THE RASKOLL 3000 WASTELAND GRAND PRIXWelcome, Gearheads, to the Ultimate Race for Glory!

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THE RASKOLL 3000 WASTELAND GRAND PRIX
Welcome, Gearheads, to the Ultimate Race for Glory!
Strap in, fire up those engines, and prepare for a race like no other! Only the toughest, craziest, and luckiest drivers will survive the Raskoll 3000!

Introduction & Lore: From Scramble to Grand Prix
From the Journal of Little Copper Nick, the Bard of Scavengers, aged 14 seasons.
Listen up, greenhorns, 'cause I'm Little Copper Nick, and I know a thing or two about how this whole Raskoll 3000 Grand Prix madness started. It wasn't always for kicks, you know.
Pop, he used to tell me that after the Great Slow Burn, when the world shriveled up and choked on its own mess, folks had no choice but to move. Whether you were a lone prospector or a whole convoy, you were always chasing the horizon, desperately searching for a new water hole. But the old roads? They were shattered, choked with dead tech, and treacherous. If you stumbled upon something good – a cache of fuel, a trickle of clean water, or a working engine part – you had to bolt. Because someone, somewhere, always wanted it more.
In those early days, it wasn't a "race"; it was pure survival. Whispers of fresh scrap piles or abandoned supply dumps would send everyone tearing off. You'd pile into your rickety ute, or whatever contraption you could strap an engine to, and you'd floor it. No rules, just a desperate dash to get there first. Break down, and you were buzzard food. See another dust plume, and you knew they were coming for you. Pop called these desperate sprints "scramble-runs," and they were terrifying. No one stopped to help; if you got stuck, you just became part of the new junk heap. But they were also the only way to find anything, to trade, to simply exist.
Now, the "Raskoll 3000" part? That's what the old world called their fancy automated road network, the one that was supposed to drive cars all by itself. When everything went sideways, bits of that system kept humming. Old road signs would flicker, ghost signals would lead you down forgotten highways, and automated hazards would suddenly spring to life. It was like the roads themselves were still alive, trying to "optimize" traffic, even if that meant optimizing you straight into a ditch. So, the whole system of busted roads and lurking dangers became known simply as the "Raskoll."
Eventually, a few of the tougher tribal leaders and shrewd scavengers realized there was profit – or, more accurately, scrap – in these chaotic dashes. Instead of chasing vague rumors, they started laying out specific "courses" along the Raskoll roads. They'd put up a grand prize: a barrel of precious fuel, a salvaged engine, a map to a rumored stash. And everyone, from the desperate to the daring, would have a crack at it. Pop says the rule about the "furthest behind" going next came from those early days. The fastest blokes would just zoom off, leaving everyone else in their dust, no chance of catching up. Not much fun for the folks placing bets, was a it? So some canny old gambler probably declared, "Nah, mate. If you're trailing, you get another go. Keep it interesting, keep everyone in the fight for the scrap!" And it stuck. It made the races proper chaotic and dangerous, right down to the wire.
And that, my friends, is how the Raskoll 3000 Wasteland Grand Prix was truly born. Not from some grand design, but from desperation, a burning need for resources, and a mad desire for glory in a world that had precious little left to offer. It's how we find out who's tough enough, who's cunning enough, and who's just plain lucky enough to make it another day.

