Horizon Zero Dawn: The Board Game
Horizon Zero Dawn: The Board Game Rulebook
Table of Contents
Table of Contents
Components
- 1 Rulebook
- 4 Hunters: Nora Marksman, Carja Warrior, Banuk Survivor, Oseram Forgesmith — each with 1 miniature, 1 Profile Card, 1 Skill Tree Card, 3 Starting Equipment Cards, an Action Deck (16/14/16/18 cards), and Upgrade Cards (13/12/14/13 cards)
- 6 Encounter Tiles
- 8 Dice (4 orange, 3 blue, 1 black)
- 5 enemy types with miniatures, Machine Data Cards, and Machine Behaviour Cards or Behaviour Decks: Watchers (4), Striders (4), Grazers (4), Scrappers (4), Shell-Walkers (2), Sawtooths (2)
- 13 Tracking Deck Cards
- 17 Event Deck Cards
- 20 Stamina Cards
- 54 Salvage Deck Cards
- 36 Level 1 Merchant Deck Cards, 36 Level 2 Merchant Deck Cards, 36 Level 3 Merchant Deck Cards
- 5 Rocky Outcrops/Ruins Markers
- 1 Leader Token, 1 Fledgling Token
- 6 Blazing Sun Tokens, 14 Full Sun/Half Sun Tokens
- 21 Wound Tokens, 21 Glory Tokens
- 4 Skill Tree Tokens, 8 Alert Tokens, 12 Condition Tokens
- 4 Machine Corpse Tokens, 4 Pairs of Matching Trap Tokens, 24 Damaged/Destroyed Component Tokens
Hunters
Each hunter has their own profile card, showing an image of the hunter, their starting resource(s), a unique symbol used to identify their cards, and their trait. A trait is a type of special rule which is unique to that hunter. Each player should read their hunter's trait and try to remember it during the game.
Equipment
Each hunter begins the game with starting equipment cards, representing the gear they have with them at the start of the game. Place equipment cards surrounding a hunter's profile card, each card in the position shown by the arc printed on the card. These cards are equipped.
If a player wishes to give their hunter a piece of equipment with the same arc as a card which is already equipped, they must replace the existing equipment card, which is removed from the game.
There are three types of equipment cards.
Weapons. Weapons are used to make attacks.
- A weapon's range is the distance at which it can attack, measured in squares. If the range is listed as 0, the weapon may only be used to target an enemy in the same square.
- Attack Dice indicates the colour and quantity of dice rolled when the weapon is used to make an attack, before adding dice from other sources, such as ammunition.
- The critical hit symbol indicates what damage and/or effects this weapon inflicts when a critical hit (a result with this symbol) is rolled. Common effect symbols:
- Dodge – The hunter may move 1 square.
- Push – The target may be moved into any adjacent square. Players can't push an enemy out of the playing area.
- AOE (area of effect) – Every enemy other than the target in the same or adjacent squares to the target suffers the effects listed in the attack profile after the AOE symbol.
- Fire – The target suffers the Fire condition.
- Freeze – The target suffers the Freeze condition.
- Shock – The target suffers the Shock condition.
- Weapons have a modification slot entry indicating how many modifications can be added to it. This number can never be exceeded.
- Each weapon type has a unique weapon symbol. When a hunter attacks, they may add ammunition to the attack only if the symbol on the weapon and ammunition cards match.
Armour. Armour is used to protect a hunter by absorbing or deflecting damage.
- Evade Dice indicates the colour and quantity of dice rolled when the hunter makes an evade roll.
- The critical hit symbol indicates what effects this armour causes when a critical hit is rolled.
- Every piece of armour has a modification slot entry indicating how many modifications can be added to it.
- The armour symbol identifies the equipment as armour. If a piece of equipment doesn't have this symbol it can't be used to make an evade roll.
Miscellaneous. Miscellaneous equipment represents items useful in ways other than attacking or protection. Their effects are listed in the card description.
Modifications
Modifications are special items which can be attached to equipment to upgrade it. To attach a modification, the equipment must be equipped and have an available modification slot. A player may freely attach or remove a modification at any time outside of the Encounter Phase; during the Encounter Phase, only at the beginning of their hunter's activation.
To attach a modification, the player slides their modification card underneath the corresponding equipment card. Coil modifications may be attached only to weapons. Weave modifications may be attached only to armour. A piece of equipment can't have more than one modification of the same name attached to it.
