TEXT: RIVAL TURF 
  A MICRO MAZE ADVENTURE GAME 
  MICRO-MAZE 02: 
  CREATED BY: 
  DAVE WOODRUM 
   
  A COMPLETE MAZE BASED ADVENTURE GAME FOR 1 SOLO PLAYER 
  
  MICRO-MAZE 02: 
  RIVAL TURF 
   
  WRITTEN & DESIGNED BY: DAVE WOODRUM 
  COPYRIGHT 2017, FISHWIFE GAMES 
   
  GRAPHICS DESIGN BY DAVE WOODRUM 
  INTERIOR ILLUSTRATION ART BY: DAN “SMIF” SMITH 
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  TABLE OF CONTENTS
  TABLE OF CONTENTS    
  Introduction 
  Page 3 
  How To Play 
  Page 4 
  Goals To Win 
  Page 4 
  Creating A Hero 
  Page 4 
  Moving About The Maze 
  Page 5 
  The Maze Symbols 
  Pages 5-11 
  Winning The Game 
  Pages 11-12 
  The Chart Sheet (Need To Print) 
  Page 13 
  The Maze Sheet (Need To Print) 
  Page 14 
  
  The situation is wack! Your gang was crossing through rival turf on the way to a big party when everybody got 
  jumped by members of the Westside Rumblers. You made it out of the brawl without a scratch but your crew wasn't 
  so lucky. Six of them are now in the hospital and your rivals stole their “colors”... that is their vests that identify 
  them as members of your gang. Word on the street is that these vests were given to a bunch of hobos to wear as a 
  joke. Your gang's street cred is in the toilet right now and that ain't good if you want to keep holding your own turf. 
  You're gonna do something about it alright. You might be in the middle of rival turf but you can fight your way out 
  of any corner, just like you did earlier. While you're at it, you're gonna recover those lost colors and settle a few 
  scores with some of your rivals.  
  Though your crew managed to take a dozen Rumblers down earlier you realize that this ain't gonna be an easy 
  task. You're alone now, and this side of town is the worst. In addition to fighting the remaining members of the 
  Westside Rumblers you're gonna have to put up with a lot of other goons that want a piece of your hide. This place 
  is crawling with bikers, junkies, thugs, pimps, and even a few edgy security guards.  There's vicious dogs and 
  sewer rats that you're gonna have to avoid long the way, and other hazards like crazy drivers, stray bullets, and 
  mean little old ladies with pepper spray. Still, you gotta do it. Before you leave Westside you gotta make sure 
  you've settled a few scores. Your reputation depends on it. 
   
  Micro Maze 02: Rival Turf is the second installment of Fishwife Games' Micro-Maze adventure games series. As 
  with other micro-maze installments, Rival Turf is a complete game that is played by using a symbol filled maze, 
  random roll charts, pencil, dice, and the player's imagination. Like the other maze based games in this series, Rival 
  Turf is a solo game, meaning that it is played by one person. No "game master" is needed. This particular micro-
  maze adventure is a retro throwback to the inner city gangs of the mid 1970s to very early 80s. It is also inspired 
  by a few movies and tv shows related to that era.  
   
  In Micro Maze 02: Rival Turf the player will be playing the role of the gang's "hero", a young tough that is fight-
  ing his/her way through rival turf as they try to settle some scores and restore the reputation of their fellow gang 
  members. The action is handled by having the player work the hero's journey through a maze that represents the 
  endless streets, abandoned buildings, and dangerous alleyways of the city's bad side. In this maze the player will 
  run across various symbols that allow the hero to find valuable gear, recover vests, or get into a few fights. At the 
  lower right hand bottom of the maze will be the 
  exit out of rival turf.  
   
  This product provides you with the rules, the maze 
  map, the random roll charts, and a place for you to 
  keep track of your hero's health points, carried 
  items, and overall progress towards completing the 
  goals of the adventure.  You will need to supply a 
  pencil, a pair of six sided dice, access to a printer 
  (to print at least copies of the maze and chart 
  sheets), and of course, your imagination.  
  PAGE 3 
  FISHWIFE GAMES CONTACT  
  INFORMATION 
  Do you enjoy this game? Do you hate this game? 
  Are you trying to find your missing socks and 
  you have this theory that they are somewhere in 
  an alternate realm? Do you actually want to make 
  that a basis for an upcoming maze adventure? 
  If you want to get in touch with us, feel free to do 
  so by email at fishwifegames@gmail.com 
  Otherwise, please consider stopping in at Face-
  book and saying hi to us. Just look for Fishwife 
  Games.  
   
