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This War of Mine: The Board Game - Cheat Sheet v1.

2   NIGHT RAID   NIGHT RAID FAQ - SEE 700 


ARM THE GUARDS If possible, you may wish to arm the guards. This is done by placing Weapon tokens on the Guards’ Character cards. Each Guard may only wield 1 Weapon. 
 MORNING   MORNING FAQ - SEE 200 
NIGHT RAID Resolve the top Night Raids card and n e the possible Damage and Wounds, if any, that will be applied a er the Weapons step. 
EVENT Resolve the top Events card (whether it’s a “Chapter”, “Events”, or “Ending Events” card). Remember to add Cold tokens to the Cold space if the revealed card so instructs.  DAMAGE: the amount of stolen items (which are discarded) from Storage due to the Night Raid (Weapons used by the guards are unaffected). 
ANYTIME Except during COMBAT and script resolution, Characters can do the following at anytime throughout the campaign (from Storage, if at the Shelter, or Findings Pile, if Scavenging):  WOUNDS: the amount of Wounds that must be distributed between the Guards due to the Night Raid. 
● EAT OR DRINK See DUSK-HUNGER or DAWN-ALCOHOL to determine the results based on their intake. (TIP: Eat/drink Vegetales/Water only during the DUSK phase.)  WEAPONS Roll a Combat die for each Guard corresponding to the type of Weapons they’re using, if any; Additionally, if it’s a Firearm, 1 Ammo token must be discarded from Storage to use it: 
● USE MEDICALS (Meds, Herbal Meds, and Bandages tokens). However, they have no defined effect until a Fate card is resolved during the DAWN phase.   NO WEAPON: Grey Combat die; MELEE WEAPON (HATCHET, KNIFE): Yellow Combat die; FIREARM (PISTOL, ASSAULT RIFLE, SHOTGUN): Red Combat die. 
~ Medicals: If used, they can’t be reused, reassigned, traded, nor discarded due to damages during the the NIGHT RAID phase and are discarded if the assigned Character dies or leaves the group.  The number of icons shown on a rolled die indicates the amount that you subtract from suffered Damage or Wounds. Also, most of the weapons have unique effects: 
  ASSAULT RIFLE: You may discard 2 Ammo tokens instead of 1 to make 2 sh s instead of 1. 
 DAY   DAY ACTIONS FAQ - SEE 300  SHOTGUN: If the (Sh gun spread) icon is the result of a roll while using a Sh gun, ignore the Night Raid card currently in play. 
HATCHET: if the (Hatchet) icon is the result of a roll while using a Hatchet, ignore the Night Raid card currently in play. 
MOVEMENT Characters may move onto any space/card accessible from the Guard space, moving horizontally freely, and vertically using the ladders set between the floors (use the SAVE Sheet 
The (Sh gun spread) and (Hatchet) icons are considered misses when using different Weapons. 
as a guide for how the rooms connect). However, obstacles (Bars, Locked Door, Rubble/Rubble Remnants [aka “Rubble”], Holes, and Boarded-Up tokens) are impassable (Heap and Furniture are 
n obstacles and thus are passable.). Only 1 Character can be on the same space/card at a time, except for the Poke About action space, Sleep On the Floor space, Guard space, and “Rubble” cards.   PROW S … determines the number of re-rolls a Character may perform whenever rolling a Combat die in order to get a better result. The last roll is considered to be final. 
~ Shelter cards: 10 obstacles (6 “Rubble”, 3 Closed Door, and 1 Bars cards; red te means impassable) and 9 non-obstacles (5 Furniture and 4 Heap cards; blue te means passable).  BOARD-UPS Every built Board-Up token subtracts either 1 Wound or 1 Damage from Night Raids (your choice). 
3 ACTIONS Each Character may perform up to 3 actions, 1 per action stage (First Action, Second Action, and Third Action, as represented by the 3 sequential d s on States tokens). However, if a  CRIME WAVE Randomly shuffle any combination of 2 of the set aside Night Raid/Residents cards into their corresponding decks. If any Guards’ Fatigue reached level 4, resolve them now. 
Character has any States tokens with black d s, they lose the actions of the same sequential degrees as those black d s, i.e. the black d s indicate WHICH of the 3 actions are unavailable. At the   
beginning of each action stage, you may assign any available Characters to 1 action each then resolve them all simultaneously. 
● ADDITIONAL ACTION A Character who has Fatigue <3 and doesn’t have any black d s on their her State tokens may use an additional action by raising their Fatigue by 2.   DAWN   DAWN FAQ - SEE 800 

