In this review, we will discover the Guida ai Misteri del Grande Nulla Agricolo, a comedy-horror RPG with crazy overtones, set in the heart of the Bermuda Triangle in the Po Valley.
The game was born from the union of the minds of Johnny Faina (i.e. Nicolò Valandro) and Feduzzi (Federica Carioli), under the publication of Grumpy Bear. The game comes from the podcast C’è vita nel Grande Nulla Agricolo? created and hosted by Johnny Faina. We recommend that you follow the publisher on their official website, Facebook page and Instagram page.
If you want to buy the game, you can find the physical edition (including PDF) on the official store for 35 euros.
Review of the Structure and Art of Guida ai Misteri del Grande Nulla Agricolo
The structure of the Guida ai Misteri del Grande Nulla Agricolo is very special. The game is divided into three modules that share the same rules and setting, but change by tone and type.
In the first module, Consegna Finale, players will be intrepid pizza delivery men making last-minute deliveries; Metal & Misteri will instead play a metal band investigating the mysterious disappearance of their bass player. Bonifica et Impera, the third module, instead, you will be part of a special unit that deals with solving and cleaning up various hazards.



Each module has the same internal structure and contains an explanation of how to play it and the main differences compared to the others; in addition, each one contains 6 playable characters and an adventure ready to be brought to the table.
From a graphic point of view, the game is really impeccable; it is full of quality illustrations that integrate perfectly with the text, keeping readability high. Each page is artistically elevated and unique!
The style, like the game itself, is crazy and above the lines, maintaining a really high quality throughout the work. Another great point in favor is that each module has its own palette of precise colors so that you can distinguish them at a glance.
Review of the Setting of Guida ai Misteri del Grande Nulla Agricolo
The game is set in the (not very funny) town of Villamara, located in the Triangolo delle Bermuda Padano.
This town is a concentrate of stereotypes and clichés that are purely Italian and mainly linked to the territories of the Po Valley, in particular the more rural areas. In fact, the town of Villamara is so immersed in cultivated fields and swamps that it seems to be completely isolated from the outside world. It is therefore the perfect place to live adventures full of mystery and supernatural elements, but with an Italian touch.


The manual devotes a large chapter to the setting, both in general and specifically. In fact, each area is described in its own way and presents a series of extravagant and crazy buildings to use in your sessions. Each of them has its own description and ideas to contextualise it and add colour. Among the most interesting is the Casa che non C’è, a building that according to the land registry should not be there but actually is there; otherwise another interesting place is the Discoteca Stargate, where the Biblically Accurate Blue Angel is said to have appeared.
In addition to the locations, there are also several threats and opponents that could attack Villamara. Always maintaining the same irony, it proposes beasts such as the Mannara Otter, or Polzilla; each is described and inserted intelligently and intellectually.
In short, Villamara is a place to explore and discover in its total Italian madness.
The Crazy Protagonists of Villamara
The protagonists of Guida ai Misteri del Grande Nulla Agricolo are crazy, almost heroic but above all very Italian.
Each character is distinguished by a Name, 4 Stili (Styles), a Purpose, a Weakness, a Gadget, Resources and Special Actions. These terms of play (except Styles) vary in each module to suit the intended tone. For example, the Name becomes the Nickname in Final Delivery and the Gadget becomes the Modification of the scooter.


