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Fiasco vs The Quiet Year

Compare Fiasco and The Quiet Year side by side. See differences in complexity, dice, genre, and more.

FiascoThe Quiet Year
GenreModernPost-Apocalyptic
TagsGM-Less, One-Shot Friendly, Rules-Light, Narrative, Collaborative, Drama, Fiction-First, Low-PrepGM-Less, Worldbuilding, Collaborative, Narrative, Rules-Light, One-Shot Friendly, Fiction-First, Map-Drawing
Core MechanicNo GM. Setup uses cards (or dice in Classic edition) to establish relationships, needs, locations, and objects between characters. Scenes alternate between Establish and Resolve: other players either frame the scene or choose its outcome. The Tilt at the midpoint introduces chaos. The Aftermath tallies white and black dice to determine each character's fate.No dice, no GM. A deck of playing cards drives play: each suit is a season, each card a weekly prompt. On your turn, draw a card, answer the prompt, and choose to Discover Something New, Start a Project, or Hold a Discussion. Draw on the shared map to represent changes. Projects take multiple weeks to complete. The Contempt Token signals when a player feels unheard. The game ends when the Frost Shepherds arrive (King of Spades).
Diced6Diceless
ComplexityVery LowVery Low
AvailabilityFree core rulesPaid
Runnability4 of 5 book tools3 of 5 book tools
LicenseProprietaryProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherBully Pulpit GamesBuried Without Ceremony (Avery Alder)
Year20202013
LanguagesEnglish, French, German, SpanishEnglish
Best ForOne-shots where players collaboratively build and then dismantle a story of desperate people with big ambitions: inspired by Coen Brothers films and crime-gone-wrong cinema.Groups who want to collaboratively build a community's story through map-drawing: 52 weeks of discoveries, projects, and tensions before everything changes.
HighlightsZero prep, no GM required, playsets define different settings and genres for each session, Diana Jones Award winner, plays in 2–3 hoursCard-driven structure (one card per week across four seasons) paces the narrative through 52 turns, map-drawing produces a physical artifact of the session, Contempt Token mechanic signals when a player feels unheard, works as a standalone game or worldbuilding tool for other campaigns
ConsiderationsHeavily dependent on player chemistry and group dynamic, Tilt can derail carefully established narrative threads, new players often struggle with self-directed scene framing, outcome quality varies significantly between groupsContempt mechanic can create genuine inter-player tension, no way to revisit or undo earlier map decisions, map quality depends on group comfort with drawing, limited replayability with the same group