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SCVM: Child Gangs Skirmish Game Rules

The document outlines the game SCVM, a 2-player skirmish game set in a post-apocalyptic world where players control child gangs. It includes rules for gameplay, character stats, and various actions, as well as a lore primer that sets the scene of a desolate land. The game mechanics utilize a single die type and emphasize creativity in using miniatures and terrain for gameplay.
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© All Rights Reserved
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Available Formats
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0% found this document useful (0 votes)
20 views48 pages

SCVM: Child Gangs Skirmish Game Rules

The document outlines the game SCVM, a 2-player skirmish game set in a post-apocalyptic world where players control child gangs. It includes rules for gameplay, character stats, and various actions, as well as a lore primer that sets the scene of a desolate land. The game mechanics utilize a single die type and emphasize creativity in using miniatures and terrain for gameplay.
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

THANKS TO Kel Bachus, Tanner Simpson, Steven Zych, Eth

an Borsh, Clay
Sheleheda, Andrew Penley, Isaac Eddy, Mom, Dad
, and Leo
ART Public Domain Stuff FONTS Burvetica NC
Grim Freaks - Waclaw Traier 1550
Faces for a Dying Land Volume 1 & 2 - vil
1492 Quadrata te
Skin Graft - Miscast x bigboygametime
1742 French Civili
Ransom Text - Lettuce
Alte Caps t
Medieval Vectors - MiksKS Anglo-Saxon Projec
TSPN
Barton
Original text, IDEAS, game
design, and graphic design
Daniel Kai Martinelli
AKA Kaim_Works
AKAVerdigris

The First Printing


2025
Table of Contents
1-2. Lore primer
Introduction
Dice, Measuring, terrain
Rules for well-adjusted folk.
Initiative, Turns
Actions
Movement
Combat, Blindspot, (dis)advantage, Stash
Locked Doors
Death’s Jest
Lost Children
The army you command
Your troupe
Stats
Youth
Runtling
Anklebiter
Scofflaw
Quirks
Delusions
Outfitting your troupe
25-26. Keywords
Weapons, Armor
Provisions
29-30. Loot
31-32. Miracles
33-34 TABLE of troubles
35-36 Downtime
Redistribute, The hunger, growing up
Maturity, Big Kids
37-40 Sample Scenario
39-40. Slaughter St. Coro
1
Helm stad tis on the brink.
The Dead Sun burns above it, with the black fire
of its aphotic flares blotting out a sky without stars.
Crops have failed. Nothing grows; nobody tries
.
The hollow bodies of the
Strange Country’s
herd of worthless mouths scrape and spit and kill
each other for things even rats have refused.
It is the spawn of their
senseless fecund impulses
that suffer the most. Their
brood, birthed without
love,

without possessions,

without purpose

are as their

parents are:

Scum.

2
SCVM is a 2-player, 28mm scale, mi
niature
agnostic skirmish game about
child gangs at the end of
the world.

You can use whatever you’d like to play SCVM. Play


with miniatures you already own, kitbash some strange
homunculus child-things, or paint faces on stones from
your garden.

dice
SCVM uses only one die: the d6. It will appear as a d3,
a d6, often as a 2d6, sometimes as a d18, and rarely as
a d66. To roll a d18, roll 3d6 and add them together.
To roll a d66, roll one d6 to be the 10’s place and the
other to be the 1’s place.
Dice Rolls (DR) determine the
success of most STAT checks taken by
the players.
DR ratings in SCVM are typically
al
DR7 on 2d6, meaning your 2d6 tot
must match or exceed 7.
contentious
Versus Rolls (VR) are reserved for
2d6s, apply
situations. Two opponents each roll
s; the
STAT modifiers, then compare result
higher total wins.

III
4
rules
for well
Adjusted
folk

5
6
MOVE: MOVE a model up to its SPEED in inches.
HIGHTAIL IT: MOVE again.
CLAMBER: The model ascends or descends an
unoccupied climbing feature and is placed at the top or
bottom.

ATTACK: ATTACK with an equipped weapon.


BEWILDER: Make a GLIMMER check to
cast a MIRACLE.
check to push a
SHOVE: Make a GRUDGE
ur
model within one (1)
inch of you back up to fo
act an edge or were alrea
dy
(4) inches. If they cont
in contact, they fall.

