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The document discusses how a megacorporation called Cerbero took control over Australia through strategic investments and replacing government services, which eventually led to its downfall.

Cerbero gained control over Australia by proposing to buy out and develop the inner parts of the country in exchange for financial help, which allowed it to take over key industries and leave the government powerless over time.

Australia broke apart due to a series of earthquakes and underground explosions that caused the continent to split in two and form the Great Divide, flooding parts of the land and killing thousands.

RULEBOOK

THE STORY SO FAR... Now we know that every rumor of old rings true in innumerable, hideous
spawns of the twisted imagination of Cerbero scientists, whose creations
roam the Waste looking for blood. However, people could justify almost
everything in the name of cheap energy, easy life and pretenses of safety in the
world falling into chaos.
It’s hard to talk about times you only know from stories. Although wherever
you go you can encounter traces of long lost glory of our civilization along Yet, it is said that nothing lasts forever. Cerbero fell and our hopes for
with evidence of its fall, to us, the survivors, they give little knowledge about a brighter future ceased to exist. What were the reasons? Who knows...
the past. Maybe the experimental, underground reactors powering the company’s
infrastructure had simply failed? Maybe the central computer had been
It’s known that the apocalypse wasn’t caused by some lunatic with his finger infected with some unknown virus? Or maybe Nature itself had decided
over a red button, nor was it brought upon us by robots that reached self- to retaliate for millennia of abuse and plunder? The bottom line is – one
awareness after decades of obedient servitude to humanity. We should blame day earth trembled and long-dormant volcanoes erupted again. A series
for it our forefathers – billions of common people and those in power who of tremors and underground explosions caused the continent to break in
governed them, ceaselessly repeating the same mistakes. Their stupidity, two, changing its shape. Ocean waters flooded the rift creating the Great
short-sightedness, blind faith and greed are the reasons for our struggle. The Divide – a watery canyon splitting Australia into two separate lands. Tens of
burdens which have to be carried by the next generations. thousands died in the ensuing chaos.
We have no idea what happened on other continents. Here, in Australia, And in that very moment, with Cerbero agents occupied elsewhere,
people chose to blame an international megacorporation called Cerbero for terrorists struck in the largest cities. Partially malfunctioning, military A.I.
every imaginable evil. It took advantage of poor policy of the heavily indebted managed to provide limited protection, mostly for tech facilities belonging
government and proposed a unique solution – the buy-out of the vast yet to the corporation. The ruin already brought upon Australia was multiplied
mostly barren, inner part of the country and substantial financial help in tenfold, bereaving Australians of their livelihood.
the form of strategic infrastructure investments. Effectively, after a few years
Cerbero took over key industrial sectors and left the government powerless. And thus began the darkest of days that cannot even be compared to our
In the meantime, citizens started protesting against expenses on defense and current fight for survival. I guess it’s good that the generation remembering
police. This had a direct connection with Cerbero introducing a number of the Scourge is practically gone, while those greybeards who still remain don’t
technological improvements that had been designed to protect Australians wish to share any stories about that bleak time. We know that the population
against the growing terrorist threat. Government-financed military and fell sharply and misery reigned everywhere. Yet, people were quickly tempered
police became practically non-existent, replaced by Cerbero peacekeeping in the flames of eternally burning factories and dying lights of abandoned
forces that were much better equipped and, most importantly, didn’t cost metropolises. Our fathers and grandfathers taught us how to get by in the
taxpayers a dollar. Waste. Our mothers and grandmothers made sure that we wouldn’t make
any mistakes of the past. Thanks to them we can proudly walk among fading
Cerbero knew how to make the most of its investments. The desert interior memories of the world that they’d helped destroy.
soon became a testing ground for various scientific and military projects. The
desolate heart of Australia was dotted with research labs, technological and We are the children of new Australia, the outcasts from the technological
production facilities located both above and below ground. Experimental Eden, willing to use any tool just to see another dawn. We do not fear beasts
nuclear reactors and geothermal power plants pierced the Earth’s crust that escaped from ruined Cerbero laboratories, nor cybernetic constructs of
kilometers deep. In that time people used to gossip that Cerbero even the company mindlessly patrolling the wasteland. We proudly stand against
managed maximum security prisons in order to conduct bizarre genetic gangs and degenerates looking for easy prey and we do not believe false
and biotechnological experiments on dangerous inmates, turning them into prophets promising a new paradise on Earth. We know that the only thing
something more... left for us is survival. We are the Waste Knights...

GAME OVERVIEW
Waste Knights: Second Edition is a post-apocalyptic game of
adventure and survival for 1-4 players. It is set in the Waste –
dystopian Australia half a century from now, which has been ruined
by global crisis, ecological disasters and machinations of a powerful
corporation Cerbero.
Players become Waste Knights, rugged heroes (or villains) trying to
survive in this brave new world full of crazed cybernetic constructs,
mutants, feral beasts and the most fearsome of all – other humans
no longer bound by moral constraints of modern civilization.
The game is adventure-based, with each adventure custom-made
to provide players with a unique experience. The goal of the game
is based on the theme of a given adventure and changes depending
on players’ decisions and narrative choices. Each game is special
thanks to hundreds of entries that contain gripping stories and
strategic challenges, with the world around players reacting to
their actions, but at the same time providing them with a living,
breathing and deeply immersive background.

2
COMPONENTS
0 MP 1 MP

2 MP 2 MP

NO MOVEMENT

PUMPS

THREAT RADIATION BIOHAZARD


QUEEN’S VALLEY
CITY ACTION
You can perform this action only in
named cities. It enables you to visit
2 different shops from the following:
• Quack – heal 1 and 4 OR discard
1 Injury card from your knight.
• Garage – repair 3 OR discard 1
Malfunction card from your vehicle.
• Workshop – flip 1 broken gear card to
its working side (even if the card has
the “X” icon).
• Stalls – resolve Barter (3).

GANGRAEN

ALICE OFFSPRINGS

NEW SYDNEY

RULEBOOK
CARCASSVILLE

Rulebook Guide Book of Tales 1 Game Board 4 Reference


Sheets

12 Custom Dice

6 Knight Figures 6 Knight Sheets 6 Vehicle Sheets

24 Personal
Upgrade Cards
(4 per knight)

40 Wasteland 30 Wasteland 20 Exploration 10 Special 54 Gear


Cards (Desert Cards (Scrub Cards Cards Cards
/ Highway) / Mountains)
6 General
Upgrade Cards

8 Malfunction 8 Injury 1st Player 10 Threat 12 Challenge 28 Wound/Biohazard


Cards Cards Marker Tokens Tokens Wound Tokens

16 Knight 10 Plot 12 Fuel 12 Meds 12 Ammo 12 Radiation 24 Damage 4 Experience


Tokens Tokens Markers Markers Markers Tokens Tokens (XP) Markers

15 Danger 2 Camp 12 General 2 Special 1 Time 5 Entry 4 Plastic


Markers Markers Tokens Markers Marker Tokens Base Discs
3
GAME SETUP 7. Shuffle the Malfunction Deck and place it with the Wrecked
side face-up.
8. Search the Gear Cards for the Starting Gear (as marked
Perform the following steps before each game: on the bottom of the cards) and set them aside. Then shuffle the
remaining gear cards and place them next to the board as the Gear
1. Place the Board. Deck, with the broken side face-up (so that light background and a
2. Take the Special Deck and place it face-down. Do not shuffle red icon in the upper-right corner are visible).
it – the cards should be organized according to numbers 9. Place all Dice, the Time Marker and 2 Camp Markers on the
in the upper-right corner of their backs. Camp Space of the board.
Important: Keep the cards face-down and avoid looking at them
too closely when handling the deck. 10. Take all Resource Markers (Ammo, Fuel, Meds) and form
them into a Pool.
3. Shuffle the Exploration Deck and place it face-down.
11. Take Wound, Radiation, Damage, Plot, Challenge,
4. Separate wasteland cards according to their backs into two General, Danger and Entry Tokens and add them to the pool.
Wasteland Decks (for highway / desert and scrub / mountains),
shuffle them separately and place them face-down. 12. Take Threat Tokens and put them inside an opaque container.
This is the Threat Bag.
5. Take the General Upgrade Deck and place it next to the board.
13. Determine First Player: Each player rolls 1 die in each color and
6. Shuffle the Injury Deck and place it with the Unconscious side counts their successes (V). Whoever has the most, becomes the
face-up. first player, taking the First Player Marker to indicate this. Re-
roll the dice in case of a tie.

5 6 7 8
2 10 11

3
9

12

4
13

City Danger Icon Special Location Camp Space Track


(numbered)

4
PLAYER SETUP
I. Choose Knights: Starting from the first player and going clockwise,
each player chooses 1 Knight and takes their matching components
– the Knight Sheet (1), Knight Figure (2) and Personal Upgrade
Deck (3). Then each player takes 1 set of Knight Tokens (4) with
QUICK PLAYER SETUP
a Plastic Base Disc (5) in the same color, 1 Reference Sheet (6) You may start the game straight away by resolving
and 1 XP Marker (7). Finally, each player inserts their figure into the quick setup. Starting from the first player and going
the disc, places their knight tokens, personal upgrade deck and figure clockwise around the table, each player takes 1 set of
next to the knight sheet and places the XP marker on the top space of knight tokens with the matching disc and 1 XP marker,
the XP Track. Return all unused knight elements into the box. then chooses one of the following sets:
II. Choose Vehicles: Starting from the last player (i.e. the one sitting to Johnny Taylor: Knife, Pistol, Trash Armor, Off-road
the right of the first player) and going counter-clockwise, each player
chooses 1 Vehicle Sheet (8) and places it to the left of their knight Logan Harris: Knife, Pistol, Trash Armor, Truck
sheet. Return all unused vehicle sheets into the box. Alinta: Barbwire Club, Vest, Bike
III. Choose Starting Gear: Starting from the first player and going Zoey Shaw: Sawn-off Shotgun, Trash Armor, Off-road
clockwise, each player chooses 1 Starting Gear card. Repeat this Nelly Thompson: Knife, Pistol, Trash Armor, Bike
process until each knight has exactly 1 Armor (9) and up to 2 Sallow Lee: Barbwire Club, Vest, Off-road
Weapons (10). Players place their weapons in the Hand Slots and
their armor in the Armor Slot. The Starting Gear cards are placed Important: Some gear and vehicle combinations may
with the working (green) side face-up. not be available depending on the knights you choose.
Discard all unused Starting Gear cards next to the gear deck, with In such a case, use any available components to make a
their broken side face-up, to create its discard pile. suitable match.
IV. Take Starting Resources: Each player takes 2 resources of each
type from the pool, placing Fuel (F) in their Tank on the vehicle
sheet (11) and Ammo (H) and Meds (G) on their knight sheet (12).

8 7
1 10
11

12
9

3
6
4
2 5
Take the Guide or any other materials containing Adventures and decide,
which adventure you wish to play. Additional setup is hidden in narrative sections
of adventures, therefore you can simply start enjoying the story!
Important: If this is the first time you play Waste Knights: Second Edition,
please read this rulebook to learn the basic rules and have a look
at the introduction to the Book of Tales.

5
number equal to the vehicle’s Speed (\). The cost (in MP) of entering

PLAYING THE GAME


a given space of the board depends on the type of its terrain (also see the
Map Legend):

The game is played as a series of Rounds until the goal of the current
adventure Plot (a branching story) is achieved. Each round consists of City
knight Turns. Starting from the first player and going clockwise, each
Highway Desert Its terrain type is shown in a circle
0 MP 1 MP next to its name (here it is scrub).
player resolves their turn by performing 2 Actions. After all players
have taken their turns, a new round starts. Certain effects may be
triggered at the beginning or end of round depending on the current
plot. Additionally, some plots have a time limit, forcing players to
achieve their goals within a set number of rounds. In that case, the Time
Marker is used. Move it 1 space up or down the Track at the beginning Crater
of each new round according to the instructions from the current plot
Mountains Scrub
2 MP 2 MP Important: Crater spaces cannot be
sheet (except for the first round of the plot) to show the passage of time. entered (i.e. they are impassable).

The knight spends the required number of MP and moves


GOLDEN RULES their figure along the chosen route to its last space. If the
vehicle does not provide enough MP for the whole route,
the knight may spend available F, discarding it from their
Special effects from cards, sheets or books may contradict the rules from vehicle’s Tank. There is no limit to the number of F that
this rulebook. In such a case, these special effects always take precedence. Fuel
may be discarded. Any unspent MP are lost at the end of Marker
The terms “player” and “knight” are used interchangeably. The term movement.
“active knight” indicates the knight currently resolving their turn.
Some spaces contain Danger Icons: Radiation D,
Most of the game elements are limited to what is inside the box. The Contamination S or Threat W. If the knight’s route goes
only exceptions are: wound, radiation and damage tokens; general through such a space, the knight must resolve the icons as
tokens; entry tokens. If any deck except the special deck and knight follows:
upgrade decks is exhausted, shuffle its discard pile to form a new deck. Threat
⸎⸎ Radiation: The knight suffers 1D.
You cannot have less than 1 die in any roll. When you lose dice, and the
⸎⸎ Contamination: The knight suffers 1S.
effect does not state otherwise, you choose which die to lose.
⸎⸎ Threat: The knight draws 1 Threat Token
The number of your V cannot be less than 0.
from the Threat Bag. It will be resolved at the Contamination
end of movement.
KNIGHT ACTIONS Important: If the Knight becomes unconscious as a
result of resolving a danger icon, their movement stops
In their turn the active knight may perform up to 2 different actions. immediately on the space which caused this state. Then, Radiation
The basic actions are: their turn ends.
⸎⸎ Move Action
⸎⸎ Camp Action
⸎⸎ Explore Action VEHICLE SHEET OVERVIEW
⸎⸎ City Action 1 TRUCK
⸎⸎ Plot Action (name)
⸎⸎ Special Action (name) 2 TYPE: HEAVY

⸎⸎ Pass
Each action can only be taken once per turn (e.g. the knight cannot 3 6
move and then move again). The exceptions to this are the Plot Action
and the Special Action, which are followed by a unique name. The active 4 4
knight can take more than one Plot/Special Action in their turn as long
as each action has a different name. The actions can be performed in TANK: 4
5 Spend 1 :
CHASSIS

7 7
any order.
MOVE ACTION OFF-ROAD 6
+1 MP 1

Before the active knight starts moving, they must prepare their gear cards 1. Name.
so that it is clear what weapons and armor are Equipped byTYP MEDIUM
theE: knight. 2. Type.
3. Capacity: Number of Gear Cards that can be kept in your
Each knight can have 1 two-handed (P) or 2 one-handed (O) weapons
vehicle.
in their Hand Slots as well as 1 armor (E) in their Armor Slot. All other 4. Speed: Number of Movement Points (MP) your vehicle
gear cards must be kept in the vehicle. No gear cards can be exchanged provides whenever you move.
until the current Move Action is resolved (including combat or any tests). 5. Tank: Number of F that can be kept in your vehicle.
In order to move, the active knight creates an imaginary, continuous 5 6. Bonus Speed: Number of extra MP your vehicle provides
route from their space to a different space of their choice. for spending 1F.
Then the knight counts how many Movement Points 4 7. Chassis: Amount of L your vehicle can suffer before
(MP) are required to cover this route (ignore the starting becoming Wrecked. This space also features the Repair Cost
space). MP are provided by the knight’s Vehicle, their Speed of each L.

6 TANK: 3 CHASSIS
When the active knight ends their movement, the player to their right
draws 1 Wasteland Card from the deck matching the knight space’s
terrain type and places it face-up on the table. That player will roll dice,
read entries and make any decisions resulting from the card drawn.
DICE
Dice have 4 different colors indicating their
Important: A wasteland card is always drawn – even if the active
strength but also risks involved in rolling them.
knight ends their movement on a city or special location space.
Going from the weakest to the strongest: white,
Depending on the wasteland card type, the knight must resolve it as green, blue, and red.
follows: Dice feature 3 types of icons. Their effects depend on whether the
• Enemy: The knight must resolve combat. dice are rolled outside combat or in combat:
• Event: The knight must test one of their skills.
• Encounter: The knight must resolve an entry matching the letter Success (when testing) OR A dealt (in combat).
on the card drawn. Entries triggered by encounter cards are in the
table at the bottom of the current Plot Sheet. Fate: Considered blank (when testing) OR a potential
special effect.
Road Blockade
Test Negotiate (2).
Botch: Considered blank (when testing) OR after
Pass: +1
ENCOUNTER
resolving your attack, break the weapon you used (in
C
Fail: Suffer 1 (unpreventable) or discard
1 chosen resource for each missing .

combat).
Right through them: If you use a Heavy
vehicle, you may ignore this card.
ote from the plot
sheet
Resolve the footn r and discard this card.
matching this
lette
Depending on the origin of your dice, there are a few dice
Gun Tower matching foot
note

Armor Piercing.
If there is no
on the plot shee
and draw a new
card
t, discard this .
wasteland card
types:
This enemy re-rolls 1 die that

⸎⸎ Skill Dice: These are the basic dice you get whenever you
deals no .
This enemy deals 1 .
1
2 use a skill i.e. when testing and in combat. Sometimes, certain
Enemy Card Event Card Encounter Card gear cards, e.g. Dundee Hat, may provide you with additional
skill dice.
If any threat tokens have been drawn, they are ⸎⸎ Weapon Dice: These are dice from your equipped weapon,
resolved together with the wasteland card. Event which you are currently using in combat. They are added to
and encounter cards (with their resulting entries) your Blades or Guns skill dice (depending on whether it is X
force the knight to resolve the Yellow side, while LOOKING FOR PARTS
or C weapon) to form your attack pool.
enemies – the Red side. All effects from the yellow
side should be resolved immediately, whileSetup: the Threat Token ⸎⸎ Attack Dice: These are dice shown on enemy wasteland
ones from the red side are often resolved when an enemy
• Place attacks
knight figures on (see
space 10. cards, plot sheets, or mentioned in various entries. They
THREAT TOKENS OVERVIEW for details). • Place the time marker
After the knight has on space “5” of represent
the track. combat abilities of the opponent you are currently
• Read plot special rules below and beginfacing.
the round.
resolved all threat tokens, they should be returned to the threat bag and
shuffled. GOAL: In 5 rounds destroy as many Cerbero machines as
possible (collect as many challenge tokens as you can).
Resolving Enemy Cards Road Blockade
The active knight must resolve Combat with their enemy.
p. 10 for details. After you resolve the enemy card, discard
See COMBAT,
Test Negotiate (2).
+1 it face-up
RESOLVING TESTS P
next to its matching wasteland deck.
Plot special
Pass: rules: When the game instructs you to Test a skill,
Fail: Suffer 1 (unpreventable) or discard
Plot Action (Fighting a robot): Only on a space with a challenge token.* Draw an
1 chosen resource for each missing .
enemy card from the machine deck and takeresolve
all combat
dice according
matching the rules.
to normal required
If skill as Test Aid (2).
Resolving Event Cards you defeat your enemy, remove its card shown
from theongame,
your takeknight sheet,
the challenge tokenand
fromadd any dice
Pass: +2Z
The active knight tests the skill shown on the event your space and place it on your vehicle sheet. Otherwise, place your enemy’s card
Right through them: If you use afromHeavy your special abilities, upgrade cards and/
face-up next you
to the machine deck.
card (see RESOLVING TESTS), then resolves vehicle, may ignore this card.
orallgear cards. Thennextroll and check the Fail: Keep this card. As lon
If the machine deck is exhausted, take enemy cards placed to it,the dice
shuffle them
the test results. Additionally, each event card and create the new machine deck. results: if you obtain at least as many successes suffer any A, S or D, you
has a Condition Bar which describes special *When Condition
you start Bar
performing this Plot (V) thetheDifficulty
as for
Action first time on aLevel of the test shownthis
given space, in card when(),you visit th
brackets
circumstances that might affect the resolution of resolve the entry matching your the space (once per game). This affects normal
test is Passed. Otherwise, it is Failed. Finally,
City resolve
Action orallwhen you b
resolution of the Plot Action (Fighting a robot):
the card. consequences of passing or failing the test.
After you resolve the event card, discard it face-up nextSpace
to its 2+
matching 3+ 4+
3: see 5 Space 15: seeIf65the difficulty levelSpace
Space 1: see 125 is “X” or145is not mentioned, theMakeshift
19: see higher the Mask: I
wasteland deck. Space 17: seenumber
Space 9: see 25 85 of V obtained the better (0 V is considered obtain a fail). 1 additional
Space 13: see 45 Space 18: see 105
Resolving Encounter Cards
Attacks resolved in combat are also tests that use Blades or Guns
The active knight checks if the letter from skills, but certain abilities or effects may be resolved differently
ENCOUNTER

the encounter card drawn is matched C or cannot be used in combat. Additionally, knights often roll
with an entry number on the plot sheet sheet

additional dice during these tests thanks to their weapons and/


te from the plot
Resolve the footno and discard this card.
matching this
letter
matching footno
te

When the time marker would leave the track or at the end of the
If there is no discard this card

currently in the game, as shown in the table or armor.


on the plot sheet, wasteland card.
and draw a new

round, in which the last challenge token has been taken from the
at the bottom of the sheet. If it does, the board, go to the plot sheet JOURNEY TO THE WEST.
number informs which entry to resolve Whenever you Gain dice, you add a certain number of dice to your
from the Book of Tales. The player to the A B C D E dice Fpool. Whenever
G H you Lose dice, you subtract a certain number
right of the active knight finds the entry 2 47 13 - 17 of dice
8 from-your dice - pool. You always roll at least 1 die.
and reads it aloud, allowing the knight to 2 Important: If you want to use any effects that provide
make decisions regarding the entry. additional V or allow you to gain dice, you must declare that
If there is no matching number, the encounter card is discarded and a you use them before rolling dice. However, dice re-rolls are
new wasteland card should be drawn in its place. Any threat tokens are declared and resolved after you see dice results.
kept unresolved until a proper card is drawn.
After you resolve the encounter card, discard it face-up next to its
matching wasteland deck.
7
KNIGHT SHEET OVERVIEW
1. Name and Vocation.
10 1 8 2. Skills.
3. Special Ability.
2 4. Camp Action: Features Repair and
explains how to use G to heal your knight.
5. Explore Action: Features Exploration
3 and explains how to use F to increase it.
6. Health: Amount of A/S your knight
4 can suffer before becoming Unconscious.
9 7. Resilience Track: Amount of D your knight
5 can suffer and negative effects it causes.
8. Hand Slots: 1P Weapon Card (R) or up
to 2O weapon cards can be placed here.
9. Armor Slot: 1 Armor Card (E) can be
placed here.

6 7 10. Experience Points Track.

CAMP ACTION Sharing space with other Knights


During this action the active knight may do any and all of the following: When at least 2 knights are on the same space of the
board, place a Camp Marker on their space and
⸎⸎ Heal: The knight may spend any number of G to move their figures to the Camp Space in the upper-
heal. For each G spent the knight heals 3 normal A OR left corner of the board. If one of the knights on the
1D, discarding proper tokens from their sheet. When camp space performs the Camp Action, in addition
healing A, the knight may also choose to heal S, but to normal activities the knight may do the following: Camp Marker
healing it causes its token to be flipped to the normal Meds
(A) side. Therefore, it is twice as hard to completely ⸎⸎ Trade: The knight may trade gear cards and/or resources with any
Marker
heal 1S. other knights on the camp space. The knights may trade in any way
they wish, ignoring the Barter Value of the traded gear cards.
The knight may split their healing between A and S as they wish,
but healing 1D requires the knight to spend 1G separately. Any ⸎⸎ Repair and use special abilities: The knight may use their
unused healing is lost. Repair to flip gear cards belonging to other knights or to discard
L tokens from their vehicle sheets. Additionally, certain special
⸎⸎ Repair: The knight may spend their Repair up abilities (e.g. the Master Tinkerer upgrade card) can affect knights
to its value in order to flip a broken (red) gear card on the same space as the active knight performing the Camp Action.
to its working (green) side. Each gear card features
a Repair Cost which must be fully covered. The
knight may flip as many gear cards as their Repair
allows. Additionally, the knight may discard L from Repair
their vehicle by spending 1 Repair for each token. Cost
The knight may split their Repair between gear cards and vehicle L
as they wish. Any unused Repair is lost.
Important: If a gear card features “X” as its repair cost, it cannot
be flipped to its working side as part of the Camp Action. You
may repair such cards as part of the City Action (see p. 9) or
when resolving special effects.
⸎⸎ Use Effects: Some cards or effects can be used only when
performing the Camp Action (e.g. the Mil-feed gear card) as stated
in their description.
⸎⸎ Upgrade: If the knight’s XP Marker is on or
beyond a highlighted space (3, 6, 9) of the XP
Track, the knight may choose 1 Upgrade
Card and place it next to their sheet (see XP AND
UPGRADES, p. 13).
Important: Upgrading the knight is also done
automatically at the end of the knight’s turn – it
does not require the Camp Action.

8
EXPLORE ACTION
This action is mainly used to collect resources and items. When the active
knight performs it, they draw the top card from the Exploration Deck
and place it face-up on the table. Now, the knight checks the section
EXPLORATION CARD
matching the terrain type of their space – it shows what the knight has
found and, possibly, negative effects connected with resolving the card.
If the knight accepts their findings, they simply gain any resources or Z 1 ,1
or draw gear cards as shown in the matching section. Then the knight
must resolve all negative effects, if able, e.g. discard any resources if they
have them, take L to their vehicle etc. Finally, the card is discarded face-
up next to the exploration deck. 1 ,1
However, the knight may decide that they do not wish to resolve the
card drawn. In such a case, the knight may draw another exploration
card assuming that their Exploration is high enough. This value
informs how many cards altogether can be drawn during one Explore
Action (e.g. if a knight has Exploration 2, they may draw up to 2 cards
1 ,1 ,1
per action). The new card drawn is placed face-up on any previous cards,
so it is not possible to return to any previous card even if the new one
4
is less beneficial. If the knight has used up all of their Exploration, they 1 marker
must resolve the last card drawn. Place a ur space.
on yo
The knight may spend 1F per Explore Action to temporarily gain +1
Exploration. This allows the knight to draw 1 additional exploration 1. Terrain Type Section.
card. This can be done at any point of the Explore Action. The knight 2. Findings.
cannot do it if their vehicle is Wrecked. 3. Negative Effects.
Important: Exploration cannot be lower than 1. 4. Back of the Exploration Card.

