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 System | Index Card RPG | |
|---|---|---|
| Genre | Universal | Universal |
| Tags | Toolkit, Modular, Character Building, Player-Only Rolls, Theater of the Mind, Low-Prep, Strong GM Support, Narrative | Fast-Paced, Dungeon Crawl, Low-Prep, Rules-Light, One-Shot Friendly, Combat-Heavy, Pulp Action, Ascending AC, Tag-Based |
| Core Mechanic | The 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. |
| Dice | d20 | d20 + d4–d12 |
| Complexity | Medium | Low |
| Accessibility | Very High | High |
| Runnability | Very High | Low |
| License | Cypher Open License 2026-07-15 | 3rd Party License |
| Third-Party Publishing | Commercial publishing allowed — Cypher Open License | Not yet researched |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | Free | $$ |
| Publisher | Monte Cook Games | Runehammer Games |
| Year | 2026 | 2019 |
| Languages | English | English |
| Best For | Groups 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. |
| Highlights | Player-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 |
| Considerations | Players 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 |