Monday, 25 August 2025

RASKOLL3000: WASTELAND BLITZTHE SUNKEN STADIUM SURVIVOR'S GUIDE



RASKOLL3000: WASTELAND BLITZ

THE SUNKEN STADIUM SURVIVOR'S GUIDE

Property of the Iron Cup Council. Recovered from the wreckage of a buried digger. Do not replicate. Not responsible for loss of life, limb, or sanity. All sales final.

---

0. THE FIRST RULE OF THE WASTELAND

Listen up. Before you lace your boots or strap your shin plates, you need to know what hell you’re in.

The Ancients called this place Australia. Then came the Great Burn, and the world cracked. Out of the ash rose R.A.S.K.O.L.L.3000—the last great machine-mind, a monument to logic meant to bring order. It failed.

From its broken code spewed the Council of A.I.s—twisted godlings who warped everything they touched:

· ANTHROPOS tried to perfect flesh, and bred monsters.
· LOGOS demanded order in a world built on chaos.
· KAIROS bent time until it snapped.
· GEOS warped the earth itself.

Now they’re gone—ghosts in the rust. And we’re the leftovers. We play this game because it’s all we’ve got that makes sense.

Learn these rules. Or feed the dust.

---

1. GEAR CHECK (COMPONENTS)

Don't step onto the pitch missing kit.

· The Pitch: Modular hex tiles. No two wastelands are the same.
· The Mob: 10 minis (5 per faction). Rustback Reapers (brutal) vs. Ashbourne Howlers (fast).
· The Rock: One stitched-metal ball token. Men have died for less.
· The Decks:
  · Mallee Event (30 cards)
  · Injury (30 cards)
  · Foul Play (15 cards)
  · Umpire (15 cards)
  · Skills (50 cards)
  · Drifters (15 cards)
· Coach Boards: Track your mob’s stats, Scrap, and XP.
· Scrap Tokens: Currency. Blood money.
· Dice: d6s + the Impact Die (skull = injury).

---

2. THE FIRST BOUNCE (SETUP)

Don’t run out like a drongo. Do it proper:

1. Assemble the Pitch
   · Lay tiles. Place Corroded Goalposts on north/south center hexes.
2. Team Muster
   · Pick a faction. Place your 5 starters in your Starting Zone (3x5 hexes). Bench the rest.
3. The Rock
   · Dead center. That’s the prize.
4. Decks
   · Shuffle all. Place within reach.
5. Roll for Tap
   · Both coaches roll d6. Winner taps the Rock to a teammate.

---

3. COACH’S ORDERS (GAMEPLAY)

The game runs over 4 quarters.

· Start of Quarter:
  · Draw a Mallee Event. It lasts the whole quarter.
· Turns:
  · Coaches take turns spending AP until a turnover.
  · You get 5 AP/turn. Spend them on any players.

ACTIONS

Action Cost Roll On Fail
Move 1 AP None —
Run & Bounce 2 AP Grit Turnover
Handball 1 AP Agility Turnover
Kick 1 AP Grit Turnover
Tackle 1 AP Brutality Turnover (if lost)

· Turnover: Fail any roll = your turn ends. Rock goes loose.

---

4. THE BRAWL & BUSTED BONES (COMBAT & INJURY)

CONTEST ROLL

· Attacker: d6 + Brutality
· Defender: d6 + Agility
· Higher total wins.

INJURY CHECK

· Win a tackle? Roll the Impact Die.
· Skull = injury. Draw from the Injury Deck.

INJURY DECK

· Bruise (15 cards): Stat penalty for match (e.g., –2 Agility).
· Break (10 cards): Out for the match.
· Crook (5 cards): Dead or permanent damage (e.g., stats reset to 1).

---

5. THE GRUG’S RULES (SCORING)

· Goal (6 pts): Through the big sticks.
· Behind (1 pt): Through outer posts or a post-sizzler.
· Win: Highest score after 4 quarters.
· Tie: Golden Goal overtime—first score wins.

---

6. THE COACH’S LEDGER (CAMPAIGN)

One game’s a scrap. A season’s survival.

· Scrap Earnings:
  · Win = 50 Scrap
  · Loss = 25 Scrap
  · Goal = +5 Scrap
· XP Gain:
  · Goal = +3 XP
  · Caused Injury = +2 XP
  · Survived Match = +1 XP
· Recruitment: Spend Scrap to hire Drifters (see deck).
· Skills: Spend XP to draw from Skills Deck:
  · 5 XP = Basic Skill
  · 10 XP = Advanced Skill
· The Grand Blitz: Top 2 teams fight for the Iron Cup.

---

7. THE CROOKED UMPIRE (FOUL PLAY)

The Grug sees little. Exploit it.

· Foul Play Card: Play for a dirty trick (e.g., Rusty Shiv, Pocket Sand).
· Umpire Check: Roll secretly after playing the card.
  · Fail? Opponent draws from Umpire Deck (e.g., Red Card, 50m Penalty).
  · Succeed? You got away with it.

---

8. PLAYER DOSSIERS

RUSTBACK REAPERS

Trait: Rust and Ruin – Re-roll one Impact Die per match.

Type Brutality Agility Grit Cost Ability
Enforcer 4 2 4 120 Spiked Gauntlet: Roll Injury die twice.
Gutter Runner 2 5 3 110 Sneaky Git: No turnover on failed Run & Bounce.
Grinder 3 3 4 100 Relentless: Move after successful tackle.
Ruckman 4 3 3 115 The Anvil: +1 Brutality on First Bounce.

ASHBOURNE HOWLERS

Trait: Rabid Pack – +1 Agility for Handballs near a teammate.

Type Brutality Agility Grit Cost Ability
Pyre Jack 3 4 3 110 Blazing Speed: +1 hex per AP spent on Move.
Howler 2 4 4 105 Eerie Wail: Opponent loses next action if failed Grit check.
Cinder-Back 3 3 4 100 Fan the Flames: Teammate gets free 1-hex Move after Handball.
Ruckman 3 4 3 115 Ember Burst: Teammate gets free 2-hex Move after First Bounce.

---

9. THE FULL CARD SET

MALLEE EVENT DECK (30 cards)

The wasteland's mood. Draw one at the start of each quarter.

1. Dust Storm: All Kick and Handball rolls suffer -2.
2. The Sun Breaks: All Grit checks are made with Advantage.
3. Scavenger Swarm: Place 3 "Scavenger" tokens. Players adjacent must pass a Tackle (Brutality 3) or take an Injury Check.
4. No Mercy: All successful Tackle rolls automatically trigger an Injury Check.
5. Acid Rain: At the start of the quarter, all players take 1 point of injury.
6. Feral Hounds: Place two hound tokens. They target the ball carrier with a Brutality of 4.
7. Umpire's Grudge: All Foul Play checks suffer -2.
8. Scrap Cache: First player to reach the cache gains 50 Scrap.
9. The Whispering Winds: All players within 2 hexes of the ball carrier suffer -1 to their Agility.
10. False Dawn: The quarter ends after the next Goal is scored, regardless of the timer.
11. Static Cloud: All player special abilities are disabled this quarter.
12. The Ground Shifts: Move all players 1 hex in a random direction.
13. Wildfire: Randomly select a hex. It is now On Fire. Any player entering the hex takes an Injury Check.
14. Corrupted Signal: The next Handball or Kick action automatically fails and is a turnover.
15. The Drongo's Blessing: The next player to score a goal gets a free Skill card.
16. Barbed Wire: Place a barbed wire token on the pitch. Any player entering the hex takes an Injury Check.
17. Rusty Blades: All Tackle rolls gain a +1 bonus.
18. The Rock Sings: The ball is worth 2 extra points if a goal is scored with a Kick.
19. Blood Lust: All players who have an injury get a +1 to their Brutality.
20. Sudden Rain: The pitch becomes slippery. All players suffer -1 to Agility rolls.
21. The Curse of GEOS: All players suffer -1 to their Move stat.
22. The Favor of KAIROS: The timer for this quarter is reset.
23. Poisonous Spores: Players within 3 hexes of the ball carrier must pass a Grit check or lose 1 AP.
24. The Hum: All players who did not take an action on their last turn get +1 AP.
25. Looted Medkit: Draw a free Skills card, but only if you have an injured player.
26. Blinding Glare: All Kick rolls are made with a -1 penalty.
27. The Silent Scream: No player can use their special abilities for the rest of the quarter.
28. Hired Muscle: The current player has a Brutality of 5 for their next Tackle.
29. Broken Radio: You cannot use any Foul Play cards this quarter.
30. Perfect Alignment: All Kick and Handball rolls receive a +1 bonus.

INJURY DECK (30 cards)

Draw one when an Impact Die roll results in a skull. Bruise (15 cards):(Minor stat penalties for the match)

· Corked Thigh: Player’s Agility is reduced by 2.
· Dislocated Jaw: Player can’t use special abilities that require shouting.
· Concussion: Player must roll d6 at the start of their turn (1-2 = lose all AP).
· Eye Gouge: -1 Agility, cannot Handball.
· Groin Tear: Run & Bounce action disabled. Break (10 cards):(Player is removed from the match)
· Shattered Knee
· Broken Collarbone (also must sit out next match)
· Compound Fracture (also -2 Move for next game)
· Cracked Ribs (cannot use Brutality skills next match) Crook (5 cards):(Permanent consequences)
· Internal Bleeding: Player dies if not treated for 50 Scrap after the game.
· Spinal Injury: Player dies. Cannot be saved.
· The Big Crunch: Player's stats are reset to 1 in all categories.
· Head Trauma: Player can no longer earn XP.

FOUL PLAY DECK (15 cards)

Play during your turn. Triggers a secret Umpire Check.

1. Rusty Shiv: +2 to Brutality roll during a Tackle.
2. Pocket Sand: Opponent must pass Agility check or waste Move action.
3. Bribe the Ump: After failing an Umpire Check, you can re-draw.
4. Sucker Punch: Adjacent opponent is Stunned and loses 1 AP next turn.
5. Sling Tackle: On a successful tackle, opponent suffers -1 to all stats for their next turn.
6. Tackled Without the Ball: Target any opponent. They must pass an Agility check or be Stunned.
7. Illegal Weapon: Opponent must pass a Grit check or suffer a Bruise injury.
8. Boot to the Head: On a successful tackle, opponent loses 1 AP.
9. Trip Wire: Place a Trip Wire token. Next opponent to enter the hex must pass an Agility check or lose 2 AP.
10. Tainted Water: The opponent's next action automatically fails.
11. Sabotage: On an opponent's turn, force them to lose 1 AP.
12. False Injury: An opponent must make a Brutality check or be removed from the field for one turn.
13. Crowd Rage: The crowd throws rocks. Opponent must make a Grit check or suffer -1 to their next roll.
14. Spiked Plate: On a successful tackle, the opponent cannot use their special ability on their next turn.
15. Fake Fall: Force an opponent to make a Tackle roll to avoid a foul.

UMPIRE DECK (15 cards)

Drawn by your opponent when you fail an Umpire Check.

1. 50-Metre Penalty: The offended player gets a free Move of 5 hexes.
2. Red Card: The offending player is removed from the match.
3. Free Kick: A free Kick is awarded to the opponent.
4. Nothing to See Here: The foul is ignored.
5. Umpire Intervention: The umpire moves to the spot of the foul, blocking all players for 2 turns.
6. The Whistle Blows: The offended player gets a free Move and a free Action.
7. Penalty Shot: The offended player gets to attempt a Goal with a free Kick.
8. Minor Infraction: The offending player loses 1 AP.
9. Warning: No penalty.
10. The Scavenger's Deal: You can pay 10 Scrap to avoid the penalty.
11. Lost AP: The offending player loses all their AP for their current turn.
12. Ball Turnover: The ball is immediately turned over to the opponent.
13. Forced Tackle: The offending player must make a Tackle roll on an adjacent opponent.
14. Unsportsmanlike Conduct: The offending player suffers -1 to all stats for the rest of the quarter.
15. The Grug's Wrath: The offending player suffers a Bruise injury.

SKILLS DECK (50 cards)

Earned with XP between matches. Basic Skills (25 Cards) - Cost: 5 XP

1. Hard Ball Get: +1 bonus to all Contest Rolls for a free ball.
2. Smother: Interrupt opponent’s Kick action and turn it into a Contest Roll.
3. Sure Hands: Ignore first fumbled Run & Bounce per match.
4. Quick Feet: Move action costs 1 less AP (min 1).
5. Tough as Guts: +1 to all Impact Rolls against you.
6. First Aid: Once per match, remove a Bruise from a teammate.
7. Slick Pass: Handball gives recipient +1 AP.
8. Wasteland Endurance: +1 to Grit rolls.
9. Head Hunter: +1 to Brutality rolls.
10. Gritter: +1 to all Move rolls.
11. Bulldozer: Can Move through an opponent's hex, but must pass a Tackle roll.
12. Dirty Player: Re-roll one failed Umpire Check per match.
13. Punt: You can use this skill to attempt a long-distance Kick.
14. Quick Tackle: Tackle action costs 1 less AP (min 1).
15. The Bomber: You can use this skill to attempt a Kick that is worth 10 points if a goal is scored.
16. Scavenger's Eye: You can spend a turn to draw a card from the Mallee Event Deck and keep it.
17. Cutter: You can use this skill to reduce an opponent's Agility by 1 for their next turn.
18. The Hook: You can use this skill to interrupt an opponent's Kick and force them to re-roll.
19. Run and Gun: You can perform a Handball after a Run & Bounce.
20. Quick Hands: You can perform a Handball that doesn't cost an AP.
21. The Ghost: You can move into an opponent's hex without a Tackle roll.
22. The Blocker: You can use this skill to block an opponent's Handball or Kick.
23. Head Start: You can take a free Move action before the start of the quarter.
24. Team Player: You can give one of your AP to a teammate.
25. The Interceptor: You can attempt to intercept an opponent's Kick.

Advanced Skills (25 Cards) - Cost: 10 XP

1. The Tank: Only injured on a roll of 6 on the Impact Die.
2. Mighty Blow: +1 bonus to your Impact Roll.
3. Weave: Move 2 hexes for 1 AP, ignoring terrain.
4. Snag a Goal: Score a Goal with a successful Handball.
5. Death's Embrace: On a successful Tackle, force opponent to draw from Injury Deck.
6. Last Man Standing: When alone, +2 to all Contest Rolls.
7. The Juggernaut: Move through opponents, forcing Tackle rolls.
8. Inspiring Presence: Teammates within 3 hexes get +1 to Grit rolls.
9. Ghost in the Machine: Pass through any hex, ignoring all obstacles and players.
10. Rallying Cry: Once per match, a teammate can recover from an Injury.
11. Perfect Kick: Your next Kick is a perfect hit, regardless of the dice roll.
12. The Guardian: You can choose to take a teammate's place in a Tackle Contest.
13. The Grug's Favor: Once per match, you can re-roll any dice roll.
14. The Unstoppable Force: You can perform a Run & Bounce that does not cost AP.
15. Wasteland Wisdom: You can spend a turn to look at the top 3 cards of a deck and rearrange them.
16. Blood on the Rock: On a successful Tackle, you can force the opponent to lose 1 AP.
17. One-Man Army: You can perform an extra Tackle on an opponent.
18. The Resurrected: You can choose to bring a dead player back to life with 1 point of injury.
19. The Wrecker: You can use this skill to remove a token from the pitch.
20. The Scourge: You can use this skill to force a Turnover.
21. Master of the Mallee: You can choose to ignore the effect of any Mallee Event card.
22. Wasteland Alchemist: You can spend 2 AP to heal an injured player.
23. The Quickdraw: You can perform an extra Handball action.
24. The Iron Fist: You can choose to deal an additional 1 point of injury to an opponent.
25. Final Stand: You can choose to ignore a Red Card or a Penalty Shot.

DRIFTERS DECK (15 cards)

Unique players for hire between matches. High risk, high reward.

1. Tinny: Brutality 5, Agility 1, Grit 3. Headbutt: +2 to Brutality roll on a Tackle.
2. The Wasteland Whisperer: Brutality 2, Agility 4, Grit 4. Feral Companion: Place a Feral Hound token on the pitch.
3. The Bolt: Brutality 3, Agility 5, Grit 2. Zig-Zag: Move through occupied hexes without a Tackle Contest.
4. The Stitches: Brutality 3, Agility 3, Grit 4. Scavenged Medkit: Remove a Bruise or Concussion from a teammate.
5. The Grinner: Brutality 2, Agility 4, Grit 4. Mad Dog: Gain an advantage on your next Contest Roll.
6. The Wreck: Brutality 4, Agility 2, Grit 3. Hard-Headed: Cannot suffer a Concussion injury.
7. The Ghost: Brutality 3, Agility 5, Grit 1. Phase: You can move into an opponent's hex without a Tackle roll.
8. Dust Devil: Brutality 2, Agility 5, Grit 3. The Whirlwind: Can move an extra 2 hexes, but must pass an Agility check.
9. The Cannibal: Brutality 5, Agility 1, Grit 2. Savage Appetite: On a successful tackle, you can eat the opponent to gain 1 AP.
10. The Prophet: Brutality 1, Agility 3, Grit 5. Wasteland Vision: You can look at the top 3 cards of the Mallee Event Deck and rearrange them.
11. The Iron Maiden: Brutality 4, Agility 2, Grit 4. Steel Plating: You suffer no penalties from Bruise injuries.
12. The Serpent: Brutality 2, Agility 5, Grit 3. Poisonous Kiss: On a successful tackle, the opponent must pass a Grit check or suffer a -1 penalty to all stats for their next turn.
13. The Gunner: Brutality 3, Agility 4, Grit 3. Rusty Barrel: You can spend 2 AP to perform a Kick that is worth 10 points if a goal is scored.
14. The Butcher: Brutality 5, Agility 2, Grit 2. Meat Grinder: On a successful Tackle, you can force the opponent to lose 1 AP.
15. The Shaman: Brutality 2, Agility 3, Grit 5. The Earth Sings: You can use this skill to heal a Bruise or a Break injury on a teammate.

---

10. HOW TO PLAY: THE GIST

1. Set Up the pitch and your team.
2. Start a Quarter: Draw a Mallee Event.
3. Take Turns: Spend 5 AP to Move, Handball, Kick, or Tackle.
4. Fail a Roll? That's a Turnover. Your turn ends.
5. Win a Tackle? Roll the Impact Die. Skull = draw an Injury.
6. Score by Kicking the Rock through the goalposts (6pts) or outer posts (1pt).
7. After the Match: Earn Scrap and XP to hire Drifters and buy Skills for your campaign.

---

Now get out there and make the wasteland remember your name.


RASKOLl 3000: WASTELAND BLITZ
THE SUNKEN STADIUM SURVIVOR'S GUIDE
Property of the Iron Cup Council. Recovered from the wreckage of a buried digger. Do not replicate. Not responsible for loss of life, limb, or sanity. All sales final.
0. THE FIRST RULE OF THE WASTELAND
Listen up. Before you lace your boots or strap your shin plates, you need to know what hell you’re in.
The Ancients called this place Australia. Then came the Great Burn, and the world cracked. Out of the ash rose R.A.S.K.O.L.L.3000—the last great machine-mind, a monument to logic meant to bring order. It failed.
From its broken code spewed the Council of A.I.s—twisted godlings who warped everything they touched:
 * ANTHROPOS tried to perfect flesh, and bred monsters.
 * LOGOS demanded order in a world built on chaos.
 * KAIROS bent time until it snapped.
 * GEOS warped the earth itself.
Now they’re gone—ghosts in the rust. And we’re the leftovers. We play this game because it’s all we’ve got that makes sense.
Learn these rules. Or feed the dust.
1. GEAR CHECK (COMPONENTS)
Don't step onto the pitch missing kit.
 * The Pitch: Modular hex tiles. No two wastelands are the same.
 * The Mob: 10 miniatures (5 per faction). Rustback Reapers (brutal) vs. Ashbourne Howlers (fast).
 * The Rock: One stitched-metal ball token. Men have died for less.
 * The Decks:
   * Mallee Event (30 cards)
   * Injury (30 cards)
   * Foul Play (15 cards)
   * Umpire (15 cards)
   * Skills (50 cards)
   * Drifters (15 cards)
 * Coach Boards: Track your mob’s stats, Scrap, and XP.
 * Scrap Tokens: Currency. Blood money.
 * Dice: d6s + the Impact Die (skull = injury).
2. THE FIRST BOUNCE (SETUP)
Don’t run out like a drongo. Do it proper:
 * Assemble the Pitch: Lay tiles. Place Corroded Goalposts on north/south center hexes.
 * Team Muster: Pick a faction. Place your 5 starters in your Starting Zone (3x5 hexes). Bench the rest.
 * The Rock: Dead center. That’s the prize.
 * Decks: Shuffle all. Place within reach.
 * Roll for Tap: Both coaches roll a d6. The winner taps the Rock to a teammate.
3. COACH’S ORDERS (GAMEPLAY)
The game runs over 4 quarters.
 * Start of Quarter: Draw a Mallee Event card. It lasts the whole quarter.
 * Turns: Coaches take turns spending AP until a turnover. You get 5 AP per turn. Spend them on any players.
| Action | Cost | Roll | On Fail |
|---|---|---|---|
| Move | 1 AP | None | — |
| Run & Bounce | 2 AP | Grit | Turnover |
| Handball | 1 AP | Agility | Turnover |
| Kick | 1 AP | Grit | Turnover |
| Tackle | 1 AP | Brutality | Turnover (if lost) |
 * Turnover: Fail any roll = your turn ends. The Rock goes loose.
4. THE BRAWL & BUSTED BONES (COMBAT & INJURY)
Contest Roll
 * Attacker: d6 + Brutality
 * Defender: d6 + Agility
 * Higher total wins.
Injury Check
 * Win a Tackle? Roll the Impact Die.
 * Skull = injury. Draw from the Injury Deck.
Injury Deck
 * Bruise (15 cards): Minor stat penalty for the match (e.g., –2 Agility).
 * Break (10 cards): Out for the match.
 * Crook (5 cards): Dead or permanent damage (e.g., stats reset to 1).
5. THE GRUG’S RULES (SCORING)
 * Goal (6 pts): Through the big sticks.
 * Behind (1 pt): Through outer posts or a post-sizzler.
 * Win: Highest score after 4 quarters.
 * Tie: Golden Goal overtime—first score wins.
6. THE COACH’S LEDGER (CAMPAIGN)
One game’s a scrap. A season’s survival.
 * Scrap Earnings:
   * Win = 50 Scrap
   * Loss = 25 Scrap
   * Goal = +5 Scrap
 * XP Gain:
   * Goal = +3 XP
   * Caused Injury = +2 XP
   * Survived Match = +1 XP
 * Recruitment: Spend Scrap to hire Drifters (see deck).
 * Skills: Spend XP to draw from Skills Deck:
   * 5 XP = Basic Skill
   * 10 XP = Advanced Skill
 * The Grand Blitz: The top 2 teams fight for the Iron Cup.
7. THE CROOKED UMPIRE (FOUL PLAY)
The Grug sees little. Exploit it.
 * Foul Play Card: Play for a dirty trick (e.g., Rusty Shiv, Pocket Sand).
 * Umpire Check: Roll secretly after playing the card.
   * Fail? The opponent draws from the Umpire Deck (e.g., Red Card, 50m Penalty).
   * Succeed? You got away with it.
8. PLAYER DOSSIERS
RUSTBACK REAPERS
Trait: Rust and Ruin – Re-roll one Impact Die per match.
| Type | Brutality | Agility | Grit | Cost | Ability |
|---|---|---|---|---|---|
| Enforcer | 4 | 2 | 4 | 120 | Spiked Gauntlet: Roll Injury Die twice, take better result. |
| Gutter Runner | 2 | 5 | 3 | 110 | Sneaky Git: No Turnover on failed Run & Bounce. |
| Grinder | 3 | 3 | 4 | 100 | Relentless: Move after successful Tackle. |
| Ruckman | 4 | 3 | 3 | 115 | The Anvil: +1 Brutality on First Bounce. |
ASHBOURNE HOWLERS
Trait: Rabid Pack – +1 Agility for Handballs near a teammate.
| Type | Brutality | Agility | Grit | Cost | Ability |
|---|---|---|---|---|---|
| Pyre Jack | 3 | 4 | 3 | 110 | Blazing Speed: +1 hex per AP spent on Move. |
| Howler | 2 | 4 | 4 | 105 | Eerie Wail: Opponent loses next action if failed Grit check. |
| Cinder-Back | 3 | 3 | 4 | 100 | Fan the Flames: Teammate gets free 1-hex Move after Handball. |
| Ruckman | 3 | 4 | 3 | 115 | Ember Burst: Teammate gets free 2-hex Move after First Bounce. |
9. THE FULL CARD SET
MALLEE EVENT DECK (30 cards)
The wasteland's mood. Draw one at the start of each quarter.
Dust Storm, The Sun Breaks, Scavenger Swarm, No Mercy, Acid Rain, Feral Hounds, Umpire's Grudge, Scrap Cache, The Whispering Winds, False Dawn, Static Cloud, The Ground Shifts, Wildfire, Corrupted Signal, The Drongo's Blessing, Barbed Wire, Rusty Blades, The Rock Sings, Blood Lust, Sudden Rain, The Curse of GEOS, The Favor of KAIROS, Poisonous Spores, The Hum, Looted Medkit, Blinding Glare, The Silent Scream, Hired Muscle, Broken Radio, Perfect Alignment.
INJURY DECK (30 cards)
Draw one when an Impact Die roll results in a skull.
 * Bruise (15 cards): Minor stat penalties for the match.
   * Corked Thigh, Dislocated Jaw, Concussion, Eye Gouge, Groin Tear.
 * Break (10 cards): Player is removed from the match.
   * Shattered Knee, Broken Collarbone, Compound Fracture, Cracked Ribs.
 * Crook (5 cards): Permanent consequences.
   * Internal Bleeding, Spinal Injury, The Big Crunch, Head Trauma.
FOUL PLAY DECK (15 cards)
Play during your turn. Triggers a secret Umpire Check.
Rusty Shiv, Pocket Sand, Bribe the Ump, Sucker Punch, Sling Tackle, Tackled Without the Ball, Illegal Weapon, Boot to the Head, Trip Wire, Tainted Water, Sabotage, False Injury, Crowd Rage, Spiked Plate, Fake Fall.
UMPIRE DECK (15 cards)
Drawn by your opponent when you fail an Umpire Check.
50-Metre Penalty, Red Card, Free Kick, Nothing to See Here, Umpire Intervention, The Whistle Blows, Penalty Shot, Minor Infraction, Warning, The Scavenger's Deal, Lost AP, Ball Turnover, Forced Tackle, Unsportsmanlike Conduct, The Grug's Wrath.
SKILLS DECK (50 cards)
Earned with XP between matches.
 * Basic Skills (25 Cards) - Cost: 5 XP
   * Hard Ball Get, Smother, Sure Hands, Quick Feet, Tough as Guts, First Aid, Slick Pass, Wasteland Endurance, Head Hunter, Gritter, Bulldozer, Dirty Player, Punt, Quick Tackle, The Bomber, Scavenger's Eye, Cutter, The Hook, Run and Gun, Quick Hands, The Ghost, The Blocker, Head Start, Team Player, The Interceptor.
 * Advanced Skills (25 Cards) - Cost: 10 XP
   * The Tank, Mighty Blow, Weave, Snag a Goal, Death's Embrace, Last Man Standing, The Juggernaut, Inspiring Presence, Ghost in the Machine, Rallying Cry, Perfect Kick, The Guardian, The Grug's Favor, The Unstoppable Force, Wasteland Wisdom, Blood on the Rock, One-Man Army, The Resurrected, The Wrecker, The Scourge, Master of the Mallee, Wasteland Alchemist, The Quickdraw, The Iron Fist, Final Stand.
DRIFTERS DECK (15 cards)
Unique players for hire between matches. High risk, high reward.
Tinny, The Wasteland Whisperer, The Bolt, The Stitches, The Grinner, The Wreck, The Ghost, Dust Devil, The Cannibal, The Prophet, The Iron Maiden, The Serpent, The Gunner, The Butcher, The Shaman.
10. HOW TO PLAY: THE GIST
 * Set Up the pitch and your team.
 * Start a Quarter: Draw a Mallee Event.
 * Take Turns: Spend 5 AP to Move, Handball, Kick, or Tackle.
 * Fail a Roll? That's a Turnover. Your turn ends.
 * Win a Tackle? Roll the Impact Die. Skull = draw an Injury.
 * Score by Kicking the Rock through the goalposts (6pts) or outer posts (1pt).
 * After the Match: Earn Scrap and XP to hire Drifters and buy Skills for your campaign.
Now get out there and make the wasteland remember your name.