Modifications which aren't currently attached to a piece of equipment are kept with a player's salvage cards. If a player replaces a piece of equipment during the Campfire Phase, they may remove any modifications from it before doing so.
Example: The Carja Silks armour may have up to two modifications attached to it. Because it can't have more than one card of the same name, the hunter can't attach two Resist Melee weaves, even if they have different colour text boxes.
Action Decks
Each hunter has a unique action deck representing their skills and ammunition. This deck also represents their overall health during the game. There are three basic types of card in a hunter's action deck.
Ammunition. Identified by the ammunition symbol and used by hunters when making attacks. Shows attack dice added to a weapon roll, a critical hit effect, any special rules, and the weapon symbol indicating what type of weapon this card may be used with. A player can't add an ammunition card to an attack if it doesn't match one of the symbols on the weapon.
Ability Cards. Identified by the ability symbol and may be added to an attack to provide additional effects. A player may add only one ability card to an attack.
Interrupt Cards. Identified by the interrupt symbol and may be played by hunters when a required event occurs, such as inflicting a condition on an enemy or being attacked. If an interrupt card doesn't list an event, it may be played at any time during the Encounter Phase.
Hunters and Suffering Damage
A hunter's action deck represents not only their skills and ammunition but also their life, as their stamina and supplies slowly diminish during each encounter.
Whenever a hunter suffers damage, their player must discard one card from their hand or from the top of the deck (player's choice) for each point of damage.
Example: The Carja Warrior has suffered 3 damage and decides to discard a Hit and Run card from their hand and two cards from the top of their deck.
Fainting. If a player can't discard a number of cards equal to the damage sustained by their hunter, or the hunter's action deck runs out and they can't draw any cards at the start of their turn, their hunter faints. A hunter which has fainted is placed on its side, and their player discards any glory points they currently have. If a hunter fainted during their activation, the current step ends immediately and the players proceed to the enemy step. Enemies ignore a hunter which has fainted when activating and won't become alert if they enter the same or an adjacent square to a hunter which has fainted.
A hunter which has fainted must skip their next turn (including the enemy step and the maintenance step), and then stands up at the start of their following turn. Their player shuffles their action deck discard pile, then places it face down to create a new draw pile. They may then activate their hunter as normal.
Scrapping Cards
Some abilities cause a player to scrap one or more cards from their hand or discard pile. A scrapped card is removed from the game for the duration of that encounter and is returned to the hunter's action deck only after the encounter has ended (regardless of whether it was successful or not). Scrapping cards severely weakens a hunter.
Conditions
Some enemy attacks inflict conditions in addition to physical damage. When a hunter suffers damage from an attack which has the Fire, Freeze, or Shock symbol, they also suffer the corresponding condition, and the relevant token is placed next to them unless they are already suffering that condition. If a hunter is immune to a condition, they can't suffer that condition.
- Fire – At the end of their activation, a hunter with a Fire token suffers 1 damage and then discards the token.
- Freeze – A hunter with a Freeze token making an evade roll must discard any dice which show a critical hit. After the evade is resolved, discard the token.
- Shock – A hunter with a Shock token can't play interrupt cards. At the end of an activation which it began with the Shock token, a hunter discards the token.
Enemies
Enemy Data Cards
Each enemy type has a data card detailing their characteristics.
- This is the type of enemy.
- An enemy's hit points (HP) indicate how much damage it can sustain. If an enemy has damage equal to or exceeding this number at any time, it has been killed and is removed from the encounter. Track enemy damage by placing Wound tokens next to the enemy.
- An enemy's armour value indicates how well-protected an enemy is. When an attack damages an enemy, the amount of damage suffered is reduced by this number.
- An enemy's salvage value indicates how many salvage cards a player should draw if they kill this enemy.
- Each enemy has a glory point value, indicating the prestige gained by defeating it.
- This is the enemy's encounter point value, indicating how many points are earned if this enemy is killed. Each encounter has a minimum threshold of points required to complete it successfully.
- Some enemies have components which can be destroyed by hunters. These component locations are listed here, along with their individual tear value, the amount of damage inflicted if the component is destroyed, and any effects which occur when the component is destroyed.
- An enemy's special rules are listed here.
Although destroying components isn't required in order to kill an enemy, removing these vulnerable parts typically reduces the combat effectiveness of an enemy, inflicts bonus damage, and generates additional salvage or glory for the hunter.
Behaviour Cards and Behaviour Decks
Alert enemies use behaviour cards to perform actions during their activations.
