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Forbidden Lands vs Mythic Bastionland

Compare Forbidden Lands and Mythic Bastionland side by side. See differences in complexity, dice, genre, and more.

Forbidden LandsMythic Bastionland
GenreFantasyFantasy
TagsSandbox, Hexcrawl, Gritty, Survival, Deadly, Exploration, Base-Building, Random TablesRules-Light, Hexcrawl, Exploration, Attacks Always Hit, Domain Management, Sandbox, Atmospheric
Core MechanicRoll a pool of d6s (attribute + skill + gear dice). Each 6 is a success. You can push your roll for extra dice, but risk damaging gear and taking conditions. Gear dice degrade on 1s. Year Zero Engine.Attacks always hit: roll weapon damage directly with simultaneous combat. Guard absorbs damage before Virtues (Vigour, Clarity, Spirit). Gambits trigger on 4+ damage rolls for special maneuvers. Omen tables guide myth discovery across hexcrawl exploration.
Diced6 dice poold6–d10
ComplexityMediumLow
AvailabilityFree quickstartFree core rules
Runnability4 of 5 book tools4 of 5 book tools
LicenseYear Zero Engine OGLProprietary
Third-Party PublishingNot yet researchedNot yet researched
PublisherFree League PublishingBastionland Press
Year20182025
LanguagesEnglish, Swedish, German, French, Spanish, ItalianEnglish
Best ForSandbox hexcrawl campaigns with stronghold building, resource management, and a dark fantasy tone. Great for groups who want to explore and carve out their own corner of the world.Arthurian-style campaigns of knights seeking glory, ruling domains, and hunting strange mythological creatures across a wild realm. Great for groups who want structured hexcrawl play with emergent storytelling.
HighlightsDetailed sandbox tools and hexcrawl structure, stronghold building adds long-term goals, push mechanic creates meaningful risk, low-prep with random encounter tables and legend handoutsSimultaneous combat system, detailed hexcrawl and myth-hunting framework, award-winning layout and art (2025 Ennie Gold), domain management adds campaign depth
ConsiderationsTightly tied to its Ravenland setting, push mechanic can frustrate cautious players, stronghold rules require the full boxed set, hex encounters can feel repetitive without GM preparationCombat has more procedural steps than it first appears, omen system can feel prescriptive, Arthurian tone limits flexibility, setting context buried deep in the book