DC Fallout Rulebook

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USING THIS DOCUMENT FOUNDATIONAL RULES

This document is intended as a reference for all rules queries. It


These rules are fundamental concepts on which all other
is recommended that players begin playing Fallout: The Board
game rules are built, and they should always be followed:
Game by reading the Learn to Play booklet in its entirety. Then, as
questions arise during gameplay, players can refer to this reference. This Rules Reference is the definitive source of rules. If
The Rules Reference is divided into the following sections: something in this document contradicts information from
the Learn to Play booklet, this guide takes precedence.
COMPLETE SETUP PAGE 2
If the rules text of a card contradicts information from the
This section describes the complete rules for setting up a game of Rules Reference, the card's rules text takes precedence.
Fallout: The Board Game.
If two players are both legal targets for a game effect, the
GLOSSARY PAGE 3 game prioritizes the first player, and then each player in
order clockwise around the table from the first player.
The majority of this reference is the glossary, which lists all rules
for the game in alphabetical order by topic. The word “may” means the effect is optional.

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

QUICK REFERENCE PAGE 16 somewhere in easy reach.

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

2 star in the upper-left corner instead of a number. Divide these


into two different decks based on their card backs, shuffle
sheet or other game components that resolve at the start of the
game. If any enemy tokens are displayed on the map, place
them, and place them facedown in the play area. one random enemy token of the corresponding type faceup
in each of those spaces. Finally, place the  and  power
5 C reate Other D ecks: Remove any cards from the agenda
tokens on the topmost space of the power track on the sheet.
deck that show a number in the bottom-left corner that is
GLOSSARY When an enemy type is activated, all inactive enemies of that
type on the map are flipped faceup and become active; they
do not move or fight that activation.
This section provides detailed information about all gameplay
topics, arranged alphabetically. R elated T opics: Enemies, Explore Action, Fight, First Player, HP
Track, Map Tiles, Rounds, Spaces

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.

The number of agenda cards a player has is public information.


ACTIVATING ENEMIES
The information on the agenda cards in a player’s hand is
At the end of each round, an agenda card is drawn to determine hidden. The players may voluntarily share this information
which enemies activate (see “Rounds”). When an enemy with others but may not reveal the cards unless doing so to
activates, that enemy is moved one space toward the nearest declare loyalty.
survivor. If that enemy is already either in the same space as a
When the final agenda card is drawn, all discarded agenda
survivor, or adjacent to a survivor and has a ranged ( ) icon,
cards are shuffled to create a new agenda deck that is passed
the enemy fights that survivor instead of moving.
to the player to the right of the first player. That player is now
If there is a tie for the nearest survivor, the enemy moves toward the first player. Then, each faction advances one space.
or attacks the nearest survivor that has the least remaining HP.
R elated T opics: Activating Enemies, Factions, First Player,
»» If two survivors are tied for least remaining HP, the enemy Influence, Loyalty, Rounds, Setup
moves toward the tied survivor that acts earlier in turn order.

»» If multiple enemies would attack the same survivor, that APPAREL 


survivor chooses the order in which the attacks resolve.
Apparel is a type of item that can be equipped by a survivor to
»» If the enemy could move to multiple spaces that would gain benefits in fights.
move it toward the survivor an equal amount, the first
player chooses which space it moves to.
Each survivor can have no more than one apparel equipped
at a time.
When enemies move, they move one space, ignoring terrain. RULES
During a fight, a survivor’s equipped apparel cancels a REFERENCE
Enemies can move across facedown map tiles. They treat
each facedown map tile as a single space.
number of enemy hits equal to its armor value.

R elated T opics: Equipping, Fight, Items


3
»» If an enemy is on a facedown map tile when that tile is
flipped faceup, the survivor exploring the tile chooses a
space on the explored tile and places the enemy in that space.
ASSET CARDS  CARD LIBRARY
Asset cards represent the items for sale and the companions that Any cards labeled with a number in the upper-left corner are
can be recruited at settlements. part of the card library. They are not included in the game unless
specified by a game component with the “add” or “stage”
Asset cards are used to create the shop. instructions. Instead, the card library is kept to the side, sorted
When a survivor gains an asset card, he or she adds it to his or by number for easy reference.
her inventory or places it in the appropriate equipment slot. Game components may call for cards to be retrieved from the
When a survivor discards an asset card, it is placed in the card library by number (see “Results”). When this happens,
asset card discard pile. a player searches the card library for that card and adds it to
the game as instructed.
If the last card is drawn from the asset deck, players shuffle
the discard pile and create a new asset deck. Players cannot read cards in the card library unless retrieving
a card. Even then, players should look only for the required
R elated Topics: Companions, Equipping, Inventory, Items, Shop
number and not read the text on the card or other cards.

CAMP ACTION R elated T opics: Encounter Cards, Quest Cards, Results

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.

Caps are the currency in the wasteland. Survivors spend Caps to


A survivor’s equipped companion provides an ability that
the survivor may use during his or her turn by exhausting
buy items when shopping and to use certain card abilities.
the companion.
There is no limit to the amount of Caps a survivor can have.
Exhausted companions that a survivor has equipped or in
RULES A “5” Caps token is equivalent to five “1” Caps tokens. his or her inventory are unexhausted when the survivor
REFERENCE Survivors can freely make change with Caps tokens at any time. performs a camp action. However, each companion has a

4 When a survivor gains Caps, he or she takes them from the


supply; when a survivor spends Caps, he or she places them
condition at the bottom of its card. If that condition is not
met when that companion is unexhausted, the survivor must
discard that companion.
back in the supply.
R elated T opics: Asset Cards, Camp Action, Equipping, Exhaust,
R elated Topics: Component Limitations, Encounter Action,
Inventory, Loot Cards, Shopping
Shopping, Shop
COMPONENT LIMITATIONS A survivor can perform this action at each encounter icon no
more than once per turn.
The quantity of components is limited, or not limited, as follows:
Most encounter icons have a number next to them indicating
Survivors are not limited by the number of Caps tokens or their level. When resolving an encounter at a location with a
faction tokens. If there are no remaining tokens, players can level, treat any instances of the encounter icon on the card as
use a viable substitute. a number equal to the level of the encounter icon.

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

DAMAGE ENCOUNTER CARDS


See “HP Track” on page 8. Encounter cards contain a short story and choices that are read
to a survivor when he or she resolves an encounter action. There

DYING are four encounter decks:

See “Killed” on page 9.


»» Wasteland Encounters : These encounters represent
ruins and abandoned areas where survivors can search for
loot. This deck is created during setup.
ENCOUNTER ACTION
»» Settlement Encounters : These encounters represent
A survivor can perform an encounter action when in a space centers of population where survivors can buy and sell
marked with an encounter icon ( , , , or ) to resolve from the shop. This deck is created during setup.
an encounter card from the deck matching that encounter icon.
»» Vault Encounters  : These encounters represent
To resolve an encounter, the player to the active player’s Vault-Tec vaults that survivors can explore. There are
right draws the encounter card and reads the intro of the two vault decks. Neither start in play. They are added
card and the bold text next to each numbered arrow. Then, throughout the game. When these cards are added, if there
the active player chooses one of the options and executes all are no cards of that type in play, a new deck is created.
instructions listed after that option. Encounters with a star in the upper-left corner are placed in
»» Some options require the player to perform tasks such as a the play area during setup.
fight or a test. After the player chooses such an option, he R elated T opics: Card Library, Encounter Action, Encounter
or she attempts to perform the listed tasks and resolves the Icons, Fight, Results, Tests
“succeed” result if he or she succeeds at the test or kills the
enemy or the “fail” result if he or she does not. ENCOUNTER ICONS
»» Some options have conditions that must be met in order to
choose that option. For example, an option may require a
Some spaces are labeled with encounter icons ( , , , or
player to have the Vilified or Super Mutant trait.
). Additionally, some have a number indicating that icon's level.
Survivors can perform an encounter action at that space to draw
»» If a bold text section starts with “FORCED,” and the and resolve an encounter card corresponding to the shown icon.
following condition is met, that section must be resolved RULES
instead of allowing the survivor to choose one of the If there is no encounter card deck with a matching icon, REFERENCE

other options. Additionally, the survivor cannot choose to


resolve that section if the condition is not met.
survivors cannot perform an encounter action in that space.

There are two different vault encounter decks, one labeled


5
»» Many results will trash the encounter after resolving it. If “84” and the other “109.” These encounter cards can be
the encounter is not trashed, it is returned to the bottom of drawn only at the vault with the corresponding number.
the corresponding deck.
R elated T opics: Encounter Action, Encounter Cards, Spaces
ENEMIES Armor : This enemy requires one additional hit to kill.
Radiation : After this enemy hits a survivor for one or
Enemy tokens represent dangerous creatures and people in the
more damage during a fight, that survivor suffers rads equal
wasteland.
to the enemy’s level.
Each enemy has a type, a name, a level, V.A.T.S. Ranged : When this enemy activates, if there is a
vulnerabilities, and up to two icons representing abilities.
survivor in an adjacent space, this enemy fights that survivor
When an enemy is killed, its token is discarded. Then, a new instead of moving. If a survivor in an adjacent space does not
token of the same enemy type is drawn from the supply have a  weapon, the enemy inflicts one additional .
and placed facedown in the space with an enemy icon of »» If there is a survivor in the enemy's space and in an
a matching type that is closest to the space from which the adjacent space, the enemy targets the survivor who has
other enemy was discarded. the least remaining HP.
»» If there is more than one space with a matching enemy type at »» If a survivor who has a  weapon fights an enemy that
an equal distance from the space that contained the discarded has the  icon, neither inflicts additional hits.
token, the first player chooses from among those spaces.
Loot : After a survivor kills this enemy, that survivor
Enemy tokens that are facedown are inactive. If an enemy draws one loot card.
token is inactive, survivors cannot look at the face of the
token, fight the enemy, or target the enemy with any abilities
Retreat : If a survivor fails to kill this enemy during a
fight, the enemy becomes inactive in its current space.
that target an enemy. An inactive enemy is flipped faceup
and becomes active when its enemy type activates. R elated T opics: Fight, HP Track, Killed, Loot Cards, Move
Action, Rads, Spaces, Weapons
»» Inactive enemies do not stop survivors from performing
encounter, camp, or quest actions in the same space.

»» If an enemy is placed facedown during the activation


EQUIPPING
of its type, it is not flipped faceup during that activation. Survivors can equip three types of cards: item – weapons ( ),
item – apparel ( ), and companions (). These cards must
When a player is instructed by a card to “draw and fight” a
be equipped for a survivor to gain their benefits. A survivor can
type of enemy, that player draws an enemy of that type from
have one of each type of card equipped at one time.
the supply to fight.

»» 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.

If a survivor moves into a space that has more than one


has no effect.

»» When a survivor unexhausts companions in his or


enemy with this ability, he or she chooses the order in
her inventory, they are still discarded if the unexhaust
which he or she fights them.
condition is not met.
»» An enemy with this ability being placed or becoming active
R elated T opics: Apparel, Asset Cards, Companions, Inventory,
in the same space as a survivor does not cause a fight.
Loot Cards, Survivors, Turns, Weapons
EXPLORE ACTION FACTION POWER TRACK
A survivor can perform an explore action when he or she is in The faction power track is along the left side of the scenario sheet
a space that is adjacent to a facedown map tile to flip that tile and shows the current power of the two factions. Each faction’s
faceup. Then, the tile is oriented so that the arrow on the tile is token starts on the top space of the track and advances during
pointing in the same direction as the arrow on the starting tile. the game when survivors complete specific quests and when the
agenda deck is depleted.
After a tile is flipped faceup, for each enemy icon on the tile,
a random enemy of the matching type is drawn from the A faction’s current position on the track may affect the
supply and placed faceup in the space containing the icon. toughness of that faction’s enemy. If an enemy shows a value
represented by a letter such as "X," that value is determined
If there were any enemies on the tile when it was facedown,
by that faction’s current position on the power track.
the exploring player places those enemies in the spaces of his
or her choice on that tile after it is flipped faceup. If either faction’s token reaches or exceeds the final space of
the power track, that faction has gained enough power to
R elated Topics: Actions, Enemies, Map Tiles, Spaces
take over the wasteland, and the game ends!