Some enemies, such as the Shell-Walker and Sawtooth, use behaviour decks instead of behaviour cards. At the start of an encounter involving one or more of these enemies, shuffle the corresponding behaviour deck and place it face down next to the playing area. Whenever the enemy activates and is alert, draw the top card from this deck to determine what actions it performs. If the deck runs out, shuffle the discard pile and return it face down to the side of the playing area to create a new draw pile.
If there are multiple enemies that use the same deck in an encounter, draw the top card from the deck when each enemy activates and perform those actions only for the activating enemy.
Enemies and Conditions
Enemies suffer conditions slightly differently to hunters, due to the difference in how they activate.
When an enemy suffers damage from an attack which has the Fire, Freeze, or Shock symbol, they also suffer the corresponding condition, and the relevant token is placed next to them unless they are already suffering that condition. If an enemy is immune to a condition, they can't suffer that condition.
- Fire – At the end of their activation, an enemy with a Fire token suffers 1 damage to their HP and then discards the token. If an enemy is killed as a result of the Fire condition, the players gain the listed encounter points but don't draw from the salvage deck or gain glory points.
- Freeze – If an enemy has a Freeze token at the start of a hunter's attack, the hunter ignores the enemy's armour value when resolving damage, then discards the token.
- Shock – The first time an enemy suffering the Shock condition resolves an action on their behaviour card, their activation ends and the token is discarded.
The Salvage Deck
The salvage deck represents valuable commodities which can be looted from defeated enemies. Salvage cards aren't added to a player's action deck or hand but are instead kept face up next to a hunter's profile card. There's no limit to the number of salvage cards a player may hold at any time.
There are two types of card in the salvage deck.
Resources. Resource cards make up the majority of the salvage deck, including items like metal shards and blaze as well as more exotic materials. These cards are used to trade with merchants for their wares. Some ammunition types or abilities also allow players to discard these cards to empower their attacks.
Fate Cards. Occasionally, a card from the salvage deck will be a fate card, representing fortune—whether good or bad—or a random event. These cards should be fully resolved and then shuffled back into the salvage deck. (Example: Trophy Shot! — This hunter gains 1 glory point then discards this card. If this card was not drawn after killing an enemy, discard it without effect.)
Setting Up
Choosing Hunters
At the start of the game each player chooses a hunter and takes the corresponding hunter model, profile card, and starting equipment cards, laying the cards out in front of them with enough space for an adjacent discard pile. Each player should search the salvage deck for the resource listed on their profile card as their starting resource and place that card face up to one side.
Each player should take the action deck for their hunter and shuffle it, then place it face down to one side of their profile and equipment cards. They should also take the upgrade and skill tree cards for their hunter and set them to one side for later on, with the skill token at the starting position on their skill tree card.
The youngest player should take the Fledgling token and place it in front of them. The oldest or most experienced player should take the Leader token and place it in front of them. Players can instead randomly determine who gains the Leader token and the Fledgling token if they prefer.
Playing Space
There are two main areas players interact with. The first is the exploration area, where the players select which encounters they'll undertake, and interact with merchants. The second is the encounter area, where the hunters stalk and fight machines.
When setting up, allow room in the middle of the playing space for the encounter area, and set up the exploration area decks to one side.
Choosing a Quest
The players select which quest they wish to begin on. Quests are identified by the picture of the quarry on the back of the tracking card. The quarry is the enemy which the hunters have been charged to defeat by the Hunters' Lodge and will be waiting when the Hunters' Call is sounded at the end of the game.
In the base game, there is only one quest and the quarry will always be the Sawtooth.
Once the players have selected a quest, take the corresponding tracking deck and separate out the level 1, level 2, and level 3 tracking cards. Shuffle the level 3 tracking cards and place them face down, then shuffle the level 2 tracking cards and place them face down on top of the level 3 cards, finally shuffling the level 1 tracking cards and placing them face down on top of the stack to create the deck which will be used for the quest. Take the final card, the Hunters' Call, and place it face down to the right of the deck, with enough space to lay four cards between them.
Card Decks
Shuffle the event deck and place it face down above the tracking deck. Place the Level 1, Level 2, and Level 3 merchant decks face up to one side for later on (these cards don't need to be shuffled at the moment). Shuffle the salvage deck and place it face down within easy reach of all players.
Beginning the Game
Now you're all set up and ready to begin the game. A game consists of five encounters, following the Tracking Phase, the Encounter Phase, and the Campfire Phase in sequence.
