Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
This not-quite-a-role-playing-game requires players to sit around telling fantastic (but completely true!) stories.
Core mechanisms
Key systems that shape the decisions players make.
Read the full game description
This not-quite-a-role-playing-game requires players to sit around telling fantastic (but completely true!) stories. Players may attempt to trip up another player's story by wagering a token ("But the Prussian Army had dissolved by that time, m'lord, so you could not have possibly fought it single-handedly"), whereas the storyteller must counter with another token (and an excuse) or swallow their pride and incorporate it into their story (with another excuse). There are also a few, minor details, mostly used to get boring storytellers to stop. The game is won after each player has told one story. Each player, in turn, gives *all* their tokens to another player they believe has told the best story--so collecting the most tokens doesn't make you the winner, it makes you be able to choose the winner. Of course, the best story-telling wins the game. Re-published 2002 (starting at Essen) by Krimsus KrimsKrams-Kiste as Die unfasslichen Abenteuer des Freiherrn von Münchhausen. Is also listed on RPGGeek as The Extraordinary Adventures of Baron Munchausen