TEXT: 1
  EVERYTHING YOU NEED TO KNOW
  CREATED BY MICHAEL STARTZMAN
  to start playing your soon to be favorite game
  
  2
  BattleSauce combines the best aspects of role-playing 
  games - cool characters, awesome fights, unlimited 
  treasures - with the best parts of board games - easy setup, 
  quick play, and everyone can participate.
  Play BattleSauce like a traditional, story-telling, role-playing game 
  (RPG) or as a board game with almost no story telling at all. Or a 
  healthy mix of both. BattleSauce is easy to learn, created for new 
  players and experienced players alike. True dat.
  With the BattleSauce system of playing, you can create unlimited 
  custom characters for any genre, era, or time line.  And the best part 
  is, I created this game to be playable with materials you probably 
  already have.  So let’s get going.
  BattleSauce is an evolving game that starts within a sword and 
  sorcery time period.  As the story unfolds, the world will change and 
  advance over time.  This ever evolving time-scape allows for fresh, 
  new content and exciting character development. 
  There are mythical monsters, fantastic heroes (that’s you - probably), 
  and all kinds of enchanted weapons, treasures, and places which 
  get updated and added to every month.  
  It Gets Better.  Every Month.
  rpg + board game = awesomesauce
  
  3
  © 2020 MICHAEL STARTZMAN
  BattleSauce, it’s logo and all monsters, and monster’s names are 
  copyrighted by Michael Startzman.
  
  4
  MATERIALS
  HOW TO ROLE PLAy BATTLESAuCE
  HOW TO PLAy BOARd GAME RuLES
  TRAPS + ROOMS
  HOW TO CREATE CHARACTERS
   
  Choose a Character Class
   
   
  Chef
   
   
  WereThing
   
   
  Ghost
   
   
  Manimal
   
   
  War Witch
   
   
  Barbarian
  FILL OuT A CHARACTER SHEET
  CHARACTER SHEET (Printable)
  HOW TO BATTLE
  dEATH
  HOW TO uSE MAGIC
  SPELLS
  HOW TO CREATE SPELLS
  6
  7
  8-10
  10
  11
  12
  13-15
  16-17
  18-19
  20-21
  22-23
  24-25
  26-32
  27
  34-36
  36
  38-41
  42-44
  45
  CONTENTS
  
  5
  how to 
  play
  
  6
  BattleSauce was designed to be 
  accessible and fun for all levels 
  of gamers, especially beginners. 
  Getting started is easy and only 
  requires a few common household 
  materials.  And for serious gamers - and soon to be serious 
  gamers - there are custom materials in the BattleSauce 
  store which make your gaming experience even more 
  awesomer - it’s a word now.
  WRITING UTENSIL
  does it feel like you’re in school when you read “writing utensil”? 
  Aaaaanyway.  Pen, pencil, quill pen, something to write with.
  PAPER
  Graph paper is great for making maps and taking notes.  But really, 
  any paper will do.  you can also use it to create your own character 
  sheets - or download the official character sheet on the website.
  DECK OF PLAYING CARDS
  A standard deck of 54 playing cards including jokers.  A couple of 
  decks might make playing a bit smoother.  Cards are used a lot in 
  BattleSauce and some cool ones are available on our website.  Players 
  can use unique playing cards to further customize their character. 
  6 and 20 SIDED DICE
  you can’t have a role-playing game without at least one exotic die.  We 
  use standard six sided and twenty sided dice. Custom BattleSauce 
  dice are available in the Store - you should probably just check it out.
  These materials, with the rules found on the website or in this book, 
  plus the free monster manual are all you need to get started playing 
  BattleSauce.   
  materials
  
  7
  don’t worry it’s easy.  And you can do as much or as little 
  role-playing as you feel like. 
  Role-playing in BattleSauce is as simple as players saying what they want their 
  characters to do - called ACTIONS - and the gamemaster (GM) determining 
  how difficult those actions will be on a scale of 1 (easy) to 20 (really difficult) 
  - that number is called a dIFFICuLTy NuMBER.  Players must roll higher than 
  or equal to the difficulty number on a d20 (twenty sided die) to succeed in 
  their action.  
  difficulty numbers can be applied to nearly any action in BattleSauce.  Actions 
  include things like lock picking, jumping over a wall, breaking down a door, 
  charming another player, swimming across a moat, hitting a character (let’s 
  call it an enemy) from a distance  - you know, basically anything other than 
  hand-to-hand combat.
  RPG
  ROLE PLAYING
  
  8
  use board game rules when characters enter a closed environment, to inject a bit 
  of the unknown into your game,  or when you don’t want to use role playing rules. 
  Board game rules require a board.  Create your own board by drawing 
  pathways and rooms on piece of graph paper - or simply divide hallways 
  and rooms into black and white squares.  
  Black squares represent danger and white squares are safe.  The more black 
  squares you have, the more dangerous the environment.  
  rules
  board game
  With a map drawn out, place a full deck of cards face down.  Players draw a 
  single card from the top and move the number of squares indicated by the card 
  (2-10) aces are 1.  If a player draws a court card - Jack, Queen, King - the character 
  does not move but finds an item.  Items are determined by the GM or by rolling 
  1d20 on the found items guide.  Characters move forward and backward, left 
  and right.  Not diagonally.
  movement
  When characters move to their square the outcome is not played until the 
  player’s next turn.  Players may choose to enter a level as a group: ONE player 
  draws a card and all players move that amount.  
  When the action deck is depleted, shuffle the cards and place them face down 
  to create a fresh action deck.
  