CITY ACTION PLOT ACTION


This action can only be performed on City Spaces. There are 6 such This action can only be performed if the current
spaces on the board, each marked with a unique artwork, a name and plot sheet or an entry allows it. Usually, Plot
a circle indicating the space’s terrain type. When the active knight Tokens and Challenge Tokens indicate
performs this action, they may visit (in any order) 2 different Shops spaces with available Plot Actions (usually
from the following: Special Locations that are otherwise treated as Plot Challenge
⸎⸎ Quack: The knight heals 1D and up to 4A according to normal normal spaces). The plot sheet explains where Token Token
healing rules. Alternatively, if the knight has any Injury Cards a given Plot Action can be performed and how
attached, they may discard 1 chosen Injury card (shuffling it back to perform it.
into the Injury Deck). Plot Actions are followed by a unique name in brackets, e.g. Plot Action
(Fighting a Robot). The active knight can perform more than 1 Plot
⸎⸎ Garage: The knight repairs up to 3L from their vehicle according Action per turn as long as each Plot Action they perform has a different
to normal repair rules. Alternatively, if there are any Malfunction name.
Cards attached to the knight’s vehicle, the knight may discard
1 chosen Malfunction card (shuffling it back into the Malfunction
Deck).
SPECIAL ACTION
This action is not covered by any other action type. It may become
⸎⸎ Workshop: The knight flips 1 broken gear card to its working side. available through certain game effects, or as a result of controlling some
The Repair cost of the card is ignored. Even cards featuring “X” as game components.
their cost can be flipped this way.
Special actions are followed by a unique name in brackets, e.g. Special
⸎⸎ Stalls: The knight resolves Barter (3) by drawing Action (Regain Consciousness). The active knight can perform more
3 cards from the bottom of the gear deck and placing than 1 Special Action per turn as long as each Special Action they
them with their broken sides face-up on the table – perform has a different name.
this is the Offer. Now, the knight may discard any
number of resources and/or gear cards they have in Barter PASS
order to acquire any gear cards from the offer. The Value
The knight may choose to pass and forfeit their action. However, it is
knight must pay the Barter Value of the cards they wish to
strongly recommended to use all available actions as the game often has
acquire. Each discarded gear card is worth its Barter value and each
a round limit, making each action very valuable.
discarded resource is worth 1. The knight may also acquire resources
instead of gear cards this way (e.g. they could discard a card with a
value of 2 to gain 2 chosen resources or discard 1F to get 1H or 1G).
The knight can look at both sides of any gear cards in the offer. GRIM BADLANDS
The knight does not have to acquire any cards from the offer or The Waste is a barren, brutal place, and so are the rules of survival.
discard cards to gain resources. Once done, the knight discards all Whenever you encounter a situation or rules conflict when you
cards still in the offer next to the gear deck, broken side face-up. have to make an independent decision, such as which die to re-roll
Important: Even if the knight is on a city space, all other actions are still for your enemy, or which knight to choose when some negative
available – the knight is not forced to perform the City Action. effect occurs, always choose the option worst for the players.

9
COMBAT ENEMY CARD
Combat usually occurs at the end of the Move Action when the active
knight draws an Enemy wasteland card. Normally, knights cannot fight 1. Name.
each other although some adventures may allow that under special circum- 2. Type: Machine ], Beast /,
stances. In combat the player to the right of the active knight is responsible Mutant >, Gang [, Cult <.
for resolving enemy traits and threat tokens, rolling dice and making any 3. Attack Type (Ranged X
decisions regarding the enemy. Each combat is resolved as follows: or Melee C) and Attack Dice.
4. Health.
I. CHECK ENEMY TRAITS
5. Rewards: What the knight
The active knight checks for any bolded traits on the enemy card.
Depending on the trait some are resolved immediately (e.g. Threat), 1 2 receives for defeating their
Driller enemy.
while some will affect combat later. If the enemy has Threat (X), 6. Traits: Keywords
X additional Threat Tokens should be drawn from the bag now. 6 Threat 1. Armor Piercing.
Relentless.
3 triggering special effects in
II. CHOOSE WEAPON
: This enemy deals X .
X is the Protection Level of your 4 combat.
The active knight must choose 1 equipped weapon featuring dice icons 7 equipped armor (max. 3 ). If you
have no armor equipped, X is 1.
1
2 5
7. Text Box: Describes
special combat abilities.
to attack with. There are Ranged (X) and Melee (C) weapons. In
order to attack with most ranged weapons, the knight also needs at least
1 Ammo (H). If the knight has no weapon or does not wish to use one, COMBAT TRAITS
they may choose to attack Bare-handed thus rolling only their Blades Ambush: This combatant attacks first no matter its attack type
skill when the time comes. (i.e. their melee attack may even precede a ranged attack and the
Important: Each combatant can only attack once per combat by opponent’s abilities). Resolve at the beginning of the Engagement Step.
rolling dice to make either a Ranged or Melee attack. Armor Piercing: A dealt by this combatant cannot be
prevented. Resolve when dealing A.
III. CHECK THREAT TOKENS Relentless: This combatant cannot be defeated until the
If there are any threat tokens on the table, remember to resolve beginning of the Resolution Step. Active for the whole combat.
them once per combat at the proper time (see THREAT TOKENS Threat (X): Draw and resolve X additional threat tokens for this
OVERVIEW, p. 14). enemy (see THREAT TOKENS OVERVIEW, p. 14).
IV. COMBAT RESOLUTION
1. Engagement Step: Resolve effects marked as “Engagement”, starting attack in melee and use its abilities as normal.
from the enemy. 3. Advance Step: Resolve effects marked as “Advance”, starting from the
Important: If the enemy has Ambush, it attacks at the beginning of enemy. If any combatant is defeated, go straight to the Resolution Step.
this step (before the active knight has a chance to use any Engagement Important: Some knight weapons, e.g. the Frag Grenade, may be
effects), no matter its attack type and the active knight’s abilities. used in this step. Using them does not count against the ‘1 attack limit
2. Ranged Attacks Step: Any combatant making a ranged per combat’ and unlike other weapons, they do not take any O slot.
attack resolves it now. If this is the knight, they must spend 4. Melee Attacks Step: Any combatant making a melee attack
1H. Next, they form their dice pool by adding their Guns (including bare-handed attacks) resolves it now. Follow the rules for
skill and Attack Dice from the weapon used. If this is the ranged attacks except that melee weapons do not require the knight to
enemy, it uses its Attack Dice as shown on its card. spend H and the Blades skill is used instead of the Guns skill.
If both combatants make ranged attacks, they do it Ammo
Then go to the Resolution Step.
simultaneously. For the sake of clarity the enemy should Marker
roll its dice first, followed by the knight. 5. Resolution Step: Resolve effects marked as “Resolution”, starting
The combatant rolls dice and resolves them (see DICE, p. 7), dealing from the enemy. Many of them are triggered depending on whether
1 A for each obtained V and using other icons as described on their the enemy is defeated or not. If the enemy is Relentless, but received
cards. The knight can use abilities only from the weapon card used to enough A to be defeated, it is defeated now.
attack, even if they have another weapon equipped. If the knight defeats the enemy, they gain all Rewards shown on the
Important: All dice results must be resolved, if possible. enemy card: XP (Z), Gear Cards (Q) (drawn from the bottom of the
deck – never from an upgrade deck) and/or resources (F/G/H). The
When the knight is dealt any A, they may use their equipped
knight gains the rewards even if both them and their enemy are defeated
Armor (by breaking or discarding it) to prevent as many
(it may happen if they attacked simultaneously).
A as its Protection Level ( X ) allows. Any remaining
A must be received – place the proper number of tokens on Protection Finally, discard the enemy card face-up next to the matching wasteland
the Health space of the knight sheet. No combatant can have Level 1 deck and return all wound tokens on it to the pool and all threat tokens
more A/S than their Health – any excess is ignored. to the bag (remember to shuffle them).
Important: If the enemy has Armor Piercing, A it deals cannot Important: The combat ends now. Do not resolve more than 1 attack
be prevented. Additionally, remember to resolve any threat tokens for each combatant. If the knight has not defeated the enemy, they
accompanying the enemy attack. gain no rewards and simply part ways with the enemy.
When the enemy is dealt any A, they usually cannot prevent them.
Therefore simply place the wound tokens on the enemy card.
Now check if any combatant is defeated. It happens when they have BARE-HANDED ATTACK
as many A/S as their Health. If this is the case, go straight to the During combat, if you have no weapon equipped or choose
Resolution Step – the defeated combatant cannot retaliate in step 3 or 4. not to use one, you have to attack Bare-handed. This attack is
Important: If the enemy has Relentless, it cannot be defeated considered a CO attack using your Blades skill.
until the beginning of the Resolution Step. Therefore, it may still
10
OTHER RULES GEAR CARD
GEAR CARDS
otgun otgun
Gear cards represent items collected by knights. They are basically Pump-action Sh Pump-action Sh
divided into 3 categories:
⸎⸎ Weapons are usually kept in hand slots (Equipped)
and aid in combat. If kept in a vehicle, they have no effect
besides the ones with no O icon. A weapon’s abilities can
only be used when a knight is actively using the weapon Weapon
to attack.
⸎⸎ Armor is usually kept in the armor slot (Equipped) K: If your enemy has K: If your enemy has 3
and protects the wearer. If kept in a vehicle, it has no C attack, deal 3A. C attack, deal 2A.
effect. An armor’s abilities can only be used when a Armor
3 3
knight is actively using the armor.
Working Gear Card Broken Gear Card
⸎⸎ Drugs and Utilities are only kept in a
vehicle. They are always considered Equipped Drug 1. Name.
Utility 2. Type: Weapon R, Armor E, Utility Y, Drug T.
as long as a knight has access to their vehicle.
Green if Working, red if Broken.
A gear card can be in Working condition (the green icon and
dark background visible) or in Broken condition (the red iconOFF-ROAD 3. Barter Value.
4. Text box.
and light background visible). If something causes a working
card to break, it should be flipped to its back. If something 5. Repair Cost (broken side only).
TYPE:causes
MEDIUM 6. Attack Type: Ranged X or Melee C (weapon only).
a broken card to break again, it must be discarded.
Important: Broken gear can be repaired – see Camp Action – 7. Attack Dice: Added to the skill used in combat (weapon only).
Repair, p. 8 and City Action – Workshop, p. 9. 8. Hands Required (weapon only).
The knight may keep up to 2 weapons in their hand slots, Full-auto (weapon Protection (X) (armor
1 armor in their armor slot and as many gear cards of any 5 only): This combatant only): This combatant
kind inside their vehicle as its Capacity (U) allows. It may spend 1H to prevents X A. S or D
Capacity
is best to keep all cards that have no effect when in the 4 choose and re-roll any of their cannot be prevented. Resolve
dice. Resolve after rolling dice. after being dealt A.
vehicle (most weapons and all armor) horizontally to indicate this.
The knight can exchange their gear cards between their hand/armor
slots and their vehicle freely before or after performing an action, e.g. twice as hard to discard.
you couldTANKdo it:before
3 starting your move and wasteland card resolution ⸎⸎
or after it, but not while resolving it.
CHASSIS Radiation D: Radiation is marked by placing
Spend 1 :
Whenever the knight acquires a new gear card, +2 MP 5
they must immediately 1
equip it or place it in their vehicle. If all slots and the vehicle Capacity
radiation tokens on the Resilience Track of the
knight sheet, starting from the leftmost space. High
levels of D make the knight suffer certain long-term, Radiation
are full, the knight must immediately discard any gear cards down to negative effects as described on the knight sheet. The Token
their weapon, armor and Capacity limit. knight can have as much D as their Resilience
allows. If the knight must suffer D but the track is full, any excess D
WOUNDS AND RADIATION must be suffered as S.
The knight may be affected by 3 types of negative effects: All of those effects can be healed using G as part of the Camp Action, at
the Quack as part of the City Action and using certain special effects.
⸎⸎ Wounds A: Wounds are marked by placing A tokens Important: If the knight has as many A/S as their Health, they
(red side up) on the Health space of the knight sheet. Wound lose consciousness and must immediately draw 1 card from the
They are usually dealt in combat and can be prevented Token Injury Deck.
using armor.
When the knight becomes Unconscious, they are temporarily out of
⸎⸎ Contaminated Wounds S: Contaminated the game and cannot perform any actions or affect the game until they
wounds are marked by placing S tokens (green side perform the Regain Consciousness Action as described on Injury
up) on the Health space of the knight sheet. They are Contaminated cards. Then the Injury card is flipped and the knight must attach it to
treated as normal A for the most effects of the game Wound Token their sheet to mark that they are temporarily affected by some long-term
– they normally count towards the knight’s Health. negative effect. The knight can discard Injury cards by visiting the Quack
However, they cannot be prevented using armor, and healing S in any city.
causes them to be flipped to they normal A side, thus making them Important: The knight must spend G to heal only when performing
the Camp Action (not when Regaining consciousness, visiting the
DEAL VS. SUFFER Quack, or via other special effects).

When a knight is dealt something (usually A), they can prevent


ELIMINATION
it using different effects. When a knight suffers something Some rare game effects can Eliminate a knight from the game. In
(usually S or D), they must simply take the mentioned number this case, the knight automatically loses the game: their gear cards and
of tokens and place them on their sheet. resources are discarded and all other game components belonging
to their knight are returned into the box. The player controlling the

