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Reference / Worksheets

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Most of these sheets are meant to be general use for any HexCrawl games
that you run, however some aspects will only apply to specific Campaign modes.

Contents -
HexCrawl Rules. . . . . . . . . 2–3
Expanded Combat. . . . . . . . 4–5
Terrain Map Tiles. . . . . . . . 6–7
Campaign Tracker. . . . . . . . 8–9
Town Tracker. . . . . . . . . 10–11
Mine Tracker . . . . . . . . . 12–13
Overland Map . . . . . . . . . . 14
HexCrawl Rules
Overland Movement Wilderness Encounters
By default, if everyone is on horseback, the Posse gets 6 Move Points (MP) While traveling around on the Overland map, roll a D8 at the beginning of
per day to Move or perform other actions while on the Overland map. Unspent each day to determine if the Posse has a Wilderness Encounter. If everyone is
MP is lost at the end of the day and refreshed at the start of the next day. on horseback, the Posse has a Wilderness Encounter on a roll of 1. If anyone in
a group traveling together is on foot, then Wilderness Encounters occur on a roll
of 1 or 2 instead.
Move Points per Day: If a Wilderness Encounter occurs, roll D100 and consult the Encounters Book.
Horseback 6 MP/day
On Foot 5 MP/day*
Terrain Encounters
While Searching hexes on the Overland map, draw an Exploration Token and
Basic Overland Actions: if either an Encounter, Encounter (x2), or Growing Dread Encounter result is
Move (1/2/3 MP) drawn, consult the relevant Terrain Encounter section in the Encounters Book.
Move one hex per use. Easy terrain (towns/roads/railroads) take precedence over Medium or Tough
terrain, otherwise in cases where there is conflicting terrain types in a single
Search (1 MP) hex, players choose what type of Terrain Encounter they have. Growing Dread
Reveal one Exploration Token for the current Encounter results should always be read from the Growing Dread section, no
hex the Posse is on.
matter what type of terrain the Posse is actually on.
Rest (1 MP)
Each Hero Heals D6 Wounds/Sanity (any mix).

Press On (1 Grit/Hero)
The Posse gains +2 MP to spend on the basic
Move action for the rest of the day.
D8 1 2 D6
Camp (2 MP)
End all Moves for the day, each Hero Heals
Random
Space 6 3 Random
Hex
2D6 Wounds/Sanity (any mix) and may take
keyword actions.
Diagram
5 4 Diagram
Basic Core Game Town Set Up Frontier Town Expansion Town Set Up

Town Set Up (without Frontier Town expansion) Town Set Up (with Frontier Town expansion)
1) Town Size (D6) 1) Town Size (D8)
2) Town Keyword (D8) 2) Town Type (2D6)
3) Town Traits [roll for 2] (D36) 3) Town Trait [roll for 1] (D36)
4) Town Locations (D6) 4) Town Locations [tokens/roll] (D12)

D8 Town Size (with Frontier Town expansion)


D6 Town Size (without Frontier Town expansion)
1-4 Size 4 Town (1–4 Locations)
1-4 Size 4 Town (1–4 Locations) (1) 5-6 Size 6 Town (5–6 Locations)
5-6 Size 6 Town (5–6 Locations)
7-8 Size 8 Town (7–8 Locations)

D6
2 Town Type
D8 Town Keyword (Starting Location)
2 Town Ruins
1 Traveler (General Store)
3 Haunted Town
2 Showman/Performer (Saloon)
4 Plague Town
3 Holy (Church)
5 Rail Town
4 Science/Mutant (Doc’s Office) (2) 6, 7, 8 Standard Frontier Town
5 Law (Frontier Outpost)
9 Mining Town
6 Outlaw (Saloon)
10 River Town
7 Tribal/Kemosabe ---
11 Mutant Town
8 Frontier/Paleface (Frontier Outpost)
12 Outlaw Town

D36 Town Traits Chart (2x) (3) D36 Town Traits Chart (1x)

D6 Town Locations D12 Town Locations


1 General Store 7 Sheriff’s Office
2 Frontier Outpost 8 Gambling Hall
3 Church 9 Street Market
4 Doc’s Office 10 Smuggler’s Den
5 Saloon 11 Mutant Quarter
6 Blacksmith 12 Indian Trading Post

