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© 2005-2021 Fallen Dominion Studios, LLC. All Rights Reserved. Table of Contents A Fallen civilization Page • A Fallen Civilization ........................................................... 2 T he Great War takes place in the not-so-distant future. The U.S. home front is but a distant shadow of the once prosperous and affluent America. Years of stifling economic decay and • Welcome............................................................................ 3 devolved civil liberties compound the general unrest of the populace. Abroad, the relentless “War on Terror” erodes the global primacy held by the United States since the end of the Cold • Taking Inventory................................................................. 3 War. China attempts to establish a new world order by allying itself with Russia and Iran. The • Number Of Players............................................................ 5 alliance soon rallies support among other disgruntled countries seeking change. Diplomacy falters and the world stumbles towards a global confrontation as Russia invades its neighbors. • How To Win ....................................................................... 5 As the U.S. and her allies maneuver to defend the status quo, North Korea overruns South Korea. And while the world is distracted by the other conflicts ravaging the globe, China • Game Setup....................................................................... 5 invades Taiwan. • Order Of Play Summary .................................................... 6 Stock markets crash and infrastructure grinds to a halt on a global scale. In the midst of the • Town Play Mats ................................................................. 7 chaos, terrorists stage the first successful mass attack on U.S. soil since September 11th, 2001. Dirty bombs explode simultaneously in the hearts of Los Angeles, Seattle, and Dallas. • Upgrading A Town ............................................................. 8 These atrocities serve as the catalysts for the global conflict. Pandora’s Box is opened as the • Character Deck ................................................................. 11 U.S. retaliates with a massive barrage of cyber-attacks and EMP strikes. These attacks are reciprocated and escalate exponentially, plunging the world into darkness. In the complete • Character Damage and Death........................................... 13 blackout all communication is severed. Missile silos on all sides empty in a global hellstorm of nuclear and biological attacks. Civilization as we know it falls under the nuclear strikes, • Healing Characters And Your Party....................................14 radioactive fallout and weaponized super-viruses. Most of the world’s population is killed in a • Spoils Deck ....................................................................... 15 matter of hours, while many others perish slowly in the grim aftermath. • Skill Check System............................................................ 17 The scorched earth is reduced to a desolate husk. What little remains unscathed by the Great • Encounter Decks .............................................................. 23 War is quickly corrupted by the Maddening, the long post-war years macabre world goes mad and chaos and violence reign supreme. As food and supplies dwindle the riots, looting, and • Mission Deck ..................................................................... 26 murder are replaced by the harsh reality of starvation, cannibalism, and genocide. Might makes right, as armed gangs roam the ruined cities and desolate countryside preying upon the weak. • Action Deck ....................................................................... 27 Many survivors are forced to flee, desperately fighting to carve out a meager existence on the • Map And Party Movement................................................. 29 run. The Maddening rages on for many dark years. • Resources ........................................................................ 31 Over time, fortified settlements arise from the ashes. The Emergence sees the largest of these rugged bastions unify to create powerful factions with small spheres of influence. Becoming a • First Player Sheet.............................................................. 32 force for order, they promise trade and protection. As their influence continues to expand they • The Order Of Play.............................................................. 34 become aware of each other’s existence. The leadership of the ten most prominent factions reluctantly agree to a summit. Despite the rampant hubris and suspicion of one another, the • Player Versus Player......................................................... 38 meeting is a success and results in the formation of the Council of the Ten Towns. While weak and informal, it does provide a forum for Faction leadership to address and resolve important • Optional And Advanced Rules........................................... 40 issues. However, behind closed doors they continue to squabble, ally, and scheme against one • Index.................................................................................. 42 another, jockeying for dominance over the Fallen Land. • Quick Reference Symbols Chart ........................Back Cover Temporarily forgotten in their bids for power, chaos still reigns supreme out in the wastes. Marauder and raider attacks sow destruction and slavers ply their evil trade. The Eaters, the Reavers, and highway gangs which thrived amidst the horrors of the Maddening remain at large; each independently seeks to return the land to the chaos from whence they spawned. And still-greater threats lurk in the shadows, hidden and poised to strike... We support Autism awareness and research. Please like us on Facebook and visit our website at Fallendominionstudios.com. 1 2
Spoils Cards ( 140 ) Faction Chips ( 100 ) Damage Chips ( 140 ) Salvage Coins Chips ( 80 ) Welcome taking Inventory Spoils cards are items that can be equipped to Character(s) and Vehicle cards. Most Set in a post-apocalyptic sci-fi setting, This section introduces the different Damage chips are used to assign The currency in Fallen Land is Salvage grant Skill Bonuses that Fallen Land is a hybrid board game game components. Each one has a specific forms of damage to Characters Coins. They come in denominations increase Base Skills. that combines strategy with card picture to use as a reference while and NPCMs during game play. of 1, 3, 5, and 10. After the Great War, building and role-playing. It is driven reading this rule book and summarizes There are ten Factions, each with their supplies and tangible goods quickly by macabre stories of a world gone how each piece used. Action Cards ( 135 ) own set of chips. Players use them to Destroyed Chips ( 3 ) replaced the dollar. Each of the four mad and features adventure, politics, track Victory Conditions and mark their chips has a picture representing Action cards modify Town Play Mats and Owned Resources. Used on the map to mark and economics to deliver an unlimited Game Board ( 1 ) commodities. A “1” Salvage Coin game play and story Destroyed Resources and other sandbox experience. In each game simulates a handful of ammo, while a lines. Utilize them to Town Technology Chips ( 45 ) locations, as directed. the variables change: cards, player “10” is a few gallons of fuel. help your Faction and to interactions, stories, strategies, and Town Technology chips aid or harm other players. threats. (TTs) upgrade a player’s Party Markers ( 10 ) Salvage Coins are gained from Encounter and Mission Cards, capturing n Faction and town. While the game has a strong pulp Plains Encounter Cards ( 60 ) There are nine unique r k I Resources, selling Action cards to o influence, its roots stem from Cold techs with their own bonus or ability. the bank, and selling Spoils cards W ress War studies. We have expanded upon Players draw from this Each one is available in Tier 1 (silver) to other players or the bank. Some this research to arrive at our game’s deck when their Party Faction Perks and Character abilities g and Tier 2 (gold). r o premise: What would happen after a is in a Plains