Demo Set Residuum Rules
Demo Set Residuum Rules
game set in the wake of a disaster that has • 3 Radiation Zone Action hex tiles
wiped out most of humanity. Amidst the • 3 Spare Wasteland hex tiles
radiation, small pockets of civilisation 4 Community Trackers
attempt to develop their communities and 1 Turn Marker
survive in this harsh world by harvesting the 1 Turn Track/Season Reference Board
last of earths untouched resources. 4 Player Reference Sheets
4 Character cards
But beware, thereʼs always someone who
15 Con昀氀ict cards
wants what you have and will do anything to
36 Discovery cards
take it.
10 Trade town cards
250 Resource cubes
Contents
4 Sets of wooden player pieces, each consisting
1 Trade Town tile of the following:
67 Hex tiles: • 1 Basecamp
• 10 Starting hex tiles • 6 Outriders
• 30 two-player hex tiles • 4 Outposts
• 6 three-player hex tiles • 8 Barricades
• 6 four-player hex tiles • 2 Markers (one for Basecamp Production
• 6 Discovery hex tiles and one Trade Town Indicator)
1
The Aim of the Game 3. Take 6 Provisions and place these on your
Community Tracker in the space marked
In Residuum players seek to explore the game ʻProvisionsʼ.
map while expanding their community, exploit
the resources available and interact with other – Build The Map –
players through trade deals and con昀氀ict. In
1. Place the large Trade Town tile on the table.
Residuum, con昀氀ict does not result in player
This large tile is divided into four areas – three
elimination or the ʻdeathʼ of your character,
regular hexes (one each of Water Source, Food
instead you lose ground, lose assets and lose
Supply & Tech Site) and one large ʻhexʼ (the
resources, so be careful who you trust, and who
Trade Town). All four are considered separate
you deal with! Residuum is an open world. Areas
hexes for the purposes of movement etc.
of the map allow different resources to be
harvested and different technologies to be 2. The number and assortment of additional
discovered. Each turn is only limited by the hexes used will depend on the number of
number of resources you have available to players. The reverse of each hex is labelled with
spend, so considerable expansion is possible the required player count to make this process
through building a robust engine for resource easier. Take the required number of hexes from
generation. the table on the following page, shuf昀氀e them
together, and place them facedown to form a
At the end of the game, points are awarded for
stack.
the size of your community, for the discoveries
you have made, and for your stockpile of 3. Draw hexes from the stack and place them,
resources. Whoever has the most points at the one by one, around the starting tile, until it is
end will be declared the winner. surrounded – it takes 12 hexes to surround the
starting tile.
Game Setup 4. Randomly select one player to start. This
– Getting Started – player will take the lead during the rest of the
game set up, but will not necessarily be the 昀椀rst
1. Take a Community Tracker and a coloured set player during turns of the game. For ease, this
of playing pieces. You start the game with the player will be known as the ʻLead Playerʼ.
following pieces available to you: your Starting with the Lead Player and going
Basecamp, one Outrider, one Outpost and one clockwise around, each player takes turns
Barricade. All other pieces should be set aside drawing and place the remaining hexes on the
next to your Community Tracker. table using the following process:
2. Draw a random Character card. This Draw three hexes from the top of the stack
character represents you, the leader of your to add to the map. You may place these
community in Residuum. Place this card on your hexes in any order. Though the hexes do not
Community Tracker, in the speci昀椀ed space, with need to be places adjacent to each other,
the characterʼs ability rule face up. one of these must be placed so that it is
2
Radiation
Players Wasteland Tech Site Woodland Food Supply
Zone
2 21 4 1 2 1
3 24 4 1 2 1
4 26 5 2 3 1
Contaminated
Players Water Source Oil Field Gold Mine
Water
2 0 1 0 0
3 1 2 1 0
4 1 2 1 1
touching only one other hex. The other two c. There must be at least two hexes between
must be placed so that they each touch at your Basecamp and all opposing playerʼs
least two other hexes. Basecampsʼ. *
b. Your Basecamp must not be adjacent to the 6. Each player places their starting Outrider,
Trade Town. Outpost (laying it on its side) and Barricade in
their starting hex, next to their Basecamp.
3
Place one circular token on the Basecamp The next player then follows the same process.
Production track - the starting value for this is Continue around the table in this way until all
equal to the number of hexes your Basecamp is players have three discovery cards. Shuf昀氀e all of
adjacent to that are neither Wastelands nor the discarded discovery cards back into the deck
Radiation Zones (see examples on pg. 8). and set it aside for use during the game.
Finally, place the other circular token on the
Trade Town indicator, in the left-hand space. – Select a First Player –
– Draft Discoveries – Randomly select a player to become the First
Player. This player will take the 昀椀rst turn and
Each player will build a hand of three discovery
play will continue clockwise around the table.
cards to start the game. Starting again with the
Lead Player and going clockwise around the Note: The role of the previous ʻLead Playerʼ
table, each player draws the top three cards is now over and you no longer need to keep
from the discovery deck, looks at them and note of who that person was.
selects one to keep. One of the remaining two
cards is discarded face down and the other is The game is now set up and the 昀椀rst turn
placed back on the top of the deck. can begin.
4
Important Anatomy of a
Terminology Character Card
Active/Activate/Out-of-Action: An active • Name: This tells you your community
piece (Outrider, Outpost, Basecamp, Barricade) leaderʼs name.
is considered usable and in-play. When a 昀椀rst
recruited or constructed, and through the result • Strategy: This stat determines how many
of certain game effects, pieces may be placed Con昀氀ict Cards you receive at the start of
ʻout-of-actionʼ. If a piece is out-of-action, then it con昀氀ict. Strategy is rated either ʻCompetentʼ
should be placed on its side (or moved from the or ʻSkilledʼ.
edge of a hex to the centre of a hex, in the case
• Bartering: This stat determines the trade
of a Barricade). Whilst out-of-action, a piece has
rate you use when visiting the Trade Town.
no effect in the game.
Bartering is rated either ʻCompetentʼ or
Construct/Recruit: Constructing refers to ʻSkilledʼ.
adding a new Outpost or Barricade from the
• Ability: Each character has a ʻonce per
supply to the board. Recruiting refers to the
gameʼ rule that can be used as indicated by
same process, but for an Outrider. When an item
the text itself. When you have used your
is constructed, it comes into play out-of-action
special rule, 昀氀ip over the card to the ʻAbility
and still need to be activated. When an item is
Usedʼ side.
recruited, it comes into play active.
5
Seasons & The Turn produce Water from a Water Source or
Contaminated Water (they may still produce
Track Provisions). Food has a higher trade value in
the Trade Town (see the Trade Town
The game begins in the 昀椀rst turn of spring (year
Reference Table).
1) and ends in the last turn of winter (year 2).
Use the Turn Marker and Turn Track to keep End of Season
track of the gameʼs progress. As turns progress
At the end of a playerʼs last turn during each
the game will move through the various seasons
season (turns 2, 4, 6, 8 etc.), that player should
of the year. Each season in昀氀uences the game in
slide the Trade Town Indicator on their
a slightly different way as follows:
Community Tracker back to the left-hand space,
ready for the next season.
• Spring: The climate is ideal. No changes to
game play.
End of Year Upkeep
• Summer: The sun is scorching, making it At the end of each year, an upkeep cost must be
harder to obtain valuable water. Water has paid in order to maintain the strength and spirit
a higher trade value in the Trade Town (see of your community through the harsh winter. At
the Trade Town Reference Table). the end of a playerʼs turn 8 and 16, that player
must pay a cost of 2 Provisions or 1 Food per
• Autumn: The weather is wet and the wind active Outrider. Each Outrider not paid for in full
extreme, making it hard to obtain usable 昀椀re is immediately placed out-of-action and returned
wood and building resources. Outposts may to your Basecamp.
not produce Wood from Woodlands during
the Resource Production Phase (they may Trade Town Shutdown
still produce Provisions). The Trade Town is not open for the 昀椀nal winter
of the game. As such the last chance to visit is
• Winter: The cold is harsh and the deep during turn 14.
freeze begins to set in. Outposts may not
Year 1
Year 2
6
Taking a Turn Resource Cubes
Provisions
A game of Residuum represents a period of two
years in the lives of your community, as they
survive and develop through the seasons, trying Tech Chem
to take dominance over the area. Each year of
the game consists of 8 turns (for a total of 16
Food Oil
turns in a game), with every 2 turns representing
a season. Some seasons have additional effects
on gameplay, as discussed on pg. 6. Water Gold
Radiation Contaminated
Location Oil Field Gold Mine
Zone Water
3 Provisions 4 Provisions or 3 Wood
Basecamp NA NA
or 2 Oil (+X) or 1 Gold (+X)
2 Provisions 3 Provisions or 2 Wood
2 Provisions 2 Provisions
Outpost or 1 Chem or 1 Gold (also requires an
or 1 Chem or 1 Oil
or 1 Water Outrider to produce Gold)
8
Action Cost Alternative Cost
* Movement into Radiation Zones and ** There are special conditions regarding
Contaminated Water hexes must be paid for the payment for this action. Please see
with the resources listed for alternative costs details on pg. 15.
- Provisions may not be used. Please see
details on pg. 17 - 18.
9
Actions in Detail • An Outrider may carry out-of-action
Barricades via network movement at no
– Outrider Actions – additional cost. Out-of-action Outposts may
not be carried via network movement.
Move an Outrider: • Network movement may not occur if your
An active Outrider may move 1 hex for a cost of Basecamp is out-of-action.
2 actions points.
Recruit an Outrider:
• Food, Water and Oil may be used as An Outrider may be recruited to any active
alternative costs. As Oil has an action point network location for a cost of 8 action points.
value of 6, it can be used to move multiple Take an Outrider from your supply and add it to
Outriders, or a single outrider over multiple the network location of your choice.
hexes.
• Multiple Outriders may move together • Food, Water and Gold may be used as
(referred to as a convoy) by paying 1 action alternative costs.
point per additional Outrider per hex. • You may only have 6 Outriders in play at
• An Outrider (or convoy) may carry one out- any one time.
of-action Outpost and any number of out-of- • Once recruited, an Outrider is considered
action Barricades at no additional cost. An active and may take actions immediately.
Outrider(s) may carry an out-of-action
Basecamp for a cost of 1 additional action Activate an out-of-action
point per hex. Outrider:
Any Outrider taken out-of-action as a result of
Note: Barricades & movement – Active con昀氀ict, or from not paying end-of-year upkeep,
Barricades can restrict movement by may be activated again for a cost of 4 action
creating blockages between hexes. Crossing points.
another playerʼs Barricade costs 1
additional action point per Outrider in • Food and Water may be used as alternative
addition to the usual movement costs. costs.
Moving over your own Barricades incurs no • Once activated the Outrider may take
additional cost. actions immediately.
Network Movement:
An Outrider may move between any two of your
network locations for a cost of 4 action points.
10
– Outpost Actions – • An active Outpost can be relocated by
paying the same cost again to ʻtear-downʼ.
Construct an Outpost: Place the Outpost out-of-action (on its side).
You may construct an Outpost at your Basecamp The cost to activate must be paid again once
location for a cost of 6 action points. Once the Outpost has been relocated.
constructed the Outpost is placed on its side and • Remember, you may never have two of your
is considered out-of-action. An out-of-action Outposts occupy the same hex, except at the
Outpost produces nothing during the Resource same hex as your Basecamp (see note under
Production Phase and does not add anything to ʻConstruct an Outpostʼ).
a con昀氀ict.
Take over an out-of-action
• Tech, Food and Wood may be used as Outpost:
alternative costs. You may take over an opponentʼs out-of-action
• Out-of-action Outposts may be carried by Outpost for 6 action points, plus 3 action points
Outriders (though not via network for each active Barricade belonging to the same
movement). opponent.
• You may only have 4 Outposts in play
(active or out-of-action) at any one time. • Tech, Food and Wood may be used as
alternative costs.
• Important: Other than at the hex
containing your Basecamp, you may never • Important: You must have an active
have two of your Outposts (active or out-of- Outrider present in order to perform this
action) occupy the same hex. Note that it is action.
possible for an opponentʼs Outrider(s) to • This action may not be taken if the hex
carry one of their out-of-action Outposts into containing the out-of-action Outpost contains
a con昀氀ict at the same hex as your Outpost. an active Basecamp or opposing Outriders
(instead, initiate a con昀氀ict).
Activate/tear-down an Outpost: • You must be able to pay the cost for Outpost
An out-of-action Outpost may be activated for a and all Barricades to be able to perform this
cost of 4 action points. Once activated, place the action. This action may not be used to
Outpost the right way up replace only Barricades; an out-of-action
Outpost MUST be present.
