Mince Pies & Murder – Introduction

This Saturday we will be releasing the 6d6 Ultra-Lite system free of charge as part of Free RPG Day and next Monday we will be releasing Mince Pies & Murder. To whet your appetite we will be running three sample sections from the adventure. Today is the introduction.


Six famous detectives are trapped in a country house over Christmas when one of the staff is found murdered. Can the sleuths solve the case?

Mince Pies & Murder is a single session adventure that uses the 6d6 Ultra-Lite system. The adventure and the system are focused on a rules-lite, narrative driven approach. It takes just 30 seconds to learn all the rules the players and the Game Leader need.

Unlike other role playing games, the 6d6 RPG does not use character sheets. Instead, each character has a character deck made up of cards that represent the character’s abilities.

The 3 Rules

There are only 3 rules players need to learn:

  1. Actions are performed by playing from one to four cards in combination.
  2. Each card is worth 1d6.
  3. When a character is hurt, a green card is placed in the Discard Pile.

There are more details in the 6d6: Ultra-Lite rules included at the end of this adventure but the summary above is all you really need to know.

Playing Cards

Cards can and should be played in combination with each other. The only limit on this is common sense.

For example:

The Old One, wants to chat with the staff in the hope that one of them will accidentally let something slip. So The Old One plays: Cunning + Small Talk + Psychology + Body Language cards.

The Game Leader accepts this combination and the player rolls 4d6. Based on her score, the Game Leader will decide if any of the staff have accidentally revealed anything.

The Private Eye has a more straightforward approach and attempts to interrogate the staff. He plays: Quick Wits + Intimidate + Fast Talk + Charm. However the Game Leader points out that it is difficult to intimidate and charm people at the same time so the player drops the Charm card. He then rolls 3d6.


The Resistance is how difficult an action is to achieve. For some parts of the game, such as searching a room to find a clue, the resistance is a fixed or static value. Other times, such as in a fight, it is set by the opponent.

For example:

Kid Reporter is trying to knock Newgate the Butler out. The Kid plays Speed + Manual Dexterity + Boxing + (because the player explains it is distracting Newgate by biting his ankles) Little White Dog. The Kid Reporter rolls 4d6 and scores 15.

The Resistance is set by Newgate. The Game Leader decides that as Newgate is a healthy, fully-grown man with a criminal background he gets to roll 4d6+3 (see Running the Adventure). The Game Leader scores 18 on his dice so Newgate dodges the Kid’s punch, smiles and gets ready for his attack …


In a dangerous situation such as a fight, when a character loses a Resistance action, they will generally be injured. Each time a character is hurt, they place one Life card (green border) into their Discard Pile.

Newgate and Kid Reporter continue to battle it out … This time it is Newgate’s chance to act and he strikes at the Kid with 4d6+3, rolling just 13. The Kid once again plays Speed + Manual Dexterity + Boxing + Little White Dog and confidently rolls 4d6 but only gets a disastrously low 9. Newgate’s fist strikes the Kid full in the face and blood spurts from the Kid’s nose.

The Kid’s player has to discard a Life card. It can be any Life card from their deck, not just those they have played but the Kid only has two Life Cards – Speed and Manual Dexterity. Both are very useful but one has to go. Deciding that it is worth keeping Speed so he can run away quicker, the Manual Dexterity is placed in the Discard Pile and the fight continues.

When a character is hurt and they have no more Life cards to discard, the character is knocked out, dying or automatically dead at the discretion of the Game Leader. In this setting I would just have the character knocked out and needing medical attention. See the 6d6 Ultra-Lite rules for more on injury and healing.

Mince Pies & Murder is being released on Monday 20th June 2011. It will be available as a free download but you can also choose to pay £5 for the PDF. Both PDF’s are identical but the £5 option gives you the Living Document promise and you also receive the next adventure in the series – Memory & Murder – free of charge when it is published later this year. On top of that, you get the warm fuzzy feeling that comes from supporting a small RPG company.