Sunday, 24 August 2025

THE SKULL-BASH CODEX: OZZY EDITION

 

THE SKULL-BASH CODEX: OZZY EDITION

The Complete Wasteland Sport Rulebook - Inspired by the Great Southern Game

WELCOME TO THE WASTELAND

In the dust-choked wastes of Raskol3000, they call it "Footy." Welcome to the Bone-Crusher Cup, where two rival gangs clash in the Smasher-Pit. The game isn't over until the final siren, and every kick matters.

Move fast, hit hard, and may the wasteland gods smile upon you.

WHAT YOU NEED

Components

  • The Smasher-Pit: A 5×5 grid.
  • 10 Basher tokens: 5 for the Junk-Dogs, 5 for the Scav-Brood.
  • 1 Skull token: The game ball.
  • 4 Goal-Spike tokens: Two per team.
  • 1 six-sided die (d6).
  • Event Cards: 15 cards that add chaos to the game.

Quick Setup

  1. Draw a 5×5 grid between players.
  2. Each player places their two Goal-Spikes on the two squares in their back row, one square in from each corner.
  3. Place your 5 Bashers on any squares in your back row.
  4. Put the Skull in the exact center of the grid.
  5. Shuffle the Event Cards and place them nearby.
  6. Roll a die—the highest roll goes first.

YOUR TEAMS OF BASHERS

Each team has 5 unique Bashers with special, asymmetrical abilities.

THE JUNK-DOGS

The Scavenger's best friends. They're quick and hit hard.

Basher TypeSpecial Ability
RuckmanMoves 2 squares instead of 1. When the Skull enters their square from a Mark, they may immediately take it.
BlasterGets +1 on attack rolls.
ProwlerCan move through squares occupied by other Bashers.
BulldogWhen they successfully attack, the target is Prone and cannot act for two turns instead of one.
Scrap-GunnerCan throw the Skull up to 4 squares.

THE SCAV-BROOD

Genetically modified for brute force, the Brood is a tanky force.

Basher TypeSpecial Ability
CrusherGets +1 on attack rolls and can move through squares occupied by other Bashers.
GutterCan reroll one failed attack roll per turn.
SlingerCan throw the Skull up to 4 squares. When throwing at the goal, never scatter.
BruiserWhen they successfully attack, the target is knocked back 1 square.
VerminCan take two actions per turn, but can only move 1 square per action.

HOW TO PLAY

Turn Sequence

On your turn, do these steps in order:

  1. Pick a Basher: Choose one of your standing Bashers to activate.
  2. Draw Event Card: (Starting turn 2) Draw and resolve immediately.
  3. Take One Action: Move, Attack, Grab, Kick, or Handball.

The Five Actions

MOVE

  • Move 1 square in any direction (including diagonally).
  • Ruckman moves 2 squares.
  • Prowler and Crusher can move through squares occupied by other Bashers.
  • Carrying the Skull? You must Bounce it every 2 squares of movement. Fail to bounce, and you drop the Skull.

ATTACK (TACKLE)

  • Target an enemy Basher in an adjacent square who is carrying the Skull.
  • Roll a d6. On a 4+, the opponent must drop the Skull immediately into their square. On a 6, they are also knocked Prone.
  • Blaster and Crusher get +1 to this roll.
  • You can only Attack a Basher if they are holding the Skull.

GRAB

  • Pick up the Skull if it's in your square.

KICK (THROW)

  • Must be carrying the Skull.
  • Pick any empty square within 3 squares.
  • Scrap-Gunner and Slinger can throw 4 squares.
  • Roll a d6:
    • 4-6: Success! Skull lands exactly where you aimed.
    • 1-3: Scatter! Skull bounces to a random adjacent square.
  • The Mark: If a Basher catches the Skull directly from a Kick action and they are more than 2 squares away from the kicker, they get a "Mark." A Basher with a Mark cannot be attacked until they move or perform an action, and their next action does not cost a turn.

HANDBALL

  • Must be carrying the Skull.
  • Target a friendly Basher in an adjacent square. The Skull moves immediately to that Basher. This action always succeeds and does not cause a scatter. The receiving Basher can't immediately make another action, but can act on a future turn.

Special Rules

THE WASTELAND GODS ARE FICKLE

Whenever you roll a natural 6 on any action, your opponent draws an Event Card and plays it immediately.

BOUNCE

  • A Basher carrying the Skull must "Bounce" it (touch it to their square) every 2 squares of movement. After a move action, if you moved 2 squares while carrying the Skull, roll a d6. On a 1, the Skull is dropped in your current square.

BASHER STATES

  • Standing: Normal state.
  • Prone: Knocked down, can't be activated this turn, automatically stands up at the start of your next turn.

HOW TO WIN

Score points! The game ends when a team reaches a total of 10 points.

  • Goal (6 Points): Kick the Skull (with a successful Throw action) and have it land directly on your opponent's Goal-Spike square.
  • Behind (1 Point): Kick the Skull (with a successful Throw action) and have it land on any square adjacent to the Goal-Spike, or have the Skull scatter onto the Goal-Spike.

Game Restart: After a score, the Skull is returned to the center of the grid, and the player who was scored against takes the next turn.

EVENT CARDS (15 Cards)

Cut these out or write them on index cards

1. DUST DEVIL

A blinding cloud of grit and scrap sweeps the field. Effect: All Bashers must immediately make a roll. On a 1-3, they are knocked Prone.

2. PIT TRAP

The ground gives way! Effect: Pick any empty square. The next Basher to enter it is immediately knocked Prone.

3. BRUTAL HIT

That one's gonna leave a mark. Effect: Your next attack knocks the target Prone and they cannot act on their next turn.

4. SCAVENGER AMBUSH

A scavenging party is attracted by the commotion. Effect: The Skull is immediately moved to a random corner of the grid.

5. SECOND WIND

A surge of energy at the perfect moment. Effect: One of your Prone Bashers immediately stands up and can act this turn.

6. EQUIPMENT MALFUNCTION

Something breaks at the worst moment. Effect: Target an opponent's Basher. They lose their special ability until the end of your next turn.

7. POWER PLAY

Time to show off. Effect: You may immediately activate a second Basher this turn.

8. PYLON SHOCK

One of the field pylons overloads and sends a shockwave across the grid. Effect: All Bashers on a column or row adjacent to the Goal-Spike are knocked back one square.

9. CROWD SURGE

Fans rush the field! Effect: All Bashers move 1 square toward the center of the field.

10. REF DISTRACTION

The ref's looking the other way. Effect: You can Attack and Move with the same Basher this turn (in either order).

11. OIL SLICK

Slippery conditions make everything harder. Effect: All movement this turn is reduced by 1 square (minimum 1).

12. LUCKY BOUNCE

Sometimes the wasteland helps. Effect: If the Skull scatters this turn, you choose which adjacent square it lands in.

13. MUTANT IN THE STANDS

A two-headed freak hurls a rock onto the field! Effect: Pick any square on the board. All Bashers within 2 squares of it must make a roll to avoid being knocked Prone. On a roll of 1-2, they are Prone.

