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Kill Him Faster vs Slugblaster

Compare Kill Him Faster and Slugblaster side by side. See differences in complexity, dice, genre, and more.

Kill Him FasterSlugblaster
GenreSci-Fi, HistoricalSci-Fi
TagsComedy, Gonzo, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-PacedNarrative, Rules-Light, Cinematic, Fast-Paced, Gonzo, Character-Driven, Comedy
Core MechanicTwo parallel resolution systems. In match combat, every weapon has an associated set of dice and a Kill Roll value: roll under the Kill Roll on any rolled die to kill a nazi (e.g. a combat knife rolls a d4 and kills on a 1–3). For everything else, roll the polyhedral die assigned to one of four stats (Fightin', Hustle, Lookin' Good, Talkin' Nice, d6 through d12) and succeed on a 4 or higher. Each athlete spends Action Points equal to their current Durability per round on attacks or zone shifts, positioning enemies across Melee, Near, Far, and Distant zones tuned to specific weapon ranges.Forged in the Dark: roll a d6 dice pool and take the highest: 6 is a success, 4–5 is a partial success, 1–3 is a failure. No attributes or skills: instead, spend Boost to add dice. Kick lets you push your luck for Style Points by adding flair to any action. Style Points fuel advancement and reputation. Trouble tracks escalate consequences from parents, school, and interdimensional authorities.
Diced4–d12d6 dice pool
ComplexityMediumLow
AvailabilityPaidPaid
Runnability2 of 5 book tools5 of 5 book tools
LicenseStandard commercialForged in the Dark
Third-Party PublishingNot yet researchedNot yet researched
PublisherKorvidae GamesWilkie's Candy Lab (Mikey Hamm)
Year20262022
LanguagesEnglishEnglish
Best ForGroups who want a gonzo, comedic co-op RPG that splits its focus between fast tactical FPS-style firefights and team-management drama: pre-game rap battles, post-game press conferences, trade days, and off-season scandals. Designed for a GM and four players each managing a roster of time-traveling sports stars.Groups who want fast-paced, irreverent adventures about teenagers hoverboarding through alternate dimensions, doing tricks, getting sponsorships, and avoiding getting grounded.
HighlightsTwo distinct resolution systems split match combat (roll low under a weapon's Kill Roll) from non-combat actions (roll a stat die, 4+ succeeds). Zone-based combat (Melee, Near, Far, Distant, Ambush) tunes each weapon to a specific range and is designed to feel like a first-person shooter at the table. Twenty Quirk archetypes, each with three escalating drawback tiers, gained through play and off-season vignettes that double as quirk-granting roleplay scenes. Full league simulation wraps the matches: pre-game rap-battle weigh-ins, post-game journalist interviews, trade days, season championships, and off-season scandals.Combines teen drama with dimension-hopping action sports, Kick mechanic adds dice for adding flair to actions, Indie Groundbreaker Game of the Year winner, Trouble tracks escalate consequences from parents and authorities without lethal combat
ConsiderationsPremise is intentionally gonzo: killing Hitler is the central conceit and the rulebook leans into the joke throughout. Built specifically for five (one GM plus four players each managing a roster of four athletes); other group sizes need adjustment. Match combat is co-op against the GM-controlled enemies by default; head-to-head PvP requires the optional scoring system in which both teams play the same scenario in turn. Heavy framing as a futuristic sports league means tables uninterested in the team-management layer (rosters, hype meters, trade days) will lose a substantial portion of the design.Narrow genre focused on teenage hoverboard adventures, no attributes or skills: characters differentiate through playsheet and narrative choices only, five playsheets (Grit, Guts, Smarts, Heart, Chill) limit build variety, tone is specifically absurdist teen action