The Tracking Phase
A game of Horizon Zero Dawn™: The Board Game consists of five encounters. During each encounter players compete to earn glory, represented by Sun tokens, which are worth victory points at the end of the game. The player with the most victory points after the fifth encounter has earned the attention of the Hunters' Lodge and is declared the winner.
The Tracking Phase represents the hunting party's journey through the wilderness as they track their quarry. Players begin with this phase at the start of the game and return to it after resolving the Campfire Phase.
At the start of the Tracking Phase, the player with the Leader token draws the top three cards from the tracking deck. The player with the Fledgling token draws the top three cards from the event deck. Keep these cards hidden from the other players. If this is the first Tracking Phase of the game, the player with the Fledgling token skips this step.
Both players secretly select a card and play it face down in front of them. Once both cards have been played (or, during the first Tracking Phase of the game, after the tracking card has been played), reveal both cards at the same time. Place the tracking card to the right of the tracking deck and previous tracking card, forming a sequential row. Tuck the event card underneath the tracking card, with the rules text showing.
The cards which weren't chosen are discarded—these events and encounters have passed by and won't be available to the hunters anymore.
Then set up the encounter chosen by the player with the Leader token in the space set aside for the encounter area.
There are three levels of tracking cards, each of which increases the difficulty of the encounters. Choosing how to progress is important, as it dictates the level of merchant and whether the hunters will have the opportunity to level up at the end of the encounter. Taking on a higher-level encounter offers far more rewards but is often considerably more dangerous.
Tracking Deck
The tracking deck represents the possible encounters ahead of the hunting party. Because the player with the Leader token is currently the most successful figure in the hunting party, that player is able to influence the rest of the hunters to follow their recommendation and will be choosing the way forward.
Each card shows the layout for the encounter and lists any special terrain as well as the enemies which will appear there. It also displays the number of encounter points required to successfully pass through the area, and the bonus salvage earned by the hunting party if they are able to eliminate every enemy in the encounter.
- This is the card's encounter level. As the level increases, so does the difficulty of the encounter.
- This displays the layout of the encounter, representing the location.
- In addition to the terrain elements printed on the tiles, some encounters have additional terrain, which is placed in squares with the corresponding symbols shown.
- These are the enemies which will appear in this encounter and which spawn points they start on.
- This is the minimum number of encounter points the players must accumulate to successfully complete the encounter.
- If the players are able to kill every enemy in the encounter, this is the number of bonus salvage cards each hunter may draw from the salvage deck at the end of the encounter.
Event Deck
The event deck represents random occurrences, quirks of fate, or acts of treachery which might befall the hunters on the trail. This deck offers the player in last place a significant boost, as they can choose a benefit from these cards which will be advantageous to them or significantly limit one or more rivals.
The Encounter Phase
The Encounter Phase is where hunters stalk their prey, competing to bring down the most machines in a herd, or confront a more dangerous adversary.
Encounter Tiles
Encounters take place on a series of encounter tiles. The combined area of these tiles is referred to as the playing area. Unless a special rule states otherwise, neither hunters nor enemies may leave the playing area unless they are killed or the encounter ends.
Each tile is made up of nine squares. Range and movement are always measured in squares, including diagonally. There's no limit to the number of models which can fit in the same square unless a model has the huge symbol on their card. A huge model can't enter a square which has another huge model in it.
Setting Up an Encounter
At the start of an encounter players place the tiles as shown on the tracking card, taking note of the position of the corner marking on each tile.
Each tile has two sides—one displaying the 1–2 players symbol, and one displaying the 3–4 players symbol. Players should ensure they set up the tiles with the correct facing for how many players are in the hunting party.
Tiles have two types of spawn points. The tracking card details which enemies begin the encounter on each. Place one enemy at each spawn point as indicated by the tracking card.
Terrain
If the encounter has any additional terrain elements, it lists the type of terrain and the symbol(s) indicating where that terrain should be placed. Place a single token in each space as indicated on the tracking card if required. Tall grass is printed on the encounter tiles and doesn't require tokens.
- Tall Grass – While a hunter is in tall grass they don't make non-alert enemies in adjacent squares alert at the beginning of the enemy step. A non-alert enemy which enters the same space as a hunter in tall grass becomes alert as normal.
- Rocky Outcrops – A hunter gains an additional 1 glory point if they perform a ranged or melee attack while on the same square as a rocky outcrop and either remove a component or kill their target. A hunter in the same square as a rocky outcrop always counts as the most recently activated hunter.