  +
  +
  +
  +
  =
  =
  =
  =
  =
  =
  =
  =
  =
  SAFE
  SAFE
  SAFE
  FIGHT
  ITEM
  DRAW 
  AGAIN
  =
  =
  TRAP
  FIGHT
  =
  =
  TRAP
  FIGHT
  DRAW 
  AGAIN
  9
  After moving, each character will land on one of two colored squares: white or 
  black.  If the drawn card is red and the character lands on a white square, the 
  character is safe and the next player moves.  If the drawn card is red and the 
  character lands on a black square, the player must draw another card: if the new 
  card is red, the character is safe.  If the new card is a spade, the character faces 
  a trap.  If the new card is a club, the character must fight.
  If the drawn card is black and the character lands on a white square, the player 
  draws again with the above rules applied.
  If the drawn card is black and the character lands on black, the character must 
  fight regardless of the suit.  Each hand dealt is considered a round - after each 
  round, the other players take their turns.
  When drawn as a movement card, jokers instantly change all squares to their 
  opposite color :  making safe squares dangerous and dangerous squares safe 
  - for a single round.  during each player’s turn, draw a card and determine the 
  outcome based on the color of the square they’re already on. 
  The following is an illustrated guide for the outcome 
  of drawing a card and landing on a square: 
  2
  3
  4
  5
  6
  7
  8
  9
  2
  3
  4
  5
  6
  7
  8
  9
  2
  3
  4
  5
  6
  7
  8
  9
  J
  Q
  K
  A
  J
  Q
  K
  A
  2
  3
  4
  5
  6
  7
  8
  9
  squares
  jokers
  cards + squares
  
  10
  1. Sea Grass - Deceptively deep grass. Difficulty number: 6  If you fail the roll, fall 
  for 1d6 rounds, then try again.  Rinse and repeat.  Success means you escaped.
  2. Pit O’ Spikes - Classic.  difficulty number :  8 Ouch.  Causes 1d6 damage. 
  3. Ceiling Log - yep, massive log swings from the ceiling to deliver a solid blow 
  while knocking you back a few spaces.  difficulty number : 8. Causes 1d6 +3 
  damage and moves character back two spaces.
  4. Trip Wire - Fall on your face. difficulty number : 10  1d6 damage and takes 1 
  round to recover from embarrassment. They’re hard to see, so don’t feel too bad.
  5. Sealed Passageway - Ooops.  A sliding wall seals off your way forward. 
  difficulty number : 7  Turn around and find another way 
  if you fail this role.
  6. 1000 Cuts - A multitude of blades swing out from 
  the walls.  difficulty number :10  1d6 damage five 
  times with a chance to float past each - difficulty 
  number increases by one each time you take a hit.to 
  float past each - difficulty number increases by one 
  each time you take a hit.
  Each trap has its own difficulty number and resolution. When a character faces 
  a trap, roll 1d6 to see which trap has been encountered with the roll number 
  corresponding to the trap number below.  Movement and Float modifiers apply. 
  When a character enters a room, the player draws 
  a card:  If a black card is drawn, a battle ensues. 
  If a heart is drawn, the character finds health, 
  if a diamond is drawn, the character finds 
  pieces or an item.  The GM determines how 
  many pieces or health is found - or 25 for 
  either. 
  Alternatively, the GM can determine, what, if 
  anything is in the room.
  traps
  rooms
  
  11
  CREATE
  CHARAC
  TERS
  
  12
  Create your own recipes 
  and turn your enemies 
  into tasty treats using an 
  assortment of kitchen 
  cutlery.
  choose a 
  Character class
  Freak out into an 
  unstoppable rage machine 
  - utilizing monstrous 
  attributes of your favorite, 
  uh, things.
  Phase into the Ghostworld 
  to move between walls, 
  store unlimited weapons, 
  and turn anyone you touch 
  intangible.
  Choose your animal, claim 
  it’s abilities, and pity the 
  fools who get in your way.
  Bind spells and use 
  weapons proficiently. The 
  only character class which 
  can use both.
  With massive upper body 
  strength, everything is a 
  weapon. Also, use two-
  handed weapons with one 
  hand.
  
  13
  1. Commis Chef (Junior Chef):  2 appetizers and 1 entree
  2. Chef de Partie (Line Chef):  +1 appetizer +1 entree
  3. Sous Chef (Second Chef):  + 2 entrees 
  4. Executive Chef:  +2 appetizers + 2 entrees 
  5. Sauté Chef: Prepare BattleSauce - ace + any ten value card
  Chefs require ingredients to prepare food.  Battle cards (cards drawn by the 
  chef during battle) provide those ingredients.  Ingredients are then used to 
  make food: Appetizers, Entrees, and Full Course Meals.  Appetizers are a two 
  card combo, Entrees are three, and Full Course Meals require four cards.
  chef
  levels + abilities
  Chefs serve up a tasty dish to friends and enemies alike. Chefs 
  gather recipe ingredients from across the four hemispheres 
  and after winning a battle - always looking for that delicious 
  BattleSauce.
  