(4)
Expanded Combat
Expanded Combat Options Additional Combat Actions:
Push (1 Melee Attack)
These additional combat options can be added into your games if you want Make normal Melee Attack roll. If successful, do no damage and
some additional tactical choices for your Fights. They provide ways to alter Push Enemy back 1 space. If Critical Hit, Enemy loses their next
your Enemy’s position or give you reason to adjust your own. Some Jobs will Activation. Only possible on Medium or smaller Enemies.
even require you to make use of the Capture action to bring in Enemies alive
rather than just outright killing them. Pull (1 Melee Attack)
Make normal Melee Attack roll. If successful, do no damage and
Terrain Cards - Pull Enemy into any other open and adjacent space.
Only possible on Medium or smaller Enemies.
With this release of HexCrawl comes a new card type, Terrain cards, to
use as an option while Adventuring down in the Mines. These provide variant Stranglehold (Full Activation)
rules for playing with additional bits of terrain/objects that can change up Uses up Hero’s full Activation. Agility 4+ or Strength 4+ test on
your tactics in a fight. The suggestion is that you maintain a small facedown adjacent Human Enemy. If successful, that Enemy takes either
deck of these cards and only draw and place terrain tokens on Map Tiles 1 or D3 Damage (your choice; ignores Defense) and they lose
when you draw a Clue icon. Some Tokens come standard with the Core game, their next Activation. Tests must be rolled each turn to maintain,
while others are found with the HexCrawl Tokens. if any other actions are taken, the Stranglehold is broken.

Capture (Full Activation)


Placing Terrain Tokens - Uses up Hero’s full Activation. Agility 6+ or Strength 6+ test
Each Terrain card will specify how many Terrain Tokens will get placed on adjacent Human Enemy with 1 Health. If successful, that
on a Map Tile. Determining placement is up to the Posse, though there are Enemy is removed from the Fight, but not Killed. Capturing
suggested spreads on the cards themselves. To use the spreads, locate the Hero gains +5XP.
approximate center of the Map Tile and place the Tokens accordingly, or for
some randomization you can roll via the Random Space Diagram and another Lasso (Ranged Attack)
die and place Tokens that way. Otherwise, you could also just take turns Requires Rope Gear. Make a Ranged Attack (Shots 1, Range
placing Tokens by player choice or just leave it up to the GM player if playing 3)against a Medium or smaller Enemy. If successful, does no
Damage, but Enemy loses their next Activation. To maintain
with that option. You could probably just drop them onto the Map Tile and play
a Lasso on an Enemy, a Hero must have one free hand open
them where they fall. and uses up 1 Combat to maintain the Lasso. At the start of that
Enemy’s following Activation, they must make an Escape 4+ test
or else they lose their Activation again. You must make another
Lasso attack if you wish to immobilize them. If a mounted Hero
moves while an Enemy is Lasso’d, that Enemy takes D3 Hits at
the end of the Move and is moved space-for-space with the Hero.
Only possible on Medium or smaller Enemies.
Overland Combat Mounted Combat Actions:
With Jobs and new Encounters that take the Posse out into the Overland Mounting/Dismounting a Horse (1/2 Move)
Normally costs a Hero 1 Move to get on or off a Horse in
map, the possibility opens up for the Heroes to engage in Battles on Overland
Combat. If the Horse is Spooked or just Moved last turn, it costs
battlemaps, rather than just using the Map Tiles down in the Mines or the 2 Move and the Hero must also make an Agility 5+ test.
Other Worlds. You can either use your own or make use of the Terrain Map
Tiles provided with HexCrawl (courtesy of MadCowChef of DeviantArt). The Move Forward/Backward (1 Move)
following are guidelines for how you may want to run your Overland Fights Mounts may move forward or backward as normal, but must
using MadCowChef’s tiles, but by all means throw the rules out if you are using maintain facing. Mounts may only move forwards/backwards
different map tiles or are accustomed to different rule sets. into adjacent/diagonal spaces, but may not sidestep.

Placing Map Tiles - Turn (3 Move)


Each Terrain Map Tile is made up of 7x7 spaces that can be combined with When turning, Mounts move forward/backward one space and
then makes a 90˚ turn, but must maintain facing.
other Map Tiles based on the same terrain to form bigger and bigger play areas.
The Threat level of the Enemies being fought should be used to determine the Trample (Move-Attack)
initial size of total play area, but if you’d like, feel free to expand these as works While Moving, may move through spaces with Medium or Small
best for your play style or if you find the Fight spilling over into adjacent map figures (Friendlies or Enemies). If Moving through a space with
tiles add additional Map Tiles to the board to follow the action. another figure, whether friendly or not, that figure takes D6 Hits
(1 Damage each). Only possible on Medium or smaller figures.
Low or Medium Threat 2 Map Tiles
Melee / Ranged Attacks (Attack)
• While on horseback, Hero is -1 to Ranged Attack To Hit rolls
High or Epic Threat 2x2 Map Tiles
and cannot shoot backwards unless using a Pistol weapon.
• While on horseback, Hero is +1 to Melee Attack Damage rolls
Setting Up Fights - and cannot use Melee attacks against adjacent front and rear
spaces, only adjacent diagonal or side spaces.
Overland Fights should be set up similarly to Fights that occur down in the
Mines. For normal Attacks, Heroes should be placed on one edge of the battle Cover (Defense)
area, roughly centered, while Enemies should be placed on the opposite end in A Hero may opt to use their Horse as Cover to try to avoid taking
the normal grid pattern. For Ambush Attacks, the Heroes should be placed in damage. If a Hero does this, then the Horse acts as Armor 4+. If it
roughly the center of the entire battle area, and Enemies are placed as normal hits this “Armor”, it does damage to the Horse instead, ignoring
Ambushing the Heroes (with an Initiative bonus for the first round). If using the Horse’s Defense.
Shootout or Assault abilities, place ambushing Ranged Enemies spaces
Spooked Mounts (Horse Panic)
away using the Random Space Diagram to determine direction.
A Horse that has become Spooked will run full speed in the
direction it is facing, if it reaches the edge of the Map it will exit
Additional Overland Combat Actions:
the Fight. Heroes riding Spooked Mounts can make either a
Escape from Overland Combat (1 Move)
Strength 5+ or Spirit 5+ test to bring the Animal under
While adjacent to a Map Tile edge you may make an Escape
control. If failed, Hero is thrown from the Horse 1 space and
attempt to leave Combat. If no Enemies are adjacent, make an
take D6 Hits (1 Damage each Hit, ignores Defense).
Escape 3+ test, otherwise use the Enemiy’s Escape rating.
Keyword Actions
Frontier Outlaw
Animal Trapping (1 MP; Camp) Highway Robbery (1 MP; Camp)
[not available to Heroes with just the ‘Paleface’ keyword] While Camped on a Road hex, make an Agility 5+ or Strength 4+ test to rob an
Once per day while Camped, each Hero gains 1 Grit, though they still may not go unsuspecting traveler on the road. If successful, you gain $25. Any other Hero in the
above their Max Grit. Posse may attempt to block your attempt by rolling at or above your skill test using
the same skill. If they match or beat your number of successes, they block your
attempt. They gain 25 XP if successful and you get nothing.
Holy
Prayer Ritual
While Camped, a Holy Hero and one or more other Heroes must all make a
(1 MP; Camp)
Performer
Spirit 6+ test. If at least one Hero is successful, all Heroes that participated gain Traveling Act (2 MP; Camp)
Spirit Armor 6+ until the end of the next day. The Posse takes time out from adventuring to play as a performance group and
entertain travelers. May only be attempted once per day. While Camped on a Road
hex, each Hero in the group may attempt any Skill test at any difficulty from 4+ up
Law to 6+. For each success, that Hero gains $5 X the difficulty of the Skill test
(ex. Agility 6+ = $30 per success [$5x6]). If any Hero rolls a 1 on their test, that
True Grit (1 MP; Camp) Hero bungles something and after their performance the Heroes are booed away.
While Camped, each Hero may make a Strength 5+ test. If successful, that Hero They may not perform this action for the next week as word of their terrible
gains +1 Max Grit until the end of the next day. May only be attempted once per day. performance spreads far and wide.

Mutant Science
Mutate (1 MP; Camp) Field Surgery (1 MP; Camp)
[Not available to Heroes with just the ‘Science’ keyword] [Limit one attempt per Injury; not available to Heroes with
While Camped, a Hero with a Mutation may attempt to ingest Dark Stone just the ‘Mutant’ keyword]
to force their body to mutate. Roll once on the Mutation Chart and replace one While Camped, a Science Hero may attempt to remove one Injury gained within
Mutation you already have with the new one rolled. If a mutation that the Hero the last day from another Hero. The Science Hero must make a Cunning 6+ test
already has is the result, that mutation is removed instead of killing the Hero. and if successful, the Injury is healed. If any 1’s are rolled however, the Surgery fails
and the Hero who was being operated on rolls once on the Injury Chart.

Occult
Scout
Cleansing Ritual (2 MP; Camp)
While Camped, each Hero may spend D3 Dark Stone to remove 1 Corruption Scout Ahead (1 MP)
from themselves. This action may only be taken once per day and each Hero may Once per day on the Overland map, the Posse may discard and re-draw an
only remove 1 Corruption per Ritual. Exploration Token just revealed. Does not require the Posse to be in Camp.
Showman Tribal
Extreme Caution (1 MP) Spirit Guide (1 MP; Encounter)
You may downgrade an Ambush Attack to a regular Attack while on the Overland [not available to Heroes with just the ‘Kemosabe’ keyword]
map. Does not require the Posse to be in Camp. Once per day after rolling up a Wilderness or Terrain Encounter, the Posse may
re-roll for a different Encounter while on the Overland map. Does not require the
Posse to be in Camp.
Strange
Find Trouble (2 MP; Camp) Youth
You may only take this action while Camped. At the beginning of the next Horseplay (1 MP; Camp)
day, you will be Ambushed by a Threat one level higher than the Posse’s level While Camped, at least one Youth Hero and any other Heroes may make opposed
(may not be downgraded to regular Attack). The next Exploration token that Agility rolls. The Hero or Heroes with the highest number of successes gains 10 XP,
you reveal after that will have a Clue Icon attached to it, in addition to any while the Hero or Heroes with the lowest number of successes gets D3 Wounds
other results on the Exploration token itself (Clue Icons are not cumulative). (ignoring Defense). The Posse only has enough time for Horseplay once per day...
This may only be done once per Job or Mission. now get to bed.

Traveler Keyword Actions by Class


Horsemeat March (0 MP) Bandido Orphan
Once per day and only if all Heroes own Horses, the Posse gains Move points • Highway Robbery (1 MP; Camp) • Horseplay (1 MP; Camp)
for the day. At the end of the day, roll a D8. On a 1, a Random Hero in the Posse
loses their Horse from exhaustion. The extra Move points can only be used that day
Drifter Outlaw
and may only be used for the basic Move action. You may not perform a Horsemeat
• Animal Trapping (1 MP; Camp) • Highway Robbery (1 MP; Camp)
March and Press On in the same day. Does not require the Posse to be in Camp.
• Find Trouble (2 MP; Camp) • Extreme Caution (1 MP)
• Horsemeat March (0 MP)
River Rafting (2 MP; Camp)
• River Rafting (2 MP; Camp) Preacher/Nun
While Camped, the Posse may try to build a crude raft to take them down the river
• Train Hopping (2 MP) • Prayer Ritual (1 MP; Camp)
during the next day’s travel. All Heroes in the Posse must make a Strength 4+ test.
If successful, the next day the Posse may spend 1 MP to travel to any hex along that
river until the end of the day. The raft breaks apart after that. Gunslinger Prospector
• Extreme Caution (1 MP) • Animal Trapping (1 MP; Camp)
Train Hopping (2 MP)
[Heroes with the keyword ‘Law’ may not use this ability] Indian Scout Rancher
While on a rail line, each Hero in the Posse may give up their horse to attempt to • Scout Ahead (1 MP) • Animal Trapping (1 MP; Camp)
hitch a ride on a passing train for free. Each Hero that does this makes an Agility 4+ • Spirit Guide (1 MP; Encounter)
test. If successful, those Heroes that catch the train may travel to any Town along the
Saloon Girl/Piano Player
rail line. Lawman • Traveling Act (2 MP; Camp)
Those that fail the attempt take D6 Wounds (ignores Defense) in the attempt and • True Grit (1 MP; Camp)
must roll an additional D6. On a 1, they also roll on the Injury Chart. Those Heroes
• Animal Trapping (1 MP; Camp) US Marshal
that don’t travel with the others may travel as normal and the Posse moves separately
until it joins back up. If any Heroes remain, they may Move with any horses that are • True Grit (1 MP; Camp)
left behind, otherwise if no Heroes are left, all Horses/Transport items are lost. Does Occultist • Horsemeat March (0 MP)
not require the Posse to be in Camp. • Cleansing Ritual (2 MP; Camp) • River Rafting (2 MP; Camp)
• Field Surgery (1 MP; Camp) • Train Hopping (2 MP)
Terrain Map Tiles
HexCrawl (IA) Terrain Marks HexCrawl Common Terrain
These marks used for HexCrawl Overland Map Tiles are based off of the Some terrain follows slightly different rules and are found on quite a few map tiles.
same system used by the Star Wars Imperial Assault tactical game. If you don’t Whether or not a space is affected by these rules can be subjective at times, use your
care to use these rules, switch off the ‘HexCrawl (IA) Terrain’ layer in the pdf to best judgement and err against the Heroes when things are ambiguous. Note that any
get more simplified map tiles with just a square grid. extra Move costs do not stack with other effects (though other effects do). Instead, add on
the costliest effect, but do not add on multiple costs when moving into/through a space.

Difficult Walls
Terrain ◆ Difficult Terrain ◆ Blocking

Indicated by a solid blue border surrounding a space. Indicated by a black line that appears between spaces.
A Model must spend one additional Move point to Two spaces separated by a Wall are not adjacent.
enter or Move through a space of Difficult terrain. Figures cannot Move through or trace Line of Sight
Moving out of Difficult terrain does not cost extra. through walls. Enemies with Flight may move through
Enemies with Flight are not affected by Difficult terrain. Walls unaffected and have Line of Sight, but may not
end their Movement on a Wall.

Impassable Water
Terrain ◆ Impassable Terrain ◆ Difficult ◆ Water

Indicated by a dotted red border between spaces on the map. Water is Difficult terrain. Moving through Water costs
Models cannot Move through dotted red lines. Two spaces separated 1 extra Move and if a ‘1’ is ever rolled for Grit while
by a single dotted line of Impassible terrain are adjacent, while spaces starting your Activation on a Water space, you lose
separated by more than one dotted line are not adjacent. Line of your Activation for the Turn. Enemies with Flight are
Sight can be traced through Impassible terrain. Enemies with Flight unaffected by Water.
may move through Impassable spaces unaffected, but may not end
their Movement on an Impassable space.
Blocked Bushes
Terrain ◆ Blocking Terrain ◆ Difficult ◆ Plant

Indicated by a solid red border surrounding a space. Moving through Bushes costs 1 extra Move point.
Models cannot Move into or trace Line of Sight Adjacent Models roll Cover 6+ if a Bush is between them
through spaces of Blocked terrain. Enemies with Flight and a Ranged Attacker. Enemies with Flight may move
may move through Blocked spaces unaffected and through unaffected and cannot use Bushes for Cover.
have Line of Sight, but may not end their Movement Smaller Bushes have no effects (use player discretion).
on a Blocked space.
HexCrawl Special Terrain Pips
In addition to the normal marks, there are some terrain which follows special Another way to mark spaces is through the use of Pips. Each Pip counts as a
terrain rules, but aren’t found in every environment. Whether or not a space space in the same way that a Square would. It is encouraged that you play with
is affected by special terrain rules can be subjective at times, use your best either HexCrawl (IA) Terrain or Pips, but not both. If you decide to use both sets
judgement and err against the Heroes when things are ambiguous. Note that any of marks, effects that cause Movement to cost extra should not stack between
extra Move costs do not stack with other effects. Instead, add on the costliest HexCrawl (IA) Terrain and Pips (choose which ones you’ll follow beforehand).
effect, but do not add on multiple costs when moving into/through a space. Note that using Pips for Movement may slow your game down as you’ll need
to spend more time calculating Elevation throughout your Movement. This is an
experiment more than anything.
Waterfall/Rapids
Terrain ◆ Hazard ◆ Water
Each Pip is adjacent to up to 8 other Pips. Inside each Pip is an Elevation
Moving into or through a Waterfall/Rapids space costs
number that indicates the height of that space relative to the spaces around
1 extra Move. Whenever a Model starts their Turn on
or enters into a Waterfall/Rapids space, immediately
it. Moving from one Pip to another that are the same Elevation or have a
make an Agility 6+ check or else get Pushed D3 spaces difference of up to ‘1’ costs no extra Movement. Moving between Pips that have a
downstream and take D6 Hits (1 Damage each). difference of ‘2’ costs 1 extra Move points, while a difference of ‘3’ Elevation costs
You also lose your Activation for the Turn. 2 extra Move. Movement between Pips that have an Elevation difference of ‘4’ or
more is not possible unless moving from higher to lower terrain. In that situation,
it costs 2 extra Move points and you must make a Strength 4+ or Agility 4+
Cliff test. If failed, take D3+x Hits (x=Elevation Difference; 1 Damage each).
Terrain ◆ Hazard ◆ Land

