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Hero Kids vs Werewolf: The Apocalypse

Compare Hero Kids and Werewolf: The Apocalypse side by side. See differences in complexity, dice, genre, cost, and more.

Hero KidsWerewolf: The Apocalypse
GenreFantasyHorror, Modern, Fantasy
TagsBeginner-Friendly, One-Shot Friendly, Grid-Based, Family-Friendly, Low-Prep, HeroicAtmospheric, Base-Building, Character Building, Character-Driven, Corruption, Drama, Lore-Heavy, Strong GM Support, Superpowers, Urban Fantasy
Core MechanicRoll d6 dice pool (pool size from hero card stats). Attacker's highest die vs. defender's highest die: equal or higher hits. Ability tests roll pool vs. target number (4/5/6).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.
Diced6 dice poold10 dice pool
ComplexityVery LowHigh
AccessibilityMediumMedium
RunnabilityLowVery High
LicenseProprietaryAll Rights Reserved
Third-Party PublishingNot yet researchedCommercial publishing allowed — Storytellers Vault
Summary only, not legal advice. Check current terms before publishing.
Cost$$$
PublisherHero Forge GamesRenegade Game Studios
Year20122023
LanguagesEnglishEnglish, French, German, Italian, Spanish, Polish, Portuguese
Best ForParents introducing kids aged 4–10 to tabletop RPGs. Simple enough for young children, with grid combat and pre-made hero cards.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.
HighlightsGenuinely playable by young children, print-and-play hero cards and stand-ups, included introductory adventure, lots of expansion adventures availableBrutal 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.
ConsiderationsToo simple for older players, no character progression system, fantasy-only, requires printing materialsA 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.