Mörk Borg vs Murder Mansion
Compare Mörk Borg and Murder Mansion side by side. See differences in complexity, dice, genre, and more.
| Mörk Borg | Murder Mansion | |
|---|---|---|
| Genre | Fantasy, Horror | Horror, Modern |
| Tags | Rules-Light, Deadly, Dungeon Crawl, Dark Fantasy, Grimdark, Atmospheric, Random Character Creation, Random Tables, Roll to Cast, One-Shot Friendly | Survival, Dungeon Crawl, Resource Management, Inventory Management, Gritty, Deadly, Rules-Light, One-Shot Friendly, Atmospheric, Random Tables |
| Core Mechanic | Roll a d20 plus an ability modifier and meet or exceed a difficulty rating to succeed. Players roll both attacks and defence in combat. | 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. |
| Dice | d20 | d20 |
| Complexity | Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 3 of 5 book tools | 2 of 5 book tools |
| License | MÖRK BORG Third Party License | Proprietary |
| Third-Party Publishing | Commercial publishing allowed — Open license | No verified route found |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Free League Publishing | Wall of Text Games |
| Year | 2020 | 2024 |
| Languages | Swedish, English, French, Italian, Japanese | English |
| Best For | Groups who want short, lethal dungeon expeditions in a world approaching its foretold destruction. | 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 | The Calendar of Nechrubel generates worsening disasters until the seventh Misery ends the world. Optional Omens let characters spend limited luck to avert disastrous rolls. Random equipment and character traits make replacement adventurers quick to generate. | 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 | Characters can begin with just one hit point and die immediately below zero. Failed spellcasting damages the caster and prevents further casting for an hour. Advancement can lower abilities as well as improve them. | 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. |