INDULGE: Use a consumable item.

PILFER: Make a GUILE check to interact with


anything—a locked door, a pile of silver, perhaps a corpse.

HANDOFF: Transfer an item from a model's


STASH to a friendly model within one (1) inch, or
attempt to throw an item to a friendly model
within four (4) inches with a GUILE check.

7
Movement
A model's SPEED in inch
es is equal to 3 + GUILE.
They can move in any direc
tion up to their maximum
SPEED.
Terrain smaller than 1”
can be traversed withou
difficulty. Anything larger t
must be CLAMBERED.
CLAMBERING is
done at HALF S
using a ladder, whi PEED unless
ch allows FULL SP
EED.
Models can jump up
to 3” across on a
On failure, they fa GUILE check.
ll, taking 1 damag
(rounded down). e per inch fallen

8
9
Locked Doors
Roll a d6 when you
approach a door. 1-3:
The door is LOCKED.
4-6: The door is
UNLOCKED.
Take the PILFER
action to unlock a
door if you have

LOCKPICKS in
your inventory.
Alternatively,
make a 1d6
GRUDGE

VR against

the door

to break

it down.

X
11
12
13
14
All STAT
S begin at
Roll 1d6 for y Stats
0.
our STAT spre
ad and
allocate the valu
es to:

Glimmer Majickality,
childlike wonder,
joy in the world.
Increases
overall majickal ca
pabilities.

Grudge
Streng
th,
power,
disillus
ionmen
Increases t.
physical
capabiliti
es.

Guile ickery,
Nimbleness, tr
cleverness. Increases
movement speed

and general knavery.

15
16
17
7

18
19
xx
21
Scofflaws have suffered greatly;
the joys of life have been flayed from their souls.
It has been replaced by an endless pit of rage
and desperation. Their high GRUDGE is the
only thing keeping them alive.
A Scofflaw’s

13-17.
YOUT
anywhere be H is
tween

+2 KNACK to GRUDGE.

-2 LACK to GLIMMER.

22
, at least
set a TR AP on terrai n piece you are touching ius. Any
Twice per game, AP has a 2" rad
an ACTION. The TR
Mouse

n the
2" from any model, as dly, that starts an action or moves withifor the

II
fri en
model, enemy or ge (ignoring defenses) and is immobil ize d

trapper radius takes d3 dama Then remove the TRAP from play.
rest of their activation.
n pilfering.
Make two PILFER rolls instead of one whe sufficient

III Magpie You may take both results if you hav .


STASH space. Excess items fall to the gro
e
und

4 Big Boned +2 HP and -1 GUILE.


instead acquires a rand
If this model DIES, it HTY model has been spared
om

V Mighty MEMENTO. Once a MIG normal.


this way, it can be killed
as

VI Peeled Eyes No model may enter your BLINDSPOT.


7 Molerat
You may deploy this model anywhere on the table that is out of
enemy line of sight and at least 8” from the nearest enemy model.

VIII Come to
Naught
If any MELEE or RANGED attack misses you, you
may slip into their BLINDSPOT and move to an
unoccupied space within 3”.

IX Foresight
As an ACTION, force an opponent to activate a model
your model can see. You may then continue your
activation as normal.

10 Wee

Corpsman
+1bonus to healing when using a Medicine
Chest to aid a friendly model.

XI Swarm
Tactics
+1 VR bonus for each friendly model
within 3” of you.

XII Nope
You can make a GLIMMER check
to ignore d3 damage each time
you are hit.
23
Delusions
Players must roll a Delusion for thei
r gang of misfits. Delusions are
multi-step narrative beats that drive you

2d6
r gang to do horrible things. Some
are more horrible than others, but rest
assured that they are all horrible.
Lost Boys: They are certain they died long ago
but have forgotten how. They must retrace their Subjects of M
ic
steps to disappear completely. ki ngdom of mice th e: They seek the hidden
at rule over Helm
Discover how you were supposed to die. Seek out Ea rn the trust of stadt.
witnesses, graves, or old records. cheese, silver, and an old mouse with offerings of
Arrange your own funerals, ensuring they are properly Prove your worth devotion.
in
conducted. Survive and sieze a trial of cunning and knavery
will know. the throne. If you
Lay yourself to rest. Whether this means truly dying, falter, the mice
being reborn, or otherwise leaving this world behind.
Great Big Story: They
The Living City: They believe that Hel
think the world is a mstadt is
book, and they mu a dormant, sentient creature.
st write thems elves into legend. Feed Helmstadt with blood and treasure taken from
Steal a powerful person’
s
Perform a legendary act name to add to your tale. enemies or objectives
tha
Find the "final page". A sac t will be written into history. Discover the Heart of the City
the last word of a dying orared book, an old storyteller, or Awaken Helmstadt and prostrate yourselves at the
cle.