Moving into or through a Cliff space costs 1 extra Move. Elevation marked with an ‘X’ is considered Blocked/Impassable.
Upon entering a Cliff space, immediately make an Agility 4+
test or else fall down and take D6 Hits (1 Damage each).
You also lose your Activation for the Turn. As an example, you have two Pips marked ‘0’ and ‘1’. They have a difference
of ‘1’ between each other in Elevation, so Movement costs nothing extra to Move
Smaller Cliffs have no effect.
between these spaces. If their Elevations were instead ‘-1’ and ‘1’, then they would
have an Elevation difference of ‘2’ and Movement would cost 1 extra Move point.
Log Bridge Large Models that take up multiple spaces may cover multiple spaces, but
Terrain ◆ Feature ◆ Bridge
they may not end their Movement on two or more Pips that have an Elevation
While moving onto or through any spaces with the
difference greater than ‘1’ unless they have the ability ‘Flight’. They may still
Log Bridge, make an Agility 4+ roll. If Failed, stop all
Movement and you lose your Activation for the Turn.
move through those Pips (paying the extra Move cost), but may not end their
Movement on those Pips.
C 1

Campaign Tracker
Campaign Style / Options Revive Tokens Party Transport Party Gold Party Inventory

Posse Level Regional (Frontier Outpost) Bounty

Posse Name

Posse Members Class Level Casualties Cause of Death

Jobs / Missions / Deaths / Results

JAN FEB28 MAR APR30 MAY JUN30 JUL AUG SEP30 OCT NOV30 DEC
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31
C 2

Campaign Tracker
Mine Blast Campaign Log Short Story Campaign Log
Overland Darkness Track Story Missions / Jobs Result
GD GD Story
Job
15 13 11 9 7 5 3 1
Story
14 12 10 8 6 4 2 Job
GD
7+ 8+ 9+ Story
Job
Hero Marker moves... Darkness Marker moves...
• whenever a Mine is Sealed or unSealed. • whenever a Town is Destroyed.
• whenever a Mine is Destroyed. • whenever a Mine becomes Overrun. Story
Job
Destroyed Sealed Overrun Destroyed
Story
Mines Mines Mines Towns Job
+1 for Brimstone, it is
permanently Overrun;
Mines Overrun on Story
Overland Darkness Events Job
& on Mission fails.

Story
Job
Ritual of Sealing (5 MP as an Overland action or at the end of a Mission)
Uses up Occult Scroll Side Bag Token. Roll 2D6. Difficulty equal to the numbers of: Story
Job
Sealed Mines + Overrun Mines + Destroyed Towns
Story
Overland Hold Back the Darkness (on Wilderness Encounters) Job
Roll 2D6. Difficulty determined by the position of the Hero Marker on the Overland
Story
Darkness Track. Add +1 to the difficulty for each Overrun Mine or Destroyed Town. Job
If Failed, roll D20 on Mine Chart to determine which Mine is affected.
Story
Job
Overland Darkness Permanent Effects
Story
Job