hex. Its also generate income, and other nuclear and biological apocalypse? Our answer is Fallen Land. As a The map is the central hub of game stories contain simple dangers and rewards. Town Defense CHips ( 25 ) P opportunities will arise during game play. The number of Salvage Coins a player owns is public knowledge, play. Two Victory Tracks border its edges These town upgrades protect a Each Faction has a unique marker that player, you are the leader of a unique excluding wagers. and its Map Key describes the attributes Mountain Encounter Cards ( 40 ) Faction and their Resources. represents their Party on the map. faction of survivors competing for of each type of hex. primacy in the ruinous aftermath of Players draw from this Salvage Coins are used to purchase post-apocalyptic America. You must deck when their Party D 10 Dice ( 6 ) upgrades for your town, buy Spoils Week Penalty Chips ( 5 ) manage and enhance your town, Town Play Mats ( 10 ) occupies a Mountain Cards from other players’ Auction protect your citizens, and secure hex. Its stories contain These chips are assigned to Houses, and to hire Mercenaries. resources. You will also have to make moderate dangers and players for penalties that Delay Salvage Coins may transfer from player and break treaties to endure, amidst a rewards. a Party or during the Party to player freely at any time. A player myriad of bribery and betrayal by the Exploits Phase for Deeds that Ten-sided dice or “d10’s” are rolled to may attempt to bribe another player other players. But that is just where the There are ten unique Factions to play. exceed their four weeks. They remain in perform Skill Checks, determine Random with Salvage Coins, but this must occur adventure begins! You must also direct Each one has its own Town Play Mat City/Rad Encounter Cards ( 40 ) play until being subtracted from their next Mission Locations, attempt Psychological before a card is played and the Order of your agents (a party of characters) to displaying its information, specialties, and available Party Exploits Phase. Checks, and for other circumstances. Play must be followed. explore the barren landscape, establish perks. Players draw from your territory, and solidify your agenda. this deck when their Mission Location Chips ( 10 ) D 6 Dice ( 4 ) NPCM Chips ( 7 ) Party occupies a All of us here at Fallen Dominion First Player Sheet ( 1 ) City or Radiation hex. These mark the seven Studios hope you have a wonderful Its stories pose grave Missions available to players This sheet is also located dangers and great rewards. on the map. Their random experience playing Fallen Land and on pages 32 and 33. It locations are determined by enjoy many exciting hours of game Six-sided dice or “d6’s” are rolled to summarizes the Order of rolling 2d10 and matching this outcome play! calculate Party Movement, Flight rolls, Play. The First Player uses Mission Cards ( 40 ) to its numbered hex (1-100) on the map. it to maintain order and and to determine the amount of damage Cheers, Players may draw dealt or sustained. They are also used progress game play. from this deck when ~Jon Lonngren Point of Interest Chips ( 10 ) for Healing and to determine random Non-Player Character Mercenary their Party occupies a Character Crowns. (NPCM) chips match an Action card. numbered hex marked These mark both Permanent These chips move about the map after with a Mission Location and Special locations for Parties Character Cards ( 80 ) to visit on the map. D 12 Die ( 1 ) players hire them. chip. These cards are complex story lines vital to NEED TEXT HERE Each unique Character a player’s Faction or the Turn Marker Chip ( 1 ) card lists their Base Council of the Ten Towns. Skills, stats, and special This is used to keep track abilities. Players use of the number of game Turns Characters to promote played. their Faction’s agenda. 3 4
Common Play Area Number of Players How to win Game Setup Game Map The seven decks and discard piles Order Of Play Summary Fallen Land is a 1-6 player game. For As a player, you are the leader of a 1) Read the rule book. This is a The full explanation of the Order of your first game, we recommend you faction vying for supremacy over the complex game. One player needs to be Play is located near the end of this rule begin with 2-3 players. Each player Fallen Land. Progress towards this goal familiar with the rules. book and includes detailed examples. adds approximately 1 hour to the length is marked on the two Victory Tracks For now, simply review the Order of of the game. Of course, your first game bordering the map. Prestige represents 2) Set up the game to match the Play summary below and move on. will take a little longer, as you learn the your reputation as a leader and your Common Play Area diagram. Lay out Order of Play and our gaming system. Faction’s prominence. Town Health the game map, shuffle each deck of Game play is divided into three parts: represents the number of your town’s cards and organize the chips. Turns, Phases, and Sub-Phases. A As you become more experienced, citizens and its prosperity. Turn represents one month of game the game will take less time per player. 3) Roll 2d10 to place each of the seven time and is comprised of Phases and Then you can add more players A player wins the game by achieving Mission Locations on the map. Each roll Sub-Phases. Phases are the major for a greater challenge. The more either 20 Prestige or 80 Town Health (1-100) is matched to its numbered hex categories of a Turn. Sub-Phases are participants there are, the more exciting and maintaining it through the current and a chip is placed there. specific directions and the choices and cutthroat game play will be. Phase. If two or more players achieve players make in each category. victory in the same Phase, defer to the secondary Victory Condition, where 1 4) Determine player Factions by rolling 1d12 and referring to the chart The Order of Play is directed by the Prestige equals 4 Town Health for the Town Technology Chips First Player, who announces the sole purpose of determining who has the at the bottom of the game map. Re-roll duplicates. opening and close of each Phase highest secondary Victory Condition. If and Sub-Phase. The First Player there is still a tie, the player with the most Creators Note resolves each Sub-Phase first, followed Resources wins. 5) Each player receives their Faction Cards from each of the seven decks are either played immediately and clockwise by the other players, one chips, Party Marker, Starting Town put into their corresponding discard piles, or are kept. Cards that are kept at a time, before proceeding. A Turn Technology chips, and any other items will be explained throughout this rule book. Decks that run out of cards is over when all players have had the from their Faction Perks. are immediately re-shuffled and the top card is placed off to opportunity to act or pass on each the side to create a new discard pile (see the above diagram). Sub-Phase. 6) Each player places one of their Faction chips on their Starting Town I. Effects Phase Location and their Party marker on top Suggested Player Area A. Resolve. of it. All remaining Factions are Neutral Factions. Each player places a Faction II. Town Business Phase chip on both the 30 Town Health and 1 A. Deal. Prestige Victory Tracks labeled “Begin.” B. Resource Production. C. Auction House. 7) Deal 6 Character cards, 10 Spoils D. Town Events Chart. cards, and 3 Action cards to each player. E. Financial period. Players then receive 10 Salvage Coins. 1st. Sell. 2nd. Purchase. 8) Set up and equip your Town Play 3rd. Hire NPCMs. Mats, referring to the Suggested Play Area Diagram. At the bottom of each III. Party Exploits Phase Play Mat, players attach 5 Characters to A. NPCMs (move + assignment). their numbered Character Crowns. The B. Party Exploits (4 weeks to spend). sixth Character is placed face down in ~Movement Deed, 1 week. their Town Roster. Taking note of your ~Encounter Deed, 1 week. Character’s Carrying Capacity, assign ~PVP Deed, 1 week. Spoils cards to them. Equip chips and ~Resource Deed, 2 weeks. other items to your town. If necessary, ~Healing Deed, 2 weeks. adjust Prestige and Town Health. ~Mission Deed, 3 weeks. 9) Place the Turn Marker chip at 1/1 IV. End Turn Phase on the bottom left of the map. When all A. Adjust the Turn Marker. players are ready, roll 1d10 to determine B. Pass the First Player Sheet. the First Player. Lowest roll wins and ties are re-rolled. Begin the game! 5 5 6