summit of its splendor.
A Feast That Never Ends: They are certain a
banquet is being held in their honor, and they Kings of Nowhere: They believe they have been
must find the way to the table. exiled from a faraway land and must reclaim their
Steal fine dishes, cutlery, and the best food you can throne.
find
Prepare the feast in a place no one else dares to. Create a "map" of your lost kingdom, marking places of
Serve the meal and invite unseen guests, who may interest
finally
arrive. Gather citizens, conscript the unwilling, recruit the mad,
Voidwoken: They seek to collapse reality into or raise the dead.
Reclaim your capital, which might just be an abandoned
nothingness by unraveling the threads of ruin on the battlefield.
existence.
Learn the words of a prayer that does not belong to any Fury of the Small: They seek to eliminate all
god you know scvm older than them. Maturity is an attack on
Speak it in the right place
Collapse reality in a final, cataclysmic act that reshapes
them personally.
the battlefield. Forgo all AGING rolls
Murder a number of enemy scvm equal to your oldest
You Will Melt: They believe themselves apostles of the model’s YOUTH.
Dead Sun. They aim to burn as much of the world as Pit your own models against each other. Last one standing
possible. is the youngest.
not reach. Caves, ruins,
Find the places where the sun does
forgotten alleys Utterly Insane: They have lost their grip on
Bring fire to these places, illumi
nating what was meant to
reality. Nothing makes sense.
stay dark
what it was meant to Every model’s highest stat must be GLIMMER; all models
Let it spread until it consumes
self. may glimmer Miracles, but they must be rolled randomly
destroy, whether Helmstadt or your
each time
Roll on the table of troubles each time you fail a GLIMMER
Big Steppas: They believe themselves to be elephants check
in every way but in flesh. Runtlings may now wear heavy Have your enemy LOSE 3 total models.
things and wield unwieldy weapons.
Outfit every model with Heavy
or Plate armor

24
weapon
Equip every model with an Unwieldy HP.
Reduce an entire troupe’s mode
ls to 0
Outfitting
your troupe
ged
Your SCVM have scaven
SILVER from the
30

Strange Country's crude,


d to
lost folk. SILVER is use
our,
purchase weapons, arm

and provisions.

to
ood money
Use this bl
e
troupe to th
outfit your
will
r ability. It
best of you
; you
rly enough
not be nea
t you
wanting, bu
will be left
do.
must make

FEED cannot be bought;

nobody is fool enough to

give it up.

Keywords
All weapons have

KEYWORDS that detail

its special properties.

Some weapons have

multiple KEYWORDS;

others have only one.

25
MUNDANE w weapons use
eapons UNWIELDY
use one weapon ots.
slot. both weapon sl

QUICK weapons each take up


BARBED weapons always
one slot but grant an additional
inflict 1 damage, even on a
ATTACK action when paired
failed VR roll.
with another QUICK weapon.

MERCILESS ck up
weapons RANGED weapons can atta
add damage
Damage Bonuses to 12" away and ignore
(DB) to Versus NGED
Rolls from failed VR rolls. RA
(VR). cannot target models
weapons

INFECTE within 1" of them.


D weapon
s deal
an additio
nal 1 dam
age at SHREWD weapons apply
the begin
ning of
targets any v
rele ant STAT
activation
. This modifiers to damage when
effect
does not st
ack. used from a BLINDSPOT.
GRUDGE
weapons ap
ply any GUILE weapons apply any
GRUDGE
modifiers
to VR. GUILE modifiers to VR.

