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Emission Track game rules alterations

Additional cards will be revealed upon progress of emission track marker. These cards alter
behavior of certain encounters, enemy attributes or possibility of using various items.
Revealed cards are active for a single round only. In the next round another cards will be affecting
the game. After Emission, new set of cards is prepared.

Example of activities:

1
1

Reduce difficulty (by 1) of alertness test on mutant encounter. When success then proceed to
physique test (double arrow = forced action, override card rule). Receive additional fatigue after
encounter. When alertness test ended up with failure then increase fatigue before next test (here
physique test difficulty elevated by 1).

Important:
- up/down arrows always indicate test difficulty
up : test difficulty is increased (by 1)
down : test difficulty is reduced (by 1)
- test difficulty may not drop bellow 1 or be elevated above 5.

When success with physique test, then reduce fatigue (by 1), otherwise increase it (by 1).

Perform alertness test for every anomaly in your area. When success (all), then reduce fatigue (by
1). Otherwise leave area (first failure).

Dice re-roll (forced test) is prohibited for mutant related alertness test.
Reusable item usage is prohibited upon willpower test.

Content

Determine area of effect (AOE) cards

Action to be performed by Voice of Zona upon marker advancing on emission track. Shuffle AOE
deck and draw a single card from it. When card doesn't point to an area type (yellow or green), then
draw the second card. Possible combinations:

First card Second card Effect


Yellow / Green region - (do not draw) Yellow / Green region
Region Excluded Yellow Region Anything than that Region,
Green Region including Red Region
Region Excluded Secret Location Excluded Any region, including Red
Region, except Secret
Locations / Sarcophagus
Region Excluded Secret Location Included All locations
Secret Location Excluded Yellow / Green region Yellow / Green region with it’s
(Included) Secret Locations Excluded
(Included)

Deck A: Optional (easy) alterations (without lightning symbol)


Players may (or may not) select a single matching alteration for a given action (only one from
possible of two written on a card). For a player’s second action the same or another matching
alteration rule may be used.

Deck B: Non optional, mostly negative alterations (lightning symbol)


These alterations have to be used, whenever possible. “Dice re-roll is prohibited for mutant related
alertness test” is an example of such alteration. Player may not ignore it as long as confronts
mutant. When player would encounter anomaly it may be ignored (not related).
Some of deck B cards may contain symbol. It indicates an action which has to be taken as the
very first one (unless starting conditions are not met). Example:

Perform an alertness test for every anomaly within


scavenger’s area. May be ignored when there are no
1 anomalies in the region.
There is no need to proceed to the second test (intellect),
even if token forces to do so.
General rule: Sequence of symbols on cards should be respected (see first example – first increase
fatigue and then enter physique test). Arrows indicate flow of events ie. first do this, then something
else. Here is an another example:

Exchange rest action for alertness test against mutant


(select an appropriate token if required). When success,
= remove one damage token from fortitude track or receive
a junk item.

Game setup
Select at random 5 cards from deck A and place face down near emission track, one card for every
emission track slot (0-4, except emission). Turn face up the first one. Select one (or two when
necessary) card from AOE cards.

Game
Voice of Zona reveals next card upon moving emission track marker and selects one (or two when
necessary) card from AOE deck.
After the Emission, Zona's Voice creates a new set of cards that will be used till the next Emission
occurs. It is recommended to start with the simplest version of building a new set of cards -
randomly select 4 cards from deck A and 1 card from deck B, then shuffle them up and prepare for
the first round (reveal the upper one, select AOE).
Harder version: create an additional deck of cards containing a mixture of deck A and deck B (e.g. 5
cards each, deck AB) and use one dice to determine how to build a pool of cards for the next 5
rounds: empty (5 from deck A), "-" (4 from A, 1 from deck AB), "+" (3 from A, 1 from AB and 1
from deck B) and the danger symbol (3 from A and 2 from deck B).
Be careful though. Deck B contains really nasty cards that can lead to the player being killed by the
Zona's Voice (after losing the fight, the player must leave the current region and move to the
neighboring one that indicates the Zona's Voice. The same player, i.e. Zona's Voice, chooses the
target enemy for the player who enters the region - this the rule is still valid, even if you leave the
region forcibly).

Explained symbols

Flow control. Green check mark for successful test, red cross otherwise.
Single arrows are optional whereas double are required to follow.

Red cross in upper left corner denotes that certain requirement may be
removed from an item. These two means that you may use items regardless
of given restriction written.

Damage token may be removed (player’s health only).

Artifact impact may be removed, in this example from a yellow one.


When there is associated cost of such alteration (not given here) it is given
per single artifact.
+ Additional cost of action such as fatigue, damage of certain type, …

Certain successes are rewarded by an additional junk item aside a normal


reward (written on a standard game elements such as anomaly/mutant
token).

= Possibility to replace one element (e.g. test type) by an another one (with
some penalty, not shown)

All elements in a region of a given type. When rewards are listed along to
it, they refer to the count of objects player has interacted with. Same apply
to failures counter.

Region leave condition or region leave order (upon test failure). When
player is forced to relocate to the neighboring region, target location is
determined by Zona's Voice.

Denotes certain dice combination or used equipment to enhance test


outcome (all in a row at once, i.e. single ‘+’ or negate ‘-’ doesn’t apply).

Slash line denotes possible actions/effects to choose from. In shown


example we have to take one mental damage (blue) or increase fatigue (by
one)

Red cross in upper right corner denotes that given object or feature may
not be used. In this example player may not use item when it would lead to
its destruction (single use items or last use of other items).

Player may not use items with the recycle icon (durable) such as
Commando Knife.

Main backpack, small item symbols and corresponding symbols denoting


when these two may not be used

2
Upon test failure certain damage position may not be shielded. 1 and 2
1
denotes position (sequence) in damage description. For an example,
Toaster provides 1 physical damage (red) and 1 radiation damage (yellow).
Flesher provides 1 radiation damage only, so any effect that would negate
it’s second position of damage has no use.

Dice re-roll (forcing a test) may not be used.

Remove single use item (from small items only).

Rest action and denying rest action.

Camping action and deny camping action


Area action

Additional cost of entering bunker alike area (includes secret locations).


200₽ Despite of game rules which define bunkers as area existing outside of any
zone, for a sake of consistency in this add on, bunkers are considered as a
part of a given zone. Village belongs to the Green Zone.

Copyright notice: certain icons have been taken from authors:


https://www.flaticon.com/authors/freepik
https://www.flaticon.com/authors/kiranshastry

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