Table of Contents
 * Introduction & Lore: From Scramble to Grand Prix
 * Game Components: What You Need to Survive the Wasteland
 * Key Terms & Definitions: Speaking the Wasteland Lingo
 * Wasteland War-Rigs & Factions: Choose Your Destiny!
 * Getting Ready for the Grand Prix: Pre-Race Checklist
 * How to Race the Grand Prix!: Move, Then Act!
 * Complete Turn Example: A Walk Through the Mayhem
 * Wasteland Hazards: The Track Fights Back!
 * Combat Quick Reference: Blast 'Em!
 * When a Rig Bites the Dust: From Racer to Wreck
 * Templates & Tokens: Your Tools for Wasteland Warfare
 * Winning The Grand Prix: Claiming Your Glory
 * Quick-Start Reference Card: Your Road Map to Ruin!
 * Optional Rules & Variants: Keep the Engines Roaring!
 * Player's Log & Custom Rig Workshop: Make It Your Own!
 * Designer's Notes: The Story Behind the Scraps
Game Components: What You Need to Survive the Wasteland
To brave the brutal Raskoll 3000 and claim your glory, you'll need to gather a few essential bits and pieces. Don't worry, most of this can be scavenged from around your own living space!
 * Your Mean Machines!
   * Any old toy cars will do – the rustier, the better! Think well-loved die-cast cars, small plastic models, or even custom-built contraptions. These are your war-rigs, so pick ones that look ready for a fight.
 * The Killer Kourse!
   * This is your race track, your arena of automotive mayhem! You can scrawl it on a large sheet of paper, an old tarp, or simply draw lines directly in the dirt or sand outside. Make sure you clearly mark a Start Line and a Finish Line. The wilder the design, the more chaotic the race!
 * The Measurement Stick o' Doom!
   * You'll need something to measure out those death-defying moves. A standard ruler works perfectly, but a broken pipe, a sturdy stick, or anything straight and rigid with clear measurement markings will do the trick.
 * Dice, Dice, Baby!
   * You'll need two six-sided dice (known as 1d6 in the Wasteland):
     * Movement Die: Roll this to see how far your scrap-heap screamer can go in a single burst of speed.
     * Combat Die: Your fate in a single roll! This die determines if your makeshift weapons hit their mark.
 * Junk Tokens!
   * These humble bits of scrap represent how much damage your ride can take before it's completely toast. Gather small, distinct items like bottle caps, old nuts, pennies, or even small pebbles. Each driver will start with a pile of these.
 * Rough-and-Ready Templates!
   * You'll need these battered paper shapes for precise turning and unleashing your deadly attacks. You'll find printable versions of the Skid Template (for turning) and the Blast Template (for shooting) later in this book. Just print 'em, cut 'em out, and get ready to rumble!
 * Wasteland Hazard Tokens!
   * These are small pieces of paper or cardboard that mark the dangerous spots on the track. Cut out simple shapes for Spike Strips, Oil Slicks, Jump Ramps, and Repair Bays. You'll find their designs and instructions in the "Templates & Tokens" section.
Key Terms & Definitions: Speaking the Wasteland Lingo
To survive and thrive in the Raskoll 3000, it helps to know the lingo. Here are the crucial terms you'll hear and use during every race:
 * Adjacent: If something is adjacent, it's within 1 inch of another car or object. Close enough to smell the exhaust fumes!
 * In Range: A target car is in range if any part of it touches your Blast Template when you're aiming a shot.
 * Wrecked: A car becomes Wrecked when it has lost all its Junk Tokens. It's out of the race and becomes a permanent obstacle on the track. Better luck next time, roadkill!
 * Damage: When your car takes Damage, you lose one Junk Token. Take too much, and you're Wrecked!
 * Turn: One complete Turn represents a driver's full activation. During your Turn, you'll first Move your War-Rig, then you'll Take an Action. Simple as that, but a lot can happen in one Turn!
Wasteland War-Rigs & Factions: Choose Your Destiny!
Every rig in the wasteland is a beast in its own right, a testament to pure grit and salvaged parts. Before you line up at the Start Line, you've got two critical decisions to make: first, pick your Faction, the gang you roll with, then choose your Machine, the metal monster that'll carry you to victory (or a fiery wreck!).
The Factions of The Raskoll 3000
 * The Chrome Lords
   * Description: Arrogant, flashy, and obsessed with anything that gleams, the Chrome Lords believe speed and style are the true measures of dominance. Their hot rods are often polished to a mirror sheen, reflecting the burning sun and the envy of their rivals. They're all about pure, unadulterated velocity.

   * Faction Skill: Once per race, you can re-roll one Movement Die during your turn. Don't like that slow crawl? Roll it again for glory!
 * The Gearhead Goblins
   * Description: Mad mechanics and chaotic engineers, the Gearhead Goblins are known for their ramshackle rigs that scream with a symphony of mismatched parts and raw power. They love a good smash-up, seeing beauty in the chaos of a crumpled fender or a smoking engine. They're tough, resourceful, and utterly unpredictable.