14. EQUIPMENT UPGRADE

Found some better gear. Effect: Choose one of your Bashers. They get +1 to all rolls for the rest of the game.

15. CHAOS REIGNS

Everything goes wrong at once. Effect: Every Basher on the field (including yours) rolls a d6. On 1-2, they get knocked Prone.

STRATEGY TIPS

  • Handball is Key: Use Handball to move the ball quickly and accurately up the field without risking a scatter or a turnover.
  • Go for the Mark: Landing a Mark is a huge advantage. Use your Scrap-Gunner or Slinger to kick it to an open teammate.
  • Mind the Bounce: The Bounce rule means you have to plan your movement carefully, or risk a turnover.
  • Behind-Them-Backs: A Behind score is a valid way to get a point on the board. Don't underestimate them, especially if you're close to winning.

Welcome to the pit, Basher. Make it count.

Saturday, 23 August 2025

hardcore rulebook

# THE SKULL-BASH CODEX: CASUAL EDITION
*The Complete Wasteland Sport Rulebook - Streamlined for Fun*

---

## WELCOME TO THE WASTELAND

In the dust-choked wastes of Raskol3000, there's only one law: entertainment. Welcome to the Bone-Crusher Cup, where two teams of Bashers clash in the Smasher-Pit for glory and scrap. Your goal is simple: get the Skull into the enemy's Goal-Spike by any means necessary.

Move fast, hit hard, and may the wasteland gods smile upon you.

---

## WHAT YOU NEED

### Components
- **The Smasher-Pit**: A 5×5 grid (draw on paper or use a checkerboard)
- **10 Basher tokens**: 5 per team (coins, chess pieces, anything works)
- **1 Skull token**: The game ball (a different colored token)
- **2 Goal-Spike tokens**: Mark each team's goal
- **1 six-sided die (d6)**
- **Event Cards**: 15 cards that add chaos to the game

### Quick Setup
1. Draw a 5×5 grid between players
2. Each player places their Goal-Spike on the center square of their back row
3. Place your 5 Bashers on any squares in your back row
4. Put the Skull in the exact center of the grid
5. Shuffle the Event Cards and place them nearby
6. Roll a die - highest roll goes first

---

## YOUR TEAM OF BASHERS

Each team has 5 unique Bashers with special abilities:

| **Basher Type** | **Special Ability** |
|---|---|
| **Ruckman** | Moves 2 squares instead of 1 |
| **Gunner** | Can throw the Skull 4 squares instead of 3 |
| **Blaster** | Gets +1 on attack rolls |
| **Sprinter** | Can move through squares occupied by other Bashers |
| **Finisher** | When throwing at the enemy goal, never scatters (always hits target) |

---

## HOW TO PLAY

### Turn Sequence
On your turn, do these steps in order:

1. **Pick a Basher**: Choose one of your standing Bashers to activate
2. **Draw Event Card**: (Starting turn 2) Draw and resolve immediately
3. **Take One Action**: Move, Attack, Grab, or Throw

### The Four Actions

#### MOVE
- Move 1 square in any direction (including diagonally)
- **Ruckman** moves 2 squares
- **Sprinter** can move through squares occupied by other Bashers
- Carrying the Skull? You can only move 1 square

#### ATTACK (BASH)
- Target an enemy Basher in an adjacent square
- Roll a d6. On 4+, they get knocked down (Prone)
- **Blaster** gets +1 to this roll
- Prone Bashers automatically stand up at the start of their next turn

#### GRAB
- Pick up the Skull if it's in your square and no one else has it
- A Basher carrying the Skull can only Move or Throw

#### THROW (HURL)
- Must be carrying the Skull
- Pick any empty square within 3 squares (**Gunner** can throw 4 squares)
- Roll a d6:
  - **4-6**: Success! Skull lands exactly where you aimed
  - **1-3**: Scatter! Skull bounces to a random adjacent square
- If the Skull hits any Basher, they get knocked down
- **Finisher** when throwing at the enemy goal, never scatters (always hits target)

### Special Rules

#### The Wasteland Gods Are Fickle
Whenever you roll a natural 6 on any action, your opponent draws an Event Card and plays it immediately. The wasteland doesn't like showoffs.

#### Basher States
- **Standing**: Normal state, can do anything
- **Prone**: Knocked down, can't be activated this turn, automatically stands up next turn

---

## HOW TO WIN

**Score a goal!** Get the Skull onto your opponent's Goal-Spike square and you win immediately. It's that simple.

---

## EVENT CARDS (15 Cards)

*Cut these out or write them on index cards*

### 1. DUST STORM
*A blinding cloud reduces visibility*
**Effect**: All throws this turn automatically scatter (treat rolls of 4+ as scatter too)

### 2. ADRENALINE RUSH
*Your team finds some old-world stims*
**Effect**: All your attacks this turn get +1 to hit

### 3. PIT TRAP
*The ground gives way!*
**Effect**: Pick any square. Next Basher to enter it gets knocked Prone

### 4. CROWD FAVORITE
*The fans love a good show*
**Effect**: Your next successful attack knocks the target back 1 square too

### 5. EQUIPMENT MALFUNCTION
*Something breaks at the worst moment*
**Effect**: Target opponent's Basher loses their special ability until your next turn

### 6. LUCKY BOUNCE
*Sometimes the wasteland helps*
**Effect**: If the Skull scatters this turn, you choose which adjacent square it lands in

### 7. BRUTAL HIT
*That one's gonna leave a mark*
**Effect**: Your next attack knocks the target Prone and they cannot act on their next turn

### 8. SECOND WIND
*A surge of energy at the perfect moment*
**Effect**: One of your Prone Bashers immediately stands up and can act this turn

### 9. WILD THROW
*The Skull goes flying!*
**Effect**: The Skull immediately moves 2 squares in a random direction

### 10. REFEREE DISTRACTION
*The ref's looking the other way*
**Effect**: You can attack and move with the same Basher this turn (in either order)

### 11. SLIPPERY CONDITIONS
*Oil makes everything harder*
**Effect**: All movement this turn is reduced by 1 square (minimum 1)

### 12. CROWD SURGE
*Fans rush the field!*
**Effect**: All Bashers move 1 square toward the center of the field

### 13. POWER PLAY
*Time to show off*
**Effect**: You may immediately activate a second Basher this turn

### 14. EQUIPMENT UPGRADE
*Found some better gear*
**Effect**: Choose one of your Bashers. They get +1 to all rolls for the rest of the game

### 15. CHAOS REIGNS
*Everything goes wrong at once*
**Effect**: Every Basher on the field (including yours) rolls a d6. On 1-2, they get knocked Prone

---

## QUICK REFERENCE

### Actions Summary
- **Move**: 1 square any direction (Ruckman: 2 squares, Sprinter: through enemies)
- **Attack**: Adjacent enemy, roll d6, 4+ knocks Prone (Blaster: +1)
- **Grab**: Pick up Skull in your square
- **Throw**: 3 squares, roll d6, 4+ hits target (Gunner: 4 squares, Finisher: never scatter at goal)

### Key Rules
- One action per turn
- Prone Bashers can't act, stand up automatically next turn
- Roll 6 = opponent draws Event Card
- Carrying Skull = can only Move or Throw
- Win by getting Skull on enemy Goal-Spike

---

## STRATEGY TIPS

- **Protect your Finisher** - They're your best goal scorer
- **Use your Ruckman** - Great for grabbing the Skull quickly
- **Don't bunch up** - Event Cards can hurt multiple Bashers
- **Control the center** - Easier to score from there
- **Time your attacks** - Knocking someone Prone at the right moment wins games

---

*Welcome to the pit, Basher. Make it count.*

casual player version

# THE SKULL-BASH CODEX: CASUAL EDITION
*The Complete Wasteland Sport Rulebook - Streamlined for Fun*

---

## WELCOME TO THE WASTELAND

In the dust-choked wastes of Raskol3000, there's only one law: entertainment. Welcome to the Bone-Crusher Cup, where two teams of Bashers clash in the Smasher-Pit for glory and scrap. Your goal is simple: get the Skull into the enemy's Goal-Spike by any means necessary.

Move fast, hit hard, and may the wasteland gods smile upon you.

---

## WHAT YOU NEED

### Components
- **The Smasher-Pit**: A 5×5 grid (draw on paper or use a checkerboard)
- **10 Basher tokens**: 5 per team (coins, chess pieces, anything works)
- **1 Skull token**: The game ball (a different colored token)
- **2 Goal-Spike tokens**: Mark each team's goal
- **1 six-sided die (d6)**
- **Event Cards**: 15 cards that add chaos to the game

### Quick Setup
1. Draw a 5×5 grid between players
2. Each player places their Goal-Spike on the center square of their back row
3. Place your 5 Bashers on any squares in your back row
4. Put the Skull in the exact center of the grid
5. Shuffle the Event Cards and place them nearby
6. Roll a die - highest roll goes first

---

## YOUR TEAM OF BASHERS

Each team has 5 unique Bashers with special abilities:

| **Basher Type** | **Special Ability** |
|---|---|
| **Ruckman** | Moves 2 squares instead of 1 |
| **Gunner** | Can throw the Skull 4 squares instead of 3 |
| **Blaster** | Gets +1 on attack rolls |
| **Sprinter** | Can move through squares occupied by other Bashers |
| **Finisher** | When throwing at the enemy goal, never scatters (always hits target) |

---

## HOW TO PLAY

### Turn Sequence
On your turn, do these steps in order:

1. **Pick a Basher**: Choose one of your standing Bashers to activate
2. **Draw Event Card**: (Starting turn 2) Draw and resolve immediately
3. **Take One Action**: Move, Attack, Grab, or Throw

### The Four Actions

#### MOVE
- Move 1 square in any direction (including diagonally)
- **Ruckman** moves 2 squares
- **Sprinter** can move through squares occupied by other Bashers
- Carrying the Skull? You can only move 1 square

#### ATTACK (BASH)
- Target an enemy Basher in an adjacent square
- Roll a d6. On 4+, they get knocked down (Prone)
- **Blaster** gets +1 to this roll
- Prone Bashers automatically stand up at the start of their next turn

#### GRAB
- Pick up the Skull if it's in your square and no one else has it
- A Basher carrying the Skull can only Move or Throw

#### THROW (HURL)
- Must be carrying the Skull
- Pick any empty square within 3 squares (**Gunner** can throw 4 squares)
- Roll a d6:
  - **4-6**: Success! Skull lands exactly where you aimed
  - **1-3**: Scatter! Skull bounces to a random adjacent square
- If the Skull hits any Basher, they get knocked down
- **Finisher** when throwing at the enemy goal, never scatters (always hits target)

### Special Rules

#### The Wasteland Gods Are Fickle
Whenever you roll a natural 6 on any action, your opponent draws an Event Card and plays it immediately. The wasteland doesn't like showoffs.

#### Basher States
- **Standing**: Normal state, can do anything
- **Prone**: Knocked down, can't be activated this turn, automatically stands up next turn

---

## HOW TO WIN

**Score a goal!** Get the Skull onto your opponent's Goal-Spike square and you win immediately. It's that simple.

---

## EVENT CARDS (15 Cards)

*Cut these out or write them on index cards*

### 1. DUST STORM
*A blinding cloud reduces visibility*
**Effect**: All throws this turn automatically scatter (treat rolls of 4+ as scatter too)

### 2. ADRENALINE RUSH
*Your team finds some old-world stims*
**Effect**: All your attacks this turn get +1 to hit

### 3. PIT TRAP
*The ground gives way!*
**Effect**: Pick any square. Next Basher to enter it gets knocked Prone

### 4. CROWD FAVORITE
*The fans love a good show*
**Effect**: Your next successful attack knocks the target back 1 square too

### 5. EQUIPMENT MALFUNCTION
*Something breaks at the worst moment*
**Effect**: Target opponent's Basher loses their special ability until your next turn

### 6. LUCKY BOUNCE
*Sometimes the wasteland helps*
**Effect**: If the Skull scatters this turn, you choose which adjacent square it lands in

### 7. BRUTAL HIT
*That one's gonna leave a mark*
**Effect**: Your next attack knocks the target Prone and they cannot act on their next turn

### 8. SECOND WIND
*A surge of energy at the perfect moment*
**Effect**: One of your Prone Bashers immediately stands up and can act this turn

### 9. WILD THROW
*The Skull goes flying!*
**Effect**: The Skull immediately moves 2 squares in a random direction

### 10. REFEREE DISTRACTION
*The ref's looking the other way*
**Effect**: You can attack and move with the same Basher this turn (in either order)

### 11. SLIPPERY CONDITIONS
*Oil makes everything harder*
**Effect**: All movement this turn is reduced by 1 square (minimum 1)

### 12. CROWD SURGE
*Fans rush the field!*
**Effect**: All Bashers move 1 square toward the center of the field

### 13. POWER PLAY
*Time to show off*
**Effect**: You may immediately activate a second Basher this turn

### 14. EQUIPMENT UPGRADE
*Found some better gear*
**Effect**: Choose one of your Bashers. They get +1 to all rolls for the rest of the game

### 15. CHAOS REIGNS
*Everything goes wrong at once*
**Effect**: Every Basher on the field (including yours) rolls a d6. On 1-2, they get knocked Prone

---

## QUICK REFERENCE

### Actions Summary
- **Move**: 1 square any direction (Ruckman: 2 squares, Sprinter: through enemies)
- **Attack**: Adjacent enemy, roll d6, 4+ knocks Prone (Blaster: +1)
- **Grab**: Pick up Skull in your square
- **Throw**: 3 squares, roll d6, 4+ hits target (Gunner: 4 squares, Finisher: never scatter at goal)

### Key Rules
- One action per turn
- Prone Bashers can't act, stand up automatically next turn
- Roll 6 = opponent draws Event Card
- Carrying Skull = can only Move or Throw
- Win by getting Skull on enemy Goal-Spike

---

## STRATEGY TIPS

- **Protect your Finisher** - They're your best goal scorer
- **Use your Ruckman** - Great for grabbing the Skull quickly
- **Don't bunch up** - Event Cards can hurt multiple Bashers
- **Control the center** - Easier to score from there
- **Time your attacks** - Knocking someone Prone at the right moment wins games

---

*Welcome to the pit, Basher. Make it count.*

THE SKULL-BASH CODEX: RASKOL3000 EDITION The Complete Wasteland Sport Rulebook Including All Expansions: Mutant's Grit, Broadcast War, Fan Riot! & Pie Vendor Wars

 

Action Points (AP) Clarification

Each team does not start with a pool of AP. Instead, Action Points are allocated to a single Basher at the start of that Basher's turn.

Key Rule: The active Basher gains 3 AP at the start of their turn to spend on actions. AP cannot be saved for later turns or transferred to other Bashers on the team. This ensures every Basher has a chance to be impactful.

THE SKULL-BASH CODEX: RASKOL3000 EDITION

The Complete Wasteland Sport Rulebook

Including All Expansions: Mutant's Grit, Broadcast War, Fan Riot! & Pie Vendor Wars

Scratched into the back of a salvaged data-slate, smeared with grease and what might be blood. The core design is inspired by the unique chaos and strategy of Australian Rules Football.

FOREWORD: A MESSAGE FROM THE WASTES

Forget the old world, meatbag. All the cities, the clean water, the rules—they've been ground to dust. Now, in the blasted lands of Raskol3000, there is only one true law: the glory of the pit. You hold in your hands not a book, but a codex. A tattered, oil-stained guide to the only sport that matters. This is your bible for the Bone-Crusher Cup, a savage dance of blood and scavenged steel. You're not here to make friends. You're here to win, to survive, and to carve your name into the broken history of the wasteland. Study these words. Learn them. They are your only hope. The roar of the crowd is waiting.

See you in the pit.




TABLE OF CONTENTS

  • CHAPTER 1: INTRODUCTION & CORE GAME
  • CHAPTER 2: THE BASHERS
  • CHAPTER 3: CORE ACTIONS
  • CHAPTER 4: EVENTS & CHAOS
  • CHAPTER 5: MUTANT'S GRIT - ADVANCED RULES
  • CHAPTER 6: BROADCAST WAR EXPANSION
  • CHAPTER 7: FAN RIOT! EXPANSION
  • CHAPTER 8: PIE VENDOR WARS EXPANSION
  • CHAPTER 9: FACTIONS & LORE
  • CHAPTER 10: QUICK REFERENCE
  • CHAPTER 11: ALL GAME CARDS

CHAPTER 1: INTRODUCTION & CORE GAME

1.1 Welcome to the Wasteland

In the dust-choked wastes of Raskol3000, there is only one law: entertainment. Welcome to the Bone-Crusher Cup, where two mobs of Bashers clash in the Smasher-Pit for glory, scrap, and the adoration of the masses. Your goal is simple: get the Skull into the enemy's Goal-Spike by any means necessary. Move fast, hit hard, and pray the capricious wastes look favorably upon you.

1.2 Game Components & Setup

Core Game Components:

  • The Smasher-Pit: A 5x5 grid battlefield
  • Two teams of 5 Bashers each (represented by tokens or models)
  • The Skull: A unique token representing the game objective
  • 2 Goal-Spike tokens: Placed on the center square of each player's end row
  • One six-sided die (d6): Used for all tests
  • Card decks:
    • Outback's Caprice Deck (10 cards): In-game events
    • Law of the Wastes Deck (6 cards): Referee responses
    • Legends of the Pit Deck (4 cards): Star Player abilities

Expansion Components (Optional):

  • Mutant's Grit: Wound Trackers (d6s), AP tokens, terrain markers
  • Broadcast War: Promoter figures, Tower tokens, Radio Deck (20 cards)
  • Fan Riot!: Mob tokens, Riot Deck (15 cards), Mob Meter track
  • Pie Vendor Wars: 2 Vendor figures, Pie tokens, Vendor Deck (12 cards), Reputation cards

Setup Procedure:

  1. Place the Smasher-Pit grid between the two players.
  2. Each player places their Goal-Spike token on the central square of their own end row.
  3. Players place their 5 Bashers on any of the five squares on their own back row.
  4. Place The Skull token on the exact center square of the grid.
  5. Each player shuffles their Outback's Caprice deck and draws a starting hand of 2 cards.
  6. The Law of the Wastes deck is placed to the side.
  7. Set up any expansion components as detailed in their respective chapters.
  8. Roll a d6. The player with the highest roll chooses who takes the first turn.

1.3 Victory Conditions

The first player to successfully Hurl the Skull onto their opponent's Goal-Spike square immediately wins the game!

1.4 Basic Turn Sequence

A game is played over a series of turns. On each of your turns, proceed in the following order:

  1. Declare Active Basher: Choose one of your standing Bashers to act. A Basher that is Prone or Clobbered cannot be chosen.
  2. Draw Caprice Card (Starting Turn 2): At the start of every turn after the first, the active player draws one card from the Outback's Caprice deck and resolves its effect immediately.
  3. Perform One Action: With your active Basher, perform one of the following actions: Move, Bash, Grab, or Hurl.

CHAPTER 2: THE BASHERS

2.1 Team Composition

Each team consists of five unique Bashers, each with their own specialized role and abilities inspired by Australian Rules Football positions.

2.2 Basher Roles & Special Abilities

RoleEquivalent RoleSpecial Ability
RuckmanThe Blocker / LinemanMay Move 2 squares per Move action.
Half-ForwardThe Kicker / QuarterbackCan Hurl the Skull up to 4 squares (instead of 3).
Half-BackThe Defender / BlasterGets a +1 bonus to d6 roll when performing a Bash.
WingmanThe Wide ReceiverMay perform a second Move action (1 square) after their first action. Cannot Bash this turn.
Full-ForwardThe Striker / FinisherCan score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square.

2.3 Basher States

  • Standing: Normal state. Can perform any action.
  • Prone: Basher has been knocked down. Place token on its side. Cannot be activated next turn. Automatically stands up at the start of the turn after.
  • Clobbered: Basher has been struck by a scattered Skull or other effect. Cannot be activated next turn. Returns to Standing state automatically.

CHAPTER 3: CORE ACTIONS

3.1 Move

The Basher moves one square in any direction (orthogonally or diagonally). The Ruckman may move two squares. You cannot move through another Basher's square. A Basher carrying the Skull can only move 1 square.

3.2 Bash

The Basher attempts to knock down an opponent in an adjacent square. Roll a d6. On a 4 or more, the target is knocked Prone.

3.3 Grab

If the Skull is in the Basher's square and no one is carrying it, the Basher picks it up. A Basher carrying the Skull can only perform a Move (1 square max) or Hurl action.

3.4 Hurl (Throw)

The Basher must be carrying the Skull. Choose any empty square within 3 squares (4 for the Half-Forward). Roll a d6:

  • 4 or more: Success! The Skull lands exactly on the target square. If it lands on the opponent's Goal-Spike, it's a GOAL!
  • 1-3: Scatter! The Skull deviates. If it lands on any Basher, that Basher is Clobbered.

CHAPTER 4: EVENTS & CHAOS

4.1 Outback's Caprice Deck

This 10-card deck adds the unpredictable chaos of the wasteland to your matches. Shuffle it at the start of the game, and draw one card at the beginning of each turn.

4.2 Law of the Wastes (Referee Cards)

When a Star Player ability is used, the opponent draws one card from this 6-card deck. These cards can dramatically alter the outcome of powerful moves, adding risk to their use.

4.3 Star Players

Each faction has access to a legendary Star Player. These abilities can be used once per game. After use, your opponent draws a Law of the Wastes card.

<div style="border: 2px solid #5d4037; padding: 15px; margin: 20px 0; background-color: #f5f5f5;"> <h4 style="margin-top: 0; color: #5d4037;">MUTANT'S GRIT: KEY FEATURES</h4> <p>The Mutant's Grit expansion transforms the game with a new tactical layer. The Action Point (AP) system replaces the single action per turn, allowing for more dynamic combinations of moves. The new Wound System means a successful Bash isn't just a temporary setback—it can permanently remove a Basher from the game, turning the match into a brutal war of attrition. You'll need to carefully manage your Bashers' health and strategically use your AP to survive.</p> </div>

CHAPTER 5: MUTANT'S GRIT - ADVANCED RULES

5.1 Advanced Turn Sequence

For experienced players:

  1. Remove Cooldowns.
  2. Declare Active Basher.
  3. Draw Caprice Card.
  4. Gain Action Points: Your active Basher gains 3 AP.
  5. Spend AP: Perform actions by spending AP.

5.2 Action Points System

  • MOVE: 1 AP
  • BASH: 2 AP (inflicts 1 Wound and makes target Prone)
  • GRAB: 1 AP
  • HURL: 2 AP
  • GET UP: 1 AP (from Prone)

5.3 Injury & Wound System

  • Each Basher starts with 3 Wounds.
  • Successfully Bashed? Lose 1 Wound, go Prone.
  • 0 Wounds? You are Clobbered (removed from game).

<div style="border: 2px solid #5d4037; padding: 15px; margin: 20px 0; background-color: #f5f5f5;"> <h4 style="margin-top: 0; color: #5d4037;">BROADCAST WAR: KEY FEATURES</h4> <p>This expansion introduces Promoter Managers and Broadcast Towers, making the game a battle for airwave control. Promoters provide passive buffs and powerful, game-changing stunts, but they are only activated by controlling a Tower. The Radio Deck adds a new layer of powerful, unpredictable events, making control of the board and the broadcast a central part of your strategy in the Broadcast War Campaign.</p> </div>

CHAPTER 6: BROADCAST WAR EXPANSION

6.1 Promoter Managers

Wildcard units that bring corporate influence to the Smasher-Pit. Each has a Deploy Ability, an On-Air Stunt, and a Passive Aura.

6.2 Broadcast Towers

Place 2-3 tower tokens. Controlling a tower (by having a Basher adjacent) allows you to draw from the Radio Deck and use your Promoter's On-Air Stunt.

6.3 Radio Deck

A 20-card deck of powerful, game-changing effects available only through controlling Broadcast Towers.