The Auction House TDCs also protect a player’s town. Town Play mat The Auction House is located on the For each TDC a player owns they may Town Play mats Auction House Faction Faction Movement left side of each Town Play Mat. It Upgrading a Town at any time, for any reason, discard 1 Resource Symbol Number Bonus represents a Faction trade guild where of their TDC chips to prevent a loss of 1 Marker Track Faction Spoils cards are stored and sold. Cards Town Health to their Faction. Faction Faction Perks Track are placed here face up and are public Players that upgrade their town stand Town Play Mats represent a Faction Name Location knowledge. There is no limit to the The first TDC purchased costs 10 and their town. Most game play a better chance of winning. There are number of cards in an Auction House. Salvage Coins, while subsequent revolves around the Play Mats. They three types of upgrades: Town Defense A player may only equip these cards to TDCs purchased increase in cost by are numbered 1-10 and have a Faction Chips, Town Technologies, and Action their Party Characters when passing increments of 5. For example, the symbol that coincides with a Starting cards. All three options strengthen a through their town or when directed second TDC will cost 15, the third TDC Town Location on the map. Each Faction and are discussed in detail in by a card. When a Party exceeds will cost 20, etc. TDCs received as mat has ten matching Faction chips. their own sections, below. The first two a Character’s or Vehicle’s Carrying a reward or from Faction Perks (like Review the Suggested Player Area are available for purchase during the Capacity, these cards go into their Sigma Corporation), do affect the cost diagram on pg 6 to set up a Town Play Town Business Phase, but Action cards Auction House. of future TDCs purchased. Mat. are received throughout game play. During the Auction House Sub-Phase, Purchasing Town Each Play Mat has standard and Starting Town Town Roster players may bid for and sell Spoils Defense Chips (TDCs) unique features. For example, each Technologies Character Crowns cards located in any Auction House. All Town Defense Chip Faction has an Auction House, Town upgrades Salvage Roster, Bonus Movement Track, players go simultaneously during this TDC • Movement Bonus Track: Players Checks. All cards attached to CCs Sub-Phase, making it the only exception Coins Resource Marker Track, and Character are public knowledge and designate keep track of their total movement to the rule of moving clockwise during 1st 10 Crowns. However, each Faction Party order. bonuses here from Spoils, Character the Order of Play. begins with two different Starting Town These chips simulate a 2nd 15 cards etc. This track is marked • Vehicle Crown: This black triangle player’s defenses by protecting Technologies, a list of Faction Perks with a Faction chip and is public is only displayed on Vehicle Spoils Items in an Auction House may be sold their Faction’s Resources and 3rd 20 and a unique story on the back. cards, not on Play Mats. It serves knowledge. These bonuses will shift for less than their listed Salvage Coin 4th 25 town. Players may own a maximum of throughout the game and do not cap the same purpose as a Character value, but players should try to haggle 5 Town Defense Chips (TDCs). Only 1 5th 30 Town Play Mat Features a Party’s Bonus Movement at eight. Crown and corresponds to a black for more. Salvage Coins, Action cards, TDC can be purchased per player each The diagram above is examined in Each time the Movement Deed is d10 die, rolled for Party Skill Checks. and Spoils cards may all be used as Turn, during the Financial Period Sub- order from left to right, top to bottom. selected, a 1d6 die is rolled. The currency among players to pay for items TDCs can be sold back to the Bank, Phase. They are equipped by placing number marked on the Movement in an Auction House. Players do not but not to other players. This can only • Auction House: Explained in Bonus Track is added to its results. INSERT VEHICLE CHAR- these chips onto their Starting Town occur during the Financial Period have to sell an item to another player Location on the map, under their Faction detail on the next page. • Faction Perks: Unique specialized ACTER CROWN DIAGRAM and may instead sell cards to the Bank Sub-Phase. Players receive 10 Marker chip. • Resource Marker Track: Players skills and assets possessed by HERE for full value. This only occurs during Salvage Coins each, no matter what mark the number of Resources a Faction. Each Town Play Mat Jon & Bryan 7 1 2020 the Sell portion of the Financial Period cost was initially paid. Lastly, TDCs When an opposing player’s Party their Faction owns here with lists four perks, which may include Sub-Phase, unless directed by a card. listed on Town Play Mats as Perks can claims an owned Resource, each a Faction chip. It displays the bonus equipment to begin the game. be discarded to prevent a loss of Town Town Defense Chip (TDC) the owner Town Health and Salvage Coins Spoils cards that are Perks display a Cards received from the Market Place Health, but cannot be destroyed, lost, possesses inflicts 1 Physical Damage to produced each Turn during the specific Faction’s symbol. Town Technology go directly into the sold, or stolen. each of those Party Characters, ignoring Resource Production Sub-Phase. • Town Roster: Excess Characters Auction House. However, Ally Spoils Armor. However, TDCs have no effect • Faction Name: The title by which that are not in play are attached cards are equipped to a Party. Event when a Resource is claimed with an each Faction refers to themselves face down here. These cards are Spoils card must be played immediately. • Starting Town Technologies Action card or by other means. and is identified by others. not public knowledge and cannot • Faction Symbol: Each of these be attacked in PVP or participate in (TTs): Each Play Mat displays ten symbols represents a different game play, unless directed by a card. two starting TTs that are received Faction and marks its Starting Town These Characters can be assigned by that Faction during game set Location on the map. They also to their Faction’s Party, but only when up. They grant that Faction unique correspond to a Town Play Mat and a Party is in their Starting Town or starting advantages and represent a set of Faction chips. otherwise directed. Characters with their areas of expertise. These TTs • Faction Number: During damage retain it until they rejoin a do not grant players Prestige and game setup, players roll 1d10 Party and are healed. Town Health at the beginning of the to determine their Faction. This • Character Crowns (CCs) 1-5: The game and may never be destroyed, number is also used to determine a five different colored triangles at the lost, sold or stolen. The diagram random Faction on some cards. bottom of each Play Mat are called (above) displays the Faction Sigma • Faction Location: The pre-war Character Crowns. Character cards Corporation. They begin the game location of the town on antiquated are attached here to form a Party. with the Communication Center TT maps of the former United States. Each Character Crown corresponds which grants +2 Movement and the to a colored d10 die, which is rolled Learning Center TT that grants 1 to perform that Character’s Skill automatic Diplomacy Success during Party Skill Checks. 7 8
