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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 MajeureThe Extraordinary Adventures of Baron Munchausen
GenreModernHistorical, Fantasy
TagsComedy, Beginner-Friendly, Rules-Light, One-Shot Friendly, Short Sessions, Collaborative, Fast-Paced, Low-PrepGM-Less, Diceless, Comedy, Narrative, Improvisation, Rules-Light, Gonzo, Beginner-Friendly, One-Shot Friendly, Short Sessions
Core MechanicTwo 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.
Diced6Diceless
ComplexityVery LowVery Low
AvailabilityPaidPaid
RunnabilityBook tools not listed2 of 5 book tools
LicenseStandard commercialAll Rights Reserved
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherTom LaveryFantasy Flight Games
Year20252016
LanguagesEnglishEnglish, German, Italian, Polish, Portuguese, Spanish
Best ForGroups 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.
HighlightsUnique 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.
ConsiderationsSingle-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.