Mice and Mystics

How to Play

Sequence of Play

1. Determine Initiative Order

2. In order of initiative, mice and minions take turns

Mouse Turn: Move + Action in any order

Move:

Roll one action die
Distance = mouse move value + die roll

Black area = solid obstacle
Cannot cross red lines
Crossing yellow lines:
- with arrow = 1 move point
- against arrow = 3 move points

Normal space can hold 4 small or 1 large figure

Moving into space with minion ends move
Can only move out of minion space if #mice > #minions

Moving onto water ends movement
Cannot move against water current
Exiting water costs entire mouse action
Roll 1 action die per mouse (current mouse + any on destination space).
If star is rolled, successfully climb out of water

When moving across mousetraps, pause and roll #dice = move value
If any hits, continue moving
Else, take 1 wound, 1 cheese, and get knocked down. END TURN.

Action:

Choose one:

Scurry Same as Move
Battle

When defending, only shields are cheese are relevant

Melee attack a minion on same or adjacent space

  1. Roll dice = mouse's battle value + bonuses
    #hits = #swords rolled
  2. Roll for minion defense
    #hits blocked = #shields rolled
  3. If any cheeses rolled, add them to minion cheese wheel

Ranged attacks -- with ranged weapon:

  • Same as melee attack except count bows instead of swords
  • Requires LOS -- minions block LOS to other minions

Place wound tokens on minion initiative cards
- For minions with multiple init. cards, choose which gets tokens

Search

Roll action die
- If hit, draw from Search deck
- If event, resolve immediately
- Else, put into pack OR discard for cheese

Recover If stunned, remove stunned marker
If webbed, roll die. If hit, remove webbed marker
Explore

If no minions on same room tile with mice:

If exploring Exit Area to move to adjacent tile:
New tile must have exit area of same color aligned.
If different color, flip tile; keep orientation arrow in same direction
If no exit aligned, cannot move.
Else all mice move to exit area on new tile.

If exploring Flip Space:
With no requirements: Flip tile and return mice to new side
With fish hook and thread: Party must have fish hook and thread
With a gear: Can only be explored by tinkerer or scamp

When exploring unexplored area, ENCOUNTER:

  1. Draw from Encounter Deck
  2. Use Encounter # that matches page # with hourglass
  3. Place Encounter card on top of Encounter Deck (discard old if any)
  4. Determine initiative order (add minions and reshuffle)
  5. Place minions:
    - Small ranged minions on entry space furthest from mice
    - Large minions on empty entry spaces closest to mice
    - Small melee minions on any remaining spaces
  6. If Encounter card says "ambush":
    - Place minion initiative cards
    - Roll die and move minion card up that many spaces
Free Actions

Anytime, once per turn:

  • Give, take, or trade Search cards and/or cheese with mouse on same or adjacent space
  • Equip cards from pack (face-up = equipped; face-down = in pack)
  • Level Up -- Trade 6 cheeses for new ability (must match mouse class)
  • Mouse Abilities -- anytime, one ability per turn

Minion Turn:

  1. Move if necessary: Take shortest route to nearest target
  2. Battle if possible: Same rules as mouse attacks

General Information

Special Minions

Elite minions: Place elite token under miniature

Greedy roaches: Stolen cheese goes to minion cheese wheel

Surges

When cheese wheel is full:

  1. Advance hourglass and chapter end marker
  2. If chapter has no special surge rule, follow Encounter card
  3. If no Encounter card, just move hourglass
  4. Remove all cheese from minion wheel

Brodie

Pounce:

Pounce on space with most figures:
-- Roll die; each figure defends

Chase:

  1. Roll 2 dice and total their numbers
  2. Move #spaces toward closest mouse not on Brodie's space
    If equal distance, target highest initiative
  3. Roll #dice = battle value on Brodie's initiative card
  4. All mice on space defend

Captured Mice

Mice captured when wounds >= life value

  1. Remove mini from board
  2. Discard cheese and equipped cards
  3. Remove wounds, poison, etc.
  4. Move time marker 1 space toward end
  5. Automatically rescued on next turn when no enemies present
    • Requires full turn of rescued mouse
    • Place in same or adjacent space with another mouse

Conditions

Party Items

Disguises Ignore rat warriors at start of encounter
Shuffle back into Search Deck
Cannot stop surges
Fish hook and thread Allows travel to difficult or inaccessible spaces
Treats spaces as adjacent
Pick back up before leaving room; else shuffle into Search Deck
Dinner Fork Can catapult mice or grapes to any space in LOS
Can pry open traps
Grape

As roach bait:
- Roaches move toward grape
- If ending turn in space w/ grape:
---- Eat it instead of attacking
---- Discard grape and any roaches that ate it

As weapon launched by dinner fork:
- Flip grape token like a coin
---- If splat, all minions in target space defend against 1 automatic hit
---- If whole, minions are knocked down; grape becomes roach bait or rat weapon until picked up

As rat weapon (if rat ends turn in space with grape):
- If no mice in space, rat picks up grape and throws it at nearest mouse

Campaign Mode

Between chapters:
- Keep story achievements, abilities, and one Search card
- Lose party items, individual achievements, and cheese
- Start next chapter with starting equipment