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Mausritter vs The Lost March

Compare Mausritter and The Lost March side by side. See differences in complexity, dice, genre, and more.

MausritterThe Lost March
GenreFantasyFantasy
TagsRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, Random Tables, CC-Licensed RulesClassic Fantasy, Sandbox, Exploration, Hexcrawl, Dungeon Crawl, Faction Play, Domain Management, Random Character Creation, Vancian Casting, Inventory Management
Core MechanicRoll a d20 equal to or under STR, DEX, or WIL to avoid a risky consequence. Attacks deal weapon damage directly, reduced by armour. Items and conditions compete for limited inventory slots.A skill check rolls a pool of d6s equal to the skill level: one to five dice, plus a die for some class bonuses. Normally a 6 is a success and a 5 is a partial success. An Ability adjustment either widens the success range or adds a critical-failure range on the lowest faces. Settlement, wilderness and combat checks are opposed by the referee's dice, where equal results cancel and a partial success downgrades a full one. In combat, successes and partial successes are assigned to attack or defend. A hit deals the weapon's maximum damage on a success or its minimum on a partial success.
Diced20d6 dice pool
ComplexityLowLow
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools4 of 5 book tools
LicenseCreative Commons Attribution 4.0 International (CC BY 4.0); Mausritter Third Party LicenceProprietary
Third-Party PublishingCommercial publishing allowed — Mausritter Third Party Licence and Mausritter SRDNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherExalted FuneralFausto Botta
Year20202025
LanguagesEnglish, Portuguese, Ukrainian, Italian, Polish, Dutch, Spanish, Russian, Czech, French, GermanEnglish
Best ForGroups who want mouse-scale sandbox adventures where clever plans and careful supplies matter more than fighting. The rules support exploring dangerous ruins and returning treasure to a safe settlement.Groups who want a long old-school sandbox campaign that turns treasure into faction rank, training and eventually conquered land.
Highlights
  • Condition cards occupy inventory slots, forcing a choice between carrying supplies and enduring setbacks.
  • Spell tablets trade greater power for faster depletion and dangerous miscasts.
  • Faction goals advance between sessions, letting the world change beyond the mice’s immediate adventures.
  • There are no hit points: wounds lower Ability scores directly, so an injured character can carry less treasure home.
  • The lawful factions sell ranks and months of training for gold, so treasure replaces experience as the advancement currency.
  • Each exploration turn, the referee secretly rolls hazard dice sized by difficulty (1d6 on plains, 3d6 in swamps), and each 5 or 6 adds a complication or an encounter.
Considerations
  • Damage beyond Hit Protection reduces Strength and can incapacitate a mouse after a single failed save.
  • Depleted spell tablets require specific fictional tasks to recharge.
  • Advancement improves attributes and endurance rather than offering classes or extensive ability choices.
  • Dice resolve only a set of defined checks, so players usually get past traps and puzzles by describing what their characters do rather than by rolling a skill.
  • Wounds normally heal at one Ability point per day of rest, and ten or more days of healing cost a month of training.
  • Characters begin as agents of a supremacist colonial reconquest, a premise the book states openly and asks the referee to expose through play.