Explore Mutant: Year Zero
Mutated ducks wielding shotguns. Tactical boars in leather armor. Moose with devastating charge attacks.
Welcome to Mutant: Year Zero – Sweden’s distinctive take on the post-apocalypse that’s been captivating gamers since 1984.
At Gen Con, we cornered the minds behind this uniquely Nordic phenomenon. Thomas Härenstam, Free League’s co-founder, along with his family and team, revealed how a Swedish RPG evolved into a global franchise spanning tabletop games, digital adaptations, and soon, the silver screen.
How Mutant: Year Zero Began
Every great franchise has an origin story, and for Mutant: Year Zero, that story begins with an 11-year-old boy in Sweden receiving an unexpected birthday gift of the RPG Mutant: Chronicles. As Thomas Härenstam, co-founder of Free League Publishing and designer of Mutant: Year Zero, recounts: “I had never seen a role-playing game. I had no idea what it was and I got the first edition of the mutant game that had recently come out in a birthday present from my father who had no idea what it was either.”
That fateful gift would spark a lifelong passion. Thomas and his older brother dove into this mysterious new game, figuring it out as they went along. “Me and my brother who’s three years older, we just tried to play this game that we had never seen anything like it and we just got completely engrossed with it and building the world with it and playing with it,” Thomas explains. “For that year I don’t think we did anything else, so that kind of was the initial start for me playing mutant and that kind of feeling has never really left.”
Fast forward nearly three decades, and that childhood obsession would come full circle in a remarkable way. After Free League Publishing had established itself with a couple of smaller games in the Swedish market, Thomas and his team made a bold decision to release a game set in the Mutant universe.
Despite being relative newcomers in the industry, they reached out to Fredrik Malmberg, the keeper of the Mutant license. “We kind of got the nerve to actually try to contact Fredrik Malmberg to see whether we could actually do a new version of the Mutant role-playing game which is like you know a big dream for me,” Thomas shares. “It’s a big step, but he was very gracious and for some reason he felt he could trust us with this.”
What Makes Mutant: Year Zero Unique
In a world filled with post-apocalyptic settings, Mutant: Year Zero stands out through its distinctly Scandinavian lens. “I think storytelling is sort of in the core of Scandinavian culture. And I think that might be one other factor that brings something to it,” reflects Kika Pukerenstam. “I’ve seen people saying that they enjoy the Scandinavian feel of it even though it can be set in New York or London or even your hometown,” explains a Free League team member. “The rules and the stuff that’s in the game, the monsters, the encounters, it has a distinct feel from the American type of post-apocalyptic games.”
This distinctive flavor stems from Sweden’s rich gaming tradition. As Thomas Härenstam notes, “I think Sweden has a very strong gaming tradition and RPG tradition that we build on and that was really started by Fred and his company back in the early 80s. So we have, as for a small country, a very strong RPG tradition that also translates later into the video game industry.”
While other settings might feature generic mutants or zombies, MYZ populates its world with charming and bizarre anthropomorphic creatures. “So you have the Bormin you might recognize from the video game, Duck, Pharaoh and all these fun, crazy characters,” Thomas explains. These memorable inhabitants give the game its heart and visual identity.
The world itself is equally distinctive. “[With] Mutant: Year Zero we built the whole idea of the arc and the zone,” Thomas shares. These setting elements—the Arc (a shelter where humans have survived) and the Zone (the dangerous wasteland beyond)—create a unique framework for storytelling that differentiates MYZ from other post-apocalyptic games.
What further elevates Mutant: Year Zero is its depth of world-building. “There’s such a rich lore also for the different factions,” Kika notes. “So a lot of that is sort of available through reading and looking into older gaming materials.” This extensive background creates a sense of authenticity and lived-in history that makes the setting feel more real and compelling.
The franchise also benefits from its versatility, offering multiple entry points for fans. “You can play it as a tabletop game, but you can also sort of add it as a sort of add-on to when you’re playing the role-playing game,” Kika explains. This flexibility allows the Mutant: Year Zero universe to accommodate different play styles.
