The second edition boxed set includes an extra set of dice; the first edition set includes some giant mouse-headed colored pawns instead, which are nice if you want to play Gwendolyn on the included map, but can't really help with many game functions.
Conflicts no longer split up the Guard between multiple allied teams. There's only two sides, one of which is usually the GM, though Players' Turn conflicts might only involve players. Some guardsmice can hop to the GM side if the conflict's more argument-styled and the Guard can play both sides of it, but much of the time they'll all be on one team. The rules do suggest that if circumstances arise where, for example, the patrol needs to both put out a fire and drive off the weasel arsonists, you can split the patrol and run two conflicts in parallel.
As a corollary, any guardsmouse can only receive two helping dice during a conflict, even if you're running a patrol of five where everyone could pitch in. (That's helping dice from relevant skills, not the bonus from wises or from other tools or supplies.)
Recruitment has also changed a bit. Guardsmice begin recruitment with a fairly wide base of skills rather than being blank slates. However, all guardsmice make about the same number of choices during recruitment, instead of patrol leaders having huge amounts of checks to distribute. As a result, created characters aren't focused in a handful of skills but have a wide selection, able to perform well in a wide variety of conflicts.
The premise is described: "The mice struggle to live safely and prosper among all of the world's harsh conditions and predators. Thus the Mouse Guard was formed. After persevering against a weasel warlord in the winter war of 1149, the territories are no longer as troubled. True, the day to day dangers exist, but no longer are they Guard soldiers, instead they are escorts, pathfinders, weather watchers, scouts and body guards for the mice who live among the territories. Many skills are necessary for the guard to keep the borders safe. They must find new safeways and paths from village to village, lead shipments of goods from one town to another and, in case of attack, guard against all evil and harm to their territories".[2] They are not simply soldiers that fight off intruders; rather, they are guides for the common mice looking to journey without confrontation from one hidden mouse village to another. The Guard patrols borders, finds safeways and paths through dangerous territories and treacherous terrain, watches weather patterns, and keeps the mouse territories free of predators. They do so with fearless dedication so that they might not just exist, but truly live.[3]
A mouse peddling grain took the path from Rootwallow to Barkstone alone, but never arrived at his destination. Mouse Guard members Saxon, Kenzie and Lieam are dispatched by Gwendolyn, head of the Mouse Guard to find him.
It is quickly uncovered that the missing merchant mouse was devoured by a snake, which the three Guard members dispatch, but the plot thickens as the merchant is revealed as a traitor, carrying a detailed map of Lockhaven, home of the Mouse Guard.
While Guard members Saxon, Kenzie and Lieam were tracking the path of the grain merchant, Gwendolyn has sent word to another of the Guard, Sadie. Sadie, who once watched the shoreline region of the Mouse Territories, is to make contact with another missing mouse, Guard member Conrad, as there have been no outgoing communications from his Northern shoreline dwelling "Calogero".[4]
Arriving at the mouse city of Barkstone, Saxon, Kenzie and Lieam are forced to create a diversion to avoid watchful eyes. Kenzie and Saxon perform a duel between themselves while Lieam attempts to blend in with the townsmice. Lieam's investigation takes an unexpected twist when he uncovers The Axe, a well-organized anti-Guard group.
Hiding within the ranks of the mysterious militia known only as 'the Axe', Lieam is unaware that his Guard companions, Kenzie and Saxon, have been left for dead outside Barkstone's gates. Celanawe, a hermit and stranger of the mouse cities, retrieves and drags them to his secluded home.[6]
The Axe marches on Lockhaven with the captive Lieam. While tracking the treacherous Axe army, Saxon and Kenzie found a new ally in an old hermit mouse named Celanawe, claiming to be the ancient hero of mice: The Black Axe. His fate intertwined with two of the Guard's finest, he offered to aide them in their pursuit, in hopes to hold them to their word of retrieving his missing axe.
Midnight, the Mouse Guard's weaponsmith, is revealed to be the commander of the Axe army. He claims that "the Guard is useless...Gwendolyn exploits us. Cities, towns, and villages hold all the power. And Guard mice are their pawns. The territories need one sole leader. One who can offer security and prosperity. One who is not afraid to hunt down our predators. One who is more than a mere Guard mouse".[7] Midnight then relates a tale of his discovery of the fabled Black Axe, which began when he accidentally uncovered, during the previous year, a secret room below the armory that housed a record of The Black Axe.