~ Actions: Represented by the icon of a red circle containing a white open hand. Also, Characters can’t reuse an action stage that’s already been used, even if they lower their Fatigue.  SCAVENGERS RETURN Move the Scavengers into the Shelter and place all the items they brought into Storage. If any Scavengers’ Fatigue reached level 4, resolve them now. 
AVAILABLE ACTIONS Each Character may perform any 1 of the following actions per action stage (or do n hing if so desired):  MEDICALS You may assign any Medicals in Storage to the ill/wounded. How these Medicals, or the lack thereof, affect each Character will be defined in the Fate Card step. 
● CLEAR A SHELTER CARD Place a Character on a Shelter card and lfill its conditions. Some Shelter cards require something specific in addition to the Character (Shovel, Saw Blade, Lockpick, or a  ALCOHOL A Character may drink alcohol now or immediately a er resolving the Fate card drawn in the ne step. If drunk, apply the proper effect based on their intake: 
second Character). If a token is used, return it to Storage a er resolution. When using the Lockpick, make a roll with the Black die and apply the proper result:  MOONSHINE: (drink only if Fatigue <3) raise their Fatigue by 2 and lower their Misery by 1. 100% ALCOHOL: (drink only if Fatigue <4) raise their Fatigue by 1 and lower their Misery by 1. 
1-3: no effect; 4-10: discard the Lockpick and resolve the back of the Closed Door card. 
~ Discard v. Remove: “Discard” means to return to the supply box; “Remove” means to place place in the Waste Bag, i.e. remove it from the game. 
FATE CARD Resolve 1 Fate card (ignore the part marked with a die). If instructed to exchange a Location card, remove the proper one, slide the remaining Locations cards down so that the Far 
● PLACE, DISMANTLE, OR MOVE FITTING Place any Fitting card (the orange or green cornered cards) from the Fittings space on an empty space (any space without a card or action, including the  space is empty, then place a new Location on that space. Also, do n resolve sleeping Characters’ Spirits. Lastly, WAIT tokens now resolve and are discarded, and Cold tokens may be added. 
ladder spaces) in the Shelter, then place a Character on it. At resolution, discard the listed required items from Storage and flip the Fitting card face-up. Or, Dismantle a Fittings card (return it to the  AWAKEN All Characters assigned to sleep during the EVENING phase are now awake. Then, draw 2 Narrative Action cards, read them, choose one, and shuffle the her back into its deck. 
Fittings deck) and add the items required to cra that Fitting to Storage. If a Fitting provides an additional bonus for cra ing it (e.g. a Chair), this bonus is ignored if the Fitting is ever cra ed again.  THEY’RE GONE If any Characters died or le the group today, roll the Black die, compare the result with each Character’s Empathy, and apply the proper result: 
Or, Move an already cra ed Fitting card to an her empty space. (If the Chair Fitting is built, dismantled, and rebuilt once again, do n apply its build effect again; it’s only once a game.)  ABOVE THEIR EMPATHY: no effect; EQUAL TO OR BELOW THEIR EMPATHY: raise their Misery by 2. 
~ Resources and Tokens: … are n the same thing; “resources” are the plastic pieces (Water, Wood, and Components) whereas “tokens” are the cardboard pieces. B h are referred to as “items”. 
● USE ACTION SPACE OR A FITTING Place a Character on an Action space (Outside, New Idea, Sleep On the Floor, or Poke About) or a Fitting card and lfill its conditions. If any items are 
A NEW DAY Return to the MORNING phase and begin a new day. 
 
required to use the space/card, discard them from Storage. (Technically, the Outside action space is n a “Shelter space”.) 
~ Wait tokens: Only 1 may be placed on the same thing at a time.   COMBAT GUIDE   COMBAT FAQ - SEE 900 
 
