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erence for questions that arise during the playing of 2. WALL UNITS: The Wall units arc placed by the
the game, and a Table of Contents is included far ease Human player before play begins.
in locating needed rules.
INTRODUCTION TO THE RULES ..... Page I
11. THE NUMBER OF PLAYERS
I. General Introduction . . . . . . . . . . . . . . . . . Page 1
11. The Numbcr of Players . . . . . . . . . . . . . . . Page 1
111. A Brief Description of the Game , . .. ..
, , Page 1 ATTACK O F THE MUTANTS may be played by two
players,
3. GAME TURN UNIT: This is used to record the cur-
rent Turn during a game.
IV, The Game Equipment . . . . . . . . . . . . . . . Page 1
...........
THE BASIC GAME RULES
I, Introduction t o the Basic Game Rules . . . . . . Page
11. Basic Game Set U p and Preparation for Play .Page
111. The Basic Game Sequence of Play. . . . . . . . Page
Page 2
2
2
2
111. A BRIEF DESCRIPTION OF THE GAME
Each player controls one of the groups, either the Mu-
tants or the Humans. The Mutant player's task is to
C]llJHN
CAME
rn
3 IV. THE GAME EQUIPMENT
B. Combat Set Up. . . . . . . . . . . . . . . . . . . Page 3
C . Ror~lndso f Combat . . . . . . . . . . . . . . . . Page 3 The following components are used for the play of the
D. Combat Resolution Procedure . . . . . . . . . Page 3 game. Please inspect them carefully, and familiarize
LOCATION
VI. The Glow and Go Phase . . . . . . . . . . . . . .Page 4 yourself with them while reading through this section, B, THE GAMEBOARD: The gameboard forms the sur-
VII. The Turn Record Phase. . . . . . . . . . . . . . Page 4 face on which thc units are placed and moved. The "Sci-
VIII, Basic Game Victory Conditions - A. THE PLAYING PIECES: The game includes 133
Wow to W i n . . . . . . . . . . . . . . . . . . . . . Page 4 playing pieces which are die-cut and must be punched
ence Building Area" shows the floorplan of the building.
The "Combat Display" is used t o resolve Combats. The
THE OPTIONAL RULES. ............ Page 4
I. Introduction t o the Optional Rules. . . . . . . . Page 4
out of their frame for use. These playing pieces are
called "units".
rectangular "rooms" of the Science Building Area are
used t o determine the movements and exact positions of
11. Play Balancing for the Faint of Heart . . . . . -Page 4 the units. The furniture drawn in these room is purely
The units show the various Human, Janibot, and Mutant
111. Overwhelming Odds. ............... .Page 4 units used in the game. The units contain some of the
decorative; it plays no part in the game.
IV. Bugging Out. . . . . . . . ..
... . . . . . . . .
.*Page 4 information needed t o play the game, the content of
V. Hidden Movement . . . . . . . . . . . . . . . . . . Page 4 this information being shown by its location o n the unit. A TYPICAL ROOM ,
VI. Alternate Scenario, . . . . Reduced Gameboard Card Carefully examine the examples below:
1. CHARACTER UNITS: The Character units are the
INTRODUCTION TO THE RULES units moved on the arneboard during a game. They are
five-eights by five-eig%tsinches in size.
I. GENERAL INTRODUCTION UNIT IDENTIFICATION I
ATTACK O F THE MUTANTS is a garne of the last at-
tempt of the survivors of the Big Melt-Down of 1993 to A"--, 1. MUTANT SET UP SQUARES: Situated immediately
escape the twisted and dying world around them for a UNIT SYMBOL around the Science Building are twenty-eight green "Mu-
distant and better place. In the Science Building a t Cen- tant Set Up Squares", seven on each side o n the build-
tral State Tech, kindly old Professor Applewhite has dis- ing. These are used for setting up the Mutant units at
covered the technique of Dynamic Ultimate Placement the start of the game, and can also be used for Mutant
which will allow tho transport of living beings t o a dif- movements during the game.
ferent or alternate Earth. As the game begins, Professor
/
2. TURN RECORD TRACK: The raw of boxes num-
Applewhite and his daughter and research assistant, UNIT SYMBOLS: bered "1" through "15" is called the "Turn Record
Penny, have begun the procedure to lock-on and create Track", and is used t o record the game time.
the Gate. Outside the Tech Room, they are guarded by @ Human Tech ("4") Both called 3. CHARTS AND TABLES : Also printed on the garne-
the surviving R.Q.T.C. cadets and numerous Janibots. "Human" Controlled by the
While the delicate lock-on procedure is under way, dis- @ Human Chmrd ("1"3 unit Human
(Blue Background)
Player.
board are the various Charts and Tables needed for play-
aster strikes. Football players, cheerleaders, frat rats, ing the game.
and campus copy (now more indistinguishable than ever
before due to massive radiation) attack the Science
& Janibota ("2" or "3") C. PLASTIC BAGS: Two plastic bags are included for
Building in a desperate attempt to ;top the escape of the
Norrnies",
4 ' Mutant Leader (Black) 1 fii:t!F$ the separation and storage of the units after they are
punched out. The Human Character, Wall, Game Turn,
units
These rules need not be memorized, but should be care-
$-* Radioactive Mutant (Red) Smashed Door, and Combat Location units should be
kept in one bag, and the Mutant Character units in the
fully and thoroughly read. The rulcs should be used as a % "Normal" Mutant (Green)
Mutant Playrr
other.
-
W A L L UNITS door then resolves the attempt.
E, REDUCED GAMEBOARD CARD: This card con- A R E ADJACEN 2. T ~ DOOR-OPENING
E STEP: The Mutant Player in-
tains a reduced copy of the Science Building Area for dicates which groups are eligible t o open daars for other
use with an Optional Rule. The back of this card con- groups.
tains the Developer's Notes. 3. THE MOVEMENT STEP: Eligible Mutant units are
moved ~ n t oadjaccnt rooms or squares.
F. OTHER: Two standard six-sided dice, one for each
player, are needed for play, but not included in the
I 8.THE MUTANT COMBAT PHASE: All Mutant units
game.
-1 -
-
in the same room with Human or Janibot units must re-
solve Combat.
C. THE HUMAN MOVEMENT PHASE: The Human
player may move any Tech, Guard, or Janibot units that
are eligible to move into adjacent rooms.
YES! ONLY D. THE HUMAN COMBAT PHASE: All Human and/or
TWO WALL UNITS Janibot units in the same room with Mutant units must
A R E ADJACENT resolve Combat.
move his units, only observe the other player's move- move all o f his units during this Step, unless they were FIVE MUTANT SIDE UNITS
ments t o confirm their legality. involved in an unsuccessful door smashing attempt. A R E IN COMBAT WITH
8. There are n o limits on the number of units that may Mutant units may be moved from Mutant Set Up square T H R E E HUMAN SIDE UNITS.
be together in the same room o r square. t o Mutant Set Up square the same as they can be moved T H R E E MUTANT SIDE UNITS
from room t o roam. There are n o doors t o open o r ARE ENGAGED A N D PAIRED
smash between Mutant Set U p squares. A G A I N S T T H E HUMAN SIDE
B. SPECIAL MUTANT SIDE MOVEMENT RULES: UNITS, A N D T H E TWO E X -
The following rules apply only t o the Character units o n C. SPECIAL HUMAN SIDE MOVEMENT RULES: The CESS M U T A N T SIDE UNITS ustnw I
t h e Mutarit side. Humans have no problems with the doors, so they may
1. Mutant units may be moved from room t o room only move from room t o roorn without that worry or restric- ARE PLACED IN RESERVE. ++
I I