  

 * Place the Wasteland Hazards: Strategically distribute your Hazard Tokens around the track. Place them in interesting spots – on corners, in bottlenecks, or along long straightaways – to create dangerous challenges and tactical opportunities. Don't be afraid to make it gnarly!
 * Choose Your Rides: Each player officially selects their Faction (Chrome Lords, Gearhead Goblins, Desert Rogues, or Cult of the Scorched Earth) and their Vehicle (Scrap-Scamper, Bruiser-Bus, or Boom-Buggy). Announce your choices with pride!
 * Line Up Your War-Rigs: All chosen cars must start positioned behind the Start Line. Ensure there's enough space for everyone to begin the initial surge.
 * Grab Your Junk! Each driver takes the starting number of Junk Tokens corresponding to their chosen vehicle's Health stat. This is your car's lifeline, so keep them safe... if you can!
How to Race the Grand Prix!: Move, Then Act!
The Raskoll 3000 is a whirlwind of roaring engines, screeching tires, and explosive action, all broken down into individual Turns. Knowing when you go and what you can do is key to dominating the wasteland.
Turn Order: Who Goes When?
The order in which cars activate can shift, adding a layer of tactical depth to the race.
 * First Turn: To kick off the race, all players roll their Movement Die. The player with the highest roll goes first. If there's a tie, those tied players re-roll their Movement Die until a clear highest is determined.
 * Subsequent Turns: After the first turn, things change. In all later turns, the car furthest behind on the track goes first. This gives trailing drivers a chance to catch up, keeping the race tight and exciting!
 * Ties: If multiple cars are at the exact same position on the track, those tied players roll their Movement Die to break the tie, with the highest roll going first among the tied cars.
Your Turn in the Dust: Move, Then Act!
When it's your turn, you always follow two crucial steps in order. Think of it as: Put the pedal down, then make your move!
Step 1: MOVE Your War-Rig
This is where you push your rig to its limits, navigating the Kourse and avoiding (or embracing) collisions.
 * Roll Movement: Grab your Movement Die and roll it. Then, immediately apply your chosen vehicle's modifier (e.g., the Scrap-Scamper subtracts 1, the Bruiser-Bus subtracts 2). Your final number is the distance, in inches, you can move. Remember: The minimum movement is always 1 inch.
 * Measure Movement: Using your Measurement Stick o' Doom, move your car forward the exact distance you rolled. You don't have to use all your movement, but any unused movement is lost.
 * Turning: This is crucial for navigating the track! You can pivot and turn your car before, during, or after your movement using the Skid Template.
   * Place the narrow end of the Skid Template at the front of your car.
   * Guide your car along the curve of the template. You can only move your car along the template's curve.
   * You can turn multiple times within your movement, as long as the total distance traveled doesn't exceed your rolled movement.
   * Tip: Thinking ahead about your turns can save you from a nasty collision or wasted movement!
 * Resolve Collisions: If your car's movement causes it to hit another car, an obstacle (like a Wrecked car or a track boundary), or if you leave the designated track area, your car stops immediately at the point of collision. Your movement phase ends there.
 * Apply Hazards: If your car moves through or ends its movement completely on a Wasteland Hazard Token, immediately resolve its effect (see the "Wasteland Hazards" section for details).
Collision Rules: When Metal Meets Metal
Collisions are a common sight in the Raskoll 3000 – sometimes accidental, sometimes very much on purpose!
 * Hitting another active car: If you collide with another car that is still in the race, both cars stop immediately. No damage is dealt from this type of collision, but your movement phase ends.
 * Hitting a Wrecked car: If you collide with a Wrecked car (a static obstacle), your car stops immediately and you take 1 Damage (remove 1 Junk Token). Those wrecks are sharp!
 * Hitting the track boundary: If your car hits or crosses the designated track boundary (e.g., going off the paper or drawn lines), your car stops immediately. No damage is dealt for leaving the track, but you're now in a potentially bad spot.
Step 2: TAKE AN ACTION
After you've moved your War-Rig, it's time to decide what chaos you'll unleash! You must choose ONE of the following actions:
A. Blast an Enemy Rig!
 * This is your chance to turn rivals into smoking heaps!
   * Target Check: Place your Blast Template on the table. The narrow end of the template must start touching the front of your car.
   * Range Check: If any part of an enemy car touches the Blast Template (even just a tire or a fender), they are in range and can be targeted!
   * To Hit: Roll your Combat Die.
     * Standard cars need a roll of 4+ to hit their target.
     * If you're driving the Boom-Buggy, thanks to its DEAD-EYE SHOTS skill, you only need a 3+ to hit!
   * Damage: If your Combat Die roll meets or beats the target number, you hit! Your target takes 1 Damage (they remove 1 Junk Token from their stash).
B. Unleash Your Special Skill!
 * Choose to activate either your vehicle's special skill (like Nitro Burst or Rusted Hull) OR your faction skill (like Chrome Lords' re-roll or Gearhead Goblins' repair). Remember, most of these skills can only be used once per race, so choose the perfect moment!
C. Perform a Wasteland Wild Card!
 * Feeling lucky? Need a push or a burst of energy? Roll your Movement Die again to see what unpredictable boon (or bane) the wasteland throws your way:
   * 5-6 Result: You get to choose one of two powerful effects:
     * Option 1: Add +2 inches to your next movement roll (on your next turn). Prepare for a burst of speed!
     * Option 2: You can immediately push an adjacent enemy car 1 inch in any direction you choose. Send them into a hazard or off course!
   * 1-4 Result: The wasteland is harsh! You must choose one of two negative effects:
     * Option 1: Take 1 Damage immediately (remove 1 Junk Token). Ouch!
     * Option 2: Reduce your next movement roll by 1 inch (on your next turn), minimum 1 inch. You're bogged down!
Complete Turn Example: A Walk Through the Mayhem
Let's imagine our driver, a flashy Chrome Lord behind the wheel of a nimble Scrap-Scamper.
 * Faction: The Chrome Lords (remember, they can re-roll one Movement Die per race).
 * Vehicle: The "Scrap-Scamper" (starting with 3 Health, moves by rolling 1d6 then subtracting 1, and has the NITRO BURST! skill for a one-time +2 inches movement).
Now, let's see their turn unfold:
Movement Phase: Foot on the Gas!
 * Roll Movement: Our Chrome Lord player rolls their Movement Die and gets a 4.
 * Apply Modifier: The Scrap-Scamper's special rule means they subtract 1 from their roll, so 4 - 1 = 3 inches of base movement.
 * Use Special Skill: The player decides this is the perfect moment to use their NITRO BURST! skill (a once-per-race ability). This adds +2 inches to their movement. So, their total movement for this turn becomes 3 + 2 = 5 inches.
 * Measure and Turn: The player uses their Measurement Stick o' Doom to move their Scrap-Scamper exactly 5 inches forward. As they move, they carefully use their Skid Template to navigate a sharp corner, swinging wide to avoid a rock outcrop.

