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Agon vs Comrades

Compare Agon and Comrades side by side. See differences in complexity, dice, genre, cost, and more.

AgonComrades
GenreFantasy, HistoricalHistorical
Play StyleHeroic, Narrative, Rules-Light, Fast Sessions, Low-Prep, Mission-Based, Fast-Paced, Cinematic, Tag-BasedPlaybook-Driven, Narrative, Fiction-First, Collaborative, Character-Driven, Faction Play, Deadly, Worldbuilding, Drama
Core MechanicAll conflicts resolve in a single contested roll. Players assemble a dice pool from relevant traits (Name die, Epithet die, Domain die, Divine Favor), each rated as a step die (d4–d12). Everyone rolls simultaneously; highest result wins. The Strife Player sets opposition with their own dice. Divine Favor grants bonus dice from the gods but is unreliable. Pathos tracks a hero's inner fire — when it runs out, the hero's tale ends.Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.
Diced4–d122d6
ComplexityVery LowLow
AccessibilityHighMedium
RunnabilityHighLow
LicenseProprietaryProprietary (PbtA)
Cost$$
PublisherEvil Hat ProductionsAkers Games
Year20202019
Best ForGroups who want fast, competitive mythic Greek adventures with minimal prep — each island is a self-contained session of trials, battles, and divine interference.Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.
HighlightsIsland adventures require zero GM prep — everything needed is in the book, one-roll resolution keeps pace fast, competitive Glory system encourages heroes to outshine each other, Strife Player role rotates so everyone can play a heroPathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades
ConsiderationsNarrow mythic Greek genre with limited setting flexibility, competitive Glory system can frustrate cooperative-minded players, heroes have few mechanical traits to differentiate them, campaign arc is finite — heroes eventually reach their Fate and retireStrongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting — other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts