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WALL FIENDS
A fundraising event for

Hosted by

Featuring creatures by BL Singleton
You are not heroes. You are not safe. You are a thing on the wall.
And tonight, you fight.
Sunday, May 17, 12:30-3:30pm
Transplants Brewing
40242 La Quinta Ln Palmdale, CA 93551
$25 Players | $15 Spectators
How does it work?
You choose a Transplants creature.
You describe its strange traits. You throw dice.
You narrate chaos. Someone wins.
It takes about 5-10 minutes per fight.
No stats. No math beyond counting dice.
No arguing about rules.
Just monsters and momentum.
The Rules
Each player chooses one Creature from any mural in Transplants and gives it:
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A name
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Three Traits
-
One Mutation
That’s it. No numbers. No hit points. No backstory unless you want one.
Step 2: Fight
There is no initiative. There is no armor class. There is only momentum.
Fight Dice
Each fiend begins a fight with 3 Fight Dice. These are regular six-sided dice, preferably very large, and throwable. Your dice represent your creature’s stability, structure, and will to keep being a thing.
When you lose dice, parts of you are breaking.
The Clash
Each round follows this sequence:
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Both players describe how their fiend attacks or defends.
-
Both players roll all remaining Fight Dice.
-
Compare the highest single die from each player.
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Highest die wins the clash.
-
The loser discards one Fight Die.
If tied, both players discard one die.
Then begin a new round.
How to Describe
Before rolling, you must describe how at least one of your Traits or your Mutation is involved in this exchange.
Example:
“My Many Eyes see the attack coming and my Elastic spine snaps backward like a slingshot.”
“My Tentacles grab the table itself and flip it.”
“My Shadow moves first and drags you down.”
If you do not use a Trait or Mutation in your narration, the crowd may boo you.
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Crowd Favor
If there is a crowd, they matter. After both players describe their action, the crowd reacts.
If the crowd cheers for a description, that player gains: +1 to one die of their choice. The bonus is applied after rolling.
No debate. No appeals. Be bold or be boring.
Winning
When a fiend is reduced to 0 Fight Dice:
It collapses. It explodes. It melts. It scatters. It is defeated.
The remaining fiend wins.
What Losing Looks Like
Losing a die is not just subtraction. It is narrative damage.
When you lose a die, describe what breaks:
A wing tears off. The bees escape. The glass bones crack. The shadow refuses to cooperate. The slime hardens.
Make it messy.
Make it memorable.
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Mutation Surges & Arena Chaos
Fiends are not stable. That is the point.
Mutation Surge
Once per fight, you may trigger your Mutation.
You must describe how it activates.
It cannot be subtle. It must be strange.
When you trigger it:
• Roll one additional Fight Die this round
• After the clash, discard your lowest die
This represents your body warping beyond control.
If you win the clash, you still discard the lowest die.
Power always costs.
You cannot trigger your Mutation on the final die.
If you are down to one die, it is too late.
Using Mutations in Narration
Your Mutation is always available for description. You do not need to Surge to reference it. Surging simply makes it unstable and mechanically volatile.
Example:
“Gravity Hates It” The fiend suddenly floats, then slams sideways through a table. “Full of Bees” The bees erupt outward in a screaming cloud.
“Exists Slightly Out of Phase” Half the attack passes through.
Make it weird.
Three or More Fiends
If more than two creatures fight: All players roll at the same time.
Highest single die wins the clash. Every other player discards one die.
Ties for highest: All tied players keep their dice. Everyone else loses one. Last fiend standing wins.
Tournament Mode
Registered players will be grouped randomly and compete classic elimination-bracket style. Due to fantasy violence and the potential for other mature content, players must be at least 16. (We'll have other events for you later, kids!)
The Only Rule that Matters
This is not a balanced game. This is not a serious game. This is a game about strange things on a wall becoming louder than they should be.
If a rule gets in the way of fun, ignore it. If something feels unfair, narrate harder. If a creature makes the room gasp, it is doing it right.
Ring the bell.
Draw the next monster.
Roll the dice.
The wall is watching.
Step 1: Make a Fiend
Each player chooses one Creature from any mural in Transplants and gives it:
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A name
-
Three Traits
-
One Mutation
That’s it. No numbers. No hit points. No backstory unless you want one.
Traits
Choose three.
Pick from this list or invent your own! (They can be visible or invisible on your Creature.)
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Teeth
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Tentacles
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Wings
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Slime
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Horns
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Many Eyes
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Armor
-
Fire
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Shadow
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Speed
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Massive
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Tiny
-
Elastic
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Magnetic
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Psychic
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Regenerates
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Explodes
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Possessed
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Two Heads
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Plant-Based
Or make something worse.
If the table agrees it fits the vibe, it’s legal.

Mutations
Choose one.
Mutations are not stronger than traits. They are stranger. They describe something unstable, unnatural, or wrong about your creature.
(They can be visible or invisible on your Creature.)
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Inside-Out
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Gravity Hates It
-
Speaks Only Lies
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Attracts Lightning
-
Constantly Splitting
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Screams When Touched
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Glows From Within
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Leaks Ink
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Turns Things Brittle
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Exists Slightly Out of Phase
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Bone Made of Glass
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Shadow Moves Separately
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Smells Like the Future
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Growing Extra Limbs
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Skin Like Wet Clay
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Plants Grow From It
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Breathes Confetti
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Full of Bees
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Eyes in Its Mouth
-
Made of Forgotten Dreams
If you invent one, it must make everyone at the table say either:
“Oh no.”
or
“That’s terrible.”
If it doesn’t, try again.
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Sign me up for May 17!
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