Competitor – Agatha Mai (Scallywag)

Power:           8
Technique:    9
Agility:           7
Strike:             5
Submission: 10
Grapple:         6

Once per Turn Roll: When your target rolls Submission for their Turn Roll: Flip 1 card, then add 1 Submission from your discard pile to your hand. 

Quantum Quake

Discard 1 card from your hand.
+1 to Agility
+4 to Strike

Shipwreck Menagerie

+1 to Power
+1 to Agility
+1 to Submission
Add 1 card from your discard pile to your hand.

The Mystic Plunder

+1 to Technique
+1 to Submission
+2 to Grapple
Bury 3 cards in any player's discard pile.

Crocodile Chop

+3 to Power
+1 to Grapple
Each player discards 1 card from their hand.
Draw 1 card.

Steel Chain Anchors Aweigh

+1 to Technique
+1 to Strike
+1 to Grapple
Draw 1 card for each Scallywag Symbol you have revealed on your entrance and competitor cards.

Death Is The Only Great Adventure You Have Left

+1 to Power
+1 to Agility
+1 to Strike
Stop Any Finish Strike that is a Stop.

The Chain of Torment

+2 to Technique
+1 to Strike
When this card is in your discard pile: After you force your opponent to re-roll their turn roll, you may discard 1 card from your hand to add this card to your hand.

Skullfire Whirlwind

+3 to Grapple
If you forced your opponent to re-roll their last Turn Roll, you mar re-roll your Finish Roll.

Chained In The Tide

+1 to Power
+2 to Technique
+1 to Submission
If stopped, discard 1 card from your hand, then add 1 Follow Up Submission from your discard pile to your hand.

Compendium / Rulings

Note: Original scallywag Finishes come with Amelia Breckenwith, but contain the Scallywag logo so all of the Scallywags may use them. (Row 1)

Second edition scallywag finishes come in the captain con bundle with Bartholomew Hooke. (Row 2)

Third edition scallywag finishes come with the captain con bundle with Commodore Terror Skull [Alt Art] (Row 3)

Note: Scallywag Agatha Mai cannot use the original Agatha Mais finishes. 

Compendium / Rulings

Note: Original scallywag Finishes come with Amelia Breckenwith, but contain the Scallywag logo so all of the Scallywags may use them. (Row 1)

Second edition scallywag finishes come in the captain con bundle with Bartholomew Hooke. (Row 2)

Note: Scallywag Agatha Mai cannot use the Original Agatha Mais finishes. 

Cards to Check Out

Competitor – Baanomenal Son Nikola Mai

Power:             9
Technique:      7
Agility:             5
Strike:              8
Submission:    6
Grapple:        10

When you roll Agility or Submission for your Turn Roll, you may draw 1 card then bury 1 card in your hand.

The Rage of the Eight Mais

+3 to Agility
+1 to Strike
If stopped, bury or discard any number of cards from your hand to draw the same number of cards.

This Is Not the Best Guitar Finish in the World, No. This Is Just a Tribute!

+3 to Agility
+2 to Submission
Draw 2 cards, then bury 1 card in your hand.

Ewe-Decator

+1 to Power
+2 to Submission
When this card is in your Discard Pile: After you use your Baanomel Son Nikola Mai gimmick, you may bury 1 other card in your discard pile.

Tesla Coil

+1 to Strike
+3 to Submission
Draw the bottom 2 cards of your deck.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Competitor – Big Bad Bobby D

Power:            7
Technique:    10
Agility:            5
Strike:             9
Submission:   6
Grapple:         8

Choose 1 opponent
Once per Turn Roll:
When your opponent’s Turn Roll is at least 3 greater than your Turn Roll, your next Turn Roll is +2.

Brain Damage

+3 to Agility
+1 to Strike
If this card is stopped, you may choose 1 card you have in play and play it again as additional card this turn.

Brain Storm

+2 to Power
+2 to Grapple

Brain Drain

+4 to Submission
When this card is in your discard pile and your opponent's last Turn Roll was at least 3 greater than yours, your first Breakout Roll is +2.

Big Bad Backfist

+1 to Power
+1 to Agility
+1 to Grapple
Once per Turn: If you rolled Submission for your Finish Roll, you may Re-Roll your Finish Roll.

Compendium / Rulings

Note: The card played after Brain Damage is stopped may be stopped as normal.

Cards to Check Out

Competitor – Big Match Pete

Power:             6
Technique:      8
Agility:             5
Strike:              9
Submission:    7
Grapple:        10

At the start of the match:
Draw 3 cards, and your 1st Turn Roll is +3.