- Ruins – When an enemy attacks a hunter in the same square as a ruin marker, instead of making an evade roll the player removes the ruin marker and ignores the attack completely.
- Machine Corpse – A hunter may spend an action while in the same square as a machine corpse marker to remove the marker and draw three cards from the salvage deck.
Starting an Encounter
Once the playing area has been set up, each player, starting with the player with the Leader token, takes turns placing their hunters onto the tile marked as the starting tile. Hunters may be placed in any square that is an outside edge of the playing area and doesn't contain enemies. If the players wish, multiple hunters may be placed in the same square at the start of an encounter.
Each player shuffles their hunter's action deck and draws up to their maximum hand size of five. Now the hunt begins.
The Hunter Turn
Beginning with the player who has the Leader token, players take turns to activate their hunter and the enemies on the playing area, moving clockwise around the table.
A hunter's turn is made up of three steps, which must be completed in this order: hunter activation step, enemy step, and maintenance step.
1. Hunter Activation Step
First, the player performs their hunter's activation. At the start of their hunter's activation, a player may discard any number of cards from their hand. After deciding to discard cards or not, they then draw up to their maximum hand size from their action deck (this is five unless the player has increased their hand size in some way). If a player has more cards in their hand than their maximum hand size at the start of their hunter's activation, they're not required to discard down.
A hunter may perform up to two actions during this phase. Possible actions are: Sprint, Sneak, Craft, Distract, Ranged Attack, Melee Attack.
A hunter can perform an action type only once during their activation. A hunter may skip one or more actions if their player wishes. Once a hunter has performed or skipped both of their actions, the hunter's activation step ends and the enemy step begins.
Actions
- Sprint – To sprint, the hunter may move up to 2 squares in any direction, including diagonally. A hunter may change direction during this movement. Any non-alert enemy in an adjacent square to the square where the hunter begins this action or a square the hunter moves into as part of this action becomes alert.
- Sneak – To sneak, the hunter may move up to 1 square in any direction, including diagonally.
- Craft – To make a craft action, the player may take the bottom three cards from their hunter's action deck discard pile and shuffle them back into their draw pile. A hunter may spend both actions when performing a craft action to return six cards to their draw pile.
- Distract – To distract an enemy, the player chooses a target square and a non-alert enemy within 2 squares of their hunter. The enemy immediately moves 1 square towards the target square.
- Ranged Attack – The hunter may resolve an attack against an enemy using one of the ranged weapons they have equipped.
- Melee Attack – The hunter may resolve an attack against an enemy using the melee weapon they have equipped.
Free Actions. Some abilities allow a player to make a free action. A free action doesn't count towards the total amount of actions a hunter may perform during their activation. A player performing a free action still observes the once-per-turn restriction for that action unless stated otherwise.
Making Attacks
In order to perform an attack, a hunter must have line of sight to their target. A hunter has line of sight to their target if an uninterrupted line can be drawn between the centres of the two squares without leaving the playing area.
Performing a Ranged Attack
A hunter performing a ranged attack follows these steps, in order:
- The player selects an enemy which is in line of sight of their hunter and range of the weapon their hunter is using to make the attack.
- The player chooses whether they wish to attack a component on the enemy.
- The player plays an ammunition card from their hand with a symbol matching the weapon which is being used in the attack. A player can't use a weapon to make an attack if they don't have a matching ammunition card. The player then chooses whether to add an ability card to the attack.
- The player totals up all the dice shown on their weapon card, ammunition card, and ability card, then rolls the dice.
- If the attack has any special rules (such as rerolls or additional damage), they are applied now. A player may perform a reroll only once and must choose all dice they are going to reroll at the same time.
- If the player has rolled any critical hit results, they can choose a critical hit from either their weapon or their ammunition card for each rolled, applying all damage and/or effect(s) from their chosen critical hit. A player can choose any combination of critical hits from their weapon and their ammunition, and may apply the same effect multiple times if they wish (with the exception an enemy can't suffer a condition that it's already suffering).
- Total the number of pips rolled, and add any damage from other sources (such as critical hits or ability cards). If the enemy is alert, reduce the total by the enemy's armour value then apply the remainder as damage to the enemy. If the attack has additional effects (such as conditions, pushes, dodges, etc.), apply those at the same time as the damage.