 * Apply Hazards: As the Scrap-Scamper screams around the corner, it moves directly through an Oil Slick Hazard Token. The effect is resolved immediately: for their next turn's movement, this player will roll their Movement Die twice and must use the lowest result. Tricky!
Action Phase: Time to Make a Statement!
After expertly moving their rig, the Chrome Lord driver must now choose one action. They decide to go for the glory and Blast an Enemy Rig!
 * Target Check: The player carefully places their Blast Template so the narrow end is touching the front of their Scrap-Scamper.
 * Range Check: An enemy Boom-Buggy is perfectly positioned, with a piece of its chassis touching the wide end of the template. It's in range!
 * To Hit: The player grabs their Combat Die and rolls it, getting a 5.
 * Damage: A standard car needs a 4+ to hit, and a 5 certainly hits! The enemy Boom-Buggy takes 1 Damage and immediately removes one Junk Token from its pile. That's gonna leave a mark!
Wasteland Hazards: The Track Fights Back!
If your car moves through or lands completely on one of these tokens during your Movement Phase, its effect triggers immediately!
 * SPIKE STRIP
   * Description: A nasty patch of jagged metal and sharpened rebar, designed to shred tires and tear through hulls. (Represented by a 2" x 1" rectangular token with jagged edges).
   * Effect: If you move through a Spike Strip, your car immediately takes 1 Damage (remove 1 Junk Token). Ouch!
 * OIL SLICK
   * Description: A treacherous puddle of black, viscous oil, making the ground slick and unpredictable. Hit this, and your control goes right out the window! (Represented by a 2" round token with a swirl design).
   * Effect: If you move through an Oil Slick, on your next move, you must roll your Movement Die twice and use the lowest result of the two rolls. Good luck with that grip!
 * JUMP RAMP
   * Description: A crude, makeshift ramp promising high-flying stunts and a burst of speed across gaps or obstacles. If you hit this right, you'll be soaring! (Represented by a 3" x 1.5" rectangular token with a forward arrow).
   * Effect: If you move through a Jump Ramp, on your next move, you add +2 inches to your Movement Die roll. Get ready to launch!
 * REPAIR BAY
   * Description: A rare haven in the desolate landscape, offering a chance for quick repairs from scavenged parts. A true oasis for a battered rig. (Represented by a 2" x 2" square token with a wrench icon).
   * Effect: If you end your move completely on this token, you immediately gain 1 Junk Token (you cannot exceed your vehicle's starting maximum Health). Patch yourself up and get back in the fight!
Combat Quick Reference: Blast 'Em!
When it's your turn and you choose to Blast an Enemy Rig!, here’s how the fireworks happen:
To Hit an Enemy:
 * Check Range: First, place your Blast Template on the table. The narrow end must start touching the front of your car. If any part of an enemy car touches the template, they are in range for your attack.
 * Roll Combat Die: Grab your Combat Die and roll it.
 * Standard Hit: For most cars, you need a roll of 4+ to hit your target.
 * Boom-Buggy Hit: If you're driving the "Boom-Buggy" with its DEAD-EYE SHOTS skill, you're a bit more precise – you only need a 3+ to hit!
 * Damage: If your roll meets or exceeds the required number, it's a hit! Your target immediately loses 1 Junk Token. One step closer to becoming a Wrecked Rig!
Modifiers:
 * Currently, there are no special modifiers for combat beyond the Boom-Buggy's inherent accuracy. The wasteland is a simple place when it comes to shooting! However, future modifications to the Raskoll 3000 might introduce things like cover, terrain effects, or special ammo, so stay vigilant!
When a Rig Bites the Dust: From Racer to Wreck
In the brutal Raskoll 3000, not everyone makes it to the Finish Line. Sometimes, the track or a rival rig proves too much. When your car runs out of Junk Tokens, its race is over.
Here's what happens when your War-Rig finally kicks the bucket:

