SAGA SAGA - Mighty Boards

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gains XP move the tracker up. In the Night .... the left-most space in the Mission Tracker, which yields ..... Tokens, s
SAGA SAGA In Posthuman Saga you’ll be venturing into a weird and wonderful world where unknown threats await at every turn of the road. You’ll need to forage for food, ammo and weapons if you want to survive. You’ll desperately fight off human and mutant enemies in brutal brawls in which your weapons break and your wounds can lead to mutation. You’ll meet a cast of strange and memorable characters and find yourself in unexpected situations during story encounters, which force you to make choices that might have consequences down the line. But don’t linger long - you need to complete your mission before others do! Your reputation is at stake!

Game COntents Each Character Pack includes:

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7 6

3

4 4 2 2

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3

6

Combat Knife WEAPON: Flemming HuntingKnife Rifle 2 Ammo Bat 2 Food SKILL: Footwork 1 1

WEAPON: Starting Knife Items Bat Hatchet

1 Bandage SKILL: 2 Food Footwork 1

4

3

3

3

4

Pegs for Player Board

4

2

1

1

1

1

64 Terrain Tiles

0

Combat Cards

Miss (do not exhaust)

0

1

=

6

4+

2

OR go to

Human Encounter

Spitter

Corrosive Spit: On a roll of + discard 1 durability from the weapon used in the combat against Spitter.

2

= + =2

4+

Food Tokens

3

2

3

4

5

6

7

8

GENGIS KAZ

Major Success: He's massive, but predictable. You take some distance and get ready to dodge and slam into his weak spots. +1 during each Melee Round. You can use Mind Boosts as if they were Melee Boosts Success: You figure it's best to take the fight to him. You wait till he gets close then surprise him with a counter-attack. +1 in the first Melee Round.

0-2

Fail: You freeze in fear for a moment too long and he's upon you like a boosted bull. You cannot use Boosts in the first round.

1+

You jump hastily back and catch your leg on a rusted bar coiling out of the grass behind you. -1

Frenzied: During the melee phase assign excess to dealing instead of reducing .

3

4 Boss Encounters ?

12 Dice

Meds Tokens

2

1

4 Mission Objectives

HAND AXE

Purification System

Melee Weapon

Girl

FOLLOWER

While active: During a camp action: +1 morale.

4 sets of 4 Action cards

FABS-M5

Repair Kit Equipment

8 Follower cards

Once activated: Discard if you get KO’d.

Twitchy Reflexes Stable Mutation

Whisperer's Mind Unstable Mutation

1 +1

2 2 3

3

1

=1 =2

3 Only

Slasher may be used

Red Dot Sight: . = Gain an additional .

During a Camp action, place 1 durability token on an item (weapon or equipment) up to the item's maximum durability.

Lose 1 , then place 1 on this card and place the card next to the player board. The boost can be used like a normal , however, when you use the boost flip this card face down.

Lose 1 permanently. Gain a Mind boost. Then flip this card face down.

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8 Recon Cards

Weapon Cards Weapon Cards Ranged Melee

Equipment Stable Mutation Unstable Cards Cards Mutation Cards

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0

0

1

1 2 3

3

2

rotates it. He grabs a permanent marker off the table and scribbles “Hey-ho, Flat Long!” in large capitals. “Place this on the sill with the writing facing the library balcony and wait for a signal from Devin. Oh, and stay low - crawl your way to the window if you have to. If he sees your head bobbing in the opposite building it won’t bob for long.”

?

Take 2 OR replace all the face -up terrain tiles on the board.

MOVE and test Threat level. Draw and resolve THEN Draw 1 face up tile next to it. an encounter. and the CAMP THEN Place any number of If you survive: tiles with up to 1 on each. Gain 3 recovery points. Place a or a IF you are in a safe zone THEN roll the loot die and collect gain 4 recovery points its reward. instead.

Ranged Weapon

Sterilizing Unit

hands and the surroundings will be riddled with traps. He’s also a superb shot who’ll be canvassing the square in front of the library from a balcony on the third floor. The best way to make contact is to head into the top floor of the building opposite and make your way to one of the windows overlooking the square.” He places the Glennhamar box on the table and

1 Journey Board

1

Biblioteka Universalis

Draw 1 Scavenge site token from the board and replace it.

100

Gero is sitting at a small table tucked away in the corner of the room turning a worn, cylindrical box of Glennhamar Whiskey in his hand with half a smile. “You’re in for a treat”, he starts. “The Biblioteka Universalis is the richest repository of knowledge we have. We haven’t heard from them in over two months. The librarian, Devin, is a wizard with his

FORAGE

Booze Tokens

Solar Farm

OBJECTIVES

?

Outpost

MOVE. THEN, if the tile does not contain a or draw:

MAP EXPLORE

SCAVENGE SITES

Intel Cards

1

Biblioteka Universalis Mission Objective

60

Encounter Cards Level 2

8

KO

M R

Ammo Tokens

Amp System

Encounter Cards Level 1

0

3

Narrative Chain Tokens

2 Safe Zone Tokens

Mutant Hunter: If the player has visible mutation re-roll on shooting dice once.

OR go to

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FATIGUE

8

Gengis Kaz spots you in the distance and barrels towards you, eyes bulging and veins popping. You have a split second to decide what to do.

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Book Tokens

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Scalper

Mutant Encounter

1

7

4 Player Boards

10 Challenge Tokens

64 Scavenge Site Tokens

RULEBOOK ONLY 2

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0

1

1

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Slo-Mo Vision: Mind Challenge

3 Mission Objective Level 2 Tokens

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5

4

Durability Cubes 3+

1 Final Mission Objective Level 1 Tokens

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3

K

2 Mission Objective Level 1 Tokens

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3

2

1

1 Final Mission Objective Level 1 Tokens

?