- If the enemy has suffered damage equal to or greater than its HP, it's killed and removed from the playing area. The hunter performing the attack checks the enemy's reference card, draws the listed number of cards from the salvage deck, and then gains the listed number of glory points.
Performing a Melee Attack
A hunter performing a melee attack follows the same steps as for a ranged attack, with a few exceptions. Unlike a ranged attack, a melee attack doesn't require ammunition to be spent in order to make the attack, and when making the attack use the following exception to step 1: the hunter selects an enemy in the same or an adjacent square. If the enemy is in an adjacent square, the hunter moves into the same square as the enemy.
Attacking a Component
When performing an attack against an enemy, a player may declare their hunter is targeting a component location on that enemy before any dice are rolled. The attack sequence is followed as normal (including reducing the damage by the target's armour value), but any damage inflicted by the attack is compared to the component location's tear value instead of applying damage to the enemy.
A component's tear value indicates how robust it is. If the damage inflicted is equal to or more than half the tear value of the component, the component is damaged, and a Damaged token with a letter matching the component is placed next to the enemy. The tear value of a damaged component is reduced by half, making it far easier to destroy with subsequent hits.
If the damage inflicted is equal to or exceeds the tear value, the component is destroyed. The hunter performing the attack gains 1 glory point and places a Destroyed token with the corresponding letter next to the enemy. Immediately resolve any rules listed on the card for destroying the component and apply the damage indicated on the component's profile to the enemy's HP.
Any excess damage is lost and isn't carried across to the enemy HP. A destroyed component can't be attacked again. Some actions on the enemy's behaviour card are unable to be resolved if a component has been destroyed, which is indicated by the matching letter.
Example: The Nora Marksman has attacked the Scrapper's Power Cell with a melee attack and has inflicted 3 damage. This is over half the component's tear value, so the Power Cell is damaged. Any attacks performed against the Power Cell now will be against a reduced tear value.
Trap Weapons
Some hunters make use of weapons allowing them to place deadly traps when performing ranged or melee attacks. These weapons and ammunition are indicated by the trap symbol. When a hunter puts a trap into play, the player chooses a square within the range listed on the weapon instead of following the normal attack process. Place a trap token face up in the square, then place the trap card face up by the hunter's profile card and a matching trap token face up on the card. A trap token can't be placed in a square that already contains a trap token.
An enemy entering the same square as a trap token immediately triggers the trap. The hunter that placed the trap removes the token, applies any effects listed on the trap card and/or rolls the dice listed on the trap card, adding any extra dice listed on the weapon that placed the trap. If the player that placed the trap token has an ability card in their hand which may be played when a trap triggers, they may play it, even if it's not their activation.
After the trap effects are resolved, remove the token from the trap card then discard the card. A trap doesn't count as either a melee or ranged attack but is still an attack. Traps can't target components.
If a trap kills an enemy, the hunter that placed the trap draws from the salvage deck and gains glory and encounter points as normal.
Area of Effect (AOE)
Certain attacks feature areas of effects (AOEs), representing explosive attacks that blast out from their target and affect those around them.
If an attack has the AOE symbol, every enemy other than the target in the same or an adjacent square suffers the effects listed to the right of the symbol. If dice are shown after the symbol, roll separately for each enemy in the AOE and apply any damage and critical hits individually. AOE attacks can't trigger further AOE effects. Weapons, coils, ammunition, ability, and interrupt cards never add dice or effects to an AOE unless specifically stated.
2. The Enemy Step
During the enemy step enemies on each tile activate and perform actions. Alert enemies are always activated before non-alert enemies. Enemies closest to the hunter that just activated always activate first. If there's a conflict for enemy activation order, the player whose turn it is chooses the order in which the enemies activate.
Players can't move an enemy out of the playing area during their activation unless a special rule on the enemy reference card specifies otherwise.
Alert and Non-Alert Enemies
At the start of an encounter, all enemies begin in a non-alert state. While an enemy is non-alert, it doesn't use a behaviour card to resolve its activation, instead following a patrol route.
When an enemy becomes alert, place an Alert token next to the enemy. Once an enemy becomes alert, it can't return to a non-alert state for the remainder of the encounter. An alert enemy uses its behaviour card to determine how it activates.
An enemy becomes alert if any of the following conditions are met:
- An attack is resolved against it (even if that attack doesn't inflict damage or a condition).
- It suffers damage.
- Another alert enemy is in the same square.
- Another enemy is attacked in the same or an adjacent square.
- A hunter is in the same square at the start of the enemy step.
