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Comrades

Core Rulebook
Revolutionary underground RPG — fight a corrupt government, seize power, and change the world
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historical
Playbook-DrivenNarrativeFiction-FirstCollaborativeCharacter-DrivenFaction PlayDeadlyWorldbuildingDrama
Languages: English
Dice2d6
System FamilyPbtA
Cost$
LicenseProprietary (PbtA)
PublisherAkers Games
Year2019
Complexity Low
Accessibility Medium
Runnability Low

Core Mechanic

Roll 2d6 + stat (Body, Mind, Spirit, Guile, or Bond, ranging from -3 to +3). On a 10+ it is a strong hit, on a 7–9 a weak hit with complications, on a 6- a miss and the GM makes a move. Basic moves cover combat (Get Rough), persuasion (Sway), infiltration (Sneak), mob incitement (Start Something), and interpersonal moments (Share a Quiet Moment). At the end of each session, the party rolls Pathway Moves to advance along five tracks toward revolution: Force, Organization, Zealotry, Mayhem, and Fellowship. Reaching level 5 on any pathway triggers the final attempt to seize power.

Best For

Groups who want to tell stories of revolutionary struggle against an oppressive regime, exploring the costs of political violence and the bonds between comrades willing to die for their ideals.

Highlights

Pathways to Revolution system gives campaigns built-in momentum and a definitive endgame, 10 playbooks embody distinct revolutionary archetypes from Artist to Soldier, first session includes collaborative worldbuilding where players choose the setting and define the oppressive regime, Bond stat mechanically reinforces relationships between comrades

Considerations

Strongly political subject matter requires buy-in from the entire table, no included bestiary or detailed tactical combat rules, Khresht 1915 is the only fully developed setting — other included settings are brief outlines, GM receives principles but limited structured prep tools beyond fronts