 * Your Car Becomes a Wrecked Rig: When your car loses its very last Junk Token, it's no longer an active racer. It immediately becomes a Wrecked Rig. Leave it on the track exactly where it died. From this point forward, it acts as a permanent obstacle for other cars to navigate (or crash into!).

 * Apply Your Faction's Wreck Effect: If your faction has a special rule for when your car is Wrecked (like the Cult of the Scorched Earth's explosive farewell), apply that effect right now. Go out with a bang!

 * You're Out of the Race: Your driving days for this particular Grand Prix are over. You can no longer move your car or take actions. However, you're still a part of the event! Feel free to stay and cheer on the surviving gearheads, or jeer at those who try to navigate past your smoldering wreck.
Templates & Tokens: Your Tools for Wasteland Warfare
These handy paper tools are vital for measuring movement, targeting enemies, and tracking the brutal realities of the race. You'll find printable versions of these designs included in this ebook.

A. The "SKID" Template (For Turning)
 * Description: This template represents the controlled (or uncontrolled!) slide of your vehicle as it turns. It's essential for navigating corners and dodging obstacles during your movement.
 * Size: Approximately 6 inches long with a curved path, about 1.5 inches wide.
 * Use: Place the narrow end directly at your car's front. Guide your car along the curve of the template. Remember, you can pivot and turn multiple times during your movement, as long as your total distance doesn't exceed your rolled movement.

B. The "BLAST" Template (For Shooting)
 * Description: When you're ready to unleash hellfire, this template helps you determine if your target is within your firing arc and range.
 * Size: Approximately 6 inches long, starting at 1.5 inches wide at the end closest to your car, and flaring out to 4 inches wide at the far end.
 * Use: Place the narrow end directly at the front of your car. Any enemy car that has even a small part touching anywhere on this template is in range for your attack.

C. DAMAGE TOKENS (Junk Tokens)
 * Description: These small, invaluable tokens represent your vehicle's health – how much damage it can absorb before it becomes a mangled wreck.
 * Size: Approximately 1 inch irregular shapes.
 * Design: Imagine jagged metal, scavenged gears, or old bullet holes. You can use bottle caps, pennies, or small pebbles as well!
 * Use: Each time your car takes Damage, remove one of these tokens. When you run out, your rig is Wrecked!