Banker 39

+2 to Power
+1 to Agility
If stopped, your opponent randomly discards 1 card from their hand.

The World Turned Upside Down

+4 to Agility
+1 to Submission
You may randomly put your hand on top of your deck, then draw the bottom 8 cards of your deck.

Miracle of the House of Brandenburg

+3 to Submission
Add 2 cards from your discard pile to your hand.

Sherman's March

+2 to Technique
+2 to Strike
Your next 3 turn rolls are +1.

The Yorktown Encirclement

+2 to Grapple
If you have 3 cards in play with "American" in the name, your opponent gets 1 breakout roll this turn.

The Federalist Press

+1 to Submission
+2 to Grapple
Draw 2 cards.
Your opponent buries 2 cards in their hand.

Compendium / Rulings

Note: The second row of finishes comes with the Grand Pack 4 version of Big Match Pete. 

Cards to Check Out

Competitor – Brumeister

Power:             5
Technique:      7
Agility:             8
Strike:              6
Submission:  10
Grapple:          9

New Gimmick
When your opponent moves any number of cards from their discard pile with their card [effect] or gimmick, discard 1 card they have in play. 

Old Gimmick
When your Follow Up Submission or Grapple is stopped, reveal the top card of your deck and play it. If you cannot play it put it in your discard pile.

The Bru Stupor

+2 to Power
+2 to Strike
When this card is in your discard pile and your opponent hits a Finish card, bury it and your next Breakout Roll is +1.

Hops Infusion

When this card is revealed for your Gimmick it is also a Follow Up.
+3 to Power
+1 to Grapple
Shuffle 3 cards from your discard pile into your deck. Draw 1 card.

Beer and Pretzel Lock

+1 to Technique
Your Power is +1 for each Submission you have in play.
Draw 1 card and your opponent buries 1 random card in their hand.

The Malt Mash

+2 to Power
+2 to Strike
Shuffle any number of Follow Up Grapples from your discard pile into your deck.
If stopped, shuffle any number of Follow Up Submissions from your discard pile into your deck.

Bottle Capped

+5 to Power
If stopped, put 2 cards from your discard pile on top of your deck.

IBU

+2 to Submission
+1 to Grapple
Shuffle 1 card from your discard pile into your deck for each Grapple and Submission you have in play.

Compendium / Rulings

Note: You may constantly repeat the old gimmick as long as you have fulfilled the text of a Follow Up Submission or Grapple being stopped.

Cards to Check Out

Competitor – Combat Chris

Power:            8
Technique:   10
Agility:            9
Strike:             7
Submission:   6
Grapple:         5

When your Turn Roll is at least 4 greater than your opponent’s, draw 1 card. When it is at least 4 less than your opponent’s, draw 2 cards.

Touch of a Lesser God

+2 to Strike
+2 to Submission
If stopped, you may play another card this turn.

Heaven and Earth

+2 to Submission
+3 to Grapple
If stopped, add 1 other card from your discard to your hand.

Old Master's Favorite

+1 to Agility
+3 to Submission
During your opponent's turn you may discard this card from your hand to add +1 to your Breakout Roll.

Compendium / Rulings

NOTE: Old Master’s Favorite is a Spotlight due to its effect in the hand.

Cards to Check Out

Competitor – Copy Kat

Power:          9
Technique:   8
Agility:        10
Strike:           7
Submission:  6
Grapple:        5

Danhausen Cosplay Gimmick
When you roll Submission for your Turn Roll: Each player draws 1 card, then your opponent randomly discards 1 card from their hand.

Eddy Fury Cosplay Face Gimmick
Your opponent’s highest skill is -1 during their Turn and Turn Rolls.
After a Breakout, turn this card over.

Eddy Fury Cosplay Back Gimmick
During your opponent’s Turn and Turn Rolls: Your Grapple skill is + the Crowd Meter (Max +5).

Snake Bitten

+1 to Power
+2 to Strike
When your opponent has 7 or more cards in their hand, this card is also a Follow Up.

Panda Muerta

+1 to Agility
+3 to Grapple
When this card is in your discard pile and the Crowd Meter is 1 or greater: When your opponent wins a Turn Roll, your next Turn Roll is +1.

New Moon

+4 to Submission
Your opponent's Gimmick is blank.
Bury 1 card in your opponent's discard pile.

