A.C.E. — The Awfully Cheerful Engine! vs Barbarians of Lemuria
Compare A.C.E. — The Awfully Cheerful Engine! and Barbarians of Lemuria side by side. See differences in complexity, dice, genre, and more.
| A.C.E. — The Awfully Cheerful Engine! | Barbarians of Lemuria | |
|---|---|---|
| Genre | Universal | Fantasy |
| Tags | Comedy, Cinematic, Rules-Light, Beginner-Friendly, One-Shot Friendly, Theater of the Mind, Pulp Action, Fast-Paced | Rules-Light, Pulp Action, Sword & Sorcery, Beginner-Friendly, Fast-Paced |
| Core Mechanic | Roll a pool of d6s equal to one of four Stats (Smarts, Moves, Style, Brawn) rated 1–5, add two extra dice if you have a matching Focus, and sum the total against a Target Number (10 normal, 20 hard, 30 herculean, 40 impossible). Sixes explode and reroll. One die in every pool is the Calamity Die: if the roll fails and the Calamity Die shows a 1, the Director invokes a comedic complication. | Roll 2d6 + attribute + career (or combat ability), 9+ to succeed. Four attributes (Strength, Agility, Mind, Appeal) and four combat abilities (Initiative, Melee, Ranged, Defence) rated 0–5. Careers replace individual skills: if your career is relevant, add its rating. Boons roll 3d6 keep best two; flaws roll 3d6 keep worst two. Hero Points fuel dramatic escapes and heroic feats. |
| Dice | d6 dice pool | 2d6 |
| Complexity | Very Low | Low |
| Availability | Free core rules | Paid |
| Runnability | 2 of 5 book tools | 4 of 5 book tools |
| License | Standard commercial | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | EN Publishing | Beyond Belief Games |
| Year | 2021 | 2015 |
| Languages | English | English |
| Best For | Groups who want a fast, comedic action movie at the table with minimal prep and the freedom to swap genres between adventures: ghost hunters one night, talking-animal vigilantes the next. | Groups who want fast, pulpy sword and sorcery in the vein of Conan: career-based characters, boons and flaws, and combat that resolves in minutes. |
| Highlights | Character creation runs through six steps on a comic-book ID Card, so a new Hero is table-ready in minutes: a Role (talking ape, druid astronaut, vigilante), four Stats split across 12 points, a Focus per Stat, and a single-word Trait. Karma is one shared currency that buys extra dice, damage reduction, or Flashbacks where the player retroactively establishes a useful item or prepared action, and Karma is refunded when the player leans into their Trait. Heroes never die: at zero Health you are Knocked Out for five minutes and stand back up at 1 Health, keeping the tone slapstick rather than tragic. | Career system is intuitive and fast, combat resolves in minutes, Hero Points enable pulp heroics, simple to learn and teach, spawned the Everywhen universal toolkit |
| Considerations | The whole rulebook is thirty comic-book-format pages with no advancement track beyond +1 Stat or +1 Focus per adventure, so long campaigns need imported structure. Genre, setting, and bestiary are intentionally a grab bag of one-paragraph Roles and Extras with no published world: published Issues (Spirits of Manhattan, Below Decks, Accidental Anthropomorphic Heroes) carry the setting work. Combat resolves quickly but is mostly damage exchange against flat Defence numbers with no maneuvers, conditions, or positioning rules beyond optional zone-based ranges. | Tightly coupled to its Lemuria setting, limited character advancement, combat lacks tactical depth |