Zweihander RPG Review

This Zweihander RPG Review is part of my “Best Tabletop RPGs of All Time” article. If you want to check out more TTRPGs and see how other top-tier tabletop RPGs are ranked, visit that page.

My Review – 76 / 100

Zweihander RPG Review

Zweihander is a game that you either love playing and you would rate it a perfect 100/100, or you don’t hardly like at all, and may note even rate it among the best TTRPGs of all time. This game is that polarizing, which as you’ll see in this review, is part of why so many people flat out love the game.


To be very forthright with you though if you’ve never before heard of or played Zweihander, in my experience, most people would never play more than 1-2 sessions of this RPG before calling it quits.


I think that so long as you and your gaming group know what type of game you’re all getting into, if you start playing Zweihander, you should have a good shot of getting a long-term RPG campaign rolling.


Zweihander’s Uniqueness: (8/10)

There’s lots to talk about when it comes to unique aspects of Zweihander, but I’ll start with a few unique points when it comes to dice and rolling that I generally like:


  • Zweihander uses percentile dice, which I always think is interesting for tabletop RPGs as it provides a framework which can contain a great deal of both simplicity and complexity.
  • The game has “Fury” and “Chaos” dice, which are “wild dice” for damage and random effects when casting magic.
  • There’s also a “fortune pool” for players to re-roll dice, and a “misfortune pool,” for the dungeon master to do the same. These things I generally like.


On an entirely different note, Zweihander has the largest collection of tables for randomly-generating character traits of any game I’ve ever seen. You can generate your gender (…why?). Randomly generate your race (pretty cool). Races have randomly generated racial traits. There are also randomly generated character names, based on race and gender (ok, also pretty cool, I suppose). On and on it goes. You can’t fathom the number of randomly generated tables in this game, which I have to say, is pretty unique.


Zweihander is a multiclass sort of RPG. There are some class based RPG elements, but as your spend Reward Points (Exp), you improve your character however you see fit. To “Tier Up,” you need to reach certain milestones of character development, but doing so allows you a second, and finally, a third, “Profession” (class).


Of all the tabletop RPGs on this list, Zweihander is the most realistic, dark, grim, and gritty. If I had to summarize it into one aspect, I’d say that the amount of realism in Zweihander is the reason people either love or loathe this game.


Ease of Learning Zweihander: (5/10)

Character creation in Zweihander is very in-depth. I mentioned the tables for randomly-generating your character, above. A few more tables I didn’t mention, already: there are random tables for your character’s height, weight, build, and social class. This sounds really cool at first, but just think about it. It’s the kind of thing that’s really neat in a video game, but details like that in a TTRPG are a bit (way too) much.


The rules are also confusing when it comes to character creation in the following way: it seems like you must roll randomly for your character’s gender, archetype, and profession. There is some language in the rulebook that suggests players have the power to choose important details of your character, but it’s just that if you want to play the game exactly as-written, it’s really not clear what you should do.

When it comes to character classes, the game is still pretty confusing. I counted twice to make sure: there are 72 basic professions in Zweihander. There are also 46 elite professions. One important thing to note though, that is really good, is that just in the classes alone, there is literally an entire world of lore. You could easily build entire campaigns just by reading through the professions section in this book.


Is Zweihander realistic? Yes. Accessible? No, not really. If you really want to learn the game, you’re in for 672 pages (one of the largest among any tabletop RPG). I love the immersion and realism in Zweihander – it’s just too much for me, even as a hardcore tabletop gamer. I feel like Zweihander is a little bit like a novel and RPG rolled into one (again, a positive and negative trait).


I spend a lot of time playing with people new to tabletop RPGs. I love introducing the genre. It’s a passion of mine to help people find passion in tabletop gaming. The bottom line for me when it comes to Zweihander is that due to its complexity, it’s just not the game I would ever introduce to a first-time tabletop gamer.


I think doing so would easily overwhelm someone, and maybe even turn them off from the RPG genre if they thought every game was like this one.


Zweihander Presentation: (8/10)

Zweihander’s rulebook has nice coloring to show separate sections, along with easily-distinguishable headers.


