These basic rules will allow you to start gaming in the Pulp Era. The Core Rules focus primarily on combat mechanics, as conflict is a driving factor in action stories. A Rugged Adventure is much more then a wargame though. Players are expected to act their character and contribute to the story development.

Further rule supplements will be added as separate chapters. Specific supplements can then be consulted if, for example, boats, aircraft, cavalry or artillery fire, come into play in a particular scenario.

Supplements will also cover more colourful subject matter; zeppelins, curses, monsters and the occult, to name just a few of the notions stewing away in our fevered brains.

Designer: Bob Murch

Link to RulesEdit