ARM THE CHARACTERS Each Character can be assigned 1 Weapon from Storage, if Guarding, or the Findings Pile, if Scavenging. 
 DUSK   DUSK FAQ - SEE 400 
ENEMI The randomly selected ( A ), ( B ), and ( C ) tokens that you drew when resolving a Residents card represent your Enemies. These tokens determine their Weapons (described on the 
THIRST Each Character may drink 1 Water (discard it from Storage). For each Character that doesn’t drink Water, roll the Black die and apply the proper result:  Residents card) and Prowess (number). Place the Enemy tokens on the spaces in the first column of the Combat chart, depending on the Weapons they possess.  
1-5: raise their Hunger by 1; 6-10: raise their Misery by 1.  ENEMY WOUNDS: tracked by sliding Enemy tokens to the right along the Combat Chart. 
HUNGER Each Character may eat 1 or more food (discard it from Storage), even if food was consumed at an her time, then apply the proper effect based on their intake:  CHARACTER WOUNDS: marked using Wound State tokens. 
1x CANNED FOOD: lower their Hunger by 2; 1x RAW FOOD: lower their Hunger by 1; 1x VEGETABLE: their Hunger stays the same; NO FOOD: raise their Hunger by 1.  ROUND-BASED COMBAT Every round, observe each of the following: 
~ State Level 4: If a State is raised to level 4, it is already too late to lower it again to level 3 before resolving the results of level 4. The State level 4 effects need to be resolved immediately.  ● FLEE Before each round of Combat (before rolling the dice), you may decide to Flee instead of continuing the fight. If this happens, the Enemies perform a Backstab (explained below). A er 
  resolving the Backstab, the Characters leave the Location and resolve the Choose Findings stage (see SCAVENGING - CHOOSE FINDINGS). 
 EVENING   EVENING FAQ - SEE 500  ● WEAPON CHANGE At the beginning of each round, a Character/Enemy may change to a different Weapon or fight unarmed. 
● COMBAT DIE Roll a Combat die for each Character and Enemy corresponding to the type of Weapons they’re using, if any. The number of icons shown on a rolled die is the amount of Wounds 
ASSIGNMENTS Assign each Character to 1 of the 4 available tasks:  dealt. Distribute the Wounds dealt from Characters to Enemies as you so choose, and vice versa. Combatants fight (and wound each her) simultaneously in the following order: 
● SLEEP IN A BED Place any number of Characters on Bed Fitting cards, 1 Character maximum per Bed. Their Fatigue becomes 0.  FIRST, SHOOTERS: sho ers always roll first. Roll just the Red Combat Die for each Character and Enemy that are wielding firearms. If a sho er manages to kill a non-sho er opponent, 
● SLEEP ON THE FLOOR Place any number of Characters on the Sleep On the Floor space. Lower their Fatigue by 2.  the dead opponent doesn’t attack. For Characters to sho , an Ammo must be discarded from Storage, if Guarding, or the Findings Pile, if Scavenging. If Ammo is unavailable before the round, 
~ Sleeping: Though sleeping, Characters can still eat, drink, and use medicals. Also, apply cards/scripts appropriately for an unconscious individual as common sense dictates.  they must change to a Melee Weapon or fight unarmed. Enemies don’t use Ammo tokens. Instead, when they roll the Out of Ammo (...) icon (a miss for Characters), slide this Enemy to the Melee 
● GUARD DUTY Place any number of Characters on the Guard space to defend the Shelter from attacks during the NIGHT RAID phase. The higher the Prowess of a guard, the better. There must be  Weapon row on the Combat chart, if they have a Melee Weapon, or to the Unarmed row, if they don’t. Also, most of the firearms have a unique effect: 
at least 1 Character assigned to the Guard space or you lose the game (see 333 in the Book of Scripts). Increase their Fatigue by 1.  ASSAULT RIFLE: you may discard 2 Ammo tokens instead of 1 to make 2 sh s instead of 1. Enemies with Rifles always sho twice. 
● SCAVENGING Place up to 3 Characters on the Findings Pile space to send them to a location to be chosen during the SCAVENGING phase. The higher the Inventory and Prowess of a Character, the  SHOTGUN: if the (Sh gun spread) icon is the result of a Red Combat die roll while using a Sh gun, then the target dies immediately. 
better they will perform during the SCAVENGING phase. Increase their Fatigue by 1.  THEN, THE R T: roll just the Yellow and Grey Combat Dice for each Character and Enemy wielding a Melee Weapon and are Unarmed, respectively. Also, the Hatchet has a unique effect: 
~ Fatigue 4: if Fatigue reaches level 4 due to being assigned a task (e.g. Guard Duty, Scavenging), the Character will first finish their task, then a erward, the Fatigue level of 4 should be resolved.  HATCHET: if the (Hatchet) icon is the result of a Yellow Combat die roll while using a Hatchet, then the target dies immediately. 
  The (Sh gun spread) and (Hatchet) icons are considered misses when using different Weapons. 