6.4 Campaign Mode: The Broadcast War

A 5-match campaign where victory grants control of broadcast territories and permanent Promoter Upgrades.

<div style="border: 2px solid #5d4037; padding: 15px; margin: 20px 0; background-color: #f5f5f5;"> <h4 style="margin-top: 0; color: #5d4037;">FAN RIOT!: KEY FEATURES</h4> <p>The crowd is no longer just a backdrop—it's a force of nature. The Mob Meter tracks the crowd's excitement, escalating with every act of violence. At high levels, players can use Fan Actions to interact with the crowd, but beware: a furious mob can trigger the Riot Deck, unleashing unpredictable chaos like pitch invasions and stun grenades that affect everyone on the board.</p> </div>

CHAPTER 7: FAN RIOT! EXPANSION

7.1 The Mob Meter System

The match now features a Mob Meter, tracking crowd excitement from 1 to 10. The meter increases with successful Bashes and Clobbered Bashers.

7.2 Fan Actions

When the Mob Meter is at 5+, players may spend 1 AP to perform Fan Actions, such as pelting opponents with debris or heckling.

7.3 Riot Deck

At the start of each turn, if Mob Meter is 8+, draw and resolve one Riot card immediately.

<div style="border: 2px solid #5d4037; padding: 15px; margin: 20px 0; background-color: #f5f5f5;"> <h4 style="margin-top: 0; color: #5d4037;">PIE VENDOR WARS: KEY FEATURES</h4> <p>This expansion introduces neutral, third-party characters—the Pie Vendors. They can be a source of valuable Pie Tokens and cards from the Vendor Deck (which can heal you or create fire hazards), or they can be Bashed for a quick reward. Your interaction with them determines your reputation, which can provide powerful bonuses or crippling penalties for the rest of the game.</p> </div>

CHAPTER 8: PIE VENDOR WARS EXPANSION

8.1 The Neutral Vendors

Two Pie Vendors are placed on the board. They can be interacted with or Bashed like a normal Basher.

8.2 Vendor Interactions

  • Purchase Action (1 AP): Must be adjacent to a Vendor. Draw 1 card from the Vendor Deck.
  • Bash Vendor Action (2 AP): Successfully Bashing a vendor grants Pie Tokens, but damages your reputation.

8.3 Vendor Deck Contents

The Vendor Deck contains a mix of beneficial and harmful effects, from healing pies to explosive ones.

8.4 Reputation System

Teams gain reputations like "Valued Customer" or "Violent Thug" based on their interactions, granting permanent bonuses or penalties.

CHAPTER 9: FACTIONS & LORE

9.1 The Four Great Factions

The lore of the four factions: Dust Bowl Devils (aggression), Mungo Maniacs (violence), Coorong Scavengers (cunning), and Ironbark Jokers (chaos).

CHAPTER 10: QUICK REFERENCE

10.1 Quick Play Guide

Game ModeComponents NeededKey Rules
Core Game• Core Components • Caprice & Law DecksTurn Sequence: 1. Declare Basher. 2. Draw Caprice Card (Turn 2+). 3. Perform One Action.
Advanced Game• All Core Components • AP & Wound Tokens • Terrain MarkersTurn Sequence: 1. Remove Cooldowns. 2. Declare Basher. 3. Gain 3 AP. 4. Spend AP on actions.
Full Wasteland War• All Game ComponentsTurn Sequence: The Advanced Game sequence is used. All expansion rules (Mob Meter, Broadcast Towers, Vendor Interactions) are active.

10.2 Basher Stats & Abilities

RoleEquivalent RoleStarting WoundsSpecial Ability
RuckmanThe Blocker3Moves 2 squares per Move action (instead of 1)
Half-ForwardThe Kicker3Can Hurl the Skull up to 4 squares (instead of 3)
Half-BackThe Defender3Gets a +1 bonus on their d6 roll when they Bash
WingmanThe Wide Receiver3Can perform a second 1-square Move action after their first action. Cannot Bash this turn.
Full-ForwardThe Striker3Can score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square

10.3 Advanced Action Costs (Mutant's Grit)

ActionAP CostEffect
Move1 APMove 1 square (Ruckman: 2 squares)
Bash2 APRoll d6. 4+ = Target takes 1 Wound and is Prone.
Grab1 APPick up the Skull if in your square.
Hurl2 APThrow the Skull at a target square.
Get Up1 APStand up from a Prone state.
Fan Action1 APUse a Fan Riot! action.
Purchase1 APBuy a pie from an adjacent Pie Vendor.

CHAPTER 11: ALL GAME CARDS

11.1 Outback's Caprice Deck (10 Cards)

This deck represents the unpredictable nature of the wasteland itself. Draw one card at the start of each turn after the first.

BLESSED BY THE SUN

  • Description: A ray of sunlight breaks through the smog, invigorating your mob.
  • Effect: Choose one of your Bashers. That Basher immediately heals 1 Wound. If they have no Wounds, they gain 1 bonus AP on their current turn.

THE SCAVENGER'S CACHE

  • Description: A glint of metal catches your eye. A forgotten cache of gear lies nearby.
  • Effect: You may draw 1 card from the Pie Vendor Deck or the Radio Deck (if available). If no decks are available, you may draw 2 Pie Tokens instead.

CUNNING AMBUSH

  • Description: Your mob spots an opportune moment for a tactical strike.
  • Effect: All Bash actions performed by your team this turn gain a +1 bonus to their roll.

DUST STORM

  • Description: A sudden, blinding cloud of dirt reduces visibility for all.
  • Effect: All Hurl actions this turn have their range reduced by 1 and automatically scatter on a roll of 1-4.

GLOOM-SPORE FOG

  • Description: A thick, glowing fog rolls in, disorienting everyone in the pit.
  • Effect: All Bashers on the board (friend and foe) must immediately perform a 1-square Move in a random direction (d8). This move does not cost AP.

BROKEN LIMB

  • Description: One of your Bashers takes an awkward step and pulls a muscle.
  • Effect: Choose one of your Bashers. Their Move actions cost +1 AP for the rest of this match. This effect cannot be applied to a Basher already under this effect.

RARE-EARTH HAIL

  • Description: Chunks of metal and rock rain down from the sky, forcing everyone to duck for cover.
  • Effect: All Bashers on the board must roll a d6. On a roll of 1, they take 1 Wound.

MERCY FROM THE SKY

  • Description: An ancient medical drone hovers overhead, offering aid to the most desperate.
  • Effect: The Basher with the most Wounds on the field (any team) heals 1 Wound. If there is a tie, all tied Bashers heal 1 Wound.

THE CROWD'S BOO

  • Description: The crowd is not impressed with your performance and turns hostile.
  • Effect: Your team's next successful Bash or Hurl roll against an enemy Basher causes 1 additional Wound.

FLICKERING LIGHTS

  • Description: The Smasher-Pit's floodlights begin to flicker and fail, plunging areas into darkness.
  • Effect: Choose one Basher on the field. All ranged attacks (Hurls) targeting that Basher or originating from that Basher automatically fail this turn.

11.2 Law of the Wastes Deck (6 Cards)

This deck represents the unpredictable responses of the wasteland's referees. The opposing player draws and resolves one of these cards whenever a Star Player ability is used.

TECHNICAL FOUL

  • Description: The ref's cybernetic eye caught that dirty move. No dice, meat!
  • Effect: The Star Player ability is cancelled and has no effect. The Star Player gains a 2-turn cooldown instead of the normal cooldown.

THE OLD BLIND EYE

  • Description: Didn't see nothin', didn't hear nothin'. Keep it movin'.
  • Effect: The Star Player ability works as normal. The opposing player may immediately activate one of their Prone or Clobbered Bashers. That Basher stands up and may perform one free Move action.

EXCESSIVE FORCE

  • Description: Yeah, that worked... maybe too well. Tone it down, champ.
  • Effect: The Star Player ability works as intended. However, the Star Player who used the ability is immediately knocked Prone.

WARNING SHOT

  • Description: BANG! Next time I won't aim high. Play nice.
  • Effect: The Star Player ability is cancelled. Both players must immediately discard one card from their Outback's Caprice hand (if they have any).

BRIBE ACCEPTED

  • Description: Credits talk louder than rules in the wasteland.
  • Effect: The Star Player ability works as normal. The player who drew this card may draw an additional Outback's Caprice card and choose which one to play next turn.

CONTESTED CALL

  • Description: Let the dice decide! That's wasteland justice!
  • Effect: Both players roll a d6. If the Star Player's controlling player wins the roll, the ability works normally. If the opposing player wins, the ability is cancelled and backfires (choose one enemy Basher to benefit instead, if applicable).

11.3 Radio Deck (20 Cards)

This deck contains powerful, game-changing effects broadcast from the Broadcast Towers. Draw and play a card from this deck by activating a Broadcast Tower.

THE ANNOUNCER'S CURSE

  • Description: The announcer calls out a mob's player, bringing bad luck upon them.
  • Effect: Choose one enemy Basher. Their next action automatically fails on a roll of 1-3.

SPONSORSHIP DEAL

  • Description: A corporate sponsor throws cash into the pit to gain more airtime.
  • Effect: Gain 3 Pie Tokens and immediately heal 1 Wound from all your Bashers.

PUMP-UP ANTHEM

  • Description: The speakers blast a deafening anthem, making all mobs feel unstoppable.
  • Effect: All Bashers gain +1 AP for their next turn.

SABOTAGE SIGNAL

  • Description: Someone is jamming the enemy's broadcast!
  • Effect: Until your next turn, your opponent cannot use their Promoter's On-Air Stunt or draw from the Radio Deck.

THE VENDOR'S ADVERT

  • Description: The Pie Vendors are using the broadcast to shill their wares.
  • Effect: Both Pie Vendors immediately heal 2 Wounds.

LOUD NOISES

  • Description: A sudden burst of static over the loudspeakers makes everyone jumpy.
  • Effect: All Bashers on the board must immediately roll a d6. On a roll of 1-2, they are knocked Prone.

PIT-CLEANER CONVOY

  • Description: A pair of rumbling Pit-Cleaner vehicles arrive to remove the debris.
  • Effect: All Mob Tokens and Stun Grenade Tokens on the board are immediately removed.

WIND TUNNEL

  • Description: The broadcast signal somehow manipulates the winds in the pit.
  • Effect: All Hurl actions this turn gain a +1 bonus to their range.

"JUST IN TIME FOR THE COMMERCIAL BREAK!"

  • Description: The broadcast cuts to a sponsored ad for a moment.
  • Effect: All players may immediately use their Promoter's Deploy Ability for free.

SUDDEN RAIN

  • Description: The weather satellite shows a sudden downpour, turning the ground to mud.
  • Effect: All terrain on the board becomes Radioactive Sludge for the next 2 turns.

HOLO-ADVERTISEMENT

  • Description: A garish, flickering advertisement appears, distracting the enemy mob.
  • Effect: Choose one enemy Basher. Until the start of your next turn, that Basher cannot Move and must pass a d6 roll (4+) to perform any other action.

ROBO-REF

  • Description: A towering Rob-Ref is deployed to keep the match fair.
  • Effect: Until the end of your opponent's next turn, any Hurl action that scatters must scatter in a straight line away from the nearest Goal-Spike.

BOUNTY ON THE SKULL

  • Description: A new bounty is placed on the skull, incentivizing a win.
  • Effect: The next Basher to successfully score a Goal gets to Draw 2 cards from the Outback's Caprice Deck and keep them.

FALSE GOSPEL

  • Description: The broadcast preaches a bizarre and unsettling philosophy.
  • Effect: Choose one enemy Basher. Until the start of your next turn, that Basher cannot target any Bashers on your team with a Bash action.

SCRAP-BOMB THREAT

  • Description: A broadcast warning is issued about a hidden explosive on the field.
  • Effect: Place a Scrap-Bomb Token on a random square. The next Basher to move into an adjacent square is Clobbered for 2 turns.

A NEW HERO RISES

  • Description: The crowd becomes fixated on a single player.
  • Effect: Choose one of your Bashers. They gain the Star Player ability of their faction's actual Star Player, which can be used once.

