Tag Archives: Standard rules

Adding fighting and poison to a murder mystery party

One of our customers recently wrote to us asking which games have combat in them.

(I’m not sure if they were looking for games that had combat, or games without combat. Not that it matters.)

We realised we hadn’t made it easy for our customers to work out which games have combat and which ones don’t, so we have added icons (from game-icons.net) to our choosing a game page to make that clear.

Includes rules for combat.

Includes rules for the use of poison.

Uses superpowers instead of our usual combat and poison rules.

No combat, no poison. No combat, no poison.

One character will die during the game, and will be replaced with a new character for that guest.

The host can either play one of the characters or can just be the host, as they prefer.

Written by Peaky Games, and only recommended for people who have hosted one of our murder mystery games before.

Standard rules

We also have our standard rules (combat, poisoning, pickpocket, capturing and arrest) which anyone can use—either for their own games, or to add to a game that doesn’t normally use those rules.

A Speakeasy Murder – includes our combat rules

But how do you do that?

To explain, I’m going to show how I might add combat to Murder on the Istanbul Express (which is set aboard a luxury train where fighting would normally be forbidden).

Option #1—in the background

The easiest thing I could do is simply have the rules in my back pocket should they be needed. The game includes items that could be used as a weapon, and if one player decides that their character really must attack another, I would use our rules to adjudicate that (rather than forbid it).

First aid kit

I would also provide a first aid kit as an item on the train (perhaps in the kitchen).

But I wouldn’t advertise this in advance—I’d just use the combat rules if they were needed.

Option #2—announce it in advance

The next option is to announce that the fighting rules will be used during the game briefing, but don’t introduce new abilities or items (except the first aid kit mentioned above). Simply identify which of the existing items could be used as a weapon, and let the game commence.

Could this lucky horseshoe be a weapon?

Use common sense when working out which items could be used as a weapon—and be prepared for players to improvise.

Option #3—add abilities and items

Finally, I would embrace combat and announce that not only that the fighting rules will be used, but I’d give out suitable abilities and possibly even weapons.

But who to give them to?

  • Characters looking for revenge and their targets
  • Law keepers
  • Heroic types
  • Villains

I would give all of these a weapon of some sort, and an ability from the list in our Combat Rules.
And to balance everything, I would give other characters either an extra ability (from those used in the game) or a first aid kit (for doctors or anyone who might reasonably have access to one).

I would also share the combat rules with everyone as part of their character packs.

To add combat or not?

For me, though, I probably wouldn’t add combat to a game that doesn’t already have it.

I know our games without combat work fine without it, and adding combat can create unnecessary complexity that it doesn’t need.

Our standard rules

We use some standard rules in our murder mystery games to cover situations such as combat, poisoning, death and the like. We’ve now made these available in pdf form so that you can share them with your players.

Derrenger item card

(Note that we have more rules than this, but these are our most commonly used rules.)

  • Basic rules – these are our basic rules that apply to all our games.
  • Combat – there are our full combat rules. We use these in a lot of our games – they are quite simple, but can be deadly. These rules include healing and death.
  • Poison – some of our murder mystery games include rules for poisoning others. This is how they work. These rules include healing and death.
  • Capturing another player – sometimes it’s important to be able to capture or restrain another player. This also includes our Arrest rules.

You can find these rules on this page, which also includes some ideas for using the rules.

Rationalising the rules

It’s taken us a while to get to the point where we can publish our standard rules because for a long time they weren’t actually standard. Our games have evolved over time, and we’ve incorporated tweaks and improvements as we’ve gone along. But what we haven’t been very good at is going back and updating the older games.

Poison ability card

Now that we’ve published our standard rules, we’ve gone back to our old games and made sure that they are consistent. After all, we don’t want to confuse anyone with different sets of rules.

The rationalising process has resulted in quite a few discussions here at Freeform Games HQ, as it hasn’t always been obvious which is the best version to use. Our rules for arrests and poison in particularly needed quite a bit of looking at. Overall, however, our approach has been to use the simplest version.

We’re happy with them now, and standardising our rules will make it easier for our future games.

Let us know what you think: have you shared our standard rules with your players? And if so, did it help?