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Loot and Scoot Incorporated vs Murder Mansion

Compare Loot and Scoot Incorporated and Murder Mansion side by side. See differences in complexity, dice, genre, and more.

Loot and Scoot IncorporatedMurder Mansion
GenreSci-Fi, Horror, Post-ApocalypticHorror, Modern
TagsBeginner-Friendly, Comedy, Deadly, Dungeon Crawl, Inventory Management, Mission-Based, Resource Management, TacticalSurvival, Dungeon Crawl, Resource Management, Inventory Management, Gritty, Deadly, Rules-Light, One-Shot Friendly, Atmospheric, Random Tables
Core MechanicWhen an action is uncertain, roll 1d6: a 5–6 fully succeeds, a 2–4 succeeds with a minor complication, and a 1 fails with a major complication. Advantage or disadvantage adds dice and keeps the highest or lowest result.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.
Diced6d20
ComplexityMediumLow
AvailabilityPaidPaid
Runnability3 of 5 book tools2 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherUltimate Hyper GamesWall of Text Games
Year20252024
LanguagesEnglishEnglish
Best ForGroups that want cooperative extraction missions built around real-time pressure, hazardous grid movement, and campaign bookkeeping.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
  • Timed Mode uses a real countdown for salvage shifts, then converts the final escape into a 30-turn countdown.
  • Encumbrance ties each recovered item's size and carrying method to movement, forcing the crew to balance profit against escape speed.
  • Death triggers automated cloning that consumes organic material and CloneChips, keeping lethal hazards in play without ending the campaign.
  • 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 salvage phase is designed around mapped grid movement, and Timed Mode requires active timer management.
  • Characters begin without mechanical build choices or an advancement track, so equipment and optional cloning mishaps carry most long-term differentiation.
  • Campaign play centers on debt and hauling logistics, making economic bookkeeping part of every cycle.
  • 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.