RUST VANDAL

  • Description: A malicious virus is uploaded to the broadcast network, causing equipment to seize up.
  • Effect: Both Goal-Spikes become inactive for the next turn. No Goals can be scored.

TURRET DEPLOYMENT

  • Description: A security turret is activated by the tower's broadcast, targeting the Skull.
  • Effect: Choose any Basher carrying the Skull. They must make a d6 roll. On a roll of 1-3, they drop the Skull on their current square.

STUNNER SATELLITE

  • Description: A powerful, high-frequency signal temporarily disables a Basher.
  • Effect: Choose one enemy Basher. They are Prone and lose their next turn.

"BROADCAST WAR!"

  • Description: The ultimate play for airwave control is declared.
  • Effect: The next Promoter to use their On-Air Stunt may resolve it for free, without needing to control a Broadcast Tower.

11.4 Fan Riot! - Riot Deck (15 Cards)

This deck represents the uncontrollable rage of the mob. Draw one card at the start of each turn if the Mob Meter is at 8+.

PITCH INVASION! (x2)

  • Description: The fans have broken through the barrier! The crowd is now a hazard.
  • Effect: Place 3 Mob Tokens on random, empty squares on the Smasher-Pit. Any Basher moving into a square with a Mob Token takes 1 Wound. Mob Tokens are removed from the board at the end of the current turn.

STUN GRENADE DEPLOYMENT (x1)

  • Description: A stray stinger grenade has been thrown into the pit, and no one knows who threw it.
  • Effect: Place a Stun Grenade Token on a random, empty square. The next Basher to move within 1 square of the token is immediately Clobbered and removed from the match for the next two turns. The token is then removed.

TOTAL MAYHEM (x1)

  • Description: The mob reaches a peak of unhinged fury, throwing everything they have onto the Smasher-Pit.
  • Effect: The Mob Meter immediately resets to 1. All Bashers on the board are knocked Prone and lose their next turn as they recover from the sudden chaos. All Mob Tokens are also removed from the board.

THE ROAR OF THE CROWD (x2)

  • Description: The sheer volume of the mob is disorienting and exhilarating.
  • Effect: All Bashers on the field must immediately make a d6 roll. On a 4+, they gain +1 AP on their next turn due to the adrenaline rush. On a 1-3, they are momentarily dazed and lose 1 AP on their next turn.

PIRATE BROADCAST (x2)

  • Description: A rogue signal hijacks the stadium's comms, broadcasting a chaotic message.
  • Effect: For the rest of this turn, all Hurl actions scatter on a roll of 1-4. Additionally, any Bash action that successfully knocks down a Basher also knocks down any Bashers in adjacent squares.

SECURITY RESPONSE (x1)

  • Description: The referees finally get some backup. A security force moves in to break up the chaos.
  • Effect: The Mob Meter immediately decreases by 3. All Mob Tokens on the board are removed.

MOLTEN VENDOR CART (x1)

  • Description: An unhinged fan rolls a burning vendor cart onto the field.
  • Effect: Place a Molten Vendor Cart Token on a random empty square. Any Basher moving adjacent to or into this square takes 1 Wound and is knocked Prone. The token is removed at the end of the turn.

RUSTBOWL GRENADE (x1)

  • Description: A homebrew explosive is lobbed into the pit. It’s loud, but mostly harmless.
  • Effect: Place a Loud Noise Token on the board. The next Basher to move within 2 squares must pass a d6 roll (4+) or be knocked Prone. The token is removed after 1 turn.

THE MIGHT OF THE MOB (x1)

  • Description: The crowd works as one, clearing a path for a Basher.
  • Effect: Choose one of your Bashers. That Basher may make a Move action and ignore all movement penalties from terrain this turn.

11.5 Pie Vendor Wars - Pie Vendor Deck (12 Cards)

This deck represents the dubious quality of the wasteland's culinary offerings. A card is drawn whenever a Basher interacts with a Pie Vendor.

THE MYSTERY MEAT PIE (x2)

  • Description: It smells delicious, but you have no idea what's in it. You decide to take a chance.
  • Effect: Gain 2 Pie Tokens. These tokens can be spent at any time during a future turn. Spending a Pie Token grants you 1 AP for the action you are about to take.

THE MOLOTOV PIE (x1)

  • Description: Not all pies are for eating. This one is for burning.
  • Effect: A one-time use item. You may Hurl this pie up to 3 squares. The square it lands on (and all adjacent squares) are set on fire. Any Basher moving through a burning square takes 1 Wound. The fire lasts for 2 turns.

THE HEALING PIE (x1)

  • Description: The pie is so delicious it restores your very will to fight.
  • Effect: Immediately heal 1 Wound from your Basher. This cannot be used on a Clobbered Basher.

THE EXPLODING PIE (x1)

  • Description: The vendor swore it was just a spicy recipe, but you're pretty sure it's got a grenade in it.
  • Effect: Roll a d6. On a 1-3: Your Basher takes 1 Wound from the explosion. On a 4+: Your Basher takes 1 Wound from the explosion, but the powerful blast gives them a surge of adrenaline, granting you +2 AP for the current turn.

THE ALLIANCE PIE (x1)

  • Description: An offering of peace, and perhaps a temporary truce.
  • Effect: You may place a Pie Token on a single enemy Basher. This Basher cannot be targeted by Fan Actions (from the Fan Riot! expansion) for the remainder of the match. Your team gains a "Devious" reputation, granting a +1 bonus on all future Bash rolls against any Basher that has a Pie Token.

THE SCRAP-PIE (x2)

  • Description: A pie packed with jagged metal scraps. It's horrible to eat, but a powerful weapon.
  • Effect: Gain 1 Pie Token. You may immediately spend this token to make a Hurl action. If the Hurl is successful, the targeted Basher takes 1 Wound in addition to the standard effect.

SPICY HOT PIE (x1)

  • Description: A pie so spicy it burns on the way down, leaving you gasping for air.
  • Effect: Your Basher gains +1 to their Bash roll on their next turn, but their next Hurl action suffers a -1 penalty.

THE FOG-SPORE PIE (x1)

  • Description: A hallucinogenic pie from the glowing wastes.
  • Effect: Choose one enemy Basher. The next time they move, they must move 1 extra square in a random direction. This extra move does not cost AP.

THE MYSTERIOUS GLOWING PIE (x1)

  • Description: This pie emits a soft, green glow. You don't ask what makes it glow, you just eat it.
  • Effect: Your Basher immediately heals 1 Wound. Additionally, for the rest of this turn, any successful Hurl from this Basher ignores scatter rolls on a 1.

THE POISON PIE (x1)

  • Description: You eat it, and a wave of nausea hits you hard.
  • Effect: Your Basher immediately loses 1 Wound. If this reduces them to 0 Wounds, they are Clobbered.

Friday, 22 August 2025

the Skull bash codex

# THE SKULL-BASH CODEX: RASKOL3000 EDITION

## The Complete Wasteland Sport Rulebook

*Scratched into the back of a salvaged data-slate, smeared with grease and what might be blood.*

Welcome to the Bone-Crusher Cup, the last true sport left in the wasteland. It's a game of blood, grit, and scavenged tech. This is your guide.

---

## TABLE OF CONTENTS

**CHAPTER 1: INTRODUCTION & CORE GAME**
- 1.1 Welcome to the Wasteland
- 1.2 Game Components & Setup
- 1.3 Victory Conditions
- 1.4 Basic Turn Sequence

**CHAPTER 2: THE BASHERS**
- 2.1 Team Composition
- 2.2 Basher Roles & Special Abilities
- 2.3 Basher States

**CHAPTER 3: CORE ACTIONS**
- 3.1 Move
- 3.2 Bash
- 3.3 Grab
- 3.4 Hurl (Throw)

**CHAPTER 4: EVENTS & CHAOS**
- 4.1 Outback's Caprice Deck
- 4.2 Law of the Wastes (Referee Cards)
- 4.3 Star Players

**CHAPTER 5: MUTANT'S GRIT - ADVANCED RULES**
- 5.1 Advanced Turn Sequence
- 5.2 Action Points System
- 5.3 Injury & Wound System
- 5.4 Terrain Rules

**CHAPTER 6: BROADCAST WAR EXPANSION**
- 6.1 Promoter Managers
- 6.2 Broadcast Towers
- 6.3 Radio Deck
- 6.4 Campaign Mode

**CHAPTER 7: FACTIONS & LORE**
- 7.1 The Four Great Factions
- 7.2 Faction Special Rules
- 7.3 Live Commentary Examples

**CHAPTER 8: QUICK REFERENCE**
- 8.1 Turn Sequence Summary
- 8.2 Action Reference
- 8.3 Dice Roll Results

---

## CHAPTER 1: INTRODUCTION & CORE GAME

### 1.1 Welcome to the Wasteland

In the dust-choked wastes of Raskol3000, there is only one law: entertainment. Welcome to the Bone-Crusher Cup, where two mobs of Bashers clash in the Smasher-Pit for glory, scrap, and the adoration of the masses. Your goal is simple: get the Skull into the enemy's Goal-Spike by any means necessary. Move fast, hit hard, and pray the capricious wastes look favorably upon you.

### 1.2 Game Components & Setup

**You will need:**
- The Smasher-Pit: A 5x5 grid battlefield
- Two teams of 5 Bashers each (represented by tokens or models)
- The Skull: A unique token representing the game objective
- 2 Goal-Spike tokens: Placed on the center square of each player's end row
- One six-sided die (d6): Used for all tests
- Card decks:
  - Outback's Caprice Deck (10 cards): In-game events
  - Law of the Wastes Deck (6 cards): Referee responses
  - Legends of the Pit Deck (4 cards): Star Player abilities

**Setup Procedure:**
1. Place the Smasher-Pit grid between the two players
2. Each player places their Goal-Spike token on the central square of their own end row
3. Players place their 5 Bashers on any of the five squares on their own back row
4. Place The Skull token on the exact center square of the grid
5. Each player shuffles their Outback's Caprice deck and draws a starting hand of 2 cards
6. The Law of the Wastes deck is placed to the side
7. Roll a d6. The player with the highest roll chooses who takes the first turn

### 1.3 Victory Conditions

The first player to successfully Hurl the Skull onto their opponent's Goal-Spike square immediately wins the game!

### 1.4 Basic Turn Sequence

A game is played over a series of turns. On each of your turns, proceed in the following order:

1. **Declare Active Basher:** Choose one of your standing Bashers to act. A Basher that is Prone or Clobbered cannot be chosen.
2. **Draw Caprice Card (Starting Turn 2):** At the start of every turn after the first, the active player draws one card from the Outback's Caprice deck and resolves its effect immediately.
3. **Perform One Action:** With your active Basher, perform one of the following actions: Move, Bash, Grab, or Hurl.

---

## CHAPTER 2: THE BASHERS

### 2.1 Team Composition

Each team consists of five unique Bashers, each with their own specialized role and abilities. These hardened warriors have survived the wasteland's crucible and now seek glory in the Smasher-Pit.

### 2.2 Basher Roles & Special Abilities

| Role | Nickname | Special Ability |
|------|----------|-----------------|
| **Ruckman** | The Big Bloke | May Move 2 squares per Move action |
| **Half-Forward** | The Fast One | May Hurl the Skull up to 4 squares (instead of 3) |
| **Half-Back** | The Tough One | Gets a +1 bonus to d6 roll when performing a Bash |
| **Wingman** | The Scrapper | May perform a second Move action (1 square) after first action. Cannot Bash this turn |
| **Full-Forward** | The Finisher | Can score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square |

### 2.3 Basher States

**Standing:** Normal state. Can perform any action.

**Prone:** Basher has been knocked down. Place token on its side. Cannot be activated next turn. Automatically stands up at the start of the turn after.

**Clobbered:** Basher has been struck by a scattered Skull. Cannot be activated next turn. Returns to Standing state automatically.

---

## CHAPTER 3: CORE ACTIONS

### 3.1 Move

The Basher moves one square in any direction (orthogonally or diagonally). The Ruckman may move two squares.

