At‑a‑glance: TinyD6 • 2d6 tests (advantage/disadvantage) • 3–5 players + GM • Very low prep • Rules‑lite • 2–3h sessions
Reviewers highlight TinyD6 for its approachability, ultra-fast teaching, and trait-based, classless builds. Great for families and new tables; micro-settings add variety. Common caveat: very light crunch means limited tactical depth by design.
Compare Tiny Dungeon with other great ttrpg games.
Compared to ICRPG, Tiny Dungeon is even lighter: TD uses a single 2d6 test with traits (no scene target numbers, timers, or kit-bash widgets). ICRPG adds table tools and pacing mechanics for GMs who want more dials; TD favors absolute minimalism and fastest onboarding.
Versus Knave, Tiny Dungeon trades OSR slot-inventory and loot-as-build for trait-based, classless builds and a unified 2d6 test. Knave leans exploration + inventory pressure; TD leans approachability and consistent resolution across the whole game.
Quest and Tiny Dungeon are both beginner-friendly, but approach in different ways: Quest is narrative-forward with carded abilities and guided structure; Tiny Dungeon is mechanics-minimal (2d6 + traits), letting the table improvise freely with almost no rules overhead.
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