  Thanks!!! 
  
  PAGE 4 
  HOW TO PLAY 
  Now that you know what the game is about, you need to learn how to play it. The first things you will be learning 
  about are the goals required to win and how to create a hero for you to play. After that there will be instructions on 
  moving about in the maze and dealing with the symbols in the maze. There’s a final section on winning the game 
  and alternate rules/goals. 
   
  GOALS TO WIN 
  In order to win the game the hero must do three things. 
   
  1. Recover 6 Gang Vests: The “colors” were stolen off of 6 of your fellow gang members and given away to vari-
  ous homeless drunks in the neighborhood. You need to recover all 6 of these gang vests to help restore the reputa-
  tion of your fellow crew members. 
   
  2. Defeat 5 Gang Rivals: You and your crew were jumped by a bunch of rival gang members. Though you put 
  quite a few of them in the emergency room, there’s still more out there. Five in all actually, including their leader 
  “Mister Danger”. You need to fight and defeat all 5 rival gang members. These gang members are scattered 
  throughout the enemy turf. 
   
  3. Get Back Home: After you’ve beat up the rival gang members and recovered your own crew’s missing vests, 
  it’s time to get the heck off the rival turf. Your hero will do this by exiting the city maze. The exit is located at the 
  lower right hand corner of the adventure maze. Make sure you complete your other tasks first before you try to go 
  here. 
   
  CREATING A HERO 
  Before you create the hero gang member that you will be playing, you need to have a fresh copy of the Maze Sheet 
  on hand. That sheet, along with the Chart Sheet, is located at the end of the game’s rules. Make sure you have 
  plenty of copies of the maze sheet on hand as you will need a fresh copy each time you play the game.  
  The stats and information concerning your hero will be located at the bottom of the Maze Sheet in the section 
  block titled Hero Notes. This is the area in which you will enter the information regarding your hero at the time of 
  creation and through the course of the game.  
   
  Name: This is the hero’s name. It can be anything you wish. 
   
  Life Points: The hero starts with 100 Life Points, which should be recorded on the sheet. Whenever the hero takes 
  damage while fighting or dealing with a hazard, they lose life points. If the hero’s life points ever drop to 0 or less 
  then the game is over and the player loses the game. 
   
  Vests: Each time the hero recovers one of their fellow gang members’ vests, 1 point is added to this part of the 
  hero notes. As per goals, 6 are required to win. The amount of vests in possession at the start of the game is 0. Re-
  cord 0 in this area. 
   
  Carried Gear:  
  The hero will encounter three different varieties of gear through the course of the game. These types are weapons, 
  flash, and tools. Each type is explained below. 
   
  Weapons: Weapons improve the hero’s chances of winning a fight. Each weapon adds a bonus to dice rolls 
  against the fight scores of rival enemies and goons. A hero may only carry one weapon at a time and does not have 
  a weapon at the start of the game. As such, this area is left blank. 
   
  Flash: Flash consists of items that the hero can use to impress, intimidate, or bluff the random goons that they en-
  counter. This is useful if the hero wishes to avoid having to fight such random threats. Rival gang members, how-
  ever, are not affected by flash items. Flash items work by providing a bonus to dice rolls against a goon’s pass 
  score. A hero may only carry one flash item at a time and does not have a flash item at the start of the game. Leave 
  this area blank for now. 
  
  PAGE 5 
  (CREATING A HERO CONTINUED) 
   
  Tools: Tools are special gear items that can benefit the hero in different ways. The map, for example, helps the 
  hero navigate a special maze symbol called a “back door”. The flashlight, on the other hand, helps the hero avoid 
  injury from potential hazards. How each tool works will be explained further in the rules section on maze symbols. 
  For now, it is important to know that a hero can only carry one type of tool at a time. Leave this area on the hero 
  notes blank for now. 
   
  Note On Switching Gear: As noted prior, hero characters may carry only one of each type of gear item. The hero 
  may choose to swap one type of carried weapon, flash, or tool for another one found in the game. If the hero does, 
  then the first gear item carried is discarded and the other one put in its place. Discarded items are gone for good 
  though, and cannot be recovered later. Stuff gets stolen pretty quickly this side of town… 
   
  MOVING ABOUT THE MAZE 
  The hero accomplishes the goals of the game by moving through the city’s maze and interacting with various sym-
  bols that they run across. This is accomplished by the player having the hero start at the maze entrance (located in 
  the upper left hand corner of the maze map) and then drawing the hero’s journey through the maze with a pencil. 
  As discussed in the goals, the hero must collect all 6 missing vests and defeat 5 gang rivals. Once this is done, they 
  must also exit the rival turf by reaching the maze exit symbol, which is located at the bottom right of the maze 
  map.  
  In addition to finding vests and dealing with gang rivals, the hero will run into other symbols in the big maze. 
  Some of these are helpful, like boosts and gear, while others harmful. One type of symbol, the “back door”, will 
  help the hero go to other random parts of the maze rather quickly.  
   