- A hunter is in an adjacent square at the start of the enemy step and isn't currently in tall grass.
- A hunter sprints in an adjacent square.
Some enemies are also able to alert other enemies, such as Watchers.
Activating Alert Enemies
When activating an alert enemy, reference the corresponding behaviour card for that enemy type, starting at the top and working downwards.
Most behaviour cards have an initial question at the top that informs the players which series of actions the enemy will take. Once an enemy has fully resolved the actions listed on their card, their activation ends and the next enemy activates.
Once all alert enemies have activated, non-alert enemies activate.
If an enemy has multiple targets for an attack, or there are multiple hunters equidistant to it when it performs a move action, the enemy prioritises the most recently activated hunter from the available options. If there's still a conflict, the player whose turn it is chooses from the available options.
Example: The Watcher's behaviour card begins with the question "Are there any non-alert enemies within 2 squares?" If there are, the players should resolve the Yes column of actions; if not, they resolve the No column of actions.
Action Types
There are two types of action boxes on enemy behaviour cards:
- Mandatory – Mandatory actions are actions the enemy always performs if able.
- Conditional – Conditional actions are performed only if the enemy is able to resolve the action (for example, an enemy won't perform a melee attack if a hunter isn't in range to be attacked). Conditional actions are limited to one per activation, and an enemy will always perform the first conditional action in a sequence if it's able to, skipping any others which follow.
Movement Actions
When enemies move, they always try to take the shortest route to their destination. If there are multiple routes available, the player whose turn it is decides the route for the enemy to take.
- Move towards Hunter – The enemy moves towards the closest hunter by the number of squares listed. If an enemy is already in the same square as a hunter it can't perform this action.
- Move towards non-alert Enemy – The enemy moves towards the closest non-alert enemy by the number of squares listed. If an enemy is already in the same square as a non-alert enemy it won't move. If there are no non-alert enemies, the enemy can't carry out this action.
- Move towards Enemy – The enemy moves towards the closest enemy by the number of squares listed. If an enemy is already in the same square as an enemy it won't move. If there are no enemies, the enemy can't carry out this action.
- Move away – The enemy moves away from the closest hunter, always trying to increase the distance between itself and as many hunters as possible, by the number of squares listed. If an enemy can't increase the number of squares between it and the target, it won't move.
- Nearest Board Edge – The enemy moves towards the edge of the playing area by the number of squares listed. If the enemy begins a movement already on the edge of the playing area, it can't perform this action and doesn't move. If the enemy reaches the edge of the playing area with movement left, it stops in the square on the edge of the playing area and further movement is lost.
Moving Huge Enemies. Certain enemies feature the huge symbol. Whenever a huge enemy moves it can't move into or end in a square that has another huge model in it. If the huge enemy can't reach its target due to another huge enemy, it tries to get as close to the target as it can with its movement.
Attack Actions
Attack actions represent the dangers the hunters face tackling the machines and other enemies. The types of attack actions:
- Melee attack – The enemy performs a melee attack against a hunter within range. The top number listed is the range of the attack; the bottom number listed is how much damage the attack inflicts.
- Ranged attack – The enemy performs a ranged attack against the closest hunter. The top number is the range; the bottom number is the damage.
- Pulse attack – The enemy performs a pulse attack against every hunter within range. The top number is the range; the bottom number is the damage.
Repeated Actions. Actions that feature a multiplier (x2, for example) are repeated the number of times listed.
Resolving Attack Actions
In order to attack a hunter, the enemy must have line of sight to the hunter they are targeting. An enemy has line of sight if an uninterrupted line can be drawn between the centres of the enemy's and hunter's squares without leaving the playing area. If an enemy doesn't have line of sight to the hunter it instead targets another eligible hunter if able to.
Instead of rolling dice, enemy attacks inflict a fixed amount of damage if the hunter is in range. To avoid suffering this damage, the player controlling the target hunter makes an evade roll, rolling a number of dice equal to the number shown on their hunter's armour card. For each pip rolled, reduce the damage suffered by the hunter by 1. If the hunter rolls a critical hit, apply the listed effect(s) in the same way as an attack, and reduce the damage suffered by the listed number.
After a player has resolved how much damage their hunter has suffered and has discarded any cards from their hand and/or action deck, the hunter must dodge by moving to an adjacent square of their choice. This dodge must be resolved even if the hunter doesn't suffer any damage or effects.