Story
Job

Story
On Blood Spatter spaces: On Growing Dread (GD) spaces: Job
Draw the next Darkness card with the Draw the next Growing Dread card. It is
keyword ‘Boost’. Its effect is permanent! added to the stack at the start of every Mission!
T 1

Town Tracker
Towns (D20) 02 Masthead 03 Fort Burk 04 West Witold 05 Hill Town
01 (Nearest Town) 11 Lestina Town ◆ Fort ◆ Law Town ◆ Town ◆
02 Masthead 12 Last Chance
03 Fort Burk 13 Fort Lopez 1 No Town Traits 1 1
04 West Witold 14 Adlerville 2 Campsite (No Hotel) 2 2
05 Hill Town 15 Flamme’s Folly
06 Serafin 16 Fort Landy 3 1 Frontier Outpost 3 3
07 Fringe 17 Conradt’s Claim 4 2 4 4
08 Wood’s End 18 Wilshin’s Lodge
09 Larberg’s Landing 19 Seto’s Mill 5 3 5 5
10 Stone’s Crossing 20 San Miguel Mission 6 4 6 6
7 7 7
Locations (D6 or D12) 8 8 8
01 General Store 07 Sheriff’s Office Bounty Bounty Bounty Bounty
02 Frontier Outpost 08 Gambling Hall
03 Church 09 Street Market Job/Mission Job/Mission Job/Mission Job/Mission
04 Doc’s Office 10 Smuggler’s Den
05 Saloon 11 Mutant Quarter
06 Blacksmith 12 Indian Trading
Post

06 Serafin 07 Fringe 08 Wood’s End 09 Larberg’s Landing 10 Stone’s Crossing


Town ◆ Town ◆ Town ◆ Town ◆ Town ◆
1 1 1 1 1
2 2 2 2 2
3 3 3 3 3
4 4 4 4 4
5 5 5 5 5
6 6 6 6 6
7 7 7 7 7
8 8 8 8 8
Bounty Bounty Bounty Bounty Bounty
Job/Mission Job/Mission Job/Mission Job/Mission Job/Mission
T 2

Town Tracker
11 Lestina 12 Last Chance 13 Fort Lopez 14 Adlerville 15 Flamme’s Folly
Town ◆ Town ◆ Fort ◆ Law Town ◆ Camp ◆
1 1 No Town Traits 1 Campsite (No Hotel)
2 2 Campsite (No Hotel) 2 1
3 3 1 Frontier Outpost 3 2
4 4 2 4
5 5 3 5
6 6 4 6
7 7 7
8 8 8
Bounty Bounty Bounty Bounty Bounty
Job/Mission Job/Mission Job/Mission Job/Mission Job/Mission

16 Fort Landy 17 Conradt’s Claim 18 Wilshin’s Lodge 19 Seto’s Mill 20 San Miguel Mission
Fort ◆ Law Camp ◆ Town ◆ Town ◆ Settlement ◆ Holy
No Town Traits Campsite (No Hotel) 1 1 No Town Traits
Campsite (No Hotel) 1 2 2 Campsite (No Hotel)
1 Frontier Outpost 2 3 3 1 Church
2 4 4
3 5 5
4 6 6
7 7
8 8
Bounty Bounty Bounty Bounty Job/Mission
Job/Mission Job/Mission Job/Mission Job/Mission
M 1

Mine Tracker
Mines (D20) 04
The Badlands 05
Gregor’s Gulch
01 (Any Mine) 11 Mt. La Pointe Mine ◆ Mine ◆
02 (Nearest Mine) 12 Ranae Pointe
01 Choose Any Mine
status: nearest towns: status: nearest towns:
03 (Last Mine) 13 The Tombs
04 The Badlands 14 Arzhakov’s Gate Overrun Hill Town (4) Overrun Masthead (5)
05 Gregor’s Gulch 15 Phillip’s Hill 02 Choose Nearest Mine Active West Witold (7) Active Hill Town (6)
06 Mt. La Terra 16 Scrogg’s Bogg Sealed Masthead (10) Sealed Serafin (7)
07 Hell Mouth 17 Old Ed’s Mine Destroyed Serafin (11) Destroyed Fort Burk (8)
08 Glory’s Anthem 18 Conradt’s Claim 03 Choose Last Mine Visited Fort Burk (12) Fringe (9)
09 Cake’s Cave 19 Sierra Magallanes
10 Clayton Ravine 20 Ruins of Brimstone

Mine Blast Campaign Mine Status Effects Effects of Overland Darkness Events on Mines:
Status Effect Status Overland Darkness Event Result
Overrun: NO ENTRY; permanently infested. Overrun: Destroy nearest Town.
Active: Default, regular status. Active: Becomes an Overrun Mine.
Sealed: Temporarily Sealed with Occult Scroll. Sealed: Becomes an Active Mine again.
Destroyed: NO ENTRY; permanently gone. Destroyed: No Effect.

