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Eat the Reich vs Monster of the Week

Compare Eat the Reich and Monster of the Week side by side. See differences in complexity, dice, genre, cost, and more.

Eat the ReichMonster of the Week
GenreHistorical, HorrorHorror, Modern
Play StylePulp Action, Combat-Heavy, High-Power, One-Shot Friendly, Mission-Based, Playbook-Driven, Rules-LightNarrative, Beginner-Friendly, Investigation, Playbook-Driven, Fiction-First, Character-Driven, 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 + stat. 10+ full success, 7–9 success with a cost, 6 or less the Keeper makes a move. Playbook moves trigger from fictional actions. Luck points turn failures into successes but never come back.
Diced6 dice pool2d6
ComplexityLowLow
AccessibilityMediumMedium
RunnabilityLowVery High
LicenseProprietaryGeneric Games Third Party License
Cost$$$$
PublisherRowan, Rook and DecardEvil Hat Productions
Year20232023
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 episodic monster-hunting adventures inspired by Buffy, Supernatural, and The X-Files: investigating mysteries, confronting creatures, and dealing with hunter drama.
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.Very easy to learn, mystery countdown gives the Keeper a clear prep framework, playbooks map directly to genre archetypes
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 pre-written mysteries in the core book, limited mechanical depth for long campaigns, custom move design requires GM experience, monster creation guidelines are loose