26
Weapons
2d6 Name Keywords DB Cost
Board with Nails [MUNDANE][GRUDGE][BARBED] -2 [1s]
Well-worn Shortsword [MUNDANE][GRUDGE] 0 [4s]
Black-Stained Cutter [MUNDANE][GRUDGE][MERCILESS] +1 [6s]
Chipped Knife [QUICK][GUILE] -1 [2s]
Cowards Skean [QUICK][GUILE][INFECTED] 0 [6s]
Rogue's Reitschwert [MUNDANE][GUILE][SHREWD] +2 [8s]
Guard's Old Longblade [UNWIELDY][GRUDGE] +1 [4s]
Thorn-Covered Woodaxe [UNWEILDY][GRUDGE][BARBED] +2 [6s]
Dead Man's Flamberge [UNWIELDY][GRUDGE][MERCILESS] +3 [10s]
Storm-Weathered Shortbow [UNWIELDY][GUILE][RANGED] +1 [5s]
Finnias' Crossbow [UNWIELDY][GUILE][RANGED][SHREWD] +2 [15s]

Arm our The ATTACKER subtracts your


armour's VR modifier from their VR roll.

Name
1d6 Effect Vr Cost
Light -1 [3s]
Medium -2 [6s]
Heavy -1 GUILE -3 [16s]
-2 GUILE. +2 GRUDGE to wear. -4 [36s]
4 Plate All FALLING is considered from +3”.

Shield Ignore MERCILESS. Uses 1 hand. -1 [16s]


If you are damaged by a melee ATTACK, 0 [20s]
Buckler you may perform a riposte ATTACK.

27
Provisions
1d6 Name Effect Cost
Arrows 5 Arrows [1s]
Unlocks LOCKED doors on
Lockpick [1s]
successful PILFER. Single use.
Lantern Allows models to see in the dark. [3s]
Bandoleer +2 STASH slots [5s]
For CLAMBER and bridging gaps.
Ladder Takes up 2 STASH. [5s]
Cures INFECTION.
Medicine Chest Heals d6 HP. 3 uses [6s]

28
Loot d66
You find a pebble in your shoe.
Putrid rat corpse with edible grubs. +1 FEED.
Random weapon.
3 Silver.
A handful of crickets. +1 FEED.
10 Silver.
A prayer to a forgotten god.
Random armor.
A handful or rusty nails and splintered wood.
13 Silver.
An empty storybook.
5 Silver and +1 FEED.
Fine china.
Really shitty china.
10 Silver and random weapon.
Nutrient-dense paste. +3 FEED
Random provision.
20 Silver.
2 Silver.
d3 beautiful candles.
Bag of 100 caltrops [2 TRAPS].
2 Random provisions.
Love letter from a noble’s wife.
2 Random armors.

29
A platter of stinky, mouldering cheese. +2 FEED
1 Silver. Darn.
A glass jar filled with fermented cabbage. +2 FEED.
A flea-ridden mattress. +1 FEED.
A skull with its brain still inside.
A most-likely stolen jewelry box, empty.
You find a loot Gublin. 2d6 Silver and 1d6 FEED.
Weapons stash. 1d3 Random weapons.
Ring of keys. 1d3 automatic door unlocks.
A tuft of the mayor’s hair. +1 FEED(?)
Sudden wonder. Random MIRACLE.
A pebble in your shoe-again?

30
12” of
ithin
odel w Fera
e : Ta rget m d 6 ” in any l Che
rub:
us ES Targe
Dollho
for 1
r fo e , MOV to fall, round t mo
del ta
iend o forcing
it . Th kes fl
you, fr
restric ey ig ight
in g tions nore
clud bat.
on, in
and m all te
directi e com ove a rrain
or leav t dou
g e in melee, ble S
PEE
enga Awa D.
y! A
Target w a
Kindness: you y !: A
Unwarranted are p
ush l l mo
reg ains d6 HP. ed ba d
els w
1" of you ck as ithin
model within Rabbit Fingers: Ma k if S 1" o
of e Me HOV f
ithin 12" PILFER from up a t: Ta ED.
a model w you r r
Doubt: If make a
ipens g et co
Sudden A C LE , to 12" away. into
1 FEE
r pse w
ithin
MIR
mers a u win, D. 12" o
you glim them. If yo f
M E R V R against Inciting
GLIM Incident:
s.
ACLE fail
You and
models w all
their MIR ithin 1" of
you gain
to VR. +d3
n the wind: This incl
Must have bee udes enem
12" of you models. y
Target model wit hin
.
enters BLINDSPOT Foster Child: If a mod
el within
12" of you is ATTACK
Ill Will: Target model within 12" ED, roll a
d3 and subtract the total
of you suffers d3 damage. from the
attackers VR.

