We played the objective 1B and the keeper won. This objective is truly poorly designed (it is so easy with "mutagenic experience" action card to win for the keeper). I do not like the 1A either, since it is totally unbalanced depending on where the investigators found the clue 1. In general, I found the mechanics of mutation tokens no so well thought : the mutation tokens on investigators do not bring anything to the game except if you chose objective 1B (such a pity).
If I had to replay this one, here is what I would do for mutation tokens : Each time a mutation token is given to an investigator, roll a die and add the number of previous mutation tokens. If 10 or more, the investigator draws a side effect card. This makes uses of the side effect that we barely see otherwise. Any time a monster receive a mutation token, roll and die and add the number previous mutation tokens to the die roll. If 10 or more, the monster dies. This avoid monsters with many mutations tokens that can kill an investigator right away using ""mutagenic experience" action card.
I do not know what I would do for objective except picking 1C. ^^
1C uses the mutagenic tokens to infect player. Yo can ELIMINATE a player if there is a the "mad doctor" (dont remember name) in the same space as an investigator and he SUCCEED a roll where dificulty is the number of mutagenic tokens on it…
speaking on it… I had a doubt but I resolved reading literally the rule.
There is a Keeper card wich says you can put a mutagenic token on a investigator in the same place as a cultist, you dont pass mutagenic token from cultist to investigator, you put a new one on him…
is this ok? or you can only pass mutagenic token from cultist to investigator?