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RainbowMutantSlimes PDF

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64 views4 pages

RainbowMutantSlimes PDF

Uploaded by

hoonagoo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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RAINBOW MUTANT

A GM-LESS GAME
FOR 1-6 PLAYERS
SLIMES WORDS & DESIGN:
Leigh Eldridge
Fil Cieplak

INTRODUCTION
You were a peaceful family of gentle slimes living deep within a cave system, until some
meddlesome Wizard hid a magical treasure in your home. The artifact granted you new
awareness, but now a band of pesky Heroes have stolen it, squashing your family
members along the way. It’s time to rise up and defend your subterranean abode!

PLAYING THE GAME GAME SETUP


The sentience of your slime family is at Follow these steps to set up your game of
stake! Your slimes will pursue the Heroes Rainbow Mutant Slimes:
in hopes of stopping them and retrieving
1. Roll to determine the artifact.
the stolen artifact.
2. Roll to name the Heroes; write it down
To do so, you will navigate the caves of on a piece of paper for all to see.
your underground home and do battle 3. Below their name, draw some Hearts
with the Heroes. Unfortunately, slimes eqaul to the number of slimes + 1.
are slow and squishy, allowing the Heroes
4. Below that, draw an eight-segment
to easily get away.
clock. This is their escape clock. For a
You must use your home to your advanta- harder game, draw six-segments.
ge, and find a way to corner the Heroes 5. Establish one player as the Leader.
before they make it out of the caves. They will be the first to resolve the
Chase Phase (see Chase Phase).
WHAT YOU NEED 6. Finally, create your slimes on the next
Rainbow Mutant Slimes doesn’t require a page (see You’re a Slime!).
GM, so everyone at the table is a player
and gets to be a slime! TYPE OF ARTIFACT
D6 TYPE... D6 TYPE
The number of players determine how
1 Glowing 1 Gemstone
many slimes there are:
2 Sacred 2 Idol
● 1 player: Controls 3 slimes. 3 Cursed 3 Staff
● 2-3 players: Each controls 2 slimes. 4 Crackling 4 Ring
● 4+ players: Each controls 1 slime. 5 Vibrant 5 Wand
6 Shiny 6 Amulet
Each player will need a handful of their
most colourful six-sided dice (d6),
around six (6) should do. Pencils, paper, NAME OF HEROES
and beads or tokens are also useful. D6 NAME... D6 NAME
1 Slime 1 Patrol
A d8 is also used for some tables.
2 Eldritch 2 Hunters
3 Cave 3 Guard
4 Relic 4 Seekers
5 Doom 5 Delvers
6 Dungeon 6 Punks

1
THE RULES
YOU’RE A SLIME!
Each slime has only one stat: SLIME. To start, set your SLIME score as 2; take that many
d6s (d) and place them into your slime pool on your slime sheet below (you can use
index cards or scrap paper if not using a slime sheet). Then, roll to determine the colour
of your slimes and their corresponding Mutant Slime Power.

Your slime can use their power at any time, but only once per Combat.

MUTANT SLIME POWERS


D8 COLOUR POWER
1 Red Burst of Fire: Add +3d to your next slime roll. Remove them afterwards.
2 Orange Acidic Slime: Reroll each 1, 2, and 3 you rolled.
3 Yellow Arc Lightning: Roll +1d for each 4 and 5 you rolled. Keep them for the rest
of the Combat.
4 Green Noxious Gas: Each 1 you rolled counts as a hit instead.
5 Blue Encase In Ice: Ignore all injuries during your slime roll and move them to
your slime pool instead.
6 Violet Thunderclap: Shift up the value of 2d you rolled each by +1.
7 Pink Healing Goop: Move 1d to your injury pool to have all other slimes
recover 1d.
8 Iridescent Big and Shiny: You gain +1 SLIME score. This is a permanent bonus and
not a power.

SLIME SHEET

COLOUR: PLAYER:

POWERS:
SLIME

SLIME POOL INJURY POOL


(D6s = to SLIME score) (refresh when recover)
THE RULES
HOW TO PLAY CHASE PHASE
As your slimes persue the Heroes throu- When the Heroes get away, Combat ends
ghout the cave, you will shift between and you enter the Chase. The player to
two phases: Combat and the Chase. the right of the Leader becomes the new
Leader and follows this procedure:
When ready to play, start at the top
of the Cave Table (Slime Den). 1. Heal the Heroes by unmarking all of
their Hearts.

COMBAT PHASE 2. Roll a d6 on the Cave Table, adding the


number of VP acquired by your slimes
When your slimes enter a new region of to the total.
the cave, they will engage in Combat with 3. Mark and resolve the rolled region. If
the Heroes and make slime rolls. the region is already marked, move up
to the next highest region (mark and
ROLL TO SLIME! resolve that region intead).
To make a slime roll, each slime rolls all 4. Apply or make note of any conditional
dice in their slime pool at once. At any modifiers. Your slimes enter Combat
point, your slime can use a power, but (see Roll to Slime!).
only once per Combat.

