Mice and Mystics
Overview
Mice and Mystics is a cooperative adventure game where players control mice heroes who were once humans, transformed by a spell to escape an evil queen. Players navigate through a storybook campaign, exploring room tiles, fighting minions (rats, cockroaches, spiders, centipedes), and completing chapter objectives. The game uses custom action dice for combat, movement, and abilities.
Components
- 1 rulebook and 1 storybook (11 chapters)
- 6 mouse hero figures and 16 minion figures
- 1 story control board (with chapter track and hourglass/cheese wheel)
- 8 dual-sided room tiles
- 28 mouse ability cards
- 71 search cards, 18 encounter cards
- 6 mouse hero cards
- 5 action dice (custom: sword, bow, shield, cheese, star symbols)
- Die-cut counters (wounds, status effects, items)
Setup
- Read the chapter from the storybook. Set up the starting room tile as described.
- Each player chooses a mouse hero and takes their hero card, starting equipment, and figure.
- Place the story control board nearby. Set the chapter track marker.
- Shuffle encounter and search card decks.
- Place minions as instructed by the chapter setup.
- Determine initiative order using initiative cards.
Turn Structure
Rounds alternate between hero and minion phases:
- Initiative Phase: Sort initiative cards (mice and minions) by speed.
- Hero Turns: Each mouse acts in initiative order: Move, then take actions (attack, search, explore, use abilities).
- Minion Turns: Each minion group acts: Move toward nearest mouse and attack.
- End of Round: Advance the chapter track if required.
Actions
Movement
- Each mouse has a Move value (typically 3-4 spaces).
- Move through connected spaces on the room tile.
Melee Attack
- Roll action dice equal to your Battle value.
- Each sword symbol rolled = 1 hit. Cheese symbols are stored on the cheese wheel.
- Target rolls Defense dice; shields block hits.
- Excess hits = wounds on the target.
Ranged Attack
- Roll action dice; each bow symbol = 1 hit at range.
- Otherwise same as melee.
Search
- Draw a search card when on a search space. Gain items, equipment, or encounter triggers.
Explore
- Move to a new room tile (flip and connect the next tile as described in the chapter).
Use Abilities
- Each mouse has unique abilities that cost cheese from the cheese wheel to activate.
- Ability cards provide additional powers.
Scoring / Victory Conditions
Players win by completing the chapter’s story objective (varies per chapter: reach a location, defeat a boss, rescue an NPC, etc.).
Players lose if the chapter track reaches the end (hourglass runs out) or if all mice are captured.
Cheese Wheel
- Cheese symbols rolled by mice add to the party’s cheese wheel.
- Cheese is spent to activate abilities.
- Cheese symbols rolled by minions also fill the wheel; when full, a surge occurs (new minions spawn or bad events trigger).
Captured Mice
- When a mouse takes wounds equal to their Life value, they are captured.
- Captured mice can be rescued if another mouse reaches them.
- If all mice are captured simultaneously, the chapter is lost.
Special Rules & Edge Cases
- The game is story-driven; each chapter has unique objectives, events, and rules.
- Mice can equip weapons, armor, and items found via search cards.
- Star symbols on dice activate special effects (varies by character and equipment).
- Campaign mode: mice retain some equipment and abilities between chapters.
- Some chapters have time limits tracked on the chapter track.
- Encounter cards trigger when specific conditions are met (new minions, traps, story events).
Player Reference
Turn order: Initiative (speed-based) -> Each character acts: Move + Action
Combat: Roll Battle dice (swords/bows = hits) vs. Defense dice (shields = blocks); excess = wounds
Cheese wheel: Cheese from dice charges abilities; when full, enemy surge occurs
| Win: Complete chapter objective |
Lose: Hourglass runs out or all mice captured |