D. HAZARD TOKENS
 * Description: These tokens mark the treacherous and beneficial features scattered across the Killer Kourse.
 * Size & Design:
   * Spike Strip: 2 inches x 1 inch rectangle with jagged spike designs.
   * Oil Slick: 2 inch circle with a swirling oil design.
   * Jump Ramp: 3 inches x 1.5 inches rectangle with a forward arrow.
   * Repair Bay: 2 inches x 2 inches square with a wrench icon.

 * Use: Place these on the track during setup. If your car moves through or lands on one, immediately apply its effect as detailed in the "Wasteland Hazards" section.
Winning The Grand Prix: Claiming Your Glory
The primary goal of any Grand Prix is simple: outrace your opponents and be the first to cross the finish line. However, in the chaotic wasteland, victory can sometimes come in other forms!

 * The Checkered Flag!
   * The most straightforward path to victory: The first driver to get their car completely across the Finish Line wins! Make sure your entire vehicle has passed the line, not just a wheel or a bumper. Speed and survival are key here.
Alternative Victory Conditions: For a Different Kind of Mayhem
Sometimes, the race changes, or the stakes are just different. These optional victory conditions can offer a fresh challenge:
 * Last Rig Standing: In a truly brutal race, sometimes the last car not to be Wrecked is the victor. If only one car remains operational on the track, that driver immediately wins the Grand Prix, no matter where they are on the Kourse!
 * Lap Race: If you're playing on a circuit track (a course that loops back to the start), you can decide on a set number of laps beforehand. The first driver to successfully complete X laps (e.g., "First to complete 3 laps") wins!
 * Point Race: For a more strategic and ongoing tournament, you might award points:
   * 5 points: For crossing the Finish Line first.
   * 3 points: For each enemy car you cause to become Wrecked.
   * 1 point: For performing a particularly daring stunt (like a perfect Jump Ramp landing into a successful shot, decided by players).

   * Play multiple races, and the driver with the most points at the end wins the entire series!
Quick-Start Reference Card: Your Road Map to Ruin!
Keep this handy during every Grand Prix. It's got the core rules, stats, and effects you need to remember to dominate the wasteland!
Your Turn: Roll, Then Action!
 * MOVE: Roll your Movement Die and apply your vehicle's modifier. Measure with your Measurement Stick o' Doom. Use the Skid Template for turns.
 * ACTION: Choose ONE of these:
   * Blast Enemy Rig!
   * Unleash Your Special Skill!
   * Perform a Wasteland Wild Card!
Vehicle Stats: Pick Your Poison!
 * Scrap-Scamper (Speedy Racer):
   * Health: 3 Junk Tokens
   * Move: 1d6 - 1 (min 1)
   * Special Skill: NITRO BURST! (+2 inches to move, once per race)
 * Bruiser-Bus (Tough Truck):
   * Health: 4 Junk Tokens
   * Move: 1d6 - 2 (min 1)
   * Special Skill: RUSTED HULL! (Ignore first damage taken, once per race)
 * Boom-Buggy (Shooting Buggy):
   * Health: 3 Junk Tokens
   * Move: 1d6 - 1 (min 1)

   * Special Skill: DEAD-EYE SHOTS! (3+ to hit when shooting)
Faction Skills (Once Per Race): Unleash Your True Colors!
 * The Chrome Lords: Re-roll one Movement Die.
 * The Gearhead Goblins: Repair 1 Damage after any collision.
 * The Desert Rogues: Ignore the effect of one Wasteland Hazard.
 * The Cult of the Scorched Earth: When Wrecked, explode! All adjacent cars take 1 Damage.
Hazard Effects: Embrace the Chaos!
 * SPIKE STRIP: Take 1 Damage immediately.
 * OIL SLICK: Next move, roll Movement Die twice and use the lowest result.
 * JUMP RAMP: Next move, add +2 inches to your Movement Die roll.
 * REPAIR BAY: If you end your move completely on it, gain 1 Junk Token (up to starting maximum).

Combat: Lay Down the Pain!
 * Range: Use the Blast Template.
 * To Hit: Roll Combat Die.
   * Standard cars: 4+ hits.
   * Boom-Buggy: 3+ hits.

