EAT THE REICH is a tabletop roleplaying game in which you, a vampire commando, are coffin-dropped into occupied Paris and must cut a bloody swathe through nazi forces en route to your ultimate goal: drinking all of Adolf Hitler's blood.
It's written by Grant Howitt (Honey Heist, Spire, Heart) and illustrated by Will Kirkby (Critical Role, Image, Darkhorse, Boom).
This over-the-top, ultraviolent game is designed to be played from beginning to end in one to three sessions of carnage, blood magic, meaningful flashbacks and hundreds upon hundreds of extremely dead fascists. It tells one story, it tells it loud, and it tells it brilliantly. Think Wolfenstein crossed with Danger 5 and you're not far off the mark.
(From Kickstarter page: https://www.kickstarter.com/projects/gshowitt/eat-the-reich/... )
- High degree of system flexibility and fluidity that encourages improvisation
- Vibrant, pre-made character designs with meaningful equipment and abilities
- Readable, well-presented rulebook with strong thematic immersion
- Creativity-rewarding loop linking items to more dice and to outcomes
- Diverse locations with memorable scenarios that invite player agency
- Tools that support collaborative world-building between GM and players
- Extremely combat-focused, with limited downtime or non-combat play
- Pacing can feel repetitive and tiring due to constant action
- Not ideal for groups seeking slow-building narratives or character moments
- Some rules may feel underutilized on repeated plays, suggesting limited long-term variety
- Vampire commandos operating behind enemy lines to end WWII
- World War II Paris, zone-based progression (Zones 1-3) with Hitler as the final target in a Zeppelin at the Eiffel Tower
- pulp, action-forward, collaborative world-building
Mechanics (from transcript analysis)
- Blood resource mechanic — Harvested blood is spent to activate abilities; some dice can be allocated specifically to special blood-based powers.
- Combat: Dice — GM rolls attack dice against players; defense involves spending dice to block incoming damage.
- Defensive dynamics — GM rolls attack dice against players; defense involves spending dice to block incoming damage.
- Dice-based successes with value — Roll results: four or five are single successes, six is a double success; sixes and other dice contribute to outcomes like damage mitigation or special effects.
- Equipment and abilities increase dice — Using equipment or abilities adds dice to your pool; effective use can unlock even more dice depending on the description.
- Narrative Choice — Emphasizes fluid, GM-facilitated storytelling with minimal rigid constraints, enabling collaborative world-building.
- Narrative flexibility — Emphasizes fluid, GM-facilitated storytelling with minimal rigid constraints, enabling collaborative world-building.
- Skill-based dice pools — Actions are resolved by rolling dice derived from player skills (e.g., Brawl for Close Quarters), often augmented by equipment and abilities to add dice.
- Threat/Objective allocation — Players allocate successes to reduce a location's objective or threat; reducing them to zero completes the objective or neutralizes threats.
Video topics + discussion points
Quotes (from this video)
- The book itself is a delight: easy to read, excellent artwork, and immersive.
- Eat the Reich is an action-packed roller coaster ride.
- The flexibility of the system means you can push creativity without being tied to strict rules.
- It's one of the most combat-focused RPGs we've played, but it's also really fun.
- If you're interested, I would really recommend it.