  14
  APPETIZERS
  Ingredients: two card combo  (e.g. spade + club)
  Players create their own combo and name the dish
  All appetizers add +3 to a single character’s grit
  Appetizers may be given to other players 
  Appetizers may be consumed during battle
  ENTREES
  Ingredients: three card combo (e.g. heart + diamond + spade) 
  Players create their own combo and name the dish
  Entrees deal 50pts of damage
  FULL COURSE MEAL (FCM)
  Ingredients: four card combo (e.g. club + club + diamond + heart)
  Players create their own combo and name the dish
  FCMs deal 75pts of damage and add +10 to character’s grit
  recipes
  Food may only be consumed if the player’s cards do not exceed 21 in value 
  -  but a winning battle hand is not necessary for food preparation.  Meaning 
  you can’t keep drawing cards until you get your combo - but any ingredients 
  you drew during battle can be kept (write them down) for the next round.
  Appetizers are the only food which can be used in conjunction with a winning 
  hand - dealing damage and restoring GP - because you’re using weapons 
  and snacking.
  Appetizers and Entrees can not share ingredients: if an appetizer is a club 
  + diamond + spade and an entree is club + diamond + spade + heart, a total 
  of seven cards would be required to make both the appetizer and the entree.
  When a chef defeats an enemy, the chef may keep the enemy’s cards (write 
  them down) if they fit ingredients for a recipe.
  Anytime a Chef draws a card fitting their ingredients, the player may choose 
  to keep the card and take no action.  Except during a battle.
  PS: a GREAT skill for chefs to cultivate is foraging.  I’ll just let that sit there.  
  a few minor deets
  
  15
  Chef’s dedicate their life to culinary pursuits.  They wear minimal armor and 
  carry a variety of knives as weapons.  They need to be prepared for when 
  the right ingredients come along:  No two-handed weapons.  Although a 
  good shield might make for an excellent wok.
  did you know the origins of playing cards are believed to have been prior to 
  1000Ad? 
  weakness
  Foragers Playing Cards - perfect for the chef class.
  
  16
  WereThings transform into an uncontrollable, monstrous 
  beast of the player’s choice (you know, things!) - gaining grit, 
  strength, and abilities after the transformation.  As a level 
  one character, the transformation is uncontrollable but as 
  the character gains levels, they will be able to transform at 
  will.  
  WereThings are raging monsters - so their transformations center on 
  fighting: they get bigger and stronger.  Their abilities per level should reflect 
  those characteristics. 
  werething
  
  17
  Level 1: Transform at 5 GP - 20 GP added 
  Level 2: Transform at 10 GP - 30 GP added 
  Level 3: Transform at 15 GP - 40 GP added 
  Level 4: Transform at 20 GP - 50 GP  added
  Level 5: Transform at will plus previous level attributes.
  WereThings are uncontrollable until Level Four - they may attack friends and 
  non-playing characters (NPCs) as well as enemies but will always attack an 
  enemy first.  When “friends” are present, roll a 1d6 after defeating the enemy: 
  the WereThing will attack the closest “friend player” on the roll of a 3.
  levels + abilities
  weakness
  WereThing: Squid - yes, a weresquid. My son’s character!
  Level 1: Crushing tentacles:  2d20
  Level 2: Ink Cloud: Blind opponent for one attack (they can’t fight or float)
  Level 3:  Crushing tentacles: 3d20 + 5
  Level 4:  Ink Cloud: Blind all opponents for one attack (from anyone) or a 
                  single opponent for 2 attacks.
  Level 5:  Camouflage:  +3 Sting  + 3 Float
  example
  First, choose the creature you want to transform into: wolf, squid, alligator, 
  owl, rabbit etc.  Then select its appropriate fighting attribute(s) to acquire 
  when you transform. Then assign a damage to it.  Increase damage,  effects 
  and/or abilities per level.  damage is assessed using d20 and/or d6.
  
  18
  Ghosts possess the ability to move in and out of the 
  Ghostworld at will (we’ll call it Ghosting because we’re all 
  about originality here) - allowing them to phase through 
  walls and even attacks.  As a ghost moves through the 
  Ghostworld, they bypass the obstacles of the Middle Realm. 
  But this can be dangerous.  The Ghostworld is littered with 
  “things” that don’t want to be there and the Ghostworld is 
  not always easy to get out of. 
  Players must roll an odd number each round to maintain. A failed roll in 
  battle causes the ghost to take full damage from the attack. A failed roll 
  through a wall keeps the ghost in the Ghostworld.
  ghost
  
  19
  Roll 1d6 per your level to ghost: one roll for Level 1, two rolls for Level 2, 
  three rolls for Level 3 etc. Rolling a Skully (BS logo!) on our custom die 
  equals instant ghosting success.  you can get a Skully die at www.
  thisisbattlesauce.com…just saying.
  Level 1:  Ghost through walls 
  Level 2:  Invisibility: automatic = one free hit during battle
  Level 3:  Ghost a friend 
  Level 4:  Ghost an enemy: requires a successful hit (no XP gained) - they’re 
                  no longer a threat
  Level 5:  Store items + weapons in the Ghostworld for retrieval anytime  and 
                 instantly ghost to any previously encountered places
  GETTING STuCK IN THE GHOSTWORLd!  The Ghostworld exists beside 
  the tangible, Middle Realm and is very similar in many regards but kind of 
  like a misprint, where the color alignment is just slightly off.  Ghosts have 
  the unique ability to see into both realities.  But it is a world nonetheless, 
  governed by its own laws of reality and teeming with life no one has 
  access to or has ever seen before except for ghosts...learn more about 
  the Ghostworld through the BattleSauce Secret Recipe subscription on our 
  website.
  levels + abilities
  weakness
  As a player increases in levels, the ability to successfully ghost also 
  increases.  Enchanted items can assist in ghosting and navigating the 
  Ghostworld.
  
