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Setup 2 - Threat Phase

• Deal each player 1 Survivor and 1 Hero. First Player rolls threat dice for each Location:
• Put 1 face-down Road card on map. • # of dice to roll = # of Characters + Threat #. White dice
first, then black.
• Discard 5 Apocalypse cards from the game.
• Shuffle 1 random Recon Location in with 1 random • Characters may discard Ammo to re-roll selected dice.
Locations per player, then deal face-down to the board. • Count wounds on dice and assign to Characters; place
markers facedown.
• 1 Food token in the Truck.
• Create Marauder pool (see chart on board). • Anyone with a full Wounds track dies.
• Shuffle everything else, place chits on board spots. • Resources displaced by Wounds drop in Location or
Truck.
How to Lose 3 - Apocalypse Phase
• If you place the last Marauder token. First Player draws top Apocalypse card:
• If someone loses both characters. • May discard if type (i.e., Death, War, Famine,
• If you can't pay the full Salvation toll. Pestilence) matches top of discards. If so, draw a
replacement, whcih you're stuck with even if it matches.
1 - Action Phase • Add Marauder Tokens - bikes first, then buggies.
In player order, take 2 actions with one character and place • Resolve card effects.

activation token. (Actions may be repeated unless - Death (prevented by being in the Compound)

otherwise indicated.) Go to Threat Phase when all - War (Compound residents can take an extra hit to
characters have acted. block a Marauder)

• Character Ability - Action on Character card. - Pestilence (discard a Med to let three co-located
characters ignore effects)

• Location Ability - Action on Location.
 - Famine (discard a Food to let three co-located
Once per round (place Location Use marker)
 characters ignore effects)
Scout: Place facedown Road card from the bottom of
the deck (so you don't see icons on back).

Explore: Flip Road card face up. 4 - Refresh Phase
• Move - To new Location or Compound. (Note 3- • Remove Character Activation and Location Use
character limit per Location.)
 Markers.
For face-down Location, flip card; draw 1 search card • If all Characters are at compound, they may begin
and place resources; place Threat marker on leftmost journey to Salvation. (Mandatory if last Apocalypse
numbered space. card has been drawn.)
• Gather - Take 1 resource from Location Supply. • Pass First Player Token.
• Search - Draw Search card, add Resources and Threat
to Location. If Threat hits skull, no Location Ability and Salvation Run
only 1 resource from Search.
• Dump all Resources from Characters into Truck.
• Heal - Discard a Med token, then discard either 3x • Flip Road cards one-by-one, paying the Resource costs
facedown wounds or 1x faceup on co-located character. before moving to the next.
(Put all discards faceup.)
• Add Road cards if necessary to get to one more than the
• Recover - Stand 'Delayed' Character back up. (If you number of players.
get Delayed while you're down, Wound instead.)
• For the Salvation toll after the last Road card, shuffle
• Transfer - Transfer Resources (First is free).
 Search deck and draw one at a time, paying either left or
- Give 1 to another Character at this Location.
 right side before drawing the next. (Number of cards
- Drop any number into Location supply.
 needed depends on player count and is on the map.)
- [At Compound] Transfer any number to truck

- [At Compound] Transfer 1 from truck
Resources
• Rest [at Compound] - Discard 1 facedown Wound.
• Fuel: Discard to drive to another location without using
• Fight [at Compound] - Remove 1 Marauder Token.
 an action. May drive another Character at same time.
Hero rolls 1 black die, Survivor 2 black dice; take (Ignore movement-related abilities.)
wounds indicated.
• Food: Discard to gain an additional action.
• Shoot [at Compound] - Remove 3 Marauders and
discard 1 Ammo. • Meds: Allows Heal Action.
• Ammo: Allows Shoot Action.

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