Eat the Reich vs Werewolf: The Apocalypse
Compare Eat the Reich and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.
| Eat the Reich | Werewolf: The Apocalypse | |
|---|---|---|
| Genre | Historical, Horror | Horror, Modern, Fantasy |
| Tags | Pulp Action, Combat-Heavy, High-Power, One-Shot Friendly, Mission-Based, Playbook-Driven, Rules-Light | Atmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy |
| Core Mechanic | Roll 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. | Build a d10 dice pool, usually from an Attribute plus a Skill. Each 6 or higher is a success, and meeting the Storyteller-set Difficulty wins. Each pair of 10s counts as four successes. Rage dice replace regular dice up to current Rage and can cause Brutal outcomes. |
| Dice | d6 dice pool | d10 dice pool |
| Complexity | Low | High |
| Accessibility | Medium | Medium |
| Runnability | Low | Very High |
| License | Proprietary | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Commercial publishing allowed — Storytellers Vault |
| Summary only, not legal advice. Check current terms before publishing. | ||
| Cost | $$ | $$ |
| Publisher | Rowan, Rook and Decard | Renegade Game Studios |
| Year | 2023 | 2023 |
| Languages | English, Italian | English, French, German, Italian, Spanish, Polish, Portuguese |
| Best For | Groups 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 long-form modern horror about shapeshifter packs defending communities from ecological and spiritual threats, with violent power constrained by moral and social consequences. |
| Highlights | Every 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. | Brutal outcomes can force destructive failures or add four successes to actions the Storyteller judges can benefit from Rage. Choosing a Garou form changes a character's capabilities, creating tactical and narrative options. Caerns give the pack an improvable spiritual home whose traits connect campaign advancement to territory and community. |
| Considerations | Built 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. | A Crinos-form Garou who did not kill in the previous turn must spend Willpower at the start of the next turn or enter frenzy, making the war form difficult to sustain outside violent scenes. Harano and Hauglosk can remove a Garou from play when despair or absolutism fills either track, making moral decline a campaign-level consequence. The game centers mature environmental and spiritual horror, including graphic violence and themes of exploitation and extremism that require deliberate table boundaries. |