DC Fallout Rulebook
DC Fallout Rulebook
DC Fallout Rulebook
INDEX PAGE 15 greater than the current number of players. Then, separately
shuffle the agenda, loot, and asset cards and place them
This page contains a comprehensive list of topics and page
facedown in the play area. Lastly, make sure the card
numbers that players may need to reference.
library, perk cards, unique asset cards, and V.A.T.S. dice are
The back page of this reference lists basic rules and icons used 6 C reate Shop: Deal four asset cards faceup in a line near the
commonly in the game in an easy-to-reference format. map to form the shop.
COMPLETE SETUP 7 C hoose and Place Survivors: Randomly choose a first player
and move the agenda deck to his or her right side. Starting with
that player and proceeding clockwise, each player chooses a
Before the game, perform the following steps:
survivor and takes the corresponding figure, character card, and
1 Choose Scenario: As a group, the players choose which scenario S.P.E.C.I.A.L. token marked with that character’s silhouette on
to play. Take the corresponding scenario sheet and place it in the the back. Then, that player places the figure in an unoccupied
play area. space in the “Crossroads Camp” map tile.
2 Build M ap: Separately shuffle the and map tiles, and 8 Prepare Player B oards: Each player takes a player board
then construct the map following the image on the back of and places a green peg in the “0” hole, a red peg in the “16”
the chosen scenario sheet, placing a random or tile hole, and a gray peg in the hole to the left of the XP track.
facedown in the corresponding places. Each player also places his or her starting S.P.E.C.I.A.L. token
in its corresponding slot on the player board, then draws one
3 Sort T okens: Create piles of S.P.E.C.I.A.L., Caps, trait, additional S.P.E.C.I.A.L. token at random and places it in its
and enemy tokens to form the supply, making sure the slot; if that player already has that token, he or she randomly
S.P.E.C.I.A.L. tokens and each type of enemy token are draws a different S.P.E.C.I.A.L. token instead. Then, each
facedown and randomized; the enemy tokens should be player draws one agenda card, keeping it secret. Finally, each
further separated into individual stacks by type. player takes three Caps from the supply.
RULES
REFERENCE 4 Create Encounter Decks: Find all encounter cards that have a 9 Resolve Starting Effects: Resolve any effects on the scenario
ACTIONS
AGENDA CARDS
Each survivor performs two actions on his or her turn. An action
allows a survivor to move, explore, encounter, fight, quest, camp, Agenda cards grant players influence ( ), which players
or any other action specified by a card. need to win the game. Each agenda provides one influence and
provides conditions for the survivor to gain additional influence.
A survivor can perform the same action more than once
At the end of each round, an agenda card is drawn to determine
during his or her turn, except for the encounter action.
which enemies activate. Then, the card is discarded.
If a survivor cannot or does not wish to perform all of his or
her actions on a turn, he or she can skip one or both of the
During setup, each survivor draws one agenda card and the
agenda deck is placed in the first player’s play area.
actions. Skipped actions are lost and cannot be performed at
a later time or carried over to future turns. Each agenda card has a number in the bottom-left corner that
is used during setup to determine whether this card is used
Only the move action can be interrupted by another action.
during the game based on the number of players playing.
Each other action must be resolved completely before a
different action can be performed. Each survivor can have a maximum of four agenda cards. If a
R elated Topics: Camp Action, Encounter Action, Explore survivor gets more than four agenda cards, he or she chooses
Action, Fight Action, Move Action, Quest Action and discards agenda cards until he or she has four agenda cards.
When a survivor performs a camp action, he or she may do all of CHARACTER CARDS
the following in any order: recover three HP, unexhaust all of his
or her exhausted cards, gain the Well Rested trait, and trade with During setup, each survivor gains a card unique to the character
any other survivors in his or her space or an adjacent space. he or she chooses. These can be items, companions, or special
abilities that represent the quirks of that character.
When survivors trade, they can exchange any number of items,
companions, agendas, and Caps. Both parties must agree to the When a survivor gains an item or companion character card,
trade. Promises may also be traded, but they are not binding. it can be equipped or placed in his or her inventory.
»» Other game elements such as traits, S.P.E.C.I.A.L. tokens, When a survivor gains a character card that is not an item
perks, or the Ghoul’s starting card cannot be traded. or companion, it is placed next to his or her player board.
That survivor must follow all rules listed on that card. These
»» Agenda cards involved in a trade can be shown to the
character cards cannot be traded or discarded.
other survivor before a trade.
R elated T opics: Companions, Equipping, Inventory, Items
A survivor cannot perform the camp action while in the same
space as a faceup enemy.
COMPANIONS
All exhausted cards must be unexhausted.
Companions are a type of card that can be equipped by a
R elated Topics: Actions, Agenda Cards, Asset Cards, Camp
survivor to gain benefits.
Action, Caps, Enemies, Exhaust, HP Track, Traits
Each survivor can have no more than one companion equipped
CAPS at a time.
Survivors are limited by the number of perk cards. Encounters at vault spaces cannot be performed until the
corresponding deck is added to the game by card results.
When the loot deck, asset deck, agenda deck, or stack of enemy
tokens of one type is depleted, players shuffle that deck or A survivor cannot perform the encounter action while in the
stack’s discard pile to create a new facedown deck or stack. same space as a faceup enemy.
R elated Topics: Agenda Cards, Asset Cards, Caps, Faction R elated T opics: Encounter Cards, Encounter Icons, Fight,
Tokens, Loot Cards, Perk Cards Results, Spaces, S.P.E.C.I.A.L. Tokens, Tests, Traits
»» That enemy is always discarded, regardless of the To indicate which cards are equipped, a survivor can place
outcome. A new token is not placed on the board. those cards in the three slots along the bottom side of his or
her player board.
Related Topics: Activating Enemies, Enemy Abilities, Fight, First
Player, Spaces When a survivor gains a card that can be equipped, he or she
can immediately equip it; if a different card is already equipped
ENEMY ABILITIES in that slot, he or she can move it to his or her inventory.
Each enemy can have up to two abilities that change its rules. At the start of his or her turn, a survivor can equip items from
Each ability is represented by an icon on the enemy’s token: his or her inventory or exchange any of his or her equipped
cards with cards from his or her inventory.
Aggressive : When this enemy moves into a survivor’s
space, or a survivor moves into this enemy's space, that Equipped cards do not count as being in a survivor’s inventory.
survivor immediately fights this enemy. The cards a survivor has equipped are public information to
»» If an enemy with this ability moves into a space that has all players.
RULES
REFERENCE more than one survivor, that enemy fights the survivor
The text of unequipped weapons, apparel, and companions
6 »»
that has the least remaining HP.
Each scenario has two factions vying for control over the R elated T opics: Enemies, Factions, Faction Power Track, Killed
1 R oll Dice: Roll the three V.A.T.S. dice. If the survivor’s equipped weapon has the ranged () icon,
he or she can perform this action when there is an enemy in
2 R eroll D ice: For each S.P.E.C.I.A.L. token on the survivor’s an adjacent space to fight that enemy. If that enemy does not
weapon that matches a token that the survivor has, generate have the icon, the survivor inflicts one additional hit.
one reroll. Then, the survivor can spend each reroll one at a
If multiple enemies are in the same space as the survivor, the
time to reroll any number of the three V.A.T.S. dice.
survivor chooses one enemy to fight.
3 R esolve Enemy Hits: For each hit () shown on the dice, R elated T opics: Actions, Enemies, Fight, Spaces, Weapons
the survivor suffers damage equal to the level of the enemy.
Before suffering the damage, reduce the total number of FIRST PLAYER
by the armor value of all armor the survivor has equipped.
The first player is randomly determined at the start of the game
4 R esolve Survivor Hits: The survivor spends dice results to and keeps the agenda deck in his or her play area.
inflict hits. For each die result on which there is one or more
filled-in (green) area that matches a filled-in (green) area on
When the agenda deck is passed to another player, that
player becomes the new first player. Whose turn it is and
the enemy, the survivor inflicts one hit. If the survivor inflicts
whose turn is next does not change.
a number of hits equaling or exceeding the enemy’s level, the
enemy is killed. R elated T opics: Agenda Cards, Rounds, Setup, Survivors
When instructed to “draw and fight” an enemy, the survivor A survivor’s current HP is shown by the position of a red
peg. This peg starts in the rightmost position.
draws an enemy of the specified type from the supply,
resolves all steps of the fight with that enemy, and then When a survivor suffers damage, he or she reduces his or her
discards the enemy token. current HP by that amount.