Zone Wars – The Newest Evolution
The world of Mutant: Year Zero continues to expand with Zone Wars, a miniature skirmish game that brings the post-apocalyptic world to life in a new, fast-paced format. While maintaining the distinctive Scandinavian character and memorable mutants of the RPG, Zone Wars offers players a different way to experience the Zone—through tactical combat and territory control.
Thomas Härenstam describes Zone Wars as “a miniature skirmish game based in the Mutant: Year Zero universe” that captures “all of that fun, crazy, post-apocalyptic mutant action going on with the mutant animals and the mutant humans.” For longtime fans of the franchise, it’s a natural evolution that puts the iconic characters directly on the battlefield.
What sets Zone Wars apart from many miniature games is its accessibility and completeness. “You can really set it up, everything you need is in the box,” Thomas explains. “You have the play mat, all of these paper terrain, all the cards, all the miniatures, all of that is in that box set so you can get it out on the table and play a full game in one hour, an hour and a half.”
Stella Pukerenstam, Thomas’s daughter, describes Zone Wars as “Freeleague’s own version of Fortnite” – a comparison that highlights the game’s emphasis on action and territory control. Her mother Kika adds depth to this description, explaining, “I think one of the exciting things with this game is that anything can happen. So, there’s a number of ways of playing it. You can both have, like, PVP, everybody going into this own area, looking for loot and just trying to claim the ground. But you can also actually play it as one faction being in charge, almost like in a fort in the middle, and the others trying to sort of overtake that.”
The game’s faction diversity adds to its replay value. The latest expansion “adds two more factions to the game, the robots and the psionics, and also makes it possible to play four people at it together at the time.” Each faction brings its own playstyle and strategic options to the table. Kika recalls, “We had a gameplay where we tried to take over, our son was sort of playing the robots and that faction has some really nice self-destruction things going on.”
Stella has her own favorite: “I’ve been a big fan of the original mutant characters. There’s a specific moose that has a really cool melee powers where you can bash at people… You can charge at people, which I think is quite exciting in an otherwise range-focused game.”
What truly distinguishes Zone Wars is the unpredictable tension it creates. “Again, Freeleague is very good at creating that sort of vibe and that tension. You see that with the alien and the dragonbane as well. They’re really good at creating that atmosphere,” Stella muses. “There are also a lot of zone creatures that can appear as well. So, they can really mess up your gameplay,” Kika notes.
From Tabletop to Screen
Mutant: Year Zero’s journey from a Swedish tabletop RPG to an internationally recognized franchise represents one of gaming’s most remarkable evolution stories. While the tabletop games remain at the heart of the franchise, MYZ has successfully expanded into digital games and is now poised to make the leap to film.
This multimedia expansion has been particularly gratifying for Thomas Härenstam and the Free League team, who have watched their beloved franchise grow beyond their wildest expectations. The upcoming film adaptation holds the promise of bringing the distinctive MYZ aesthetic to life for a global audience. When asked what he hopes to see in the movie, Thomas expresses a simple but profound wish: “Seeing all of that cool Mutant stuff that we have been seeing inside our minds and in the art and the books and see that come to life on the screen! That alone will be amazing amounts of fun.”
What makes this multimedia expansion particularly special is how the various incarnations of Mutant: Year Zero—from tabletop RPG to skirmish game to video game to film—all connect to form a coherent universe. The Zone Wars expansion, for example, “includes a campaign story beat that progresses the story of the Mutant: Year Zero universe, so it kind of carries through from the RPG into this skirmish game to follow the story of the mutants in the zone.”
This interconnected approach means that fans can experience the MYZ universe through multiple entry points, each offering a different perspective on the same rich world. Whether engaging in tactical skirmishes in Zone Wars, navigating the strategic challenges of the video Mutant: Year Zero game, or soon experiencing the visual spectacle of a feature film, the core elements that make Mutant: Year Zero special remain consistent across formats.
Your Journey Into the Zone Begins Now
From Swedish tabletop to global phenomenon, Mutant: Year Zero offers something truly unique in post-apocalyptic gaming – a world where tactical challenges meet memorable characters and Scandinavian sensibilities transform familiar tropes.
Ready to join the mutants?
Whether you prefer the immersive RPG experience or the tactical skirmishes of Zone Wars, there’s never been a better time to venture into the Zone.
The mutants await – will you answer their call?