1 Automatic Success during Party Combat Skill Checks. Town Technology Protecting citizens and projecting power is important for Factions. Action Card upgrades This TT is a heavily fortified compound and combat training facility. upgrades When the world went to hell from Action cards that equip to a town are the Great War and the long dark 1 Automatic Success during all Party Survival Skill Checks. the third way to upgrade a Faction. years of The Maddening, much was Clean water is essential to sustain life, raise animals, and to These cards enhance many different lost to humanity and civilization. produce crops. This TT is a water purification facility and survival aspects of a town and grant unique Town Technologies (TTs) represent training center. advantages. A few examples include: infrastructure and fields of research offensive and defensive capabilities, available for players to upgrade their bonuses, and Salvage Coin production. Faction’s town. There are nine different 1 Automatic Success on all Party Diplomacy Skill Checks. Action cards list when they may be TT chips. Each displays its cost and the The pen is mightier than the sword. This TT is a building played or equipped in the first line of their bonus or ability it grants. dedicated to education and research, where citizens of all ages text. When these cards are destroyed may participate. or discarded, all of their abilities and Town Technologies (TTs) are public bonuses are lost. knowledge and only benefit the owner’s Faction, Party, or Town. A 1 Automatic Success on all Party Mechanical Skill Checks. maximum of seven TTs may be owned Become captains of industry. This TT represents workshops and per Faction. This includes the two production facilities. This industry also simulates jobs and skilled starting TTs displayed on each Town trades for your town. Play Mat. Players may only purchase, equip, or upgrade 1 TT per Turn, unless otherwise directed by a card. This only 1 Automatic Success on all Party Technical Skill Checks. occurs during the Financial Illuminate the darkness. This TT simulates natural sustainable Sub-Phase of the Town Business power from wind turbines, solar panels, and burn facilities. Phase, beginning with the First Player. Electricity makes your Faction a beacon of hope and attracts A player must announce which TT refugees. they are purchasing before paying and equipping it to their Town Play Mat. A 1 Automatic Success on all Party Medical Skill Checks. Faction gains 1 Prestige and 5 Town Become a pillar of stability and compassion by healing the sick Health when equipping a new Tier 1 TT. and downtrodden. This TT simulates a pre-war hospital dedicated A Tier 1 (silver) TT must be owned and to the homeopathic, traditional, and pharmaceutical healing arts. equipped before upgrading it to a Tier 2 (gold) TT. Party Receives a +2 Movement Bonus each Movement Deed. A player may sell their Tier 1 and Tier 2 Communication and efficient navigation will speed up your trade Town Technologies (TTs) to the bank for routes and help unify all the Ten Towns. This TT simulates a 25 Salvage Coins. This occurs during facility with scavenged radio towers and pre-war communication the Sell portion of the Financial equipment. Sub-Phase. Tier 1 TTs that are destroyed, sold, or stolen inflict a loss Receive 1 extra Action card during the Town Business Phase. of 1 Prestige and 5 Town Health to Factions must establish laws to bring order to the chaos. This their former owner. Tier 2 TTs that TT represents a law enforcement facility, courthouse, and jail. It are destroyed, sold, or stolen do not simulates gathering intelligence by producing an extra Action card cause this loss, but are flipped over and for that player each Turn. revert back to a Tier 1 for their owner. However, the player stealing a Tier 2 TT Receive 1 free Spoils card during the Town Business Phase. gets that Tier 2 TT. Players cannot sell To trade is to prosper. This TT makes your Faction a major trade starting TTs displayed on a Town Play hub. This prosperity is simulated by producing a free Spoils card Mat and they can never be destroyed, each Turn. These cards must be placed into the Auction House. sold, or stolen. Event Spoils cards are played and Ally Spoils cards are equipped. Tier 2 (gold) Town Technologies (TTs) are on the reverse side. Unless otherwise directed, Tier 1 (silver) tech must be equipped before upgrading to a Tier 2 (gold). Tier 2 TTs do not grant +1 Prestige or +5 Town Health, but instead double their bonus or ability. Destroyed, sold, or stolen Tier 2 TTs revert back to Tier 1. 9 10 10
The Six Base Skills Character Card There are Six Base Skills represented Mechanical: This is the ability The Omega Symbol represents Character Deck Master to understand, use and repair all Six Base Skills. When it Name Occupation Overview or Unique by their own symbols. The number Designation mechanical items. Examples is displayed on Non-Player Abilities that follows a symbol represents a include: engineering, construction, Character Mercenaries (NPCM) Action Character’s proficiency, which can range jury-rigging, operating vehicles and cards, it is often higher than “10.” Thus, Character cards are a Faction’s local Character from 3-10 in a skill. Character cards machinery, picking locks, making ammo, a “15” Omega is the equivalent of a heroes and a player’s agents in the Links and Vehicle Spoils cards have a Base and fabricating items. “15” Total Skill when performing Skill field. They play a central role during Link Bonus Skill. Spoils and Action cards grant Skill Checks. The Omega symbol is also game play. Each Character has six Bonuses when equipped to Characters Technical: This represents found on a few other Action cards. In Base Skills, a Health and Psychological Health Status or Vehicles. intelligence and education. A few these cases, the number is small and Stat, and may have a Link or Special examples include: logic, analysis, adds to each of the six Base Skills Ability. Psychological Stat Combat: The ability to attack and problem solving, science, research, when attached to a Character card. Special Ability defend, this skill includes physical electrical wiring, circuitry, computers, and A player begins the game with a fitness, training in hand-to-hand data analysis. NPCMs roll the number of dice Party comprised of five Characters. combat, melee and ranged weapons, Carrying Capacity directed by their Action card--1d10 for All other Characters are placed face Combat Diplomacy Technical combat drills, tactics, and strategy. Medical: Representing the Solo PVP cards and either 5d10 or down in the Town Roster and are not Survival Mechanical Medical knowledge of living things and 6d10 dice (as directed) for standard public knowledge. Each Faction can Survival: This is the knowledge (A Character’s Six Base Skills) the homeopathic, traditional, and NPCM Skill Checks. These rolls follow only have one Party. A Party performs and skills used to stay alive, pharmaceutical healing arts, this skill set all Skill Check Dice Rules (including Deeds during the Party Exploits including: hunting, tracking, how Infected, and Radiation damage includes: triage, first aid, CPR, surgery, Target Numbers) to achieve a Success. Phase. They can move, perform The Character Diagram to locate and purify water, evasion, they can sustain before being killed setting and mending broken bones, and See Skill Checks on pg 17. Encounters and Missions, capture The diagram above is examined in camping, cooking, foraging, swimming, and discarded. When a Character efficiently using medical supplies and Resources, attack another Party in order from left to right, top to bottom. camouflage, animal lore, and dealing with sustains damage, a chip representing equipment. This skill is used to perform Omega Skill Check Example PVP, and Heal. • Master Designation: Characters adverse weather conditions. the wound is placed on their card. the Healing Deed. The Deaths Head Mercs Non-Player that display the “Master” title on Character Mercenary (NPCM) card has The five Characters in a player’s their picture are Master Characters. • Psychological Status (Psych): Diplomacy: Effective This attribute ranges from 2-6 and Creators Note been hired by player three to perform Party are attached to the Character One of their six Base Skills is a communication skills combined represents a Character’s mental When these six Skill Symbols have a Mission card. Their NPCM card lists Crowns (CCs) located at the bottom of “10.” When attempting a Party with personal charm, this skill set health and ability to cope with stress, numbers after them, they are Base Skills a 15 Omega Symbol, with 6d10 to be a player’s Town Play Mat. Party order Skill Check in that category, they encompasses: negotiation, parlay, public horror, and psychological trauma. or Skill Bonuses. However, when these rolled for each Skill Check. This is the is chosen by the player (CC1-CC5), receive 