2

1

XP

Boost Cubes

Starting Items

Bat, Kalt 9mm, 2 Ammo 1 Booze, 2 Food

Character Tokens: 2 Mission Objectives, 1 Player Order, 1 Rep

Development Cards

1

KO

3

4 Intel Tokens

If you score an extra over the maximum allowed by your current weapon, you may deal +1 .

KO

MORALE

3

Hunting Knife Kalt 9mm 3 Ammo 2 Food

1

HEALTH

4

5

6 Broadcast Tokens

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Sniper

2

1 Character Card

Starting Weapons

Snipe Mastery

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5

2

Starting Items

Starting Items

1 Miniature

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CAGE FIGHTER

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SCAVENGER

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GUARD

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SCOUT

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Challenge Tokens

Setup

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0 MISSION OBJECTIVES

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The following setup is for a game of 2 or more players. For solo games, find the appropriate instructions in the Solo Game section.

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Board Setup

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MELEE COMB

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REPUTATION POINTS

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VS

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VS

VS

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SCAVENGE SITES

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SCAVENGE SITES

1 Sterilizing Unit

Purification System

Amp System

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Solar Farm

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0

2 3

5

Recon Objectives

Character Setup

Weapons Weapons Equipment Shooting Melee

Each player should collect a Character board. Each player should then also choose a playable character by selecting one of the Character packs containing the following:

Followers

2 1 ?1

1 7

5

SCOUT

ӳ 1 ӳ 1 Character card and 1 Character miniature. ӳӳ 10 Character tokens: 4 Intel token, 2 Mission Objective 2 tokens, 2 Safe Zone tokens, a Player Order token, and a Reputation point token. ӳӳ 8 Mission objective tokens: 3 grey level 1 tokens, one of 3 which is a Final Mission objective token, and 4 yellow level 2 tokens, one of which is a Final Mission objective token. ӳ 4 ӳ 12 Character Development cards (yellow back). ӳӳ 11-13 Combat cards (orange back). Set aside the combat 5 cards with a green and a yellow band at the top. ӳ 6 ӳ Starting weapons ӳӳ 1 of each Action card (Camp, Forage, Explore, and Map). 7

2

BAT ROUND

ӳӳ Shuffle all the non-character pack card decks. Lay them 1 out face down, on and around the Game Board. ӳ 2 ӳ Place the Turn counter on the 0 space of the Turn track. ӳӳ Then, shuffle the Terrain Tiles and place them, face down 3 in four piles to the side of the Game Board. ӳӳ Place your challenge bag next to the Game board. Place 4 the 10 Challenge tokens inside it. ӳӳ Place your Scavenge Site Tokens in the Scavenge Site token 5 bag. Make sure that there is an equal number of Scavenge Site tokens of each type. ӳӳ Next, place Terrain tiles face up in the spaces in the centre 6 of the board – the amount you place depends on the number of players and is indicated on the board: 4 players: 4 tiles, 3 players: 3 tiles, 2 players: 3 tiles. Draw and place a Scavenge Site token face up next to each of the revealed terrain tiles. ӳӳ Finally, draw a card from the Recon Objective card deck 7 and place it face up on the Recon Objective space in the bottom left of the game board.

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1 1

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?1

HEALTH

KO

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MORALE

KO

1

2

3

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7

FATIGUE

0

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8

3

Starting Items

Combat Knife WEAPON: Flemming HuntingKnife Rifle 2 Ammo Bat 2 Food SKILL: Footwork 1 1

Character Card

7

Action Cards

KO

XP 0

6

Starting Weapons

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Character Board

Terrain Tiles

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Scavenge Site Tokens

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1 PLAYER ORDER

2 3

VS

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VS

MELEE CO

2 0

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TURNS

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SCOU

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ӳӳ Each player should also take 6 Broadcast tokens of their chosen colour. 2 Broadcast tokens are placed on the Character board and form the players’ starting hand of Broadcast tokens, while the other 4 Broadcast tokens are set aside. ӳӳ Each player should place their miniature on the starting arrow space. This space connects to the single tile it is adjacent to. This is where the player’s journey will start. Each player will travel on their own individual map, which branches out from this starting position. During the game, players will be able to create their own map by placing Terrain tiles. ӳӳ Each player places all four of their Intel tokens on the indicated spots of their map section. 7 ӳӳ Each player should check their character’s Initiative, listed on the top right of the character card. The 6 player with the highest Initiative value places their Character 5 token in the left most-space of the Player Order track on the game board. The second highest in the space 3 after it, and so on. Sta rtin ӳӳ Each player also g I Flem Com tems mingW EAbat places one of their P K Hun ON nife ting : KR ifee Character tokens 2 Am nifl Bmaot SK 2 Food on the left most-poI Foot LL: 1 work sition on the Reputation 1 point track. ӳӳ Finally, the starting player should read the introduction story, listed at the beginning of the Story Book. ӳӳ Each player should draw a Mission Objective card. Keep these cards hidden from the other players. Then, each player should read their own individual story, listed on the Mission Objective card.

BAT ROUND

2

VS

INTEL CARDS

Events

Encounters Level 1

Encounters Level 2

Character pack

Mutations Stable/Unstable

1

Set Aside for later

4 3 3

K

Development Cards

5

?

Unused Development Cards Stable Mutation

Sniper

?

Outpost

1

2 Seeker Sight

Maiming Hit

0

Combat Cards

Unused Combat Cards

2 100

Biblioteka Universalis Mission Objective Gero is sitting at a small table tucked away in the corner of the room turning a worn, cylindrical box of Glennhamar Whiskey in his hand with half a smile. “You’re in for a treat”, he starts. “The Biblioteka Universalis is the richest repository of knowledge we have. We haven’t heard from them in over two months. The librarian, Devin, is a wizard with his

Biblioteka Universalis

Draw 1 Scavenge site token from the board and replace it.

hands and the surroundings will be riddled with traps. He’s also a superb shot who’ll be canvassing the square in front of the library from a balcony on the third floor. The best way to make contact is to head into the top floor of the building opposite and make your way to one of the windows overlooking the square.” He places the Glennhamar box on the table and

rotates it. He grabs a permanent marker off the table and scribbles “Hey-ho, Flat Long!” in large capitals. “Place this on the sill with the writing facing the library balcony and wait for a signal from Devin. Oh, and stay low - crawl your way to the window if you have to. If he sees your head bobbing in the opposite building it won’t bob for long.”

5 2 2 3

Character Board ӳӳ In the beginning of the game, players take Food, 1 Ammo and Recovery item tokens as indicated on their Character card, and place them in the appropriate space at the top of the character board. ӳ 2 ӳ Each player should set their starting Fatigue and XP tracks to 0. Then they should set their starting Health and Morale to the amounts indicated on their Character card. This is their maximum Health in the game. Block the next slot with a black peg. ӳ 3 ӳ Players should take the Stat boosts of the corresponding colour and place them in the left side of the board. ӳ 4 ӳ Players place their starting items under the board in their corresponding spaces and place a number of durability cubes on the melee weapon as indicated on the card. ӳ 5 ӳ Finally, each player chooses their Character Development cards as indicated on their Character card, and then places them next to their Character board. The number in the cog indicates the level of the card.

Development Cards Development cards show character growth during the game. Each character has two sets of Development cards, each of which has its own distinct colour. Each of these sets relates to a particular Development tree, which influences what skills can be bought during the game with Experience Points (XP). Additionally, each Development card has a number in the top right, which shows what level that card is. ӳӳ Level 1 Development cards cost 3XP. These can be bought at any time. ӳӳ Level 2 Development cards cost 5XP. These can only be bought when players have two Development cards of that same set. Tree 1

Snipere

Map Mak

Recon Specing ialist

2

Level

Snip

0

Phase

During a M ap action, u you may pl ase, if yo 1 Scavenge Site to h p g n ken from yo ace oti , o g ha n nd sh ti e o on ur th any tile ad 0. sho During h ja cent to yo current til ack in card wit draw a lace that card b w not cu e as long as that tile ur rrently have do p ra es d ay d m n ,a a Scav you , shuffle token on it. enge Site the deck ther card. o n a 5 3

Pre-requisite skills

XP Cost

1

1 ?1

1 1

1

?1

2 3

HEALTH

KO

1

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MORALE

KO

1

2

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8

FATIGUE

0

KO

XP 0

1

2

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COMBAT KNIFE

FLEMMING HUNTING RIFLE Ranged Weapon

Melee Weapon

Weapon and Equipments spaces

2

3 2 3

=1 =2

4

Durability

Stats and Stat Boosts Stats show each character’s strengths and weaknesses. The value of each Stat can range between 1 and 5. Stat values are indicated on the Character card. Stat Boosts represent extra effort that the character can exert in an action or event related to the associated stat. These positively influence Encounter results, as listed below:

ӳӳ Melee: Melee represents a character’s ability in close combat. Melee Boosts gives +1 Manoeuvere during the Melee Combat phase. ӳӳ Shooting: Shooting represents a character’s ability in ranged combat. Shooting Boosts give you +1 Shot during the Shooting Combat phase. ӳӳ Strength: Strength represents physical toughness. Strength Boosts give +1 Damage during the Melee Combat phase. ӳӳ Speed: Speed represents quickness to act and react. It also makes Speed Challenges easier. Speed Boosts give +1 Block during the Melee Combat phase or +1 Speed Challenge success during Narrative Encounters.

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8

1

Character Survival Exhaust Pile

5 Point Blank

Scout Ahead

1

Sniper

8

1

Recon Specialist

8

Health, Morale, and Fatigue are each represented on players’ Character boards with three separate tracks. Each of these tracks are marked with a peg to indicate the current state the character is in and will move up and down as the player suffers the wilderness’ tribulations, as well as when they recover from them.

3 3

O

8

During the melee phase, if a ranged weapon is equipped and ammo requirements are met, you may exhaust a shooting boost to gain 1 .

During a Map action, you may draw 2 face down Terrain tiles and a random Scavenge Site token, instead of 1 face up Terrain tile and a Scavenge Site.

3

3

K

Heavy Item space Tree

3

The green track at the top shows the player’s Health. During play, whenever a player suffers Health damage, decrease the Health value. Whenever a player recovers Health, increase the Health value (it can never be higher than the characters health stat). If Health ever reaches 0, that player is are Knocked Out.

Morale

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5

Shooting Melee Strength

3

Speed

The yellow track shows Morale. During play, whenever a player suffer Morale damage, decrease the Morale value. Whenever a player recovers Morale, increase the Morale value (it can never be higher than the characters health stat). If Morale ever reaches 0, that player is Knocked Out.

3

Mind

Fatigue

SCOUT

Initiative

Health

2

Morale

6

2

Health

5

2

Starting Items

Combat Knife WEAPON: Flemming HuntingKnife Rifle 2 Ammo Bat 2 Food SKILL: Footwork 1 1

5

4 1

Starting Development cards

ӳӳ Mind: Mind represents mental fortitude, overall knowledge, and wit. It makes Mind Challenges easier. Mind Boosts allow players to draw an additional Combat card at random during the Shooting phase of a Combat or +1 Mind Challenge success during Narrative Encounters. Stat Boosts are placed on their appropriate space, to the left of the stats. Whenever they are used, they are exhausted and placed in the Exhaust Pile on the right side of the Character Board.

The orange track left is Fatigue. During play, each player suffers Fatigue whenever they choose to not eat at Night or through Events and Encounters. During play, whenever a player suffers Fatigue, increase the Fatigue value. Unlike Health and Morale, Fatigue cannot be recovered, unless through special skills or events that state as such.

Experience Points (XP)

The black track at the bottom is XP. When the player gains XP move the tracker up. In the Night Phase a player may spend any number of XPs to buy Development cards of an equivalent value.

Recovery Points (RP)

Health, Morale, Stat Boosts and Combat cards can be recovered by various means. The symbol in the relevant sections on the Character Board indicates that Recovery points can be spent on them when indicated by an Action, card or a Recovery token. These are explained later.

ӳӳ This cube symbol is used to mean any of the boost cubes.

Recovery Tokens

1 XP

How To Play Winning the Game: Scoring Objectives There are four ways to score Reputation points (Reps) during the game: completing Mission Objectives and Recon Objectives, defeating Bosses or by exchanging 5XP for 1 Rep at the end of the game. The player with the most Reps at the end of the game wins. In the case of a tie, the player that killed the Mutant Boss wins the game. If there is more or less than one player that killed the Mutant Boss on the same turn, then the player to have finished the Level 2 Mission Objective first wins the game. If the game is still tied, then the player with the least combined Mutation cards and Fatigue wins the game. If the game is still tied, then the tie can only be decided by a good old fashioned brawl. Level 1

Level 2 4

?

?

Outpost

Draw 1 Scavenge site token from the board and replace it.

2

Outcomes

4

100

Biblioteka Universalis Mission Objective hands and the surroundings will be riddled with traps. He’s also a superb shot who’ll be canvassing the square in front of the library from a balcony on the third floor. The best way to make contact is to head into the top floor of the building opposite and make your way to one of the windows overlooking the square.” He places the Glennhamar box on the table and

1

Biblioteka Universalis

2

Gero is sitting at a small table tucked away in the corner of the room turning a worn, cylindrical box of Glennhamar Whiskey in his hand with half a smile. “You’re in for a treat”, he starts. “The Biblioteka Universalis is the richest repository of knowledge we have. We haven’t heard from them in over two months. The librarian, Devin, is a wizard with his

?

Final Terrain Type

rotates it. He grabs a permanent marker off the table and scribbles “Hey-ho, Flat Long!” in large capitals. “Place this on the sill with the writing facing the library balcony and wait for a signal from Devin. Oh, and stay low - crawl your way to the window if you have to. If he sees your head bobbing in the opposite building it won’t bob for long.”

Briefing

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1

Mission Objectives

Mutant Bosses

At the beginning of the game, each player is dealt a Mission Objective card. The Mission Objective card shows two Missions that have to be completed sequentially: first, the Level 1 Mission (in light grey), and then Level 2 Mission (in yellow).

When players finish both their Level 1 Mission and their level 2 Mission, they may choose to take on a Mutant Boss. Mutant Boss Encounters are divided in two parts: A Mutant Boss Stat Challenge and a Mutant Boss Combat. Players have to face the Stat Challenge and the Boss Combat in succession. Additionally, Mutant Boss Combats are 4 rounds long (1 Shooting round and 3 Melee rounds) instead of the usual 2 rounds (1 Shooting and 1 Melee round). If they beat the Mutant Boss, they gain 3 Rep and the game ends at the end of the current round.

?

?

In order to complete a Mission, players have to complete an Explore action on a tile that matches each of the Mission Terrain tile types listed on the current level. These can be complete in any order except for the Final Mission Terrain tile type, which has to be completed last. When they do, they may place a Mission Objective token on their current Terrain tile. Mission Objective tokens need to be on adjacent Terrain tiles. When they complete each Mission Terrain tile type listed, including the Final Mission Terrain tile type, they get Reps depending on how quickly they managed to finish the current level Mission Objective card in comparison to other players. Players place their Character token on the left-most space in the Mission Tracker, which yields the most points. The second player to arrive places their token in the second slot and so on. Ties are broken by Player Order.

6

GENGIS KAZ Gengis Kaz spots you in the distance and barrels towards you, eyes bulging and veins popping. You have a split second to decide what to do. Slo-Mo Vision: Mind Challenge

4+

Major Success: He's massive, but predictable. You take some distance and get ready to dodge and slam into his weak spots. +1 during each Melee Round. You can use Mind Boosts as if they were Melee Boosts

3

Success: You figure it's best to take the fight to him. You wait till he gets close then surprise him with a counter-attack. +1 in the first Melee Round.

0-2

Fail: You freeze in fear for a moment too long and he's upon you like a boosted bull. You cannot use Boosts in the first round.

1+

You jump hastily back and catch your leg on a rusted bar coiling out of the grass behind you. -1

Frenzied: During the melee phase assign excess to dealing instead of reducing .

3

0 SCAVENGE SITES

1 2 3

“We have a number of structural projects that we need hardware for. We need you to look out for potential Scavenge sites for us to drive our convoy out to and hopefully find what we need. The Scavenge sites for a given project need to be close to each other as our fuel is limited and we need to make as few trips as possible out there.”

4 5 6 7 VS

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MELEE COM

Steril iz

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SCAVE

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NGE S ITES

ing U

nit

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Purifi c

ation Syste m

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2

Amp Syste m

REPUTATION POINTS

Solar

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Farm

5

2/3/4 1/2/3/4

Recon Objectives At the beginning of the game, a Recon Objective card is placed on the game board. This card indicates which Scavenge Site tokens need to be placed on your Terrain tiles throughout the game in order to score Recon Objectives. There are four Recon Objectives that can be completed during a single game.

MBAT ROUND

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7 6

2 1 0

Junkyard

0

2

MISSION OBJECTIVES

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2

Recon Objectives are scored at the end of the game. Each player removes a sequence matching one of the Objectives on the Recon Obejctives card and scores the relevant points. Thus each Scavenge Site token can only be used once but the same Recon Objective can be scored more than once.

Mall

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VS

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Factory

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Players can complete a Recon Objective by having Scavenge Site tokens placed on the Terrain tiles they currently have in play. The Terrain tiles, with the appropriate Scavenge Site tokens, need to be adjacent to each other in the sequence shown on the Recon Objective Card. The sequence can start from any point and follow any shape as long as the Scavenge Site Tokens are adjacent and in the order shown, as in the example shown above. The longer or more complicated the contiguous chain of Scavenge Site token sets, the more Reputation Points they are worth.

Lab

Game Board The Starting Zone and Safe Zones

Terrain Tiles

The starting zone is the area where players start their adventure. It is marked with an arrow . This counts as a Safe Zone. While in a Safe Zone players don’t need to eat. They also gain an extra recovery point during a Camp action on a Safe Zone.

Terrain tiles form each player’s personal map, which represents their journey in the Posthuman world. This map is formed by connecting Terrain tiles to each other. Each Terrain tile [Orange 1] has a Terrain type. This indicates what you are mostly likely to find there when you Forage; a Scavenge Site type [Orange 2], which might might yield XP while exploring; and a Threat Level [orange 3], which indicates how dangerous the area is. Scavenge Site tokens are also used to complete your Recon Objective.

1

Starting Zone

Safe Zone Threat Level

3

Forest tile

Intel

1

Intel tokens on the board represent friendly communities or individuals that can give you information about events occurring in the region. Whenever a player places a terrain tile on the space with a token on it, place that token on the tile. When that player moves onto the tile with the Intel token, they immediately place it on ANY EMPTY Global Event space on the Turn track with the character face showing. The effects of these tokens are explained in the Global Events section on the next page.

Intel token

Global Event

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Rural tile

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City tile

We’ve given you the coordinates for a couple of friendlies who can keep you in the loop with what’s happening out there. As soon as you get wind on anything useful to the rest of us make sure to message us and the rest of your buddies.

Mountain tile

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0

Playing the Game

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PLAYER ORDER

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Turn Order

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Each turn is carried out in the following order: Event > Declare Actions > Resolve Actions > Night Phase

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1. Events VS

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The turn starts out by moving the Turn counter one space to the right. Players then resolve the action shown in the space below the token. If more than one symbol is shown in the space below the token, both Events are carried out. The Event types are as follows.

VS

MELEE COM

Broadcast Event

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TURNS

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Players can have a maximum combination of 4 Terrain tiles and/or Scavenge Site tokens in

2/3/4 their possession by the end of the Broadcast event. The player may choose which extra tiles

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Players start by secretly choosing how many Broadcast tokens they want to bid for the Broadcast Event and placing them in their hands. Players then reveal their hands simultaneously. Re-arrange the player order track based on the number of tokens bid, with the highest bidder going first. On a tie the existing player order is kept. Following the newly established Player Order each player now selects a Terrain tile and the Scavenge Site token next to it and places them face-up in front of them.

8

Players engage in an auction to pick Terrain tiles and Scavenge Site tokens from the centre of the Game Board. This will likely change the Player Order until the next Broadcast Event.

and/or tokens are discarded.

You won’t be alone out there. Every couple of days the Operators here at the Fortress will broadcast terrain details to give you an idea of your surroundings. You’ll need to find a good place to get a signal. All you guys out there will be jostling for the bandwidth so you gotta hustle some to get the right data in.

2

Global Event

There are two types of Global events: Random or Intel events. If there is no Intel token on the current space of the Turn tracker, a Random event triggers. Draw an Event card and read out the bottom section of the card.

MBAT ROUND

2

VS

7

5

2 Mutants Encroaching

Starting from the current (7th) turn all players must now draw from the Level 2 Encounter card deck instead of the Level 1 deck.

4 3 2 1 0

15

Game End

The game ends.

INTEL CARDS

6

If there is an Intel token on the current space of the Turn tracker, an Intel Event triggers. In this case, the player who has an Intel token on the tracker draws 2 Event cards. Then, they place one of the cards at the bottom of the deck and read the top section out to the rest of the players, resolving its effects immediately.

2. Declare Actions

3. Resolve Actions

Each player selects an action from their Action cards and places it face down on the table. Then all players reveal their actions simultaneously.

To speed up the game players can resolve Camp and Forage actions simultaneously. Then, the rest of the actions are resolved in Player Order.

The game’s actions are as follows below:

FORAGE

CAMP

MOVE. THEN, if the tile does not contain a or draw:

Gain 3 recovery points.

1

?

IF you are in a safe zone gain 4 recovery points instead.

Camp

Forage

The Camp action gives players 3 Recovery points Each allows players to recover any of the following: +1 Health, +1 Morale, +1 Exhausted Combat card, or +1 Exhausted Stat Boost cube.

The Forage action allows players to resolve a Move action and then take a Terrain type’s yield.

Move The Forage and Explore actions allow players to perform an auxiliary action called Move. Move actions allow players to do any one of the following: ӳӳ Move: Move up to 2 adjacent Terrain tiles already on the board; ӳӳ Stay: Stay on the Terrain tile they are currently on; ӳӳ Place and Move: Place a Terrain tile from their hand into play adjacent to the tile they are currently on, place any Scavenge Site token from their hand on it, and then move onto it; or ӳӳ Wander: Suffer 1 Fatigue to take a random face down Terrain tile and play it adjacent to the tile they are currently on, then move onto it. In this case, they do not take or otherwise play a Scavenge Site token.

