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Banana Joe Games presents
Load them with drugs and chrome, then march them onto the stage.
Rulebook based on VHS Rules v3.0 · 2 players · mature themes
In the 28th century the city of Zackary runs on vice, and its most notorious dive runs on blood. Welcome to the floor of the Bombshell Club.
1 The Stage
BOMBSHELL is a two-player skirmish fought across two facing rows, three fighters a side. Each player runs a crew of three fighters, the Bombshells, scraped from the gutter and remade into instruments of the crowd's pleasure. You feed them drugs, bolt cybernetic mods onto their bodies and try to leave the other crew in pieces.
How you win. Put down every one of your opponent's Bombshells, or make them surrender.
How you lose. Your crew is wiped first, or you surrender. There is no draw on the floor of the Bombshell Club.
2 What's in the Box
103Bombshells
The fighter roster. Each has her own stats, personal skill, and attack and support arrows. Tarot-size cards.
31Drugs
Consumable buffs with a toxicity rating. Push past a Bombshell's tolerance and the overdose bites back.
30Mods
Permanent cybernetic upgrades. Always on while equipped, one per Bombshell at a time.
11Items
One-shot consumables. Spend 1 AD to use, then discard.
12Health dice · red
Mini 8mm D6 in red. Mark current HP on each Bombshell.
36Action dice · green
Mini 8mm D6 in green. The pool every Bombshell spends to attack and act.
6Toxicity dice · purple
Mini 8mm D6 in purple. Track each Bombshell's Toxicity against her Overdose Resistance (ODR).
Drugs, Mods and Items form the Black Market deck. The Components tab lists every card in full.
Every fighter is a card. Five numbers, two sets of arrows, and one personal trick set her apart.
1 Reading a Bombshell
Stat
What it does
HP
Health. Damage you take before hitting the floor Stunned.
AD
Action Dice. Her pool for the round: she spends it across her activations and rolls it in a fight. It refills at the start of every round, and nothing carries over.
ODR
Overdose Resistance. The Toxicity she can take before she overdoses.
STR
Strength. Added to your roll when you deal damage.
ARM
Armour. Added to your roll when you defend.
Attack arrows
The slots she can attack. Her offensive skills reach enemies in these slots too.
Support arrows
The slots she can support. Her support skills reach allies in these slots.
In range. A Bombshell is in range when she stands in a slot your arrows point to: attack arrows for anything offensive, support arrows for anything supportive. Cards use four fixed targeting phrases: a target ally/enemy (one of your choice, anywhere), a target ally/enemy in range (one of your choice, inside your arrows), allies/enemies in range (everyone your arrows reach, no choice), your team / the enemy team (that whole side, wherever they stand). Attacks always need the enemy in range.
2 Skills
Each Bombshell has one unique Skill. The icon beside it says when it works. The words on the card say who it can hit, with four fixed phrases:
a target ally / enemy
One Bombshell of your choice. Anywhere on the floor: her position does not matter.
a target ally / enemy in range
One Bombshell of your choice, but she must stand in a slot your arrows point to.
allies / enemies in range
No choice: every Bombshell standing in a slot your arrows point to, all at once.
your team / the enemy team
Every Bombshell on that side, wherever she stands.
Icon
When it works
SPECIAL ATTACK
Her Skill thrown as an attack: a powered swing that replaces her basic attack. Costs 1 AD, plus the dice she rolls to hit. Hits an enemy in range.
ACTION
A move that costs 1 AD with no attack roll: buff or heal an ally, debuff or steal from an enemy, or affect herself. Reaches a target in range.
AURA
Always on, no cost, while she is on the floor. Affects the allies and/or enemies in range.
TRIGGER
Fires on its own when its event happens: when she attacks, is attacked, KOs, and so on. No cost.
PASSIVE
Always on, no cost. A constant rule that affects only her.
Two-row Skills. Some Skills show two rows, each with its own icon. Pick ONE row each time you use the Skill. AURA rows are the exception: they are always on, on top of the row you activate.
