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Mausritter vs Werewolf: The Apocalypse

Compare Mausritter and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

MausritterWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsRules-Light, Inventory Management, Hexcrawl, Dungeon Crawl, Sandbox, Exploration, Deadly, Attacks Always Hit, GrittyAtmospheric, Base-Building, Character Building, Character-Driven, Combat-Heavy, Corruption, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d20 equal to or under attribute (STR, DEX, WIL) to avoid danger. Attacks always hit: roll weapon damage directly, reduced by armor. Slot-based inventory where items and conditions compete for limited space.Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Pairs of 10s add successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes.
Diced20d10 dice pool
ComplexityVery LowHigh
AccessibilityVery HighMedium
RunnabilityMediumVery High
LicenseThird-party license availableAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherLosing GamesRenegade Game Studios
Year20232023
Best ForWhimsical yet perilous adventures as tiny mice exploring a vast world of cats, owls, and crumbling ruins. Great for groups who want elegant OSR play with a charming tone.Groups who want long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences.
HighlightsCard-based inventory system tracks gear visually, detailed hexcrawl and adventure site toolboxes, free PDF, approachable tone with real danger, instant character creationRage dice make supernatural power volatile because Brutal results can redirect failed actions into destruction or magnify successful violence. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community.
ConsiderationsCondition cards can stack harshly, light on long-campaign advancement structure, card-based inventory requires printing physical materials, limited guidance for non-dungeon adventuresAfter a turn without a kill, Crinos requires Willpower each turn or frenzy follows, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries.