You are on page 1of 9

SUPPORT

THE EOG
BY BECOMING AN
OFFICIAL
MEMBER
SIGN UP AT
ORDEROFGAMERS.COM

The Esoteric Order of Gamers


orderofgamers.com

High quality materials for the dedicated devotee of immersive, thematic tabletop games.
Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums – and lots more.

@EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers instagram.com/orderofgamers/


v1
Nov 2017

Game: THIS WAR OF MINE


Publisher: Awaken Realms (2017)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Player reference front x2
Page 4: Player reference back x2
Page 5: Save/restore game reference x2
Page 6: Expansions front x2
Page 7: Expansions back x2

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Sequence of Play If a Fitting card says ‘place next to the ...’, the card can Set the Noise Marker
be crafted only in a space horizontally adjacent to the Place the noise marker on space 1 of the noise track. If
1. MORNING 200 required card. you must raise or lower the noise, move the marker up or
down on the track, respectively.
Draw and resolve the top card of the Events deck (whether Advanced Actions
it is an Event, an Ending Event, or a Chapter card). • A character may use 1 action to move an already When you must roll for noise, roll the black die. If the
crafted Fitting card to an unoccupied space. result is equal to or less than the current noise, an
2. Day 300 • A character may use 1 action to discard an already
encounter is triggered: set the noise to 1, then draw and
resolve the top Residents card. After resolving the card,
Each character may perform up to 3 actions. crafted Fitting card and add the resources and tokens
continue scavenging.
required to craft that fitting to the STORAGE. If a Fitting
Black circles on state tokens possessed by a character card has a bonus for crafting it, ignore this bonus if it is Prepare the Unknown Deck and Explore
Setup 100 indicate which of the 3 actions (left to right, the dots crafted again after being dismantled. Draw Exploration cards equal to the number of the
correspond to the first, second, and third rounds of
Characters interact with all the characters as a group. • A character with no black dots on their state tokens Location card you are exploring (10, 12, or 14) and place
actions) are unavailable to that character. Update which
Choose a leader randomly at the start of the game. The may take an additional fourth action if they increase them facedown on the UNKNOWN space. Now resolve them
actions are available after resolving each action round.
leader holds the Book of Scripts and is the only player their fatigue by 2. one after the other.
who can touch the game components. When a decision At the beginning of each actions round, assign all the
If an encounter with a resident occurs while resolving
has to be made, all players may discuss the options, but available characters to their chosen actions, then resolve 3. DUSK 400 a Findings card, first resolve the Residents card, then
the final decision is made by the leader. the effects simultaneously.
Water return to resolving the Findings card. If taking Findings
Shuffle the Character deck and draw 3 cards: the first red- Characters you cannot perform an action during an action Each character should drink 1 water (discard from STORAGE). may result in consequences, you can first check what was
bordered card and the first 2 black-bordered cards. These round can be placed in STORAGE to make things clear. For each character that does not, roll the black die: found and then decide whether or not to still take it.
are your starting characters. Write their names on the save A character who has just joined the group cannot perform
1-5: raise the character’s hunger by 1. Discarded cards are placed faceup on the DISCARD space.
sheet and place the cards faceup near the board with a an action during the action round in which they joined.
6-10: raise the character’s misery by 1. Returned Exploration cards are returned facedown to the
level 2 hunger token next to each. You may place characters on any Fitting/Shelter cards Exploration deck. All items acquired during scavenging
Place the corresponding figures on the GUARD space on and SHELTER spaces to which you have access. Characters Hunger are placed on the FINDINGS PILE space.
the board. Attach a colored base to each that matches a move instantaneously: horizontally (freely) and vertically Each character should eat 1 or more food (discard from When the Unknown deck is depleted, exploration ends.
colored token placed on its character card. (using the ladder spaces). Movement paths are marked STORAGE).
There cannot be more than 4 characters in play at a time.
with thick dark lines on the save sheet. Obstacles (bars,
Canned Food: lower hunger by 2. Choose Findings
locked door, rubble/rubble remnants, holes and boarded- Shuffle all Exploration and Residents cards into their
Place the remaining Character cards facedown on the up holes) are impassable. The hole icon blocks horizontal Raw Food: lower hunger by 1.
decks. You may now add as many resources (wood, water,
CHARACTERS space on the board. movement even if it is covered by a Board Up token. Vegetable: hunger stays the same. and components) to the FINDINGS PILE space as you wish.
Set aside the cards with a red corner in the Night Raids Only 1 character can be placed on each Fitting/Shelter No Food: raise hunger by 1. You can bring back a total weight of tokens/resources
and Residents decks. Then place all decks on their card and on each SHELTER space. Any number of characters A character may eat a food token at any time aside from (including those brought with you) equal to the total
corresponding board spaces. The Fitting cards with a may be on Rubble cards and the POKE ABOUT action space. combat and script resolution (however, this does not free inventory of all scavenging characters. Each resource
green corner go on the FITTINGS space, and the remaining An action on a SHELTER space or a Fitting card means the character from resolving hunger this phase). weighs 1 , and an item without a icon weighs 0.
Fitting cards go on the IDEAS space. discard the required resources/tokens (if any) from the Scavenging characters and their findings return to the
Draw 3 cards from the Locations deck and place them STORAGE space as soon as a character is assigned to the 4. Evening 500 shelter in the Dawn phase. They do not take part in the
faceup on the 3 LOCATION spaces. action. Resources/tokens created as a result are placed on Night Raid phase.
Assign each character to one of the following tasks. If a
the STORAGE space after the action has been resolved.
Place all the Shelter cards faceup (blue corner facedown) character’s fatigue reaches 4 due to being assigned to a
on board spaces with a matching name, without looking An action on a Shelter card means resolve its back. Some task, first resolve the task, then the fatigue level. 6. Night Raid 700
at them. require a particular token from STORAGE to also be placed
Sleep in a bed Choose weapons for the guards
on the card: return it to STORAGE after resolving the action.
Place the Event cards facedown on the EVENTS space in Place a maximum of 1 character on 1 Bed card. Any weapons in STORAGE may be placed on the GUARD
the following order from the bottom to the top: 3 shuffled On a Rubble/Rubble Remnants card, instead of a shovel Set their fatigue to 0. space. Each character may only wield 1 weapon.
Ending Event cards; then the Chapter III card; then 4 you may place an additional character.
random Event cards; then the Chapter II card; then 3 Closed Doors Sleep on the Floor Night Raid
random Event cards; and finally the Chapter I card. Place Place any number of characters on the SLEEP ON THE FLOOR Draw and resolve the top Night Raids card. Damage is the
A Closed Door card requires you to roll the black die:
the remaining cards into the waste bag. space. Lower their fatigue by 2. amount of tokens/resources that must be discarded from
Pick the lock (requires a lockpick) STORAGE. Wounds is the amount of wounds that must be
Place these tokens and resources on the STORAGE space: 1 1-3: no effect. Guard Duty distributed among the characters on the GUARD space.
lockpick, 1 shovel, 4 components, 4 wood, 2 water, and 3 There must be at least 1 guard. Place any number of
4-10: discard the lockpick, Roll the appropriate combat die for each character on the
raw food. Note the STORAGE X5 space can be used to record characters on the GUARD space (higher prowess is better).
then resolve the back of the card. GUARD space:
5 of a wood or components resource with one token. Raise their fatigue by 1.
When Marko is using a hatchet instead of a lockpick, do White die: no weapon.
Organise the remaining tokens and resources either in the Scavenging
box compartments or on the table. You cannot have more not discard the hatchet after opening a closed door. Yellow die: melee weapon (hatchet, knife).
Place up to 3 characters on the FINDINGS PILE space
resources or tokens than those supplied. Discard means Red die: firearm (pistol, assault rifle, shotgun).
Crafting Fittings (higher inventory and prowess is better).
return to wherever you are storing components; they may Raise their fatigue by 1. The number of icons shown is the amount you subtract
To place a new Fitting card, place any Fitting card from
be used again. Remove means place in a ‘waste bag’; they from suffered damage or wounds.
the Fittings deck on an empty space in the shelter (any
cannot be used again until the end of the campaign. 5. Scavenging 600
space without a card or action or the GUARD or SLEEP ON THE Firearms (pistol, assault rifle, shotgun): A character must
When an effect raise or lowers a character’s state, indicate FLOOR options – you cannot place a card on the darkened discard an ammo token to shoot.
the new level with an appropriate state token. Level 4 spaces on the save sheet), then place any character on it Choose a Location
Choose 1 of the 3 available Location cards and move all Assault Rifle: You may discard 2 ammo instead of 1
tokens give instructions for what happens at that level. and discard the required resources/tokens from STORAGE.
the scavenging characters onto it. Note the rule on the red to make 2 shots.
Flip the Fitting card faceup and resolve it.
Never read the whole scripts aloud. Read them yourself space of the Location card, if there is one. Shotgun: If you roll a , ignore the night raid card
and then narrate what happened in your own words. Fitting cards in the Ideas deck are not available for currently in play.
You can read aloud any quotes in italics. Whenever you crafting until a character uses the NEW IDEA board action, Choose equipment
encounter a script with choices or a continuation to which enables you to choose any 2 cards from the Ideas Available weapons, equipment and/or tokens for possible Hatchet: If you roll a , ignore the night raid card
another script, pass the Book of Scripts and the role of deck and add them into the Fittings deck. From that point use and/or trade may be taken from STORAGE and placed on currently in play.
the leader to the next player. on, those 2 cards can be crafted as normal. the FINDINGS PILE space. and icons are misses when using other weapons.
Prowess: A character’s prowess is the number of re-rolls The number of icons shown is the amount of wounds Water, wood, and components cannot be bought or sold Advanced Side of the Board
they may make during a night raid. You do not need to use dealt. Distribute the wounds dealt by enemies among and are never part of a trade.
all of them, but the last roll is considered final. the characters present (mark wounds with wound state The advanced side of the board has no IDEAS space. Put
Board-Ups: Every built Board-Up token subtracts either 1
tokens). Distribute the wounds dealt by characters among Dying During Scavenging all the Fittings cards on the one FITTINGS space.
the enemies (mark wounds by sliding the token to the The Sniper Fire rule refers only to the character who has
wound or 1 damage. If a character dies during scavenging, immediately after
right on the combat chart). just performed an action on the shelter’s top floor.
resolving the scene, roll the black die and compare the
Crime Wave At the beginning of each round of combat a character or result with the empathy of each character present. Rules on the board spaces covered by Shelter cards are
If there are any Night Raid and Residents cards with a red enemy may change their weapon if they have another; eg.
corner still set aside, shuffle 2 cards in any combination If the result is equal to or less than their empathy, the ignored until that space is cleared.
if ammo runs out, they may change their pistol to a knife.
into their corresponding decks (without looking at them). character atops scavenging and is placed on the FINDINGS 2x Rubble cards in a space means that you must place 2
Prowess: A character’s prowess is the number of re-rolls PILE, to return to the game during the Choose Findings step. Rubble cards there during setup, and that the cards need
7. Dawn 800 they may make during a night raid. You do not need to use to be resolved one after the other.
all of them, but the last roll is considered final. Enemies If all characters die during scavenging, the Scavenging
The Scavenging Party Returns use their prowess automatically; they re-roll the result only phase ends immediately and no one brings anything back
if the result is 0 wounds. to the shelter. Sleeping Characters
Move all the scavenging characters back into the shelter
and place all the tokens/resources they brought back with A sleeping character cannot do anything else besides:
them into STORAGE.
Fleeing: Before each round of combat, you may choose to Advanced Rules – sleeping in a bed / sleeping on the floor during the
flee. If you do, the enemies perform a backstab, then the
characters leave the location (go to Choose Findings). EATING AT ANY TIME Evening phase;
Assign Meds and Bandages
A character may eat a food token at any time aside from – take a nap action (on the Bed card) during the Day
If there are any meds, herbal meds, or bandages in Backstab: Only one side attacks; the other side canot
combat and script resolution. Actions phase (despite 3 black dots on the state token),
STORAGE, you may assign them to the ill and wounded by retaliate. Resolve the attack roll as normal. If performing a
placing them on the chosen character cards. backstab from a hiding place, after the backstab is resolved – eat and drink
This is resolved the same way as during the Dusk phase,
(and if any enemies are still alive), regular combat begins. but does not free the character from resolving hunger – receive meds/herbal meds/bandages.
draw a Fate card
during the Dusk phase. When resolving Fate cards during the Dawn phase, do not
Draw and resolve the top Fate card. If it tells you to Weapons
resolve the spirit of this character.
exchange a Location card, remove that Location card from Firearms (pistol, assault rifle, shotgun): Shooters always EATING A CAT OR A DOG
the game, slide the remaining Location cards down so the roll first; if they kill a non-shooting opponent, that Should players agree, they can allow eating a pet: remove Use common sense when resolving scripts when deciding
FAR space is empty, then draw a new Location card and opponent does not get a chance to attack. A character the cat from the game and add 2 Raw Food to STORAGE, or which effects apply to a sleeping character.
place it on that space. must discard an ammo token to shoot; if you are out of remove the dog from the game and add 4 Raw Food. If the sleeping character’s fatigue increases to level 4 as
ammo you must use another weapon or fight unarmed. a result of the character being assigned to an action or to
Alcohol may be used (discard it from STORAGE) before or Then roll the black die and compare the result with the
after resolving a Fate card. A character with a fatigue of 4 Enemies do not use ammo tokens. When an enemy rolls empathy of each character present. If the result is equal to scavenging / guarding, then the character performs this
cannot use alcohol. the out of ammo icon slide that enemy to a new row or lower than a character’s empathy, raise their misery by 1. action / scavenges / guards before they go to sleep.
Moonshine: raise 1 chosen character’s fatigue by 2 on the combat chart as appropriate.
and lower their misery by 1. A character with a fatigue Assault Rifle: You may discard 2 ammo instead of 1
ASSIGNING MEDS AND BANDAGES AT ANY TIME Card FAQ
of 3 can till can use Moonshine (raise their fatigue to 4). A character may use Meds or Herbal Meds or Bandages
to make 2 shots. Events
tokens at any time aside from combat and script
100% Alcohol: raise 1 chosen character’s fatigue Shotgun: If you roll a , the target dies immediately. resolution. They can work only when Fate cards are Airdrop or Shelling: If drawn as the first event in a
by 1 and lower their misery by 1. resolved during the Dawn phase, in accordance with the campaign or continuing campaign, ignore their special
Hatchet: If you roll a , the target dies immediately.
Nearest location means the Location card on the board rule on the drawn Fate card. text (but add Cold tokens as normal).
space with the highest number in the green icon. and icons are misses when using other weapons. Snipers: When one character is shot, the card is
ALCOHOL CONSUMPTION AT ANY TIME
Trusting fate immediately removed and there is no roll for the rest of
When resolving spirit, resolve characters in any order. A character may use Moonshine or 100% Alcohol at any
the characters.
If you or an enemy rolls a on a combat die, choose if it time aside from combat and script resolution.
Narrative Action card is a miss or you trust fate. If you trust fate, draw a Fate Crime on the Rise or Crime Wave: Their effects do not stack.
Draw 2 Narrative Action cards, read them, choose one and card and check the color of the combat die icon on that HIDING FINDINGS IN THE LOCATIONS
resolve it (shuffle the other back into the deck). If players agree, they may hide in a location any tokens Objectives
card. If it matches the combat die rolled, resolve the text
below the icon. Otherwise the roll is a miss. or resources not taken back to the shelter, in the hope of The first Event card of a campaign instructs you to set up
Death retrieving them during another trip to the same location. an Objectives deck. Each Objectives card is assigned to
If any character died or abandoned the group between Jam/weapon loss: After combat is resolved, the character To do so, place all these tokens on that location. a chapter of the game, as defined by the Events cards,
morning and dawn, roll the black die and compare the gets their weapon back. and rewards and penalties from an Objective card are only
result with each character’s empathy. If the result is equal During the next visit to the location, roll the black die. On resolved when the appropriate Chapter card is resolved.
Dodge: The dodge refers to that combatant (enemy or 1-6 discard these ‘hidden’ tokens and resources, and on
to or less than their empathy, raise their misery by 2.
character) whose die roll introduced the Fate card into play. 7-10 place them on the FINDINGS PILE. You cannot start completing a later objective without
completing the current one.
Combat 900 Enemy Death Should the location be removed from game, the tokens
If you kill somebody (excluding thugs), roll the black and resources are immediately discarded. If the Objective card has a counter on it, when it is
When resolving a Residents card, A, B, and C tokens may revealed place the Objective Status token on the leftmost
die and compare the result with the empathy of each
be drawn to represent enemies (you can skip this if you do If you need to draw tokens or resources and there aren’t space. You can at any time discard the appropriate
character present. if the result is equal to or less than
not intend to fight them). Place the tokens on the spaces any left, but there are some ‘hidden’ on a Location card, resources from STORAGE to advance the token along the
their empathy, raise their misery by 1.
on the first column of the combat chart, depending on the you must take them from that location instead. track. When the token reaches the righmost space, the
weapons the enemies possess. When characters get hold of a dead enemy’s firearm, and objective is completed.
the script does not specify how much ammo is with it, MORE INVENTORY
Each of your characters may be assigned 1 weapon from
the FINDINGS PILE space (or from STORAGE when you fight in
there was no ammo left. Each of the characters participating in scavenging can lift Forfeiting the Game
1 weight more than their inventory indicates if they raise If, during a campaign, all the starting characters are lost
the shelter).
Trading their fatigue by 2. This means they cannot do this if their and the group is therefore unable to complete the final
During each round of combat, roll the appropriate fatigue is already 3 or 4. objective, the players may forfeit the game, but they are
combat die for each character and enemy. Fighting is When a trade is allowed, you must first pay the trade
EXCHANGING LOCATIONS not required to.
simultaneous. commission by discarding tokens of a total value equal
to that given in the trade’s description. Then, you can At the beginning or the end of scavenging you may return It depends on whether they decide that only a complete
White die: no weapon. victory matters or that they wish to just allow the
exchange tokens by discarding your tokens of a total value 4 Exploration cards to exchange any of the 3 locations
Yellow die: melee weapon (hatchet, knife). equal to or higher than the value of the tokens you want to placed on the board with a new one drawn from the remaining characters to reach the end of the story,
Red die: firearm (pistol, assault rifle, shotgun). buy. Each token’s value is shown in the yellow icon. Locations deck. regardless of whether they win or lose the game.
4. Evening 500 4. Evening 500
Assign each character to one of the following tasks: Assign each character to one of the following tasks:
Sleep in a bed Place a maximum of 1 character on 1 Bed Sleep in a bed Place a maximum of 1 character on 1 Bed
card. Set their fatigue to 0. card. Set their fatigue to 0.
Sleep on the Floor Place any number of characters on Sleep on the Floor Place any number of characters on
the SLEEP ON THE FLOOR space. Lower their fatigue by 2. the SLEEP ON THE FLOOR space. Lower their fatigue by 2.
Guard Duty There must be at least 1 guard. Place Guard Duty There must be at least 1 guard. Place
any number of characters on the GUARD space (higher any number of characters on the GUARD space (higher
Sequence of Play prowess is better). Raise their fatigue by 1. Sequence of Play prowess is better). Raise their fatigue by 1.
1. MORNING 200 Scavenging Place up to 3 characters on the FINDINGS PILE 1. MORNING 200 Scavenging Place up to 3 characters on the FINDINGS PILE
space. Raise their fatigue by 1. space. Raise their fatigue by 1.
Draw and resolve the top card of the Events deck. Draw and resolve the top card of the Events deck.

2. Day 300 5. Scavenging 600 2. Day 300 5. Scavenging 600


Choose a Location card and move all the scavenging Choose a Location card and move all the scavenging
Each character may perform up to 3 actions. Each character may perform up to 3 actions.
characters onto it. Note the rule on the card’s red space. characters onto it. Note the rule on the card’s red space.
Black circles on a character’s state tokens indicate Black circles on a character’s state tokens indicate
which of the 3 actions are unavailable to them. At the Choose Weapons, equipment &/or tokens and place them which of the 3 actions are unavailable to them. At the Choose Weapons, equipment &/or tokens and place them
beginning of each actions round, assign all the available on the FINDINGS PILE space. beginning of each actions round, assign all the available on the FINDINGS PILE space.
characters to their chosen actions, then resolve the Set the Noise Marker to 1 To roll for noise, roll the black characters to their chosen actions, then resolve the Set the Noise Marker to 1 To roll for noise, roll the black
effects simultaneously. die. If the result is equal to or less than the current effects simultaneously. die. If the result is equal to or less than the current
Place characters on any Fitting/Shelter cards and SHELTER noise, set the noise to 1, then draw and resolve the top Place characters on any Fitting/Shelter cards and SHELTER noise, set the noise to 1, then draw and resolve the top
spaces to which you have access. Movement paths Residents card. Afterwards, continue scavenging. spaces to which you have access. Movement paths Residents card. Afterwards, continue scavenging.
are marked with thick dark lines on the save sheet. are marked with thick dark lines on the save sheet.
Draw Exploration cards equal to the location card’s Draw Exploration cards equal to the location card’s
Obstacles (bars, locked door, rubble/rubble remnants, Obstacles (bars, locked door, rubble/rubble remnants,
number and place them facedown on the UNKNOWN number and place them facedown on the UNKNOWN
holes and boarded-up holes) are impassable. holes and boarded-up holes) are impassable.
space. Now resolve them one after the other. When the space. Now resolve them one after the other. When the
Closed Doors Roll the black die: Unknown deck is depleted, exploration ends. Closed Doors Roll the black die: Unknown deck is depleted, exploration ends.
Pick the lock (requires a lockpick) Place discarded cards faceup on the DISCARD. Place Pick the lock (requires a lockpick) Place discarded cards faceup on the DISCARD. Place
1-3: no effect. returned Exploration cards facedown to the Exploration 1-3: no effect. returned Exploration cards facedown to the Exploration
4-10: discard the lockpick, deck. Place all items acquired on the FINDINGS PILE. 4-10: discard the lockpick, deck. Place all items acquired on the FINDINGS PILE.
then resolve the back of the card. Choose Findings then resolve the back of the card. Choose Findings
When Marko is using a hatchet instead of a lockpick, do Shuffle all Exploration and Residents cards into their When Marko is using a hatchet instead of a lockpick, do Shuffle all Exploration and Residents cards into their
not discard the hatchet after opening a closed door. decks. You may add as many resources (wood, water, not discard the hatchet after opening a closed door. decks. You may add as many resources (wood, water,
and components) to the FINDINGS PILE space as you wish. and components) to the FINDINGS PILE space as you wish.
Crafting Fittings Place any Fitting card from the Fittings Crafting Fittings Place any Fitting card from the Fittings
deck on an empty space in the shelter, then place any You can bring back a total weight of tokens/resources deck on an empty space in the shelter, then place any You can bring back a total weight of tokens/resources
character on it and discard the required resources/ equal to the total inventory of all scavengers. Each character on it and discard the required resources/ equal to the total inventory of all scavengers. Each
tokens from STORAGE. Flip the Fitting card faceup and resource weighs 1 . An item without a weighs 0. tokens from STORAGE. Flip the Fitting card faceup and resource weighs 1 . An item without a weighs 0.
resolve it. resolve it.
6. Night Raid 700 6. Night Raid 700
Advanced Actions Advanced Actions
• Use 1 action to move an already crafted Fitting card Choose weapons for the guards Each character may only • Use 1 action to move an already crafted Fitting card Choose weapons for the guards Each character may only
to an unoccupied space. wield 1 weapon. to an unoccupied space. wield 1 weapon.

• Use 1 action to discard an already crafted Fitting card Draw & resolve a Night Raids card Resolve damage • Use 1 action to discard an already crafted Fitting card Draw & resolve a Night Raids card Resolve damage
and add the resources and tokens required to craft (tokens/resources discarded from STORAGE) and wounds and add the resources and tokens required to craft (tokens/resources discarded from STORAGE) and wounds
that fitting to the STORAGE. (distributed among characters on the GUARD space). that fitting to the STORAGE. (distributed among characters on the GUARD space).
• A character with no black dots on their state tokens Roll the appropriate combat die for each character on • A character with no black dots on their state tokens Roll the appropriate combat die for each character on
may take an additional fourth action if they increase the GUARD space: may take an additional fourth action if they increase the GUARD space:
their fatigue by 2. White die: no weapon. their fatigue by 2. White die: no weapon.
Yellow die: melee weapon (hatchet, knife). Yellow die: melee weapon (hatchet, knife).
3. DUSK 400 Red die: firearm (pistol, assault rifle, shotgun). 3. DUSK 400 Red die: firearm (pistol, assault rifle, shotgun).
Water Each character should drink 1 water. For each that # icons = amount subtracted from damage or wounds. Water Each character should drink 1 water. For each that # icons = amount subtracted from damage or wounds.
does not, roll the black die: does not, roll the black die:
Firearms (pistol, assault rifle, shotgun): A character Firearms (pistol, assault rifle, shotgun): A character
1-5: raise the character’s hunger by 1. must discard an ammo token to shoot. 1-5: raise the character’s hunger by 1. must discard an ammo token to shoot.
6-10: raise the character’s misery by 1. Assault Rifle: You may discard 2 ammo instead of 1 6-10: raise the character’s misery by 1. Assault Rifle: You may discard 2 ammo instead of 1
to make 2 shots. to make 2 shots.
Hunger Each character should eat 1+ food. Hunger Each character should eat 1+ food.
Shotgun: If you roll a , ignore the night raid card. Shotgun: If you roll a , ignore the night raid card.
Canned Food: lower hunger by 2. Canned Food: lower hunger by 2.
Raw Food: lower hunger by 1. Hatchet: If you roll a , ignore the night raid card. Raw Food: lower hunger by 1. Hatchet: If you roll a , ignore the night raid card.
Vegetable: hunger stays the same. and icons are misses when using other weapons. Vegetable: hunger stays the same. and icons are misses when using other weapons.
No Food: raise hunger by 1. Prowess: The number of re-rolls a character may make No Food: raise hunger by 1. Prowess: The number of re-rolls a character may make
during a night raid. The last roll is considered final. during a night raid. The last roll is considered final.
A character may eat a food token at any time aside from A character may eat a food token at any time aside from
combat and script resolution (but this does not free the Board-Ups: Every token subtracts either 1 wound or combat and script resolution (but this does not free the Board-Ups: Every token subtracts either 1 wound or
character from resolving hunger this phase). 1 damage. character from resolving hunger this phase). 1 damage.
Crime Wave Assault Rifle: You may discard 2 ammo instead of 1 Crime Wave Assault Rifle: You may discard 2 ammo instead of 1
If there are any Night Raid and Residents cards with to make 2 shots. If there are any Night Raid and Residents cards with to make 2 shots.
a red corner still set aside, shuffle 2 cards in any Shotgun: If you roll a , the target dies immediately. a red corner still set aside, shuffle 2 cards in any Shotgun: If you roll a , the target dies immediately.
combination into their corresponding decks. combination into their corresponding decks.
Hatchet: If you roll a , the target dies immediately. Hatchet: If you roll a , the target dies immediately.
7. Dawn 800 and icons are misses when using other weapons. 7. Dawn 800 and icons are misses when using other weapons.
Move the scavengers back to the shelter and place all Trusting fate Move the scavengers back to the shelter and place all Trusting fate
the tokens/resources they brought back into STORAGE. If you or an enemy rolls a on a combat die, choose if it the tokens/resources they brought back into STORAGE. If you or an enemy rolls a on a combat die, choose if it
Assign Meds and Bandages to the ill and wounded by is a miss or you trust fate. If you trust fate, draw a Fate Assign Meds and Bandages to the ill and wounded by is a miss or you trust fate. If you trust fate, draw a Fate
placing them on the chosen character cards. card and check the color of the combat die icon on that placing them on the chosen character cards. card and check the color of the combat die icon on that
card. If it matches the combat die rolled, resolve the card. If it matches the combat die rolled, resolve the
draw 1 Fate card text below the icon. Otherwise the roll is a miss. draw 1 Fate card text below the icon. Otherwise the roll is a miss.
Alcohol may be used (discard it from STORAGE) before or Alcohol may be used (discard it from STORAGE) before or
Enemy Death Enemy Death
after resolving a Fate card. A character with a fatigue of after resolving a Fate card. A character with a fatigue of
4 cannot use alcohol. If you kill somebody (excluding thugs), roll the black 4 cannot use alcohol. If you kill somebody (excluding thugs), roll the black
die and compare the result with the empathy of each die and compare the result with the empathy of each
Moonshine: raise 1 chosen character’s fatigue by 2 character present. if the result is equal to or less than Moonshine: raise 1 chosen character’s fatigue by 2 character present. if the result is equal to or less than
and lower their misery by 1. their empathy, raise their misery by 1. and lower their misery by 1. their empathy, raise their misery by 1.
100% Alcohol: raise 1 chosen character’s fatigue 100% Alcohol: raise 1 chosen character’s fatigue
by 1 and lower their misery by 1. Advanced Rules by 1 and lower their misery by 1. Advanced Rules
Draw 2 narrative Action cards, choose one to resolve EATING AT ANY TIME Draw 2 narrative Action cards, choose one to resolve EATING AT ANY TIME
(shuffle the other back into the deck). A character may eat a food token at any time aside from (shuffle the other back into the deck). A character may eat a food token at any time aside from
combat and script resolution. This is resolved the same combat and script resolution. This is resolved the same
Death If any character died or abandoned the group Death If any character died or abandoned the group
way as during the Dusk phase, but does not free the way as during the Dusk phase, but does not free the
between morning and dawn, roll the black die and between morning and dawn, roll the black die and
character from resolving hunger during the Dusk phase. character from resolving hunger during the Dusk phase.
compare the result with each character’s empathy. If the compare the result with each character’s empathy. If the
result is equal to or less, raise their misery by 2. EATING A CAT OR A DOG result is equal to or less, raise their misery by 2. EATING A CAT OR A DOG
Should players agree, they can allow eating a pet: Should players agree, they can allow eating a pet:
Combat 900 remove the cat from the game and add 2 Raw Food Combat 900 remove the cat from the game and add 2 Raw Food
When resolving a Residents card, draw A, B, and to STORAGE, or remove the dog from the game and add When resolving a Residents card, draw A, B, and to STORAGE, or remove the dog from the game and add
C tokens to represent enemies and place them on 4 Raw Food. Then roll the black die and compare the C tokens to represent enemies and place them on 4 Raw Food. Then roll the black die and compare the
the spaces on the first column of the combat chart, result with the empathy of each character present. If the the spaces on the first column of the combat chart, result with the empathy of each character present. If the
depending on the weapons the enemies possess. result is equal to or lower than a character’s empathy, depending on the weapons the enemies possess. result is equal to or lower than a character’s empathy,
raise their misery by 1. raise their misery by 1.
Each of your characters may be assigned 1 weapon Each of your characters may be assigned 1 weapon
from the FINDINGS PILE (or STORAGE when you fight in the ASSIGNING MEDS AND BANDAGES AT ANY TIME from the FINDINGS PILE (or STORAGE when you fight in the ASSIGNING MEDS AND BANDAGES AT ANY TIME
shelter). A character may use Meds or Herbal Meds or Bandages shelter). A character may use Meds or Herbal Meds or Bandages
tokens at any time aside from combat and script tokens at any time aside from combat and script
During each simultaneous round of combat, roll the During each simultaneous round of combat, roll the
resolution. They can work only when Fate cards are resolution. They can work only when Fate cards are
appropriate combat die for each character and enemy. appropriate combat die for each character and enemy.
resolved during the Dawn phase, in accordance with the resolved during the Dawn phase, in accordance with the
White die: no weapon. rule on the drawn Fate card. White die: no weapon. rule on the drawn Fate card.
Yellow die: melee weapon (hatchet, knife). Yellow die: melee weapon (hatchet, knife).
ALCOHOL CONSUMPTION AT ANY TIME ALCOHOL CONSUMPTION AT ANY TIME
Red die: firearm (pistol, assault rifle, shotgun). Red die: firearm (pistol, assault rifle, shotgun).
A character may use Moonshine or 100% Alcohol at any A character may use Moonshine or 100% Alcohol at any
# icons = amount of wounds dealth. Distribute wounds time aside from combat and script resolution. # icons = amount of wounds dealth. Distribute wounds time aside from combat and script resolution.
dealt by enemies among the characters present (mark dealt by enemies among the characters present (mark
wounds with wound state tokens). Distribute the wounds HIDING FINDINGS IN THE LOCATIONS wounds with wound state tokens). Distribute the wounds HIDING FINDINGS IN THE LOCATIONS
dealt by characters among the enemies (mark wounds by If players agree, they may hide in a location any tokens dealt by characters among the enemies (mark wounds by If players agree, they may hide in a location any tokens
sliding the token to the right on the combat chart). or resources not taken back to the shelter, in the hope of sliding the token to the right on the combat chart). or resources not taken back to the shelter, in the hope of
retrieving them during another trip to the same location. retrieving them during another trip to the same location.
Prowess: The number of re-rolls they may make during a To do so, place all these tokens on that location. During Prowess: The number of re-rolls they may make during a To do so, place all these tokens on that location. During
night raid. The last roll is considered final. Enemies use the next visit to the location, roll the black die. On 1-6 night raid. The last roll is considered final. Enemies use the next visit to the location, roll the black die. On 1-6
their prowess automatically; they re-roll the result only if discard these ‘hidden’ tokens and resources, and on their prowess automatically; they re-roll the result only if discard these ‘hidden’ tokens and resources, and on
the result is 0 wounds. 7-10 place them on the FINDINGS PILE. the result is 0 wounds. 7-10 place them on the FINDINGS PILE.
Fleeing: Before each round of combat, you may flee. Should the location be removed from game, the tokens Fleeing: Before each round of combat, you may flee. Should the location be removed from game, the tokens
If you do, the enemies perform a backstab, then the and resources are immediately discarded. If you need to If you do, the enemies perform a backstab, then the and resources are immediately discarded. If you need to
characters leave the location (go to Choose Findings). draw tokens or resources and there aren’t any left, but characters leave the location (go to Choose Findings). draw tokens or resources and there aren’t any left, but
Backstab: Only one side attacks; the other side canot there are some ‘hidden’ on a Location card, you must Backstab: Only one side attacks; the other side canot there are some ‘hidden’ on a Location card, you must
retaliate. If performing a backstab from a hiding place, take them from that location instead. retaliate. If performing a backstab from a hiding place, take them from that location instead.
after the backstab is resolved (and if any enemies are after the backstab is resolved (and if any enemies are
MORE INVENTORY MORE INVENTORY
still alive), regular combat begins. still alive), regular combat begins.
Each of the characters participating in scavenging can Each of the characters participating in scavenging can
Weapons lift 1 weight more than their inventory indicates if they Weapons lift 1 weight more than their inventory indicates if they
Firearms (pistol, assault rifle, shotgun): Shooters always raise their fatigue by 2. This means they cannot do this Firearms (pistol, assault rifle, shotgun): Shooters always raise their fatigue by 2. This means they cannot do this
roll first; if they kill a non-shooting opponent, that if their fatigue is already 3 or 4. roll first; if they kill a non-shooting opponent, that if their fatigue is already 3 or 4.
opponent does not get a chance to attack. A character opponent does not get a chance to attack. A character
EXCHANGING LOCATIONS EXCHANGING LOCATIONS
must discard an ammo token to shoot. must discard an ammo token to shoot.
At the beginning or the end of scavenging you may At the beginning or the end of scavenging you may
Enemies do not use ammo tokens. When an enemy rolls return 4 Exploration cards to exchange any of the 3 Enemies do not use ammo tokens. When an enemy rolls return 4 Exploration cards to exchange any of the 3
the out of ammo icon slide that enemy to a new row locations placed on the board with a new one drawn the out of ammo icon slide that enemy to a new row locations placed on the board with a new one drawn
on the combat chart as appropriate. from the Locations deck. on the combat chart as appropriate. from the Locations deck.
SAVING THE GAME RESTORING THE GAME SAVING THE GAME RESTORING THE GAME
Write down the following on the Save sheet: When you begin another campaign playthrough, while Write down the following on the Save sheet: When you begin another campaign playthrough, while
– the amount and type of resources you have in the restoring a saved game, modify the setup rules as – the amount and type of resources you have in the restoring a saved game, modify the setup rules as
STORAGE X5 space; follows: STORAGE X5 space; follows:

– the names of the Characters and their state levels (in Place the game components from the save bag and – the names of the Characters and their state levels (in Place the game components from the save bag and
the characters chart); place them according to what is written on the save the characters chart); place them according to what is written on the save
sheet: sheet:
– the names of the 3 Location cards you have on the – the names of the 3 Location cards you have on the
board (on the LOCATION spaces); – put tokens / resources into STORAGE; board (on the LOCATION spaces); – put tokens / resources into STORAGE;

– the Shelter cards still on SHELTER spaces – mark with – put resources into the STORAGE X5; – the Shelter cards still on SHELTER spaces – mark with – put resources into the STORAGE X5;
an X; mark Rubble Remnants cards with an RR (on – place the characters and their state tokens; an X; mark Rubble Remnants cards with an RR (on – place the characters and their state tokens;
the corresponding SHELTER spaces); the corresponding SHELTER spaces);
– place the 3 Location cards in the LOCATION spaces on – place the 3 Location cards in the LOCATION spaces on
– the names of the already crafted Fitting cards (on the the board; – the names of the already crafted Fitting cards (on the the board;
corresponding SHELTER space). corresponding SHELTER space).
– place the Shelter cards on the board on their – place the Shelter cards on the board on their
– the names of the face up Event cards on the board (if appropriate SHELTER spaces (pay attention to the – the names of the face up Event cards on the board (if appropriate SHELTER spaces (pay attention to the
any), in the appropriate places; names on the SHELTER spaces on the board); any), in the appropriate places; names on the SHELTER spaces on the board);
– Wait tokens present (mark with a W in the – in places marked RR, flip the Rubble card so it is – Wait tokens present (mark with a W in the – in places marked RR, flip the Rubble card so it is
corresponding places). showing the Rubble Remnants side; corresponding places). showing the Rubble Remnants side;
– Board-Up tokens (mark with an X on the – place the Fitting cards on the board on their SHELTER – Board-Up tokens (mark with an X on the – place the Fitting cards on the board on their SHELTER
corresponding hole spaces; spaces; corresponding hole spaces; spaces;
– the position of any used Blank tokens (note their – place the rest of the Fitting cards on the Fittings deck – the position of any used Blank tokens (note their – place the rest of the Fitting cards on the Fittings deck
numbers). space. numbers). space.
Put the following into a ‘save bag’: – place the Cold tokens on the COLD space. Put the following into a ‘save bag’: – place the Cold tokens on the COLD space.
– all the tokens/resources from STORAGE; – place any faceup Event cards on their appropriate – all the tokens/resources from STORAGE; – place any faceup Event cards on their appropriate
– the Characters cards; spaces; – the Characters cards; spaces;

– the current Location cards; – place the Night Raids deck on its space; – the current Location cards; – place the Night Raids deck on its space;

– all Shelter cards; – take any Narrative Action cards you have; – all Shelter cards; – take any Narrative Action cards you have;

– any crafted Fitting cards; – place any Wait, Board-Up, and Blank tokens on the – any crafted Fitting cards; – place any Wait, Board-Up, and Blank tokens on the
board; board;
– all the Cold tokens from the COLD space; – all the Cold tokens from the COLD space;
Place the rest of the elements from the box: Place the rest of the elements from the box:
– Event cards on the board; – Event cards on the board;
– place the Events deck on the Events space (do not – place the Events deck on the Events space (do not
– the Night raids deck; look at the card’s front). – the Night raids deck; look at the card’s front).
– the Fittings deck (do not mix them with the Fitting – place the Objectives deck on the Objectives space (do – the Fittings deck (do not mix them with the Fitting – place the Objectives deck on the Objectives space (do
cards from the Ideas box); not mix them up and change their order). cards from the Ideas box); not mix them up and change their order).
– the Narrative Action cards; – set up the rest of the decks from the box on their – the Narrative Action cards; – set up the rest of the decks from the box on their
– used Board-Up tokens; corresponding spaces on the board. – used Board-Up tokens; corresponding spaces on the board.
– used Blank tokens. – used Blank tokens.
Put the following into the box: Put the following into the box:
– the whole Events deck; – the whole Events deck;
– all the Objective cards (do not change their order) and – all the Objective cards (do not change their order) and
the unused Night Raid cards (the ones that did not the unused Night Raid cards (the ones that did not
make it into the deck during initial setup); make it into the deck during initial setup);
– the remaining game components. – the remaining game components.
EXP EXP
ANS ANS
ION ION
Farmers During setup, draw one of the 3 Orphans of War
cards. Place the corresponding miniatures in the
S Farmers During setup, draw one of the 3 Orphans of War
cards. Place the corresponding miniatures in the
S
Add the 2 farmer miniatures, 2 Fitting cards, 1 Night shelter on any space. Place the Fitting card Kid’s Add the 2 farmer miniatures, 2 Fitting cards, 1 Night shelter on any space. Place the Fitting card Kid’s
Raid card, 2 Resident cards, 1 Event card, and 1 Visitor Room as described on the card. Shuffle the rest of the Raid card, 2 Resident cards, 1 Event card, and 1 Visitor Room as described on the card. Shuffle the rest of the
card from this expansion to the game. You must use the new Fittings cards into Fittings deck. Shuffle the Kid card from this expansion to the game. You must use the new Fittings cards into Fittings deck. Shuffle the Kid
basic side of the board. During setup, place the 2 new Actions deck and place it next to the board. basic side of the board. During setup, place the 2 new Actions deck and place it next to the board.
Fittings cards on the board as described on the cards. Fittings cards on the board as described on the cards.
Shuffle the remaining new cards into their decks. Sewers advanced players Shuffle the remaining new cards into their decks. Sewers advanced players
The farmer miniatures only enter the game when you Add the 3 miniatures. 8 Sewers Map cards, 6 Room The farmer miniatures only enter the game when you Add the 3 miniatures. 8 Sewers Map cards, 6 Room
encounter farmers during an Outside action and you cards, and 6 Corridors cards. encounter farmers during an Outside action and you cards, and 6 Corridors cards.
decide to hire them. decide to hire them.
During setup, place the 3 decks by the board. During setup, place the 3 decks by the board.
Dog and Cat At the start of any Day actions phase, you may place any Dog and Cat At the start of any Day actions phase, you may place any
Use the appropriate card, token, and miniature if you number of characters on the Sewers deck. They cannot Use the appropriate card, token, and miniature if you number of characters on the Sewers deck. They cannot
encounter either of these animals and, as a result of a perform any actions during this phase. At the end of the encounter either of these animals and, as a result of a perform any actions during this phase. At the end of the
script, decide to keep them in the shelter. phase, they begin their exploration. script, decide to keep them in the shelter. phase, they begin their exploration.

In campaign mode, you may start the game with one First place the Sewers Starting Zone card faceup next In campaign mode, you may start the game with one First place the Sewers Starting Zone card faceup next
chosen pet already in the shelter. If you do so, do not to the board and place any of the exploring character chosen pet already in the shelter. If you do so, do not to the board and place any of the exploring character
add 3 Raw Food to STORAGE during setup. miniatures on it on the room marked S. This marks the add 3 Raw Food to STORAGE during setup. miniatures on it on the room marked S. This marks the
location of the whole group (the group cannot split or location of the whole group (the group cannot split or
backtrack during exploration). Choose any path leading backtrack during exploration). Choose any path leading
Our Street to an exit on the edge of the card.
Our Street to an exit on the edge of the card.
You can only use this expansion if you are not already You can only use this expansion if you are not already
Resolve all the letters (draw a card from the Room deck Resolve all the letters (draw a card from the Room deck
using the Tactics or Farmers expansions. Distribute the using the Tactics or Farmers expansions. Distribute the
and resolve the corresponding letter) and numbers and resolve the corresponding letter) and numbers
4 new cards faceup next to the board in sequence. 4 new cards faceup next to the board in sequence.
(draw a card from the Corridors deck and resolve the (draw a card from the Corridors deck and resolve the
Place all the soldiers, thugs, and farmers miniatures corresponding number) shown on the chosen path. Place all the soldiers, thugs, and farmers miniatures corresponding number) shown on the chosen path.
next to the board. When a rule says to place one figure next to the board. When a rule says to place one figure
Then draw a new card from the Sewers Map deck and Then draw a new card from the Sewers Map deck and
on the board, place a miniature only if there are unused on the board, place a miniature only if there are unused
match it to the card on the table, connecting your exit match it to the card on the table, connecting your exit
miniatures of that type in the pool. miniatures of that type in the pool.
path to an extrance on the new card. Move the miniature path to an extrance on the new card. Move the miniature
When a rule says to discard a figure, remove it from the to the new card, choose an exit, and resolve the letters When a rule says to discard a figure, remove it from the to the new card, choose an exit, and resolve the letters
board (if it was present) and return it to the pool. If a and numbers on the new card. board (if it was present) and return it to the pool. If a and numbers on the new card.
figure is placed on the OUTSIDE space or the FINDINGS PILE, figure is placed on the OUTSIDE space or the FINDINGS PILE,
At any time, you may forfeit further exploration and At any time, you may forfeit further exploration and
choose from where it is removed. choose from where it is removed.
return to the shelter instead of drawing a new card from return to the shelter instead of drawing a new card from
the Sewers Map deck. Resolve the Choose Findings the Sewers Map deck. Resolve the Choose Findings
Desperate Measures stage, but you cannot add free resources to the FINDINGS Desperate Measures stage, but you cannot add free resources to the FINDINGS
Add the 7 Desperate Measures cards to the game. PILE. Add the 7 Desperate Measures cards to the game. PILE.
When a character dies or abandons the group, draw a Once you have placed the fourth Sewers Map card on When a character dies or abandons the group, draw a Once you have placed the fourth Sewers Map card on
Desperate Measures card. Keep it and use it at any time the table (not counting the Starting Zone), the exit Desperate Measures card. Keep it and use it at any time the table (not counting the Starting Zone), the exit
as described on its back. leading to one of the 3 locations is marked on the card as described on its back. leading to one of the 3 locations is marked on the card
in red. First resolve this room in the usual way, then roll in red. First resolve this room in the usual way, then roll
Hidden Objectives the black die: Hidden Objectives the black die:
Add the 6 Hidden Objective cards to the game. Each 1-5: Near location. Add the 6 Hidden Objective cards to the game. Each 1-5: Near location.
player draws 1 Hidden Objective card at the start of the 6-8: Distant location. player draws 1 Hidden Objective card at the start of the 6-8: Distant location.
game, reads it, and keeps it secret. When the conditions 9-10 Far location. game, reads it, and keeps it secret. When the conditions 9-10 Far location.
on your Hidden Objective card are fulfilled, reveal the on your Hidden Objective card are fulfilled, reveal the
card and remove it from the game. Now you may begin scavenging in this location as you card and remove it from the game. Now you may begin scavenging in this location as you
would in a Scavenging phase. However, ignore all Reality would in a Scavenging phase. However, ignore all Reality
In a scenario-based game, remove the Thief card from Impact cards, and halve the number of Exploration cards In a scenario-based game, remove the Thief card from Impact cards, and halve the number of Exploration cards
the game. in the Unknown deck. the game. in the Unknown deck.

Heart of the City Thugs and Resources (optional) Heart of the City Thugs and Resources (optional)
When you enter the sewers, you may place 0-3 thug When you enter the sewers, you may place 0-3 thug
You can only use this expansion when playing in miniatures on the Starting Zone card. The number of You can only use this expansion when playing in miniatures on the Starting Zone card. The number of
campaign mode. Add the large angel statue miniature, 5 them determines the threat level during your sewer campaign mode. Add the large angel statue miniature, 5 them determines the threat level during your sewer
cards, and the Heart of the City booklet to the game. exploration. cards, and the Heart of the City booklet to the game. exploration.
After scavenging (but before Choose Findings), decide if If you forfeit your exploration and return to the shelter, After scavenging (but before Choose Findings), decide if If you forfeit your exploration and return to the shelter,
you also want to visit the heart of the city. If you do so, roll the black die as many times as this threat level: you also want to visit the heart of the city. If you do so, roll the black die as many times as this threat level:
draw 1 card from the Heart of the City deck and resolve draw 1 card from the Heart of the City deck and resolve
it. Then remove that card from the game. When there Result lower than or equal to threat level: Combat begins it. Then remove that card from the game. When there Result lower than or equal to threat level: Combat begins
are no cards left, the Heart of the City location becomes with a number of thugs armed with knives equal to the are no cards left, the Heart of the City location becomes with a number of thugs armed with knives equal to the
unavailable for the rest of the campaign. threat level. You may try to stop the fight (see 40). After unavailable for the rest of the campaign. threat level. You may try to stop the fight (see 40). After
combat, remove the thug miniatures from the card (the combat, remove the thug miniatures from the card (the
Orphans of War threat level is now 0) and see 33. Orphans of War threat level is now 0) and see 33.
Result 6-8: Add 5 resources (water/wood/components) Result 6-8: Add 5 resources (water/wood/components)
Add the 2 orphan miniatures, 3 Orphans cards, 6 Add the 2 orphan miniatures, 3 Orphans cards, 6
to the FINDINGS PILE. to the FINDINGS PILE.
Fittings cards, 6 Kid Action cards, 1 Happiness token, Fittings cards, 6 Kid Action cards, 1 Happiness token,
and the Orphans of War booklet (in the Heart of the City Result 9-10: Add 10 resources (water/wood/ and the Orphans of War booklet (in the Heart of the City Result 9-10: Add 10 resources (water/wood/
booklet) to the game. components) to the FINDINGS PILE. booklet) to the game. components) to the FINDINGS PILE.
EXP EXP
ANS ANS
ION ION
TActics advanced players Enemies S TActics advanced players Enemies S
An enemy can appear as a result of a hide test roll, An enemy can appear as a result of a hide test roll,
Add the 4 miniatures, Tactics map, 9 Tactics tokens, a noise test roll, or when marking an enemy occurs. Add the 4 miniatures, Tactics map, 9 Tactics tokens, a noise test roll, or when marking an enemy occurs.
and 20 cards to the game. During setup, divide the and 20 cards to the game. During setup, divide the
cards into the Rooms and Corridors deck, the Hidings When you start a combat, choose any 1 enemy token on cards into the Rooms and Corridors deck, the Hidings When you start a combat, choose any 1 enemy token on
Space and Open Space deck, and the remaining cards. the combat chart. If there is more than one enemy or Space and Open Space deck, and the remaining cards. the combat chart. If there is more than one enemy or
Place them next to the board. Place the Tactics map another appears, choose another. If there are no more Place them next to the board. Place the Tactics map another appears, choose another. If there are no more
next to the decks, along with the tokens and miniatures. tokens on the chart, there are no more enemies. next to the decks, along with the tokens and miniatures. tokens on the chart, there are no more enemies.
You can immediately pick up weapons of dead enemies. You can immediately pick up weapons of dead enemies.
Tactics is an alternative way of resolving combat with Tactics is an alternative way of resolving combat with
residents (soldiers, deserters, rebels, or thugs) during To mark an enemy on a particular space (due to a card residents (soldiers, deserters, rebels, or thugs) during To mark an enemy on a particular space (due to a card
scavenging. When triggered, lay out the Tactics map on effect), place a soldier miniature there. scavenging. When triggered, lay out the Tactics map on effect), place a soldier miniature there.
appropriate side: in medium or large locations, use side appropriate side: in medium or large locations, use side
When a marked space is within the move range of a When a marked space is within the move range of a
A; and in small locations, use side B. A; and in small locations, use side B.
character or group, you may perform the assault or sneak character or group, you may perform the assault or sneak
Place 1 Tactics token on each space marked with a up actions (see the Actions cards). Place 1 Tactics token on each space marked with a up actions (see the Actions cards).
single Tactics token icon, and 2 tokens on each space single Tactics token icon, and 2 tokens on each space
At the beginning of each turn roll the black die for each At the beginning of each turn roll the black die for each
marked with 2 Tactics token icons. marked with 2 Tactics token icons.
marked enemy. On a 1-3, unmark that enemy. marked enemy. On a 1-3, unmark that enemy.
Determine the number, prowess, and weapons of Determine the number, prowess, and weapons of
If the characters defeat all enemies on the map, all If the characters defeat all enemies on the map, all
enemies according to the Residents card. Place the enemies according to the Residents card. Place the
those characters can continue scavenging (even if they those characters can continue scavenging (even if they
tokens of the enemies on the combat chart on the board. tokens of the enemies on the combat chart on the board.
were moved to the FINDINGS PILE earlier). If this happens, were moved to the FINDINGS PILE earlier). If this happens,
Roll the black die for each character in the scavenging ignore noise until the end of this Scavenging phase. Roll the black die for each character in the scavenging ignore noise until the end of this Scavenging phase.
group and place them on the Tactics map on the group and place them on the Tactics map on the
spaces that match the results (numbers on a black Hide spaces that match the results (numbers on a black Hide
background). To perform a hide test, roll the black die (the character background). To perform a hide test, roll the black die (the character
group may use their prowess to re-roll). group may use their prowess to re-roll).
Tactics Turns If the result is equal to or lower than the hide value, the
Tactics Turns If the result is equal to or lower than the hide value, the
During a turn: enemy does not spot you. During a turn: enemy does not spot you.
1. Perform 1 action from the Actions cards. If the result is higher than the hide value, the enemy 1. Perform 1 action from the Actions cards. If the result is higher than the hide value, the enemy
2. Check the color of the space you have finished your spots you and combat begins. 2. Check the color of the space you have finished your spots you and combat begins.
movement on: movement on:
The hide value of a character or group equals the hide The hide value of a character or group equals the hide
Blue = draw and resolve a Room and Corridors card. modifier of the action + the blue number on the space Blue = draw and resolve a Room and Corridors card. modifier of the action + the blue number on the space
Green = draw and resolve a Hiding Space card. where the character or group finished their move. Green = draw and resolve a Hiding Space card. where the character or group finished their move.
Red = draw and resolve an Open Space card. Red = draw and resolve an Open Space card.
Noise Noise
On each hiding space, black dots dictate the maximum To perform a noise test, roll the black die (the character On each hiding space, black dots dictate the maximum To perform a noise test, roll the black die (the character
number of characters that can stand there. group may use their prowess to re-roll). number of characters that can stand there. group may use their prowess to re-roll).
After each turn, pass the roll of leader to the next player. If the result is equal to or lower than the noise value, the After each turn, pass the roll of leader to the next player. If the result is equal to or lower than the noise value, the
enemy has heard us – resolve a Noise card. enemy has heard us – resolve a Noise card.
Movement Movement
Movement actions allow a character to move in any If the result is higher than the noise value, no enemies Movement actions allow a character to move in any If the result is higher than the noise value, no enemies
direction along the passages marked on the map. heard us and nothing happens. direction along the passages marked on the map. heard us and nothing happens.

Special passages and special spaces marked on the map The noise value of a character or group equals the noise Special passages and special spaces marked on the map The noise value of a character or group equals the noise
are described on the Specials cards. modifier of the action + the red number on the space are described on the Specials cards. modifier of the action + the red number on the space
where the character or group finished their move. where the character or group finished their move.
Characters on the same space are a group – choose Characters on the same space are a group – choose
1 miniature to represent the group and place the Other Rules 1 miniature to represent the group and place the Other Rules
remaining miniatures aside. When a character finishes Prowess: If a group uses their prowess, you must use the remaining miniatures aside. When a character finishes Prowess: If a group uses their prowess, you must use the
a move on a space occupied by another character, they lowest prowess in the group. a move on a space occupied by another character, they lowest prowess in the group.
immediately form a group. immediately form a group.
Shooting and raising the alarm: When a character or Shooting and raising the alarm: When a character or
When you start a group move, you may split the group enemy uses a firearm, roll the black die. On a 1-5, When you start a group move, you may split the group enemy uses a firearm, roll the black die. On a 1-5,
by moving one or more characters and leaving the rest activate the Alarm card. by moving one or more characters and leaving the rest activate the Alarm card.
behind. behind.
Fleeing: If you choose to flee from combat, the enemy Fleeing: If you choose to flee from combat, the enemy
For multiple groups or individual characters, choose performs a backstab then, after you have moved the For multiple groups or individual characters, choose performs a backstab then, after you have moved the
which group or character is moving this turn. You can fleeing character or group 3 spaces from the combat which group or character is moving this turn. You can fleeing character or group 3 spaces from the combat
choose the same one as many times in a row as desired space, activate the Alarm card and finish the turn. choose the same one as many times in a row as desired space, activate the Alarm card and finish the turn.
Tactics Tokens Support: A character or group on an adjacent space to a Tactics Tokens Support: A character or group on an adjacent space to a
During a move collect all the Tactics tokens from the space where combat is happening may join the combat During a move collect all the Tactics tokens from the space where combat is happening may join the combat
spaces you have moved through and the space you as a free move. Characters can pass weapons between spaces you have moved through and the space you as a free move. Characters can pass weapons between
finished your move. At any time, until you leave this themselves if they are in the same space. finished your move. At any time, until you leave this themselves if they are in the same space.
location, you can discard a Tactics token to: location, you can discard a Tactics token to:
Leaving the Tactics Map Leaving the Tactics Map
– re-roll any chosen result (combat die/black die/own/ A character or group landing on an exit space – re-roll any chosen result (combat die/black die/own/ A character or group landing on an exit space
enemy’s); automatically leaves the map and finishes scavenging. enemy’s); automatically leaves the map and finishes scavenging.
– lower or raise the Wound result of a combat die roll by Place the characters on the FINDINGS PILE. – lower or raise the Wound result of a combat die roll by Place the characters on the FINDINGS PILE.
1 (own/enemy’s) A character left on the map after tactics mode has 1 (own/enemy’s) A character left on the map after tactics mode has
finished may continue scavenging. finished may continue scavenging.
You can discard several tokens at once to trigger these You can discard several tokens at once to trigger these
effects multiple times. If all characters leave, move to the Choose Findings step. effects multiple times. If all characters leave, move to the Choose Findings step.

You might also like