EXHAUST »» If the advancement of that token granted any survivors


enough influence to win the game, they can declare
Some card abilities exhaust the card when the ability is used.
victory and end the game first. If no survivor reached the
When a card exhausts, it is rotated 90 degrees.
required amount of influence, all survivors lose.
An exhausted card cannot exhaust again until it is unexhausted, »» If the faction’s token would advance beyond the final space,
typically by the survivor performing a camp action. include the excess number of spaces it would advance
beyond the final space when totaling the number of spaces
A survivor can have exhausted cards equipped or in his
by which that faction exceeds the other for the purpose of
or her inventory and can equip, unequip, trade, and sell
determining players' influence totals.
exhausted cards.
R elated T opics: Agenda Cards, Factions, Faction Tokens,
»» If a survivor trades an exhausted card to another survivor
Influence, Quest Cards
during a camp action, that card remains exhausted.

A survivor's exhausted cards are unexhausted when he or FACTION TOKENS


she performs a camp action or when instructed to do so by a
game effect. Faction tokens (  and ) have different effects in each scenario
as determined by the scenario sheet. Most often, they represent
»» If a card has a cost to unexhaust it, the survivor must pay
enemy tokens.
the cost when that card would unexhaust, otherwise the
card stays exhausted. When a faction token represents an enemy, it follows all
enemy rules. However, if this enemy would ever become
Related Topics: Camp Action, Companions, Equipping, Inventory,
inactive, the faction token is discarded instead.
Shop, Trading
When a faction token is killed, it is discarded and is not
FACTIONS replaced by a different inactive token of its type.

Each scenario has two factions vying for control over the R elated T opics: Enemies, Factions, Faction Power Track, Killed

wasteland. The factions are different in each scenario but are


always represented by the  and  icons. Each faction has a
power value tracked on the faction power track and can have
RULES
faction tokens on the map. Survivors can help either faction by REFERENCE
completing quests.

At the start of a player's turn, he or she can reveal a  or 


7
agenda card from his or her hand to declare loyalty to that faction.

R elated Topics: Agenda Cards, Faction Power Track, Faction


Tokens, Loyalty, Quest Cards
FIGHT FIGHT ACTION
A fight occurs between a survivor and an enemy. When a A survivor can perform a fight action when in a space with an
survivor fights an enemy, he or she resolves the following steps: active enemy to fight that enemy.

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

5 G ain XP: If the survivor killed the enemy, he or she gains XP


equal to the enemy’s level.
HP TRACK
Each survivor has an HP track on his or her player board that
»» Regardless of whether the survivor does or does not kill
shows his or her current HP and rads values.
the enemy, the fight is over.

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.

R elated T opics: Killed, Rads, Survivors


enemy remains active and in the space. Hits inflicted on an
enemy do not carry over from fight to fight.

R elated Topics: Apparel, Enemies, Enemy Abilities, Fight


Action, Killed, S.P.E.C.I.A.L. Tokens, V.A.T.S. Dice, Weapons, XP
INFLUENCE  KILLED
Survivors must gain influence to the win the game. Influence is Survivors and enemies can be killed. A survivor is killed when
granted to the survivors by their agenda cards. When a survivor his or her HP is equal to or lower than his or her rads. An enemy
reaches the required amount of influence, he or she declares victory is killed when a survivor inflicts hits against it equal to or higher
and reveals his or her agenda cards. That survivor wins the game. than its level during a fight.

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

»» 3 Players: 9 influence change his or her rads value).

»» 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 survivor still gains the XP for that kill.


R elated T opics: Agenda Cards, Enemies, Fight, First Player, HP
Items are a type of card that a survivor can have equipped or in Track, Inventory, Map Tiles, Rads, Spaces, Survivors, Turns, XP
his or her inventory.