The game is all about promoting roleplaying, as the designers feel that the act of roleplaying gets lost in many other tabletop RPGs. I agree with that sentiment. Also, the emphasis on roleplaying improves the overall presentation of Zweihander as everything in the book is customized for players to better roleplay their characters.


Zweihander Lore: (10/10)

When you’re talking Zweihander, you’re talking gritty Viking lore. Overall, the game is very realistic, in terms of being a low-fantasy setting. However, there is also a hint of Viking/ Norse magic (there are ogre races, dwarves, elves, etc. for instance).


In my humble opinion, everything about every aspect of the lore in this game is incredible. Zweihander is one of the absolute best games at creating realism, immersion, and getting players into the game’s lore – all of which makes roleplaying substantially easier.


As I mentioned before, consider Zweihander 50% novel, and you’ve got a good handle on proper expectations for playing the game.

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Combat: (5/10)

I love when games offer depth within the core mechanics, so long as learning the game is also simple. In my mind, games that have an easy entry level, where I can explore options over time as I become more familiar with the game, are ideal.


Unfortunately, in Zweihander there are lots of options in combat from the very beginning, which is a problem. On the other hand, player skill plays a big factor in how battles unravel, which I really like. But since there is no “introductory course” in combat, as a player, you sort of have to learn all the available combat maneuvers and increase your skill in battle, all before you feel like you’re much use when it comes to combat. Basically, just a steep learning curve.


Another big problem with combat in Zweihander is the complexity of resolving attacks. With any given attack, players must resolve the follwing 8+ steps:


  • Chance to hit
  • Chance to dodge
  • Weapon stats
  • Damage
  • Damage threshold
  • Condition
  • Injury
  • Sacrificing fate points
  • And more


Obviously, the more that’s involved with calculating the resolutions to any given action of play in a tabletop RPG, the slower that game goes. For your reference, there are 6 total pages that explain a single attack action and how to resolve it. That’s a LOT.


Zweihander does not have fast-paced combat. It’s gritty. It’s cool. But it’s complex, extremely dangerous for your character’s lifespan, and doesn’t move fast at all. When it comes down to it, I think it’s the snail’s pace of the “immersive hard-core combat” that really makes the game boring for me.


Game “Flow”: (6/10)

The lore in Zweihander is great, which contributes to game flow. However, combat is slow. Plus, this is overall the most realistic TTRPG that I’ve ever seen. The real question is whether the realism is a positive or negative for game flow. Your personal answer to that question might just decide whether or not this game is for you and your gaming group.


Consider the following before you decide:


  • When playing a campaign, you have to account for your character’s injuries, disease, disorders that require psychosurgery, extreme weather, effects from intoxication, sleep deprivation, starvation, infection, blood loss, and much more.
  • You track your character’s carrying capacity based on your their strength score, for things like equipment and necessities. You also track things like arrows, food, rope, and other survival necessities.


For me, it’s too much. Too realistic.


I understand that Zweihander aims to be a roleplay game where people actually roleplay. But I normally find that people select their own desired level of roleplaying, no matter how many cues a TTRPG provides. There’s also nothing wrong with players selecting their own level of roleplaying for a game they play in their free time.


To give you an idea of how hardcore game realism tends to play out with a gaming group – and what I’d do were to play an entire campaign of Zweihander – is that most in-depth rules like those mentioned above (character injuries, carrying capacity, etc.) simple get ignored.


I like games better when the group glazes over details that are non-important to the game’s actual story – what I’m there to engage with in the first place.


Artwork: (4/10)

There’s plenty of black-and white-art in this game, which honestly fits the mood quite well. It’s dark, gritty, and medieval. In this regard, there’s some sense of satisfaction even from the art present in Zweihander that isn’t colored, or top-quality.


From a buyer’s perspective, however, I have to say that I’ve come to enjoy plenty of top-quality art with my tabletop RPGs. When it comes to Zweihander, I would’ve liked to see more fully finished and colored artwork. Even if there was more artwork that captured the gloomy aspects of the lore, and the colors were subdued to match, I think that would’ve been a great addition to the game’s rulebook.


Ease of Purchase: (10/10)

It’s easy to find Zweihander’s core rulebook on both Amazon and the Andrews McMell website.