11
eliminated knight cannot return to the game. This may result in losing ATTACHING INJURIES AND MALFUNCTIONS
key Adventure assets and end in the knights’ defeat.
If some effect instructs you to attach an Injury card to your knight
A knight can also be eliminated by taking too many Injury cards. If the sheet or a Malfunction card to your vehicle sheet, take the card from its
knight already has 2 Injury cards attached and loses consciousness (i.e. matching deck, flip it to its front and slide it partially under the proper
they would take the third Injury card), they are immediately eliminated sheet so that the card effect is visible. You do not suffer any A or L in
from the game instead. this process, or perform any special actions normally required by these
Also see below for how vehicle Malfunction cards can eliminate a types of cards.
knight.
Important: If this would be your third Injury or Malfunction card,
DAMAGE your knight is immediately eliminated from the game (see above).
The knight’s vehicle may suffer Damage L. This is STARTING NUMBER OF KNIGHTS
marked by placing L tokens on the Chassis space of the
vehicle sheet. When it has as much L as its Chassis, it Whenever you encounter this icon B, treat it as a number
becomes Wrecked and the knight must draw 1 card Damage equal to the starting number of knights, e.g. if a plot
from the Malfunction Deck. Token instructs you to “collect B challenge tokens”, you must
L can be discarded by repairing the vehicle as part of the Camp Action, collect as many challenge tokens as there were knights at
at the Garage as part of the City Action and using certain special effects. the beginning of the game.
Example: If there are 3 knights in the game and the game Starting
When the knight’s vehicle becomes wrecked, its owner cannot move
or gain bonuses to their Exploration until they perform the Long Fix asks you to “collect 2x B challenge tokens”, you should collect Number of
6 challenge tokens. Knights Icon
Action as described on Malfunction cards. Then the Malfunction card
is flipped and the knight must attach it to their vehicle sheet to mark that If any knight has been eliminated, they are still counted towards this
it is temporarily affected by some long-term negative effect. The knight number until the end of the game.
can discard Malfunction cards by visiting the Garage in any city. As long
as a vehicle is wrecked, it cannot suffer any L or have any damage tokens ADVENTURES, PLOTS AND ENTRIES
placed or removed from its sheet. When you start the game, after resolving the setup, refer to the
The vehicle cannot be lost in any way, and it cannot be exchanged by its introduction in the Book of Tales. This source contains terms used
owner during the game unless some special effects allow it. in Plot Sheets (adventure parts) and Entries (short stories) and
However, a knight can be eliminated by attaching too many Malfunction how to handle them.
cards to their vehicle, thus rendering it completely useless (and Inside the Guide you can find all Adventures with different
preventing themselves from continuing their journey). If the knight’s branching plots. Always look at the front page of the adventure you wish
vehicle already has 2 Malfunction cards attached and becomes wrecked to play and follow any instructions from it so that you do not spoil fun
(i.e. it would take the third Malfunction card), its owner is immediately for you or your friends.
eliminated from the game instead.

INJURY AND MALFUNCTION CARDS


1 1
2 2
4 4

3 3
Injury Card Injury Card Malfunction Card Malfunction Card
Unconscious Side Front Side Wrecked Side Front Side
1. Name
2. Type
3. Special Action
4. Permanent Effect

12
SOLO MODE
It is possible to play the game solo in two ways: using a dedicated solo
adventure or playing 2 knights in adventures enabling 2 players to PERSONAL UPGRADE CARDS
participate.
There is basically only one difference between the solo mode and “Boom Stick”
enjoying the game with friends – the solo player must make all choices 6
and read all entries to themselves. Therefore, it is recommended not to 6
look at other entries or narrative parts too closely. Trades
Jack of All
Finally, when a solo player encounters some decision regarding activities
g any test
of their enemies or negative effects of adventures or entries, they should W hen makin at), you
mb
(except in co ite die.
choose the option least favorable to their knight(s). Remember that the may gain 1 wh
n. You resolve your
Once per tur X attack before
Waste is an unforgiving place and act accordingly! your enemy’s X
Ignore 1 I you obt
attack.
ained.
K: Deal 1A.

XP AND UPGRADES Personal Upgrade Personal Upgrade


During the game, knights gain Experience Points or Card Gear Card
XP (Z) for defeating powerful enemies, facing dangers 1. XP Requirement.
and resolving plots. Whenever a knight gains any Z, they
advance their XP Marker by the indicated number of 2. Knight’s Portrait.
spaces along the XP Track on the knight sheet. If the XP
marker ends on a Highlighted (darker) space of the track Marker
(3, 6 or 9) or crosses it for the first time, the knight has learned something
new or acquired unique gear as represented by cards in upgrade decks: GENERAL UPGRADE CARDS
either their Personal Upgrade Deck or the General Upgrade
Deck. When this happens, the knight may choose 1 Upgrade Card at
Fury
the end of their turn (freely) or as part of their Camp Action. Controlled
There are 2 types of upgrades available in the game:
ed or
ing bare-hand
⸎⸎ Personal upgrades marked with a knight’s portrait are restricted W hen attack on, you may flip
ap
with a we 1 additional ..
only to the knight shown on a given card. Players take them this card to de
al

during the setup and keep in their area.


⸎⸎ General upgrades marked with the Z icon are available to all
knights. They are placed during the setup next to the board. 1. General Upgrade Icon
Knights may look at any upgrade decks whenever they wish – they are
never shuffled. Upgrade cards cannot be traded or lost in any way (unique gear cards
When a knight advances, they may choose 1 card from any deck and do not have any Barter value). If such a card must be discarded for some
place it with the chosen side face-up. In case of unique gear cards, they reason, it is returned to its deck (either its owner’s deck or the general
are acquired in the working (green) condition. In case of other cards, upgrade deck). The knight may willingly discard their unique gear card
once acquired they cannot be flipped. following these rules (i.e. return it to their upgrade deck) in order to
Some cards feature an XP Requirement (usually 6 XP). This means pay some cost or requirement based on “discarding a gear card”. Besides
that the knight cannot choose a given card if they do not already have at that, upgrade gear cards follow all normal rules for gear cards.
least that many XP. Important: A knight can have up to 6 upgrade cards of any kind,
XP are not spent to acquire upgrade cards – they stay on the same level. and their XP is limited to 19. Any further gains of upgrade cards or
If a knight gains more than 9 XP, they flip the XP marker to its “+10” XP are lost.
side and record the new value. When this happens, the highlighted Important: If 2 or more knights would have to choose a general
spaces are considered “refreshed” and the knight may gain new upgrade upgrade card at the same time and cannot agree, who should go
cards according to normal rules. first, start from the first player or the player closest to them in the
clockwise order.