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

When a survivor discards a loot card, he or she places it in


the loot-card discard pile. MOVE ACTION
If a survivor is instructed to draw loot cards in excess of his A survivor can perform a move action to gain two movement
or her inventory, he or she draws the cards, and then discards points. Each point can be spent to move that survivor’s figure
down to his or her inventory size (usually three). into an adjacent space.

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

»» Enemies represented by that faction’s tokens do not


prohibit the survivor from performing any actions. PERK CARDS
»» When enemies of that faction activate, they do not take Perks are powerful, single-use abilities. A survivor gains perk
survivors with loyalty into account—the enemies only cards when he or she levels up and chooses a S.P.E.C.I.A.L. token
move toward and fight survivors that do not have loyalty he or she already has. To use a perk card, a survivor discards it
with their faction. during his or her turn to gain the effects described on the card.

»» 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.

When performing the quest action, the survivor executes RADS 


any listed instructions in the quest requirement, such as See “HP Track” on page 8.
performing a test. If he or she succeeds, he or she completes
the objective.
RESULTS
A survivor cannot perform the quest action while in the same
When a survivor completes an objective in a quest or a choice in
space as a faceup enemy.
an encounter, that quest or encounter lists a number of results.
R elated Topics: Actions, Enemies, Quest Cards, Results
If a result shows  or  icon, treat that icon as a number
equal to the level of the encounter icon the survivor was at. This
QUEST CARDS number may be increased or decreased as indicated by “+” or

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.

Trash: The survivor returns the card in the game box.


11
After a survivor completes a quest, he or she executes all Related Topics: Agenda Cards, Asset Cards, Caps, Card Library,
of the results listed in the results bar under the completed Encounter Cards, Faction Power Track, Loot Cards, Quest Cards,
objective, resolving them from left to right. Shopping, Traits, Unique Asset Cards, XP

The quests currently available to all survivors are in the play


ROUNDS If the shop ever has more or fewer than four cards in it after
a survivor’s action, asset cards are discarded or drawn, as
The game is played over a series of rounds. During each round, appropriate, to reset the shop track to four cards.
each player takes one turn, beginning with the first player and R elated T opics: Asset Cards, Caps, Companions, Encounter
proceeding clockwise. Cards, Encounter Icons, Items, Shop, S.P.E.C.I.A.L. Tokens,
At the end of each round and before the first player takes his or Results, Traits
her next turn, the first player reveals the top card of the agenda
deck and activates each enemy that matches the type shown on SHOP
the bottom of the card. Then, each inactive enemy of that type is
The shop is a row of four asset cards available for survivors to buy.
flipped faceup; they are now active. The agenda card is discarded.

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

SCENARIO shop track to four cards.

R elated T opics: Asset Cards, Shopping, Setup


During setup, players choose one scenario to play. Each scenario
has a scenario sheet with two sides. Side A contains all instructions
used during setup, including how the map is built and what quest
SOLO PLAY
starts staged in the quest track. Side B contains all information When playing F allout: The Board Game with only a single
used for the scenario during the game, including what enemies the player, follow all the standard rules for the game with the
faction tokens represent and the faction power track. following exceptions:
R elated Topics: Faction Power Track, Faction Tokens, Map Tiles, When a quest requires the player to be in the same space as
Quest Cards, Setup another survivor, he or she must be in a  space instead.
If it requires the other survivor to make a test, that survivor is
SHOPPING assumed to have a result of “3.”

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.

Synth/Super Mutant: These traits indicate whether


Some spaces on map tiles have terrain indicated by an icon and
or not the survivor is a synth or a super mutant.
colored border surrounding that space. Terrain in a space can
They have no inherent effect but may be referenced
affect survivors attempting to move into the space:
by encounters and quests.
Difficult (red border): To move into a difficult space, a
Well Rested/Addicted: These traits track the
survivor must spend an additional movement point. If the
survivor's wellbeing or dependence on the many
survivor does not have an additional point of movement, he
drugs available in the wasteland. If a survivor is Well RULES
or she cannot move into that space. REFERENCE
Rested, he or she can choose to lose that trait while
Irradiated (green border): A survivor must suffer one rad
when moving into an irradiated space.
fighting or performing a test to generate one reroll.