Price & How Many Books Do You Need to Play: (10/10)

You can purchase Zweihander as an ebook for only $20. Kindle for only $11.49. Even the hardcover printed version isn’t bad. I have to say that I truly appreciate the accessibility of this game.


Fame & Availability of Supplemental Material: (10/10)

Zweihander has lots of supplemental gaming material. It is very famous as it’s one of DriveThru RPGs top-selling games ever at over 90,000 copies. If you wanted to start a Zweihander campaign though, as I mentioned before, there’s so much lore in the core rulebook alone that you’d probably never even need supplemental books to keep a great story going.


The only challenge with finding a group to play Zweihander would be connecting with gamers who like this realistic style. But, go to your local gaming store, and you’re bound to find someone who’s heard of the game, and is willing to play.


Zweihander is Produced By:

Andrews McMeel Publishing


Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Jacob Tegtman Eternity TTRPG Creator

Jacob Tegtman

Dear reader, I hope you enjoyed my article. Tabletop gaming has been a passion of mine since I was 6 years old. I've played just about every game from Dungeons and Dragons to video games like Final Fantasy. These games have inspired me, made me laugh, made me cry, and brought me endless hours of enjoyment.


I started Eternity TTRPG - and the indie tabletop game that goes along with it (Eternity Shop) - to share my love of gaming with others. I believe that in our technology-driven age, tabletop games help bring a sense of magic and community back into our world.


If you love the site, please share it with others! I have lots of gaming-related material for you to peruse and use in your own gaming sessions. If you have any questions about the site or want to contribute, just send me a message using the "Contact" page, which you can find in the site's footer.

