Marvel’s X-Men: Mutant Insurrection Gives Plenty Of Ways To Fix Your Rolls
In dice-rolling games, it can feel you’re at the whims of the dice. Mutant Insurrection gives plenty of tools to help you with that.
X-Men was the first animated series I watched that didn’t feature anvils falling on people’s heads, although I don’t know why Magneto didn’t try that more often. In order to answer that question and more, today, we’re taking a look at X-Men: Mutant Insurrection.
X-Men: Mutant Insurrection is a cooperative dice rolling game. The objective of the players is to work their way through a series of story cards, each of which will require them to complete several missions. This culminates in an epic final battle with the story’s finale, which will push the player’s to their limits.
Each player takes the role of one of the X-Men, each of which have their own die pool and special ability and assist card. During their turns, players will move to a mission card and attempt to complete the objectives there.
Each row of symbols represents each objective and completing the objective requires rolling their dice in order to match those symbols. In order to better prepare for their roll, players can get assistance from other players, by taking their Assist card, which will change their die pool and offer a unique ability to use.
Completing all the objectives of a mission allows the players to collect the Success reward of the card. But each mission left at the end of the round causes trouble for the players by forcing the Failure penalty. This, among other things, can raise the Threat Meter, which adds additional troubles each round. As the threat marker moves up the track, the players will draw the associated colored threat card.
Each game is set up with a story card which dictates the narrative of the game and determines setup, so each story card has its own specific objectives. However, once those objectives are completed, the players can advance the story, sometimes through multiple phases. However, each story culminates in the Showdown, which combines multiple cards into a large group of missions the players must now contend with. If the players are able to complete each of the Showdown missions before all getting knocked out, they win!
Along the way to the showdown, the players will also be able visit Xavier’s school in order to heal up, deal with rising threats, gather intel or train themselves in order gain training tokens which can be spent during missions to guarantee a certain die result.
Additionally, players can occasionally find allies in other mutants, who will be able to help them with their own abilities. And finally, players can build bonds with each other, by choice or by crazy random happenstance. These bonds can be good or bad, depending on how they were acquired. The bonds will affect how the heroes work together while out on missions.
All of these mechanics work to give players a lot more control over their dice than you might otherwise get in another dice rolling game. Top it off with a great X-Men theme with plenty of plots to play through and you’ve got yourself a great tabletop experience.
X-Men: Mutant Insurrection – $54.95 – Available Now
Fifty miles north of New York City, Xavier’s School for Gifted Youngsters may seem like just another affluent private school for exceptional students. Few could guess that these students are mutants, and fewer still know that Xavier’s School is the headquarters of the X-Men—a team of heroic mutants fighting to protect humanity from superhuman threats!
Fantasy Flight Games is proud to announce X-Men: Mutant Insurrection, a fast-paced, cooperative, dice-driven card game for one to six players!
- 1 – 6 Players
- 45 – 60 Minutes
- Ages 14+
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