  On a final note, most of the symbols in the maze require that you “X” them out after you have had an encounter 
  with them or have made use of them. Notable exceptions that do not require Xing out include the maze entrance, 
  the maze exit, and the back door symbols. 
   
  THE MAZE SYMBOLS 
  As the hero journeys through the maze of the city they will come across a variety of different symbols. Some of 
  these symbols are tucked away in dead end corners, allowing the hero to avoid them if needed. Others, however, 
  are blocking the path. When the hero comes across one blocking their path, it is important to know if the symbol is 
  considered "passive" or "aggressive". Passive symbols can be ignored if the hero chooses to move on. Aggressive 
  symbols, notably goons and hazards, must be dealt with before the hero can advance around them and further 
  down the intended path. 
  You will learn about each symbol in the following notes. 
   
  Maze Entrance: As discussed, this is the starting point in the maze. It is located in the upper left hand corner of 
  the maze map. 
   
  Back Door: The maze is filled with eleven different back door symbols, numbered 2 to 12. These symbols work 
  like random “teleporters” of sorts, allowing the hero to randomly move from one section of the maze, by entering a 
  nearby back door, to another part by randomly rolling the number for a new back door and exiting that symbol. 
  Back door symbols are both “passive” (meaning that they do not have to be used) and also sitting in dead end cor-
  ners of the maze, keeping them out of the direct paths of the maze. This allows the hero to avoid them if they do 
  not wish to use them. 
   
  Here’s an example of how using a back door works. The player has the hero traveling through the city maze and 
  the hero happens to spot back door 3 nearby and chooses to go through it. The player draws the hero’s path to back 
  door 3’s symbol and rolls the dice. The dice roll up a 7. The player finds back door 7 symbol on the map and draws 
  the hero’s path out of it. 
  
  PAGE 6 
  (Maze Symbols: Back Door Continued) 
   
  Its important to note that once a hero has entered a particular back door (example: back door 7) they may not re-
  enter that exact same back door until they have traveled through another back door. For example: If the hero does-
  n’t like where they end up when walking out of back door 7, they may not simply turn back around and return back 
  through it in hopes of finding another location. However, again for example, if the hero travels on after exiting 7 
  and uses back door 10 and exits through 4, they may once again go back through back door 7 if they were to come 
  across it again and choose to use it. 
   
  If, at any time, the player rolls the same number of back door that the hero is entering, then player will then re-roll 
  until another number rolls up. Also, if the hero is carrying the map (a gear tool item), the player will be rolling 3 
  different times for a possible exit, and choosing the preferred one. If at any time these multiple rolled possible exits 
  are the same as the entrance or one another, the player re-rolls until all numbers are different. 
   
  The player does not X out back door symbols, even if the hero uses them. 
   
  Boost: From pain killers to bandages to fast food and caffeine, the boost symbol represents things that the hero 
  finds along the way that can restore their missing life points. The boost symbol is “passive”, meaning that the hero 
  does not have to use it when they encounter one if they do not wish. Not using a boost symbol is typically a bad 
  idea though if the hero is down any life points at all. Once a hero has come across a boost symbol this symbol can-
  not be used again (and is X’d out). That is why its foolish not to use one if needed. 
  How boost symbols work goes like this: when the hero encounter one of these symbols the player rolls the dice, 
  the resulting roll is how much the boost symbol is worth, in points, in healing of life points. For example, if the 
  player rolls a 9 then that particular encountered boost symbol will provide up to 9 points of healing to missing life 
  points. So if the hero chooses to use this boost, their life points will be restored by that many boost points. Regard-
  less of the rolled amount, a player’s life points may never go above 100, and thus any additional points of healing 
  are ignored.  
   
  Special Note: If the hero has the liquor flask (a gear tool item) then healing value of boost rolls are doubled. As 
  such, if the player rolls a 9 and the hero has a liquor flask on hand, the boost value is changed to 18. Consider the 
  flask to be “bottomless” since the hero may use it anytime they encounter a boost symbol.  
  Yes, the author should point out that drinking booze, especially along with medications, is a dangerous thing to do 
  in real life. This is a game, however, and not one that represents a life of good choices (since you a gang member).  
   