1 additional Success. Master speaking, persuasion, compromise, This number can be increased by six Skill Symbols appear on Encounter equivalent of each Party Character and may be reassigned at any time, Characters also have 40 points cooperation, and interrogation. equipment. Psychological damage is and Mission cards with a number before having a 15 Total Skill in each of their except during Encounters, Missions, distributed among their Base Skills. six Base Skills. Each die rolled has 1 usually permanent. them, they are Skill Checks. PVP Combat, and when an Action However, most Characters are not Success (being greater than 10) and card is being played. The different Masters and only have 35 points • Special Ability: Not all Characters have a Special Ability. These a chance for a 2nd Success on a five colored CCs each correspond to the distributed among their Base Skills. or less. “1s” may be re-rolled by the symbols are explained on pg 16. color of a d10 die, which are rolled for • Name: This is a Character’s identity. player. But, if a “10” is rolled, it negates Skill Checks and Psychological Status Some Encounter cards list a specific • Carrying Capacity: This is the maximum amount of gear a all successes from that die. Checks. Character and will grant them Character or Vehicle can equip. All additional rewards. Spoils cards that can be equipped Players acquire new Character • Occupation: This denotes a cards as a reward for successfully have a Carrying Cost. These items Character’s “trade.” This may help completing Encounter and Mission add up until the maximum Carrying players create a diverse Party. Capacity is reached. Cards that cards and from Spoils and Action cards. • Overview or Unique Abilities: Most Characters acquired in this way may be exceed it are placed into their Character cards have a Unique immediately rotated into a Party, as can Ability as defined by their card. owner’s Auction House. Characters received from Action and • Character Links: Some Characters Spoils cards. However, a Character specialize in using a specific item card received from the Town Events roll (Bow) or category of item (Melee must be placed into the Town Roster. Weapon). When a Spoils card of Character cards may never be sold or that category is equipped, it grants traded among players unless directed them a Link Bonus. These are not to do so by a card. cumulative, unless specified. • Link Bonus: The Skill Bonus received by a Character that has a linked item equipped. • Health Stat: This attribute ranges from 5-10 and represents a Character’s constitution. This is the total amount of Physical, 12 11 12
The third way to heal is by using The Four Types of Damage Healing Action cards. Each card has Character damage Healing Characters specific directions and is discarded after and Death Physical Damage and Your Party use. This is the most common and default form of damage. Scrapes, bruises, broken bones, melee weapons, and bullet wounds all cause it. Unless Characters will take damage from otherwise specified, all damage is Physical Damage. It can be assigned in You will have to heal your Characters many sources during game play. either 1 or 3 point chips. to keep them alive. The first and most Replacing Dead Characters Encounters, Missions, Spoils, Action common way to heal is by selecting the It’s a violent world out there, so when cards, and PVP all cause damage. Healing Physical Damage can be done anywhere. Some Spoils and Action cards Healing Deed during the Party Exploits Characters are killed players should For example, a card may state “Your heal Physical Damage. Phase. This costs 2 weeks and a Party replace them as soon as possible. Party sustains 4d6 Damage.” After Medical Skill Check is made. For each Having fewer than five Characters these dice are rolled, their sum is the Success, players remove 1d6 Damage makes it difficult for a player’s Party to total amount of damage assigned. Infected Wounds Damage from their Characters, as they see succeed on Skill Checks. Characters These wounds get worse over time until death occurs. Rusted metal, Other times, a card may direct “Each fit. The rules for healing each type of may only be rotated into a Party from infections, and rabid or venomous creatures all cause Infected Wounds. Character takes 2 Damage,” or directs Damage are explained on the previous the Town Roster when their Party is Each Effects Phase, Characters with this type of damage must add another point. If a specific Character Crown to take page. in their town. However, Characters this kills a Character, they are discarded without their equipment. damage by displaying its crown. received from cards and as rewards can When a Party performs the Healing join a Party immediately. Healing Infected Wounds must take place in a Starting Town Location. If this is All forms of damage stack, except Deed in their Faction’s Starting Town a Neutral Faction, players must pay the Bank 5 Salvage Coins. To heal in another Psychological Damage. The maximum Location, each of their Characters Sometimes a player’s entire party player’s town, consent must be given and a deal struck. Spoils and Action cards that Damage a Character can sustain is removes 1 Physical, Infected Wounds, The fourth and final method to heal is by is killed. If this occurs, their Party Heal Infected Wounds can be used anywhere. determined by their Health Stat. A or Radiation Damage for free, before using a Character’s Unique Ability. The Exploits Phase ends immediately. Character is killed when they reach making the Medical Skill Check. When directions for using them are on each A new Party is formed in their town their maximum, whether it is Physical, Radiation Damage healing in a Neutral Starting Town, card. Characters with a Healing Ability during the next Effects Phase, by first Infected Wounds, Radiation Damage, The most prevalent legacy of the Great War is Radiation. Nukes and players must pay 5 Salvage Coins to usually have a high Base Medical Skill. equipping Characters from their Town or a combination of all three. Players pre-war devices cause Radiation Damage as well as some nightmarish the Bank. A Party can heal in another Roster and then drawing new Character may never assign more damage to a creatures. Each Character in a Party that ends its movement in a Radiation hex Faction’s Town (if invited) by paying them cards for the remaining empty Character Character than their remaining Health. suffers 1 Rad Damage. or striking a deal. Crowns. Cards that are drawn cost 1 All Damage chips are placed onto the Prestige or 4 Town Health apiece. Once Character card. Healing Radiation Damage must take place in a Starting Town Location. If this is The second way to heal is by using all five Character Crowns are filled, the a Neutral Faction, players must pay the Bank 5 Salvage Coins. To heal in another an instant Healing ability on a Medical player draws 10 Spoils cards (for free) Before assigning damage, players player’s town, consent must be given and a deal struck. Spoils and Action cards that Spoils card. Most are discarded after to equip to their new Party. should check their Characters and Heal Radiation Damage can be used anywhere. use, although some Character Links Spoils cards for the Armor symbol. allow these cards to be used twice before Only the participating or target Psychological Damage discarding. Character’s Armor is subtracted from Psychological Damage is similar to PTSD (Post Traumatic Stress Disorder). the damage. Armor is discussed in It is caused by extreme horror, things like cannibalism, legacies of the Great depth on pg 16. War, and unspeakable creatures. This damage does not combine or stack with the other types of damage. When a card displaying this symbol has been completed, a Psychological Check must be rolled for all Characters that participated. Roll 1d10 for each colored Character Crown and compare the result to that Character’s Psychological Health Status. If the Applying Damage number rolled is greater they take 1 Psychological Damage. However, if their Step 1.) Calculate the Damage. In this example it is 2d6 Physical Damage. roll is less than or equal to their stat, Step 2.) Roll the dice. Add the dice up. The dice total 5 Damage. that Character takes no Psychological Damage. When a Character reaches 3 Psychological Damage, cards attached Step 3.) Collect the Damage Chips. to that Character cannot be reassigned. During the next Effects Phase, that Character and its attached cards are discarded. Step 4.) Place the Damage Healing Psychological Damage is only Chips onto the Character possible through the use of cards and Cards picture. Special Abilities. 13 14