Box art and game components for
By Jacob Tegtman September 12, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=3N4UZQypmuo&ab_channel=EternityTTRPG Transcription What if you combined the card drafting of a deckbuilder, the equipment-sets of a loot quest, and the hidden personal goals of a role-playing adventure—wrapped up in a compact competitive board game? That’s “Journey Adventure Quest” – or JAQ, for short. This is a game my wife and I picked up at GenCon, and I’ve really enjoyed. In our first playthrough at the convention, it felt like there was a lot to wrap my head around. But we just played the game again for the first time since GenCon, and it made perfect sense – after a thorough read through the rulebook. In today’s video, I’ll break down what I like about Journey Adventure Quest, whether you as a D&D fan may like it, and some basic info on how the game is played in case you want to pick it up. JAQ is a competitive (or semi-cooperative / even solo) tabletop/ card game about fantasy heroes growing in power, fighting monsters, building gear and spell combinations, and completing quests. I’ll get into the game in more detail shortly, but for the bulk of this video I actually want to just share what I like best about the game – which are some very specific things. Whenever you get a new piece of equipment for your hero, you can “stack” it on gear of the same type. The way that you do this is to actually leave the card top and left side uncovered, which actually empowers your equipment. This style of gameplay reminds me a lot of early gaming experiences I had with D&D and other RPGs where you finally get your first +1 Longsword. Sort of, before the days of World of Warcraft style play, where you’re just getting the newer, badder glowing sword that adds 1,000 more DPS than you had before. I like that in Journey Adventure Quest, every upgrade adds to the stats of the equipment you had before, and also gives you a unique name. This style of equipment upgrade works for all the gear you’d normally have in a D&D campaign, or other RPG – chest armor, helmet, gloves, belt, weapon, and even your spells! And there’s no limit to how much you can “stack” on one equipment piece. We’ve had some games where one of us had like 8 weapons on top of each other, and was just the most insane gear you could imagine. This stacking and naming effect makes the equipment begin to feel legendary, and incredibly powerful, even though you’ve had the basis for it from the very beginning of the game. This “feel” of equipment upgrading actually isn’t all that important to the gameplay at all, to be honest haha. You’d probably think from me going on about it that it is, but to me the feel is valuable enough for why I like it so much, and it’s a great idea for even your next D&D campaign – emulating something like this. Similar to stacking equipment, you actually do the same thing with monsters. Basically, to defeat it you need both strength, and knowledge for how to bring it down. Your goal (in my cases) is to gather enough strength and knowledge through your gear to overcome the monster. But, when the monster levels up, you do the same thing with stacking the cards so they still show the top and left-hand side. The final thing I want to point out that I really like about the game is that your character actually can’t “die.” Instead of taking “damage” that get removed from your total HP – like you’d see in most games or RPGs – you instead take 1 “blood” marker for each damage you’ve taken. At the end of the game, all of your “blood” markers reduce your overall score, so you can still basically “lose” the game (kind of) from taking too much damage. But it’s really fun – and pretty funny also – that the game has these awesome equipment and monster mechanics, but you actually have no risk of character death. For a low-key, fantasy-adventure, fun/ party kind of game, I really like the low stakes nature of the game. In one game, I think my wife had like 18-blood on her character – which is a ton, by the way. She basically had 0 armor all game, didn’t even try to reduce the damage she was taking – and ended up still winning because she completed all of her character’s quests, in other ways. Super fun. So, here’s roughly how the game is played, overall. Heroes get an initial hand of 7 cards to draft equipment, spells, or other items. Equipment has a cost to it (either in coins, or blood), and you basically just choose what you want for your character. After every two rounds of drafting cards for your hero to power them up, you face monsters. Everyone who can defeat the monster – by overcoming their knowledge and HP – gets rewards, like you can see here. And then, each monster also comes with specific loot drops, which only one player may acquire, based on specific requirements for each loot card. After a monster is defeated, players returning to drafting more equipment and cards to boost their heroes. There are three total “rounds” of fighting monsters. While all of this is happening, there are personal secret adventures : each hero has some hidden goals that often require high-level spells, powerful equipment of a certain type, or certain “colors” that go into their equipment – these are known as guilds. I think of them basically just as being elemental types. Finally, there are quests , which are basically adventures that everyone’s on, to either compete for end-game prizing, or to at least hit certain thresholds where bonuses are given. At game end, the hero with the most points – which you get from a combination of equipment / monster fights / secret adventure completions/ quest/comparisons and) – actually wins the game. To summarize it, the game utilizes a very fun drafting mechanic for gear where you’re building combos, guild-sets, spells and equipment that synergize. You have progressive escalation of your very cool equipment, and monsters you battle. Players have hidden goals that add a roleplay-like flavor, and gives each player a sort of personal story they’re pursuing. And then you have multiple paths to victory: through direct confrontation/quests, through your hero’s power, through completing your secret adventures, and more. All of this a adds replayability, strategic variation, and a sense that you’re sort of roleplaying a character through this board, card game. M any D&D fans enjoy storytelling, character growth, equipment/spells, quests, sometimes hidden motivations, and fighting monster. I would say that journey adventure quest delivers on all of these. What JAQ might not deliver (for D&D fans) would be: Narrative depth, Roleplay flexibility, and stuff like Dungeon exploration and world building. So, it isn’t a replacement, obviously, but if you like D&D and want a light version of a D&D-feeling game, I think you’d have a lot of fun playing JAQ for an hour or two on some afternoon you have free. So there you have Journey Adventure Quest — a game that blends drafting, hero building, secret goals, and monster combat into something strategic, replayable – and most importantly, fun. For many D&D fans, especially those who love loot, spells, and character growth, this is worth a look. If you’ve played the game (or get a chance to), let me know your impressions. Thanks for watching—don’t forget to like, subscribe, and hit that bell so you see when we cover more hybrid adventure/ strategy games amidst our journey into D&D!
