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ZONA Emission Track v0.8
ZONA Emission Track v0.8
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
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:
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.
= 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.
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.
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.