Horse Majeure vs The Extraordinary Adventures of Baron Munchausen
Compare Horse Majeure and The Extraordinary Adventures of Baron Munchausen side by side. See differences in complexity, dice, genre, and more.
| Horse Majeure | The Extraordinary Adventures of Baron Munchausen | |
|---|---|---|
| Genre | Modern | Historical, Fantasy |
| Tags | Comedy, Beginner-Friendly, Rules-Light, One-Shot Friendly, Short Sessions, Collaborative, Fast-Paced, Low-Prep | GM-Less, Diceless, Comedy, Narrative, Improvisation, Rules-Light, Gonzo, Beginner-Friendly, One-Shot Friendly, Short Sessions |
| Core Mechanic | Two players form one horse: Player 1 (front) and Player 2 (back). Each player rolls one d6 simultaneously. The dice must be within one value of each other to succeed. Matching dice is a perfect result. Increasing differences produce mixed success, failure, or critical failure. A 5-off result is a catastrophic failure that rips the costume in half. A Horse Tolerance Meter tracks how suspicious NPCs are: reaching level 5 loses the game. A bonus racing mode uses the same dice mechanic on a track board for up to 4 teams. | There are no dice. Each player starts with a purse of coins equal to the number of players, or five each with fewer than five players. In turn, a player tells a first-person tale of about five minutes on a subject another player names just before it starts. A listener with a coin may interrupt by staking one coin on an objection. The teller either keeps the coin and works the objection into the story, or pushes it back with a coin of their own. A refused objection normally goes back and forth, one coin and one insult at a time, until one side backs down and takes the pile. A teller who backs down must then use the objection. After everyone has told a story, each player gives their whole remaining purse to the story they liked best, never their own, and the largest pile wins. |
| Dice | d6 | Diceless |
| Complexity | Very Low | Very Low |
| Availability | Paid | Paid |
| Runnability | Book tools not listed | 2 of 5 book tools |
| License | Standard commercial | All Rights Reserved |
| Third-Party Publishing | Not yet researched | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Tom Lavery | Fantasy Flight Games |
| Year | 2025 | 2016 |
| Languages | English | English, German, Italian, Polish, Portuguese, Spanish |
| Best For | Groups looking for a quick, absurd party game where two players physically coordinate as the front and back halves of a horse costume, hunting for an apple in places horses should not be. | Groups who want a short, GM-less party game of competitive boasting that needs only a handful of coins and quick wits, including tables new to roleplaying. |
| Highlights | Unique two-player-per-character mechanic forces coordination between the front and back of a horse costume. Horse Tolerance Meter creates escalating tension as NPCs grow suspicious. Includes three detailed color-coded maps with story hooks: a hospital, a space station, and a haunted house. Includes a separate racing board game mode for even player counts. Print-and-play zine format with standee cutouts included. | Objections are wagers, so a sharp teller invites interruptions that can be woven in and pockets each accepted stake. Appendix One gives 186 ready-made story subjects that a player can hand to the next teller. Two coin-free versions for online play let the game run asynchronously over email or a forum, or live in text chat. |
| Considerations | Single-page ruleset with no character advancement, inventory, or campaign structure. Requires exactly even player counts plus a GM. One expansion zine (Stable Conditions) adds items and a bingo board. Humor depends heavily on the group's willingness to commit to the premise. | A storyteller normally improvises a tale of around five minutes on a subject named moments before, which can put hesitant players on the spot. There are no advancement or campaign rules, so play suits one-off evenings rather than long campaigns. The core game assumes drinks are flowing, and a player who declines to tell a story must buy the company a round. |