  Regardless of whether or not the hero is able or chooses to use the boost symbol, the player must X a particular 
  boost symbol out after the hero encounters it.  
  DIG THE GAME? THEN GET THE MUSIC! 
  Prior to the beginning of the Micro-Maze Adventures, 
  “Rival Turf” was the name of an instrumental music 
  soundtrack produced by Dave “Tree Dweller”  
  Woodrum and made available through Fishwife 
  Games. The music was inspired by the same general 
  time-line and theme setting that spawned Micro-Maze 
  2: Rival Turf the game. If you are into that whole 1970s 
  Bronx rival gang vibe then this track is right up your 
  alley. Its available for download from Fishwife Games 
  at RPGNOW.COM 
   
  Get yourself a copy today!!! 
   
  You know you want to! 
   
  Really! You know you dig it! 
  
  PAGE 7 
  Gang Rival: You and your crew were heavily outnumbered when you were jumped but you managed to beat up 
  most of the Westside Rumblers. However, your crew is in the hospital and there are still 5 of your rivals out on the 
  streets. They’ve stole your crew’s vests and you’re out for revenge.  
  The five remaining gang members are located at various points on the city maze map. The symbols appear in the 
  shape of a featureless head full of hair and there is a number in  the middle of each gang rival symbol. That number 
  represents the particular gang member on the gang rival chart. 
  When the hero comes across a gang rival symbol the player takes note of the number in the middle of the symbol. 
  Then the player consults the gang rival chart and finds the gang member that shares the same number as the sym-
  bol. Example: If the hero encounters gang rival symbol 4 then the hero has encountered Eddie Psycho.  
   
  Once the player knows who the hero is going up against, the fight between the hero and the rival gang member be-
  gins immediately. There is no pass roll (as with goons- see following notes on goon symbols) as the hero is seek-
  ing out these members of the gang and such thugs are already considered enemies. To fight the gang rival the 
  player rolls the dice against the gang rival's Fight score. If the roll is equal to or greater then the hero has beaten the 
  gang rival and the fight is won. If the roll is less than the fight score then the hero loses an amount of life points 
  equal to the gang rival's Wound score. 
  The player must continue to keep rolling against the gang rival's fight score until a roll equal to or higher is 
  achieved. Each time the roll fails additional damage off of the hero's life points (equivalent to the wound score) are 
  removed. If the hero's life points reach 0 or below then the game is immediately over and the player loses the 
  game.  
   
  Note: As you will notice, most of the gang members are pretty tough and the leader has a fight score higher than 
  the normal dice roll. In order to beat this particular foe the hero needs to find a good weapon (gear item) first. In 
  fact, its recommended that the hero is carrying a decent weapon before they try to take down any of these rivals. 
   
  Once a particular gang rival has been defeated the player X's out the gang rival's symbol on the map. Then the 
  player checks off (or X's) the gang rival's number on the hero notes. When all five of the gang rivals have been de-
  feated this particular goal has been met.  
  
  PAGE 8 
  Gear: As stated before, there are three types of gear in the city that can help the hero. These are weapons, flash, 
  and tools. There are five different types of weapons, three different types of flash, and three different types of 
  tools. Weapons help the hero by adding an additional bonus to rolls against a goon or gang rival's fight score. For 
  example, if you are carrying brass knuckles, which add +2, and roll a 5, the roll is adjusted to 7. Flash adds an ad-
  ditional bonus to rolls against a goon's pass score. Tools have different benefits that make them unique from one 
  another. 
  When the hero encounters a gear symbol, the player will roll on the gear chart to determine what the hero has 
  found. The hero may choose to take the item or not. Each gear item is explained in the following notes. 
   
  Switchblade: This Weapon adds a +1 bonus to dice rolls vs a goon or gang rival's fight score. 
   
  Brass Knuckles: This Weapon adds a +2 bonus to dice rolls vs a goon or gang rival's fight score. 
   
  Metal Chain: This Weapon adds a +3 bonus to dice rolls vs a goon or gang rival's fight score. 
   
  Machete: This Weapon adds a +4 bonus to dice rolls vs a goon or gang rival's fight score. 
   
  Baseball Bat: This Weapon adds a +5 bonus to dice rolls vs a goon or gang rival's fight score. 
   
  Heavy Bling: This Flash item adds a +1 bonus to dice rolls vs a goon's pass score. 
   
  Rival Patch: This Flash item adds a +2 bonus to dice rolls vs a goon's pass score. 
   
  Police Badge: This Flash item adds a +3 bonus to dice rolls vs a goon's pass score. 
   