• Tech, Food and Wood may be used as • Replace the opponentʼs Outpost and any
alternative costs. Barricades with ones from your supply or
• Important: You must have an active that are being carried by the Outrider(s)
Outrider present in order to perform this present at this hex.
action. • Return opponentʼs Outpost and Barricades
• An Outpost may not be activated in the same to their supply.
hex as a Basecamp.
• Once active, an Outpost forms part of your
network and will produce resources as
normal.
11
– Barricade Actions – same cost again to ʻtear-downʼ. Place the
Barricade back in the centre of the hex and
Construct a Barricade: consider it out-of-action once more.
You may construct a Barricade at any of your
active network locations by paying a cost of 3 Destroy an opponent’s Barricade:
actions points. Once constructed, the Barricade An opponentʼs Barricade may be returned to
is kept in the centre of the hex and is considered their supply by paying a cost of 3 Tech.
out-of-action. Until activated, the Barricade has
no effect. • Provisions may not be used to pay this cost -
ONLY Tech may be used to pay for this
• Tech and Wood may be used as alternative action.
costs. • Important: You must have an active
• Out-of-action Barricades may be carried by Outrider present in one of the two adjoining
Outriders. hexes, in order to perform this action.
• You may only have 8 Barricades in play
(active or out-of-action) at any one time. – Basecamp Actions –
Activate/tear-down a Barricade: Tear-down/Activate Basecamp:
Once constructed, a Barricade must be activated You may tear-down your Basecamp in order to
by paying a cost of 3 action points. Once relocate it by paying a cost of 6 action points.
activated, place the Barricade on the border Turn your Basecamp on its side to show that it is
between the hex it is activated in and any out-of-action. An out-of-action Basecamp
neighbouring hex. produces nothing during the Resource
Production Phase and does not add anything to
• Tech and Wood may be used as alternative a con昀氀ict.
costs.
• Important: You must have an active • Tech, Food, Wood, Water and Oil may be
Outrider or Outpost present in order to used as alternative costs.
perform this action. • Important: You must have an active
• A Barricade may never be activated on a Outrider present in order to perform this
border of the Trade Town. action.
• A Barricade may never be activated on the • Once this action is taken, the Basecamp is
border of another playerʼs Basecamp hex considered out-of-action and can be carried
unless you have an active network location by an Outrider by paying an additional cost
in the adjoining hex. (see ʻMove an Outriderʼ). An out-of-action
• An active Barricade effects movement (see Basecamp can never occupy the same space
ʻMove an Outriderʼ) between the two hexes as an active Outpost.
it borders and grants a bonus to the • The Basecamp can be activated again after
defender during con昀氀ict (see ʻCon昀氀ictʼ) in relocation by performing this action again.
either of the adjoining hexes. A Basecamp may not be activated on a
• Barricades can be relocated by paying the Radiation Zone, Water Source or
12
Contaminated Water. Once activated, the • Hex tiles marked ʻDiscovery Hexʼ on the
Basecamp is immediately considered to be reverse are for use when a Discovery card
an active part of your network again. instructs a player to replace a hex tile.
13
Create a Radiation Zone: started). This upkeep is not required if the
An active Outrider may convert a hex they are Outrider holds the Nuke at an active
on or adjacent to into a Radiation Zone for a Outpost.
cost of 8 Chem OR 1 Nuclear. • An Outrider carrying a Weaponised Nuke
may never move into your own Basecamp
• Water Source, Contaminated Water, the hex.
Trade Town, and any hex containing a • An Outrider carrying a Weaponised Nuke
Basecamp cannot be affected by this action. may never travel via network movement.
• This action may target an adjacent hex even • An Outrider carrying a Weaponised Nuke
if an opponent has Outriders or an active may never move into the Trade Town.
Outpost on that hex. Any Outriders present
on the affected hex are immediately moved A Weaponised Nuke will be detonated by
to their ownerʼs Basecamp and placed out- the Outrider at the start of the next con昀氀ict
of-action. they initiate as an attacker, if they lose a
• If Nuclear is used to pay for this action, then con昀氀ict as a defender, or at the end of your
the Outrider performing this action is moved turn if the required upkeep was not paid.
to your Basecamp and placed out-of-action. When the Weaponised Nuke detonates,
• Take a Radiation Zone hex from the box and apply the following rules:
use it to replace the existing hex.