Linked Items: Some Characters Psych Bonus: A Spoils card with Unfortunately, damage dealt by First Spoils Card are linked to Spoils cards. This this symbol increases a Strike and Town Defense Chips Spoils Deck Spoils may be a specific card or a category Character’s Psychological Status ignores Armor. Name Category of Spoils cards like Swords or by 1 point. For example a Character with Mechanical Equipment. When Linked a 4 Psychological Status has it increased Armor Example Overview and Items are equipped to that Character, to a 5, making it more likely they will pass A Character is dealt 6 Physical Spoils cards represent items and Unique Abilities they provide the displayed bonuses. a Psychological Check. Damage. They are equipped with the tangible assets. When equipped to a SWAT Body Armor Spoils card, which Character, Party, or Vehicle, they grant Special Ability reduces the Damage by 1 point. Only 5 First Strike: This Special Ability Armor: This category of Spoils Skill Bonuses and other abilities. The grants a surprise attack before card reduces Physical and Infected Damage is assigned to them. more equipment a Character has, the Salvage Coin Value the first Round of PVP. Only the Wounds Damage to Characters by 1 more likely they are to succeed at Skill attacker can use First Strike. Each or 2 points. Armor does not prevent Movement: Some Spoils cards Checks. Examples of Spoils cards Carrying Character with this ability rolls a Combat Radiation or Psychological Damage. grant a Movement Bonus when include: handguns, backpacks, books, Cost (or Bonus) Skill Check. Each Success achieved Some Characters have Armor as a equipped. This can range from and med kits. deals 1d6 Damage, which ignores Special Ability, which is the same symbol +1 to +8. Players should always adjust Armor. The damage is assigned by the but in white. Both types of Armor stack. their Bonus Movement Track on their Players are dealt ten Spoils cards to Combat Diplomacy Technical Town Play Mat when acquiring or losing defender. However, similar Armor, like two suits begin the game. Some Characters Survival Mechanical Medical of body armor, cannot be equipped one of these cards. and Factions grant extra cards. New Skill Bonuses Infected Wounds and Radiation to the same Character. These rules Spoils cards are acquired throughout Damage: These Special Abilities also apply to Party Equipment Armor. Permanent Equipment: These Spoils the game, by succeeding at Encounter examples of Link categories include: are found on weapons and cause 1 Damage dealt to a Party is reduced by cards must be equipped to other Spoils and Mission cards, stealing them from Spoils Card Terminology Clothing, Armor, Ranged Weapons, extra point of Damage during PVP. the sum of all Characters’ Armor, unless cards to receive their Skill Bonuses. Equipped: This means a Spoils card other players, rolling a “1” on the Town Vehicles etc. Some Spoils cards This damage is assigned by its owner. otherwise directed. However, when An example is a scope for a rifle. has been attached to a Character or Events Chart, the Marketplace Town have a second or third classification. damage targets a specific Character, These cards remain attached for the Vehicle. Both cards are aligned by Technology, and when a Party ends • Overview and Unique Abilities: only that Character’s Armor applies. rest of the game in all circumstances, matching up their six Base Skills. Equip their movement on a City/Rad hex. This section contains both even if stolen or discarded. cards with Special Abilities last or leave During the Auction House Sub-Phase, information and card abilities. them a little untucked as a reminder to Spoils cards may be sold to other • Special Ability: The card in the use them. Discarding Spoils Cards players. During the Sell Sub-Phase diagram increases the Character’s Equipping Spoils Cards they may be sold to the Bank. Upon Character Death Psychological Status by 1 point. Party Equipment: These are Spoils The circumstances of a Character • Salvage Coin Value: This is the cards that must be equipped to all Party or Party Death affects attached Spoils cards may be equipped to value of the card when sold to the Characters (or none). These cards are equipment. Adjust Town Health and Characters and Vehicles (if applicable), Bank. Items with a “NA” value not equipped to a specific Character, Prestige as necessary. The outcomes or placed into a player’s Auction House. cannot be sold. but are instead placed off to the side below apply for discarding Spoils cards Spoils cards can be reassigned at • Carrying Cost: This is the cost and grant their bonuses to each Party unless otherwise directed by a card: any time except during Encounters, to equip a card to a Character or Character. Characters must have the Missions, PVP Combat, or when an Vehicle. The sum of the Carrying Carrying Capacity available to use them. -Party Skill Checks: Equipment is Action card is being played. Costs for all equipped items cannot Party equipment can be stolen. The reassigned among surviving Party exceed the Carrying Capacity listed Armor Cache card is an example of Party members. Diagram Explanation on the Character or Vehicle. Spoils Equipment. The Spoils card in the diagram is cards with a “plus sign” value (like a -Individual/Solo Skill Checks: the Autographed Bat, valued at 15 backpack), increase a Character’s Stowable: This is a category of Spoils Equipment is discarded. Salvage Coins. It is a Relic and has Carrying Capacity. card that can be equipped to Vehicles a 1 Carrying Cost. When equipped • Skill Bonuses: Spoils cards or Characters. When equipped to a -Action Cards: The card directs to a Character, it grants +5 Combat have the same six Base Skills Vehicle, consider these cards stored equipment discards. If not, discard it. and +1 Diplomacy Skill Bonuses. as a Character. Equipped Spoils inside it. If the Vehicle is Stolen or That Character also gains +1 to their cards add their Skill Bonus to a Destroyed, these items remain with the 1.) Review the Spoils Cards (Tuck underneath) -PVP: The winner keeps the gear from Psychological Status. Character’s Base Skill. These Vehicle. Carrying Cost and compare it to the their own dead Characters. A Loot combine for the Total Skill. The Carrying Capacity on the Character Deck is created from the losing party’s • Name: A cards title and identifying upcoming Skill Check section will Vehicle Destruction: Some Spoils or Vehicle. Both are at the bottom dead Characters. This process is information. elaborate on these concepts. cards like the Heavy Rocket Launcher right. Carrying Capacity is only on covered on pg 39. • Spoils Category: The can destroy Vehicles. This occurs during Character and Vehicle Cards. classification of a card used to PVP. However, some Encounters and 2.) Tuck the cards underneath the -NPCMs: All equipment is discarded. identify it for Character Links. Mission cards also destroy Vehicles. A Character or Vehicle by their Skills. For example, the Bat is a Melee Destroyed Vehicle is immediately placed 3.) Equip cards with Special Weapon, Blunt, and Sporting into the Spoils discard pile, along with Abilities last or leave them Goods. A Character card with one all attached Stowable and Permanent untucked. or more of these Links receives equipment. 4.) The Character above has his its bonus when equipped. Other Linked Equipment... 15 16
