0% found this document useful (0 votes)
135 views4 pages

E ST Burg: Blueprints Health

The document outlines gameplay mechanics for a survival game set in 2086, where survivors face various threats and must manage resources. Players can utilize crafting items, explore locations, and respond to threats while dealing with radiation and health impacts. Specific actions, like circling numbers or using crafted items, can influence gameplay outcomes during different phases of the game.

Uploaded by

Jonathan Sandlin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
135 views4 pages

E ST Burg: Blueprints Health

The document outlines gameplay mechanics for a survival game set in 2086, where survivors face various threats and must manage resources. Players can utilize crafting items, explore locations, and respond to threats while dealing with radiation and health impacts. Specific actions, like circling numbers or using crafted items, can influence gameplay outcomes during different phases of the game.

Uploaded by

Jonathan Sandlin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 4

HEALTH BLUEPRINTS

X Lookout: Circle two 6s in this


L structure to prevent filling a space
on the Creep track.

Encampment: Circle three Even numbers


RADIATION EXPLORED LOCATIONS E in this structure to reroll a die (only during
-1 UPTOWN the Threat phase).
-1 THE EAST Recycler: Circle 2 odd numbers to reroll a
ELI DOCKS ‘BURG R die on Radiation check.
-1 CITY
Confident Planner CENTER Safehouse: Circle 2 adjacent numbers whose sum
-1 S equals an Evil Die. Discard that die before Threats
-1 attack. You cannot discard the last Evil Die.
v1

EAST‘BURG 2086 In 2086, there are rumors of invaders, but most


of the survivors refuse to band together. CRAFTING
Hatchet : Add 1 to a die, that you are
COUNTRY STORE ABANDONED HOUSE marking next to a Threat. (Use: )
Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
Material. (Use: )
Armor : Ignore 1 damage. (Use: 4+ )

Shotgun : You may skip over 1 empty


space (no terrain) when marking next to
a threat.
Sensor : If you would increase Creep
due to a Threat effect, reduce the effect
by 1. (Use: 4+ )

ITEMS
Medpack: Gain the Food: Cross out
MALL SHOPS DINER next Stamina block. to reroll a die
(any phase).

TERRAIN
Wall: Impassable. Gain 1 Radiation.

THREATS
TOXIC 5+ 1 5 1
RAIDERS TRG ATK DEF HP
Make a Radiation check when marking an odd
number next to this threat.

LEADER 4+ 2 5 2
TRG ATK DEF HP
Make two Radiation checks when marking an odd
number next to this threat.

LURKING = = X – –
SHADOWS TRG ATK DEF HP
v1

X Increase after completing a structure FIRE BREAKS OUT TRAITOR STRIKES DARK CONSUMES
or when Lurking Shadows trigger. Sabotage! Choose a completed A neighbor has duplicitous The settlement is lost. You lose!
structure and cross it out. Also lose motivations. Lose 2 Health.
unused items from this structure.
HEALTH BLUEPRINTS
X Lookout: Circle two 6s in this
L structure to prevent filling a space
on the Creep track.

Encampment: Circle three Even numbers


RADIATION EXPLORED LOCATIONS E in this structure to reroll a die (only during
-1 UPTOWN the Threat phase).
-1 THE EAST Recycler: Circle 2 odd numbers to reroll a
ELI DOCKS ‘BURG R die on Radiation check.
-1 CITY
Confident Planner CENTER Safehouse: Circle 2 adjacent numbers whose sum
-1 S equals an Evil Die. Discard that die before Threats
-1 attack. You cannot discard the last Evil Die.
v1

UPTOWN 2086 In 2086, there are rumors of invaders, but most


of the survivors refuse to band together. CRAFTING
Hatchet : Add 1 to a die, that you are
HIGH SCHOOL OFFICES marking next to a Threat. (Use: )
Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
Material. (Use: )
Armor : Ignore 1 damage. (Use: 4+ )

Shotgun : You may skip over 1 empty


space (no terrain) when marking next to
a threat.
Sensor : If you would increase Creep
due to a Threat effect, reduce the effect
by 1. (Use: 4+ )

ITEMS
Medpack: Gain the Food: Cross out
next Stamina block. to reroll a die
(any phase).
CITY HALL HARDWARE STORE
TERRAIN
Wall: Impassable. Gain 1 Radiation.

THREATS
GNARLY
MUTANTS
6 1 4 2
TRG ATK DEF HP
Reduce this threat’s Trigger by 1 for each 3 in this
structure (Minimum Trigger 3+).

LEADER 5+ 2 4 3
TRG ATK DEF HP
Reduce this threat’s Trigger by 1 for each 2 or 3 in
this structure (Minimum Trigger 3+).

LURKING = = X – –
SHADOWS TRG ATK DEF HP
v1

X Increase after completing a structure FIRE BREAKS OUT TRAITOR STRIKES DARK CONSUMES
or when Lurking Shadows trigger. Sabotage! Choose a completed A neighbor has duplicitous The settlement is lost. You lose!
structure and cross it out. Also lose motivations. Lose 2 Health.
unused items from this structure.
HEALTH BLUEPRINTS
X Lookout: Circle two 6s in this
L structure to prevent filling a space
on the Creep track.

Encampment: Circle three Even numbers


RADIATION EXPLORED LOCATIONS E in this structure to reroll a die (only during
-1 UPTOWN the Threat phase).
-1 THE EAST Recycler: Circle 2 odd numbers to reroll a
ELI DOCKS ‘BURG R die on Radiation check.
-1 CITY
Confident Planner CENTER Safehouse: Circle 2 adjacent numbers whose sum
-1 S equals an Evil Die. Discard that die before Threats
-1 attack. You cannot discard the last Evil Die.
v1

CITY CENTER 2086 In 2086, there are rumors of invaders, but most
of the survivors refuse to band together. CRAFTING
Hatchet : Add 1 to a die, that you are
APARTMENTS SUPERMARKET marking next to a Threat. (Use: )
Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
Material. (Use: )
Armor : Ignore 1 damage. (Use: 4+ )

Shotgun : You may skip over 1 empty


space (no terrain) when marking next to
a threat.
Sensor : If you would increase Creep
due to a Threat effect, reduce the effect
by 1. (Use: 4+ )

ITEMS
Medpack: Gain the Food: Cross out
next Stamina block. to reroll a die
(any phase).
BOWLING ALLEY
TERRAIN
Wall: Impassable. Gain 1 Radiation.
BANK
THREATS
CREEP
ZEALOTS
5+ 1 4 2
TRG ATK DEF HP
When you mark an even number next to this
threat mark the next space on the Creep track.

LEADER 4+ 2 5 3
TRG ATK DEF HP
When you mark an even number next to this
threat mark the next 2 spaces on the Creep track.

LURKING = = X – –
SHADOWS TRG ATK DEF HP

v1

X Increase after completing a structure FIRE BREAKS OUT TRAITOR STRIKES DARK CONSUMES
or when Lurking Shadows trigger. Sabotage! Choose a completed A neighbor has duplicitous The settlement is lost. You lose!
structure and cross it out. Also lose motivations. Lose 2 Health.
unused items from this structure.
HEALTH BLUEPRINTS
X Lookout: Circle two 6s in this
L structure to prevent filling a space
on the Creep track.

Encampment: Circle three Even numbers


RADIATION EXPLORED LOCATIONS E in this structure to reroll a die (only during
-1 UPTOWN the Threat phase).
-1 THE EAST Recycler: Circle 2 odd numbers to reroll a
ELI DOCKS ‘BURG R die on Radiation check.
-1 CITY
Confident Planner CENTER Safehouse: Circle 2 adjacent numbers whose sum
-1 S equals an Evil Die. Discard that die before Threats
-1 attack. You cannot discard the last Evil Die.
v1

In 2086, there are rumors of invaders, but most


2086 of the survivors refuse to band together. CRAFTING
Hatchet : Add 1 to a die, that you are
marking next to a Threat. (Use: )
CATHEDRAL PET STORE
Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
Material. (Use: )
Armor : Ignore 1 damage. (Use: 4+ )

Shotgun : You may skip over 1 empty


space (no terrain) when marking next to
a threat.
Sensor : If you would increase Creep
BOOKSTORE due to a Threat effect, reduce the effect
by 1. (Use: 4+ )

ITEMS
Medpack: Gain the Food: Cross out
next Stamina block. to reroll a die
(any phase).

TERRAIN
Wall: Impassable. Gain 1 Radiation.

THREATS
MOVIE THEATRE GIANT
GATOR
5+ 1 3 2
TRG ATK DEF HP
Before the Threat Phase, if you roll doubles on
Good Dice, discard one of them.

LEADER 4+ 2 4 4
TRG ATK DEF HP
Before the Threat Phase, if you roll doubles on
Good Dice, discard both of them.

LURKING = = X – –
SHADOWS TRG ATK DEF HP
v1

X Increase after completing a structure FIRE BREAKS OUT TRAITOR STRIKES DARK CONSUMES
or when Lurking Shadows trigger. Sabotage! Choose a completed A neighbor has duplicitous The settlement is lost. You lose!
structure and cross it out. Also lose motivations. Lose 2 Health.
unused items from this structure.

You might also like