Asilo vs Murder Mansion
Compare Asilo and Murder Mansion side by side. See differences in complexity, dice, genre, and more.
| Asilo | Murder Mansion | |
|---|---|---|
| Genre | Horror | Horror, Modern |
| Tags | Atmospheric, Character-Driven, Deadly, Fear & Stress Mechanics, Improvisation, One-Shot Friendly, Random Tables, Roleplay-Heavy, Rules-Light, Strong GM Support | Survival, Dungeon Crawl, Resource Management, Inventory Management, Gritty, Deadly, Rules-Light, One-Shot Friendly, Atmospheric, Random Tables |
| Core Mechanic | When an action warrants it, a Patient rolls a d6 and succeeds by equaling or exceeding the difficulty the Caretaker sets. Traumatic events add a d6 result to the Sanity Clock, and completed stress sectors reveal new Behaviors. | Roll a d20 and add Guts, Brains, or Nerve, meeting or beating a target number that is usually set by the GM, from 5 (almost trivial) to 20 (nearly impossible). There is no separate to-hit roll. A survivor's attack is the weapon's damage die plus Guts, minus the target's Protection. A turn allows up to two actions, normally only one of them an attack. |
| Dice | d6 | d20 |
| Complexity | Low | Low |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | 2 of 5 book tools |
| License | Proprietary | Proprietary |
| Third-Party Publishing | No verified route found | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Newborn Games | Wall of Text Games |
| Year | 2025 | 2024 |
| Languages | English, Portuguese | English |
| Best For | Groups prepared to establish firm safety boundaries before a one-shot clinical-horror descent driven by character-specific stress. It suits Caretakers who want prewritten scenarios and prompts for tailoring Asilo to a table's chosen limits. | Groups who want a survival-horror escape for a one-shot or short run, where rationing ammo and solving lock-and-key puzzles matter more than winning fights. |
| Highlights | Stress Rolls fill each Sanity Clock until new Behaviors alter how that Patient is played. Goals and discovered Secrets can remove or add Stress Dots, making personal history affect whether a Patient deteriorates. Destroying a signed Liability Waiver sacrifices one Patient to clear another's Behavior, turning a physical table ritual into a final rescue. | Gear with a durability die, such as flashlights and lockpicks, is spent when that die rolls a 1, which keeps survivors scavenging for replacements. Hunter-class bosses cannot be killed by ordinary attacks and return to ambush the party, so finding a scenario-specific weakness becomes its own objective. Three ready-to-run sample adventures with keyed maps come in the core book, so a group can play before designing its own mansion. |
| Considerations | The game centers clinical abuse, trauma, and other extreme material, requiring explicit group boundaries and active comfort tools. Each Patient's stress mitigations become Manias after three uses, making the downward pressure difficult to reverse. Asilo is designed for individual sessions, so it does not provide campaign advancement for recurring Patients. | There are no levels, experience points, or other advancement rules, so winning fights never makes survivors stronger. Healing items cannot be used during combat except through the Medic's Combat Medicine skill, so damage taken in a fight stays until it ends. The rules cover escaping a single location, with no procedures for social conflict, travel, or downtime between scenarios. |