  Map: Use this Tool item when you go through a back door. Roll 3 times for a preferred exit, re-rolling for dupli-
  cate rolls or rolls the same as the door you entered. Choose the preferred roll as the back door that you exit. 
   
  Flashlight: This Tool item adds a +3 bonus to dice rolls vs a hazard's risk score. 
   
  Liquor Flask: This Tool item doubles the dice roll you make when using a boost.  
   
  The hero can carry only one type of gear item at any given time. As such, the hero may only have one weapon, one 
  flash, or one tool. They may, however, choose to swap out a gear item they are already carrying for another of the 
  same general type (weapon, flash, or tool) when they encounter another one. If they chose to do so they discard the 
  gear item they are currently carrying and it is gone forever. 
   
  After the hero has visited a gear symbol the player X's that symbol out on the maze map. If the hero kept an item it 
  should be recorded in the hero notes section. 
  
  PAGE 9 
  Goon: This side of the city is the real pits, making you glad 
  its not your own gang’s turf. Around here everyone seems to 
  want to start crap with you, from the local pimps and drug 
  addled hookers to young thugs and hired security guards. 
  Even crazy bums and wimpy criminal purse snatchers seem 
  to want a piece of your hide when you stroll by. 
  While the gang rivals are your main targets to fight, the hero 
  will come across several other thugs, many of which they 
  may have to end up fighting as well. 
   
  The goon symbol is considered to be an “aggressive” sym-
  bol, meaning that the hero has to interact with one when they 
  cross paths with a goon. Fortunately, the hero does not al-
  ways have to fight one. Having a good “pass roll” will allow 
  the hero to pass by the goon safely. If you don’t succeed with 
  your pass roll then you will have to fight. 
   
  When the hero comes across a goon symbol the player rolls 
  the dice to determine first what type of goon the hero has 
  encountered. A roll of 4, for example, reveals that the hero 
  has run across a “dirty punk”. Once the goon has been deter-
  mined, the player consults the Pass score and then rolls 
  against this score. A roll equal to or greater than the pass 
  score means that the goon decides not to mess with the hero 
  and that the hero can go on past the goon without having to 
  engage in a fight. If the player rolls less than the pass, the 
  hero will have to fight the goon. 
   
  If its determined that the goon is itching for a fight the player 
  then consults the goon’s Fight and Wound scores. The hero 
  “fights” the goon by rolling against the goon’s fight score. If 
  the player rolls an amount equal or higher than the fight 
  score then the hero beats the goon, ending the fight, and 
  takes no damage. If the player rolls lower than the goon’s 
  fight score then the hero loses an amount of life points equal 
  to the goon’s wound score and the player must roll again. 
  The player must keep rolling against the fight score until 
  they roll equal to or higher. The hero will continue to lose 
  life points equal to the wound score on each roll that is lower 
  than the fight score. 
  If the hero’s life points drop to 0 or lower during a fight the 
  game is over and the player loses the game.  
  Micro-Maze 01: The Garden of Mad Alchemy 
  Oh no! The peasants of the village have caught a most terrible plague and nearly 
  everyone is suffering! The herbalists claim that they can concoct a cure but only if 
  they can get ahold of several mage wort plants. It is rumored that this mystical 
  plant grows only in the eerie, danger filled alchemist garden. This overgrown, maze 
  like place is full of bizarre magic, terrible hazards, and creatures most foul! As one 
  of the few still healthy, only you have the courage and strength to journey into this 
  mysterious, labyrinth like place and recover the mage wort plants that the villagers 
  so desperately need! Will you do it? 
  Micro-Maze 01: The Garden of Mad Alchemy, is the first installment of the Micro-
  Maze Adventure Games. Pick up a copy at RPGNOW.COM today!!! 
  
  PAGE 10 
  (Map Symbols: Goon Continued) 
   
  Once the hero beats the goon in a fight the player X’s out that particular goon symbol on the map and the hero is 
  able to move forward in the maze.  
   
  Special Note: There are two types of gear items, flash and weapons, that help improve the hero’s chances when 
  dealing with goons. Having a flash item (such as a police badge) on your possession will add a bonus to your dice 
  rolls against the goon’s pass score. Having a weapon item (such as a machete) on your possession will add a bonus 
  to your dice rolls against the goon’s fight score. 
   
  Hazard: From paranoid old ladies armed with pepper spray to the trash and dangerous decay of old buildings, this 
  side of the city is one big hazard after another. As the hero prowls through the streets, alleys, and empty buildings, 
  these hazards become harder and harder to avoid. These symbols are considered to be “aggressive”, meaning that 
  the hero has to interact with them if they wish to pass through them and continue farther on the maze. 
   
