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All Flesh Must Be Eaten vs Mothership

Compare All Flesh Must Be Eaten and Mothership side by side. See differences in complexity, dice, genre, cost, and more.

All Flesh Must Be EatenMothership
GenreHorror, ModernScifi, Horror
Play StyleSimulation, Modular, Character Building, Roleplay-HeavyRules-Light, Deadly, One-Shot Friendly, Survival, Atmospheric, Low-Prep, Cinematic, Fast-Paced
Core MechanicRoll d10 + attribute + skill vs a target number (typically 9). Characters are built with three power tiers: Norms (ordinary survivors), Survivors (action heroes), and Inspired (supernatural powers). The Zombie Master uses a detailed zombie creation system to customize the undead threat for each Deadworld setting.Roll d100 under stat/skill. Stress and panic mechanics escalate tension.
Diced10d100
ComplexityMediumLow
AccessibilityHighHigh
RunnabilityVery HighMedium
LicenseProprietary (Unisystem)3rd Party License
Cost$$$
PublisherEden StudiosTuesday Knight Games
Year20042022
Best ForGroups who want a zombie survival RPG with flexible character creation, customizable zombie types, and multiple campaign settings from Romero-style horror to wuxia undead.Terrifying sci-fi horror one-shots and short campaigns. Panic table creates unforgettable moments.
HighlightsEleven distinct Deadworld settings in the core book, flexible Unisystem engine handles diverse genres, detailed zombie creation toolkit lets GMs craft unique threats, three character tiers support different play stylesRules-light, well-regarded module library, panic system creates mechanical tension
ConsiderationsCharacter creation is point-buy across Attributes, Qualities, Drawbacks, Skills, and Metaphysics, which front-loads a long series of choices before play begins. Combat applies damage multipliers after the hit roll and then subtracts armor, so a single exchange runs through several steps. The book supplies eleven Deadworld settings as construction kits rather than one canonical premise, so a group must settle its own zombie rules and tone first.Panic table can cascade and end sessions abruptly, limited long-campaign support in core rules, stress mechanics can feel repetitive over extended play