Reading the cards. The Components tab holds all 103 Bombshells with their real stats, skills, and arrows, straight from the card spreadsheet.
1 Set Up to Play
Prepare the dice. Put the red Health dice, the purple Toxicity dice and the Buff and Debuff tokens where both players can reach them. HP lives on the red die and Toxicity on the purple one: no damage tokens.
Determine the first player. Decide at random who goes first.
Draft the Bombshells. Take twelve Bombshells out of the deck, place them face up between the two crews, and set the rest aside. Starting with the first player, take turns picking one out of those twelve until each crew holds three.
Place the Bombshells. Take turns putting your three on your own row. Each starts with her full HP (red dice) and a full pool of Action Dice (green).
Draw the Black Market. Starting with the first player, take turns drawing from the Black Market deck until both hold three cards.
Players. BOMBSHELL is a two-player game, one crew each.
A turn is three phases, but the floor only moves in the middle one. You ready your fighters, spend their dice, then let everything wear off.
1 The Three Phases
Start Phase. On the very first round, skip this whole phase: you set up with a full hand, full Action Dice, and a first player already chosen. Every round after: draw 3 Black Market cards, recharge each Bombshell's Action Dice by placing that many dice on her card, then roll for initiative.
Action Phase. Players alternate activating one Bombshell at a time, spending Action Dice on actions, until no Bombshell has dice left or both players forfeit the round.
End Phase. The round ends the moment no Bombshell has Action Dice left (or both players pass). First The Corner: one free die for each Stunned Bombshell. On a 4, 5 or 6 she stands up with 1, 2 or 3 HP (a 1, 2 or 3 leaves her down; The Corner never removes her). Then remove every buff and debuff from drugs and skills (her Toxicity drops back to zero), lose any unused Action Dice, and reshuffle all Black Market cards back into the deck, except Mods already equipped on a Bombshell: those stay on.
How an activation works. Activate a Bombshell, spend as many of her dice as you like in any order, then pass to your opponent. The same Bombshell can be activated again later if she still has dice.
One Attack per activation. A Bombshell makes at most one Attack each activation. If she still has Action Dice after you pass, she can be activated again later in the round and attack again, so extra Action Dice (from a Drug or a Skill) mean more attacks.
One Skill per activation. An active Skill (a SPECIAL ATTACK or ACTION icon) costs 1 Action Die and may be used once per activation, exactly like attacking, unless the card itself says otherwise. She still cannot use a Special Attack in an activation where she has already attacked. Aura, Trigger and Passive skills are always on and cost nothing. Moving, active Skills, Mods and Items cost Action Dice. Taking Drugs costs none, but it is still one of her actions: see below.
2 The Five Actions
Most actions cost Action Dice from the Bombshell taking them. Taking Drugs is the exception: it costs no Action Dice.
Free does not mean free of the activation. Every action on this page, Drugs included, is taken by the ONE Bombshell you activated this turn. So you may hand a Drug only to her. You cannot give a Drug to one Bombshell and then act with a different one, and you cannot spread Drugs around your team in a single turn. If you have not activated anyone yet, handing her the Drug is what activates her.
Move
Spend 1 AD to trade places with the Bombshell one slot away, left or right. The row wraps around, so stepping off one end brings her back in at the other: with three on the floor she can reach either of her team-mates. Only those two move, the rest of the row stays where it is. A Bombshell that cannot Move cannot be moved either, so a swap with her is off the table and the wrap passes over her.
Use a Skill
Spend 1 AD to fire an active Skill (a SPECIAL ATTACK or ACTION icon). It reaches its target, or a whole line, in the matching arrows (blue for support, red for offensive), and lasts until the End Phase. Aura, Trigger and Passive skills are always on and free.
Apply a Mod
Spend 1 AD to equip a Mod from your hand. A Bombshell holds one Mod at a time; to fit a new one, remove the old and put it in the discard pile.
Attack
Spend Action Dice to fight an enemy in your attack arrow. The whole sequence is on the Combat tab.
