In May 2026 we presented the all-new Runehammer EZD6 Bundle featuring EZD6, the RPG of fast-moving mayhem from “DM Scotty” McFarland (TheDMsCraft on YouTube) and Runehammer Games (Index Card RPG). Fun for new players and seasoned veterans alike, EZD6 delivers a simple, hackable “rules-right” target-number system that puts everything you need on the character sheet, so you can skip rules lookups, extraneous charts, and other obstacles. Skills, levels, hit points? Nope! An attack that hits does one “strike”; three strikes and you’re out! The freeform magic system lets players create spells on the spot, and Karma points and Hero Dice help them wriggle free when that spot gets too tight. There’s just enough framework to free everyone’s imagination, let the action run wild, and create a great story. All you need are a few six-sided dice and adrenaline.

The EZD6 Core Rulebook promises simple mechanics for fantasy mayhem. Everything here aims to get you playing EZD6 fast. Terminology sets the stage, with the GM as the “Rabble Rouser” and players as “Pushers & Shovers.” Each Pusher path (Warrior, Warden, Delver, Brute, Rascal, Friar, Conjurer, Beastmaster, Skald) has abilities (but not ability scores!); your species grants extra powers, and you choose two aspects to round out the process. There are no skills, hit points, or character levels. Encumbrance and wealth are abstracted as coarse-grained descriptors.

As the EZD6 name implies, you make tests by rolling a single six-sided die against a target number, trying to meet or beat (usually) a 3. Difficult tasks mean higher target numbers. Boons like training and background give advantage; Banes like bad situations and circumstances give disadvantage. A 1 always fails; a 6 always succeeds. You can spend Karma points to improve a result, or spend your Hero Die to reroll it. The reward for failure is interesting: If you fail an action roll, you get a point of Karma. There’s no limit to Karma points, so if your Pusher stumbles through the adventure, getting Shoved back with bad rolls, you’ll have the accumulated Karma points that lets you do something awesome at the end.

Combat proceeds in abstract “action time.” On your turn you get a move, a turn action, and a free action. All the heroes act first in any order, then all the enemies act. A successful attack deals “one strike” of damage; rolls of 6 explode, dealing more strikes. Three strikes and you’re out, unconscious or maybe dead. Armor lets you roll to save against damage, and any hero can try a “miraculous save” against even catastrophic events like explosions and cave-ins.

The freeform magic system is fun but risky. There are no spell lists, slots, or power rankings, just “Circles” of generic categories like Blastmaster, Botanicalist, Illusionist, Shadoweaver, and others. These work like super-powers, where you describe what you want and the RR sets a difficulty. You roll 1-3 dice against that number, but it’s a gamble – more dice mean likelier success, but also a greater chance of rolling 1s. If you roll any 1s, you choose whether to let the spell fail or take “spellburn” damage.

Everything else in the core book emphasizes quick play: GM advice for keeping things moving, monster entries with bullet-lists of abilities, and “Handy Bits” reference materials.

The Book of Quests presents scenarios drawn from the designer’s world, tooled for general use. Each 6-8-page quest, broken into town, wilderness, and dungeon, gives a clear premise along with NPCs, foes, and tables of details to discover.

Wasted World is a near future gonzo apocalypse, Gamma World meets Mad Max, with elements like scrap and crafts, vehicular combat, freakish beasts, advanced damage, and more. You can be an Android, Clone, Hunter, Machine Head, Mutie Rambler, Scavie, Wasteland Warrior, or just Weird. The setting’s as much vibes as it is detail, letting you steer it down many broken roads.

Dreadful Doomscapes opens the sealed door into modern horror. In “Everyday Nightmares,” normal folks fall into terrifying perils; in “Dreadborne Hunters,” those who have seen past the veil take up arms against the monsters of the night. Each playset has tweaked rules and a scenario, plus new monsters, artifacts, and random tables.

This Runehammer EZD6 Bundle presented Runehammer’s entire EZD6 line for an unbeatable bargain price. There were four titles in our EZD6 Collection (retail value $50) as DRM-free .PDF ebooks, including the complete EZD6 Core Rulebook and all the supplements: the post-apocalyptic playset Wasted World, the modern horror settings in Dreadful Doomscapes, and the Book of Quests fantasy toolkit.

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