TTRPG Wiki

Compare tabletop RPG systems to find your next game

Kill Him Faster vs Troika!

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

Kill Him FasterTroika!
GenreScifi, HistoricalFantasy, Scifi
Play StyleComedy, Gonzo, Combat-Heavy, Tactical, Cinematic, Mission-Based, Pulp Action, Fast-PacedRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random Tables
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.Three stats: Skill, Stamina, Luck. Roll 2d6 under Skill + Advanced Skill to succeed. Initiative uses a random token-draw stack — unpredictable turn order. Luck is a consumable resource that depletes with each test.
Diced4–d122d6
ComplexityMediumVery Low
AccessibilityMediumVery High
RunnabilityLowMedium
LicenseStandard commercialOpen (Troika! SRD)
Cost$$$
PublisherKorvidae GamesMelsonian Arts Council
Year20262019
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.Fast, surreal science-fantasy adventures with minimal rules, random character generation, and a vibrant third-party ecosystem. Ideal for one-shots and improvisational play.
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.Simple rules, creative backgrounds double as setting material, large third-party ecosystem (700+ titles), chaotic initiative creates unpredictable combat, affordable
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.Initiative stack can leave players unable to act for long stretches, mixed roll-under/roll-over mechanics confuse new players, setting is implied rather than described, minimal tactical depth