As small bolts of electricity crackle across the metal coils of a partially darkened & damp lab, a creature scurries to the back corner hiding in the shadows. A figure in a soot covered lab coat places a set of goggles on a work table. The goggles partially melted from radioactive chemicals start to deform as they are placed.

“I have done it!” The scientist exclaims. “I have finally done it! Finally I will have an experiment to take on that good for nothing scientist. I will not be defeated this time!”

Suddenly the door to the lab swings open. Smoke & electricity rolls in from the opened passageway. The shadowy silhouette of another scientist comes walking into the now smoke filled lab.

The goggles of the entering scientist glimmer from the nearby bursting bolts of electricty. The figure coughs & starts to madly laugh. “Ha Ha Ha! Time to find out who is the best mutologist!”

In the two player game of Mutology, you & one other will be able to find out who is the better of the two scientists by building the greatest army of mutants.

Mutology is a game from Jeremy Bartlett & Thinkform Games. It is for two players, for ages twelve to adult, & may take anywhere from twenty to forty minutes to play.

In Mutology players will build a forty-five card deck full of specimens that they will turn into mutant experiments. Players will add devices, procedures, & lab assistants to the deck. But on top of that each player will add a number of radiation cards to mutate their specimens to become that biggest & baddest mutants around.

Each player will start off by drawing seven cards. As like most card games, players will be able to “mulligan” by getting rid of the cards they believe they won’t need by adding them to the bottom of their deck. They draw a number of cards to replace what they got rid of & then they will reshuffle their deck of cards.

The playing area in the game is set up in two different fields set up in a 4X2 grid. The top four spots are known as the “Field Zone”. In the Field Zone players will place Lab Assistants, devices, or specimens. These cards can be used for their text & maybe be targeted in clashes.

The lower of the two zones is known as the “Lab Zone”. In the Lab Zone a player may place Lab Assistants, devices, & specimens. These card, however, may not be used or targeted in clashes.


On a turn a player with have five phases to go through. The first phase, the start of turn phase, players collect one research point token per each mutant they have in the Field Zone. If a player has fewer research point tokens after drawing, they may draw one card without paying concentration tokens for a card. That player will then collect five concentration tokens. These concentration tokens can be used to do several things: draw a card from the deck, play a card from hand, or use the ability on a card.

Next is the first preparation phase. In this phase players will spend concentration to play a card or use it’s ability, move one card for turn, or draw a card. Draw a card can be done as many times as possible as long as the player has enough concentration tokens to do so.

The third phase is the Clash Phase. In the Clash Phase a player may attack a target in an opponent’s Field Zone with any mutants they have in their Field Zone. A specimen may not be mutated & attack in a clash on the same turn.


The second preparation phase is the same as the first. Players who are familiar with playing other card games can consider this as another main phase. So holding off on playing certain cards during the first preparation phase may be needed.


In the end phase a player will resolve any effects that take place until end of turn. Any concentration tokens a player has left over goes to the central supply that both players share. If a player has more than seven cards in their hand at the end of the end phase, they must discard back down to seven cards.

First player to ten research points will win the game. Or if a player can not draw a card at the beginning of turn, they will lose the game.

I have played card games for over a decade. Now Mutology works on many different levels. It has a similarity to games I have played in the past so it was easy for me to just jump into the game. I enjoyed the option of drawing a card during various phases of the turn instead of just drawing at the beginning of turn. Plus being able to move cards from zone to zone helped protect devices & specimens.

As experienced as I am at deck-building I had to read & re-read each card to decide exactly how I wanted to go about playing. Mutology can get very strategic when in a pinch, especially if you are running low on cards. Keeping mutants safe is the key to winning the game since a player needs ten research points to win. I can tell you rushing head long into a fight can get you into trouble early on.

Mutology will be coming to Kickstarter very soon.

Time to meet your rival in the lab. Show them the extent of your experiments & game on!

-Christopher Richter

Twitter: @Boardgaming_FTW