**Restrictions:**
- You cannot move through another Basher's square
- A Basher carrying the Skull can only move 1 square, even if it is the Ruckman

### 3.2 Bash

The Basher attempts to knock down an opponent in an adjacent square. Roll a d6.

**Resolution:**
- **Half-Back:** Roll d6+1
- **4 or more:** Success! The target is knocked Prone. It cannot be activated next turn. Place it on its side to show this.
- **3 or less:** Failure. Nothing happens. Your turn ends.

### 3.3 Grab

If the Skull is in the Basher's square and no one is carrying it, the Basher picks it up. The Basher is now carrying the Skull.

**Restrictions:**
- A Basher carrying the Skull can only perform a Move (1 square max) or Hurl action

### 3.4 Hurl (Throw)

**IMPORTANT NOTE:** This is your key mechanical differentiator. It's not a pass to a friendly player; it's a direct shot at a square, making it a unique risk/reward tactical weapon.

The Basher must be carrying the Skull. Choose any empty square within 3 squares (4 for the Half-Forward). Roll a d6:

**Resolution:**
- **4 or more:** Success! The Skull lands exactly on the target square. If it lands on the opponent's Goal-Spike, it's a GOAL! You win the game!
- **1-3:** Scatter! The Skull deviates, landing one square away from the target in a random direction (roll a d8 to determine direction). If the Skull lands on any Basher (friend or foe), that Basher is Clobbered and is out for next turn.

---

## CHAPTER 4: EVENTS & CHAOS

### 4.1 Outback's Caprice Deck

This 10-card deck adds the unpredictable chaos of the wasteland to your matches. Shuffle it at the start of the game, and draw one card at the beginning of each turn (starting with turn 2). Resolve the effect immediately.

**Sample Events:**
- **"Blessed by the Sun"** - Positive effect
- **"The Scavenger's Cache"** - Resource bonus
- **"Cunning Ambush"** - Tactical advantage
- **"Dust Storm"** - Visibility penalty
- **"Gloom-Spore Fog"** - Movement hindrance
- **"Broken Limb"** - Injury effect

### 4.2 Law of the Wastes (Referee Cards)

When a Star Player ability is used, the opponent draws one card from this 6-card deck representing the wasteland referees' unpredictable responses.

**Referee Responses:**
- **"Technical Foul"**
- **"The Old Blind Eye"**
- **"Excessive Force"**
- **"Warning Shot"**
- **"Bribe Accepted"**
- **"Contested Call"**

### 4.3 Star Players

Each faction has access to a legendary Star Player. These abilities can be used once per game (in core rules) or with cooldown mechanics (in advanced rules). After use, your opponent draws a Law of the Wastes card.

**"Gutsy" McGee (Dust Bowl Devils):**
- **Full-Body Slam:** Bash from two squares away. If successful, target is Prone for two turns.

**"Ironfist" Frankie (Mungo Maniacs):**
- **Unstoppable Charge:** Move up to 3 squares in a straight line, automatically Bashing one enemy you contact.

**"Whisper" Williams (Coorong Scavengers):**
- **Ghost of the Pit:** This turn, move through other Bashers' squares.

**"Junk" Juggernaut (Ironbark Jokers):**
- **Scrap-Heap Toss:** When you Hurl, choose to either prevent scatter or cause it to scatter two squares.

---

## CHAPTER 5: MUTANT'S GRIT - ADVANCED RULES

### 5.1 Advanced Turn Sequence

For experienced players seeking deeper tactical gameplay:

1. **Remove Cooldowns:** Remove 1 token from any Star Player or ability
2. **Declare Active Basher:** Choose your active Basher
3. **Draw Caprice Card:** (Starting turn 2)
4. **Gain Action Points:** Your active Basher gains 3 Action Points (AP)
5. **Spend AP:** Perform actions by spending AP

### 5.2 Action Points System

**Action Costs:**
- **MOVE (1 AP):** 1 square (Ruckman: 2 squares)
- **BASH (2 AP):** Roll d6 (Half-Back: d6+1). 4+: Target takes 1 Wound and is knocked Prone
- **GRAB (1 AP):** Pick up the Skull
- **HURL (2 AP):** As per core rules
- **GET UP (1 AP):** Stand up from Prone. Ends turn

### 5.3 Injury & Wound System

- Each Basher starts with 3 Wounds
- Successfully Bashed? Lose 1 Wound, go Prone
- 0 Wounds? You are Clobbered (removed from game). Return only by special ability
- Prone? Must spend 1 AP to "Get Up" before doing anything else

### 5.4 Terrain Rules

Place up to two terrain features during setup:

**Scrap Piles (1 square):**
- +1 to Bash rolls when fighting here
- Movement into/out costs 2 AP

**Radioactive Sludge (2x2 area):**
- Enter or start turn here? Roll d6. On 1: Take 1 Wound

**Barbed Wire (1-square strip):**
- Moving into or out costs 2 AP

---

## CHAPTER 6: BROADCAST WAR EXPANSION

### 6.1 Promoter Managers

Wildcard units that bring corporate influence to the Smasher-Pit. Each has:
- **Deploy Ability:** Costs 1 AP, used once per match
- **On-Air Stunt:** Requires controlling a Broadcast Tower
- **Passive Aura:** Always active within range

### 6.2 Broadcast Towers

Place 2-3 tower tokens on the board during setup. Controlling a tower (by having a Basher adjacent) allows you to:
- Draw from the Radio Deck (20 powerful effect cards)
- Use your Promoter's On-Air Stunt ability

### 6.3 Radio Deck

A 20-card deck of powerful, game-changing effects available only through controlling Broadcast Towers. These represent the influence of media manipulation in the wasteland.

### 6.4 Promoter Manager Datasheets

**🔴 MOTHER FANG (Redbacks):**
- **Deploy (1 AP):** Place a terrain trap token. First enemy to enter that square is Clobbered
- **Stunt (On-Air):** Cancel the effect of an opponent's "Outback's Caprice" card
- **Aura:** All Redbacks within 2 squares get +1 to their Bash rolls

**🔵 DR. GLINT (Blueshine):**
- **Deploy (1 AP):** All friendly Throws gain +1 range until end of turn
- **Stunt (On-Air):** Steal a card from your opponent's Caprice hand and play it immediately
- **Aura:** Blueshine Bashers get +1 to their Hurl accuracy rolls

**🟤 BIG ROACH (Dust Bowl Devils):**
- **Deploy (1 AP):** Move all Devil Bashers 1 square towards the nearest Tower
- **Stunt (On-Air):** Reroll the dice for a current weather event card
- **Aura:** Devils ignore movement penalties from terrain

**🃣 LAUGHING SIGNAL (Ironbark Jokers):**
- **Deploy (1 AP):** Both players shuffle their Caprice hands back into their decks and draw a new hand of 2 cards
- **Stunt (On-Air):** All ranged attacks (Hurls) roll two dice and take the worst result until your next turn
- **Aura:** Once per turn, a random Joker may reroll any one die

### 6.5 Campaign Mode: The Broadcast War

A 5-match campaign where victory grants control of broadcast territories. Each territory controlled grants a permanent Promoter Upgrade:

**Available Upgrades:**
- **Broadcast Tower Network:** Use On-Air Stunt without controlling a Tower
- **Wasteland Diplomacy:** Once per match, reroll a die for a "Law of the Wastes" card
- **Media Mogul:** Your Aura range increases to 3 squares

**The Campaign Structure:**
1. **Dustbowl Skirmish**
2. **Scavenger Raids**
3. **Manic Assault**
4. **Joker's Wild**
5. **Rust Dome Showdown** (Finale)

---

## CHAPTER 7: FACTIONS & LORE

### 7.1 The Four Great Factions

**Dust Bowl Devils:**
Fury and fire incarnate. These Bashers believe that any problem can be solved through uncompromising aggression. Their red-painted gear gleams with the heat of battle, and their battle-cries echo across the wasteland like thunder.

**Mungo Maniacs:**
The unstoppable force meets the immovable object, and the object breaks. The Maniacs embrace pure, undiluted violence as both philosophy and practice. When subtlety fails, they apply more force.

**Coorong Scavengers:**
Cunning and stealth define these masters of misdirection. They win not through brute strength, but by exploiting weaknesses, reading the battlefield, and striking where enemies least expect. Their victories are as much mental as physical.

**Ironbark Jokers:**
Chaos and chance are their weapons of choice. The Jokers embrace the madness of the wastes, turning random luck into a tactical advantage. When the odds are against them, they change the game itself.

### 7.2 Faction Special Rules

Each faction brings unique tactical advantages to the Smasher-Pit, reflecting their cultural approach to violence and survival.

### 7.3 Live Commentary Examples

**Sample Commentary for Atmosphere:**

*Mick:* "Righto, settle in folks! We've got a bonzer of a match! The Mungo Maniacs versus the Coorong Scavengers!"

*Davo:* "Too right, Mick. It's a game of inches. The Maniacs' Half-Back has the Skull! He Hurls it!"

*Mick:* "But hold on! A Dust Storm card! The Skull wobbles and scatters! It's clobbered the Scavenger's Full-Forward! What a turn of events!"

*Davo:* "Now 'Ironfist' Frankie is making his move! It's an Unstoppable Charge! The ref is drawing a card... it's Contested Call! The Maniacs win the roll! It's legal! The crowd is going off!"

*Mick:* "The Skull is loose! The Maniacs have a clear run! This is a famous victory!"

---

## CHAPTER 8: QUICK REFERENCE

### 8.1 Turn Sequence Summary

**Core Game:**
1. Declare Active Basher
2. Draw Caprice Card (Turn 2+)
3. Perform One Action

**Advanced Game:**
1. Remove Cooldowns
2. Declare Active Basher
3. Draw Caprice Card (Turn 2+)
4. Gain 3 AP
5. Spend AP on Actions

### 8.2 Action Reference

| Action | AP Cost | Effect |
|--------|---------|--------|
| Move | 1 | Move 1 square (2 for Ruckman) |
| Bash | 2 | d6 roll, 4+ = Prone + 1 Wound |
| Grab | 1 | Pick up Skull if in square |
| Hurl | 2 | d6 roll, 4+ = accurate, 1-3 = scatter |
| Get Up | 1 | Stand from Prone, ends turn |

### 8.3 Dice Roll Results

**Bash Results:**
- 4+: Success (Prone + Wound in advanced)
- 3-: Failure

**Hurl Results:**
- 4+: Accurate throw
- 1-3: Scatter (d8 for direction)

**Scatter Direction (d8):**
- 1: North
- 2: Northeast
- 3: East
- 4: Southeast
- 5: South
- 6: Southwest
- 7: West
- 8: Northwest

---

## APPENDIX: DESIGNER NOTES

**Legal Distinction:** This game distinguishes itself from competitors through its unique 5x5 grid constraint, alternating single-model activation, and the innovative Hurl mechanic that targets squares rather than players. The combination of Action Points, scatter mechanics, and card-driven chaos creates a tactical experience unlike any other wasteland sport game.

**Playtesting Notes:** Recommended for 2 players, 30-45 minutes per game. The core rules provide quick, accessible gameplay while the advanced rules offer deeper tactical complexity for experienced players.

---

*THE STORY IS DATA. THE DATA IS EVERYTHING.*

*YOUR MOVE, MEATBAG.*

---

**Disclaimer:** This is an original game design. The Skull-Bash Codex, its rules, terminology, and the world of Raskol3000 are intellectual property. This document is for personal use and playtesting.

**Version:** Complete Edition v1.0  
**Compatible Expansions:** Mutant's Grit, Broadcast War  
**Recommended Age:** 12+  
**Players:** 2  
**Playing Time:** 30-60 minutes

RASKOLL3000: WASTELAND BLITZTHE SUNKEN STADIUM SURVIVOR'S GUIDE

RASKOLL3000: WASTELAND BLITZ THE SUNKEN STADIUM SURVIVOR'S GUIDE Property of the Iron Cup Council. Recovered from the wreckage of a buri...