Melee Weapons Skill Bonus: This is the number number or less must be rolled for an Skill Check Dice Rules Up close and personal, Melee Weapons are reliable and assigned to one of the Six Base Skills on additional Success. For example, a 25 is These rules summarize die rolls for Skill contribute to all Combat Skill Checks. However, they are Skill Check System Spoils cards. Attach them to Characters two Successes and a Target Number of 5 Checks. More than one may apply. the only weapons used for Melee Weapons Only Skill and Vehicles to receive their Skill Bonus. or less for the roll. A d10 die with a 5 or Checks. Examples include: knives, bats, and chainsaws. less is needed to receive a third Success. 1) When the sum of a Base Skill + Total Skill: This is the sum of the Base See Example 2 in the diagram below. Skill Bonus is less than 10, the roll A Skill Check is a challenge to one Skill + Skill Bonus(es). This includes Ranged Weapons or more Characters that tests one of must be equal to or less than the Attack from a distance with Ranged Weapons. They grant Special Abilities and/or Linked items. Rolling Dice for Skill Checks Target Number to count as a Success. the Six Base Skills: Combat, Survival, bonuses to all Combat Skill Checks except Melee Weapons Players must roll for each Skill Check Diplomacy, Mechanical, Technical, and Target Number: This is the number that Only. Examples include: bows, handguns, submachine using d10s (ten sided dice). Each 2) When the sum of a Base Skill + Medical. Skill Checks often coincide with needs to be rolled in order to receive guns, shotguns, rifles, and assault rifles. colored die matches one of the five Skill Bonus is greater than 10, it yields the story on Encounters and Mission 1 Success. All Skill Check Dice rules Character Crowns at the bottom of one Success per 10: one at 10, two cards. Other instances of when players apply. Equipment the Town Play Mats. The black d10 is at 20, three at 30, etc. The remainder roll Skill Checks are the Healing Deed, Having the right equipment helps Characters succeed included in the roll for Party Skill Checks becomes the Target Number. The roll PVP Combat, and some Action Cards. Total Skill Less Than 10 at Skill Checks. Most of these items grant multiple Skill if the Party has a Vehicle and that Vehicle must be equal to or less than the Target Skill Checks are always performed If the Total Skill is less than 10, it Bonuses and some have Special Abilities. Examples has a Total Skill of more than “0.” After Number to count as an additional as listed, one at a time, from left to becomes the Target Number. This include: fishing gear, tents, flashlights, and first aid kits. the d10s are rolled, players match the Success. Exception: if a vehicle has right. The terms below are crucial to number or less must be rolled to achieve color of the dice with the corresponding a Total Skill of 0 for a Skill Check, the Books understand this gaming system. a Success. See Example 1 in the Character Crown. The number rolled is vehicle cannot participate in that Skill Few books survived the Great War. They grant Skill diagram below. placed face up on top of each Character Check and the black d10 is not rolled. Bonuses and have a low Carrying Cost, making them Necessary Successes: This is the Crown and compared to that Character’s valuable and rare. Most books can be discarded to total number of Successes needed to Total Skill Greater Than 10 Total Skill. Cheating results in failure. 3) A d10 die roll greater than the automatically succeed at a specific Skill Check. pass a Skill Check. This number is When the sum of the Base Skill + Skill displayed before one of the Six Base Target Number is not a success. Bonus is greater than 10, it counts as Players still receive their previous Armor Skill Symbols on Encounter and Mission one Success. Additional Successes Cards. For example, a 5 before a Successes from that Character or Armor increases a Character’s chance of survival by are received at increments of 10; two Vehicle (unless rule 5 applies). preventing 1-2 points of Physical or Infected Wounds Medical Symbol equates to 5 Necessary at 20, three at 30 etc... The remainder Damage. Characters should equip Armor first. It cannot be Successes required to pass that Skill becomes the Target Number. This Check. Other times, a card’s directions 4) Rolling a “1” is always a Success equipped with similar Armor types or with Clothing cards. and may be re-rolled by players for a will state “Make a 5 Survival Check.” chance at another Success. There is Clothing Skill Calculation no limit, until a player stops rolling “1s.” Most clothing has a theme and special ability. Some, like Achieving the Necessary Successes: Example 1 Example 2 backpacks, even increase a Character’s Carrying Capacity. To Succeed, the sum of the Successes Players choosing to re-roll a “1” must Examples include: hats, sunglasses, and suits. achieved by the participating Characters do so immediately, before moving on to (and their Vehicle) must be equal to or calculate the Success or Failure for the greater than the number of Necessary next Character Crown. Vehicles Successes for that Skill Check. When Few working vehicles remain. They grant Bonus 5) A “10” is always a Failure and all Skill Checks have been successfully Movement and an extra d10 die roll for Party Skill Checks. Base Skill negates all Successes provided by that completed, the player reads the Success Stowable items and Vehicle Equipment cards may be Character or Vehicle for the Skill Check. portion of the card and collects its equipped up to their maximum Carrying Capacity. Unless reward. otherwise directed, only one Vehicle per Party. Skill Bonus An Example of Rule 4 Relics Failing to Achieve the Necessary Character Crown three has a Base Relics are unique. Their bonuses and Special Abilities Successes: If the Necessary Successes Skill of 10 and a +24 Skill Bonus. make them very powerful. Examples of these cards are not achieved on any one of the Their Total Skill is 34. This grants 3 include William H. Bonnies’ Matching .45 Revolvers and the Skill Checks listed on that card by the Successes and a chance for a 4th, Practically New Ambulance. participating Party or Character, the on a roll of “4” or less. A “1” is rolled, player stops. The player then reads the Total Skill Less Than 10 Total Skill Greater Than 10 granting the player 4 total Successes. Events Failure portion of the card and suffers its The player has the option of re-rolling These cards represent finding a hidden stash or the consequences. Failure on an Individual This Character has a 7 Diplomacy This Vehicle is rolled for like a it for a chance at a 5th Success. She opportunity to recruit new Characters to join your Faction’s Skill Check affects only the participating Base Skill and no Skill Bonus from Character, but it is only utilized during does and rolls a “3,” granting her a total cause. Events are discarded during the game setup, but Character. his attached Spoils cards. Because Party Skill Checks (unless directed). of 5 Successes! when drawn later they grant a distinct advantage. the number is less than 10, this This card has a 3 Mechanical Base An Example of Rule 5 Base Skill: This is the number Character’s Total Skill and Target Skill and a Skill Bonus of 9 Mechanical Character Crown four has a Base Skill Allies assigned to one of the Six Base Skills on Number is 7 for Diplomacy Skill from its attached equipment. The Total of 9 and a +13 Skill Bonus. The Total Allies are people and animals rescued by a Party. Hire Character and Vehicle cards. Checks. On a roll of 7 or less, this Skill is 12. This equates to 1 Success Skill is 22, granting 2 Successes (2 them by paying the Bank. These cards grant bonuses and Character achieves a Success. The (at 10) and a Target Number of 2 for a increments of 10) and a chance for a abilities when attached to a Character or Vehicle. They can outcome of this roll is subject to the 2nd Success on a roll of 2 or less. The 3rd Success on a roll of “2” or less. A never be sold or traded. Skill Check Dice Rules. outcome of this roll is subject to the “10” is rolled, negating all Successes Skill Check Dice Rules. produced by this Character. 17 18
