Mad Monks and Relics

Capsule Profile

by Joseph Scoleri III



This issue’s capsule profiles include a medieval quest (Mad Monks and Relics), a modern skirmish RPG (MERC), a low budget jet combat game (MiG Killers), a lower budget jet combat game (Mission Aloft), the meddling gods/ goddesses of ancient Greece (Mythology), and a shoot-em-up above, below, and on the sea (Missile Boat).

Pricing information is now cited from two sources: Boone 3rd (Internet Wargames Catalog, 3rd ed., 1999) and Boone 4th (Internet Wargames Catalog, 4th ed., 2002). Note that Boone 4th no longer lists straight sale prices, only auction results. Boone states that these values are new, reflecting prices from 1999 to 2002.

M is for ... Mad Monks and Relics

The Search for the Holy Grail
Simulations Workshop (1995, $16.00)
Designed by Randy Moorehead
Players 3 to 5
Playing Time 2 to 4 hours
Period Medieval
Turn Scale 1-3 months
Map point-to-point
Unit individual monks

Components
2 17x11" unmounted mapsheets
1 14 page rulebook
48 uncut counters on cardstock
240 uncut cards
5 stand-up monks
5 player mats

Counter Manifest
60 each 5 different colored sets consisting of the following 12 markers (VPx1; x10; /x100; Goldx1; x10; x100; Piety; Knowledge; 2 Turks; 2 Pirates)
4 Catalan; Pope; Black Death; Suppressed.

Simulations Workshop says:

“A game of 3 to 5 players, where each represents a late 13th-century Mad Monk/Scholar seeking the Holy Grail. Moving around the map of Europe and the Holy Land, each player must piece together fragmentary knowledge from obscure sources to find the Grail. The player must, at the same time, avoid death, plague, bandits, the inquisition, and other obstacles placed in his path. Religious relics are also recovered and converted to the players use. The player who finds the Grail wins the game.”

The reviewer says:

“[R]ather long but it has a number of original systems, and is well worth playing ... [A]lso notable for being the first game, to my knowledge, to feature a foreskin card ... MM&R features hundreds of cards ... plagues, accusations of heresy, forged relics, carnivals and bandits. The Templars will be suppressed, Islam will spread its influence and pirates will have their wicked way with passing ships ... This is useful because aside from atmosphere and a modicum of decision making, the game runs, more or less, on the interaction generated by playing cards on other players ...

MM&R is not a great game, but it is far from bad. It suffers somewhat because of the time required to achieve anything, which is closely linked to the plodding movement system. This in turn is slowed by the need to pay out money for horses and ships ..With slightly more development, a little downsizing and an exciting and involved information system, it could be really good ... Worth your time ... but perhaps not worth your money.” Mike Siggins on The Game Cabinet web site.

Comments

Strictly speaking, MM&R really isn’t a wargame. However, the complex mechanics and DTP format make it a hobbyist game which is much more likely to be played by a grognard than your average Monopoly player. Be advised that cutting out 240 cardstock cards with a pair of scissors can be an endurance test. The game offers quite a bit of period flavor, with the players chasing clues around Europe and trying to gather the sufficient knowledge to locate religious relics. The generous helpings of Latin terms throughout the rulebook are sure to please our illustrious editor. A potential downside for the game may be it’s three player minimum.

Collector’s Notes

Currently, MM&R is listed as sold out. Boone 4th lists low/high/average auction prices of $13/$16/$15. MM&R was not listed in Boone 3rd.

Other Simulations Workshop games by this designer

Caseros 1852; Legend of the Lost Dutchman; Operation Dragon Rouge; Panzers at the Pyramids; Rommel at the Meuse; Rough Riders; Rus’; Safe Return Doubtful.


Capsule Profiles:


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