  When the hero encounters a hazard symbol the player rolls the dice and consults the hazard chart to see what type 
  of hazard the hero has encountered. After the type is determined, the player rolls against the hazard’s Risk score. If 
  the roll is equal to or higher than the risk score then the player has successfully avoided the hazard and takes no 
  damage. If the player rolls lower than the risk score then the player loses an amount of life points equal to the haz-
  ard’s wound score. If this damage reduces the player’s life points to 0 or less then the game ends and the player 
  loses. 
   
  Unlike enemies and gang rivals, a single hazard can only damage the hero one time. As such, the player does not 
  repeatedly roll against risk like they would against fight scores. 
   
  When the hero is finished dealing the hazard the player X’s that particular hazard symbol on the map. 
   
  Special Note: The flashlight is a special tool gear item that, if the hero is carrying, gives the player a +3 bonus to 
  all dice rolls against hazard risk. Why a flashlight? Well, all the real big city action happens at night. 
   
  Random: Shaped like a question mark, the Random symbol actually represents other possible symbols. The other 
  symbols that the random can be are: Boost, Gear, Goon, and Hazard. Once the true nature of the symbol is discov-
  ered, the player treats this encountered symbol in the same manner as though the hero had encountered such  a 
  symbol type normally.  
   
  Here’s how this works. Whenever the hero encounters this symbol the player rolls the dice and consults the chart 
  to see what type of symbol it really is. For example, if the player rolls a 6 then that particular random symbol is 
  actually a “gear” symbol. Once the type of symbol the random actually is, then player then rolls on that appropriate 
  chart to see what the hero has encountered. So if the random symbol does turn out to be a “gear” symbol, for ex-
  ample, the player would then roll on the gear chart to see what the hero has found. If the random symbol turns out 
  to be a goon, the player would roll on the goon chart and engage in the hero’s interaction (and possible fighting) 
  with the goon. 
   
  Once the hero has come across a random symbol the player X’s this symbol out on the map.  
   
  Vest: Scattered about the maze are the six missing “colors”, or patch vests, of your fellow gang members. Per ru-
  mors a bunch of drunk hobos are wearing these. Don’t worry, you won’t have to fight these crazy old drunks. Once 
  they see you coming they’ll throw off the vests and run for their lives. 
  The six vests appear as a skull surrounded by upper and lower “rocker bars” on the map. This strange looking sym-
  bol is reflective of what your gang’s patches look like on the back of such vests. You will need to visit these areas 
  in order to collect all the vests. 
  When the hero encounters one of the vest symbols in the maze, the player adds 1 point to the hero’s vest count to-
  tal in the hero notes. That particular vest symbol is then X’d out. You will need to visit all 6 of these vest symbols 
  as part of your goals to win the game. 
  
  PAGE 11 
  Maze Exit: As indicated prior, this is the exit from the maze. It is located in the lower right hand corner of the 
  maze map. The hero must complete the other two goals before they exit through this symbol if they wish to win the 
  game. 
   
  WINNING THE GAME 
  With my fellow crew members' colors in hand I headed down an empty alleyway, hoping to run into the last of the 
  Westside Rumblers. Sure enough, I found him. After an exchange of several curse words and a nasty knife slash to 
  my shoulder, I wasted his sorry ass. The big bad Mister Danger hit the dirt, and I knew it was time for me to hit the 
  pavement. I could hear police sirens off in the distance behind me. No doubt we had made a lot of noise in that al-
  ley, and some concerned citizen probably called in a report. They'll have a little difficulty describing me though, I 
  was decked out in one of the Rumbler's own colors. I'm sure that really ticked Danger off when he saw me.  
  On the subway home I found myself staring down at the vests I recovered and thinking about my friends that were 
  hauled off to the emergency room. Is our so called "turf" really worth all this? Is this the life I wanted to keep on 
  living. I looked up to spot some spray painted graffiti, our gang's very own calling card, decorating the interior of 
  the subway car I was riding in. My feelings were both pride and shame. We were Kings of the City, both by the 
  name of our crew and by own actions. At the same time, however, we were also kings of our own self destruction.  
   
  Congrats! You've done it! You restored your gang's reputation and the Westside Rumblers are wasted! Upon com-
  pleting all the goals required to win the game you will find yourself at the end of the maze, victory in hand for the 
  player but the hero's future uncertain. 
   