4. Night Phase During the Night phase, each player who is not at a Safe Zone has to choose whether they want to eat or not. If they choose to eat, they must discard a Food token If they choose not to eat, they must suffer 1 Fatigue and suffer its effects. Players may also spend their XP in the Night phase. Finally, replenish any missing Terrain tiles and Scavenge Site tokens in the centre of the board.

MAP

EXPLORE

Take 2 OR replace all the face -up terrain tiles on the board.

MOVE and test Threat level. Draw and resolve an encounter. If you survive:

THEN Draw 1 face up tile and the next to it. THEN Place any number of tiles with up to 1 on each.

Place a

or a

1

THEN roll the loot die and collect its reward.

Map

Explore

First, the Map action allows players to either collect 2 Broadcast tokens OR to discard all face up Terrain tiles and Scavenge Site tokens in the centre of the Game Board and replace them with a full complement of Terrain tiles and Scavenge tokens.

The Explore action allows players to resolve a Move action. Then, they draw an Encounter card and roll a D6. If the result is higher than the Threat level on their current Terrain tile, they resolve a Combat Encounter. Otherwise, they resolve a Narrative Encounter.

Secondly, players take a face up Terrain tile together with the Scavenge Site token adjacent to it. Then, players may place any number of Terrain tiles adjacent (not diagonally) to the Terrain tile they are currently on. They may also place a Scavenge Site token on each Terrain tile that they placed with this Map action (but not any other Terrain tile already in play). Players can have a maximum combination of 4 Terrain tiles and/or Scavenge Site tokens in their possession by the end of the Map (or any other) action. The player may choose which extra tiles and/ or tokens are discarded. Selected Terrain Tiles and Scavenge Site tokens are not replenished until the Night Phase.

Then, they resolve the relevant Encounter. If they complete the Encounter, they may place a Safe Zone token, a Mission Objective token, or a Final Mission Objective token. 1 XP 1

?

Finally, at the end of a completed Explore action, the player rolls a Loot die and takes the yield indicated. A completed Explore action is one where the player has not been Knocked Out in or a narrative encounter outcome explicitly stipulates that the Explore action was incomplete.

Narrative Encounters

Encounters Whenever a player resolves an Explore action, they must resolve an Encounter card. These can be either Narrative Encounters, or Combat Encounters. Both of these Encounter types are considered completed as long as the player experiencing them has not been Knocked Out. That means that Combat enemies do not need to be killed for the Encounter to be completed.

During an explore action players roll against the threat level of the tile they want to explore. If they roll above the threat level they face a Narrative Encounter; otherwise they face a Combat Encounter

Whenever a player rolls a Narrative Encounter, the player to their left looks up the Story listed at the bottom of the Encounter card drawn in the Story booklet and reads out the Story text and choices available as well as conditions to succeed at Stat Challenges (if these exist) to the active player. Some Narrative Encounters require a Stat Challenge which can have a Success result, a Major Success result and a Failure result. In order to determine what the results are, players must take a Stat Challenge of the Stat type indicated on the Narrative Encounter card. The active player performs a Stat Challenge by taking up to 5 Challenge tokens, one by one, from the Challenge token bag, stopping at any time.

Stat Challenge results ӳӳ Success result!

Y L N KO 4

3+ӳӳ Some Success tokens are conditional based on 4+

1

the tested Stat value. If the tested Stat value is equal to or higher than the number indicated on the token, the token counts as a success, otherwise it counts as a Botch or Fail as indicated on the token.

ӳӳ Miss. No effect.

2 use er may not Tangle: Playrest of this combat. e boosts for th

Mutan

per BigheatdEnTrcoap unter

1

OR go to

5

ncounte Narrative E

9A

Narrative Chain Token

r

ӳӳ Botch. Whenever a player draws the nuber of Botch tokens indicated in the Story booklet, the reading player should interrupt the active player from drawing tokens, read the Botch result and immediately carry the result out. The Stat Challenge does not end unless the player decides to do so.

Stat Boosts may be used at any time during a Challenge, as a free Success token if they match the Narrative Encounter Stat type. If the active player has enough Success tokens for either a Success result or a Major Success result, they gain the appropriate reward listed in the Story Booklet, otherwise read the Fail condition listed.

Combat Encounters Combat Encounters are split into two phases: a Shooting phase and a Melee phase. Players resolve Combat encounters by utilising their Combat card deck. Combat cards are divided into two sections: a Shooting side in blue and a Melee side in red. During both Shooting and Melee, players choose a Combat card and reveal another Combat card to determine how well they have done.

OK ONLY

Players resolve their Combat encounters against enemies they draw from the Encounter deck, such as this Bighead Trapper below. Shooting side

Health

XP rewarded

Shooting dice

2

Range

The Burst Bonus indicates how many extra cards are drawn at random when resolving shooting. Not all ranged weapons have a Burst Bonus.

FABS-M5

Ranged Weapon

Ammo used Burst Bonus

Mutant Encounter

Bighead Trapper

Tangle: Player may not use boosts for the rest of this combat.

2 3

1

Range

=1 =2

Red Dot Sight: . = Gain an additional .

1

1

+1

Special ability

Resolution To resolve the Shooting phase follow the table in the order shown below for each shooter, with the highest Range going first.

Resolving Shooting OR go to

Melee side

5

Narrative Encounter

The Shooting Phase In the Shooting phase, players start by choosing whether or not they will shoot their enemy. If they do not want to or cannot shoot, they skip their Shooting phase. If the enemy has a ranged attack (indicated by a blue box on the Encounter card), this will activate during this phase. For both the enemy and the player, Shot results indicate the effectiveness of the ranged attack. Each ranged weapon and enemy with a shooting attack indicates how many shots are needed to score Damage . The Damage on the Combat cards indicate extra damage that will occur regardless of Shot results.

