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City of Jerry vs Escape from Dino Island

Compare City of Jerry and Escape from Dino Island side by side. See differences in complexity, dice, genre, and more.

City of JerryEscape from Dino Island
GenreModernModern, Sci-Fi
TagsComedy, Fiction-First, Gonzo, Improvisation, Low-Prep, Mystery, Noir, Playbook-Driven, Random Tables, Rules-LightOne-Shot Friendly, Survival, Mystery, Playbook-Driven, Rules-Light, Fiction-First, Low-Prep, Strong GM Support, Cinematic, Exploration
Core MechanicWhen an outcome is uncertain, roll a d12 and add the relevant Heal or Harm stat. Read the result on a five-tier scale: 12+ is a Critical Success, 9–11 a Success, 5–8 a Mixed Success, 2–4 a Failure, and 1 or less a Critical Failure. Natural 12s and 1s are always critical. Good or Bad Luck adds d12s and keeps the highest or lowest result.Most moves call for a roll of 2d6 plus the stat or modifier the move names, usually FIT, CLEVER, or STEADY. A 10+ is a full success, a 7–9 succeeds with a drawback or hard choice, and a 6 or less is a miss that hands the Dino Master a move. When several Heroes act together, one rolls for the group: the one worst placed during Peril Moves, or the one best placed during Safety Moves.
Diced122d6
ComplexityLowLow
AvailabilityPaidPaid
RunnabilityBook tools not listed3 of 5 book tools
LicenseMade for Mischief Third-Party LicenseProprietary
Third-Party PublishingCommercial publishing allowed — Made for Mischief Third-Party LicenseNo verified route found
Summary only, not legal advice. Check current terms before publishing.
PublisherDrimbusSam Tung & Sam Roberts
Year20262019
LanguagesEnglishEnglish, French, German
Best ForGroups who want low-prep noir mysteries with body-pun humor, player-created connections, and fast conflicts inside a human body.Groups who want a one- or two-session survival thriller in the vein of Jurassic Park, where escaping and solving the island's mystery matter more than fighting.
HighlightsChallenges, combats, and conversations all run on the same Conflict framework, so a group learns one procedure for every kind of scene. When every die in a multi-die roll shows the same number, the Twist table adds an unexpected complication or benefit. Five Roles each supply a curated set of Abilities and Traumas, so every Agent has a distinct toolkit for helping allies and harming threats.Overcoming the first of two Obstacles triggers an Extinction Event that adds new Dino Master moves and gives every Hero their one advance. Peril and Safety Moves let a single Hero roll for the whole group, so the worst-placed Hero rolls in danger and the best-placed Hero rolls in quiet moments. Several moves require telling a story from the playbook's list, and each story told adds +1 to the closing roll that decides that Hero's epilogue.
ConsiderationsEvery Agent works for Immunity, so a campaign built around a different premise needs reskinning. The first Wound adds -1 to rolls, the second adds -1d12, and a third leaves an Agent Dying and triggers a Death Roll. Investigations use general Challenge Counters rather than a clue or deduction subsystem, leaving evidence details to the Jerry Master.Fight! rolls with no stat bonus and a miss triggers the Casualty move, so combat is rarely a workable answer to a dinosaur. The fixed arc ends with the escape attempt, and each Hero gains only one advance along the way. Injuries carry no fixed penalties, so how much a wound hampers a Hero rests on the Dino Master's judgment.