Play the Game · Alpha v1.4

Learn to fight
in the ruins

Everything you need to play is free. Grab the Quick Start Rules, a handful of D6s, a tape measure, and any miniatures you own. Your first battle is twenty minutes away.

D6 based · Alternating activations · 6 to 8 fighters per side

The Basics

One die. Five stats. Every roll matters.

Thrackdown runs on a single simple engine: roll 1D6, add the relevant stat, and compare it to the target's Defence or an opposing roll. Rolls of 6 often trigger special effects (and sometimes 1s do too). That's the whole core. Everything else is where you stand, what you risk, and when you commit.

M
Move
Inches moved per Move action.
ACC
Accuracy
Added to ranged attack rolls.
DEF
Defence
The score attackers must beat.
FHT
Fight
Added to melee combat rolls.
HP
Hit Points
Damage taken before going down.
Roll below DEF · Miss

The shot goes wide. Ruins eat bullets, and open ground is a promise you make to the enemy.

Roll equals DEF · Rattled

No blood drawn, but the target flinches and gains a Nerve Token. Fear is damage too.

Roll above DEF · Hit

The target gains a Nerve Token and you roll on the Impact Table to see how badly it lands.

A natural 6 always inflicts a Nerve Token, even if the shot would otherwise fail.

The Turn

You act. They act. Nobody waits.

There is no "your army moves, then mine". Players alternate activating one fighter at a time until everyone has acted, so you are never out of the fight and every choice invites an answer. Each fighter takes two actions when activated.

01

Start Phase

Resolve initiative (roll off, adding your Momentum), scenario rules, faction rules, and ongoing effects.

02

Activation Phase

Players alternate activating fighters, one at a time, two actions each. The heart of the game.

03

End Phase

Clear markers, remove a Nerve Token from every model, score objectives, and check whether the battle ends.

Actions

Two actions. Spend them well.

Fighters choose freely from the core actions below. All can be repeated in one activation except Shoot and Fight, which are once each. Do you double-move for position, or aim and take the shot you have?

MoveMove up to your M stat in inches.
Shoot Max onceMake a ranged attack against a visible enemy or object.
Fight Max onceEngage an enemy in melee combat.
AimGain +1 Accuracy to your next Shoot action this activation.
Take a BreathRemove 1 Nerve Token from this model.
StabiliseRevive a Downed ally within 1" on a 4+, or remove a negative status effect. Self-Stabilise succeeds on a 5+.
InteractWork objectives, doors, consoles, and loot. Often needs a set score (normally a 3+).
EliminateRemove a Downed enemy within 1".
Snap FireInterrupt an enemy's activation with out-of-turn reaction fire.
The Signature Systems

Break their will. Push your luck.

Two systems set Thrackdown apart. Nerve punishes hesitation and rewards pressure. Momentum pays you for playing boldly, then lets you spend it at the perfect moment.

Pressure · Nerve Tokens

Nerve

Combat is relentless. Fighters flinch, panic, or freeze, represented by Nerve Tokens: gained when hit by any attack, when an ally within 5" goes down, or when losing a melee, even if no damage is dealt.

At the start of an activation, a fighter with tokens takes a Nerve Test: roll 1D6 and beat the number of tokens, or the activation ends on the spot. A 6 always passes. A 1 always fails.

Leaders steady those around them, and a moment to breathe can clear a head. But pile enough fear onto an enemy and they will break without a single wound.

Reward · Shared Pool of 3

Momentum

Bold play fills your warband's shared Momentum Pool: holding objectives, charging into contact, leaping gaps, jumping down levels, or sprinting flat out. Success is not required. Daring is.

Spend it at any time on Surges:

SurgeEffectCost
Dash+1 M this activation1
Ignore CoverStrip the target's cover benefit1
Do OverReroll a single die2
Opportunity AttackReact when an enemy breaks off from melee2
Shrug OffRemove D3 Nerve Tokens3
Extra ActionA third action this activation3

Every faction adds its own unique Surges on top.

Build a Warband

200 Thracks. 6 to 8 fighters. Endless grudges.

Warbands are small enough to know everyone by name and compact enough to build from miniatures you already own. A standard warband starts at 200 Thracks, though players can agree a different total for one-off battles. During a campaign, warbands earn additional Thracks to recruit fighters, purchase gear and develop their roster over time.

1+

Leader required. Every warband needs at least one Leader to hold it together.

C≥S

Core before Specialists. You cannot field more Specialist fighters than Core fighters.

0–1

Juggernaut limit. One hulking monster, machine, or champion at most.

0–1

Named units. Unique characters are one per warband unless stated otherwise.

In campaigns you keep a roster: fighters gain injuries, experience, and new equipment between battles, and every scar has a story. Or skip the maths entirely and let the Warband Builder handle the costs, rosters, and equipment for you.

The Muster List

Get the latest from Nova Eden

Game news, new unit and faction releases, occasional rules previews, and first word on playtests: straight to your inbox.

No spam. Just war. Unsubscribe any time. Joining gets you the printable warband roster pack.

Questions

Before you ask

Is Thrackdown free?
Yes. The Quick Start Rules and Faction Rules are free PDFs, and the Warband Builder is free to use. Together, they give you everything required to build a warband and play the current Open Alpha. The core rules will always remain free. Future miniatures, scenario packs and illustrated digital or physical editions will be optional ways to expand the game and support its development.
Is Thrackdown print-and-play friendly?
Yes. The rules are downloadable PDFs, the Warband Builder is available online, and you can use miniatures, dice and terrain you already own. You do not need to buy an official boxed set to start playing.
Can I use any miniatures in Thrackdown?
Yes. Thrackdown is miniature agnostic, so you can use models from other games, old projects, kitbashes or your own creations, provided they clearly represent the fighters in your roster. The base size guide explains how different bases relate to fighter durability. Official Thrackdown miniatures are planned, but they will always be optional.
How many models do I need to play?
A standard 200-Thrack warband usually contains 6 to 8 fighters. The introductory Loot and Scoot scenario needs only 4 models per side, making it easy to try the game before building a complete warband.
How long does a game take?
Most standard battles take around 60 to 90 minutes once both players know the rules. Alternating activations mean you remain involved throughout instead of waiting for your opponent to move an entire warband.
Does Thrackdown support campaign play?
Thrackdown is built for campaign play. Warbands start at 200 Thracks and earn additional Thracks as the campaign progresses, which can be spent on new fighters, gear and other improvements. Fighters carry injuries, experience and equipment from one battle to the next, allowing stories and grudges to grow throughout the campaign. The campaign system is being developed and tested during the Open Alpha, so specific details may change as playtesting continues.
Will the rules change during the Open Alpha?
Yes. The purpose of the Open Alpha is to test, clarify and improve the game with player feedback. Every release has a version number, and changes are recorded in the changelog so you can always confirm that you are using the latest rules.
How do I report a rules problem or give feedback?
Join the Thrackdown Discord and tell us what broke, what confused you and what you enjoyed. Battle reports, unclear wording and unexpected rules interactions are all useful. Playtest feedback directly shapes each new version.

The rules are free. The fights are not fair.

Download the Quick Start Rules, muster a warband, and find out what your fighters are made of.