At‑a‑glance: Post‑apocalyptic • d6 dice pools (push) • 2–5 + GM • Low prep • Medium complexity • 2–4h sessions
Humanity’s cities lie in ruins after the apocalypse. In the Ark—your fragile home—mutant survivors struggle to ration food, water, and hope. Beyond its borders stretches the Zone: shifting, toxic wastelands dotted with derelict sectors, lurking threats, and artifacts from the Ancients.
Built on the Year Zero Engine, the game uses d6 dice pools with a signature push mechanic: reroll at a cost to resources or stability. Survival is front‑and‑center—tracking scarce bullets, grub, and water matters. Campaign play alternates between improving the Ark (projects in Warfare, Food, Tech, Culture) and expeditions into the Zone (‘gridcrawling’) to scout, scavenge, and map.
Characters are classless archetypes (e.g., Gearhead, Stalker, Dog Handler) with potent but risky mutations. The system is fast at the table yet unforgiving: poor choices and attrition lead to hard consequences, which heightens tension without rules bloat.
The Ark is a living strategic layer that evolves through player‑driven projects, creating tangible stakes session to session. Procedural tools generate threats, sectors, and discoveries so prep stays light while emergent narratives feel grounded. The push mechanic ties risk directly to fiction—every reroll is a gamble with fallout.
Perfect for groups who enjoy gritty survival, exploration loops, and long‑term community building. Newcomers can start quickly with archetypes and clear procedures, while veterans will appreciate the campaign scaffolding and lean resolution that keeps scenes moving.
Reviewers praise its tense resource economy and push mechanics that drive drama without heavy rules. Campaign support for Ark development and Zone exploration earns high marks, though some find lethality and bookkeeping demanding. Production quality and setting tools are consistently highlighted.
Compare Mutant: Year Zero with other great ttrpg games.
Shares the Year Zero Engine’s push mechanics and high‑tension scarcity, but shifts to cinematic sci‑fi horror with stress and panic rules—great contrast if you want survival pressure in enclosed, hostile environments.
Also by Free League: hex‑crawl fantasy with resource pressure and emergent exploration. Less post‑apocalyptic, more sword‑and‑sorcery, but a similar loop of travel, risk, and hard choices.
Rules‑lite, grimy space survival where gear breaks and choices bite. If you like MYZ’s scarcity and bleak tone but want even leaner mechanics and derelict‑ship vibes, this is a strong sibling.
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