 * Damage: Target loses 1 Junk Token if hit.
Optional Rules & Variants: Keep the Engines Roaring!
These variants offer new ways to experience The Raskoll 3000, adding layers of strategy, teamwork, or pure chaotic fun. Try them out when you're ready for a fresh challenge!
Convoy Mode
 * Description: Instead of every driver for themselves, form up into teams! This mode encourages cooperation and strategic resource management.

 * How to Play:
   * Players divide into teams of 2-3 drivers.
   * Faction Skills: Teams share their chosen faction skills. For example, if one player is a Chrome Lord and another a Gearhead Goblin, the team collectively has access to both those faction skills (each still usable once per race). Coordinate to decide who uses which skill and when!

   * Victory: The entire team wins when any member of their convoy successfully crosses the Finish Line first. Protecting your lead car becomes paramount!
Demolition Derby
 * Description: Forget the finish line! In this brutal variant, only one rig leaves the arena in one piece. It’s pure, unadulterated vehicular combat!
 * How to Play:
   * Arena: Instead of a long race track, play in a designated circular or square arena.
   * Victory: The Last Rig Standing wins! The game continues until only one car remains un-Wrecked.

   * Repair Bays: For sustained carnage, you can introduce a rule where Repair Bays (if used) respawn randomly each turn on empty spots, or are activated by a roll, giving players a chance to patch up mid-brawl.
Custom Tracks
 * Description: Unleash your inner wasteland architect! Design unique courses that force specific strategies and create memorable moments.

 * Ideas:
   * The Spiral of Doom: A circular track that gradually narrows towards the center, forcing more collisions as the race progresses.
   * The Gauntlet: A relatively straight track, but absolutely packed with a dense array of Wasteland Hazards, making careful navigation more important than raw speed.
   * The Figure-8: A track with an intersection in the middle, creating prime opportunities for head-on collisions and strategic blocking.
Advanced Hazards
 * Description: For those who want even more unpredictable elements, introduce these dynamic and dangerous hazards to the Kourse!
 * Ideas:
   * Rocket Launcher (Token/Model): Place a static token representing a crude, automated rocket launcher. At the start of each round, it targets the nearest car and shoots (roll Combat Die 4+ to hit for 1 Damage).
   * Magnetic Crane (Token/Model): A static hazard that pulls cars into its crushing grip. Any car within 4 inches of the crane at the start of its turn is pulled 1 inch directly towards it.
   * Crusher Walls: For a linear track, designate "walls" on either side that move inward by 1 inch each round. Any car caught between them takes 1 Damage per inch they are crushed.
Player's Log & Custom Rig Workshop: Make It Your Own!
The Raskoll 3000 is all about endless chaos and creativity. Use this section to keep track of your most epic races and even design your own custom vehicles and challenges!
Your Grand Prix Records:
Keep a tally of your triumphs and spectacular failures!
| Date | Players | Winning Rig & Driver | Memorable Moments/Notes |
|---|---|---|---|
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Crafting Your Own Wasteland Wonders:
Got an idea for a new rig, a unique faction, or a terrifying hazard? Use this space to sketch them out! Remember to think about how new abilities might interact with existing rules.

 * Custom Vehicle Idea:
   * Name:
   * Health:
   * Move:
   * Special Skill:
   * Description:
 * Custom Faction Idea:
   * Name:
   * Faction Skill:
   * Description:
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Designer's Notes: The Story Behind the Scraps
By Dan Raskoll
I cooked up the idea for The Raskoll 3000 Wasteland Grand Prix because I really wanted to share some high-octane fun during family weekends with my nephews. We tried playing other racing games with them, but setting up games and explaining all the rules was always way more stress than actual fun. They were constantly bugging me to let them play with my miniatures and kitbashed cars whenever they visited, and I always just ended up making my own rules for the games we played. That's when it hit me: why not make something super quick to set up and even quicker to play, using those very models?
It all started as a passion project, just for them, to bring pure, unadulterated fun to our game nights without a huge learning curve. My big dream for Raskoll 3000 is to turn it into an e-book. That way, everyone can just print out the cool templates and simple rules and jump straight into the chaotic, post-apocalyptic racing action. It's all about making gaming accessible and a blast for everyone!
Cheers everyone,
Dan Raskoll
Rev those engines and may the best gearhead win! Welcome to The Raskoll 3000!

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