  Will there be more battles with the Westside Rumblers? Will a new gang move into that old territory? Here's some 
  variant rules and goals to add a bit of replay value to this Micro-Maze adventure game. 
   
  Climatic Knife Fight: Regardless of what you have to do to get Mister Danger, your reputation hangs in the out-
  come of a final knife fight. There's a local code on the streets, stating that the only true test of worth is settled with 
  a switchblade.  
  With this variant rule you must take down Mister Danger at the end using only a switchblade knife. This means in 
  order to score a winning hit against his fight score you will have to roll double sixes (and add the +1 from the 
  switchblade). This is a fight that could get a bit bloody. You better boost up real good before you take Mister Dan-
  ger on. 
   
  New Gang: The war for turf never seems to end. You take one gang down and another one moves in to take its 
  place. This time you find yourself in the exact same situation as before, only that you are going up against a new 
  group of thugs known as The Hatchets. Their stats are provided below. 
  Just like before, you and your gang got jumped. Now you gotta get those vests back and prove to The Hatchets 
  who's boss of the streets. 
   
   
  NUMBER 
  GANG RIVAL 
  FIGHT 
  WOUND 
  1 
  Rusty 
  14 
  13 
  2 
  Dirty Boy 
  13 
  12 
  3 
  Old Man 
  12 
  11 
  4 
  Chico 
  11 
  10 
  5 
  Spike 
  10 
  9 
  
  PAGE 12 
  Grand Betrayal: Hearing that your crew was still in the hospital over on Westside, you decided to pay them a 
  visit. After all, nobody had called you in the few days that you were back on home turf, not even to say "thank 
  you" for getting their colors back. Pretty soon you find out why. 
  By the time you made it half way to the hospital you get word from a couple of friendly pimps that some serious 
  crap has been going down. While recovering in the hospital your so called friends and five of their former rivals 
  have decided to join forces, creating a new gang. The idea is that this new group could run both areas of turf the 
  way they see fit now that Mister Danger's influence out of the way. What about you? Well, they all know you're 
  too loyal to your old colors and a bit too much of a threat. Therefore they plan to jump you. 
  Turns out your group got out of the hospital two days ago and everyone is scattered all over Westside, waiting in 
  the shadows beyond the neon lights. Waiting, in hopes that you will make the mistake of walking past them. 
  Oh, you plan to head down their streets alright. And you plan to give those traitors a lesson they will never forget. 
   
  In this scenario you will go up against your own former crew, as well as 5 former members of the Westside Rum-
  blers. Your former crew members will be represented by the vest symbols on the map. When you encounter the 
  first vest symbol, go up against the first former crew member, and then work your way down as you encounter 
  each additional vest symbol. The stats for your former crew members are provided below. 
  The stats for the former members of Westside Rumblers are provided below. Use these instead of the regular list of 
  stats. 
  The Goals for this variant are a bit different. With this one you must beat up your former crew mates as well as the 
  former Westside Rumblers gang rivals. Fighting your former crew mates will replace the gathering of their vests. 
  After you have fought everyone you must work your way to the maze exit to win the game. 
  NUMBER 
  CREW TRAITOR 
  FIGHT 
  WOUND 
  1 
  Clint 
  9 
  5 
  2 
  Larry 
  9 
  6 
  3 
  Cowboy 
  10 
  7 
  4 
  Dennis  
  10 
  8 
  5 
  Joey Boy 
  11 
  9 
  6 
  Camaro 
  12 
  10 
  NUMBER 
  GANG RIVAL 
  FIGHT 
  WOUND 
  1 
  Poncho 
  11 
  10 
  2 
  Hooch 
  10 
  9 
  3 
  Miser 
  10 
  8 
  4 
  Chump 
  9 
  7 
  5 
  Spazz 
  8 
  6 
  