  20
  Choose your animal, get it’s abilities, crush your opponents.  
  What could be easier? unlike the WereThing, these 
  characters also obtain non aggressive abilities from their 
  animal - like climbing, camouflage, night vision, marsupial 
  pouch, you know, whatever.  
  First, choose the animal you want to be. Then select it’s appropriate attributes 
  to acquire and assign modifiers or damage to it.  Add new, stronger-better-
  faster abilities and modifiers per level.  
  manimal / womanimal
  
  21
  These are really up to the player and/or the gamemaster.  Get creative with 
  it.  Have fun.  Insert appropriate and well meaning cliché here. Choose the 
  favorite abilities of your creature and assign those abilities to a level.  Start 
  with the weaker abilities at the lower level and add the stronger abilities as 
  you level up.
  This is another one that’s sort of left up to the player.  I would suggest obvious 
  weaknesses associated with the type of animal. using the example above 
  with the lizard character, a weakness could be the cold: spells, weapons, 
  curses, environments that are cold reduce or remove any modifiers gained 
  from being a lizard.  If you’re a feline of some kind, a weakness could be 
  water.  Or dogs.  Or hair balls.  It’s your choice.
  levels + abilities
  weakness
  Lizard - My other son’s character!  And yes, I know it’s a reptile. 
  Level 1:  Speed: +1 Movement + draw another card to dodge traps
  Level 2:  Climb walls +2 Float  
  Level 3:  Natural Horned Armor: +1d6 damage in up-close combat and + 15 GP
  Level 4:  Camouflage:  +3 Sting  + 3 Float
  Level 5:  Evil eye - shoot blood from eyes - roll 1d6, anything but a 6 and the 
                  enemy retreats.  No XP gained.
  example
  
  22
  The War Witch is the only character class which can 
  use both magic and weaponry proficiently. The preferred 
  weapon of the ‘witch is the trident - representing the unity 
  of the High, Middle, and Low realms.  It is also the only 
  class that is exclusively female.     
  Intense training begins at a very young age in the Hejaty (HEH • JAH • TEE) 
  academy.  They’re basically Spartans but with magic. The witches are recruited 
  to acquire enchanted items and return them to the academy. Learn more about 
  the academy, recruitment, training, and mission of the War Witches and other 
  character classes by subscribing to the Secret Recipe subscription. 
  war witch
  
  23
  you’ll want to read up on using magic - it’s on page 38
  Level 1: 3 spells and +1 to Sting
  Level 2: 4 spells and + 1 to Float
  Level 3: 5 spells and +1 to Sting
  Level 4: 6 spells and + 1 to Sting
  Level 5: +1 to Float
  There are none!  Just kidding.  Like all spellbinders, war witches 
  have a limit to the magic they can bind.  They’re also not big on 
  shields and two-handed weapons.  
  levels + abilities
  weakness
  Maidens playing cards make a great deck for War Witches.
  
  24
  Barbarians have massive upper body strength.  They can 
  use bigger weapons, turn random objects into deadly 
  projectiles, and knock down opponents with a single punch.  
  But…they also have really weak ankles making them very susceptible to 
  Traps.  I mean, look at this guy, teeny tiny ankles.  
  barbarian
  
  25
  Level 1: Carry two two-handed weapons
  Level 2: No locked doors (break through nearly* any door)
  Level 3: Projectile - throw any object with such force that it becomes a 
                 weapon: 1d6 + 1d20 damage plus any modifiers for type of object 
                 being thrown
  Level 4: Take a hit - no damage from a single blow - use once per fight
  Level 5: One hit death Blow - requires successful hit - not on boss fights
  *doors protected by magic, charms, curses etc. are not affected.
  Barbarians, as previously discussed, have fragile ankles. Level 1-3 have a 
  negative one against traps (-1) and levels 4 & 5 have a negative 2 (-2).  
  King Slayer playing cards are some of my favorite decks for playing 
  BattleSauce.  Custom court cards, two unique sword jokers, and a 
  double backer.  Cards unique to each deck provide opportunities for 
  additional rules. 
  levels + abilities
  weakness
  
  26
  fill out your 
  Character sheet
  This is the longest part of getting started with BattleSauce.  And it should 
  only take about 15 minutes as you read through each description.  The first 
  thing to do is download and print the free BattleSauce character sheet.  Or 
  print the one on the next page. Still another option: write your own using this 
  one as a guide.  Go ahead. I’ll wait.
  Got it?  Good.  Let’s take a look and get it filled out.  Maybe use a pencil for this 
  part.  Or print a couple.  Just saying.  
  TIP : Print our character sheet, laminate it, and use a dry erase pen to fill out. 
  you’ll be to able reset armor points, grit, gear, weapons and the like without 
  having to erase holes in your beautiful, painstakingly detailed, character sheet.
  HELLO! MY NAME IS
  STING
  FLOAT
  MOVEMENT
  XP
  CLASS
  GEAR
  STATS
  SUPER COOL SIGNATURE MOVE
  GRIT
  ARMOR
  LEVEL
  PIECES
  ABILITIES
  1
  2
  3
  4
  5
  WEAPONS
  DAMAGE
  KNOW HOW
  WWW.THISISBATTLESAUCE.COM
  HELLO! MY NAME IS
  STING
  FLOAT
  MOVEMENT
  XP
  CLASS
  GEAR
  STATS
  SUPER COOL SIGNATURE MOVE
  GRIT
  ARMOR
  LEVEL
  PIECES
  ABILITIES
  1
  2
  3
  4
  5
  WEAPONS
  DAMAGE
  KNOW HOW
  WWW.THISISBATTLESAUCE.COM
  HELLO! MY NAME IS
  STING
  FLOAT
  MOVEMENT
  XP
  CLASS
  GEAR
  STATS
  SUPER COOL SIGNATURE MOVE
  GRIT
  ARMOR
  LEVEL
  PIECES
  ABILITIES
  1
  2
  3
  4
  5
  WEAPONS
  DAMAGE
  KNOW HOW
  WWW.THISISBATTLESAUCE.COM
  
  27
  HELLO! MY NAME IS
  STING
  FLOAT
  MOVEMENT
  XP
  CLASS
  GEAR
  STATS
  SUPER COOL SIGNATURE MOVE
  GRIT
  ARMOR
  LEVEL
  PIECES
  ABILITIES
  1
  2
  3
  4
  5
  WEAPONS
  DAMAGE
  KNOW HOW
  WWW.THISISBATTLESAUCE.COM
  
  28
  It’s not Slim Shady.  This is the name of your character and how you should 
  be addressed by all other players including the gamemaster. 
  hello my name is
  Write your character class here.  you know, the one you picked in the first step.
  class
  ALL beginning characters start at level one. The more you play, the quicker 
  you reach higher levels. As you increase in levels, your character will become 
  better at performing certain abilities and skills while also gaining new ones. 
  BattleSauce character classes max out at level five. But since this is a game 
  of imagination and what I like to call fun, I added room for five more levels 
  so you can keep adding to the awesomeness. Go crazy with it.
  level
  These are determined by your character class.  Characters gain abilities as 
  they gain levels.  Some class abilities are left for the player to create.
  abilities
  Short for Experience Points. XP is used to determine when a character 
  reaches a new level.  Characters gain XP by defeating enemies.  Currently, 
  defeating enemies is the only way to gain a new level.  See BATTLE for 
  details. The game is called BattleSauce after all.   Everyone starts as a level 
  one character.  After defeating an enemy, use the sum of their two highest 
  value cards from their last hand to add to your XP. Level up after every 200 
  experience points.
  xp
  
  29
  The next four character attributes 
  share two  common rules 
  1. A “+” increases your chances of success while a “-” decreases your 
  chances and
  2. Each can be modified by weapons, charms, curses, potions, items, armor, 
  clothing, food, and character abilities.
  Modifies your fighting abilities.  use Sting when fighting any opponent.
  sting
  used for dodging attacks. Players can use Float for dodging traps, distance 
  attacks, or when they don’t want to hurt an attacker (a friend under a curse etc.). 
  float
  Movement is how fast your character is at covering ground.  
  movement
  you might know them as skills.  Know Hows are picked up and improved 
  upon as characters continue to perform them and include things like: lock 
  picking, foraging, sneaking, charming other characters, forging, tracking, 
  cooking, and so on. 
  When creating your character for the first time, create ANy two skills you 
  want to know and give them a +1.    
  When a character performs any new skill, write it down in a Know How slot. 
  After five successful attempts at one skill (difficulty must be over 7) add a 
  +1 to it.  Continue to add +1 each time the skill is performed successfully 
  (difficulty over 7) five times. Maxes out at +10. 
  know how
  
  30
  Protects you from taking any real damage, like dying.  All damage, unless 
  specifically targeted, comes off the armor score first. Once the armor is 
  depleted, the damage is inflicted against the character’s grit. Start with 
  basic armor of 50.
  armor
  The sheer willpower which keeps your character going. Or are how many 
  points your character can lose before dire consequences.  Most characters 
  can take a number of hits before they start feeling the effect of the blows. 
  When a player reaches 10 remaining GP (grit points, stay with me here) apply 
  -1 to all skills and abilities.   At 5 remaining GP, apply -2.  If your grit reaches 
  zero, your character dies.  Level one characters should start with 100 GP.
  Some character classes handle depleting grit differently than others, so be 
  sure to read your character class closely.  And of course, there are all kinds of 
  things which modify both armor and grit - you just have to find them.
  grit
  Like Sub-Zero’s chiropractic clinic, all characters have a signature finishing 
  move.  But here’s the cool part:  It’s your character, so you decide what the 
  move is and what it does.   We just tell you how to pull it off.   
  In order to perform your SCSFM there are a few prerequisites:
  1. Opponent must be under 50% of their grit
  2. Character should have more grit than their opponent
  3. Then it’s all up to the die - Roll 1d6
  Level 1 characters need to roll a 1 to pull off the Move
  Level 2 characters need to roll a 1 or a 2
  Level 3 characters need to roll a 1,2, or 3
  Level 4 (you see the pattern here, right?) roll a 1-4
  Level 5 needs to roll anything but a 6
  Rolling a 6 at any level means your cool move just didn’t work.  Sorry. #notsorry
  Want to try your SCSFM even though you don’t meet the prerequisites?  Go 
  for it. BuT...for each prerequisite you don’t meet, -1 from your roll.
  SUPER COOL SIGNATURE FINISHING MOVE
  
