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Mörk Borg vs Murder Mansion

Compare Mörk Borg and Murder Mansion side by side. See differences in complexity, dice, genre, and more.

Mörk BorgMurder Mansion
GenreFantasy, HorrorHorror, Modern
TagsRules-Light, Deadly, Dungeon Crawl, Dark Fantasy, Grimdark, Atmospheric, Random Character Creation, Random Tables, Roll to Cast, One-Shot FriendlySurvival, Dungeon Crawl, Resource Management, Inventory Management, Gritty, Deadly, Rules-Light, One-Shot Friendly, Atmospheric, Random Tables
Core MechanicRoll 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.
Diced20d20
ComplexityLowLow
AvailabilityFree core rulesPaid
Runnability3 of 5 book tools2 of 5 book tools
LicenseMÖRK BORG Third Party LicenseProprietary
Third-Party PublishingCommercial publishing allowed — Open licenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherFree League PublishingWall of Text Games
Year20202024
LanguagesSwedish, English, French, Italian, JapaneseEnglish
Best ForGroups 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.
HighlightsThe 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.
ConsiderationsCharacters 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.