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Canes Belli vs Troika!

Compare Canes Belli and Troika! side by side. See differences in complexity, dice, genre, cost, and more.

Canes BelliTroika!
GenreScifiFantasy, Scifi
TagsCC-Licensed Rules, Cinematic, Combat-Heavy, Fast-Paced, Mission-Based, Resource Management, Rules-Light, Strong GM Support, Tactical, Theater of the MindRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
Core MechanicRoll a d6 pool equal to one attribute plus one skill. Each 5 or 6 is a success, and the GM sets difficulty by the successes required. In combat, matching Armor Value scores a hit, and each excess success adds to the weapon's base damage.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack: unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced6 dice pool2d6
ComplexityLowVery Low
AccessibilityVery HighVery High
RunnabilityLowLow
LicenseCC BY-SA 4.0Open (Troika! SRD)
Third-Party PublishingCommercial publishing allowed — CC BY-SA 4.0Not yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFreeFree
PublisherSebastian HahnMelsonian Arts Council
Year20252019
Best ForGroups who want focused military-science-fiction missions where cinematic one-liners and mission generators extend play beyond the included starter scenario.Fast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.
HighlightsArchetype abilities spend the same Energy that absorbs damage, so every use reduces the reserve against later attacks. One-liners grant once-per-session effects such as full-party healing or extra actions, reinforcing the game's action-movie tone. Mission and sidequest generators pair goals with complications to frame assignments beyond the included starter scenario.Simple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each test
ConsiderationsAll four archetypes are fixed military roles with preset abilities and equipment, so character concepts stay within the elite-soldier premise. Each combat round permits either an action or movement, so crossing from Long range to Close range takes two rounds. Advancement grants one attribute point and three skill points at GM-chosen intervals, keeping progression to numerical increases.Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth