This is a charming little ruleset of fairly generic application, a basic 'swords and sorcery' concept presented as being a post-apocalyptic world with fantasy overtones. The rulebook is presented in a logical sequence, starting with character generation (which uses playing cards to introduce a random element) and detailing the equipment available before describing the task resolution system. There are plenty of examples and comments about how any given skill or action is resolved, but no clear statement of an overarching task resolution mechanic.
Basically it is one of deciding what you want to do, working out the abilities, skills and any other modifiers you bring to bear and thus calculate how many dice (and of what type) to roll against either a difficulty or another roll, if the action is opposed.
Actions occur in a rigorous 'turn' sequence, and this appears to hold good for ALL actions not just when in combat. Tracking charts are recommended for both players and the GM (who is called a Hazard Master), and experience points are accrued on a turn-by-turn basis and noted on the tracking chart.
The sample adventure - Tunnels of Terror - reinforces the mechanical approach, with movement through the dungeon being moderated by the turn sequence irrespective of what the characters actually wish to do at any point. In some ways it plays more like a board game than a role-playing one.
It is an interesting approach and could work well with youngsters.