»» If doing this as part of a quest objective or encounter options, A survivor’s current rads is shown by the position of a green
the survivor succeeds only if he or she kills the enemy. peg. This peg starts at the “0” position.
Abilities with the “during a fight” timing can be used during When a survivor suffers rads, he or she increases his or her
any step of a fight.
current rads by that amount.
Abilities with the “before a fight” timing must be used before If a survivor’s HP is ever equal to or lower than his or her
rolling the V.A.T.S. dice.
rads, that survivor is killed.
Each S.P.E.C.I.A.L. token on a survivor's equipped weapon Neither HP nor rads can go above the maximum value or
counts as tokens “used for the fight” for card abilities.
below the minimum value on the track.
Some cards give additional uses for rerolls. Unless otherwise A survivor’s remaining HP is equal to the difference between
RULES stated, these abilities must be used during the “Reroll Dice”
REFERENCE the HP peg and the rads peg. So, if a survivor has 12 HP and
step of a fight.
8 If the survivor is killed and the enemy is not killed, the
3 rads, his or her remaining HP is 9.
The amount of influence needed to win the game depends on When a survivor is killed, his or her figure is removed from
the number of players: the map. Then, he or she places the figure in a space of his or
her choice on the starting tile. Then, that survivor discards all
»» 1 Player: 11 influence
cards in his or her inventory (keeping any equipped cards)
»» 2 Players: 10 influence and returns his or her HP to its maximum value (but does not
»» 4 Players: 8 influence »» When a survivor is killed during a fight, the fight ends,
and no additional steps are resolved.
If multiple survivors reach the required amount of influence,
they share a victory! »» When a survivor is killed during his or her turn, the turn
immediately ends. The survivor cannot perform any more
»» All survivors that reach the required amount of influence
actions or use perks.
share the victory, even if one has more influence.
»» If a survivor is still killed after recovering all HP because
R elated Topics: Agenda Cards, Faction Power Track, Survivors
his or her rads value is at its maximum, that survivor
is eliminated from the game and loses. That survivor’s
INVENTORY figure and all of the survivor’s cards, Caps, and other
Items and companions a survivor possesses but does not have tokens are discarded. If the survivor was the first player,
equipped are in that survivor’s inventory. A survivor can have the agenda deck is passed to the survivor to his or her
up to three cards in his or her inventory at one time. These cards right. That survivor is now the first player.
can be placed in a stack under the far-right “slot” along the When an enemy is killed, its token is returned to the supply.
bottom of a player's player board. Equipped cards do not count Then, a new token of the same enemy type is drawn and
toward the inventory limit. placed facedown in the space with an enemy icon of a
matching type that is closest to the space from which the
If a survivor gains cards in excess of his or her inventory
other enemy was discarded.
slots, he or she must choose and discard cards until there are
only three remaining. »» If there is more than one space with a matching enemy
type at an equal distance from the space, the first player
The cards in a survivor’s inventory are public information to
chooses which space to place the enemy in.
all players.
»» If the enemy is a faction token, or was fought as part of a
R elated Topics: Apparel, Asset Cards, Companions, Equipping,
“draw and fight” instruction, a new one is not drawn.
Items, Loot Cards, Unique Asset Cards, Weapons
»» If a survivor kills an enemy outside of a fight, that
Items that can be equipped (apparel and weapons) must be LEVELING UP RULES
equipped to gain their benefits. REFERENCE
9
A survivor levels up when he or she gains an XP while the
Items that cannot be equipped (aid, drugs, and magazines) XP peg is on his or her rightmost S.P.E.C.I.A.L. token. When a
can be used while in a survivor's inventory. survivor levels up, he or she draws two S.P.E.C.I.A.L. tokens, and
R elated Topics: Apparel, Inventory, Loot Cards, Shopping, then chooses one to keep and returns the other to the supply. If
Unique Asset Cards, Weapons the survivor does not already have that token, it is added to his
or her player board. If the survivor already has that token, he or
she discards the token and gains a perk.