  31
  Stats (statistics) grow and develop your character - but they’re totally out 
  of your control.
  As you play BattleSauce, your character will experience all kinds of unexpected 
  events due to dice rolls, cards drawn, dubious gamemasters, etc.  Things like 
  having a curse placed on them, rolling a natural BattleSauce, fighting the 
  same type of monsters, accumulating treasure, and even dying. When these 
  types of experiences happen over and over again, your character changes, 
  just as a real person will grow and learn from their own experiences. 
  When the same type of occurrence happens to a character more than once, 
  write it down in your notes.  After that same occurrence happens five times, 
  your character permanently changes. Add or subtract modifiers to any 
  character attributes that make sense for your experiences:
  EXAMPLE
  your character has died five times from troll attacks - from then on, your 
  character will have a -1 on attacks when dealing with trolls.
  stats
  When characters land a successful attack, they roll for the damage the 
  weapon inflicts.  Every weapon causes a unique amount of damage.  Some 
  weapons have special attributes while others can’t be used by some 
  character classes.  Level one characters start with very basic weapons and 
  then find, earn, buy, steal, trade, or quest for better weapons.  Learn more 
  about weapons on the website.
  weapons
  Any number of miscellaneous equipment a character may want to bring 
  with them.  Most gear serve to modify a specific action a character may 
  want to achieve - creating bonuses against difficulty roles.  Rope can help 
  a character climb, a charm may protect a character from a specific spell or 
  curse, matches can help spark a fire etc.   Most characters are limited to 
  carrying four items.  Learn more about gear on www.thisisbattlesauce.com.
  gear
  
  32
  It’s speculated playing cards were first introduced in the Tang dynasty around 
  the 9th century Ad.   However, the earliest confirmed reference to playing 
  cards occurs in a Latin manuscript by a German monk in a Swiss monastery 
  - dated 1377. 
  Pieces is what we call money in BattleSauce - it comes and goes pretty easily 
  and all level one characters should start with 150pcs. Pieces are used to buy 
  weapons, armor, hire mercenaries, learn information, and so on.
  That’s it!  Keep notes on the back of the character sheet or elsewhere and 
  let’s start busting heads!
  PIECES
  In the early European decks of the 14th century, the suits were  swords, clubs, 
  cups, and coins which are still used today in many Italian and Spanish decks.
  Seekers playing cards - awesome for an all purpose BattleSauce deck.
  
  33
  how to 
  battle
  
  34
  I mean, the game is called BattleSauce.  So how do you do it?  The 
  following rules are for hand-to-hand and all close-range combat.  distant 
  combat - using arrows and other projectiles - is resolved by utilizing 
  difficulty Numbers.  So let’s get to it.
  It’s why 
  we’re all here
  
  35
  The GM will play for the enemy - all combatants are dealt one card, face-up 
  from the action deck. After each combatant has a single card showing, players 
  receive a second card face-up while the enemy’s second card is face down.  
  Players assess their cards with the goal of getting the sum of the value of 
  each card closer to 21 than the enemy.  Sting and Float modifiers affect play 
  (player’s choice) with Sting adding to the total and Float subtracting (should 
  the player’s cards exceed a total 
  of 21). Players can now receive 
  additional cards in order to get as 
  close to a total of 21 as possible. 
  Any player exceeding 21 loses 
  the round and takes damage.  If 
  both combatants exceed 21 it’s 
  a draw: discard and start a new 
  round.
  If the player has not exceeded 21 
  and is done receiving cards, the GM flips over their face-down card to reveal the 
  enemy’s total.  If that total is 16 or lower, the villain/GM must continue drawing 
  cards until the value is at least 17.
  Here it is - the title of the game and instant death.  Any character - including 
  the “bad guys” -  drawing two aces (card value is overlooked) during battle 
  delivers a BattleSauce to their opponent, defeating them instantly.  
  damage is determined by the weapon or ability 
  used.  Learn more about weapons on 
  www.thisisbattlesauce.com.
  Aiming is a distance tactic but seems fitting for the Battle section.  Taking aim 
  at a target lowers the difficulty number associated with hitting that target. Add 
  +2 to your roll against a difficulty number with each round used to aim.  Aiming 
  always requires at least one round, meaning the character takes no action during 
  the player’s turn.
  battle
  battlesauce
  Damage
  aiming
  