Take Drugs
Hand a Drug to the Bombshell you activated, and to her only. Apply its buff, and its overdose if she is past tolerance. It costs no Action Dice and does not use up her turn, so she can still move, attack and fire her Skill afterwards. Handing it over does activate her, which commits you to that Bombshell for the rest of the turn. Details on the Black Market tab.
3 Under test
A hand that never runs dry TO PLAYTEST
This is not a live rule. It is being tried out. Play a game with it, then select this box and leave a comment with how it went.
The rule. Whenever you have fewer than 3 cards in hand, draw from the Black Market deck until you are back to 3. It sits on top of the 3 you already draw in the Start Phase, so your hand can still grow: it only stops it from emptying.
Why try it. Cards are already rationed by something other than the hand. Mods and Items cost Action Dice, Drugs cost Toxicity against her ODR. A thin hand does not make anyone play more carefully, it just makes a bad round drag.
Two cards to watch.
The Ugly has this printed on her as her Skill, word for word. With the rule on, her Skill does nothing and she needs a new one.
Whiskey pays for her Skill by discarding a card. With the hand refilling straight away that price disappears, and she can heal or ping every turn for free.
Weaker, but still fine. Mars, Thera and Pira take cards off the opponent. They still cost their target a turn of choice, they just no longer leave a hole.
An attack is one throw of Action Dice, read straight off the Result Chart. How many dice you load is the only real choice.
1 Making an Attack
Declare a target. Pick an enemy Bombshell sitting in the direction of your attacker's arrow.
Attack roll. Choose how many of this Bombshell's remaining Action Dice to roll, then roll them.
Check your result. Read your highest die on the Result Chart below.
2 The Four Results
1-2Miss
The attack fails and deals no damage. The target reacts: one free die thrown straight back at your Bombshell.
3-4Hit
The attack lands. If the target survives the damage, she reacts.
5-6Strike
A clean strike. The target cannot react.
6·6Critical
More than one 6. The target rolls no defence die and relies on its base Armour alone.
3 Damage and Reaction
Deal damage. The attacker rolls a D6 and adds Strength. The defender rolls a D6 (none on a Critical) and adds Armour. Subtract the defence from the attack; whatever remains is damage. The attack has to beat the defence: equal totals are a parry and no damage goes through. There is no cap: a monster roll is a monster hit.
Apply damage. Turn her red Health die down by that many points. At 0 HP she is Stunned: down on the floor, out of action, but not out of the match.
Reaction. On a Miss the target always reacts; on a Hit she reacts if she is still standing. A Reaction is one die, rolled by the defender at no cost, read on the same Result Chart: 3 or more lands. Then the exchange closes, and a Reaction never causes another Reaction. A Strike or a Critical leaves no opening, so the target cannot react.
4 Stunned: down, not out
At 0 HP a Bombshell is Stunned: she drops to the floor where she stands. Excess damage from that hit is lost. While she is down she cannot activate, attack, react, or use Skills; her Passives, Auras, taunts and equipped Mods are all switched off. She cannot be chosen as the target of attacks, Skills or cards, and while she is down no amount of damage can finish her. The only way to take her off the board is a Coup de Grâce, or her own Adrenaline Rush going wrong.
Coup de Grâce. During your activation, spend 1 AD and choose a Stunned enemy inside your attack arrows: she is removed from the match. No roll, no Reaction. This counts as that activation's attack.
Adrenaline Rush. Once per round per Bombshell: activate your Stunned girl, spend 1 of her Action Dice and roll it. A 6 stands her up with 2 HP and adds no toxicity. A 5 stands her up with 1 HP and fills her Toxicity to her ODR, one point short of an overdose, so she takes no more drugs that round. It never tips her over on its own. A 3 or 4 does nothing: she stays Stunned, the die is gone, and that was her activation. A 1 or 2 knocks her out of the match for good. She cannot try it at all once she is in overdose.
The Corner. At the end of each round, roll one die for each Stunned Bombshell, free. On a 4, 5 or 6 the smelling salts work: she stands up with 1, 2 or 3 HP, ready to activate next round. On a 1, 2 or 3 she stays down. The Corner is safe: it never removes her.
