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.

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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.

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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).

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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.

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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.

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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).

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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.

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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.

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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.

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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.

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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.

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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.

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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.

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