Monday, 25 August 2025
RASKOLL3000: WASTELAND BLITZTHE SUNKEN STADIUM SURVIVOR'S GUIDE
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
- Draw a 5×5 grid between players.
- Each player places their two Goal-Spikes on the two squares in their back row, one square in from each corner.
- Place your 5 Bashers on any squares in your back row.
- Put the Skull in the exact center of the grid.
- Shuffle the Event Cards and place them nearby.
- 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 Type | Special Ability |
|---|---|
| Ruckman | Moves 2 squares instead of 1. When the Skull enters their square from a Mark, they may immediately take it. |
| Blaster | Gets +1 on attack rolls. |
| Prowler | Can move through squares occupied by other Bashers. |
| Bulldog | When they successfully attack, the target is Prone and cannot act for two turns instead of one. |
| Scrap-Gunner | Can throw the Skull up to 4 squares. |
THE SCAV-BROOD
Genetically modified for brute force, the Brood is a tanky force.
| Basher Type | Special Ability |
|---|---|
| Crusher | Gets +1 on attack rolls and can move through squares occupied by other Bashers. |
| Gutter | Can reroll one failed attack roll per turn. |
| Slinger | Can throw the Skull up to 4 squares. When throwing at the goal, never scatter. |
| Bruiser | When they successfully attack, the target is knocked back 1 square. |
| Vermin | Can 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:
- Pick a Basher: Choose one of your standing Bashers to activate.
- Draw Event Card: (Starting turn 2) Draw and resolve immediately.
- 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
casual player version
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:
- Place the Smasher-Pit grid between the two players.
- Each player places their Goal-Spike token on the central square of their own end row.
- Players place their 5 Bashers on any of the five squares on their own back row.
- Place The Skull token on the exact center square of the grid.
- Each player shuffles their Outback's Caprice deck and draws a starting hand of 2 cards.
- The Law of the Wastes deck is placed to the side.
- Set up any expansion components as detailed in their respective chapters.
- 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:
- Declare Active Basher: Choose one of your standing Bashers to act. A Basher that is Prone or Clobbered cannot be chosen.
- 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.
- 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
| Role | Equivalent Role | Special Ability |
|---|---|---|
| Ruckman | The Blocker / Lineman | May Move 2 squares per Move action. |
| Half-Forward | The Kicker / Quarterback | Can Hurl the Skull up to 4 squares (instead of 3). |
| Half-Back | The Defender / Blaster | Gets a +1 bonus to d6 roll when performing a Bash. |
| Wingman | The Wide Receiver | May perform a second Move action (1 square) after their first action. Cannot Bash this turn. |
| Full-Forward | The Striker / 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 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:
- Remove Cooldowns.
- Declare Active Basher.
- Draw Caprice Card.
- Gain Action Points: Your active Basher gains 3 AP.
- 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 Mode | Components Needed | Key Rules |
|---|---|---|
| Core Game | • Core Components • Caprice & Law Decks | Turn Sequence: 1. Declare Basher. 2. Draw Caprice Card (Turn 2+). 3. Perform One Action. |
| Advanced Game | • All Core Components • AP & Wound Tokens • Terrain Markers | Turn Sequence: 1. Remove Cooldowns. 2. Declare Basher. 3. Gain 3 AP. 4. Spend AP on actions. |
| Full Wasteland War | • All Game Components | Turn Sequence: The Advanced Game sequence is used. All expansion rules (Mob Meter, Broadcast Towers, Vendor Interactions) are active. |
10.2 Basher Stats & Abilities
| Role | Equivalent Role | Starting Wounds | Special Ability |
|---|---|---|---|
| Ruckman | The Blocker | 3 | Moves 2 squares per Move action (instead of 1) |
| Half-Forward | The Kicker | 3 | Can Hurl the Skull up to 4 squares (instead of 3) |
| Half-Back | The Defender | 3 | Gets a +1 bonus on their d6 roll when they Bash |
| Wingman | The Wide Receiver | 3 | Can perform a second 1-square Move action after their first action. Cannot Bash this turn. |
| Full-Forward | The Striker | 3 | Can score a Goal by successfully Throwing the Skull into the Goal-Spike from an adjacent square |
10.3 Advanced Action Costs (Mutant's Grit)
| Action | AP Cost | Effect |
|---|---|---|
| Move | 1 AP | Move 1 square (Ruckman: 2 squares) |
| Bash | 2 AP | Roll d6. 4+ = Target takes 1 Wound and is Prone. |
| Grab | 1 AP | Pick up the Skull if in your square. |
| Hurl | 2 AP | Throw the Skull at a target square. |
| Get Up | 1 AP | Stand up from a Prone state. |
| Fan Action | 1 AP | Use a Fan Riot! action. |
| Purchase | 1 AP | Buy 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
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...
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Action Points (AP) Clarification Each team does not start with a pool of AP. Instead, Action Points are allocated to a single Basher at t...
