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Call of Cthulhu vs Zombicide: Chronicles

Compare Call of Cthulhu and Zombicide: Chronicles side by side. See differences in complexity, dice, genre, cost, and more.

Call of CthulhuZombicide: Chronicles
GenreHorror, ModernHorror, Post-Apocalyptic
Play StyleInvestigation, Deadly, One-Shot Friendly, Atmospheric, Roleplay-Heavy, Mystery, Horror, Corruption, Skill-BasedCombat-Heavy, Survival, Mission-Based, Tactical, Cinematic, Horror, Resource Management, Base-Building, Licensed IP, Heroic, GM-Friendly, Beginner-Friendly
Core MechanicRoll d100 equal to or under your skill percentage. Success tiers at half (Hard) and one-fifth (Extreme) of the skill value. Bonus and penalty dice adjust the tens digit. Failed rolls can be pushed for a second attempt at greater risk.Roll a dice pool of d6s equal to Attribute (Muscle, Brains, or Grit) + Proficiency (Athletics, Attitude, Background, Combat, Perception, or Survival) — the cross-product forms an 18-Action matrix (Fight, Shoot, Sneak, Scavenge, Tinker, Heal, etc.). Each die shows Molotov (success), Zombie Head (failure), or a number (failure forceable to success by gaining Stress during Mission Phase). One success is ordinary, two is superior, three or more is outstanding. Difficulty Levels subtract 1 or 2 dice; pools beyond six convert the excess into Mastery dice that may reroll a Zombie Head once. Rolling more Zombie Heads than successes triggers Trouble — a GM-determined complication on top of whatever the roll resolved.
Diced100d6 dice pool
ComplexityMediumMedium
AccessibilityMediumHigh
RunnabilityHighHigh
LicenseChaosium Fan Material PolicyProprietary
Cost$$$$
PublisherChaosiumCMON / Need Games
Year20142022
Best ForInvestigation-driven horror where combat is deadly and sanity is fragile. Great for one-shots.Groups who want a tactical zombie-apocalypse RPG with structured Mission and Shelter phases — leaving the safehouse to scavenge, fight hordes, and clear districts of the dead, then returning to manage supplies, plan the next run, and fortify the shelter. Designed to drop in alongside the Zombicide board game's tiles, miniatures, and Equipment cards if the group already owns them.
HighlightsSanity system mechanically reinforces horror tone. Intuitive percentile skill system with tiered success levels. One of the largest published scenario libraries in the hobby.Mission Phase and Shelter Phase run on different rules — Mission Phase activates Stress, Adrenaline, and Trouble for high-tension play, while Shelter Phase resets HP/Stress/Adrenaline to zero and uses simpler resolution for downtime activities like Supply Checks, Shelter Actions, and planning the next run. Stress-to-force-successes drives a tight feedback loop — Mission Phase players can convert numerical dice results above the weapon's Accuracy into successes by gaining Stress, each forced success also feeds the Adrenaline track, and Adrenaline thresholds unlock additional Skill slots (Yellow at Level 1, Orange at Level 3, two Red at Levels 5 and 7). Native board-game compatibility — combat uses the same Zombie types (Walker, Runner, Brute, Abomination), Targeting Priority Order, and Weapon stats as the Zombicide board game, so groups who own it can swap in physical tiles, miniatures, and Equipment cards as table aids.
ConsiderationsChase rules add complexity with limited payoff, 46-skill list requires point allocation across multiple categories, sanity spiral can remove player agency in extended campaignsSetting is locked to one unnamed American city with nine fixed districts (Downtown, Old Town, Fun Zone, University District, Heart of the City, Slums, Suburbia, Uptown, Industrial Park) plus the Undercity — adapting to other locations or rural campaigns means rebuilding the district map, Travel Rolls, and Threat Level scaffolding. Combat dominates the rules — Survivor Phase, Zombie Phase, Targeting Priority, Major Injury table, weapon traits, and the Zombipedia bestiary occupy most of the page count, while investigation, social intrigue, and faction politics get comparatively light mechanical support. The Mission/Shelter alternation imposes a session-level rhythm — Stress, Adrenaline, and Trouble exist only in Mission Phase and Shelter Phase wipes them clean, so improvised open-ended campaigns outside this structure need GM adjustment.