The Name, Purpose and Weakness can be put into play to earn points to use the Special Actions. The Gadgets and Resources will give us extra dice but they can only be used 3 times; the peculiarity is that on the third use we will have to add a Risk Die to the pool instead of a normal die (and soon we will see the difference).
On the other hand, the Styles are:
- Scavezzacollo: used in situations where you act without thinking.
- Testagrossa: this style is put into play when you have to think or reason.
- Lingualunga: a useful style when you have to convince someone or entertain social relationships.
- Sanguefreddo: for all actions where you have to resist both physically and mentally.
The creation of the Characters is very fast and it will be enough to follow the various patterns present in each module, since some details vary; in any case, it always allows you to get a crazy cast of characters ready to risk the neck bone.
A Simple but Effective Game System
In Guida ai Misteri del Grande Nulla Agricolo we find a very simple but impactful game system.
Each character has 4 Styles that can be scored from 0 to 4. When our PG faces a dangerous situation, he composes a pool of d6 by taking as many dice as he has in the Style used. Added are any additional d6s that may result from narrative bonuses or maluses.
Once the pool is made, the player will roll the dice; each d6 that scores between 4 and 6 counts as a Success. In contrast, results between 1 and 3 count as Failures. Finally, the player counts the Successes and compares them with the difficulty, a value that can range from 1 to 3.



If the Successes are greater than the difficulty, then the test will be passed, while if they are less then a Consequence will be encountered. In the event that the Successes equalize the difficulty, the Trial will be barely passed, so the Storyteller may introduce a complication.
An interesting mechanic is the Risk Dice, that is, dice that are assigned in case of narrative disadvantages or if a style with a score of 0 is used. When these peculiar d6 achieve a result between 1 and 3, they always generate a Consequence, even if the action had been successful.
Manage an Episode in Guida ai Misteri del Grande Nulla Agricolo
A session in the Guida ai Misteri del Grande Nulla Agricolo is called Episode because it follows a precise pattern that aims to emulate an episode of the podcast C’è Vita nel Grande Nulla Agricolo?
Specifically, it is divided into a Prologue, a Set-Up, three Arches, a Climax and an Epilogue. Each Episode represents a one-shot, but in the manual, we find an appendix to be able to play long campaigns.
The Prologue introduces the Dark Threat and sets the tone, through a scene in which the characters are not present. The Dark Threat is the opponent that you will have to face for that Episode.


Then we find the Set-Up, where you will have to introduce and introduce the Characters. Here you can, as a group, talk about the goals and weaknesses of each one, and what is expected of the session.
Each of the next three Arches, on the other hand, presents a general theme that serves to continue the narrative. For example, the first will talk about the Characters’ journey towards their goal, while in the second they will have to pass one or more tests to complete it; in the third, there will be the ending in which the Bet will reach its Climax.
Finally, the Epilogue simply sums up what happened to the characters.
An interesting mechanic, called Escalation, raises the Trial Difficulty and the presence of the Dark Threat as the Bows progress. Particularly in the first Arc, the presence of the Dark Threat will be low and therefore the difficulty will correspond to 1. Continuing with the Arches, the Escalation will increase until it reaches 3, at which point the Dark Threat will have invaded Villamara and the difficulty will be at its maximum.
Interludes, Extra Dice and Cliffhanger
An interesting detail is the Interludes, that is, small scenes that are used to carry on the narrative. These scenes do not feature the Characters but focus on something external that will then explode in the Climax.
In the manual, we find a lot of tips on how to build the Scenes and how to best conduct them. All of these tips are really helpful and help Storytellers get closer to this emerging, collaborative storytelling.
Another really effective mechanic is that of the Extra Dice, assigned to the characters according to how they have acted during the first two Arches; these are shared by the whole group and can be added to their pool during the roll. These Extra Dice take on a unique interpretation based on the module; for example, in Consegna Finale they are the Tips, while in Metal & Mysteries, they are the Evidence collected by the group. The interesting thing is that the number of Extra Dice available at the end of the session will determine the outcome and how the adventure has impacted the PGs.


