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Tiny Dungeon vs Tiny Supers

Compare Tiny Dungeon and Tiny Supers side by side. See differences in complexity, dice, genre, and more.

Tiny DungeonTiny Supers
GenreFantasySuperhero, Modern, Sci-Fi
TagsRules-Light, Beginner-Friendly, One-Shot Friendly, Low-Prep, Fast-Paced, Dungeon Crawl, Theater of the Mind, Heroic, Tag-BasedRules-Light, Beginner-Friendly, Fast-Paced, Theater of the Mind, Character Building, Superpowers, Heroic, Low-Prep
Core MechanicRoll 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.
Dice2d6d6 dice pool
ComplexityVery LowLow
AvailabilityFree quickstartPaid
Runnability2 of 5 book tools1 of 5 book tools
LicenseProprietary (TinyD6)All Rights Reserved
Third-Party PublishingNot yet researchedNot yet researched
PublisherGallant Knight GamesGallant Knight Games
Year20182019
LanguagesEnglish, Spanish, French, German, PolishEnglish, Spanish
Best ForGroups 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.
HighlightsEntire 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 upTiered 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.
ConsiderationsBinary 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 depthThe 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.