Yub-Yub Bird

Your Opponent's Technique is -3.
Your opponent's Submission is -2.
If stopped, unless you discard 1 Strike from your hand, you lose the match Via Disqualification.

Eevil Ka-Knee-Vil

+1 to Technique
+1 to Agility
+3 to Submission
Your opponent discards 2 cards from their hand.

Toil and Trouble

+2 to Submission
+3 to Grapple
You may shuffle your hand into your deck and draw the same number of cards.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – D3

Power:            8
Technique:     5
Agility:            6
Strike:           10
Submission:    7
Grapple:          9

New Gimmick
When your Turn Roll is at least 3 greater than your opponent’s Turn Roll, your opponent’s Gimmick is blank until the end of the next turn.

Old Gimmick
Your opponent needs 3 cards in play to hit you with a Finish.

Contact Juggling

+1 to Technique
+3 to Agility
If stopped, look at the top 3 cards of your deck, randomly add 1 to your hand, put 1 in your discard pile, and put the other on top of your deck.

Multiplexing

+1 to Power
+3 to Technique
Draw 3 cards.
Each time your opponent rolls for a Breakout Roll, draw 1 card.

Claw

+1 to Power
+3 to Submission
Look at your opponent's hand, choose 1 card and put it on top of their deck.
Your opponent randomly buries 1 card in their hand.

Stomping Around (#28)

Draw 2 cards or your opponent buries 2 random cards in their hand.
If the Crowd Meter is 1 or greater, choose both options.

Funhouse Drop (#29)

If the Crowd Meter is 1 or greater, the Crowd Meter is +1.

Hall of Mirrors (#30)

+3 to Technique
+1 to Power
Add all of your opponent's Gimmicks to yours.

Compendium / Rulings

Ruling: Hall of Mirrors is a temporary addition only as long as it’s in play. 

Cards to Check Out

Competitor – Derby Dames

Power:          16
Technique:   14
Agility:          18
Strike:           20
Submission:  10
Grapple:        12

When you bump:
You may discard 1 card your opponent has in play, and you may bury 1 card in either player’s discard pile.

Gross Misconduct

+1 to Power
+1 to Agility
+3 to Submission
If stopped, your opponent discards all Follow Ups they have in play.

Going Beast Mode

+4 to Technique
+4 to Grapple
When this card is buried for your Gimmick, you may shuffle your deck.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Competitor – Dive Bar Bard

Power:           6
Technique:    9
Agility:           7
Strike:          10
Submission:  5
Grapple:        8

At the start of the match, search your deck for 2 cards with “Sing” or “Guitar” in the name and add them to your hand.

Lute Shot

+3 to Power
+3 to Agility
+2 to Strike
If stopped, you lose the match via Disqualification.

Pulling Strings on My Guitar

+1 to Grapple
You may play this card as a Lead instead of a Finish: When this card is in play, your opponent cannot add cards from their discard pile to their hand.

Rattle, Shake, and Roll!

+2 to Agility
+2 to Submission
+1 to Grapple
If you have a card with "Guitar" in the name in play, you may re-roll your Finish Roll.

Compendium / Rulings

NOTE: If “Pulling Strings on My Guitar” is played as a Lead it loses its “Finish” tag while in play, and will remain just a Lead Grapple until removed from the board.

Cards to Check Out

Competitor – Dr. Jake Hill

Power:             5
Technique:    10
Agility:             9
Strike:              6
Submission:    7
Grapple:          8

After a Breakout put a card with “Potion” in the name from your discard pile into play.

Speed Potion No. 2

+1 to Agility
+1 to Strike
If stopped discard 1 card to shuffle this card into your deck.

Meet Mr. Hyde Potion No. 5

+5 to Power
-1 to Technique
If this card is flipped you may add it to your hand.

Love Potion No. 9

-1 to Technique
+3 to Submission
If your opponent breaks out, draw cards equal to the Crowd Meter.

Rage Potion #29

+2 to Grapple
Draw 1 card for each card you have in play with "Potion" in the name.

Replication Potion No. 30

+2 to Submission
When this card is discarded from play for a Breakout, put 1 Lead with "Potion" in the name from your discard pile into play.

Claws Out

+4 to Strike
If your opponent breaks out, you may put 1 card with "Potion" in the name from your discard pile into play.

The Monster Mash

+3 to Power
+2 to Grapple
Flip 2 cards. Randomly add 1 of the flipped cards to your hand.

Wolfman-dible Claw

+2 to Power
+3 to Submission
If stopped, put 1 card with "Potion" in the name from your discard pile on top of your deck.

