|2-4 Players||30+ minutes|
Assume the role of the X-men
and liberate your mansion from the evil mutant enemies.
Each player randomly is
dealt 2 X-men character cards. Players retrieve the corresponding
figurines. The character cards specify three characteristics of
the heroes: Intelligence, Durability, and Fighting skill. Each
X-men character also has a unique special ability that may be used in
The board is set up -- tokens marked with a colored "X" are placed in every room (the colors match the level of the Mansion). The "X" side of the token is up: the reverse is to be revealed later.
Players are dealt the number of action cards equal to the intelligence of their X-men. Action cards typically identify a room in Xavier's mansion. By playing a card, the player moves one of the X-men figures to the location specified on the card.
Each turn proceeds as follows:
Being joined by an additional X-man means that you get three characters to use instead of your starting two!
If one of your X-men finds
an evil mutant, then any X-men on the same level may join in the fight
against it. The top card of the evil mutant deck is
revealed -- there is a marker on the level that is moved to a chart on
the side of the board to indicate the evil mutant's strength.
(Strength varies from 21 down to about 10). All other play stops until
the evil mutant is subdued or the X-men are incapacitated. The
X-men character who revealed the evil mutant is the combat leader --
and may have a special power that can influence the combat. Any
player who can may play a special card to move their X-men into
the battle as well.
Combat consists of each
X-men character getting to roll the dice. Each die has 2 blank
spots, one evil mutant spot, 2 X-men spots, and one marvel spot.
The character gets to roll the number of dice equivalent to his/her
fighting skill (usually 2, 3, or 4) plus any bonus dice from the
combat leader. For each die with an X-men result, the evil
mutant's strength is reduced by 1; a roll of marvel reduces the
strength by 2. For each evil mutant result, the character takes 1
point of damage. After the dice are rolled, the next character in the
battle rolls the dice. If a character's damage points are equal
or greater than their durability -- then the character is unconscious
(they need to heal). If the evil mutant's strength is reduced to
zero, then the character who last hit claims the room chip and the
mutant card. As the evil mutant's strength is reduced, players collect
"blood chips" approximately every three points.
Characters who take damage
may heal themselves by not moving the next turn -- they roll the number
of dice equal to their durability. If a battle is ongoing on the same
level, any rolls of evil mutant will cause them additional damage.
Rolling x-men and marvel will cure one or two damage points
Sometimes it's a good idea to heal
instead of searching a new room.
Play ends when the last room
is secured. To find out who wins, players count the number of
room tokens they have collected added to the number of mutant cards
collected and added to the number of blood chips. Highest score wins.
When you are
too caught up in collecting comic books, anything looks good.
This game is best used for collecting the figures, painting them, and
then losing the rest of the game.
We've played this game on a
few occasions -- there isn't a lot of strategy to speak of. In
combat you have a 50% chance of hitting with each die, and a 1 in 6
chance of being hit. The evil mutants aren't really a threat
unless you are really unlucky or already injured. The rules have
significant grey areas -- for instance, it was unclear if you could use
your cards on some one else's turn, or join another player's battle. We
decided that you could join another player's battle because it was more
Even though the game board
is a floor plan of the X-men's mansion, the game didn't play like it
really was a building. There really wasn't a good
method of moving around the mansion to where you wanted to go -- you
had to hope for a card to get you there. (You'd think that a mutant
superhero could walk into the next room over...but, no, you can't you
have to randomly appear in rooms all around the building without any
regard to geography.)
The game is also very
cluttery -- there are damage makers, blood chips, room chips, action
cards, evil mutant cards, character cards and so on. The board is
an awkward long thin rectangle that requires a long table or a lot of
floor space. The dice were blank cubes that we had to paste
stickers on...the figurines must've cost too much for the designers to
get custom dice.
As all of the zombies are
former (or current) comic book collectors, we all knew about the X-men.
This game's best feature is the 18 figurines. They make the box
worthwhile -- but only for a comic book collector. The game
itself is mediocre and lackluster in terms of play. Being from
1995, the game was released in the peak of the comic book's
popularity. It probably sold well in comic circles... if you want
the figures go find a copy -- but don't expect a particularly good game.
Where to buy:
This game is out of print,
you'll have to try looking for it on e-bay or a comic book site.
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