Types of Skill Checks Solo Skill Check Individual Skill Check Party Skill Check Combination Skill Check are not subject to these rules. There are eight types of Skill Checks This Skill Check is performed by This Skill Check is comparable This Skill Check has no symbol because The Combo Skill Check has no Optional Skill Check in Fallen Land. Each will challenge a a single Party Character. A Solo to making a Solo Skill Check for the Party Skill Check is the most symbol, but is performed when there are 4 This type of Skill Check is only on Mission cards and player’s Party differently. To determine Skill Check must be attempted each Party Character. Individual common type and is the “default.” Treat multiple Skill Check symbols displayed which type of Skill Check applies, when this symbol is displayed or when Skill Checks must be attempted by all Skill Checks as Party Skill Checks on an Encounter or Mission card. An is a single Party Skill Check. Optional first look for the Skill Check symbols directed to do so. The story and Skill each Party Character separately. The unless a Solo or Individual Skill Check example of this is a Solo and Melee Skill Checks (OSCs) are represented displayed on Encounter and Mission Check(s) only affect one Character, who outcome, either Success or Failure, is symbol is displayed on the card. Weapons Only Skill Check. Players by one of the Six Base Skill symbols cards. must perform it alone, to determine their applied individually to each Character, combine the two principles: A single highlighted in black. They are always Success or Failure. unless otherwise directed. To perform a Party Skill Check, all Party Character attempting the Skill Check with the last Skill Check on a card and it is Some Skill Checks are categorized by Characters add their Successes together Melee Weapons Only. All other rules a choice for a player’s Party to “go the who participates: a single Character, The Character who must attempt the To perform an Individual Skill Check, towards the number of Necessary apply. extra mile” to gain additional rewards. each Character individually, or a Party Solo Skill Check is determined by the the d10 dice are rolled simultaneously. Successes needed for the Skill Check. It may only be attempted after all other (all five Characters and their Vehicle Character Crown symbol displayed Calculate each roll separately, in Party The d10 dice are rolled simultaneously Multiple Party Skill Check Skill Checks have been Successfully if they have one). Other categories (CC1-CC5), or stated in a card’s Character Crown order (CC1-CC5), to and calculated in Party order (CC1-CC5) This Skill Check has no symbol. A completed and the reward collected. have specific parameters. The Skill directions. When the Character Crown determine their outcomes. For example, to determine the outcome, whether card’s directions will dictate when a Check Dice Rules apply any time dice has a question mark, players roll for a if Character Crown 1 (CC1) Succeeds Success or Failure. player makes this type of Skill Check. Optional Skill Checks (OSC) have are rolled for Skill Checks (see pg 18). random Character with a d6 die. Cards or Fails at a Skill Check, that Character Some World Encounter Cards and their own independent Success and This section will examine each type of will direct the player what to do if a “6” or receives the reward or suffers the A Party with less than five Characters Mission Cards may require multiple Failure portion on the Mission card. Skill Check. empty Character Crown is rolled. consequence for Failing, regardless of only rolls the dice that correspond to Parties to Succeed. These cards will Failing an OSC results in a different the outcomes for CC2, CC3, etc. occupied Character Crowns. Vehicles almost always have high numbers ending to the story, along with penalties • Solo All listed Skill Checks must be made and Town Technologies are used for for their Necessary Successes. An and consequences. If an OSC is • Individual successfully to Succeed at the card. Vehicles and Town Technologies are not Party Skill Checks, unless otherwise example of this is a 12 Combat Skill Failed, the player just reads the OSC • Party (the default) Vehicles and Town Technologies are used for Individual Skill Checks and there directed. Check. Failure section, but does not fail the • Melee Weapons Only not used in Solo Skill Checks unless is no Fight or Flight option. See pg 25 for whole card, unless otherwise directed. • Combo directed by a card. There is no Fight or an example of an Individual Skill Check. Melee Weapons Only Skill Check One Party may have to wait for Vehicles are used for Optional Skill • Multiple Parties Flight option. The diagram below depicts The Melee Weapons Only another Party to arrive at their location Checks. • Optional Skill Check several outcomes for a Solo Skill Check. Skill Check is performed when to coordinate the Skill Check(s). It is at • PVP Combat (see pg 38). this symbol is displayed, or as the discretion of the participating players PVP Combat Skill Check directed. Ranged Weapons attached when this will occur and sometimes Player versus Player (PVP) Skill to Characters do not grant their Skill weeks will have to be sacrificed by one Checks have no symbol. PVP occurs Solo Skill Check Bonus to this Skill Check. This type of player. The card will then be attempted when one Party, Character, or Skill Check is most often combined with on the other participating player’s Party Non-Player Character Mercenary Example 1 Example 2 A Solo Encounter Card is drawn. After reading the text, the card displays a a Party Skill Check, but it may appear as Exploits Phase. Once a Multiple Party (NPCM) attacks another Party Die roll Die roll blue Character Crown (CC4) symbol before the 1 Survival Skill Check. The a Combo. Skill Check card is completed, normal (or Character) during the Party Dante Slade Character is CC4, so he will attempt the card alone and must Example 3 Example 4 Turn order resumes. Exploits Phase. PVP Combat is achieve 1 Necessary Success to beat the Encounter. He has a Base Skill Die roll Die roll All Party Characters must make the covered in its own section, on pg 38 of 6 Survival and a Skill Bonus of +2 Survival from his Equipment. His Total Combat Skill Check portion of the card by World Encounters or Mission cards and has its own rules and Order of Skill is an 8 Survival. Because this number is less than 10, it becomes his utilizing only Melee Weapons, attached with Multiple Party Skill Checks are Play. Target Number. The blue d10 die is rolled and an 8 or less is needed to Succeed. equipment (with a Combat Bonus Skill) subject to these additional rules: and Ally Cards. All other Skill Checks Example 1) A “2” is rolled. Because 2 is less than 8, it counts as one listed on the card are calculated and • No Player Versus Player Combat Success. The player Succeeds at the card! He reads the Success portion of rolled for normally. (PVP) is allowed on the hex the text and receives its reward. containing the card, unless directed. Spoils Cards with the Melee Weapon • No theft between Parties can occur. Example 2) A “9” is rolled. Because 9 is greater than 8, Dante Slade category are listed in the top right hand • Participating players cannot play achieves no Successes. The Skill Check and card are Failed. The player corner. The Garrison Town Technology Negative Action Cards on other reads the Failure portion of the text and suffers its consequences. is used during Melee Weapons only participating players. Skill Checks, unless the card displays a • Players not participating on the card Example 3) A“1” is rolled. This is one Success and a chance for a 2nd Solo or Individual Skill Check Symbol. Success on a roll of “8” or less (the Target Number). The player elects to not Vehicles are not utilized during Melee roll his “1” again, because he only needs 1 Success to pass the card. Weapons Only Skill Checks. Re-rolling a “1” is the player’s choice. Creators Note Each of the blue D10 Dice represents a separate attempt at a 1 Solo Survival Skill The diagram on the next two pages walks players through two Party Skill Checks. Example 4) A “10” is rolled, which is always a Failure and it negates all It displays a Party of Characters, equipment, Town Technologies and d10 dice rolls Check. The dice rolls correspond with the Successes by this Character. The player reads the Failure portion of the for both examples. Because these pages are intended to teach players how the outcomes to the right. card and suffers its consequences. skill system works, calculate each Character’s Total Skill (Base Skill + Skill Bonus), before comparing each die roll. Successes will either contribute towards the number of Necessary Successes needed on a Skill Check or will not. 19 20
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