 SCAVENGING   SCAVENGING FAQ - SEE 600  ● COMBAT SCRIPTS If the “§ ” icon is rolled on a Combat die (Character’s or Enemy’s), you must choose if it is a miss or if you trust fate. If you opt for fate, draw a Fate card and check the color 
of the Combat die icon on that card matches the color of a Combat die rolled. If so, resolve the te below the Combat die icon. Otherwise, this roll is a miss. 
EXCHANGE LOCATION You may remove and replace either of the current Locations. If you do, deal 4 less cards when making the Unknown deck during the Exploration step.   ● PROW S ...determines the number of re-rolls a Character may perform whenever rolling a Combat die in order to get a better result. The last roll is considered to be final. Enemies use their 
PREPARE You can assign any Weapons, equipment, or her tokens from Storage by placing them on the Findings Pile space with the party. Be mind l of Inventory/weight limits.  Prowess automatically, however they re-roll their die only if the result is 0. 
CHOOSE A LOCATION Move the Scavenging party onto 1 of the 3 available Locations cards. N e the rule on the red space of the Location card, if any.  ● BACKSTAB Unlike normal Combat, during a Backstab, only 1 side attacks (the Characters or the Enemies) and the her side can't retaliate. Resolve the attack roll as if in normal Combat. In the 
case of performing a Backstab from a Hiding Place (see the Hiding Place card in the Exploration deck), a er a Backstab is resolved (and if any Enemies are still alive), regular Combat begins. 
RECOVER HIDDEN TOKENS If you’re returning to a location where you’ve previously hidden tokens (see CHOOSE FINDINGS below), roll the Black die and apply the proper result:  ● ENEMY DI If an Enemy is killed (except Thugs), roll the Black die, compare the result with each Character’s Empathy, and apply the proper result 
1-6: discard the hidden tokens; 7-10: place the hidden tokens on the Findings Pile. 
ABOVE THEIR EMPATHY: no effect; EQUAL TO OR BELOW THEIR EMPATHY: raise their Misery by 1.  
NOISE Set the Noise marker on the Noise track to a rating of 1. While Scavenging, whenever instructed to roll for the Noise, roll the Black die and apply the proper result:  ● CHARACTER DI DURING EXPLORATION See 266 in the Book of Scripts. 
ABOVE THE NOISE RATE: no effect; EQUAL TO OR BELOW THE NOISE RATE: reset the Noise rate to 1 then resolve the top Residents card. A erwards, resume Scavenging.   
EXPLORATION Deal face-down to the Unknown space as many Exploration cards as the chosen Location’s space number (10, 12, or 14) (-4 if a Location was exchanged) to make the Unknown 
deck. Resolve the Unknown deck 1 card a er an her, discarding them face-up on the Discard space. All Scavenged items are kept on the Findings Pile space until the Choose Findings step. If a   TRADE GUIDE   COMBAT FAQ - SEE 901 
resolving effect needs to return more cards from your Unknown deck than there are le , you can’t use that effect and ignore the it. When the Unknown deck is depleted, Exploration ends immediately.  TRADING … is made available via some cards/scripts. It enables the exchange of tokens from Storage, if at the Shelter, or Findings Pile, if Scavenging, for hers as defined on the card/script. 
COMBAT OR TRADE If and when combat or trade takes place, refer to the COMBAT GUIDE or TRADE GUIDE, respectively.  ~ Resources (Water, Wood, and Components): … can’t be bought, sold, or traded. 
CHOOSE FINDINGS Collect and reshuffle all the Exploration and Residents cards and you may add as many resources to the Findings Pile as you wish. You can carry back a t al weight of  TRADE COMMISSION Before trade begins, the Trade Commision, as stated by the card/script, must first be payed. It is the minimum trade value of tokens you must discard. 
items up to the t al Inventory of the Scavengers. Alos, any Scavenger with Fatigue 2 or less can raise their Fatigue by 2 to li 1 weight more than their Inventory. The weight of a token is shown by  ~ Trade Commission: … represents the profit a trader gains for bartering with you. It’s a separate transaction taken before the actual trade and can’t be paid with the lost trade difference, if any. 
the (weight) icon. Resources weigh 1 whereas tokens without a (weight) icon weigh 0. Everything else is hidden in the Scavenged Location in hopes of retrieving them during a return trip to the 
MAKING THE TRADE Discard tokens of a t al value equal to or higher than the value of the tokens desired. The value of each token is defined by the yellow icon. 
same Location. If a hidden token is gained by some her means and there are no her tokens available, simply take it from the hidden tokens. Should the Location with hidden items be removed, 
~ Uneven Trades: If there is no way to keep the difference between values of the exchanged items during a Trade, the negative difference is unfortunately lost. 
the hidden items are immediately discarded. Characters and their kept findings will n make it back to the Shelter until the DAWN phase. But first, the NIGHT RAID occurs…  
   