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.

If a survivor loses a trait, he or she discards that token. A WEAPONS 


survivor can lose a trait even if it has a lock icon.
Weapons are a type of item that can be equipped by a survivor to
Related Topics: Encounter Cards, Quest Cards, Results, Survivors
gain benefits during fights.

TRASH Each survivor can have only one weapon equipped at a time.

See “Results” on page 11.


A survivor’s equipped weapon generates rerolls during a
fight for each S.P.E.C.I.A.L. token shown on the weapon that

TURNS the survivor has.

Weapons with the ranged () icon allow a survivor who


A survivor’s turn consists of performing two actions. After
has that weapon equipped to fight enemies in adjacent spaces
a survivor finishes performing these actions and using any
when performing the fight action. If that enemy does not also
items, perks, or other "during your turn" game effects, the game
have the  icon, the survivor inflicts one additional hit.
advances to the next player’s turn in clockwise order.
Related Topics: Equipping, Fight, Fight Action, Items,
R elated Topics: Actions, First Player, Perk Cards, Rounds
S.P.E.C.I.A.L. Tokens

UNIQUE ASSET CARDS WINNING THE GAME


Unique asset cards represent singularly powerful items and
See “Influence” on page 9.
people that survivors may come across from quests and
encounters. Unique asset cards can be items or companions.
XP
When a survivor gains a unique asset card, he or she searches
XP represents the experience that a survivor has gained in the
the deck for it by name and either equips it or adds it to his
wasteland; it tracks a survivor’s progress toward leveling up.
or her inventory.
It is tracked by the gray plastic XP peg next to the survivor’s
»» If the specified unique asset is not available, the survivor S.P.E.C.I.A.L. tokens.
gains a random unique asset instead.
The XP peg starts in the leftmost hole of the XP track. For
When a survivor discards a unique asset card, he or she each XP a survivor gains, he or she moves the peg to the
places it next to the unique asset deck.
right along the XP track so it is beneath the next S.P.E.C.I.A.L.
It is recommended that the unique asset deck be organized token the survivor has. If the XP peg is in the hole beneath
alphabetically for ease of use during the game. the rightmost S.P.E.C.I.A.L. token the survivor has, and the
survivor gains an XP, the peg is moved back to the leftmost
R elated Topics: Companions, Encounter Cards, Inventory,
hole. The survivor levels up!
Items, Quest Cards
RULES »» When a survivor gains multiple XP, he or she moves the
REFERENCE
peg for all gained XP, and then performs the steps for each

14 level gained during that process.

When a survivor kills an enemy, he or she gains a number of


XP equal to that enemy’s level.

Related Topics: Enemies, Fight, Leveling Up, S.P.E.C.I.A.L.


Tokens, Survivors
INDEX
A end of each round......................12 losing the game.............................7 stage (see results).......................11
enemies..........................................6 loyalty..........................................10 from the card library...............4
actions............................................3
abilities......................................6 succeed
camp..........................................4
encounter..................................5
activating..................................3 M encounter..................................5
faction tokens...........................7 magazines (see items)..................9 test............................................13
explore.......................................7
killed..........................................9 map tiles......................................10 Super Mutant trait......................13
fight............................................8
equipment.....................................6 building the map.....................2 survivors......................................13
move........................................10
apparel ................................3 exploring...................................7 choosing....................................2
quest........................................11
companions ..........................4 move action.................................10 killed..........................................9
activating enemies........................3
weapons .............................14 Synth trait....................................13
active survivor............................13
Addicted trait..............................13
events (see loots cards)..............10 O
add (see results)..........................11
exhaust...........................................7 objectives (see quests)................11 T
explore action................................7 occupying spaces........................12 terrain...........................................13
from the card library...............4
enemies on the tile (see tests...............................................13
adjacent (see spaces)..................13
activating enemies)..................3 P trading (see camp action)............4
agenda cards.................................3
perk cards....................................10 traits.............................................13
activating enemies...................3
declaring loyalty....................10
F gaining from leveling up........9 becoming (see results)...........11
factions...........................................7 player boards (see survivors)...13 trash (see results)........................11
starting......................................2
power track...............................7 preparing during setup...........2 triggered objectives (see quests)..11
aggressive ..................................6
tokens........................................7 power track...................................7 turns.............................................14
aid (see items)...............................9
fail advancing (see results)..........11
apparel ....................................3
encounter..................................5 U
equipping..................................6
test............................................13 Q unexhaust......................................7
armor .........................................6 quests
fight................................................8 camp action...............................4
in a fight....................................8 action.......................................11
action.........................................8 unique asset cards......................14
asset cards.....................................4 cards.........................................11
killed..........................................9 gaining (see results)...............11
shop.........................................12 results......................................11
first player.....................................8