  36
  you’re getting trounced, you can’t win, it’s time to run.  After receiving your 
  cards and deciding to run, you must fold and acquire half the damage your 
  opponent deals.  Characters can only move backwards (on the game board) 
  and do not gain experience points for fleeing.  Additionally, if you want to 
  move forward past this square, you will need deal with this enemy. 
  dEATH is the caretaker of the dead Realm.  
  Legends tell of a tall pale figure cloaked in the fabric of 
  darkness and the light of the dead souls.  
  After a player’s character dies, dEATH returns the character 
  two rounds later.  A round is complete after everyone else 
  has had their turn.  The character is returned at the place of 
  their death.  
  A respawned character can keep all of their possessions except 
  money and bonus items unless the character who defeated 
  you is occupied by someone/something else (such as another 
  player) - meaning the character didn’t have time to rob you.
  Respawning resets your grit to half.
  If you are “stabbed in the back” by another player, everything you 
  have can be taken.  However, major weapons can only be traded.
  If everyone dies, the game is over.
  Running from a fight
  Surprise! You’re dead!
  The winner of the battle retrieves the final cards of the loser - for every 
  number card in the loser’s hand, the winner receives that number of 
  experience points. For any face cards in the loser’s hand, the winner receives 
  the corresponding item(s) or the GM can determine any found items.  
  If a team defeats the enemy, the enemy’s goods and experience are divided 
  between players however they see fit.  Weapons can also be exchanged. 
  after a battle + experience points
  
  37
  how to 
  use
  Magic
  
  38
  Binding
  magic and
  spells
  
  39
  Spellbinders pull the light and dark energy from the world around them, bind 
  that energy with magic and redistribute it using a variety of spells which 
  provide endless possibilities for casting. Spellbinding, as it’s called, is not 
  without its drawbacks.  The binder has a limited pool of energy from which 
  to draw.  Also, once depleted, the spellbinder is left unprotected.
  Players with spellbinders will require their own deck of standard playing 
  cards.  There are some really beautiful decks which fit the magic theme 
  perfectly. 
  A spellbinder’s deck represents the pool of magic available to the binder. 
  The suits (                       ) represent the type of spell, and the numbers indicate 
  the spell’s power.  
  SPELLBINDER
  IT’S WHAT WE CALL MAGIC USERS.
  TYPES OF SPELLS
  Enchant type - dark magic
  Attack type - dark magic
  Heal type - light magic
  Enchant type - light magic
  
  40
  All magic can be enhanced should the ‘binder decide to draw on more energy 
  from the pool than is required for the spell.  
  Simply cast more cards than the spell requires - enhancing can be done 
  with any card suit.  Every point over the cost of the spell, is an additional 
  value to the spell.  Casting a single card with a value over the cost of the 
  spell will not enhance the spell: additional cards are required.
  Enhancing any attack type spell increases the damage by the combined 
  value of the additional cards (cast card not included).
  you have a full deck of cards.  you want to cast SWARM which is an attack type 
  spell that does 2d6 damage with a chance of fatality.  Looking at the spell list 
  you see the spell cost for casting is 3 energy points. you riffle through the deck, 
  find the 3 of clubs (clubs because it’s an attack type spell and 3 is the minimum 
  amount of energy required to cast) and cast SWARM on your enemy.  Now you 
  discard the 3 of clubs and play goes to the next player.
  SWARM inflicts 2d6 damage but let’s say you’re in the middle of a boss 
  fight.  In addition to the 3 of clubs, you cast the ace of diamonds (Aod) and 
  the ace of spades (AoS).  Now the damage is assessed at 2d6 + 11 for the 
  Aod and +11 more for the AoS.  All three cards must now be discarded.
  enhanced magic
  example
  binding magic and casting spells
  In order to cast any spell, the player must have at least one card for the type of 
  magic they want to cast. I.E. if you want to cast an attack type spell, you must 
  have at least one      of any value in your possession - the magic is bound.
  Spells require a certain amount of energy to be bound in order to be used. 
  Spells range from a very little amount of energy: 1 - to a lot of energy: 11. 
  The amount of energy available for the spellbinder to use is determined by 
  the number value on the card: 2-10 with all court cards valued at 10 and 
  aces at 11. Spellbinders must also have cards whose sum is greater than 
  or equal to the energy required to bind it. Every time a spell is cast, the 
  spellbinder must discard those cards into a separate pile, face down: that 
  energy is spent and is no longer bound.
  
  41
  ley LINEs 
  Ley Lines are the alignment of landmarks, mystic sites, structures, and even 
  events infused with magic energies.  They span the world in every direction. 
  They cannot be seen but they can be felt.  When these alignments are 
  encountered a spellbinder’s magic is instantly replenished. Each spellbinder 
  has a ley line specific to them - called a Number Line.
  Any player whose character is a type of spellbinder should choose a number 
  between 2-10: this is their Number Line.  Whenever the player’s Number Line 
  is drawn through a card value - by their character, the character’s magic 
  pool is completely restored: add all the discarded cards back to your magic 
  deck. This can happen during movement and combat but not through magic 
  casting.
  NUMBER LINE
  Choose a number between 2 - 10 and write it on your character sheet. 
  Anytime you draw this number from a deck other than your magic deck, your 
  character’s magic pool will be fully restored. Cannot be used when casting 
  magic (because players are choosing their cards when casting).
  TIME
  The old and trusted method of just living long enough to 
  absorb some magic.  Shuffle the discarded deck face 
  down.  draw one card from the discarded pile and add 
  it back to the magic deck every three rounds - restore 
  to full after a 24 hour day in game.
  ADDITIONAL METHODS
  Magic items, places, characters, weapons, and even 
  other spells can restore magic to a spellbinder.  It’s 
  just a matter of finding them.
  Restoring magic
  