SETUP FAQ - SEE 100  BOARD FAQ - SEE 110 
CHARACTER SKILLS FAQ - SEE 101  SETUP  STAT FAQ - SEE 220 
(Refer only when necessary.)  150  SLEEP 
 
DISTRIBUTE THE DECKS Shuffle and place all decks, Except the Events deck, face-down where they belong. Place the green cornered Fitting cards on the Fitting space and orange cornered 
Fitting cards on the Ideas space. Set aside the red “!” cornered Night Raids and Residents cards (they’ll enter the game later on). Deal 3 Locations cards face-up on the 3 Locations spaces.  200  MORNING PHASE FAQ 

DISTRIBUTE THE SHELTER CARDS Shuffle and place all the Shelter cards (6 Rubble/Rubble Remnants, 3 Closed Door, 1 Bars, 5 Furniture, and 4 Heap cards) face-up (the side without  AIRDROP AND SHELLING EVENTS CARDS The “Airdrop” and “Shelling” cards each contain a question about what happened during the last Scavenging: 
the blue corner) where they belong.  Should such a card be drawn as the first Events card in a Campaign, it should be ignored and n resolved. Regardless, Cold tokens are added as normal. 
DRAW 3 CHARACTER CARDS Shuffle the Character cards and deal the first 1 red bordered card and first 2 black bordered cards face-up near the board. They are your starting cards. Write  Should such a card be drawn as the first Events card in a continued Campaign, a er restoring the previous situation from the SAVE Sheet, the card should also be ignored and n resolved, unless the 
down their names on the SAVE Sheet, place a Hunger token at level 2 ne to each Character, then find and place their representing figures on the Guard space.   players have written down such information form the previous session that state the necessary information. Regardless, Cold tokens are added as normal. 

