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Eat the Reich vs Honor + Intrigue

Compare Eat the Reich and Honor + Intrigue side by side. See differences in complexity, dice, genre, cost, and more.

Eat the ReichHonor + Intrigue
GenreHistorical, HorrorHistorical
Play StylePulp Action, Combat-Heavy, High-Power, One-Shot Friendly, Mission-Based, Playbook-Driven, Rules-LightCareer-Based, Cinematic, Social Combat, Social Intrigue, Heroic, Fast-Paced, Martial Arts, Ship-Based, Pirates, Theater of the Mind
Core MechanicRoll a pool of d6s equal to your stat plus one die per piece of equipment or ability you activate; discard any die showing 3 or less, count 4–5 as a success, and 6 as a critical. The GM builds a separate Attack pool equal to the engaged Threat's rating and rolls it. You then allocate each remaining die to one of five slots, narrating one scene detail per die as you place it: advance an Objective, eliminate a Threat, defend against the GM's Attack dice, feed for Blood, or trigger a SPECIAL (criticals only). Any GM Attack dice you don't cancel with defence dice inflict Injuries.Roll 2d6 + Quality (Might, Daring, Savvy, or Flair) + Career rank vs. 9 to succeed. In combat, Combat Abilities (Brawl, Melee, Ranged, Defense) replace Careers. Bonus Dice roll 3d6 and keep the best two; Penalty Dice keep the worst two. Fortune Points let heroes escape death, add bonus dice, invoke dramatic license, or press the Advantage in duels. Advantage tracks momentum in melee: characters start at 3 and lose Advantage when hit, becoming Defeated at 0. Nine Dueling Styles (Spanish, Italian, French, and more) each grant unique maneuvers and a Final Secret at mastery. Social Combat uses the same framework, targeting Composure instead of Lifeblood.
Diced6 dice pool2d6
ComplexityLowMedium
AccessibilityMediumMedium
RunnabilityLowVery High
LicenseProprietaryProprietary
Cost$$$$
PublisherRowan, Rook and DecardBasic Action Games
Year20232012
Best ForGroups who want a self-contained, ultraviolent anti-fascist action romp playable in two or three short sessions with pregenerated characters and zero campaign overhead.Groups who want cinematic swashbuckling in the style of The Three Musketeers and Captain Blood: dashing swordplay, court intrigue, and sea battles with a fast, career-based system.
HighlightsEvery die spent on attack is a die not spent defending or feeding for Blood, so each turn forces an explicit tradeoff between killing nazis, staying alive, and refueling the abilities that make you dangerous. Reinforcement rules ratchet pressure up each round (defeated Threats roll d6 to restore rating and every active Threat's Attack rating ticks up by one), so lingering in a scene gets steadily more lethal. Six pregenerated vampires with fixed mechanics but explicitly malleable backgrounds let the table skip session zero entirely and be drop-coffin-deployed into Paris within minutes of opening the book.Nine Dueling Styles with distinct maneuvers and masterable Final Secrets provide deep fencing differentiation. Social Combat and Repartee use the same mechanical framework as physical combat, targeting Composure. Over 30 period-specific Careers from Musketeer to Temptress replace skill lists. Includes ship-to-ship combat, battlefield rules, and a 17th-century gazetteer covering Europe, the Americas, and beyond.
ConsiderationsBuilt around a single fixed scenario (the assault on Hitler's Paris stronghold) with no support for other premises, settings, or open-ended campaign play. Character creation is reskin or hack-from-the-pregens only; the book offers no point-buy or formal chargen system. Splatter-violence tone and nazi subject matter are confrontational by design; the rulebook opens with content warnings, lines-and-veils guidance, and an evil-calibration checklist the table is expected to work through before play.No free quickstart or SRD available. Advantage tracking adds a subsystem on top of basic BoL resolution. The gazetteer and setting material assume 17th-century Europe as the default, limiting out-of-the-box use for other periods.