Competitor – Aaron Dallas

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

When you roll Power for your Turn Roll: Your opponent randomly reveals 1 card in their hand; if it is a 🛑, they discard it.

Southern State Stomps

+1 to Power
+2 to Strike
Draw 1 card for each Follow Up you have in play.

Southern State Sweep

+1 to Power
+1 to Technique
+1 to Submission
If you have 2 other Grapples in play, double these bonuses.

Southern State Toe Hold

+1 to Technique
+1 to Agility
+1 to Submission
Stop any Strike with "Kick" in the name that cannot be stopped.

Southern State Steel Chain

+1 to Strike
+1 to Submission
+1 to Grapple
Your opponent discards 1 random card from their hand.

Southern State Spike

+1 to Power
+2 to Grapple
Your next Turn Roll is +1.
If you hit a Strike last turn, double these bonuses.

Southern State Crab

+1 to Submission
Search your deck for 1 Finish and add it to your hand.
Once per turn:
You may discard 1 Finish from your hand to re-roll your Finish Roll.

Southern State Cross

+1 to Power
+1 to Agility
+1 to Strike
Bury 1 card in you or your opponent's discard pile.

Southern State Suplex

+2 to Grapple
Your lowest skill is +3.

Southern State Trap

Copy the text of 1 card in your discard pile.

Compendium / Rulings

Note on Finishes – The last row of Finishes are sold as a set with Danny Briggs, who is a Southern States Wrestling exclusive. The remaining 6 finishes are added with the set of the remaining 6 competitors from Southern States Wrestling.

Cards to Check Out

Competitor – ACH

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

Once during any players turn, when your opponent draws any number of cards you may draw 1 card.

Midnight Star

+2 to Technique
+1 to Strike
Draw 3 cards then bury 1 card in your hand.

Big Vic Driver

+2 to Power
+1 to Grapple
Each player draws 1 card.
Look at your opponent's hand
Choose 1 card and discard it.

Muta-Lock

+1 to Technique
+3 to Submission
Take 3 cards from your discard pile and shuffle them into 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).

Cards to Check Out

Competitor – AJ Styles

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

+1 Agility on Turn Rolls.

Spiral Tap

+1 to Agility
+1 to Technique
Take any number of Lead cards from your discard pile and shuffle them into your deck, then draw the same number of cards.

Styles Clash

+3 to Grapple
+3 to Power
Look at your opponent's hand, they bury all Lead cards.

Calf Cutter

+4 to Submission
Take 2 Lead cards from your discard pile and add them to your hand.

Compendium / Rulings

NOTE: The Calf Cutter is also known as the Calf Killer on some versions.

Competitor – Al13n Invader (V1)

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

When you breakout: you may play a Finish from your hand as if it were a Lead (it can be stopped as normal).

Al13n Interference

+2 to Power
+2 to Technique
You may discard card #13 to add this card from your discard pile to your hand.

Unidentified Flying Elbow

+2 to Strike
+1 to Grapple
Your opponent buries 1 random card in their hand.
Add card #13 from your discard pile to your hand.

Al13n Abduction

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe

+4 to Technique
If you have card #13 in play your skills are +1.

Al13n Interference

+2 to Power
+2 to Technique
You may discard card #13 from your hand to add this card from your discard pile to your hand.

Al13n Abduction

+2 to Power
+2 to Technique
Look at your opponent's hand, choose 2 cards and bury them.

Al13n Probe

+4 to Technique
If you have card #13 in play your skills are +1.

Beam Me Down!

+2 to Strike
Once per Turn: If you have a Submission in play with "Cosmic" in the name: You may re-roll your Finish Roll.

Cosmic Crush

+2 to Technique
+1 to Grapple
Add 1 Card with "Cosmic" in the name from your discard pile to your hand.

Cosmic Wormhole

+2 to Technique
+1 to Submission
When this card is in your discard pile and either player breaks out, you may discard 1 card in your hand with "Cosmic" in the name to add this card to your hand.

Compendium / Rulings

NOTE: Al13n Interference regards #13 from your hand, not a different location, regardless of text.

Note: The third row of finishes come from the New Gimmick of V2 Al13n Invader out of Grand Packs.

Cards to Check Out

Agility 8+, Submission 8+, Grapple 8+, #13 cards (in particular, Al13n Invasion, but not required to be used)

Competitor – Al13n Invader (V2)

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

New Gimmick V2
During your Turn: When you hit a Submission with “Cosmic” in the name, add 1 card from your discard pile to your hand.

2020-3D
3 times per match:
When you roll Agility, put 1 card from your discard pile on top of your deck.

Orbital Extinction

+3 to Power
+2 to Strike

"Weather Balloon"

+2 to Grapple
Shuffle 2 cards from your discard pile into your deck.
Draw 2 cards.

Al13n Infestation

+3 to Technique
+1 to Submission
When this card is in your discard pile: Your opponent cannot increase their skills with their Gimmick.

Compendium / Rulings

Clarification: Errata Gimmick cannot use V1 Finishes, however the New Gimmick of Al13n may use the original finishes. New Gimmick comes with the third line of V1’s finishes.

Note: If you are looking for the original banned gimmick you may find it here.