To gain a perk, the survivor looks through the perk deck for the If a survivor gains a fifth agenda card, he or she may discard
perks that have that token highlighted and chooses one to take. the revealed agenda.
»» If there are no perks matching the chosen S.P.E.C.I.A.L. R elated T opics: Actions, Activating Enemies, Agenda Cards,
token in the perk deck, the survivor chooses any perk Enemies, Factions, Fight Action, Influence, Survivors, Turns
showing a token that matches a token he or she has.
»» If no perks match a token the survivor has, he or she does MAP TILES
not gain a perk.
Each map tile contains some number of spaces and is
R elated Topics: Perk Cards, S.P.E.C.I.A.L. Tokens, Survivors, XP dangerous ( ), deadly (), or double-sided, as determined by
the back of the tile.
LOOT CARDS Map tiles are placed to create the map as specified by the
Loot cards represent the various items, companions, and events back of the scenario sheet. Tiles shown faceup are placed that
survivors may find out in the wasteland. way, while tiles that are shown facedown are shuffled by type
( and ) and are placed randomly facedown.
When a survivor gains a loot card, if it is an item or companion,
the survivor either equips it or adds it to his or her inventory. Orient all tiles so that the arrow on the top of each tile points
If the loot card is a one-time event, the survivor follows the the same direction as the arrow on the starting tile.
instructions on the card, and then discards the card. R elated T opics: Scenario, Setup, Spaces
R elated Topics: Apparel, Companions, Enemy Abilities, Moving into a space that has difficult terrain requires an
Inventory, Items, Results, Weapons additional movement point.
»»
LOYALTY The two movement points used to enter the space do not
need to have come from the same action.
At the start of a survivor’s turn, he or she can reveal a or The survivor can perform the other action after spending his
agenda card and place it faceup to gain loyalty with that faction or her first point of movement but before spending his or
for as long as that card remains revealed. second point of movement.
Having loyalty with a faction grants three effects to a survivor: R elated T opics: Actions, Map Tiles, Spaces, Survivors, Terrain
»» The survivor cannot fight enemies of a loyal faction. Perks can be used only during a survivor’s turn but cannot
Each survivor can have only one agenda card revealed in this be used while the survivor is performing a non-move action
RULES unless specifically stated.
REFERENCE way. If a survivor reveals a new agenda card for loyalty, the
10
previously revealed card is flipped facedown and hidden again.
All perk cards in the perk deck and perk cards held by
At the start of a survivor's turn, he or she can withdraw survivors are open information.
loyalty to a faction by hiding a revealed agenda card.
When a survivor discards a perk card, he or she returns it to
Agendas revealed for loyalty are still counted as part of that the perk deck.
survivor’s agenda card limit and contribute to that survivor’s R elated T opics: Actions, Leveling Up, S.P.E.C.I.A.L. Tokens,
influence as normal. Survivors, Turns, XP
QUEST ACTION area. One or more quests are staged in the play area during
setup, and more can be staged throughout the game.
A survivor can perform a quest action to attempt to complete a »» When a quest is staged in the play area, execute any
quest objective marked with . instructions in the top section of the card.
The survivor can attempt to complete a quest only if he or R elated T opics: Agenda Cards, Card Library, Enemies, Faction
she meets the requirement presented after the . The most Power Track, Fight, Map Tiles, Quest Action, Results, Setup, Tests
common requirement is for a survivor to be in a specific space.
Quests give survivors objectives, which they can complete to earn “–” after the icon. The possible results are as follows:
rewards—often agenda cards or power for one of the factions. Add #: The survivor retrieves the card indicated by # from the
Each quest has one or more objectives that survivors can card library. Then, he or she takes a number of cards (without
achieve to complete the quest. An objective can either be looking at them) equal to the number of players from the
triggered or a quest action. deck that matches the retrieved card's back. Finally, he or she
shuffles all the cards and places them on top of that deck.
