Korvidae Games
Kill Him Faster cover

Kill Him Faster

Core game

Kill Him Faster is a roleplaying game about one very particular thing: killing nazis. One player is the General Manager (GM) and everyone else manages a roster of athletes.

Before you play

Group
About five people, including one General Manager; adjustable to your table.
Source edition
August 2026 core PDF · 74 PDF pages including cover.
Rules
Complete core game. No expansion required.

“The techs are speed-running hitler. We make a game show out of it.”

On May 8th, 2068, scientist Elisabet Rosenzweig answered the most pressing question in science fiction – “what’s the first thing you would do if you could travel through time?” - by killing hitler.

Rosenzweig’s invention is quickly commandeered by the government in the interest of national security, only to be just as quickly given away for pennies to a multinational defence contractor.

In 2083, frustrated by the inability to exploit time-travel for military gain, that same multinational holds a board meeting to discuss mothballing the project. There, a high, half-drunk junior executive makes a suggestion that remakes the face of professional sports.

This is a game for five (or so - feel free to adjust to suit your table) players. One player is the General Manager (GM) and everyone else manages a roster of athletes. As you climb to superstardom you will overcome many challenging scenarios, including pre- and post-game shows, trade days, and off-season.

Playing a Match

Matches take your squad through linked locations, fighting successive waves of enemies on the way to the target. The Kinetic combat engine uses a first-person-shooter perspective: each athlete has their own Melee, Near, and Far Zones, while incoming reinforcements gather in a shared Distant Zone. A weapon’s dice and effective ranges determine where it does its best work.

Spend actions attacking and repositioning the enemies around you. Bring them into range, push them away, or advance to the next Room. Your available actions depend on your remaining Durability, so getting hit also reduces what you can do. Round events and changing battlefield conditions complicate the plan. The match ends when hitler dies—or when the last athlete goes down.

Against another human team, the quickest successful run wins, with scoring rules to break ties. Against a GM-controlled rival, selected Highlight rounds let you resolve the opposition’s performance without replaying an entire second match. The players take control of the enemies for those Highlights. Now make the other team work for it.

The Kinetic combat engine also powers Iytch Better Have My Money, where the fight is for your stolen gold and the survival of your fellowship.

The Rest of the Season

Pre-game confrontations, post-match appearances, Trade Day, and off-season vignettes give your athletes a life beyond the battlefield. Their quirks bring advantages and complications. Their careers have limits. Do you keep an experienced performer for another season, or trade before retirement catches up with them?

Team Hype and Momentum track your rise from unknowns to a club with a following. Growing fan support unlocks cooperative options in play. Individual athletes come and go; the team carries on into the next season, with a reputation to protect and a championship to chase.

Inside the core game

  • League, team, and athlete creation, including rosters, quirks, interests, and crowd popularity.
  • The match sequence, zone-based combat, weapons, equipment, enemies, and random battlefield events.
  • Pre-game and post-match play, trading, championships, retirement, and off-season scenarios.
  • Rules for creating match maps, an example map, and league, team, athlete, and zone worksheets.

Start with the core game

The core book is the starting point; you do not need an expansion to begin. Use the free rules preview to inspect the game before buying. When your league wants more, Season One: Rip and Tear! adds equipment, opponents, maps, and ways to customize the competition. The free League Operations web app adds generators, athlete records, and league and tournament tools.

Look inside the book.

Select a page to open the full-size image.

Fundamentals and resolution — printed page 7
Fundamentals and resolution

The core book introduces the table setup and its two resolution approaches.

Combat Zones — printed page 33
Combat Zones

The illustrated field of play explains each athlete’s Zones and the shared Distant Zone.

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