I also really enjoyed the Cliffhanger; when a PG suffers the “Offstage” Consequence, he is excluded from the narrative but he is not dead, and he can return to action explosively in the Climax. The way our hero will return to the scene depends on the number of Extra Dice available; in fact, if 1 to 3 Extra Dice are available, these can be spent to return as “Deus Ex Machina” and solve the situation. Otherwise, if there are no dice available, you can come back into play like a Scrap, but not looking good.
Consegna Finale: Exciting Pizza Deliveries
The first module we find in the Guida ai Misteri del Grande Nulla Agricolo is Consegna Finale.
In this module we will be pizza delivery people working for the “Pizzeria da Rudy, pizza for real rudes”. Among the most interesting additions to the module are the mechanics of building the delivery itinerary.
In fact, everything will be built in a cooperative manner between Guida (the narrator) and PG, choosing the place of delivery and answering questions that embellish the session with very incisive details.



We also find many details and tips on how to carry out a session of this kind and on how to make each ride exciting. We also have various tables with which to generate obstacles and unforeseen events for our delivery people. There are also 6 unique pre-generated delivery men, all crazy and fun to play; in addition, the manual gives us the instructions to create our own.
At the end of the module we find a prefixed Episode, The Sagra (Festival) of the Living Dead; in this story the dead return from the tombs due to the Festival of the Swamp Pig of Villamara. It is a very fun scenario and also suitable for new players.
Metal & Misteri: Where Has the Bassist Gone?
In the second module, Metal & Misteri, we will interpret the G.I.P (Group of Paranormal Investigation), the metallara and the Italian response to Ghostbusters.
In fact, we will play metalheads who have to deal with the disappearance of their bass player every time; all, of course, when a concert approaches.
This module is based on investigations of paranormal cases and is very interesting because it introduces a system to generate an emergent search for evidence and the culprit. Everything is left to the Guide and the characters who, from time to time, will have to answer questions to close the investigation. In the same way, the players will be the ones to give inspiration to the Guide both on the setbacks they could face, and on where to look for the Bassist and why he could be in that place. In short, this system allows you to prepare sessions in a very short time.



Gadgets are called Piru-Piru and are special objects that can be used to obtain new information. This is done through a Test that, among the results, also proposes a False Positive, a clue that would lead us astray. The Piru-Piru in the manual are many, such as the Ouija board and a spectrum locator; however, you can also create your own custom ones.
In the module we also find the Episode Pro Loco Strikes Back, in which the G.I.P. will have to find out what the Pro Loco of Villamara is designing as evil.
Bonifica and Impera: Redemption at the Stroke of a Dagger
In this third and final module we will interpret agents of the Sigma Unit of the Reclamation Consortium.
The Reclamation Consortium is committed to solving, containing and covering up everything supernatural that happens in Villamara. Il Consorzio is divided into various units and our protagonists will be part of Sigma, the last in the hierarchy. In fact, the Sigma Unit was created to bring together all the agents who commit breaches of protocol, giving them tasks of little value with the excuse of earning redemption.
While the other units are engaged in more important tasks, a new problem breaks out; it will then be up to the protagonists to solve it all in the hope of earning redemption credits. The unexpected can range from Polzilla’s attack to a Space Watermelon problem.



Our heroes will have at their disposal a series of countermeasures such as flamethrowers, flashbangs, grenades and much more. In addition to this, they can call support from the base; but we will have to pay attention to them because reckless use could make us look bad.
In the module we find a prefect scenario, Polzilla, the King of Chickens; it is definitely over the top, perfect for introducing new players and living a couple of crazy hours.
Conclusion of the Review of Guida ai Misteri del Grande Nulla Agricolo
To conclude this review of Guida ai Misteri del Grande Nulla Agricolo, I can say that we are facing an excellent RPG. It is irreverent and comical, but with horror details that make it unique.
The system is really simple and pushes the emerging narrative, giving players all the tools to create exciting and improvised adventures. Obviously this for Guides and novice players can be complex because it requires improvisation and skill in handling even the most absurd situations.
All this is linked to an incredible artistic sector, further embellishing the manual. I suggest Guida ai Misteri del Grande Nulla Agricolo to those groups looking for a simple but fun horror comedy RPG. It certainly knows how to keep up the pace and fun!


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