Compendium / Rulings

Note: The finishes starting at Claws Out come with Mr. Hyde. 

Cards to Check Out

Competitor – Drago Nightmare

Power:          10
Technique:   7
Agility:        6
Strike:           8
Submission:  5
Grapple:        9

When you and your target roll the same skill for your turn roll, your target’s next turn roll is -2. 

Draco-Meteora

+3 to Agility
+1 to Strike
If stopped, you may change your next turn roll to the same skill as your target's turn roll.

Immense Anger

Your Finish Roll is + the crowd meter (Max +2). If you and your opponent rolled the same skill for the turn roll, your opponent reveals 2 cards in their hand and buries all other cards, then bury cards in your hand until you have 2 or fewer cards in your hand.

Hyper Cannon

+2 to Technique
+1 to Agility
+4 to Submission
You cannot play cards during the next turn.

Compendium / Rulings

None! Please use the Contact form if you need any clarification regarding this card (we will try to respond back to you and leave a response here).

Cards to Check Out

Competitor – Eddy Fury

Power:            5
Technique:      6
Agility:             7
Strike:              8
Submission:    9
Grapple:        10

Version 3 (Face)
Your first Breakout Roll each turn is +1.
After a Breakout, turn this card over.

Version 3 (Back)
Your Power is + the Crowd Meter.

Version 2
Your Power is + the Crowd Meter.

Version 1
Your Power is + the Crowd Meter during your turn and Turn Rolls.

Fist of Fury

+2 to Agility
If stopped, shuffle this card into your deck.

The Wild Card

+2 to Power
+2 to Technique
Choose 1 card your opponent has in play, this card copies its text.

The Cash Out

You may discard this card from your hand to add +2 to your Breakout Roll. If you do randomly bury the rest of your hand.

Eddy Fury Literally Ruins Everything

+1 to Power
+2 to Technique
Shuffle 1 card from your discard pile into your deck.
Draw 1 card.
Your opponent buries 1 card in their hand.
Your next Breakout Roll is +1.

Compendium / Rulings

Note: All three versions of Eddy Fury are legal for play; as printed.

Cards to Check Out

Competitor – El Gato Sombrío

Power:             5
Technique:      6
Agility:             8
Strike:              9
Submission:    7
Grapple:        10

New Gimmick
When you roll Power for your Turn Roll, your opponents cards played have blank text until your next turn or next bump.

Face Gimmick (Old)
During your opponent’s turn you may flip this card over to blank the text of any card played.

Back Gimmick (Old)
When you roll Power for your Breakout Roll, you may switch it to Agility.

Cat Nip

+2 to Agility
If stopped, you may shuffle this card into your deck.

Meowplex

+3 to Power
+2 to Technique
When the Crowd Meter is 3 or greater this card is also a Follow Up.

Cat's Cradle

+2 to Submission
If you broke out last turn, this card is also a Lead.

Shadow Kick

+3 to Power
+3 to Strike
When this card is in your discard pile: Your Agility is +3 during your opponent's turn.

Twilights Hammer

+2 to Power
+2 to Technique
When the Crowd Meter is 2 or Greater, this card is also a Follow Up. Draw 1 card.

Nightshade

+3 to Technique
If your Submission skill is greater than your opponent's Submission skill, this card is also a Follow Up.

Compendium / Rulings

Multi-Man Ruling – This gimmick is Targeted, so your opponents cards will only be blanked in the tunnel relevant to you. They may be played on your partner for their full effects. 

Cards to Check Out

Competitor – Emo Mam

Power:          6
Technique:   5
Agility:        10
Strike:           7
Submission:  8
Grapple:        9

When you or your opponent hit “Apocalypse,” “Rejected,” or “Derailed,” you may choose who it affects (one, both, or neither player).

Hopes, Dangles on a String

+2 to Power
If stopped, you may shuffle this card into your deck.

Plugged In and Ready to Fall

+3 to Power
+3 to Technique

Me Against the World

+2 to Technique
+2 to Strike
When this card is in your discard pile and you lose 2 Turn Rolls in a row, you may add this card to your hand.

Compendium / Rulings

Matchup Question – If Emo Mam is fighting another Emo Mam you roll off to decide who gets to trigger gimmick first. Ultimately whoever triggers second has the final say. So if you are in the mirror match you want to lose the roll off if you want to decide order of operations.

Note – Bumping, or your team-mate winning a turn roll resets the trigger count on Me Against the World.

Cards to Check Out