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Troika! vs Ultraviolet Grasslands and the Black City

Compare Troika! and Ultraviolet Grasslands and the Black City side by side. See differences in complexity, dice, genre, and more.

Troika!Ultraviolet Grasslands and the Black City
GenreFantasy, Sci-FiFantasy, Sci-Fi, Post-Apocalyptic
TagsRules-Light, Weird, Random Character Creation, Low-Prep, Improvisation, Deadly, Random TablesJourney, Exploration, Sandbox, Resource Management, Inventory Management, Random Tables, Improvisation, Strong GM Support, Gonzo, Weird
Core MechanicThree 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.Roll d20 + the relevant stat + a trained skill bonus to exceed a target number. A natural 1 fails and a natural 20 succeeds. Advantage adds a die and keeps the better result; disadvantage keeps the worse result, and the two cancel. Some tests instead read the total on an outcome table.
Dice2d6d20
ComplexityVery LowHigh
AvailabilityFree core rulesFree quickstart
Runnability2 of 5 book tools5 of 5 book tools
LicenseOpen (Troika! SRD)Proprietary
Third-Party PublishingNot yet researchedCommercial publishing allowed — When Time Fades compatibility license
Summary only, not legal advice. Check current terms before publishing.
PublisherMelsonian Arts CouncilExalted Funeral Press
Year20192019
LanguagesEnglishEnglish, Portuguese
Best ForFast, surreal science-fantasy adventures with minimal rules and random character generation. Ideal for one-shots and improvisational play.Groups who want a long science-fantasy caravan campaign centered on exploration, trade, and survival across an open-ended world.
HighlightsSimple rules, creative backgrounds double as setting material, chaotic token-draw initiative creates unpredictable turn order, consumable Luck depletes with each testWeekly travel procedures connect supplies and setbacks to the time available for exploration. Discoveries award experience for reaching and investigating unfamiliar places. Market research and trade-route investments let a caravan turn geographical knowledge into income.
ConsiderationsInitiative 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 depthThe included SEACAT rules are an excerpt rather than the complete engine, and most spells are omitted. A week of rest normally restores only one damaged attribute or condition. The setting includes slavery, drug addiction, and body horror.