• If the Weaponised Nuke is detonated at the
start of an attack, ignore the usual rules for
Weaponise a Nuke:
con昀氀ict and immediately apply the effects
An active Outrider at any active Outpost may
below.
“weaponise” 1 Nuclear by paying 10 Tech OR
• If the Weaponised Nuke is detonated due to
1 Nuclear.
losing a con昀氀ict as a defender, the attacker
• Important: You need to possess 1 Nuclear applies all usual con昀氀ict outcomes before
in order to weaponise it, as such, if you applying the effects below.
choose to pay the cost to weaponise in • The detonation hex is immediately replaced
Nuclear instead of Tech, you must possess with a Radiation Zone hex. If detonated on
two (one to weaponise and one to pay the a Water Source hex, then it instead becomes
cost). a Contaminated Water hex. Existing
• The Weaponised Nuke is now carried by the Radiation Zone or Contaminated Water
Outrider and is no longer considered a part hexes do not change. Take a Radiation
of your network. Place it on the hex next to Zone/Contaminated Water hex from the box
the chosen Outrider. and replace the current hex.
• The Outrider carrying the weaponised • Any Outriders, Outposts and Barricades
Nuclear must pay an upkeep cost of 1 Tech (active or out-of-action) on the detonation
at the end of each of your action phases or hex, including the Outrider(s) carrying the
the Weaponised Nuke will detonate (if this Weaponised Nuke, are all returned to their
happens, follow the rules below for the ownerʼs supply.
detonation, as though a con昀氀ict had been • Any Outriders in hexes adjacent to the
14
detonation hex are returned to their owners
Basecamp and placed out-of-action. Any out-
Hex Types
of-action Outposts or Barricades in hexes
adjacent to the detonation hex are also
returned to their owners Basecamp. Active
Outposts and Barricades in adjacent hexes
are unaffected.
• Important: A Weaponised Nuke that is
carried into con昀氀ict at an opponentʼs
Basecamp location does not follow the
above rules and is instead treated as a non-
weaponised Nuclear resource, to be spent
during the con昀氀ict in the usual manner.
• Oil allocated in this way may be added back • You may not activate a network location on
to your network on any turn where the The Trade Town.
reduced cost of network movement was not • No Barricade may ever be activated so that
used. Doing so removes the upgrade from it borders the Trade Town.
that network location. • You may only visit the Trade Town once per
• Important: If a network location is on the season. When you visit, slide the Trade Town
losing side of a con昀氀ict while Oil is allocated Indicator on your Community Tracker to the
to its hex, then that Oil is lost to the attacker ʻvisitedʼ space to remind you that you have
in addition to any other results of the con昀氀ict. visited this season. This tracker is moved
back at the start of each season.
• You may not visit the Trade Town without
performing at least one trade. Passers-by are
not welcome. This prevents people moving
through purely for the free move out of the
other side.
15
Bartering Provisions Tech Food Water Wood Chem Oil Gold Nuclear
Stat (1) (2) (2/4) (2/4) (2) (4) (6)* (8)* (18)*
• No Outrider may enter the Trade Town • You may trade with, and for, multiple types
during the 昀椀nal season (Winter) of the game, of resources on each visit. You cannot trade
so the last opportunity to visit is turn 14. a resource for another resource of the same
type.
When an Outrider or convoy moves into the • Water has 2 values shown. The value to the
Trade Town they may barter with the locals. The right of / applies only during summer. At all
Trade Town Resource table (above) details the other times use the 昀椀rst value shown.
value of various resources.
• Food has 2 values shown. The value to the
right of / applies only during winter. At all
Each resource along the top of the table has a
other times use the 昀椀rst value shown.
value displayed as (x). This number represents
the sale value of that resource when used as • Any sold resources are returned to the
currency. Check the bartering stat on your general supply.
character card and locate that row on the chart; • *Restriction: A maximum of 2 Oil, 1 Gold
either Competent or Skilled. The numbers shown and 1 Nuclear may be purchased on any
in the columns indicate the cost to buy those visit to the Trade Town.
resources from the Trade Town.