  MICRO
  MICRO
  MICRO
  MICRO----MAZE 02: RIVAL TURF CHART SHEET
  MAZE 02: RIVAL TURF CHART SHEET
  MAZE 02: RIVAL TURF CHART SHEET
  MAZE 02: RIVAL TURF CHART SHEET    
  GOON CHART:
  GOON CHART:
  GOON CHART:
  GOON CHART:    
  DICE 
  ROLL 
  GOON 
  PASS 
  FIGHT WOUND 
  2 
  Angry Wino 
  8 
  8 
  6 
  3 
  Drunken Biker 
  10 
  11 
  9 
  4 
  Dirty Punk 
  7 
  9 
  8 
  5 
  Shady Pimp 
  10 
  10 
  7 
  6 
  Junkie Hooker 
  8 
  8 
  4 
  7 
  Drug Dealer 
  9 
  11 
  8 
  8 
  Delinquent Thug 
  8 
  9 
  6 
  9 
  Security Guard 
  11 
  10 
  7 
  10 Psycho Drifter 
  9 
  10 
  5 
  11 Purse Snatcher 
  9 
  8 
  5 
  12 Crazy Bum 
  7 
  9 
  4 
  DICE 
  ROLL 
  HAZARD 
  RISK 
  WOUND 
  2 
  Guard Dog 
  8 
  12 
  3 
  Sewer Rats 
  9 
  8 
  4 
  Broken Glass 
  6 
  8 
  5 
  Exposed Wires 
  7 
  11 
  6 
  Reckless Driver 
  10 
  13 
  7 
  Jagged Metal 
  9 
  10 
  8 
  Crumbling Staircase 
  10 
  11 
  9 
  Scattered Debris 
  8 
  8 
  10 
  Grease Puddle 
  6 
  6 
  11 
  Stray Bullet 
  10 
  15 
  12 
  Pepper Spray 
  7 
  9 
  HAZARD CHART:
  HAZARD CHART:
  HAZARD CHART:
  HAZARD CHART:    
  DICE 
  ROLL 
  GEAR (TYPE) 
  BENEFIT 
  2 
  Switchblade (Weapon) 
  +1 to rolls vs Fight (Goons+ Rivals) 
  3 
  Brass Knuckles 
  (Weapon) 
  +2 to rolls vs Fight (Goons+ Rivals) 
  4 
  Metal Chain (Weapon) 
  +3 to rolls vs Fight (Goons+ Rivals) 
  5 
  Machete (Weapon) 
  +4 to rolls vs Fight (Goons+ Rivals) 
  6 
  Baseball Bat (Weapon) 
  +5 to rolls vs Fight (Goons+ Rivals) 
  7 
  Heavy Bling (Flash) 
  +1 to rolls vs Pass (Goons) 
  8 
  Rival Patch (Flash) 
  +2 to rolls vs Pass (Goons) 
  9 
  Police Badge (Flash) 
  +4 to rolls vs Pass (Goons) 
  10 
  Map (Tool) 
  Roll 3 Times for Back Door Exit, Exit 
  Through Preferred Roll 
  11 
  Flashlight (Tool) 
  +3 to Rolls vs Hazard Risk 
  12 
  Liquor Flask (Tool) 
  Doubles healing value of Boost rolls. 
  GEAR CHART:
  GEAR CHART:
  GEAR CHART:
  GEAR CHART:    
  NUMBER GANG RIVAL 
  FIGHT 
  WOUND 
  1 
  Mister Danger 
  13 
  12 
  2 
  Diablo Jones 
  12 
  11 
  3 
  Molotov Jay 
  11 
  10 
  4 
  Eddie Psycho 
  10 
  9 
  5 
  Cockroach 
  9 
  8 
  GANG RIVAL CHART:
  GANG RIVAL CHART:
  GANG RIVAL CHART:
  GANG RIVAL CHART:    
  DICE ROLL 
  RANDOM 
  2-4 
  Boost 
  5-7 
  Gear 
  8-9 
  Goon 
  10-12 
  Hazard 
  RANDOM CHART:
  RANDOM CHART:
  RANDOM CHART:
  RANDOM CHART:    
  BOOST:
  BOOST:
  BOOST:
  BOOST:    
  Roll the dice. Add the dice roll back to your 
  Life Points (maximum of 100). 
  BACK DOORS:
  BACK DOORS:
  BACK DOORS:
  BACK DOORS:    
  Whenever you enter a back door roll the 
  dice. The dice roll is the numbered back 
  door that you exit from. (You may not  
  immediately enter back into a back door 
  that you just exited out of) 
  PAGE 13 
  
  MICRO
  MICRO
  MICRO
  MICRO----MAZE 02: RIVAL TURF MAZE SHEET
  MAZE 02: RIVAL TURF MAZE SHEET
  MAZE 02: RIVAL TURF MAZE SHEET
  MAZE 02: RIVAL TURF MAZE SHEET    
  HERO NOTES: 
   
  NAME:____________________________  LIFE POINTS:___________  VEST:_________ 
  CARRIED GEAR:  
  WEAPON:__________________________  FLASH:_________________________________  
  TOOL:_________________________________________ 
  DEFEATED GANG RIVALS: 
  1___        4___         
  2___        5___         
  3___         
  
SOURCE: textdata/thevault/Detectives & Crime/Micro Maze 02 Rival Turf (Solo Game).pdf