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Zona Game Aid
Zona Game Aid
If the card says “Encounter”, you MUST take a If the card contains a clock symbol, it is a persistent rumor.
corresponding token from the threat token tray and resolve Place it on the temporary effects space next to the rumor
the indicated encounter. If you do NOT defeat the deck. If there is already a persistent rumor there, remove
encounter, the token is placed at your location OR it is it. A persistent rumor remains unless removed by another
discarded if it would be placed at a secret location. or removed by emission.
When drawing threat tokens, you will draw from the The Voice of Zona will make any decisions related to the
BOTTOM of its stack. When discarding threat tokens, you rumor card.
will discard them picture side up to the TOP of its stack.
Once the card is resolved, pass the Voice of Zona to the
Some events will take your reputation into account. If the next player to the left.
card refers to a particular reputation, resolve the portion
corresponding to your reputation. Deactivated items are refreshed by removing the damage
token placed on them.
Event green/yellow sector event indicates two specific
locations and then a generic location. Resolve the portion TESTS
that relates to your scavenger’s location. If the last event is In order to pass a test, roll 3 dice, adding the results to your
drawn for a particular deck, shuffle the discards to make a attribute value being tested.
new deck.
For every “+” rolled, add 1 to the attribute. For every “-“
Secret location events have more text than green/yellow rolled, subtract 1 from the attribute. The triangle symbol is
sector events. They also have X and arrow symbols. The X treated as a blank, UNLESS you roll at least 2 triangles. If
indicates that you have failed that card. The arrows you do, you suffer 1 radiation damage.
indicate moving to the next paragraph.
In order to pass a test, you must obtain a result equal to or
If you are instructed to read the “You uncover a Secret,” greater than the test value. Otherwise, you fail.
line, do NOT discard it. Instead, place it under your
character board so that the location and the word “secret” Forcing a Test – After rolling, you can force a test. If you
are visible. ADDITIONALLY, you may search that location’s decide to do so, increase your fatigue by 1 and reroll ONE
secret item deck and keep 1 of the cards, just like you do die of your choice. You may force ONLY ONCE during a test
when opening a secret location. and you CANNOT force if your fatigue is 5.
If the last event card of a secret location is discarded or When using item rerolls, forced rolls, etc., you MAY reroll
taken, that location has been looted. Any scavenger at a the same die more than once.
looted location MUST use their first action to move to a
location adjacent to the secret location. NO ONE may enter Using Items – Items in your equipment can influence tests.
a looted secret location. Those that do are marked with an attribute icon. If you
perform a test of that attribute, you can use the modifier –
Sarcophagus event cards are structured in a similar way to either a “+” to add 1 to the result or a “-“ with a line
secret location events. If you are instructed to read the last through it to cancel 1 rolled “-“.
paragraph of the card, you are the winner! If the last
Sarcophagus event card is discarded, ALL players lose. Mark item usage with damage tokens on its durability track.
If you cover the X spot of an item, it is discarded.
Encounter Modifiers – Items with the mutant (claw) or Marketplace
anomaly (lightning) icons may ONLY be used during an You can perform transactions when camping (described
encounter with a threat of the matching type. They may later) or when resolving some event cards. Items are
ALSO be used during a test in which that ICON (claw or available based on reputation. Items in the last column can
lightning) is in the description next to the difficulty level. only be purchased by good reputation. Items in the 3rd
column can only be purchased by good or neutral
Items reputation. Items in the first two columns can be
Small items (pouch symbol in upper right) do NOT take purchased by anyone.
space in your backpack. They are usually one-time use, but
not always. Place them to the left of your character board. If you buy at least one item on your turn, refill the market at
You can have an UNLIMITED amount of small items. the END of your turn moving items to the left to fill in
empty spaces. Place new cards from their proper decks in
Gear (body symbol in upper right) can be worn, placed to the empty spaces.
the bottom right of your player board. You CANNOT wear 2
items that cover the same body part. There are some items If a reward would command you to take an item, take and
that cover MORE THAN ONE body part. keep the TOP card from the appropriate deck.
You MAY use items at ANY time during your turn. During When encountering a threat token, read its ability. Perform
ANOTHER player’s turn, you MAY use items in reaction to an alertness test, suffering any damage as indicated. After
effects that damage you or force you to perform a test. the alertness test, you MAY end the encounter and run
away. Place the threat token back on its current location
When resolving a single effect, an item can ONLY be used and continue with the phase that the encounter
ONCE. interrupted.
Mark item usage with damage tokens on its durability track. If you decide to confront the threat, perform the
If you cover the X spot of an item, it is discarded. confrontation test. If you fail, you suffer the damage
Consumable items have more than one space and can be indicated and the encounter ends. Place the threat token
repaired. Durable items can be used multiple times, but back on its current location and continue with the phase
ONLY ONCE PER ROUND. At the end of the Rumor Phase, that the encounter interrupted. If you succeed, you get the
damage tokens are removed from DURABLE items. reward.
Game effects may also damage items, placing a damage If the reward shows the bunker symbol with a ruble value,
token on them. Durable items CANNOT be damaged. this can ONLY be sold in a bunker while camping. The other
rewards are green/yellow artifacts or a nonstandard reward Undefeated threat tokens at a secret location are discarded
as described in the threat’s ability. at the end of the encounter.
If you receive a 4th weakness token, you die. If you die, Bunkers & Camping
discard your board and all cards and tokens. You DO have Each bunker has a local action. You may camp while
the option to restart the game. At the end of the rumor performing the bunker action.
phase, repeat player set-up, but do NOT place starting
threats. If your previous character had discovered 2 When performing a bunker’s local action, you may also:
secrets, you MAY keep ONE of them for the new character.
1. Lower your fatigue by the value of your willpower.
Fatigue You MAY use items that grant “+” to the willpower
Fatigue CANNOT voluntarily be increased beyond its attribute. Each “+” reduces fatigue by an additional
maximum. 1.
2. You MAY do the following in any order, any number
If you need to increase fatigue beyond its maximum by a of times:
game effect, suffer 1 damage for EACH point of fatigue a. Pay 200 rubles to heal 1 damage
above your maximum. b. Pay 100 rubles to repair 1 item damage
c. Sell a mutant trophy
If a lock token would require you to increase fatigue beyond d. Sell 1 item, reducing the value of
your maximum, you CANNOT open the secret location. consumable items by 100 rubles per
damage token on the item
Secret Locations e. Buy 1 item from the marketplace, following
Each secret location has its own event deck. You CANNOT all reputation rules; items bought this turn
enter a secret location if: CANNOT be sold.