Defeat. The moment all three of your Bombshells are Stunned or removed, you lose the match.
What the throw is really about. The roll is luck, but the loadout is the decision. More dice means a better score, and a better score means no strike coming back at you. A drugged, well-modded Bombshell wins the fights that matter.
Drugs and chrome come off the same deck. One makes her hit harder right now, the other never washes out.
1 Drugs
A drug carries a Toxicity of 1 to 3, a Buff, and an Overdose. Taking a drug is free and does not tire the Bombshell. While her Toxicity is below her ODR, you can give her any drug, even one that takes her far past it. Once her Toxicity reaches her ODR she takes no more drugs this round, even though she is not in overdose yet; past it she is in overdose.
If her total Toxicity is at or below her ODR, only the buffs apply.
If it goes over, both the buffs and the overdose debuffs apply.
All drug effects last until the End Phase.
An Overdose ends early only if the Toxicity causing it is cleared. When that happens, its effects end with it.
2 Mods
Mods are cybernetic upgrades you equip for 1 AD. Their skill is always active while equipped and costs nothing to use. A Bombshell carries one Mod at a time, and it stays until it is removed or replaced. When a Bombshell is removed from the match, her drugs and mods go back into the Black Market deck (while she is only Stunned they stay on her, switched off).
3 Items
Items are one-shot consumables: grenades, med kits, antidotes and the like. During one of your Bombshell's activations, spend 1 AD to use one, resolve it, then put it in the discard pile. They use the same four targeting phrases as Skills: a target reaches anyone, and only in range binds the Item to the arrows of the Bombshell using it. They sit in the Black Market alongside drugs and mods.
Reactions. Miss an attack and the target reacts for free; land a Hit that leaves her standing and she reacts too. A Reaction is a single free die thrown straight back at the attacker, and it never causes another Reaction. A Strike or a Critical gives it no opening.
★ Components
Every card in the box, straight from the source data. Filter by type, narrow by toxicity, or search by name and effect.
Action: alternate activating Bombshells until the dice run out or both forfeit.
End: clear buffs and debuffs, lose unused dice, reshuffle the deck.
The five actions
Move: 1 AD to swap one slot, the row wraps (who cannot Move cannot be moved).
Use a skill: 1 AD.
Apply a mod: 1 AD (one mod per Bombshell).
Use an item: 1 AD (one-shot, then discard).
Attack: spend Action Dice.
Take drugs: free.
Result Chart
1-2 Miss: no damage, target reacts (one free die).
3-4 Hit: lands, target reacts if she survives.
5-6 Strike: clean, no reaction.
Multiple 6s Critical: no defence die.
Have or gain
Gains +1 ARM hands out a bonus. Two cards that each give it are two bonuses, and they add up.
Has +1 ARM describes a state she is in. A second copy of the same effect finds her already in it, so nothing is added: the number stays where the card put it.
So a card that says you have +2 STR never reaches +4, however many times it fires. One that says gain +2 STR does.
Damage and overdose
Damage: (D6 + Strength) minus (D6 + Armour).
Toxicity over OVR: overdose debuffs apply too.
Any drug can be given while her Toxicity is below her ODR. Once it reaches her ODR, she takes no more drugs this round.
Stunned
At 0 HP a Bombshell is Stunned: no actions, no Reactions, gear off. Excess damage from that hit is lost.
She can't be chosen as a target, and damage cannot finish her. Only a Coup de Grâce takes her off the board.
Coup de Grâce: spend 1 AD to remove a Stunned enemy in your attack range. No roll, no Reaction. Counts as that activation's attack.
Adrenaline Rush (once per round per Bombshell): activate her, spend 1 of her AD and roll it. 6 → up with 2 HP, no toxicity; 5 → up with 1 HP and Toxicity filled to her ODR, one short of Overdose; 3/4 → still Stunned, die spent, activation over; 1/2 knocks her out. Not available while she is already in overdose.
The Corner: at the end of each round, roll one die for each Stunned Bombshell, free. 4/5/6 → up with 1/2/3 HP, ready for next round; 1/2/3 stays down (never removes her).
