# 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.
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## 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.*
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**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
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