.
     
  • Invincibility
    You can still be targeted after playing Invincibility. For example, you may still receive Frost, Fire and Poison counters!
     
  • Kraken Call
    The additional damage is applied EACH time. For example, three separate attacks that successfully deal damage to an enemy in flood would deal a total of 6 additional damage (2 additional from each attack).
     
  • Mass Momentum
    The damage must be dealt to a legal target. For example, if you have Mass Momentum and you dash out of an enemy's zone, you can't deal them the 2 melee damage. They would need to be in your zone, like a normal melee attack.
     
  • Petrify
    The ability refers to civilians that are wherever you are. So, if you play Petrify and then leave a zone that had civilians, those civilians may now be carried or rescued since you are no longer there.
     
  • Protect
    The ability refers to civilians that are wherever you are. So, if you play Protect and then leave a zone that had civilians (without taking them with you), those civilians may now be targeted by enemies since you are no longer there.
     
  • Rapid Mutation
    The drawn card goes to your hand. So, you may play it the turn that you draw it.
     
  • Seduction
    "Your target" refers to whoever you hit with the 2 ranged damage. If you're a villain and you killed a civilian with the damage, the second ability of Seduction fizzles.
     
  • Stunt Rider
    Vehicles include the car, ice cream truck, and helicopter. It doesn't matter how the vehicle leaves your zone - if you throw it, if someone else throws it, etc.
     
  • Super Stamina
    Your elongated dash still counts as one dash. As such, the hero can only carry civilians from the zone he/she started the dash from.
     
  • Super Swimming
    If you decide to stay in the flooded zone, you must discard a card as normal.
     
  • Telekinesis
    This allows you to throw objects that are in zones other than the one you're in (or you can still throw from that one). When using Telekinesis, you stay in your current zone and move the object from its zone to a zone adjacent to it.
     
  • Tether Toss
    Throw a player first, then throw an object. They don't have to go to the same zone. If there isn't a player to throw, you still get to throw an object.
     
  • Voodoo
    The ability triggers immediately upon a non-poisoned enemy getting poisoned. So, if you targeted a non-poisoned enemy with Poison Fangs, they would gain 3 poison counters: 1 + 1 additional from the first poison icon, then 1 more from the second poison icon.