Tiny Dungeon
2nd EditionBest 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.
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 and succeed if any die shows 5 or 6, with Traits in place of attributes. It is a minimalist d6 engine you learn in minutes.
- Free to tryQuickstartA free starter you can actually play
- Get it nowSold newIn print or as a legal PDF
- –IndexNo back-of-book index or page-keyed reference tables
- ✓GM guidanceA chapter on how to run the game
- –Examples of playNo worked examples of play
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
2 of 5 book tools found in the core book
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
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
Rules license Proprietary (TinyD6)
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