● Each 6 is a hit. Place them in the HOW TO WIN


middle of the table. If the Heroes complete their escape
● Each 4 and 5 is a miss. Place them clock, they flee from the caves with the
back into your slime pool. artifact. Your slimes lose the game.
● Each 1, 2, and 3 is an injury. Place If your slimes reach the last region of the
them into your injury pool. Cave Table, they have a Final Battle with
the Heroes.
For every hit in the middle of the table,
the Heroes mark a Heart. Then, take your
dice from the table and your slime pool FINAL BATTLE
and continue to make slime rolls until During the Final Battle, your slimes enter
victory or defeat. Combat for the last time.
VICTORY: If the Heroes mark their last If victorious, your slimes reclaim the arti-
Heart, they are defeated and retreat. fact and drive the Heroes out of their
Your slimes gain a Victory Point (VP); home for good. Congratulations, your
place a token on the table to keep track. slimes win the game!
Then, you recover and enter the Chase. If your slimes are defeated, the Heroes
gain 1 progress on their escape clock
DEFEAT: If after a slime roll, no hits are
and heal 1 Heart, but they do not escape.
on the table, your slimes are defeated.
Instead, your slimes recover and conti-
The Heroes escape and gain 1 progress
nue to make slime rolls. Repeat until your
on their escape clock.
slimes win or the Heroes escape for good.
Then, you recover and enter the Chase.
If the Heroes ever complete their
RECOVER: When you recover, gather all escape clock, your slimes lose the
your dice and place them back into your game as described above.
slime pool.

3
THE CAVE
CAVE TABLE
When rolling on the Cave Table, resolve the Effect of the region before entering Combat.
Note that some Effects are temporary modifiers to that region only. Start in Slime Den.

D8 REGION EFFECT
0 Slime Den. Your slimy home in the cave has been invaded Roll d6 on the Cave Table
by Heroes and they’re making a run for it with the artifact! (only to start).
1 Weird Mushrooms. Glowing mushrooms fill this chamber, Add +1d to your slime rolls
as spores dance in the air. Good thing you don’t breath! this Combat.
2 Stalagmites. Long stalagmites rise up from the cavern Roll for a random Event.
floor like rows of sharp teeth. What dangers lurk about?
3 Mine Carts. A dizzying network of mine cart tracks weave Heroes gain +1 progress on
throughout this cavern and provide a speedy way forward. their escape clock.
4 Radioactive Waste. Oops, looks like someone dumped All slimes roll for a second
toxic waste into this cavern. Good thing you’re a slime! Mutant Slime Power.
5 River of Lava. The lava heats this room to uncomfortable All slimes place 1d into their
temperatures. Uh oh, you’re starting to melt. injury pool for this Combat.
6 Ancient Ruins. The remains of some bygone civilization Roll for a random Event.
litter this chamber. What secrets lay within?
7 Spider Lair. The webs of some giant spider fill this cavern, Heroes lose 1 progress on
ensnaring the Heroes as they try to press forward. their escape clock.
8 Pool of Slime. Glowing slime has pooled into the centre of All slimes gain +1 SLIME
this chamber. Quickly, take a dip to get big and shiny! (add +1d to your slime pool).
9 Bats! This dark cavern houses numerous bats that swarm All slimes count each 5 as a
any intruders. The bats are your friends. hit as well for this Combat.
10 Hot Spring. A relaxing pool steams away in this chamber. Heroes gain +1 Heart.
Looks refreshing, if you’re into that sort of thing.
11 Holy Altar. A lone altar stands in this chamber. How shall Roll twice for an Event and
the gods reward those who pray? choose the lowest result.
12+ The Pit. You’ve managed to corner the Heroes in an old Commence the Final Battle
mine shaft. There’s no way out except by Elevator, which is (see Final Battle).
currently damaged. Don’t let them fix it and escape!

EVENT TABLE
D8 EVENT
1 Surprise! Your slimes are caught off-guard; place 1d into your injury pool.
2 Formation. Your slimes count each 4 as an injury as well this Combat.
3 Potion. The Heroes gain +2 Hearts for this Combat; remove them afterwards.
4 Armoury. The Heroes find new war gear and gain +1 Heart.
5 Fog. Your slimes only count 1 and 2 as injuries for this Combat.
6 Trap.The Heroes trigger a trap and mark 1 Heart.
7 Lost. The Heroes lose 1 progress on their escape clock.
8 Ambush! The Heroes are attacked by monsters; they mark 1 Heart and your slimes gain
+1d to their first slime roll this Combat.

ACKNOWLEDGEMENTS: This game was inspired by Stardew Valley, Boss Monster, and
various one-page rpgs. It was created for the TTRPG Collective “Hot Mutant Summer
Game Jam” hosted by Mean Green Press.

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