Cards to Check Out

Competitor – Andreas Fiesta

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

When your Turn Roll is at least 3 greater than your opponent’s Turn Roll, draw 1 card.

Party Time!

+2 to Power
+2 to Strike
Add 1 Lead you have in play to your hand.

The Party Foul

+1 to Power
+1 to Technique
+1 to Agility
If stopped, your opponent's Turn Rolls are -1 until you hit a card or end your turn without playing a card.

Mind Games

+1 to Technique
You may use your opponent's skill of the same type for your Finish Roll.

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 – Anthony Gangone “The One Above All”

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

Your Finish Rolls are +1.

Dreams by the Waterfall

When the Crowd Meter is 1 or greater, your Finish Rolls are +1.

Inkneebriation

+1 to Power
+1 to Strike
+1 to Grapple
Your opponent chooses to randomly bury their hand or discard pile.

Bridge to Nowhere

+2 to Power
+1 to Submission
Shuffle cards from your discard pile into your deck equal to the Crowd Meter +1.

Compendium / Rulings

Notes: You may use Anthony Gangone “The Rogue’s” finishes in One Above All, however you may not use One Above All finishers in “The Rogue”

Cards to Check Out

Competitor – Arcade Addict Aaron

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

When you roll Submission for your Turn Roll, your Power and Technique are +1 until the start of your next Turn.

The Score That Shook Paradise

+2 to Power
+2 to Submission
If you have a card in play with "Old School" in the name, +2 to Technique.

School Boy Legend

+3 to Submission
If "School Boy" is in your discard pile and the Crowd Meter is 1 or greater, stop any Finish Submission.

The Prize Counter

+2 to Technique
+2 to Submission
When this card is in your discard pile and you roll Power for your Turn Roll, you are considered to have rolled Power 2 times for effects.

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 – ARFox

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

During your turn: When your Turn Roll is Agility, your Grapple cards are also Leads.

Lo Mein Pain

+2 to Grapple
Flip 4 cards. Bury 2 cards in your discard pile.
When this card is in your discard pile and you roll Agility for your Turn Roll you may bury this card.

Compendium / Rulings

Q: When Lo Mein Pain is in the discard does it count as a spotlight?
A: Yes, any card that has an effect “Outside of Play” is considered to have a spotlight. This is simply an older card that existed before Spotlight Symbols were added into the game. (Chugganomics, 2021)

Competitor – Baanomenal One

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

Your Technique is +1 during Turn Rolls.

Baa-Nomenal Forearm

+3 to your Lowest Skill
Add 1 Lead and 1 Follow Up from your discard pile to your hand.

Jack-Rammer

+2 to Power
+2 to Grapple
Look at your opponent's hand
Choose 1 card and bury it.

S-5

+3 to Power
+2 to Grapple
If you rolled Agility for your Turn Roll; look at your opponent's hand, they bury all [Leads].

Ewe-Decator

+3 to Submission
+1 to Grapple
If you rolled Technique for your Turn Roll and your Finish Roll is 8 or less, it is +1.

Grumpay, Grumpay Ha!

+1 to Power
+1 to Agility
+1 to Strike
Once Per Turn: You may re-roll your finish roll.

Compendium / Rulings

Relevant Ruling: Sharpshooter Formula – Found in Game Rulings. (Ewe-Decator)

Competitor – Bartholomew Hooke

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

During your Turn:
When you Hit a card, your opponent randomly reveals a card in their hand; if it is a stop, draw 2 cards.

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)

Cards to Check Out

Competitor – Big Game Leroy

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

Your Breakout Rolls are +1.

Brutality

+1 to Strike
+2 to Grapple
Search your deck for 1 Big Game Leroy Finish and add it to your hand.

Switch-Canrana

+3 to Submission
+2 to Grapple
Add 1 Big Game Leroy Finish from your discard pile to your hand.

Sunset Switch

+3 to Submission
If any player broke out last turn, this card is also a Lead.

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 – 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 – Blossom Tyne

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

Once during your Turn Roll: If you have at least 2 fewer cards in your hand than your opponent, draw 1 card. 

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)

Cards to Check Out

Competitor – Brock Smith (V1)

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

At the start of the match:
Choose an opponent. When you and that opponent roll the same skill and they would win the Turn Roll, bump instead.

Death by Brock-oli

+1 to Power
+2 to Strike
If you and your opponent rolled the same skill for your Turn Roll, this card cannot be stopped.

Brock Bottom

+1 to Power
+1 to Grapple
If you and your opponent rolled the same skill for your Turn Roll, this card is also a Lead.

Gizmo's Revenge

+2 to Strike
+1 to Grapple
When this card is in your discard pile and you roll the same skill as an opponent, you may shuffle it into your deck.

Shooting Brockstar Press

+1 to Agility
+2 to Strike
If your Technique is greater than your opponent's Technique, or you rolled Technique for your Turn Roll, double these bonuses.

Goat's Dive Bomb Superkick

Draw 2 cards.
Your Power and Strike skills are +1 for every 4 cards in your hand.

Compendium / Rulings

Ruling – You cannot use Backed by the Rack during an artificial bump enforced by something similar to Tetsuya Naito or Brock Smiths gimmick; as bumps in this manner do not raise the number itself to meet the bump.