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Cypher System vs Index Card RPG

Compare Cypher System and Index Card RPG side by side. See differences in complexity, dice, genre, cost, and more.

Cypher SystemIndex Card RPG
GenreUniversalUniversal
TagsToolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, NarrativeFast-Paced, Dungeon Crawl, Low-Prep, Rules-Light, One-Shot Friendly, Combat-Heavy, Pulp Action, Ascending AC, Tag-Based
Core MechanicThe GM rates each task from 1 to 10 and multiplies that difficulty by 3 to set the target number. Players roll a d20 and succeed on a result equal to or above the target. Skills, assets, and Effort ease the task before the roll, with Effort paid from the relevant stat Pool after Edge reduces the cost.Roll d20 + stat vs. a single Target Number for the whole scene. On a hit, roll an Effort die (d4–d12 by type) to chip away at a task's Hearts (10 HP each). Timer dice count down each round to create urgency.
Diced20d20 + d4–d12
ComplexityMediumLow
AccessibilityVery HighHigh
RunnabilityVery HighLow
LicenseCypher Open License 2026-07-153rd Party License
Third-Party PublishingCommercial publishing allowed — Cypher Open LicenseNot yet researched
Summary only, not legal advice. Check current terms before publishing.
CostFree$$
PublisherMonte Cook GamesRunehammer Games
Year20262019
LanguagesEnglishEnglish
Best ForGroups building genre-spanning campaigns who want broad character customization, player-facing resource decisions, and little mechanical preparation for the GM.Groups who love D&D's d20 feel but want something faster, lighter, and more improvisational. Excellent for high-energy dungeon crawls with minimal prep.
HighlightsPlayer-only rolls keep the GM focused on adjudication and scene management. Descriptor, type, and focus choices support broad customization across multiple genres. One-use cyphers continually rotate situational abilities through play.Very fast play, extensive GM tools, five genre settings included, highly hackable, timer dice create real tension
ConsiderationsPlayers manage Pool spending for abilities and Effort, so pushing a roll competes with other resource uses. Abstract distances and level-based NPCs leave many tactical details to table rulings rather than map procedures. The broad toolkit asks the GM to select genre modules and character options before play.DIY philosophy can overwhelm new GMs, loot-as-progression feels punishing if gear is lost