Competitor – Abigail Fairy in Training

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

When you and your opponent roll the same skill for your Turn Roll, look at the top 2 cards of your opponent’s deck, bury 1, and discard the other.

Ride the Noonakorn

+2 to Power
+1 to Grapple
+2 to Strike

Cuddle Time

+1 to Agility
+1 to Grapple
When this card is in your discard pile and you and your opponent roll the same skill for your Turn Roll, put 1 other Finish card from your discard pile on top of your deck.

Bedtime Stories

+1 to Strike
+4 to Submission
If stopped, you may put 1 Finish from your discard pile on top 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).

Cards to Check Out

Competitor – Adam Page

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

Once during your turn: You may discard 1 Submission from your hand to add 1 Follow Up Strike with “Lariat” or “Clothesline” in the name from your discard pile to your hand.

Buckshot Lariat

+3 to Technique
+1 to Agility
When the Crowd Meter is 5 or greater this card is also a Follow Up.

Rite of Passage

+2 to Power
+2 to Grapple
If your opponent breaks out the Crowd Meter is +2.

Half Nelson Suplex

+2 to Submission
+1 to Grapple
When this card is in your discard pile and you hit "Half Nelson Hold" you may add it to your hand.

Compendium / Rulings

Note: You may do Adam Page’s gimmick at any point during your turn, which mean’s it can be as soon as after your draw, to as late as after you have hit a card and before you have picked up your dice for the next roll.

Competitor – Amber Nova

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

When you roll Technique for your Turn Roll, your cards with “Wrench” in the name cannot be stopped.

Nova-Strike

+1 to Agility
+2 to Strike
Draw 1 card.
If you have a card in play with "Wrench" in the name, double these bonuses.

Nova-Plex

+2 to Power
+3 to Grapple
If you have 3 cards in play with "Wrench" in the name, your opponent gets 1 Breakout Roll.

Nova-Wrench

+1 to Power
+2 to Grapple
If you rolled Technique for your Turn Roll, this card is also a Follow Up.

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 – Amelia Breckenwith

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

When you roll 5 or less, your opponent discards 1 card from their 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)

Cards to Check Out

Agility 8+, Technique 8+, Strike 8+
Entrance Ships (Usable only by Scallywags)

Competitor – Amos The Iron Worker (V1)

Power:             7/9
Technique:      5
Agility:             6
Strike:              9/7
Submission:    8
Grapple:        10
New Gimmick (Power 9)
When your opponent stops a card with “Steel,” “Wrench,” “Burn” or “Fire” in the name, shuffle 1 other card from your discard pile into your deck and draw 1 card. 

Old Gimmick (Power 7)
When your Finish is stopped:
Shuffle 6 cards from your discard pile into your deck.

Punch the Clock

+3 to Agility
+1 to Strike
Your opponent discards half the cards in their hand (rounded up), then flips the same number of cards.

Burning On Both Ends

+4 to Technique
+1 to Grapple
Flip up to 6 cards.
Shuffle 6 cards from your discard pile into your deck.
Draw 2 cards.

American Iron Arm Wrench

+2 to Power
+1 to Submission
When this card is in your discard pile and you move 6 or more cards from your discard pile to another location, you may put this card on top of your deck.

Propeller Ladder Spin

+2 to Technique
+3 to Agility
Ignore "Or" in the text of your gimmick.

Powerbomb Through The Ladder

+3 to Power
+3 to Grapple
Once per Turn:
If you have 3 other cards in play with "Ladder" in the name, you may re-roll your Finish Roll.

Union Nap Break

+3 to Technique
+2 to Grapple
In a Singles Match:
If your opponent breaks out, the crowd meter is +1, and you may replace the crowd meter with the "Ladder Match" crowd meter of the same level.

Compendium / Rulings

Q – Can I shuffle back the same card that was stopped?

A – You cannot target the activating card of gimmick.

Note: Second row of finishes come with Amos V2 in the Table Deck. 

Cards to Check Out

Competitor – Anastasia Morningstar

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

When you roll 7 for your Turn Roll, your opponent’s next Turn Roll is -2.

The Witchmark

+2 to Strike
Look at your opponent's hand and choose 2 cards.
Put one on top of your opponent's deck and bury the other.

The Dark Bomb

+1 to Submission
+4 to Grapple
Your opponent flips all cards in their deck, then randomly buries their discard pile.

The Noctifer

+1 to Technique
+3 to Submission
Your opponent's next Turn Roll is -2.

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 – Baby Chaos

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

When you roll 5 for your Turn Roll, your opponent’s Turn Roll is -2.

Chaos Cannon!

+1 to Power
+3 to Agility
Draw 1 card.
If your opponent's Turn Roll was 4 or less, +3 to Technique.

Cradle Piledriver

+1 to Power
+1 to Technique
+2 to Agility
Look at your opponent's hand or add 1 card from your discard pile to your hand.

Pow-Pow-Powda Fresh!

+1 to Power
+2 to Technique
+1 to Submission
You may randomly bury either player's discard pile.