31
m u s t b e
se e n t o
be
B e l i e v e
32
D
Table of Troubles
One player rolls on the Tab
le of Troubles at the end
of every round for a
random event that impacts
someone, everyone, or no-o
ne. For more chaos,
both players may roll.

d66
The Sky
Burns!: A
ball of fire
Cosmic Whisper: An old
from the Dead Unknowable Lore: An
Sun crashes at a
unknowable eldritch stumbles into the
randomly det hermit
ermined spot, settin
g
fire to that being speaks to the babbling about a
part of the fray,
battlefield.
minds of all present, He won’t leave
The fire beg
ins at 1d6" prophecy.
x 1d6" and
causing
spreads eve
ry subsequen
players to until someone listens.
t round by
the same am reroll their Delusions.
ount. Fire
deals 1d3
Better Left Untouched:
damage on
contact.
Someone accidentally
wandering activates
Unin v
ited uest: G A
Double Dealer: One battlefield,
a cursed artifact, reduc
ing all
olls onto the
merchant str dice rolls by 1 for the
random troupe member to rest of
to sel l trinkets
attempting the round.
switches allegiance to the
- Use the
mid battle.
everyone
other side for this round.
Peddler's stock.
Unruly Spectators:

Fog of War: A sudden, Rowdy onlookers from

stygian fog blankets


the Rain of Frogs: A z
bi arre storm pelts the
the sidelines begin
reducing all battlefield with frogs, forcing all terrain
battlefield, throwing rocks and

ranges by half.
to be CL AMBERED for the ne t round.x garbage, dealing 2d6

damage spread randomly


All That Glitters: Horrible!
A glowing Horrible!: One amongst both gangs.
chest appears in the center random
of troupe
member
the battlefield. What’s inside ? becomes
overwhelm Tremors:
with ed The ground
Something good —or cursed ! x
e istentia
ldread an
d refuses begins to shake
to violently,
Acquire 4d6 silver. On an odd roll, take any
gain a action for
random memento instead. a turn. knocking over models and
scattering terr
slightly, ain.
Bad Time: Time reverses Reality Break:
The law
and forcing s of
undoing the last turn physics
temporaril
y collapse.
players to replay it with new
rolls.
Gravity shifts,
Battlefield
Medicine: A
terrain floats,
and battlefield doctor
models
I’m Thinkin g of You: If you have can move
appears
vertically on the battlefield,
. offering
LOST a child, you find that they have
to patch
gift. Roll once on the
up wounds —at a
left you a
price.
errain: One piece
treasure table. H aunted T
possessed,
becomes
of terrain
tlefield Well of Eternity: If
und the bat
moving aro you

ing ne arby mo dels. have L OST a child,


and attack they

at the end of the return home as


a Big Kid.
I t activates

round, ha
s 6 HP,
and uses
a

33 Board with Nails.


Bisection:
An
giant rat king earthquake
Vermintide: A splits
Wet: Rain
begins to fal nearby rats to the battlefield
l; the appears, rallying in
battlefield is
suddenly cove
red in swarm one unl uck y warband. ach E two. Models
near
slippery mud. warband is the edge must
All moveme of tha t roll
nt is model
N C D
halved. GUILE to
I FE TE . avoid
falling into
v
The Ra en: A
giant bird swoops
Personal Hate: Lightning chasm.
the

one model and


down, grabbing
randomly hits one model,
m off briefly before
carrying the
a random point
16
dealing d damage. Plague: A thi
ck cloud of loc
dropping them at usts
shows swarms the field,
on the battlefield.
p
Rea and
w
So : A lo
cal farmer
n. e H anything left
devouring
on the ground
destru ct io .
about the
b
Green Thum : A strange up, angry w ith a
plant begins growing rapidly, chases th
e closest
m od el
e bonuses.
Old y
Glor : A wandering

