Aces & Eights: Shattered Frontier vs Cities Without Number
Compare Aces & Eights: Shattered Frontier and Cities Without Number side by side. See differences in complexity, dice, genre, and more.
| Aces & Eights: Shattered Frontier | Cities Without Number | |
|---|---|---|
| Genre | Historical | Cyberpunk |
| Tags | Simulation, Crunchy, Deadly, Gritty, Sandbox, Classless, Career-Based, Tactical, Lore-Heavy, Strong GM Support | Sandbox, Classless, Noir, Ascending AC, Gritty, Deadly, Mission-Based, Heist, Random Tables, Strong GM Support |
| Core Mechanic | Gunfights run on a Count Up measured in tenths of a second instead of turns or rounds. Each character rolls d10 and adds Speed for a Starting Initiative, where lower is better, then adds each action's Count cost to find when it happens. To shoot, place the Shot Clock overlay on the aimed point of a Target Silhouette and roll d20 plus Accuracy modifiers. A 25 or higher hits the exact spot and 14 or less misses. Totals in between draw a poker card whose suit sets the direction the shot drifts from the aim point. Skill checks roll d100 and succeed at or above a mastery number that falls as the skill improves, while ability checks roll d20 at or under the score. | Skill checks roll 2d6 plus the relevant attribute modifier and skill level against a difficulty. Attacks roll 1d20 plus base attack bonus, combat skill, and attribute modifier against Armor Class, and a melee miss can still inflict Shock. Lethal hits roll a Trauma Die, and a result at or above the target's Trauma Target multiplies damage. |
| Dice | d20, d100 | 2d6 / d20 |
| Complexity | High | Medium |
| Availability | Paid | Free core rules |
| Runnability | 5 of 5 book tools | 5 of 5 book tools |
| License | All Rights Reserved | Proprietary |
| Third-Party Publishing | No verified route found | Commercial publishing allowed — Cities Without Number System Reference Document (CC0 1.0) |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Publisher | Kenzer & Company | Sine Nomine Publishing |
| Year | 2007 | 2023 |
| Languages | English | English |
| Best For | Groups who want a long-running, town-centered Western campaign where characters build careers and reputations, and where gunfights are rare, precise, and often fatal. | Groups who want a lethal cyberpunk sandbox where the players pick their own jobs and work for or against the city's factions. |
| Highlights | Shots target specific locations rather than an abstract opponent, so a near miss can still strike nearby and hit location feeds a detailed wound and healing system. Profession Paths award Building Points for career objectives such as opening a business or winning an election, so a banker or rancher advances as surely as a gunfighter. Cattle drives and jury trials run as complete mini-games with their own daily checks or juror track, so frontier work generates play outside combat. | The complete core rules are free in a separate PDF, so a table can start play without buying the deluxe edition. Mission tags and one-roll tables generate patrons, jobs, and complications without long prep. Faction schemes and the Heat system give the city and the team's notoriety mechanical momentum between missions. |
| Considerations | Running the full game takes the Player's Guidebook plus its separate GM Addendum PDF, along with a poker deck, the Shot Clock overlay, and Target Silhouettes for gunfights. Characters die at 0 hit points with no recovery from death, and slow healing, infection, and incurable disease can sideline a character for weeks of game time. The alternate-history setting presents slavery and period racial attitudes as setting facts with mechanical effects, such as a higher literacy cost for freed-slave characters. | Combat stays on a light OSR frame, so groups wanting granular tactical combat will find it thin. The game expects a GM to build a city and improvise its consequences, and it offers little support for scripted story arcs. Hacking and cyberware add bookkeeping through Access pools and monthly maintenance. |