After Sadie drives off an owl by hitting one of its eyes, the group is divided when Kenzie, Saxon and Sadie fall into a tunnel. It's soon revealed to be a Weasel air vent with no easy way out. Above ground Celanawe and Leiam push on home in the hopes of returning with the supplies in time to save both Rand and Lockhaven itself. Working their way through the abandoned Weasel city of Darkheather the trio of guard mice wonder if it's as deserted as it looks. While back home in Lockhaven a poisoner is afoot.
In August 2009 Petersen said in an interview with Comic Book Resources that after Black Axe he would start working on the fourth title in the series that would take place during the mouse war with the weasels in winter 1149. His plan was for the story to cover eight issues.[8] He also continued: "I'm scared to death of drawing a war because that's daunting. In the fifth book, we're coming back to this time-line post-winter".[9] Recently however the comic's progress has slowed down due to Petersen's personal family matters regarding his mother being afflicted with Parkinson's disease.[10]
Mouse Guard: Swords & Strongholds was successfully Kickstarted on August 7, 2014, with a total funding total of US$55,001 from 1,216 backers.[15] It is a realization of a two-player light strategy game played on a wooden grid board with eight mouse pawns, and a deck of three types of cards. The game could originally be seen being played by the characters in the Mouse Guard comics, with Luke Crane providing the rules for the real-life game.
These are all really lovely! But in particular I like the "Free Comic Book Day 2013" image of the girl mouse swinging in the sunshine, on vines held in the mouth of the goose whose feathers look so thick and cushy. I am sorry I don't know the story; it would probably be more meaningful if I did, but its a very nice use of light and shadow.
Mice all start with a Nature score of 7. The closer to 1, the more human-like your mouse is. The closer to 7, the more animalistic. Just like Burning Wheel has Steel questions during character creation, Mouse Guard has Nature questions that can affect your starting Nature.
To start off, imagine what it is like to be a mouse in the first place they are small, weak, and fearful. Mice are prey animals in nature. Their entire lives are spent in fear of the unknown next predator around the bend. Almost every creature in the forest could be a predator to them. In response, you build your home in the most protected and sheltered spot you can find and hope for the best. Now imagine you are a guard mouse. You are weak and small by nature. However, you have learned to be strong because you have to be. You must be brave because the smaller you are, the more bravery means and there are mice to protect. Thus flows the story of mice who are bravely sent out into the forest to protect the weaker.
Versus tests are also quick affairs to keep the story moving, but used when directly interacting with another player or a non-playing character introduced by the GM. Things like hiding from something, trying to pry some minor information from another mouse, haggling with, arguing against, deceiving or distracting another denizen of the Mouse Territories. As in an independent test each versus test is categorized by a skill. However, instead of an obstacle difficulty, you simply grab an amount of dice equal to your skill rating plus any helping dice and roll against your opposing character. Whoever rolls the most number of successes wins the test and narrates the action.
Saxon, Kenzie and Lieam, three such Guardmice, are dispatched to find a missing merchant mouse that never arrived at his destination. Their search for the missing mouse reveals much more than they expect, as they stumble across a traitor in the Guard's own ranks.
A mouse peddling grain took the path from Rootwallow to Barkstone alone, but never arrived at his destination. Mouse Guard members Saxon, Kenzie and Lieam are dispatched by Gwendolyn, head of the Mouse Guard to find him. It is quickly uncovered that the missing merchant mouse was devoured by a snake, which the three Guard members dispatch, but the plot thickens as the merchant is revealed as a traitor; carrying a detailed map of Lockhaven, home of the Mouse Guard.
The Axe marches on Lockhaven with the captive Lieam. While tracking the treacherous Axe army, Saxon and Kenzie find a new ally in an old hermit mouse named Celenawe, claiming to be the ancient hero of mice: the Black Axe. His fate intertwined with two of the Guard's finest, he offers to aide them in their pursuit, hoping to hold them to their word of retrieving his missing axe.
Midnight, the Mouse Guard's weaponsmith, is revealed to be the commander of the Axe army. He claims that "The Guard is useless...Gwendolyn exploits us. Cities, towns, and villages hold all the power. And Guard mice are their pawns. The territories need one sole leader. One who can offer security and prosperity. One who is not afraid to hunt down our predators. One who is more than a mere Guard mouse." Midnight then relates a tale of his discovery of the fabled Black Axe, which he accidentally uncovered the previous year in a secret room below the armory that housed a record of The Black Axe.
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