Mouse Guard

This is a conversion of the Mouse Guard rpg, based on the comic of the same name.

The System

To succeed at a test, draw a card, and multiply by an ability or a skill (typically rated 1-6). Then divide your result by 10, rounding up. This is the number of successes you get. When making an independent test, the Host determines the tasks Obstacle - the minimum number of successes needed to accomplish the task. In broad terms, Ob 1 is easy, Ob 2 is kinda hard, Ob 3 is hard for most and risky to everyone, Ob 4 is very hard, and Ob 5 is a fat bastard! . For a versus test, both opponents make a draw - whoever gains the higher number of successes wins.

If you draw a Jack, known as a Weasel, the card counts as zero, - the task fails terribly. If you draw a Queen, then you have some luck on your side. The card counts as a 10 - immediately draw another and add it to the total (an additional Jack count as 0). If you draw a King, you keep this in hand, and redraw the skill attempt. You may, at any point, use a held King card, to redraw a card.

For example, Gregor of the Mouse Guard has just made an attack against a rascally Weasel. His foe defends, getting a draw total of 25, so gains 3 successes. Gregor, fortunately, gets a total of 32, or 4 successes, so succeeds at his attack by 1 success. In this case, he manages to reduce his targets disposition by 1 (see conflicts below).


Tests are one off skill draws, but sometimes, you need more focus on the outcome .Thats when you need a conflict, whether its a deadly hand to hand duel, or a complicated peace treaty, conflicts involve several draws to determine the outcome.

Step 1: Determine Conflict Type

Conflicts are broken into rounds, each representing a variable amount based on the conflict - it could mean a few seconds in combat, or a few days in a tense political debate. Conflicts are divided into different types:

If you need to convince another character or get information from him, use an argument. Actions in argument conflicts are bits of in-character dialogue. You play out the argument, point by point.

When trying to catch or follow another mouse or an animal, you can use a chase conflict. In chases, you describe your actions in terms of running, hiding, ducking and doubling back







Each round of a conflict, each player must choose a tactic, each relating to a suit:

Attack ♣
This is a direct approach to completing your task. In a fight this means whacking away at the enemy, or filling then with arrows. In an argument, this means making a strong, direct point. In a chase, it means sprinting straight for the finish. In negotiation, an Attack exposes your opponent`s weaknesses. In a War, an Attack damages your opponent`s forces or captures an important objective. On a journey, an Attack action can be used to strike out for your goal, no matter what the weather is like.

If your opponent makes an Attack or Feint, make an independent test (Ob 0). If your opponent Defends or Maneuvers, it is a versus test.

If you are successful, reduce your target`s Disposition by 1 for every success gained

Defend ♦
This is an attempt to protect oneself, avoid harm and strengthen ones position. In a fight, this means blocking your enemies weapon. In an argument, it can represent an excellent rebuttal. In a chase, a Defend action can represent carefully picking a path and covering your tracks. In a negotiation, a Defend can be used to praise the strengths of what you are offering. In war, use Defend to regroup or even reequip. On a journey, Defend can represent stopping to rest and eat.

If your opponent Attacks or Maneuvers, this is a versus test. If they Defend, then its an independent test (Ob 3). If your opponent used a Feint, your Defend fails automatically.

If you are successful, increase your Disposition by 1 for every success gained. This cannot take you above your starting Disposition rating, however.

Feint ♠
This is a sneaky attack. Dangerous to pull off, but very effective. In a fight, its a feint! In a chase, its a sudden change of direction to confuse your opponent. In negotiation, its a temporary reversal - agreeing with your opponent so you can trap him later. In war, Feint is a gambit used to draw your enemies strength away so you can attack him where his weak. On a Journey, Feint is a short cut.

Feint is a special attack. If your opponent Defends, the Defender does not reduce their skill from your draw. If your opponent attacks, you fail at your attempt. If played against a Feint, reduce your draw total by their skill. If your targets Maneuvers, make an independent draw (Ob 5)

If you are successful, reduce your target`s Disposition by 1 for every success gained

Maneuver ♥
This involves positioning yourself for a better tactical position for a future action. In a a fight, its a flanking maneuver. In an argument, its confusing rhetoric. In negotiation, a Maneuver reveals new, surprising features about the subject of your haggling, in a chase, its a trip or a dirty trick. In war, Maneuver is used to march troops into an advantageous position from which you can better attack or defend. On a journey, the action can be used to set up shelters, forage, find fresh water or other actions that will ward against the harsh conditions further down the road.