B agenda card deck.....................3 V


FORCED (see encounter action)...5 R V.A.T.S. dice................................14
buy (see shopping).....................12 radiation ..................................6 in a fight....................................8

C H rads (see HP track).......................8 vault encounter.............................5


hits (see fight)................................8 ranged ...............................6, 14 Vilified trait.................................13
camp action...................................4
HP track.........................................8 recruit (see shopping)................12
Caps................................................4
card library....................................4
killed..........................................9 reroll W
in a fight....................................8 wasteland encounter ..............5
card results..................................11
character cards..............................4
I in a test....................................13 weapons .................................14
Idolized trait...............................13 results...........................................11 equipping..................................6
companions ...............................4
inactive enemies...........................6 retreat .......................................6 in a fight....................................8
equipping..................................6
activating..................................3 rounds..........................................12 Well Rested trait.........................13
component limitations.................5
influence........................................9 gained from the camp action....4
S winning the game........................9
D agenda cards.............................3
scenarios......................................12
inventory.......................................9
damage (see HP track).................8
dangerous map tiles .............10
irradiated terrain........................13 choosing in setup.....................2 X
items...............................................9 sell (see shopping)......................12 XP.................................................14
deadly map tiles ....................10
settlement encounter ...........5 gaining from fight....................8
difficult terrain............................13
draw and fight..............................8
K setup...............................................2 gaining (see results)...............11
killed..............................................9 shopping......................................12 leveling up................................9
drugs (see items)..........................9
shop (see results)........................11 X (see faction power track).........7
RULES
E L shop..............................................12 REFERENCE
Y
15
level creating in setup.......................2
encounters
encounter..................................5 skipping actions...........................3 Y (see faction power track).........7
action.........................................5
enemies......................................6 solo play......................................12
cards...........................................5
leveling up.....................................9 spaces...........................................12
icons...........................................5
results......................................11
XP.............................................14 ....... tokens............13
loot cards.....................................10 gaining from leveling up........9
starting......................................2
loot  (enemy ability).................6
when playing solo.................12
QUICK REFERENCE ICONS
INFLUENCE TO WIN THE GAME
1 Player: 11 
2 Players: 10 

I nfluence / A genda C ard

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.

2 Draw an agenda card and activate all enemies of the types


shown along the bottom of the card, and then discard it.

ACTIONS

S ettlement
 
Wasteland Vaults

Move: Gain 2 movement points to move your figure.


Explore: Reveal an adjacent facedown map tile.     
Fight: Fight and attempt to kill an enemy in your space. C ritter Human R obot Monster S uper
Mutant
Encounter: Once per turn, draw and resolve an encounter
card matching the icon in your space if no enemy is present. ENEMY ABILITIES
Quest: Complete one  quest objective if no enemy is present.
Aggressive: When this enemy moves into your
Camp: Recover 3 HP, unexhaust cards, become Well Rested, and  space, or you move into its space, you immediately
fight it (this fight does not take an action).
trade with other survivors if no enemy is present.

FIGHT  Armor: This enemy requires one additional hit


to kill.

1 R oll Dice: Roll the three V.A.T.S. dice.

2 R eroll D ice: Generate one reroll for each S.P.E.C.I.A.L. token


 Loot: When you kill this enemy, draw one

R adiation: When this enemy hits you for any


 card.

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.

5 G ain XP: If the enemy is killed, gain XP equal to its level.

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