Range and Burst Bonus If both sides are shooting, compare the Range oof the weapon being used with the Range of the enemies’ shooting attack. The highest takes effect first. In the case of a tie, both results take effect simultaneously.

1. The active player chooses which Ranged weapon to use and discards an Ammo token. 2. They then choose a Combat card and place it face up on the table. 3. Next they reveal another Combat card at random. If the weapon has a Burst Bonus draw that many extra cards. These cards will all be returned to the Combat deck after the Shooting phase. 4. Stat Boosts can now be added to the result by exhausting them. 5. The active player refers to the blue side of the card, adds up their Shot results and checks how much Damage their Weapon will deal. Then they add the Damage results on their Combat card. This is the total Damage dealt by the player to their enemy. 6. Enemies roll the amount of dice listed on their card and add the rolled results to any bonuses listed on their Encounter card. 7. Both the player and the enemy then deal damage following the Range rule above. If a mutant deals damage the player draws 1 Mutation card. 8. Exhaust the chosen Combat and place the randomly drawn card(s) back in the Combat deck.

MELEE COMBAT ROUND

The Melee Phase The Melee round cannot be skipped - if players do not wish to use a Melee weapon, they can instead choose to use their fists (which yield no bonus results). The enemy’s Melee attack (indicated by a red box on the Encounter card) activates during this phase. results For both the enemy and the player, Manoeuvre represent how skilful they were in melee combat. Damage results indicate damage dealt at the end of the combat. Block results indicate how much damage can be stopped if their opponent outmanoeuvres them. The Melee phase uses the Combat tracker printed on the Game board to help keep track of the fight. The player to the left of the active player acts in the enemy’s stead. Weapons used and certain development cards add bonus results to the player’s outcome. Enemies results are determined by rolling the Combat dice indicated on their Encounter card and adding these to the bonus results on their Encounter card.

FIREMAN’S AXE Melee Weapon

Durability

K

2

Heavy

mark their side of the tracker. 6. Finally the active player may exhaust one or more Stat Boosts to add to their result.

Tracker Resolution

1. Both the active player and the enemy decrease their total Manoeuvres by the opponent’s total Manoeuvres . 2. If the enemy has Manoeuvres left over they must use their excess Manoeuvres to reduce 1 Damage for each excess Manoeuvre. 3. If, after step 2 the enemy has more Manoeuvres left these are converted to Damage at the rate of 2 Manoeuvres . 1/2/3/4for 1 Damage 2/3/4 4. If the player has excess Manoeuvres they may decide whether to use them to reduce the Enemy’s 2/3/4 4 damage as indicated in Step 2, or to increase the amount of damage they deal, as in step 3. 5. Finally each side removes all their Blocks to reduce their enemy’s Damage 1 for 1. The remaining Damage is dealt to their opponent. 6. If the player kills the enemy, they take the indicated number of XPs and other rewards . If the player suffers damage from a mutant, they draw up to one Mutation card for the whole Combat. 7. The player’s chosen Combat card is exhausted, while the revealed one should be shuffled back into the deck.

Damage

Manoeuvres Heavy Slasher: Only strength boosts may be used . = Gain an additional .

MELEE COMBAT ROUND

Special ability

VS

2

VS

VS

7

Resolving Melee

1. The active player decides which weapon to use (if any) and discards 1 durbality. 2. Next they choose one of their Combat cards, (red side) and places it in front of them. 3. Then, they randomly select a second Combat card from their deck and. 4. They should now add up all the , and icons on the Combat cards and Weapon card (if one is being used) and mark this total on the tracker. 5. The assisting player rolls the enemy’s complement of Melee dice taking note of the die colour indicated on the encounter card. They then add up the results and

6 5 4 3 2 1 0

Combat Tracker on the Journey Board

After The Encounter Mutation Cards

During Encounters, whenever a player is damaged by a mutant, they will slowly be infected by their contagious genetic make-up, which slowly turns them into a mutant too. Whenever a player suffers damage by a mutant, they draw a Mutation card. There are two decks that they can draw from: the Stable Mutation deck and the Unstable Mutation deck. The first time they draw a Mutation card, they should draw a card from the Stable Mutation deck. The next two cards after this are drawn from the Unstable Mutation deck. If the player has 1 Stable and 2 Unstable mutations already they suffer -1 Rep for every mutation they suffer. ӳӳ ӳӳ ӳӳ ӳӳ

Twitchy Reflexes Stable Mutation

Lose 1 , then place 1 on this card and place the card next to the player board. The boost can be used like a normal , however, when you use the boost flip this card face down.

Stable Mutations

1st Mutation: Stable Mutation 2nd Mutation: Unstable Mutation 3rd Mutation: Unstable mutation 4th Mutation onwards: -1 Rep point each.

Bent Spine

Unstable Mutation

Place this card on any inventory slot. You may not place any items on that slot for the rest of the game.

Unstable Mutations

1 Experience Points (XP) XP

RULEBOOK ONLY

During the game, players will be able to gain XP, indicated by this icon on the respective card, in any of the following ways: 2

1

=

Mutant Encounter

1

Spitter

Corrosive Spit: On a roll of

discard 1 durability By completing Encounters: Allfrom+Combat Encounters the weapon used in the combat against Spitter. and many Narrative Encounters give Experience Points ? ? whenever they are beaten. OR go to 37

Outpost

2

Biblioteka Universalis

Draw 1 Scavenge site token from the board and replace it.

