Bunnies & Burrows vs Daggerheart
Compare Bunnies & Burrows and Daggerheart side by side. See differences in complexity, dice, genre, cost, and more.
| Bunnies & Burrows | Daggerheart | |
|---|---|---|
| Genre | Fantasy | Fantasy |
| Play Style | Career-Based, Deadly, Exploration, Grid-Based, Gritty, Hexcrawl, Random Character Creation, Resource Management, Survival | Narrative, Collaborative, Heroic, Roleplay-Heavy, Fiction-First, Theater of the Mind, Character Building, Drama, Beginner-Friendly, Character-Driven |
| Core Mechanic | Roll 1d6 + Trait Rating against a Difficulty Value (DV) for skill checks. Eight traits (Strength, Speed, Intelligence, Agility, Constitution, Mysticism, Smell, Charisma) each have a genetic base value set at character creation via 3d6, plus a Level that increases through Advancement Points. Combat uses hex-based battleboards with Attack and Defend dice, comparing Attack Score (attack die plus modifiers) to Defense Score (SPD Rating plus defend die), with tactical choices selected secretly each round via Combat Tactics Cards. | Roll 2d12 Duality Dice (Hope + Fear) and add modifiers vs. difficulty. Which die rolls higher determines whether the moment swings toward the players (Hope) or the GM gains Fear tokens to spend on complications. In combat, adversary attacks roll d20 + modifier against target's Evasion. |
| Dice | d6 | 2d12 |
| Complexity | Medium | Medium |
| Accessibility | Medium | Very High |
| Runnability | High | Very High |
| License | Proprietary (licensed from Steve Jackson Games) | Darrington Press Community Gaming License (DPCGL) |
| Cost | $$ | $$$ |
| Publisher | Frog God Games | Darrington Press |
| Year | 2019 | 2025 |
| Best For | Groups who want a survival-focused campaign from a non-human perspective, solving problems as small prey animals in a realistically dangerous ecosystem. | Groups who want heroic fantasy with emotionally driven storytelling, where every roll shifts momentum between hope and fear. Great for Critical Role fans and narrative-focused tables. |
| Highlights | Fully realized herbalism system serves as the game's analog to magic, with herb searching, recognition, preparation, and remodeling mechanics. Pursuit phase models predator chases as a distinct tactical minigame before combat begins. Extensive bestiary details real-world predators and prey with ecologically grounded behavior. Nine playable species (rabbit plus eight others) each with a unique profession and trait distribution. | Every action roll uses 2d12 Duality Dice, and whether Hope or Fear lands higher hands momentum to the player or the GM. Combat runs fiction-first with no fixed initiative, so the spotlight passes by the action rather than a turn order. Characters equip abilities as domain cards drawn from two domains, building a loadout the player can swap between. |
| Considerations | No free quickstart or SRD: the $1 B&B Light folio is the cheapest entry point. Battleboard combat with tokens and tactics cards requires physical components or digital substitutes. Rules are spread across multiple subsystems (pursuit, combat, herbalism, diseases, pests) that take time to internalize. | The domain-card system runs best with printed cards, though it can be played from the character sheet alone. Players and the GM use asymmetric rules, so each side has its own procedures to learn. Mechanics are tied to the game's own setting and ancestries, which takes work to reskin for another world. |