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The Black Hack vs White Box: FMAG

Compare The Black Hack and White Box: FMAG side by side. See differences in complexity, dice, genre, and more.

The Black HackWhite Box: FMAG
GenreFantasyFantasy
TagsRules-Light, Dungeon Crawl, Hackable, Beginner-FriendlyRules-Light, Classic Fantasy, Dungeon Crawl, Deadly, Hackable, Beginner-Friendly, Random Character Creation, Vancian Casting, Descending AC, Hexcrawl
Core MechanicPlayers roll d20 under their attribute scores to succeed at actions. Advantage and Disadvantage (roll 2d20, pick best or worst) modify difficulty. Armour provides a pool of d6 Armour Dice that absorb damage. Consumable resources use a Usage Die chain (d20→d12→d10→d8→d6→d4→gone): roll 1–2 to downgrade.Roll d20 + modifiers against a target number derived from the defender's Armor Class (descending AC by default, ascending AC optional). Attribute modifiers are compressed to −1, 0, or +1. Each class has a single saving throw number that improves with level. Side-based initiative is rolled each round on d6.
Diced20 + d4–d12d20
ComplexityVery LowVery Low
AvailabilityFree core rulesFree core rules
Runnability4 of 5 book tools2 of 5 book tools
LicenseThe Black Hack Open Game LicenseOGL 1.0a
Third-Party PublishingNot yet researchedNot yet researched
PublisherGold Piece PublicationsSeattle Hill Games
Year20182016
LanguagesEnglishEnglish
Best ForGroups wanting a fast, hackable OSR dungeon-crawling game with modern design sensibilities: roll under attributes, abstract distances, and usage dice that track resources without bookkeeping.Groups wanting the simplest possible version of original D&D: four classes, compressed modifiers, and intentional rules gaps that invite house rules and Referee creativity.
HighlightsHighly hackable: spawned an entire subgenre of 'X Hack' games, core rules fit in about 30 pages, Usage Die tracks resources without inventory math, armour-as-dice-pool adds a tactical layer, conversational writing style makes rules easy to learnAttribute modifiers compressed to −1/0/+1 keeps math fast and reduces stat dependency. Complete game in 143 pages including monsters, treasure, spells, and wilderness/dungeon procedures. A free PDF and a low-cost print edition make it one of the most accessible OSR games. Intentional rules gaps and a blank House Rules page explicitly invite customization.
ConsiderationsOnly 4 classes (Warrior, Thief, Cleric, Wizard) in the core, limited character customization beyond class and background, no setting included, light on GM guidance compared to larger games, may lack depth for long campaignsFour classes (three without the optional Thief) limits character variety. No formal skill system: the Referee adjudicates all non-combat actions. Level tables cap at 10, requiring house rules for extended campaigns.