Tiny Dungeon vs Tiny Supers
Compare Tiny Dungeon and Tiny Supers side by side. See differences in complexity, dice, genre, and more.
| Tiny Dungeon | Tiny Supers | |
|---|---|---|
| Genre | Fantasy | Superhero, Modern, Sci-Fi |
| Tags | Rules-Light, Beginner-Friendly, One-Shot Friendly, Low-Prep, Fast-Paced, Dungeon Crawl, Theater of the Mind, Heroic, Tag-Based | Rules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep |
| Core Mechanic | Roll 2d6: if any die shows 5 or 6, you succeed. Advantage grants 3d6; Disadvantage drops you to 1d6. No attributes, no skill list: Traits grant situational Advantage, and weapon Mastery/Proficiency determines combat dice. | Roll 2d6 for a Test; any 5 or 6 succeeds. Advantage raises the pool to 3d6, while Disadvantage lowers it to 1d6 and normally takes precedence. |
| Dice | 2d6 | d6 dice pool |
| Complexity | Very Low | Low |
| Availability | Free quickstart | Paid |
| Runnability | 2 of 5 book tools | 1 of 5 book tools |
| License | Proprietary (TinyD6) | All Rights Reserved |
| Third-Party Publishing | Not yet researched | Not yet researched |
| Publisher | Gallant Knight Games | Gallant Knight Games |
| Year | 2018 | 2019 |
| Languages | English, Spanish, French, German, Polish | English, Spanish |
| Best For | Groups wanting fast, minimalist fantasy with almost zero rules overhead: character creation in minutes, core mechanic in one sentence, and tons of optional modules to bolt on. | Groups who want quick four-color superhero campaigns with flexible power levels and a GM comfortable making consistent rulings. |
| Highlights | Entire core rules fit in ~20 pages, character fits on an index card, huge trait list for customization without complexity, 17 included microsettings, extensive optional rules (martial disciplines, magic schools, ship combat) let you dial complexity up | Tiered Power Traits let the same ability grow in potency without a separate point-buy system. Two-action combat makes Focus and Evade compete with movement and attacks. The GallantVerse and eight micro-verses supply campaign frames for city teams, cosmic defenders, and teen heroes. |
| Considerations | Binary pass/fail with no degrees of success, fantasy-only (other TinyD6 games cover sci-fi), no built-in advancement by default (optional), very light on tactical depth | The game assigns uncovered situations to consistent GM rulings rather than detailed procedures. Power concepts outside the fixed trait list depend on reskinning or GM-created effects. Advancement is optional and offers a small menu of upgrades. |