»» Triggered objectives provide a task that can be performed
in the game such as “kill a enemy” or “explore a »» If there is no deck matching that card type, create a new deck.
tile.” As soon as a survivor completes the specified task, Stage #: The survivor retrieves the card indicated by # from
he or she completes this objective. the card library and places that card faceup in the play area.
»» Quest-action objectives are marked with the icon and Become X: The survivor gains the trait token that matches X.
may have conditions or instructions. For these objectives,
the survivor must meet all conditions shown in the white # XP: The survivor gains an amount of XP indicated by #.
section of that objective and then perform a quest action.
# Caps: The survivor gains a number of Caps indicated by #.
The most common requirement is for a survivor to be
in a specific space; this would be presented after the , , or : The survivor draws a card that matches the
icon. After performing the quest action, the survivor can shown icon. If the icon is followed by a number, for example:
attempt to resolve the objective's instructions, which x 2, he or she draws and keeps that number of cards.
typically require the survivor to perform a test or fight an
Shop #: The survivor can buy and/or sell a number of items
enemy; the survivor must resolve these instructions from
from the shop track indicated by #.
left to right. If the survivor succeeds at the instructions, he
or she completes the objective. Gain the X unique asset: The survivor searches the unique asset
deck for the card specified by X and takes it. If that asset is not
If a quest instructs the survivor to place a quest marker, he
in the deck, he or she takes a unique asset at random instead.
or she chooses a colored pair of quest marker tokens, placing
RULES
one on the map as indicated by the card and the other on + or +: The faction corresponding to the icon gains REFERENCE
the quest card itself. When that card is trashed, both quest
markers are discarded.
power equal to the number of + symbols after the icon.
The enemy types are activated from left to right, and all of one When a card is added to the shop, it is placed on the left side
of the row.
type of enemy is activated before the next type is activated.
If the order in which enemies of the same type activate When a card is discarded from the shop, the rightmost card
in the row is removed.
becomes important, the first player decides the order.
R elated Topics: Activating Enemies, Agenda Cards, Enemies, If the shop ever has more or fewer than four cards in it after a
First Player, Turns survivor’s action (for example, after a survivor shops), asset
cards are discarded or drawn, as appropriate, to reset the
Some encounter cards, primarily from locations, allow When resolving an encounter card, the survivor reads the card,
survivors to shop for some number of cards. When prompted trying to read only the text that would normally be read aloud
to shop, the survivor first draws one asset and adds it to the and then making his or her decision before reading the text for
left side of the shop. Then, the survivor can perform any of the the chosen outcome.
following interactions. He or she can perform a number of these
When the agenda deck is depleted, only the power marker
interactions equal to the value specified by the encounter.
for the faction that currently has less power is advanced. If
Buy: The survivor spends a number of Caps equal to the cost the factions are tied for power, they both advance as normal.
of a card in the shop to take that card and place it in his or
R elated T opics: Agenda Cards, Encounter Action, Encounter
her inventory or appropriate equipment slot.
Icons, Faction Power Track, Quest Cards, Rounds, Tests
Sell: The survivor discards an equipped card or a card from his
RULES or her inventory to gain Caps equal to its value reduced by one. SPACES
REFERENCE
12
Recruit: The survivor takes a companion from the shop and Each space is an area of a map tile separated from other spaces
places it in his or her inventory or appropriate equipment by white borders.
slot. A survivor can take a companion only if he or she has
the trait or S.P.E.C.I.A.L. token shown in the upper-right
Survivors and enemies occupy spaces. Any number
of survivors and enemies can occupy the same space.Spaces
corner of that companion’s card; if no trait is present in the
can have terrain that affects survivors when they move into
upper-right corner, any survivor may recruit that companion.
the space. Spaces that represent consequential locations have
an encounter icon and a name.
TESTS
Each test has a difficulty number and a number of associated
Two spaces are adjacent if they share a border.
