RACE FOR THEM
Scatter the twelve glowing Weirdstone markers near the center, then send your Wrecker toward the best line.

BUILD // BATTLE // REBUILD
Turn forgotten die-cast cars into roaring, ram-shoving, Weirdstone-powered arena machines. Pick a kit. Bolt on the scrap. Paint it your way. Then fight for glowing chunks of comet rock before somebody else gets there first.
OLD CARS. NEW TROUBLE.
Weirdstone Wreckers is part miniature game, part model-building hobby, and part excuse to dig through the toy box.
Start with a battered die-cast car. Add plows, pipes, armor, engines, Stone Steam vents, cages, guns, fins, horns, flags, and whatever else your crew can weld together.
No two Wreckers need to look alike.
FAST TO LEARN. LOUD ON THE TABLE.
Twelve Weirdstone markers wait near the center of an arena. Race for the shards, fight-off the competition, then bank them before somebody wrecks your car and takes them.
Scatter the twelve glowing Weirdstone markers near the center, then send your Wrecker toward the best line.
Use five Action Dice each round. A Drive costs two; spend the rest to pivot, charge, fire, patch, grab, or bank.
Bank a carried shard anywhere for a Victory Point, or discard it for Green Fog, Magnet Snap, or a free Green Rush.
Cars shove each other off course, blast open lanes, pull impossible turns, disappear into Weirdstone fog, and occasionally perform something so reckless that everyone immediately tries it next turn. Games are quick, visual, and built around big decisions instead of complicated bookkeeping.
Learn how the game works →

GREEN GOLD
When the Morrow Comet shattered, its stones woke dead engines, pulled magnets sideways, and made fog appear from nowhere. Bank Weirdstones for points—or discard one for unstable power when you desperately need an impossible move.
MODIFICATION PACKS
Every modification pack gives your rescued car a different personality. Choose your favorite or mix them until the engineering becomes wonderfully questionable.

MOD 01 // Modification Pack
A gate-breaking conversion for players who want every collision to feel like an entrance. Ramfang is broad, stubborn, and built to bully rivals away from the green.

MOD 02 // Modification Pack
A readable weapons pack for careful aimers. Mix short-range sparks, long-range scrap, and unstable comet power into a rig that tells everyone where the next shot is going.

MOD 03 // Modification Pack
A speed-and-escape conversion for daring shard runners. Cut sharper lines, hop low hazards, and vanish into green steam when the chase closes in.

MOD 04 // Modification Pack
A Weirdstone systems pack for collectors, fixers, and chaos-loving tinkerers. Put the objective on your car, then make the whole arena react to it.
FACTION KITS
Build a complete crew identity or raid each faction for parts. There are no fashion police in the Rustbelt.

FAC 01
A heavy industrial crew identity built from square protection, repair gear, furnace heat, and proud worker marks. Its named gear remixes ram, defense, ranged, and repair play.
“If it bent, it worked.”

FAC 02
A mobile shard-hunter identity mixing curved guards, carrying gear, steering aids, green steam, and scouting instruments. No two caravan rigs need look alike.
“The road knows where the stones fell.”

FAC 03
A low-profile ambush identity combining compact weapons, Stone Steam, decoys, hidden exhausts, and precise instruments. The silhouette stays quiet even when the tactics do not.
“If you can see it glowing, the cage is too thin.”
SCENERY PACKS
A kitchen table works. A kitchen table covered in glowing craters, scrap machinery, bridges, vents, cranes, and suspicious green crystals works considerably better.

SCN 01 // Scenery Pack
Named landmarks create hazardous shortcuts, glowing objectives, and a dramatic arena centerpiece—no barricade filler.

SCN 02 // Scenery Pack
Substantial scrapyard landmarks create lanes, cover, shortcuts, and unmistakable photo-ready arena moments.
A BOX OF BAD IDEAS
Every standard printable pack gives you enough parts for a complete themed machine while leaving plenty for kitbashing.
Use the recommended builds. Mix everything together. Glue a boiler where absolutely no boiler belongs. That is the hobby.
$20 printed + shipping // $40 personal-use filesCars, paint, glue, dice, tools, and scenery are separate unless specifically listed.THE GREEN HEART OF THE GAME

Premium Weirdstone Dice Kit
Twelve translucent lime-green Weirdstone dice—the collectible objective markers and glowing heart of every match.

Cometline Command Kit
The clear-green Arc Finder and Wreckline Range Ruler make every turn, firing arc, pull, and daring last inch easy to read.
WELCOME TO THE RUSTBELT
Fragments of the Morrow Comet fell into fields, junkyards, dry riverbeds, abandoned factories, and forgotten towns. Old engines fired without fuel. Magnets dragged scrap uphill. Green fog rolled through sealed garages. Every mechanic, scavenger, racer, tinkerer, and lunatic wanted a piece.
So the crews built arenas around the crater fields. Not wars. Not death matches. Something much more important: bragging rights.
The machines get smashed. The drivers climb out. The crews argue about whose fault it was. Tomorrow there will be another race.THE HOBBY IS HALF THE GAME
Choose a donor car you are willing to change, plan the silhouette, dry-fit every part, then make the build permanent with an adult pit crew handling tools and adhesives.
Build a perfectly coordinated faction machine—or a rolling pile of nonsense. The arena gives you a reason to build one. Your next idea gives you a reason to build another.
NEW TO THE SCRAPYARD?
Choose a sturdy car, pick one pack, test-fit the parts, and paint it your way. Download the free rules, scatter the Weirdstones, and open the arena gates.
FREE DOWNLOADS
The definitive rules, hobby guide, and product catalog.
The complete five-dice arena game, from your first Drive to your final Weirdstone bank.
Download PDF ↓02Beginner-friendly fitting, permanent assembly, painting, kitbashing, and safe hobby practices.
Download PDF ↓03Every modification pack, faction kit, scenery set, and premium accessory in one place.
Download PDF ↓GROWN-UP PIT CREW
Recommended for ages 8+ with adult supervision. Young builders can choose parts, plan the silhouette, dry-fit, paint, and name the car. Adults handle cutting, drilling, sanding, spray products, uncured resin, and adhesives. Wear eye protection when clipping or sanding, work with good airflow, and keep small parts away from children under three and pets.
Read the hobby safety guide →GARAGE QUESTIONS
No. The cars are familiar, turns are quick, and most of the action is visible directly on the table.
Yes. The definitive Hobby Guide is built around permanent conversion, so choose a donor car you are willing to change. Dry-fit everything before an adult handles cutting, drilling, magnets, or adhesives.
The kits fit many common 1:64-ish die-cast cars, but every body shape is different. Choose a sturdy car and test-fit every part before permanent attachment.
No. Weirdstone Wreckers is an original independent tabletop hobby game. Customer-owned die-cast cars are simply the canvas. No vehicle or toy manufacturer sponsors, licenses, or endorses it.
Six major builds supplied as twelve functional components, plus twelve themed detail pieces—for 24 printed pieces total.
Kids can choose parts, plan the build, dry-fit, paint, and name their Wrecker with an adult pit crew nearby. Adults handle cutting, drilling, sanding, spray products, resin, magnets, and adhesives.
No. The twelve lime-green dice stay on the arena as Weirdstone markers. Every roll uses a player’s own five Action Dice.
No. The rules explain how to play with ordinary dice, a ruler, and an angle guide. The premium kits make objectives and measurements more readable on the table.
Please do. A Night Boiler with a Ramfang plow? Excellent. A Verdigris racer with a Cinderjack boiler? Questionable engineering—the kind we encourage.