Woman in dark dress with knives, ram skull, candles, text reads
By Jacob Tegtman September 10, 2025
Transcribed content from our recent YouTube video: https://www.youtube.com/watch?v=1FWHvMzf_nI&ab_channel=EternityTTRPG Transcription We’ve reached the grand finale of our journey through Crooked Moon. If you thought alchemical barbarians and plague monks were wild—wait until you see sorcerers turning into pools of blood, warlocks who serve a cosmic jester, and wizards who poke holes in reality itself. This is where things get truly unhinged. Welcome back to Eternity TTRPG—your go-to source for all things D&D. This is Part 3 of our dive into the Crooked Moon subclasses, and the final five might just be the most dramatic of them all. We’ve got blood magic, chaotic laughter, witchcraft bargains, and two wizard paths that pull on the strings of reality. 1. Sorcerer: Crimson Sorcery Crimson Sorcerers channel raw lifeblood as their source of magic. Their powers revolve around something called the Blood Well—a reserve of vital energy they can spend to boost damage, enhance healing, or fuel their abilities. They can even dissolve into a literal pool of blood, slipping through cracks and resisting damage like some vampiric horror. As they grow stronger, they siphon life from their own body to supercharge spells, and eventually unleash Sanguine Feast—tendrils of blood draining everyone around them while restoring their own vitality. It’s absolute blood magic—a perfect subclass for anyone who wants their sorcerer to feel dangerous and unsettling. 2. Warlock: Great Fool Patron Not all horror is blood and gloom—sometimes it’s laughter. The Great Fool is a cosmic jester patron, and its warlocks wield humor as a weapon. They lash out with Vicious Mockery as a reaction, slap curses on enemies that leave them blinded by flowers, clumsy with clown shoes, or honking uncontrollably every time they move. At higher levels, their banter deals psychic damage, and eventually they can Send in the Clowns—summoning ghostly jesters that strike fear and knock enemies prone. It’s creepy circus energy meets eldritch pact, perfect for players who like their dark fantasy with a side of twisted comedy. Real quick to interrupt, we now have free downloadable D&D cards at the Eternity TTRPG website that you can use at your table. Everything from combat actions to status effects – no more flipping through your book to see exactly what being “Petrified” does to your character. You can just take our graphics, print them out at home, and slap them on your table for fun and easy reference. Grab yours today using the link, below! Now, back to the video. 3. Warlock: Horned King Patron The Horned King reminds me, of course, of the Black Cauldron! ...So I already have nostalgia for it. This class is the darker side of warlock pacts—witchcraft, maledictions, and the like. These warlocks curse enemies with agony, rot, or madness, and later channel the Horned King’s majesty by sprouting antlers and radiating an aura that charms, terrifies, or weakens foes. At their peak, they can even form a coven—bonding allies to share curses, teleport across the battlefield to each other’s sides, and spread extra necrotic damage. Thematically, this one screams ‘folk horror witchcraft’—rituals in the woods, blood pacts, and the slow transformation into something more than human. 4. Wizard: Occultist Occultists are the wizards who say, ‘knowledge at any cost.’ They reach beyond the stars, tearing open the veil of reality for forbidden secrets. Their unique mechanic is the Intrusion Die—every time they push their magic, reality might fight back, causing strange intrusions from alien realms. In exchange, they get immense power: removing concentration requirements, teleporting through scrying spells, and even flying or resisting madness. It’s the perfect subclass for players who want their wizard to feel like they’re constantly balancing brilliance with cosmic horror. 5. Wizard: Philosopher  Where the Occultist seeks forbidden knowledge, the Philosopher seeks ultimate truth. These wizards distill existence into Quintessence—a crystalline powder created from dissolving creatures or objects with their magic. That quintessence can then be spent to boost spell levels, craft magic items, or even alter the damage type of spells. Eventually, they craft a philosopher’s stone, granting them immortality, the ability to supercharge spells, and even cheat death itself. It’s the alchemical dream realized—equal parts academic and arcane. And that’s it—the full lineup of Crooked Moon’s subclasses. Fifteen in total, ranging from blood-soaked sorcerers to those we covered in previous videos, like the plague monk, and alchemical barbarian. This supplement doesn’t just remix the classic D&D classes—it drenches them in gothic horror, folk myth, and cosmic strangeness. If you’ve stuck with us through all three parts, thank you. Now I want to know—which of the fifteen subclasses across this series is your absolute favorite? Drop it in the comments, and let’s see which one takes the crown. And if you enjoyed this series, be sure to like, subscribe, and share it with your table—because who knows, maybe your next campaign could use a paladin bent on the inquisition, or a spectral ranger.
Soldier aims weapon in war-torn city street. Buildings burning, smoke rising; other soldiers advance in rubble-filled road.
By Jacob Tegtman September 9, 2025
Battlefield 6 beta test left players absolutely delighted due to the classic action, unique destruction system, and career ranks.
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