06
Mt. La Terra 07
Hell Mouth 08
Glory’s Anthem 09
Cake’s Cave 10
Clayton Ravine
Mine ◆ Mine ◆ Mine ◆ Mine ◆ Mine ◆
status: nearest towns: status: nearest towns: status: nearest towns: status: nearest towns: status: nearest towns:
Overrun Serafin (3) Overrun Last Chance (4) Overrun (9)
Conradt’s Claim Overrun Hill Town (4) Overrun Larberg’s Landing (3)
Active Hill Town (4) Active Flamme’s Folly (5) Active San Miguel Mission (9) Active West Witold (4) Active Wood’s End (4)
Sealed Fringe (5) Sealed Fort Burk (8) Sealed Last Chance (11) Sealed Lestina (5) Sealed Lestina (4)
Destroyed Fort Burk (6) Destroyed Masthead (8) Destroyed Flamme’s Folly (12) Destroyed Wood’s End (7) Destroyed Stone’s Crossing (4)
Fort Lopez (7) Fringe (9) Seto’s Mill (12) Serafin (8) West Witold (8)
M 2

Mine Tracker
11
Mt. La Pointe 12
Ranae Pointe 13
The Tombs 14
Arzhakov’s Gate 15
Phillip’s Hill
Mine ◆ Mine ◆ Mine ◆ Mine ◆ Mine ◆
status: nearest towns: status: nearest towns: status: nearest towns: status: nearest towns: status: nearest towns:
Overrun Adlerville(4) Overrun Stone’s Crossing (5) Overrun Wilshin’s Lodge (6) Overrun Wilshin’s Lodge (5) Overrun Fort Landy (2)
Active Serafin (4) Active Larberg’s Landing (6) Active Adlerville (8) Active Adlerville(5) Active Adlerville (4)
Sealed Lestina (5) Sealed Adlerville (6) Sealed Fort Landy (9) Sealed Fort Landy (6) Sealed Wilshin’s Lodge (4)
Destroyed Fort Lopez (5) Destroyed Lestina (8) Destroyed Seto’s Mill (11) Destroyed Stone’s Crossing (9) Destroyed Fort Lopez (5)
Fringe (5) Fort Landy (10) Stone’s Crossing (11) Fort Lopez (9) Flamme’s Folly (6)

16
Scrogg’s Bogg 17
Old Ed’s Mine 18
Conradt’s Claim 19
Sierra Magallanes 20
Ruins of Brimstone
Mine ◆ Mine ◆ Mine ◆ Mine ◆ Mine ◆
status: nearest towns: status: nearest towns: status: nearest towns: status: nearest towns: nearest towns:
Overrun (4)
Seto’s Mill Overrun (2)
Seto’s Mill Overrun Conradt’s Claim(1) Overrun San Miguel M. (5) Flamme’s Folly (4)
Active San Miguel Mission (7) Active San Miguel Mission (2) Active San Miguel Mission (3) Active Conradt’s Claim (7) Conradt’s Claim (5)
Sealed Wilshin’s Lodge (8) Sealed Conradt’s Claim (4) Sealed Flamme’s Folly (5) Sealed Seto’s Mill (10) Last Chance (6)
Destroyed Conradt’s Claim (9) Destroyed Wilshin’s Lodge (5) Destroyed Fort Landy (6) Destroyed Flamme’s Folly (10) San Miguel Mission (7)
Fort Landy (12) Fort Landy (7) Seto’s Mill (6) Wilshin’s Lodge (11) Fort Landy (7)

In the Mine Blast Campaign, this


Mine is permanently Overrun.
Overland Map

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