Winning
You win the instant every enemy Bombshell is Stunned or removed from the match, or your opponent surrenders.
F.A.Q.
Quick answers from the rules.
Does taking a drug cost a die?
No. Taking a drug is free and does not tire the Bombshell.
"A target" or "in range": which limits what?
They answer two different questions. A target means you pick one. In range means only inside that Bombshell’s arrows. Bettie’s a target ally in range is one ally, and only one her blue arrows reach. Frejus’s allies in range is every ally in the arrows, no choosing. Fluffy Handcuffs’ a target enemy is one enemy anywhere on the floor.
Do two copies of the same bonus add up?
Only if the card says gain. Gain +1 ARM hands out a bonus, so two of them are +2. Have +1 ARM describes a state, so a second card giving the same state finds her already in it and adds nothing. Two allied Frejus both saying allies have +1 ARM still leave her at +1; Pompom and Calamity both saying gain +1 ARM put her at +2.
When do buffs and debuffs end?
At the End Phase. Everything from drugs and skills clears then, and Toxicity drops back to zero.
Can a stat drop below 0?
No. STR, ARM, AD and ODR never go below 0: a bigger debuff simply stops at zero.
What happens to a removed Bombshell's gear?
Her drugs and mods are shuffled back into the Black Market deck. While she is only Stunned, her gear stays on her but is switched off.
Can I attack a Stunned Bombshell?
No. She can't be chosen as a target, and damage that reaches her anyway (splash, area effects, burns) does nothing: she is already at 0 and stays on the floor. Only a Coup de Grâce takes her off the board, or her own Adrenaline Rush going wrong.
Do a Stunned Bombshell's Passives, Auras and Mods still work?
No. Everything she has is off while she is down, including taunts, auras and equipped Mods.
Can a Stunned Bombshell come back?
Two ways. Her Adrenaline Rush (once per round, 1 of her AD): a 6 stands her up with 2 HP and no toxicity, a 5 with 1 HP and her Toxicity filled to her ODR (never over it), a 3 or 4 leaves her down with the die spent, a 1 or 2 knocks her out, and she cannot try it while overdosed. And the free roll in The Corner at the end of every round: 4, 5 or 6 puts her up with 1, 2 or 3 HP, and it never removes her.
How high can Toxicity go?
As high as the drugs take it. Any drug can be given while she is below her ODR. At her ODR she takes no more drugs that round, and past it the overdose applies as well.
Does Skill damage go through Armour?
Damage from a Skill with no attack roll ("takes 1 damage") ignores ARM: 1 damage is 1 HP, always.
Is a Trigger limited to once per activation?
No. Triggers, Auras and Passives fire every time their condition happens. The limit applies to the Skills you activate: a Special Attack or an Action Skill can be used once per activation, so a Bombshell activated twice in a round can use it twice.
Does "a target ally" include me?
No. An ally is another Bombshell on your side. When a Skill can affect its own user, the text says "you".
How do I round halves?
Always up: half of 3 is 2.
Does a forced move count as moving?
Yes for effects ("when she moves" triggers fire), no for costs: a Bombshell moved by someone else never pays AD for it.
Two Skills change the roll needed to land: which wins?
Both apply: the attack lands only if it meets every requirement (a "lands on 4+" attacker against a "only 5+ lands on me" defender needs 5+). Attacks with no roll skip thresholds entirely.
How strong is a taunt ("must attack her")?
You can always choose not to attack at all. But if an affected Bombshell attacks, she must attack the taunter, even from outside her own attack range: the taunt overrides range.
Is there a limit to damage?
No. Damage has no cap: a monster roll is a monster hit.
Can a Reaction score a Critical?
A Critical needs two 6s on two rolled dice, everywhere. A normal 1-die Reaction never Criticals; a Skill that rolls 2 reaction dice can. Same for 1-die attacks: never a Critical.
What counts as "you deal damage"?
Any damage you inflict by any means (attack, Reaction, Skill, splash), as long as the target loses at least 1 HP.