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Ashes Without Number vs The Quiet Year

Compare Ashes Without Number and The Quiet Year side by side. See differences in complexity, dice, genre, cost, and more.

Ashes Without NumberThe Quiet Year
GenrePost-ApocalypticPost-Apocalyptic
Play StyleSandbox, Deadly, Gritty, Exploration, Survival, Faction Play, Ascending ACGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core Mechanic2d6 + skill + attribute modifier ≥ target for skill checks; d20 + modifiers for combat. Edges and Foci customize survivors. Enclave turn manages settlement-level play. Mutation system for mutant wasteland campaigns.No dice, no GM. A deck of playing cards drives play: each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
Dice2d6 / d20Diceless
ComplexityMediumVery Low
AccessibilityVery HighMedium
RunnabilityVery HighLow
LicenseProprietaryProprietary
CostFree / $$$
PublisherSine Nomine PublishingBuried Without Ceremony (Avery Alder)
Year20252013
Best ForSandbox post-apocalyptic campaigns (nuclear wastelands, zombie deadlands, or societal collapse) with the same incredible GM tools as Stars Without Number.Groups who want to collaboratively build a community's story through map-drawing: 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsThree apocalypse flavors (mutant wasteland, zombie deadlands, after the fall), comprehensive sandbox GM tools with encounter site and enclave generators, mutations and cybernetics, compatible with other Without Number gamesCard-driven structure (one card per week across four seasons) paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsOSR combat can feel flat, dense 294-page rulebook, requires GM comfort with sandbox playContempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group