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.
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