blocking paths and entangling pitchfor k. He ha s no damag knight demands a duel with
the strongest model on the
nearby models.
Silence Falls: The battlefield is field. They wield a Dead
Man's Flamberge, wear Plate
Malice: A
Indiscriminate hit by a wave of silence—no
random warband
member becomes
magick can be used for the round.
armor, and have 10 HP This
can be PILFERED off of them
tely attacking
enraged, immedia
mo del regardless of
the closest if they lose.
allegiance. al portal opens
Be wilderment: From the Othe
r Side: A magic
blin. It
A random warband a confused Gu
and spits out
Mind Blank: A random troupe res t mo del with a
member acks the nea
rolls a immediately att
member develops sudden and to whence it
inconvenient amnesia, forgetting
random Miracle.
Chipped Knife
before ret urn ing

came. VR +2
all QUIRKS for the round.

Chicken Business: A wagon of Molementum: A giant mole


Flame Blade: A random
'
model s loose chickens careens across the bursts from the ground,
weapon catches fire. It creating tunnels that models
does an battlefield. Models in its path must
extra 1 damage but can use for movement.
hurts its roll a GUILE check or lose their
wielder for 1 damage ever
y turn. turn.

model of your
oss the sky, granting one
Wish: A comet streaks acr
STATS for
er. +1d6 spread across any
choice a brief surge of pow
the rest of the scenario.

34
Downtime
Downtime actions happen post-scenario.
Even scvm deserve rest.

Redis trubu te
You may switch around the items each model is
equipped with. Purchase new items too, if you wish.

T h e H ubesent gthee rStrange Country, and HelmstEadEtDhaiss


Famine has is d e st it orst of all. F
u tion w
felt the st rain of th
a re tho se w il lin g to share.
rarer still
hard to come by, and e co st of 1 FEED each if
ip t ne w sc vm at th
You can conscr .
your troupe is under 5 members D at a time.
al so co ns um e on e F E E
Models may
Distribute FEED as you wish.
Growing Up r than
If a model has been fed, roll a d18. If the result is greate
the model's YOUTH, increase its YOUTH by 1. gain the
in to a ne w Y O U TH ti er , th ey
When a model ages , and LA C K S of th e new tier but
special abilities, K N AC K S
lose those of the previous tier. e un sc vm . In st ead they are
o not be co m
Models that age to 18IDdS. BIG KIDS leave the fighting to the
respected as BIG K ay behind to mentor new scvm. You must
younger ones and stwhen a BIG KIDS leaves.
35 conscript new scvm
Maturity
If a model has AGED, they gain 1 MA
If their gang won the last scenario, on TURITY point.
choice gains an additional 1 MATURITe model of your
Y point.
MATURITY can be spent to:
Increase a STAT by 1.
Roll a QUIRK. If a model rolls a
QUIRK they already have, no
new QUIRK is gained.
Remove a MEMENTO.
Learn a MIRACLE. If a model rolls
a MIRACLE they already have,
no new MIRACLE is gained.
Big Kids
Having a BIG KID on your side is
troubled times. They understand the st a rare gift in
scvm, but now have the authority of ruggle of being
they do not join the gang as a fighter, an adult. While
own uses. they have their
New scvm recruited to the gang begin with 1
MATURITY point.
Prices are reduced by 3s.
36
Slaughter St. Coro
One of the last fools you robbed cough
ed out a rumor that a
hateful miser in the manor on St. Coro'
s Circle is hoarding
stashes of food and supplies. This inform
ation did not save
his life, but it may save yours.

OBJECTIV
E
Pilfer as much LOOT as you can from
both the manor and
other troupes. Steal, backstab, and cheat
your way to the top.

SETUP
Players take turns placing walls and
other scatter terrain in
the center of the board to represent
the manor. Include as
many rooms and interior walls as you
would like.

Additionally, take turns placing a total


of 6 LOOT stashes
within 10 inches of the center of the
board and at least 3
inches from any other stash. Place at
least 6 DOORS in the
manor.

DEPLOYMENT
Players select a deployment edge and place models within 3”

of the board.

39
TROUBLE
Guards begin investigating the commotion from round 3
onwards. Any model caught 3 or more inches outside of the
manor is immediately apprehended and is considered
LOST.

GAME ENDS ON ROUND 5.


40
Death has abandoned Helmstadt’s filth-born children. How will you spend your eternal youth? With laughter

and make-believe? Or shall you return to all, in gleeful abundance, the great wickedness that has befallen you?

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