Pocket TTRPG Roundup, Part Two

Continuing my miniseries of mini-RPGs. Check out part one for the skinny.

Mini Myth: Hero’s Handbook

Publisher: Studio Minch
Year: 2025
Dimensions: 105 x 148mm (A6 format, 4.1” x 5.6”) x maybe 3mm
Players: 2-5

A new twist on origami

Now we’re heading into itch.io territory for some print-and-play RPGs. Mini Myth was originally produced for a one-page RPG jam, but is unusual for its folded-page zine format. The booklet itself is A7 size (74mm x 105mm [2.8” x 4.1”]); the four provided character sheets are the slightly larger A6 components. A single d6 and a writing implement are also required.

(Slight aside: the “number of players” mentioned above is the number of provided character sheets plus the GM. There’s nothing stopping you from playing these reviewed games with more players if you print more sheets. Pocket Odyssey, with its limited supply of meeples, is the one exception.)

Gameplay: Mini Myth uses a very simple roll-under system. Characters have three stats, STR(ong), NIM(ble), and MYS(tic), which range from 2 to 4. To perform an action, roll 1d6; if the roll is equal to or below the relevant stat, they succeed. As is de rigeur these days, the GM, herein called the “Lore Master,” may impose D&D-style advantage (“smooth rolls”) or disadvantage (“rough rolls”). Once per game day, a player can declare that they’re Desperate, allowing one reroll in exchange for a -1 penalty to the relevant stat for the rest of the day.

Characters also get three Skill Points to spend on skills or spells. A character can have up to five Skills/Spells with a maximum of 3 points each. When they use an acquired Skill, which they can do up to (Skill Level) times per game day, they automatically succeed without rolling. Spells, meanwhile, still require a MYS stat test, with a random disaster happening on a missed roll.

This magic test makes spells more dangerous than a lot of systems. A character with the maximum MYS of 4 will still misfire ⅓ of the time, and the disaster table runs the gamut from +1 to stat tests for the rest of the day, all the way up to instant death. Like, dang.

(on tombstone) I just wanted to ddetect magic

All PCs start with 1d6+6 HP and 1d6+6 coins to buy stuff. Weapons are abstracted as 1H Melee, 2H Melee, Ranged, and Mystic, and armor is Light or Heavy (with or without a Shield). There’s a compact little table of useful items and consumables as well. It’s basic but it works.

Combat is equally basic. Initiative is a straight 50-50 roll, and then you’re just trading blows until one side stops fighting, one way or another. Actions are simply Attack, Use a Skill or Spell, Negotiate with a weakened enemy, or Flee. Characters reduced to 0 HP immediately roll a die; on a 1-3 they cheat death and return with 3 HP. On a 4-6 …

After each adventure, all surviving PCs get 3 more HP and two more Skill Points. Then you just go on ‘round again.

Pocket fit: Ain’t nothin’. This one even beats out Dinky Dungeons on the portability scale. I suppose the die and pencil could be considered a bit of bulk, but ehh. A anyway.

Legibility: Smallish but quite neat and clean. I hardly ever felt like I had to squint. A-.

Completeness: Ay, there’s the rub. It has rules, character generation, equipment … and that’s it. No monsters, no campaigns, not even any guidelines on making enemies. The developer admits they’ve only created the player’s handbook so far, and have intentions to expand in a more campaign-ish direction in the future. I may revisit this game if that comes to pass. As it stands now, though, it gets a big meh. C-.

Final thoughts: Mini Myth has lots of potential, and it is playable as is. However, at the moment the Lore Master really needs to step up to make things work. If the dev keeps up with it, it may well have a bright future. As it stands, it’s more of a tantalizing glimpse. Excited to see where it goes (if anywhere).


Pocket World of Dungeons

Publisher: el Stiko
Year: 2019
Dimensions: 3½” x 2¼” (bridge card size) x ⅛”
Players: 2-6

No, I didn’t cut the cards out. Do you think I’m made of money?

This one’s a little unusual, since World of Dungeons is a PbtA RPG in its own right by John Harper, which is itself a stripped-down version of Dungeon World by Sage LaTorra and Adam Koebel (which is unfortunate, but I don’t hold that against the game itself). El Stiko, which I’m at least 50% certain isn’t their real name, has managed to distill that all the way down to eight playing cards. The gaming group will also need at least three six-sided dice (ideally 2d6 per player and 3d6 for the GM) and something to write with.

Gameplay: Every player chooses a class card among Fighter, Wizard, Cleric, Thief, or Ranger. The card lists four unique Special Abilities, like the Thief’s Backstab or the Cleric’s Cure, which the player chooses two of. Each card has a matrix of nine common Skills, with one or two already circled, and the player circles one more. Everyone rolls 2d6 six times to determine their classic D&D stat bonuses: 6- gets you +0, 7-9 nets +1, 10-11 is +2, and 12 is … not defined, but the assumption is it should be +3. Characters get (1 + Constitution bonus) Hit Dice to roll for their Health score, and 60 silver pieces to buy starting equipment. Then off they go. The little scamps.

I assume every Wizard has Mad Hatter’s Disease

From this point forward, the game is a sawed-off version of PbtA. Roll 2d6, add your relevant stat bonus, 6- / 7-9 / 10+ / yadda yadda. There aren’t really any Moves, but if you’re rolling under the purview of one of your circled Skills, even a 6- isn’t a failure, just a more complicated success.

Every time a player rolls 6-, they gain one XP which they check off on a track of 10. When the track fills up, they gain an advancement: another hit die, a new skill or ability, +1 to an attribute (max +3), or just more damage. It’s pretty standard PbtA but it’s also probably the most advanced leveling-up mechanic for any of the minigames I’m reviewing.

The original World of Dungeons is meant to be an OSR-like; any adventures written for such systems supposedly work there too with only a little elbow grease. That’s also sort-of true for Pocket World of Dungeons, though GMs would need to be really flexible when converting games, and things could fly off track very easily. Like most PbtA games really.

But we’re here to look at the game exactly as it arrives out of the box, and whether it comes complete with a world to play in. And friends, I’m happy to say PWoD gets a shiny sticker for effort! The GM has three cards of their own: one with the GM rules on one side and an equipment list on the other, and two very basic oracle cards to facilitate creation of plots, monsters, NPCs, and spirit powers.

Blood Sugar Sex Magik

The game doesn’t go out of its way to explain PbtA’s collaborative storytelling style, but it comes about naturally. The GM card has a tip section which emphasizes everybody coming together and having fun, and not letting the rules get in your way. Pretty solid all around.

Pocket fit: It’s eight playing cards, man. That’s even smaller than Mini Myth. You do need multiple six-sided dice and a pencil, though. Solid B+.

Legibility: Aaaand there’s the downfall. The text varies from small to very small. If you have an older printer, you may have trouble keeping the letters from greeking. This is made worse by all the cards having a gray background, turning the smallest text into a blur. The text is often laid out right up to the edge of the card, too. I hugely recommend printing this on 4×6 cards or larger so as not to blind your friends. As is, it’s harder to read than the fine print on a bank loan. D.

The typical Pocket WoD experience

Completeness: The game is competently put together and covers its gaps well, especially for an improv-heavy gaming group. Maybe less so if your players are dullards. B overall.

Final thoughts: I’m a little surprised there aren’t more PbtA games in small form factors; the basics could fit on a playing card with room to spare. However, while this one is pretty well put together for a pocket game, it pushes the size envelope a little too hard. Either fewer rules or larger cards would have gone a loooong way.


Next time: Sweating the small things

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