If your target Attacks, or Defends, then it is a versus test. If they Feint or Maneuver, then make an independent draw (Ob 0)

If you gain 1 success, you may impede: your target suffers -1 ability or skill, for their next draw. If you gain 2 successes, you may gain position, increasing your skill or ability by 2, for your next action. If you gain 3 or more successes, you may disarm your opponent, removing a piece of gear, or disabling a trait for the rest for conflict. Alternatively, you may both impede and gains position instead.

During a conflict, the host will draw a card for each opponent, the cards suit indicating what type of action they are going to perform during the round. The Host then determines the results based each combatants actions. All actions are resolved simultaneously

Which Skill to use

Based on the type of conflict, and the action type, you will use a different skill or ability for each test:

Conflict Type/Action Attack Defend Feint Maneuver
Argument Persuader Persuader Persuader or Deceiver Persuader or Deceiver
Chase Scout Pathfinder Pathfinder Scout
Fight Fighter Nature Fighter Nature
Fight Animal Fighter or Hunter Lore or Nature Fighter or Hunter Lore or Nature
Negotiation Haggler Haggler Deceiver Deceiver
Journey Pathfinder See Description Pathfinder See Description
Speech Orator Orator Orator or Deceiver Orator or Deceiver
War Militarist See Description See Description Militarist


A characters nature value determines who much like a mouse they are. The lower the rank, the more human you are. When an action during the game involves escaping, climbing foraging or climbing, you may make a draw using your Nature value instead of a skill. If you fail at this draw, however, your Nature is taxed- reducing it it by one point. You can also act against your nature, to overcome hurdles, but this is somewhat risky. If you are in a current situation which is not covered by your Nature, and have no skill to deal with that situation, you may make a draw using your Nature. If your draw fails, reduce your nature by 1 for every success you fail the task by.

Recovering Nature: You may regain a point of taxed nature if you have rested for a few days, regaining a maximum of 1 Nature each session. During the Winter session, all characters regain all their taxed Nature.


Along with skills and abilities, characters may choose from a number of traits, which may be used either positively or negatively. Each trait has a rating of 1-3. Each session you gain a number of redraws relating to your trait. So for example, a character with Bold 2, could redraw a card if they were acting courageously, twice each session.

Each trait also has a negative effect. For example. a character with the Bold trait, may act recklessly and without careful planning. A Player may choose to invoke a negative aspect of their trait, if appropriate, as a hindrance to succeeding at a task. They must draw two cards for a test, and use the worst card. They do recover a used redraw however.


Fighting Weapons

Deadly: +1 success after a successful attack. Slow: -1 to Defend and Feint

Missile: Against short-range weapons, your Attack counts as a versus action (rather than independent) against Attack actions, and is independent against Maneuver. Long Range: +2 to Maneuver against normal, spear or thrown weapons Hard to Defend: Add 1 to your Attack versus Defend.

Hook and Line
Hooked: +1 to Maneuver, +1 success after a successful Maneuver. // Unwieldy:// -1 to Attack

Short and Quick: Any successful Maneuver against a spear, thrown or missile weapon counts as a disarm, in addition to the normal effects.
Thrown: When throwing a knife against a spear or normal weapon, your Attack action counts as a versus test, against an opponent`s Attack and is independent against Maneuver. Once you throw the knife, it is gone!

Protection: +2 to Defend. Heavy: -1 to health draws to recover from fatigue if used in a fight during the last turn.

Useful: +1 to one action of your choice in a fight. You may choose this bonus at any point in a conflict, but once chosen, it remains for the remainder of the fight.


Light Armour
+1 to determine disposition for a fight. Heavy: -1 to Health tests to resist fatigue

Heavy Armour
+2 to determine disposition for a fight. Clumsy: -1 to Maneuver. -1 to Scout or Nature for sneaking or hiding.Heavy: -1 to Health tests to resist fatigue

Unless otherwise stated, the content of this page is licensed under Creative Commons Attribution-ShareAlike 3.0 License