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LIFTS vs Spore Friends

Compare LIFTS and Spore Friends side by side. See differences in complexity, dice, genre, and more.

LIFTSSpore Friends
GenreUniversalFantasy
TagsExperimental, Diceless, Comedy, Gonzo, Rules-Light, One-Shot Friendly, Narrative, GM-Less, Collaborative, Mission-BasedCozy, Collaborative, GM-Less, Rules-Light, Beginner-Friendly, Family-Friendly, Experimental
Core MechanicResolution is diceless and varies by the included game. In Roboflex, a disagreement with the Muscle Master becomes an exercise challenge. Minor conflicts set an easy, moderate, or hard target (5, 10, or 20 sit-ups in a social conflict), multiplied by the player's self-chosen fitness level of one to three. Major conflicts pit the player directly against the Muscle Master, such as a sprint to the end of the block and back. A relevant skill or profession grants a small edge, such as crunches instead of sit-ups or a head start. The winner is right about the disputed outcome. Several Volume 2 games instead attach an exercise to each move, with a 0 Flex failure and a list of selectable Flex effects. The Moon game grades success against both the Muscle Master and the player's previous rep count. Vegetables: The Recommended has each move spend a day from the player's logged meal planner, and that day's Flex rating sets the result.Players drop 10 confetti spores onto a printed target; at least one spore inside or touching the circle succeeds. Being Good At or Really Good At the task adds four or eight spores, while a complication halves the pool. The group agrees on the pool before the drop and chooses a fictional setback after failure.
DiceDicelessDiceless
ComplexityLowVery Low
AvailabilityPaidPaid
Runnability3 of 5 book toolsBook tools not listed
LicenseAll Rights ReservedProprietary
Third-Party PublishingNo verified route foundNot yet researched
Summary only, not legal advice. Check current terms before publishing.
PublisherKorvidae GamesUltimate Hyper Games
Year20192026
LanguagesEnglishEnglish
Best ForGroups who want to turn game night into a workout, playing short comedic parodies of familiar RPG genres where push-ups, planks, and runs decide outcomes instead of dice.Mixed-age groups seeking gentle collaborative adventures built around a tactile resolution ritual.
HighlightsRoboflex lets each player pick a fitness level from one to three that multiplies minor-conflict targets, so mixed-fitness groups face individually scaled exercise counts. Several games tie in-game power to real habits between sessions, such as vampire Vitae earned from gym visits and healthy meals. Eliminated Muscle of the Week players can still change a survivor's conflict outcome by holding a wall sit, though they cannot defeat the monster this way.Spore Challenges turn resolution into a physical target drop, making uncertain actions a shared table event. Open-ended Good At traits reward players for explaining how an unusual strength applies to the current problem. Adventure prompt sheets convert scattered spores into scene ingredients, allowing play to continue without a prepared scenario.
ConsiderationsMost games require real exertion and open space: ShadowRunning missions are group runs of 30 to 90 minutes, and The Forest Gymn & Picnic recommends a two to four mile hike. For players who cannot perform an exercise, the exercise-based games say only to find an alternative and give no structured adaptation list. Some games draw on players' real lives: the Moon game invites each player to share a personal problem for group advice, and Vegetables expects a week of logged meals, with a preset Flex fallback for players who cannot log.Physical setup is required: confetti, a target, and enough room to drop spores from 50 centimeters. Core judgments depend on consensus, and the rules give no numerical fallback for unresolved disagreements. Setbacks can remove a Good At trait, but the rules provide no advancement procedure for gaining new abilities during a campaign.