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EZD6 vs Regular Volk

Compare EZD6 and Regular Volk side by side. See differences in complexity, dice, genre, and more.

EZD6Regular Volk
GenreFantasyFantasy
TagsRules-Light, Beginner-Friendly, Low-Prep, One-Shot Friendly, Fast-Paced, Theater of the Mind, HeroicRules-Light, Beginner-Friendly, Narrative, Character-Driven, Theater of the Mind, One-Shot Friendly, Low-Prep, CC-Licensed Rules
Core MechanicRoll 1d6 vs. a target number (typically 3 for combat). Boons roll 2d6 and keep the highest; banes keep the lowest. No attributes or modifiers: characters are differentiated by hero paths, species, and inclinations. Three strikes and you're down; armor provides a separate save. Karma earned on failures can boost future rolls. The Hero Die grants clutch rerolls.Roll 2d6, add the relevant stat plus small bonuses for a fitting item or trait, and meet or beat the Difficulty Score the GM sets. The same check resolves every action, attack, and beast action. Edge and Trouble add a third d6 and drop the lowest or highest die. Rolling double sixes on an attack lands a critical hit.
Diced62d6
ComplexityVery LowLow
AvailabilityPaidFree core rules
Runnability3 of 5 book tools3 of 5 book tools
LicenseProprietaryCC BY-NC-SA 4.0
Third-Party PublishingNot yet researchedNot yet researched
PublisherRunehammer GamesTimo Acker
Year20222026
LanguagesEnglishEnglish
Best ForGroups who want fast, fun fantasy with almost no rules overhead: pick a hero path, grab some d6s, and play. Great for new players and convention games.Groups who want a short, low-prep fairy-tale one-shot or brief campaign centered on a controlled shapeshifting risk, where a character's powerful beast form can consume them if they lean on it too often. It suits tables new to tabletop RPGs who still want some build texture from ancestry and curse choices.
HighlightsVery easy to learn and teach, hero paths feel distinct without complex mechanics, karma and hero die create drama, runs well for one-shots and pickup gamesFailing a roll while in Beast Form builds Beast Points, which escalate through animalistic compulsions and stacking debuffs to permanently trapping the character in beast form. Folding the character sheet along a marked line physically hides the volk abilities and reveals the beast ones, so the sheet itself shows which form a character is in. The GM builds any fairytale creature by picking one of five power tiers and an archetype such as Glass Cannon or Heavy Hitter, each carrying preset Difficulty Score, HP, and modifiers.
ConsiderationsFantasy only: no official genre support, three classes per path limits long-campaign variety, minimal character advancement, no tactical depthCombat uses no maps, grid, or positioning rules, so groups who want tactical movement or terrain play get no mechanical support for it. Entering Beast Form fully replaces a character's volk abilities, items, and weapons, so beast powers can never be combined with human-form gear in the same moment. A character who reaches 0 Health Points rolls on the Fate table, where a result of 6 or lower on the unmodified 2d6 means an immediate death that no bonus can prevent.