2 100

undings will be riddled with traps. ot who’ll be canvassing the square from a balcony on the third floor. e contact is to head into the top opposite and make your way to overlooking the square.” amar box on the table and

rotates it. He grabs a permanent marker off the table

andObjectives: scribbles “Hey-ho, Flat Long!” in large a capitals. By completing Whenever Mission Objective “Place this on the sill with the writing facing the library card is completed, players XPDevin. as indicated balcony and wait for a gain signal from Oh, and stay on the - crawl your way to the window if you have to. If he card itself. low sees your head bobbing in the opposite building it won’t bob for long.”

4

By matching Scavenge Site tokens to Scavenge Sites on the Terrain Tiles: Whenever a player places a Scavenge Site token that matches the Scavenge Site icon printed on the Terrain tile it is placed on, players immediately gain 1 XP. More than 1 XP can be scored simultaneously, through, for example, a Map action. During the Night Phase, players may spend their XP to purchase any of the Development cards set aside.

Loot Die

Repair Kit

Explore actions have a Loot die as a reward. This allows players to roll a Loot die which can give them the following results

Equipment

ӳӳ Food token: These are used to prevent fatigue. A sure way to otherwise acquire is by resolving a Forage action in Forest Terrain tiles. During a Camp action, place 1 durability token on an item (weapon or equipment) up to the item's maximum durability.

ӳӳ Ammo token: These are used to shoot your ranged weapons. A sure way to otherwise acquire Ammo is by resolving a Forage action in Rural Terrain tiles. ӳӳ Weapon card: These are used in combat. A sure way is by resolving a Forage to otherwise acquire action in City Terrain tiles. Players can draw from the Ranged Weapon or Melee weapon deck any time they are asked to draw a weapon card. ӳӳ Equipment card: These give players bonuses throughout the game, and are often more beneficial to exploration and travelling than combat. A sure way to otherwise acquire Equipment is by resolving a Forage action in Mountain Terrain tiles.

Equipment Deck

Equipment cards are placed in players’ Inventory and they either give overall bonuses or allow players to perform actions at specific times. Equipment cards with the same name do not have a cumulative effect.

ӳӳ A choice of any Recovery token: Recovery tokens allow players to recover exhausted or damaged stats at any time outside of combat. Meds allow players to recover Health, Books allow players to recover Morale, and Booze allows players to recover a Stat Boost of their choice. Whenever a player rolls this result on a dice, they can choose any one of the above Recovery tokens.

HEALTH

KO

1

2

3

4

5

6

7

8

MORALE

KO

1

2

3

4

5

6

7

8

FATIGUE

0

3 3

KO

XP 0

1

2

3

4

5

6

7

8

K

Inventory

FOLLOWER

3

Inventory

Follower Deck

Bird Hunter While active: Place 2 ammo tokens on Bird Hunter. Discard an ammo token to roll a single 1 +=1 You may place additional ammo tokens on Bird Hunter when his are depleted. You may not take ammo tokens from Bird Hunter. Once activated: Discard if you get KO’d.

Follower cards allow players to have a companion in their Posthuman journey. Follower cards do not take any space in the Inventory. However, whenever a player is Knocked Out, their followers must be discarded.

The bottom section of the Character board represents the Inventory of the player. Equipment and Weapon cards are placed under the Inventory spaces. In the inventory, players can store the Weapon cards and Equipment cards that they acquire during the game. At any time, a player can have up to 5 Weapon or Equipment cards in play, one in each space. If they have a Heavy Weapon or Heavy Equipment card, it must be stored in the rightmost space. If a player ever has more than five Weapon or Equipment cards, or more than one Heavy Weapon or Heavy Equipment card, they have to discard down to the appropriate number immediately. Tokens, such as Food and Ammo, do not take inventory space. They are instead placed in the appropriate space at the top of the Character board.

HEALTH

KO

1

2

3

4

5

6

7

8

MORALE

KO

1

2

3

4

5

6

7

8 3 3

FATIGUE

0

KO

XP 0

1

2

3

4

5

6

7

8

K

Exhaust vs Discard

Exhausted Combat cards and Stat Boosts are placed in the Exhausted pile on the right side of the Character board. These can be recovered through Camp actions, Skills, Recovery items and other effects When a player is instructed to discard a token or a card, that element is removed from play. Note that discarded elements cannot be recovered using Recovery points.

Knocked Out

IIf a player’s Health or Morale ever reaches 0, they discard any active followers they might have, then they are Knocked Out. Whenever a player is Knocked Out, they are returned either to the starting space or to any tile with a Mission Objective completed token on it (the KO’d player decides). Players then suffer 1 Mutation (in addition to that suffered in the Combat that KOd them if that’s the case), recover 2 Fatigue and gain 2 Recovery points that are to be used immediately. At least one of these Recovery points must be used to bring the Health and/or Morale dials back up to a value of at least 1.

Game End The game ends at the end of the turn when either someone defeats the Mutant Boss, explained above, or the Event counter triggers a Game End event.

Scoring and Tie-Breaking At the end of the game, players should count up their Reps. The player with the most Reps at the end of the game wins. In the case of a tie, the player that killed the Mutant Boss wins the game. If there is more or less than one player that killed the Mutant Boss on the same turn, then the player to have finished the Level 2 Mission Objective first wins the game. If the game is still tied, then the player with the least combined Mutation cards and Fatigue wins the game. If the game is still tied, then the tie can only be decided by a good old fashioned brawl.

Scoring and Tie-Breaking At the end of the game, players should count up their Reps. The player with the most Reps at the end of the game wins. In the case of a tie, the player that killed the Mutant Boss wins the game. If there is more or less than one player that killed the Mutant Boss on the same turn, then the player to have finished the Level 2 Mission Objective first wins the game.