PREPARE THE EVENTS DECK Place the Events deck face-down on the Events space, in the following order: A) shuffle the 3 “Ending Events” cards to make the b tom of the deck, then  CRIME ON THE RISE AND CRIME WAVE CARDS If b h are on the Night Raids deck at the same time, their effects do n stack. Draw 2 Night Rad cards instead of 1. 
place the “Chapter III” card on top. Then, B) randomly place 4 “Events” cards on top, then place the “Chapter II” card on top. Then, C) Randomly place 3 “Events” cards on top, then place the “Chapter  TIP The consequences of many of the Event cards can be avoided, as long as you are prepared for them and know when to expect them. Such knowledge will also enable you to use the benefits of 
I” card on top. The remaining Events cards will n be needed.  some of the Event cards. To accurately foresee the upcoming Event, you should cra the Radio Fitting card which can use the Tune In action to do just that. 
OBJECTIVE CARDS The “Final Objective” card is at the very b tom of the stack. The top objective card is assigned to Chapter 1, the middle to Chapter 2, and the b tom to Chapter 3. Only the  CHAPTER AND OBJECTIVE CARDS You can at any time discard 1 or more required items from Storage (n from the Findings Pile!), by accordingly moving the Objective Status token right. The 
current topmost Objective card is available (though you’re free to look at any them at any time). You can't start completing a latter Objective without completing the current one first. Rewards and  tokens being discarded this way can't be used or sold at the same time, and vice versa Once the Objective Status token reaches the rightmost space on the counter, marked with a green “V”, the 
Penalties from an Objective card are resolved only when the Chapter card is being resolved, even if the current Objective is completed before.  Objective is completed (although it may be resolved only when the Chapter card is being resolved). 
WARNING Should the group during a Campaign lose the last of the starting Characters, which means they are unable to complete the final Objective, the players may forfeit the rther game, but they 
STORAGE Place the following tokens and resources on the Storage space: Lockpick, Shovel, 4 Components, 4 Wood, 2 Water, and 3 Raw food.  are n required to. It all depends on whether they decide that only a complete victory matters or that they wish to just allow the remaining Characters to reach the end of the story, regardless of 
WASTE BAG The Waste bag, which is any kind of container, is used to hold those pieces which have been completely removed from gameplay and will n be available until the end of the  whether this means they win or lose the game itself. 
Campaign, with exception to removed Locations cards; if the Location deck is depleted, the removed Locations cards are shuffled back together to make a new Location deck.   
THE 4-CHARACTER LIMIT There can't be more than 4 Characters in play at any time. If there are 4 Characters present, a fi h Character can't be added to your group.  220  STATE TOKENS FAQ 
COLORED BASE DISCS To easily distinguish between Character figures, insert each figure into a colored disc then place the corresponding colored token beside the matching Character card.  States tokens in order of smallest to greatest impact: States tokens in order of easiest to hardest to prevent: States tokens in order of easiest to hardest to lower: 
If a Character dies, the disc, along with the corresponding disc token, must be detached from the Character.     
Level  1  2  3  Level  1  2  3  Level  1  2  3 
WHAT YOU SHOULD KNOW Whenever you run out of a particular resource of token in the box, it means that this item is currently unavailable (it can't be found, bought, etc.). “Discard 
resource/token” means return it into the box. “Remove resource/token/card” means put it into the Waste Bag, i.e. remove it from the game. 
MISERY  ⚪⚪⚪ ⚪⚪⚪ ⚪⚪⚫    ILLN S  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫    FATIGUE  ⚪⚪⚫ ⚪⚫⚫ ⚪⚫⚫ 
STATE TOKENS During the game, Characters will get wounded, hungry, fatigued, etc. Whenever an effect is described by “raise/lower” Fatigue/Wounds/Misery/Hunger/Illness “by 1”, place a 
HUNGER  ⚪⚪⚪ ⚪⚪⚫ ⚪⚪⚫    WOUNDS  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫    MISERY  ⚪⚪⚪ ⚪⚪⚪ ⚪⚪⚫ 
State token with the corresponding level (1-2-3-4) or turn an already placed token to change its level (tokens are double-sided). The level 4 tokens will instruct you as to what happens.  FATIGUE  ⚪⚪⚫ ⚪⚫⚫ ⚪⚫⚫    MISERY  ⚪⚪⚪ ⚪⚪⚪ ⚪⚪⚫    HUNGER  ⚪⚪⚪ ⚪⚪⚫ ⚪⚪⚫ 
SHARED EXPERIENCE The Characters are n assigned to particular players. The players interact with ALL the Characters as a group. This is a cooperative game.  WOUNDS  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫    HUNGER  ⚪⚪⚪ ⚪⚪⚫ ⚪⚪⚫    WOUNDS  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫ 
 
ILLN S  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫    FATIGUE  ⚪⚪⚫ ⚪⚫⚫ ⚪⚫⚫    ILLN S  ⚪⚪⚫ ⚪⚫⚫ ⚫⚫⚫ 
ABOUT THE RUL      
Rules prioritize in the ascending order: Journal >>> Board >>> Cards >>> Book of Scripts. When simultaneous effects happen, you choose the sequence. When the all else fails to clarify a situation, use 
common sense. N all the rules are made readily available from the beginning.  300  DAY ACTIONS PHASE FAQ 

HOW TO USE THE BOOK OF SCRIPTS Don’t read a numbered script until when told to. Never read the whole scripts aloud. First, read it to yourself, then, if you can, narrate what  ACTIONS Characters who can't perform any action in a given stage of the Day phase (due to black d s on the State token) may be moved to Storage, making the situation on the board clearer. 
happens in you own words, except, as you wish, when it’s qu ed or italicized. Don’t omit the story. The sion of the rules, mechani , and the scripts was intended.   