S.P.E.C.I.A.L. icons (for example: 4). When a survivor is
R elated Topics: Encounter Icons, Enemies, Map Tiles, Move
prompted to perform a test, he or she resolves the following steps:
Action, Survivors, Terrain
1 Roll Dice: Roll the three V.A.T.S. dice.
S.P.E.C.I.A .L . TOKENS 2 Reroll Dice: For each S.P.E.C.I.A.L. icon listed by the test that
Survivors can have up to seven unique tokens representing their matches a token that the survivor has, generate one reroll.
capabilities. The seven tokens are represented by letters. Then, the survivor can spend each reroll one at a time to
reroll any number of the three V.A.T.S. dice.
A survivor either has a S.P.E.C.I.A.L. token or does not. He or
she cannot have more than one of each S.P.E.C.I.A.L. token. 3 Resolve Results: Count the number of hits ( ) shown on
When a surivor gains a S.P.E.C.I.A.L. token, he or she places the dice. If that number equals or exceeds the difficulty of the
it in the slot matching that letter on his or her player board. test, the survivor succeeds. Otherwise, he or she fails. Resolve
the respective result listed after the test.
For each S.P.E.C.I.A.L. token a survivor has that matches the
icon associated with a test or his or her equipped weapon If a survivor succeeds or fails and no corresponding result is
during a fight, that survivor generates one reroll to spend listed after the test, nothing happens.
during that test or fight, respectively. The V.A.T.S. areas on the dice have no effect during tests.
R elated Topics: Fight, Leveling Up, Survivors, Tests, Weapons R elated T opics: Encounter Cards, Quest Cards, Results,
S.P.E.C.I.A.L. Tokens, Survivors, V.A.T.S. Dice
SURVIVORS
The word “survivor” is a collective term that refers to a character,
TRADING
that character’s cards, S.P.E.C.I.A.L. tokens, traits, figure, and the See “Camp Action” on page 4.
player who controls that character.
Each survivor has a player board that tracks his or her HP, TRAITS
rads, XP, S.P.E.C.I.A.L. tokens, and traits. Each board also has
Traits are tokens that track details about a survivor.
indicators along the bottom for where to place the player's
equipped cards and inventory. There are six traits tracked across three token types:
R elated Topics: HP Track, S.P.E.C.I.A.L. Tokens, Traits, Turns, Idolized/Vilified: These traits track what people
XP think of the survivor. They have no inherent effect
but may be referenced by companions, encounters,
TERRAIN and quests.
Each survivor can have only one copy of a trait token and
13
R elated Topics: Map Tiles, Move Action, Rads, Spaces thus can never simultaneously have the traits on the opposite
sides of one token.
When a survivor gains a trait, he or she takes the corresponding
token and places it in one of the three slots on the upper-right
V.A .T.S. DICE
side of his or her player board. If the survivor already has that Three V.A.T.S. dice are used to resolve fights and tests. Each die face
token turned to the other side, the token is flipped over; the contains a V.A.T.S. chart and may include some number of icons.
survivor loses the trait on the other side of the token.
Each V.A.T.S. chart contains four areas: head, body, arms, and
If the faceup side of a trait token shows a lock icon, that token legs. Each area is either filled in (green) or empty (black).
cannot be flipped over. If a survivor would gain the trait on
Related Topics: Fight, Tests
the opposite side, he or she does not gain that trait.
TRASH Each survivor can have only one weapon equipped at a time.
3 Players: 9
4 Players: 8
F actions
ROUND
1 Starting with the first player and proceeding clockwise, each
A pparel
Weapon
C ompanion
player takes a turn by performing two actions.
ACTIONS
S ettlement
Wasteland Vaults
that you have that is shown on your weapon. You can spend amount of damage, suffer rads ( ) equal to the
each reroll to reroll any number of the three V.A.T.S. dice. enemy’s level.
3 R esolve Enemy Hits: Suffer damage equal to the enemy's R anged: When this enemy activates, it can fight
level for each not canceled by . you from an adjacent space. If it does and you don’t
have a weapon, it gets an additional .
RULES 4 R esolve Survivor Hits: Inflict one hit for each vulnerable
REFERENCE
R etreat: If you fail to kill this enemy, it is flipped
16
area hit on the V.A.T.S. dice. If hits equal or exceed the
enemy's level, it is killed! facedown, becoming inactive.