Compendium / Rulings

NOTE: Baby Chaos’ Gimmick is an immediate subtraction to the opponent’s Turn Roll, similar to Numer01.

Cards to Check Out

Competitor – Bad Billy Bagpipes

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

When you Hit a card, if that card is the only card you have in play, your opponent randomly discards 1 card from their hand. 

Smash Your Coconut! (DQ)

+3 to Power
+1 to Strike
Your opponent randomly discards 3 cards from their hand.
If stopped, you lose the match via disqualification.

Smash Your Coconut!

+2 to Power
+1 to Strike
Your opponent discards 2 cards from their hand.

Hot Pot Atomic Drop

+2 to Technique
+1 to Strike
+1 to Grapple
Add 1 Finish from your discard pile to your hand.

Bagpipe Funeral

+2 to Technique
+2 to Agility
+1 to Grapple
Each time your opponent rolls for a breakout roll, look at their hand, choose 1 submission, and discard it.

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 – Bak Hurten

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

When you or your opponent hits a card with “Back” in the name:
You draw 2 cards and your next Turn Roll is -2.

It's All in the Reflexes

+2 to Power
+3 to Technique
When this card is in your discard pile and your Turn Roll is 4 or less, you may add this card to your hand.

Back Trouble On Little Spine-Ahh!

Unless you roll Strike or Technique for your Finish Roll, your Finish Roll is +1 for each card you have in play with "Back" in the name (Max +3).

Your Neck, Your Back, Tap Out Before They Crack.

+3 to Power
+3 to Submission

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 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 – Brian Myers

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

When your opponent hits a card: 
If they do not have another card with the same move type in play, draw 1 card. 

Heat-Seeking Elbow

+3 to Agility
+1 to Strike
Draw 1 card for each move type your opponent has in play.

Major Spear

+2 to Grapple
Your opponent gets 1 Breakout Roll this turn; for each move type they have in play, they get 1 additional Breakout Roll (Max +2).

Roster Cut

+1 to Power
+2 to Agility
+2 to Submission

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 – Brian Wait_4_It Schmidt

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

Your opponent cannot play a Follow Up or Finish without a Lead in play.

It's Ovaaaaaa!!!

+2 to Power
+2 to Strike
If your opponent has 1 or fewer Follow Ups in play, this card is also a Follow Up.

Royal Ramble Roll

+1 to Agility
+2 to Grapple
Shuffle 1 card from your discard pile into your deck and draw 1 card.

Legend, Waitforit, and I Hope You're Not Lactose Intolerant, Because the Second Part Is... Dary Lock!

+1 to Technique
+3 to Grapple
Your opponent's 1st Breakout Roll is -1 for every 2 Follow Ups they have in their discard pile.

The Big Fudge Lock

+1 to Technique
+2 to Grapple
If your opponent has no Follow Ups in play, your opponent gets 2 Breakout Rolls this turn.

14 Ways to Victory

+1 to Strike
+4 to Submission
+2 to Grapple
If you have 14 or more cards in your discard pile with "Boss" or "Sheep" in the name, this card is also a Lead.

Compendium / Rulings

Note: Wait_4_It’s gimmick stops early Follow-Up stops from hitting the field. For example, to use Running Lariat as a Stop against Wait_4_It you must first have a Lead in play. This is the same for Finish cards that count as Stops, which now require a Lead as well.

Competitor – Brother Dan

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

When you increase your Turn Roll, your opponent’s Turn Roll is -1.

En-Light-Ened

Your Technique and Grapple skills are +1 for each card you have in play with "Your next Turn Roll is +" in the text (Max +3).
If your opponent breaks out, you may bury this card.

Have You Heard the Good Word

+1 to Submission
+3 to Grapple
If stopped, your opponent's next 2 Turn Rolls are -1.

The Sub-Mission

+2 to Power
+1 to Technique
+1 to Strike

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 – Captain Connie

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

When your opponent’s Turn Roll is 10, shuffle 2 cards from your discard pile into your deck.

Release the Kraken

+1 to Power
+2 to Technique
If your opponent breaks out, you may discard 1 card from your hand to add this card to your hand.

Storm the Shores

+3 to Power
+2 to Grapple

String em' Up

+4 to Submission
If your opponent's Turn Roll was 10 or greater, stop any Finish Strike.

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 – Chair Extraordinaire Shawn Spears

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

When you roll 10 for your Turn Roll, add 1 card with “Chair” in the name from your discard pile to your hand.

Extraordinary Chair Shot

+3 to Power
+1 to Strike
Your opponent's Gimmick is blank.
If stopped, you lose the match via Disqualification.

The Folding Chair

+1 to Power
+2 to Agility
Draw 1 card.

Extraordinary Sharpshooter

+1 to Power
+1 to Submission
Once a turn:
If your Finish Roll is 7 or less, you may re-roll.

Compendium / Rulings

Note: Extraordinary Sharpshooter functions the same as the Sharpshooter Formula (Game Rulings).