  42
  The following is a small list of spells to get you started and give you inspiration. 
  More spells are released on both BattleSauce subscription levels. 
  Spells are listed in the following order:
  Required suit  •  Name  •  Type  •  Damage  •  Spell cost
  SWARM 
  Attack  • 2D6 + Chance of fatality  •  3 (+1 per additional target)
  Summon a cloud of horrid, stinging, biting bugs.  Anyone in the affected area 
  loses all modifiers and suffers 2d6.  Bonus: any character rolling a skully (the 
  BS logo on our custom dice) suffers an allergic reaction and…dies. 
  Enhanced effect: Adds damage.
  TORNADO
  Attack  •  2D20  •  4
  The caster becomes a spinning whirlwind of destruction for anything or anyone 
  in the tornado’s path.  If allies are close by (two square radius or spitting distance) 
  - they should make a Float roll against a difficulty number of 7 (meaning roll 
  1d20, add any Float modifiers, and hope it’s equal to or higher) to safely get out 
  of the way.
  Enhanced effect: Adds damage.
  Purge
  Enchant Dark  •  -2pts  •  2
  Good for what ails you - or ailing someone else.  This spell causes 
  uncontrollable vomiting and incapacitates the target for a single round.  
  However, you don’t want to get close to this fountain of filth: the target 
  cannot be attacked except from a distance.  This spell will also cure a curse 
  or poisoned victim.  Fun at parties too.
  Enhanced effect: Increases purging duration 
  SPELLS
  
  43
  Mirror
  Enchant Light  •  0 damage  • 5 
  Creates a life-like doppelgänger of the binder (or target) but can do no damage. 
  When used in melee attacks, the fighting rules switch to difficulty numbers. 
  The starting difficulty number is 11: Attacker must roll an 11 or higher on a d20 
  to hit the real version.  This spell lasts the duration of the battle.
  This spell can be used for reasons other than battle: tricking someone following 
  you, holding your place in line, going to work, etc.
  Enhanced effect: Increases difficulty number by total number of additional 
  cards (not card value). 
  Divide
  Attack • 2x damage of weapon used • 11
  Splits the intended target into two fully functioning, identical characters.  Spell 
  lasts the duration of the battle. Roll for weapon/spell damage and multiply by 2. 
  Because this dark magic, use of this spell can be dangerous. When the enemy 
  is defeated, the divided character may turn on its other half. Good Ash, Bad Ash 
  style.  Roll 1d6: a roll of 1 and it’s Bad Ash (you have to fight yourself). 
  Enhanced effect: use this spell for anything other than attack changes the 
  required binding to with an energy cost of 9.
  tri-bolt
  Attack | 2D6 + 1D20 | 10
  A brilliant bolt of energy strikes one target doing damage x3 or hit up to 
  three targets inflicting the damage above.
  Enhanced effect: Adds damage.
  SPELLS
  
  44
  mist
  Enchant Light | 0 damage | 7
  The surrounding area quickly fills with a dense mist, reducing all attacks by -3 
  and lasting 3 rounds.  All combatants are effected except the binder. 
  Enhanced effect: Reduces attack by additional card total point value.
  whispers
  Enchant Dark | 5
  use of this spell forces the target to reveal any and all secrets they’re holding.  
  Enhanced effect: If a difficulty number is involved (up to the GM - the character 
  may be very strong willed etc.), additional cards add points for success - where 
  5 is the starting point against the difficulty number. 
  drop your drawers
  Enchant Dark •  9
  The intended target removes all armor.  Add 9 for additional targets.  
  Enhanced effect: Add 9 additional points for weapon drop and shield drop.
  tis but a scratch
  Heal  • 10
  Well.  you know.  Heal the target with +10 to grit.  Or grow back an arm.  Or two.
  Enhanced effect: Add additional grit points per additional card value.
  SPELLS
  
  45
  Hellions playing cards have two unique jokers for trading with demons and a 
  demon-hand card turning up at the worst times.
  Spells are added on a semi-regular basis but you don’t have to wait.  Here are the 
  steps needed to create your own.
  Name your spell - can’t cast a spell without a name
  Select it’s type (                    ) - determined by what the spell does.  Attack type 
  spells are always       , healing spells are always
  determine spell cost (1-11).  The more powerful the spell, the higher the spell 
  should cost.
  determine the duration of the spell
  determine the Enhanced effect - what happens when the power of the spell is 
  increased?
  create your own spells
  
  46
  the end
  Visit thisisbattlesauce.com for 
  exciting content including
  The FREE BattleSauce Monster Horde with 20 monsters, 
  mercenaries, non playing characters, a map of the Southern 
  Hemisphere, weapons, and more.
  BattleSauce subscriptions where you’ll receive new, illustrated updates with 
  immersive world-expanding content, exclusive character classes, secrets of 
  the realm, adventures, and special offers every month!
  sneak peeks + giveaways on instagram
  /thisisbattlesauce
  
  47
  HELLO! MY NAME IS
  STING
  FLOAT
  MOVEMENT
  XP
  CLASS
  GEAR
  STATS
  SUPER COOL SIGNATURE MOVE
  GRIT
  ARMOR
  LEVEL
  PIECES
  ABILITIES
  1
  2
  3
  4
  5
  WEAPONS
  DAMAGE
  KNOW HOW
  WWW.THISISBATTLESAUCE.COM
  
  old stuff + nonsense
  
SOURCE: textdata/thevault/BattleSauce/BattleSauce - Everything You Need To Know.pdf