A, B, C… TOKENS When a script instructs to write down a te entry and script number, simply write the information in the N es field of the SAVE sheet along with the letter of one of the  (Refer only when necessary.)  400  DUSK PHASE FAQ 
letter tokens to represent it.   
CONVERSATIONS DURING GAMEPLAY This is a cooperative, story based, choice driven, survival game. Communication is of utmost importance. Survival of your Characters is just as  (Refer only when necessary.)  500  EVENING PHASE FAQ 
important as your experience. What happens over the board is just as important as what happens on the board. As players, your em ional investment will enrich the story and gameplay. Try to   
interpret even the abstract effects of the rules. 
  (Refer only when necessary.)  600  SCAVENGING PHASE FAQ 
In case of “once per Scavenging” skills, you need to mark having used them in some way, e.g. by tilting the Character card to its side. 
(Refer only when necessary.)  10  SAVE BAG AND WASTE BAG 
 
 
(Refer only when necessary.)  610  ADVANCED BOARD FAQ 
100  SETUP FAQ 
 
DECKS The Fittings and Shelter decks don’t display the deck name on their backs as the hers do. Check the Setup diagram to see which decks are those. Fittings cards have cra ing instructions 
(Refer only when necessary.)  700  NIGHT RAID PHASE FAQ 
on the back and an image alongside a description of the action or rule of the Fitting on the front. Shelter cards state on the back what you will find a er removing that card. During Setup, place these 
 
cards where they belong, backside down. 
TOKENS AND R OURC All tokens are labeled, except for the 3 resources (Water, Wood, Components) which are n tokens but plastic pieces. You can identify them by how they look;  (Refer only when necessary.)  800  DAWN PHASE FAW 
Water is round and transparent, Wood is a brown cuboid, and the Component is a metallic cog. Red tokens are weapon related, green tokens are food related, grey tokens are material related, and   
yellow tokens are medical related. 
900  COMBAT FAQ 
WASTE BAG For pieces which will n be used for the rest of the Campaign. This is opposite to pieces discarded into the box which may be used again during the Campaign.  FATE CARDS Jam/Weapon Loss: a er Combat resolves, the Character gets their Weapon back. Dodge: refers to that combatant (Enemy or Character) whose die roll introduced the Fate card. 
 
 
101  CHARACTER SKILLS FAQ 
(Refer only when necessary.)  901  TRADING FAQ 
Be sure to read the Character skill descriptions, stats, and Spirit values as soon as they’re drawn. This will allow you to better understand the capabilities and limitations of each Character.   
Character Skills are always readily available and may be used at any time, in accordance with the rules of the given skill. 
Sneaky (Arica): Noise can't be lowered passed 1. Handyman (Marin): if on the advanced side of the board, this is pertinent for all Poke About actions (but does n apply to the Search action).  (Refer only when necessary.)  905  USING THE SCENARIO FAQ 
Journal (Emilia): Fatigue can't be raised passed 4. Break In (Marko): when Marko uses a Hatchet instead of a Lockpick, don’t discard the Hatchet a er opening a Closed Door.   
In case of “once per Scavenging” skills, you need to mark having used them in some way, e.g. by tilting the Character card to its side. 
  (Refer only when necessary.)  1000  CEASEFIRE 
 
110  BOARD FAQ 
(Refer only when necessary.)  1001  (EPILOGU ) 
STORAGE X5 For Wood and Components only. 1 Wood/Component here equals 5 of the same in Storage (x1), and vice versa. At any given time, 5 Wood/Components in Storage (x1) can be   
converted into 1 of the same in Storage x5, and vice versa. There can’t be more resources than there are pieces available, e.g. if a resource in Storage x5 is converted to Storage (x1) and there are only 
3 pieces le in the box, the difference is lost. 
MOVING AROUND THE SHELTER If you are uncertain where the Character movement paths are on the board, look at the SAVE Sheet as well. These paths have been marked with thick 
dark lines. The Hole icon blocks horizontal movement, even if it is already covered by a Board-Up token. To know more details about moving on the board, see 300 (Day Actions FAQ). 
ADVANCED SIDE OF THE BOARD The advanced side of the board has no Ideas space. Shuffle all the Fitting cards (basic and advanced) together and place that combined deck on the 
Fittings space. The Sniper Fire rule on the advanced side of the board always refers to only the Character who has just performed an action on the top floor of the Shelter. The rules on the board 
spaces, covered by the Shelter cards placed on those spaces (e.g. Wild Garden), are ignored until the given space is cleared. “2x Rubble Cards” means that during Setup, you need to place 2 Rubble 
cards, in a stack, and that they need to be resolved one a er the her. 

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