Bunnies & Burrows vs Twilight: 2000
Compare Bunnies & Burrows and Twilight: 2000 side by side. See differences in complexity, dice, genre, and more.
| Bunnies & Burrows | Twilight: 2000 | |
|---|---|---|
| Genre | Fantasy | Post-Apocalyptic, Modern |
| Tags | Career-Based, Deadly, Exploration, Grid-Based, Gritty, Hexcrawl, Random Character Creation, Resource Management, Survival | Gritty, Survival, Combat-Heavy, Hexcrawl, Base-Building, Deadly, Inventory Management, Random Character Creation |
| 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 one attribute die and one skill die, each rated as a step die (d6, d8, d10, or d12). A result of 6+ on either die is a success; 10+ counts as two successes. Rolls can be pushed for extra dice at the cost of damage or stress. Ammo dice track ammunition expenditure during firefights, degrading with use. |
| Dice | d6 | d6–d12 |
| Complexity | Medium | High |
| Availability | Paid | Paid |
| Runnability | 4 of 5 book tools | Book tools not listed |
| License | Proprietary (licensed from Steve Jackson Games) | Year Zero Engine FTL |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Frog God Games | Free League Publishing |
| Year | 2019 | 2021 |
| Languages | English | English, Swedish, German, Polish, Italian |
| 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 a gritty military survival sandbox where managing ammunition, fuel, food, and shelter matters as much as combat, set against a Cold War-gone-hot alternate history. |
| 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. | Hex-based travel and exploration system with structured daily tasks (march, forage, scrounge, rest), detailed but playable firearms and vehicle rules with real-world military equipment, ammo dice mechanic abstracts ammunition management without individual round tracking, base-building rules for establishing and upgrading a home settlement |
| Considerations | No free quickstart or SRD: the low-cost 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. | Combat lethality can frustrate players attached to their characters, large core set with multiple booklets and maps to manage, narrow post-apocalyptic military premise limits campaign variety, step dice mechanic produces a flat probability curve with high variance on individual rolls |