Play the Game

Learn to fight
in the ruins

Thrackdown is a free post-apocalyptic skirmish game for two players, usually played with a small warband of miniatures on each side.

If you're new to Thrackdown, start with Game 1: Loot & Scoot, then follow the three-game introduction as it builds towards a full warband. It introduces the rules a few at a time, so you can get models on the table without learning the full game first.

D6 based, Alternating activations, 4 fighters to start, roughly 6 to 8 in a full warband

The Basics

The Five Fighter Stats

Every fighter has five core stats: Movement, Accuracy, Defence, Fight and Hit Points. Together they tell you how far a fighter can move, how well they shoot, how difficult they are to hit, how capable they are in melee and how much damage they can take.

You do not need a long profile to work out what a fighter is good at. Most of what you need during a battle comes back to these five numbers.

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

Alternating Activations

Thrackdown uses alternating activations. One player activates a fighter, then the other player activates one of theirs. Play continues back and forth until every fighter has activated, then the round ends and a new one begins.

That means your opponent is rarely sitting around while you move an entire warband, and every activation can change what you planned to do next.

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.

Most fighters get two actions when they activate. How you spend them depends on what is happening on the table. You might move and shoot, aim before firing, climb into a better position, interact with an objective or use both actions getting somewhere quickly.

The actions themselves are simple. The important part is deciding which two matter most right now.

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 FireOnce per round, an unactivated fighter may interrupt an enemy Move action in its line of sight: Shoot at −1 ACC from any point of that move. Uses its Shoot and 1 of its 2 actions.
The Signature Systems

Nerve and Momentum

Two systems sit alongside the basic action rules and give you more ways to influence a battle than simply dealing damage.

Nerve represents the pressure building on individual fighters. Taking fire, seeing allies go down and other battlefield effects can add Nerve Tokens, making it harder for that fighter to keep doing exactly what you want.

Momentum belongs to the warband as a whole. You gain it during the battle and can spend it on extra options when you need to recover from a bad roll, push an attack further or react to an opportunity.

Neither system replaces the basic rules. They give you more decisions once the battle starts getting messy.

Pressure System

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.

Shared Pool: 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

Faction rules also add their own Momentum Surges.

Build a Warband

Building a Full Warband

The Quickstart begins with four fighters, but a normal Thrackdown warband is built to 200 Thracks and will usually contain around 6 to 8 fighters, depending on the faction and equipment you choose.

Every warband needs a Leader, and Core fighters form the backbone of the roster before you start adding Specialists and more unusual units. Each faction approaches that structure differently, so two 200-Thrack warbands can look and play very differently.

You can build the roster yourself from the faction rules, or use the free Warband Builder to keep track of costs and composition limits for you.

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.

If you carry the same warband into a campaign, those fighters can gain XP, improve, pick up new equipment and carry injuries from one battle into the next.

The Muster List

Get the Full Faction Rules

Take your warband beyond the Quickstart. Get the full rules for all six factions sent to your inbox, with the option to join the Muster List for new units, scenarios and rules updates.

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Questions

Before you ask

Is Thrackdown free?
Yes. The Quickstart Pack, core rules and Warband Builder are all free to download and use, and so is the Full Faction Rules PDF: pop your email in and we'll send it straight to your inbox. That gives you everything you need to build a warband and play the current Open Alpha.

The rules are free, and they will stay free forever. Official miniatures and printed books are planned as optional extras for anyone who wants to support the game.
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 Quickstart Battle uses just 4 fighters per side. Game 2 usually expands to around 5 to 6 fighters, while a full 200-Thrack warband will often contain roughly 6 to 8, depending on faction and fighter choice. Mission 1: Loot & Scoot is designed specifically to get four-model warbands playing quickly.
How long does a game take?
Most standard battles take around 60 to 90 minutes once both players know the rules. Because activations alternate, players take turns moving one fighter at a time rather than completing an entire warband turn at once.
Does Thrackdown support campaign play?
Yes. Warbands begin at 200 Thracks and can develop over a campaign as fighters gain experience, suffer injuries and acquire new equipment.

The campaign system is part of the Open Alpha, so some details may still change as it is tested and more people play through longer campaigns.
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?
If you have played a game, use the feedback form to tell us what worked, what was unclear or anything that felt too strong or too weak.

You can also join the Thrackdown Discord to discuss the rules, share your warband or talk through something you encountered during a game. Feedback from the Open Alpha is used when reviewing future rules updates.

The rules are free. The fights are not fair.

Grab four miniatures, choose a Quickstart Warband and play Loot & Scoot. If you survive that, there is plenty more waiting.