13
CREDITS
THREAT TOKENS OVERVIEW Game Design: Marek Mydel and Paweł Szewc
Event and encounter cards (with their resulting entries) force the Editing: Aleksandra Miszta and Mateusz Szupik
knight to resolve the Yellow side, while enemies – the Red side. All
effects from the yellow side should be resolved immediately, while Proofreading: Aleksandra Miszta, Łukasz Chełmecki
the ones from the red side are often resolved when an enemy attacks and Jan Jewuła
Story Writers: Marek Mydel, Marcin Strzyżewski,
You are dealt 1A. If on the red side,
Michał Guzik, Paweł Szewc and Szymon Stoczek
resolve when your enemy attacks. English Proofreading: Łukasz Chełmecki and Wallace
Frye Jr.
Graphic Design: Michał Lechowski, Aleksandra Miszta
and Mateusz Szupik
You are dealt 2A. If on the red side, Cover Art: Jarosław Marcinek
resolve when your enemy attacks. Character Art: Jarosław Marcinek
Game Board Art: Michał Lechowski
Interior Art: Tymoteusz Chliszcz, Bartłomiej Fedyczak,
Aleksander Karcz, Michał Lechowski, Robert Rejmak,
Piotr Rossa, Tomasz Ryger, Tomasz Ściolny and
You immediately discard 1 chosen Michał Teliga
resource.
Art Direction: Aleksandra Miszta
3D Modelling: Stratominis Studio
Project Manager: Marek Mydel
English Translation: Marek Mydel, Paweł Awdejuk
You suffer 1D. You suffer 1S.
Publisher: Galakta
Playtesters: Konrad Andrzejczak, Patrycja Andrzejczak,
Wojciech Animucki, Kamil Bednarczyk, Krzysztof „Krzyś”
Bernacki, Stanisław Błaszkiewicz, Marek Braun, Adam
Your vehicle Your vehicle Cetnerowski, Jakub Chechłacz, Łukasz Chełmecki, Konrad
suffers 1L. suffers 2L. Czubak, Artur Ćwik, Krystian Dobrowolski, Krzysztof
Dyrek, Martyna Ejlak, Anna Gajewska, Bartłomiej
Gajewski, Radosław Głombiowski, Mateusz Godzik, Piotr
You lose 1V from Goszyk, Przemysław Górecki, Michał Guzik, Marcin
the first test made Your enemy
immediately Hoffmann, Sonia Horbatowska, Jan Jewuła, Maciej Kałek,
when resolving Robert Karcz, Marian Kolondra, Joanna Kołakowska, Piotr
your wasteland gains +1).
card. Kołakowski, Anna Lewandowska, Jan Loda, Przemysław
Magiera, Sebastian Majsterek, Karol Masłowski, Wojciech
Your enemy Your enemy Michalik, Aleksandra Miszta, Katarzyna Miszta, Kuba
gains 1 white gains 1 blue Motyl, Apolonia Mruczkowska, Agnieszka Niewińska,
die. Resolve die. Resolve Leszek Nowak, Natalia Paluch, Rafał Paluch, Marcin
when the enemy when the enemy
attacks. attacks. Podsiadło, Magdalena Prześlica, Mateusz Pszczółka, Marta
Raczek-Karcz, Przemysław Rajski, Krzysztof „Jaxa” Rudek,
Your enemy Your enemy Marta Sandomierska, Joanna Sendorek, Bartosz Sieńczak,
automatically gains the Armor Mateusz Sikora, Tomasz Siwek, Adam Szczodrowski,
obtains 1K. Piercing trait.
Resolve when Resolve when
Natalia Szewc, Tomasz Szewc, Damian Szostak, Katarzyna
the enemy the enemy Szostek, Adrian Szulc, Mateusz Szupik, Filip Szwejser,
attacks. attacks. Tomasz Szymański, Michał Walter, Marcin Wandzel,
Your enemy
Damian Węcław, Krzysztof Zalewski
re-rolls all blanks
Your enemy
immediately gains
once. Resolve GALAKTA
the Ambush trait.
when the enemy ul. Łagiewnicka 39
attacks. 30-417 Kraków
+48 12 656 34 89
POLAND

14
INDEX
Actions.............................................. 6 Entry................................................ 12 Resolution (combat step)............. 10
Advance (combat step)................. 10 Event (card)...................................... 7 Reward............................................ 10
Adventure...............................5, 6, 12 Experience Round ............................................... 6
Ambush (trait)............................... 10 (track, upgrade, XP).................. 8, 13 Scrub (terrain)................................. 6
Ammo (resource marker)............ 10 Explore Action................................. 9 Setup (game).................................... 4
Armor Piercing (trait)................... 10 Exploration................................... 8, 9 Setup (player)................................... 5
Armor Slot.................................. 8, 11 Fail (tests)......................................... 7 Shop................................................... 9
Attacks............................................ 10 Fate (dice)......................................... 7 Skills.................................................. 8
Bare-handed.............................. 10 Fuel (resource marker)................... 6 Special Action........................6, 9, 12
Melee.......................................... 10 Full-auto......................................... 11 Special Location ...................... 4, 7, 9
Ranged....................................... 10 Gear................................................. 11 Speed................................................. 6
Barter (value, activity).............. 9, 11 Armor........................................ 11 Starting number of knights.......... 12
Book of Tales..........................5, 7, 12 Broken........................................ 11 Success (dice)................................... 7
Botch (dice)...................................... 7 Drug........................................... 11 Terrain............................................... 6
Camp Action.................................... 8 Equipped................................... 11 Tests................................................... 7
Camp Marker................................... 8 Starting.................................... 4, 5 Tank................................................... 6
Camp Space...................................... 8 Utility......................................... 11 Threat (icon, trait)...............6, 10, 14
Capacity...................................... 6, 11 Weapon...................................... 11 Threat Bag..................................... 6, 7
Desert (terrain)................................ 6 Working..................................... 11 Threat Tokens................................. 14
Chassis........................................ 6, 12 Guide........................................... 5, 12 Time Marker.................................... 6
City Action....................................... 9 Hand Slots.................................. 8, 11 Track.................................................. 6
Garage.......................................... 9 Heal ........................................8, 9, 11 Trade................................................. 8
Quack........................................... 9 Health.......................................... 8, 11 Turn................................................... 6
Stalls............................................. 9 Highway (terrain)............................ 6 Upgrade.......................................... 13
Workshop.................................... 9 Impassable ....................................... 6 During the Camp Action.......... 8
City Space..................................... 6, 9 Injury.........................................11, 12 Gear............................................ 13
Combat........................................... 10 Malfunction.................................... 12 General...................................... 13
Combat Traits................................ 10 Meds (resource marker)........... 8, 11 Personal..................................... 13
Condition Bar (event cards)........... 7 Melee Attacks (combat step)........ 10 XP requirement........................ 13
Crater (terrain)................................ 6 Mountains (terrain)......................... 6 Vehicle............................................... 6
Damage .......................................... 11 Move Action..................................... 6 Wrecked.......................................... 12
Danger Icons.................................... 6 Movement Points (MP).................. 6 Wounds........................................... 11
Dice................................................... 7 Offer.................................................. 9 Contaminated,
Attack........................................... 7 Pass Action....................................... 9 Contamination..................... 6, 11
Gain.............................................. 7 Pass (tests)........................................ 7 Deal............................................ 11
Lose.............................................. 7 Plot Action................................. 9, 12 Suffer.......................................... 11
Skill............................................... 7 Plot Sheet................................7, 9, 12
Weapon........................................ 7 Protection (level).....................10, 11
Difficulty Level (tests)..................... 7 Quick Player Setup.......................... 5
Elimination Radiation.................................... 6, 11
(injury, Malfunction)..............11, 12 Ranged Attacks (combat step)..... 10
Encounter (card)............................. 7 Relentless (trait)............................. 10
Engagement (combat step)........... 10 Repair......................................8, 9, 12
Enemy (card).............................. 7, 10 Resilience (track)....................... 8, 11
15
OUTBACK CHRONICLES SHEET
Adventure Name:
Knights:
ENTRY NO.

GENERAL NOTES
NAME EFFECT ENTRY NO.
ENTRY TOKENS

ENTRY NO.
EPILOGUES

Permission granted to photocopy for personal use only.

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