At-a-glance: OSR-adjacent • 2d6 contests • 2-5 + GM • Near-zero prep • Rules-lite • 1-2h sessions
Consensus highlights Tunnel Goons as ultra-easy to teach, endlessly hackable, and perfect for quick delves. The 2d6 vs target number contest keeps turns fast; rulings carry more weight than codified subsystems. Common caveats: swingy results and sparse procedures by design - tables may want to add advancement or campaign scaffolding as they go.
Compare Tunnel Goons with other great ttrpg games.
Maze Rats and Tunnel Goons share ultra-light OSR DNA and quick 2d6 tests. MR layers in prolific random tables (spells, prompts) that turbo-charge prep and improvisation; TG stays even more minimal, relying on GM rulings and target numbers over generators.
Knave emphasizes slot-inventory and loot-as-build within an OSR framework. Compared to Tunnel Goons’ 2d6 contest and sparse procedures, Knave offers more exploration pressure and gear-as-identity. TG is faster to teach; Knave is more campaign-structured.
Cairn blends Knave and Into the Odd into a forest fantasy with procedures and scars. Versus TG’s minimalist contest, Cairn provides clearer exploration scaffolding; TG keeps the loop even leaner for rapid play and hacking.
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