Once you have 昀椀nished trading, you must draw
Example: You have a bartering stat of a card from the Trade Town deck. Read the card
Competent and want to buy some Chem. You and apply its rules. Any card that is kept for a
can see Chem will cost you 5 each. You later turn should be placed face up beside your
chose to spend 3 Tech and 2 Wood, which Community Tracker for all players to see. After
are worth 2 each when you sell them(total of resolving the Trade Town card, your Outrider(s)
10), in order to buy 2 Chem. must leave (no Outrider stays in the Trade Town
at the end of the turn). Leaving the Trade Town
Trading Rules: is a free move and you may move to any
• You may trade with any resources in your adjacent hex which is not occupied by an
network, but not those allocated to hexes opponent.
(such as Oil allocated to ʻUpgrade Transport
Networkʼ actions or Weaponised Nukes).
• Provisions may be sold, but may never be
purchased.
16
Wasteland • If you have an active Outpost on a Radiation
Zone, then movement into that hex may be
paid for with Provisions.
• Any Outrider ending your turn on a
Radiation Zone is immediately taken out-of-
action and returned to your Basecamp, even
if you have an Outpost in that Radiation
Zone.
• A Basecamp may never be activated on a
Radiation Zone.
Water Source
Radiation Zone
17
Contaminated Water: Food Supply
Contaminated Water is all too common, claiming Food Supplies provides scarcely available food.
lives of those desperate enough to drink from it. Food Supplies do not restrict movement and can
The cost to move into and out of Contaminated have network buildings activated on them
Water must be paid with the resources listed for normally.
alternative costs (Tech, Food, Water and Oil) –
Provisions may not be used. • Production from Outposts on a Food Supply
is restricted during Winter (see pg. 6).
• If you have an active Outpost on a
Contaminated Water hex, then movement Woodland
into that hex may be paid for with
Provisions.
• Any Outrider ending your turn on
Contaminated Water is immediately taken
out-of-action and returned to your
Basecamp, even if you have an Outpost on
that Contaminated Water.
• Production from Outposts on Contaminated
Water is restricted during Winter (see pg. 6).
• A Basecamp may never be activated on
Contaminated Water.
18
Tech Site Gold Mine
19
Con昀氀ict – Initiating Con昀氀ict –
Con昀氀ict in Residuum is de昀椀ned by the meeting of When a player moves an Outrider or convoy
two players, when an Outrider or convoy (the ʻattackerʼ) into a hex containing an
ventures into a hex containing either an opponentʼs (the ʻdefenderʼ) active Outrider or
opponentʼs active network location or another network location, that player must select one of
Outrider (or both). However, when two the following two options:
communities meet, it is not always for war.
1. Welcome the visitor
Players may wish to trade with each other and
discussion over trading terms and deals may be This option is intended to allow players to trade
made at any time during the game. But beware, with each other following any discussion or
the promise of a trade deal is also a good way agreement that may have previously taken place
to have your opponent lower their defences for – players are free to secure their own deals with
your attack! opponents. When this option is selected, the
attacker will then declare their true intentions:
Important notes regarding con昀氀ict:
• If the attacker did intend to trade with the
• You may never initiate con昀氀ict in the same defender player, then the trade can take
hex twice in the same turn. place as discussed. When the deal is done,
• You may not use the same Outrider in more the attacker must move one hex (for free) in
than one con昀氀ict each turn. any direction to a hex that is not occupied by
any other playersʼ pieces. The con昀氀ict is now
• Outriderʼs carrying an out-of-action
complete.
Basecamp may not initiate con昀氀ict.
• If the attacker did not intend to trade and
• As such, it is possible to initiate con昀氀ict up to
was using this as a ruse for an attack. Follow
a maximum of 6 times during your turn by
the process detailed under ʻresolving
using 6 different Outriders in 6 different
con昀氀ictʼ.
hexes.
• Note that the terms ʻattackerʼ and Note: a trade is highly unlikely to happen in
ʻdefenderʼ are used, even when a friendly a two-player game!
trade situation arises instead of combat. This
is done to make it easier to understand each 2. Put up a 昀椀ght
playerʼs role in the con昀氀ict.
