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Demo Set Residuum Rules

Residuum is a sandbox-inspired 4X strategy game set in a post-disaster world where players build communities and compete for resources. The game involves exploring a hex-based map, engaging in trade and conflict, and earning points through community growth and discoveries. Players must strategically manage resources and navigate seasonal challenges over a two-year gameplay period.

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khodefazelfazel
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0% found this document useful (0 votes)
3 views

Demo Set Residuum Rules

Residuum is a sandbox-inspired 4X strategy game set in a post-disaster world where players build communities and compete for resources. The game involves exploring a hex-based map, engaging in trade and conflict, and earning points through community growth and discoveries. Players must strategically manage resources and navigate seasonal challenges over a two-year gameplay period.

Uploaded by

khodefazelfazel
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Residuum is a sandbox-inspired 4X strategy • 3 Contaminate Water Action hex tiles

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. *

d. Your Basecamp must only be adjacent to a


Each player repeats this process until all of the
maximum of two hexes that are neither a
hexes in the stack have been placed. Any ʻholesʼ
Wasteland or Radiation Zone. *
in the hex layout (spaces surrounded by hex
tiles, but that do not contain a tile themselves)
*Note: If the map dictates that a player
are 昀椀lled from the ʻStarting Hexʼ pile. Shuf昀氀e this
cannot meet all of these criteria, a player
pile of tiles facedown, select a hole in the map
may choose a starting hex that breaks rule
layout and turn over the 昀椀rst hex to 昀椀ll it. Repeat
d. and select a hex that is adjacent to any
this process until all such holes are 昀椀lled.
number of other hex types. On the very rare
Remaining Starting Hex tiles are returned to the
occasion that a valid hex is still not
box.
available, that player may also break rule
c., allowing them to select a hex with only
Note: It is usually bene昀椀cial to have as many
one hex between the Basecamp and an
ʻholesʼ as possible to 昀椀ll in this manner due
opponentʼs Basecamp.
to the Starting Hex pile granting access to
some valuable resources.
IMPORTANT: If a player is forced to (or
chooses to!) set up behind a ʻscreenʼ of
5. Again, starting with the Lead Player and
Radiation Zones (where every adjacent hex
going clockwise around the table, each player
is a Radiation Zone), then they may choose
takes turns in selecting a hex as a starting
to replace one of the Radiation Zones in
location for their Basecamp. The following
question with a spare Wasteland hex from
criteria must be met when placing a Basecamp:
the box after all other set up has been
a. Your Basecamp must be placed on a completed.
Wasteland hex.

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.

Hex: Each tile that forms the board is


considered a hex. Moving a distance of 1 hex
means moving from one tile to an adjacent tile.
Each hex type has its own rules (see pg. 15).

Network: The term ʻnetworkʼ refers to all of


your existing Outposts and Basecamp. Any
reference to a ʻnetwork locationʼ is referring to
any and all of your active Outposts and
Basecamp.

Resources: Resources are the materials


collected by your Outriders, Outposts, and
Basecamp throughout the game. Resources are
used as currency for taking actions. Note that
the most common type, Provisions, are
considered a resource like any other.

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

Spring Summer Autumn Winter

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

Each player turn is split into two phases – the


Resource Production Phase, followed by the Wood Nuclear
Action Phase. A playerʼs turn ends and passes to
the next player once they no longer wish (or
Out-of-action pieces do not produce any
canʼt afford) to take any further actions in the
resources during this phase.
Action Phase. Play continues in this manner until
turn 16 is completed by the 昀椀nal player (see pg. In addition, your Basecamp has a ʻ+Xʼ bonus for
24). production of additional Provisions on many hex
types. X is equal to the number of hexes your
– Resource Production Phase – Basecamp is adjacent to that are neither
Wastelands nor Radiation Zones. 1 additional
During the Resource Production Phase, consult
Provision is produced for each of these adjacent
the table below and gather all Provisions and
hexes, up to a maximum of 5 additional
other resources according to the placement of
Provisions (X can also be increased with certain
your Outriders and active network locations.

Location Wasteland Tech Site Water Source Food Supply Woodland

3 Provisions 3 Provisions 3 Provisions


Basecamp 3 Provisions (+X) NA
or 2 Tech (+X) or 2 Food (+X) or 2 Wood (+X)
2 Provisions 2 Provisions 2 Provisions 2 Provisions
Outpost 2 Provisions
or 2 Tech or 2 Water or 2 Food or 2 Wood
2 Provisions 2 Provisions 2 Provisions 2 Provisions
Outrider NA
or 1 Tech or 1 Water or 1 Food or 1 Wood

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)

Outrider NA NA 2 Provisions 2 Provisions OR 1 Wood


Discovery cards). These additional Provisions • Provisions: 1
are produced whether a player chooses to • Tech/Food/Water/Natural Wood: 2
produce Provisions or any other type of resource • Chem: 4
from the hex. Your Community Tracker has a
• Oil: 6
ʻBasecamp Productionʼ track to make it easier to
• Gold: 8
keep track of your current ʻXʼ value.

Provisions may be used to pay for all actions


Example 1: Your Basecamp is on the edge of
unless a speci昀椀c resource type is stated. Other
the map and has 3 Wastelands and 1
resources may only be used where they are
Woodland adjacent to it. You will produce 1
listed in the ʻalternative costsʼ column in the
additional Provision at the start of each turn.
actions table on the following page. Nuclear
Example 2: You have moved your Basecamp cannot be used to generate action points in this
so it is located on a Woodland. This hex has way. Full details on each of these actions can be
3 Wastelands, 1 Radiation Zone, 1 Water found later in this section.
Source and 1 Tech Site adjacent to it. You
Example: An Outrider is carrying an out-of-
will produce 2 additional Provisions at the
action Outpost. You must pay 4 Provisions to
start of your turn. You will therefore be able
generate 4 action points in order to activate
to produce either 5 Provisions or 2 Wood
it. Alternatively, any combination of Tech,
and 2 Provisions.
Food and Wood may be used in place of 2
Resources are placed on your Community action points each.
Tracker in the designated spaces and can now
Resources spent to perform actions are returned
be spent by Outriders or at any of your network
to the general supply.
locations to perform actions.

IMPORTANT: It is possible to interrupt one


IMPORTANT: There is no limit on how
action, to perform another, without losing
many of a resource may be held in your
unspent action points. It is also possible to
network with the exception of Nuclear. You
use a single resource to pay for multiple
may never have a total of more than 3
actions.
Nuclear (weaponised or not).
Example: An Outrider is carrying an out-of-
Once a player has produced their resources,
action Outpost. You pay 1 Oil (6 action
they may proceed to the action phase.
points) and move them 2 hexes, costing a
total of 4 action points, ending in the Trade
– The Action Phase –
Town. You perform your trade and leave,
During your turn, you may take any number of resolving a Trade Town card as you go. You
actions in any order and multiple times, now pay 2 Tech (4 action points) to activate
providing you can afford to pay the cost for the Outpost on the hex you occupy. You still
them. Resources work as currency for the have 2 action points remaining from the Oil
purpose of paying for actions, with each being and so decide to move the Outrider one
worth a number of action points, as follows: more hex.

8
Action Cost Alternative Cost

2* (+1 per additional Outrider, +1


Move an Outrider Tech/Food/Water/Oil
to carry an out-of-action Basecamp)

Network movement 4 (+1 per additional Outrider) Tech/Food/Water/Oil

Recruit an Outrider 8 Food/Water/Gold

Activate an out-of-action Outrider 4 Food/Water

Construct an Outpost 6 Tech/Food/Wood

Activate/tear-down an Outpost 4 Tech/Food/Wood

Take over an opponentʼs out-of-


6 (+3 per Barricade) Tech/Food/Wood
action Outpost

Construct a Barricade 3 Tech/Wood

Activate/tear-down a Barricade 3 Tech/Wood

Destroy an opponentʼs Barricade 3 Tech NA

Tear-down/Activate out-of-action Tech/Food/Wood/


6
Basecamp Water/Oil

Barter at the Trade Town NA NA

Initiate con昀氀ict/trade with opponent NA NA

Complete a Discovery card As per card NA

Take a Discovery card action As per card NA

Draft a new Discovery card 4 NA

Contaminate a Water Source 8 Chem OR 5 Oil OR 1 Nuclear NA

Create a Radiation Zone 8 Chem OR 1 Nuclear NA

Weaponise a Nuke 10 Tech OR 1 Nuclear NA

Upgrade Transport Network 2 Oil** NA

* 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.

• Food, Water and Oil may be used as


alternative costs. As Oil has a value of 6,
one Oil can be used to move a convoy of
multiple Outriders via network movement.
• A convoy may move together by paying 1
action point per additional Outrider.

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.

Take a Discovery Card Action:


– Other Actions –
Once completed, some Discovery cards grant
Barter at Trade Town: you an optional action, such as exchanging one
See rules for Trade Town under ʻHex Typesʼ. type of resource for another, which can be taken
by paying the associated costs shown on the
Initiate con昀氀ict/trade with card.
opponent:
You may initiate con昀氀ict against an opponent or Draw a new Discovery Card:
agree a trade. Once per turn, you may draw the top two
Discovery cards from the deck for a cost of 4
• See pg. 20 for ʻCon昀氀ictʼ. action points. After doing so, add one of the
• Players are free to agree any deals they cards to your hand and place the other to the
deem suitable in exchange of resources. In bottom of the deck.
order to trade, one player must move an
• A player has a maximum hand size of 6
Outrider(s) into a hex containing an
Discovery cards. If you ever have more than
opponentʼs active Outrider or network build,
6 Discovery cards in hand, you must
in the same way as initiating con昀氀ict. The
immediately discard cards of your choice
promise of a trade can be used as a lure for
until you only have exactly 6.
a surprise attack. See pg. 20 for full details
on how to resolve this.
Contaminate a Water Source:
Complete a Discovery Card: An active Outrider adjacent to a Water Source
may convert that Water Source to a
Once per turn, you may complete a Discovery
Contaminated Water hex for a cost of 8 Chem
card by meeting the cardʼs requirements and
OR 5 Oil OR 1 Nuclear.
paying the stated costs. Once completed, you
are eligible for the bonuses detailed on the card.
• This action may target an adjacent Water
Some cards have an ongoing effect or enable
Source even if an opponent has Outriders or
additional actions that may be taken each turn.
network locations on that hex. Any Outriders
Leave the card face up on your Community
present on the affected Water Source are
Tracker for reference.
immediately moved to their ownerʼs
Basecamp and placed out-of-action.
• Some Discovery cards are marked with . A
player may never have more than one card • If Nuclear is used to pay for this action, then
with this symbol completed at any time. If a the Outrider performing this action is moved
card with this symbol is discarded for any to your Basecamp and placed out-of-action.
reason, the player is then free to complete • Take a Contaminated Water hex from the
another card showing this symbol. box and use it to replace the Water Source
hex.

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.

Upgrade Transport Network:


Any active network location may upgrade its
transport network by allocating 2 Oil to its hex.
Rather than paying the cost and placing the Oil
back in the general supply, the Oil is instead
removed from your network and placed on the
The Trade Town
hex. As long as 2 Oil remains on that hex, the
cost to use ʻnetwork movementʼ from this The large central tile includes the Trade Town.
network location is reduced to a 昀氀at cost of 2 This is the only Trade Town location that will be
action points, regardless of how many Outriders present in the game. The Trade Town has a
are moving in convoy. number of speci昀椀c rules, as follows:

• 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)*

Competent NA 3 3/5 3/5 3 5 8 8 20

Skilled NA 3 3/4 3/4 3 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

Wastelands have no special rules. Wastelands


do not restrict movement and can have network
buildings activated on them normally.

• Outriders do not produce anything on a


Wasteland during the Resource Production
Phase.

Radiation Zone

Water is a highly valuable resource, especially


in summer. Water Sources do not restrict
movement and can have network buildings
activated on them normally.

• Production from Outposts on a Water Source


is limited during winter (see pg. 6).
• A Basecamp may never be activated on a
Water Source.

Radiation Zones are Wasteland dead-zones and


make movement dif昀椀cult. The cost to move into
and out of a Radiation Zone must be paid with
the resources listed for alternative costs (Tech,
Food, Water and Oil) – Provisions may not be
used.

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.

Woodlands represent dense forests or other


areas rich in natural resources. Woodlands do
not restrict movement and can have network
buildings activated on them normally.

• Production from Outposts on Woodlands is


restricted during Autumn (see pg.6).

18
Tech Site Gold Mine

Tech Sites represent factories, scrap yards,


abandoned steel mills and ruined workshops. Gold Mines are very rare and hard to discover.
Tech Sites do not restrict movement and can A Gold Mine is a dual source of resources,
have network buildings activated on them providing both Wood and Gold. Gold Mines do
normally. not restrict movement and can have network
buildings activated on them normally.
Oil Field
• An Outpost may only produce Gold on a
Gold Mine hex if an Outrider is also present.

Oil is a rare and scarce commodity. Itʼs hard to


昀椀nd and harder to harvest. Oil Fields do not
restrict movement and can have network
buildings activated on them normally.

• Due to the explosive nature of Oil, an


attacker adds 2 to their total during a
con昀氀ict when attacking an Oil Field Hex.

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).

Chem: Each Chem added to the


combat allows you to add an additional
Con昀氀ict card from your hand to the
combat. Each player may add no more
than 2 Chem in this way. Place the
additional card(s) face down in front of
you along with the card already selected

21
– 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.

3. Apply the Attacker Outrider result, if Exception to the ‘Attacker


con昀氀ict occurred at a hex containing only Outrider’ result
defending Outriders (i.e., no network
location). If the defending Outriders were carrying an
out-of-action Basecamp, then it is
When the defender wins, apply the Defender immediately activated (for free) at this hex
Outrider result. When a draw occurs, apply and defending Outriders are placed out-of-
the Draw result. action here. If the hex is a Water Source,
Contaminated Water or Radiation Zone, the
Barricades and Con昀氀ict defender is instead moved one hex by the
attacker until a suitable hex is reached
When an attacker initiates con昀氀ict at a hex before activating the Basecamp. The
that is bordered by one or more of the attacker then gains all of any one type of
defenderʼs active Barricades, the defender resource of their choice from the defenderʼs
adds 1 to their total for each active network, just as though they had won a
Barricade deployed there. The attacker con昀氀ict against a Basecamp.
does not need to have moved over a speci昀椀c
Barricade for it to apply its bonus in a
con昀氀ict, all bordering Barricades count.
– Con昀氀ict Clean Up –
There is no bonus granted for the presence
After the con昀氀ict has been resolved, return all
of an attackerʼs Barricade(s).
Con昀氀ict cards to the deck and shuf昀氀e it ready for
use next time. All Tech, Chem and Nuclear that
Tactical Withdrawal
was allocated to the con昀氀ict is considered spent
and should be returned to the general supply.
Whenever an attacker wins a con昀氀ict, they are
required to make a Tactical Withdrawal. In
order not to repeat the same rule multiple times,
a Tactical Withdrawal involves executing the
following move:

22
Winner VS Result

• The attacker gains all of any one type of resource of their choice from the
defenderʼs network.

• All defending Outriders at this hex are placed out-of-action.


Basecamp
• All of the defenderʼs out-of-action Barricades and Outposts at this hex are
returned to the defenderʼs supply. Active Barricades remain in place.

• Finally, the attacking Outrider(s) must perform a Tactical Withdrawal.

• 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.

• Finally, the attacking Outrider(s) must perform a Tactical Withdrawal.


• The attacker gains 1 single resource of their choice from the defenderʼs
network for each defending Outrider present. Note that Nuclear may not
be chosen.

• Defending Outriders are moved to their Basecamp and placed out-of-


Outrider action.

• All out-of-action Barricades and Outposts being carried by the defending


Outrider(s) are returned to the defenderʼs supply. Active Barricades
remain in place.

• Finally, the attacking Outrider(s) must perform a Tactical Withdrawal.


• The defender gains 1 single resource of their choice from the attackerʼs
network for each defending Outrider present. Note that Nuclear may not
be chosen.

• 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.

• All out-of-action Barricades or Outposts being carried by the attacking


Outrider(s) are returned to their supply. Active Barricades remain in place.
• The attacker moves back to the hex they initiated the con昀氀ict from. This
Draw Any
move is free to make. No losses are suffered on either side.
End of the Game Simpler Game
The game ends immediately once all players If you want a slightly simpler game, with the
have taken their 昀椀nal turn in year 2 (turn 16) and feeling that you can achieve much more
have paid the required end of year upkeep (or (especially in the 昀椀rst year), then the limitations
Outriders taken out-of-action accordingly). for ʻalternative costsʼ can be removed from all
actions.
Each player scores points as follows:
As a result, you may use any resources to pay
• 3 for an active Basecamp. for any actions, other than those which state
• 2 for each active Outpost. speci昀椀c resources as part of their cost (such as
ʻContaminate a Water Sourceʼ). Finding that you
• 1 for each active Outrider.
have a surplus of Wood? No problem, each of
• 1 for each completed Discovery card. them is now worth 2 action points to do
• 1 for each type of resource a player has 10 whatever you like with!
or more of.

• 1 for the player with the most Oil.* Credits


• 2 for the player with the most Gold.*
Game Design: Chris ʻShepʼ Shepperson.
• 3 for the player with the most Nuclear (do
not count Weaponised Nukes).* Artwork: Todd Jerm.

Graphic Design & Layout: Chris ʻShepʼ


*Where there is a tie for a “with the most”
Shepperson.
score, instead, no points are awarded.
Editing/Proo昀椀ng: Mark Rapson & Jamie
Highest score wins! Cross.

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!

© Word Forge Games 2024

24

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