This option represents preparation for war or
luring in an opponent who thought they were
coming to trade. When this option is selected, if
the defender has an active network location in
this hex, the defender is dealt one additional
Con昀氀ict card during the Con昀氀ict. Follow the
process detailed under ʻresolving con昀氀ictʼ, on
the following page.
20
– Resolving Con昀氀ict – (e.g., You have a Con昀氀ict card with a
value of 3 in front of you and add a
The following process is used to resolve the Chem. You place a card with value 2
con昀氀ict: from your hand beside your existing
card. Your total is 5). If you have no
1. Shuf昀氀e the Con昀氀ict Deck and deal two cards more Con昀氀ict cards in your hand, then
aside, facedown, without looking at them. you may draw and use the top card from
These cards will not be used during this the Con昀氀ict Deck.
con昀氀ict.
Nuclear: Each Nuclear added to the
2. Dealing to the attacker 昀椀rst, each player combat adds 6 to your total. Each player
receives a number of Con昀氀ict cards based on may add no more than 1 Nuclear in this
their characterʼs Strategy stat, as follows: way.
Competent: 2 Con昀氀ict cards Once the defender has spent Tech, Chem and/or
Skilled: 3 Con昀氀ict cards Nuclear, the attacker does the same.
Players may look at these cards, but must 5. Both players reveal their cards
keep them secret from other players. simultaneously and add their bonus for spent
resources. In Addition,
3. Both players select one card from those
dealt to them and place it face down in front • Each active Outrider (it pays to outnumber
of them. Typically, a player will select their your opponent) adds 1 to your total.
highest card. • An active Outpost adds 1 to your total.
4. Starting with the defender, both players may • An active Basecamp adds 6 to your total.
choose to spend Tech, Chem and/or • The defender adds 1 for each active
Nuclear to increase their score in the Barricade bordering this hex.
con昀氀ict. Each resource added has the
• The attacker adds 2 to their total if the
following effect:
con昀氀ict is taking place on an Oil Field hex.
Tech: Each Tech added to the combat
adds 1 to your total. There is no limit to The highest score wins the con昀氀ict.
how much Tech you may add in this way.
(e.g., You turn over a Con昀氀ict card with
a value of 3 and have added 3 Tech.
Your total is 6).
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– Con昀氀ict Outcome – The attacking Outrider(s) must move two
hexes, ignoring all costs (including over
When the attacker wins, the effects of con昀氀ict Barricades or through Radiation Zones/
are applied based on which defending pieces Contaminated Water).
were present. Consult the table on the following
page for details of each outcome: • The attacking Outrider(s) must move and
remain as a single convoy.
1. Apply the Attacker Basecamp result if • The move must not take them through hexes
con昀氀ict occurred at a hex containing the occupied by an opponentʼs active
defenderʼs active Basecamp. Outrider(s) or network buildings, or through
the Trade Town.
2. Apply the Attacker Outpost result if con昀氀ict
occurred at a hex containing one of the • The move must end in an unoccupied hex
defenderʼs active Outposts. that is not adjacent to the attacked hex.
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Winner VS Result
• The attacker gains all of any one type of resource of their choice from the
defenderʼs network.
• The defending Outpost is placed out-of-action. The attacker takes all of any
one type of resource of their choice from the defenderʼs network, that the
Outpost can currently produce (seasonal effects apply).
Example: If the Outpost is on a Water Source hex you may gain all of
your opponentʼs Water or Provisions, on a Contaminated Water hex you
Outpost may take all Water, Chem or Provisions.
Attacker • All defending Outriders are moved to their Basecamp and placed out-of-
action.
• All of the defenders out-of-action Barricades at this hex are returned to the
defenderʼs supply. Active Barricades remain in place.
• The attacking Outriders are moved to their Basecamp and placed out-of-
Defender Outrider
action. If the attackerʼs Basecamp is currently out-of-action, they are
instead returned to the playerʼs supply.
In case of a tie, the tied player with the highest Project Management: Mark Rapson.
total number of Outriders and active network
Playtesting: Oscar Kay, Hector Kay, Lucy Kay,
locations is declared the winner. If there is still a
Adam White, George Dellapina, Mia Dellapina,
tie, the tied player with the highest total number
Alex Bruce, Kev Bellamy, plus all those who
of resource cubes (excluding Provisions) in their
attended the drop in-sessions at Boards &
network is declared the winner.
Swords Hobbies - thank you for your input!
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