Example: The Alert Strider activates, and the players check its behaviour card. The first entry asks "Is there another enemy within 2 squares?" There are no other enemies currently in the playing area, so players proceed down the "no" column. The first action is a conditional action; there are no other enemies, so it isn't resolved. The next action is a conditional action which the Strider resolves by moving 2 squares towards the nearest hunter. The final action is a mandatory attack, resolved because the Strider is in range of a hunter.
Additional Enemy Attack Effects
In addition to damage, enemy attacks can inflict other effects. If a hunter avoids all damage from an enemy attack, any additional effects from the attack are ignored.
- Fire – The hunter suffers the Fire condition.
- Freeze – The hunter suffers the Freeze condition.
- Shock – The hunter suffers the Shock condition.
- Push – The hunter is moved 1 square away from the enemy making the attack, into a square chosen by the next player to activate their hunter. The enemy can't push a hunter out of the playing area.
- AOE – Any other hunters in the same or an adjacent square to the target suffer any damage and/or effects listed in the attack profile after the AOE symbol. Hunters can't make evade rolls to avoid suffering damage and/or effects from an AOE.
Special Actions
Special actions represent behaviour patterns that are unique to certain enemies. When an enemy performs one of these actions, fully resolve the rules text for the action (unless the enemy is unable to do so) before continuing with the enemy activation.
Activating Non-Alert Enemies
At the start of an encounter, all enemies begin on a patrol route. When a non-alert enemy activates, it moves 1 square further along the patrol route it's currently on, following the direction of the arrows printed on the tile.
Unlike other movement, this can cause the enemy to leave the playing area—if this happens, the hunters have wasted too much time waiting to strike and can't entice the enemy back. If a patrol route would cause an enemy to leave one tile and be placed on another, the enemy follows the new patrol route.
If a huge enemy is unable to move along a patrol path due to it being blocked by another enemy, it won't move when it activates.
If a non-alert enemy isn't on a patrol route at the start of its activation, it moves 1 square towards its initial patrol route, ending as far as possible along the route from its original spawn point.
Once this movement has been resolved, the enemy ends its activation and the next enemy activates. When all non-alert enemies have completed this activation, the enemy step ends and the player moves on to the maintenance step.
Letting a powerful enemy leave an encounter on a patrol route actually makes it harder to successfully complete an encounter, as the players won't be able to earn encounter points from the enemy—or gain the bonus resources listed on the tracking card for killing every enemy.
3. The Maintenance Step
The maintenance step is where the players check to see whether the encounter will continue.
Ending an Encounter
At the start of each maintenance step, each player should count the total number of times their hunter has fainted during the encounter. If the combined total for all hunters is equal to or greater than the number of hunters, the encounter immediately ends in failure as the hunting party retires, too exhausted and injured to continue.
If the encounter doesn't end, total the number of encounter points the players have accumulated during this encounter. In order to successfully complete an encounter, the players as a group must accumulate a number of encounter points equal to or greater than the number of encounter points shown on the tracking card. Once they've done so and the majority of players agree, they may end the encounter during the current or any subsequent maintenance step, as long as the number of faints they've suffered hasn't reached or exceeded the number of hunters first.
If the players have yet to accumulate enough points or don't have a majority agreeing to end the encounter, the encounter continues and the next hunter's turn begins.
If the players have yet to accumulate the minimum number of encounter points and at least one enemy has left the encounter without being killed, the players should check to see if it's still possible to successfully complete the encounter. If it's not, the encounter immediately ends in failure.
If all enemies are killed or have left the playing area, the encounter immediately ends. If the players managed to kill every enemy during the encounter, they each may draw as many bonus cards from the salvage deck as are listed on the tracking card, starting with the player who has the Leader token.
Once an encounter ends, the Encounter Phase ends, and the players proceed to the Campfire Phase.
Note that the players may choose to end an encounter only during the maintenance step—and that it's possible to fail an encounter through hunters fainting, even if the required number of encounter points has been reached.
The Campfire Phase
This phase is divided into three steps, carried out in order. If the players failed the encounter, each player immediately discards any glory points they have and then proceeds directly to the merchant step.
1. Victory Step
At the end of a successful encounter, hunters who have impressed with feats of bravery, skill, or bold cunning are rewarded. Each player totals the number of glory points they earned during the encounter.
- Two-player game – The player with the most glory points is awarded a Full Sun token and takes the Leader token. The other player takes the Fledgling token. In the event of a tie, neither player is awarded a Sun token, and the players swap the Leader and Fledgling tokens.
- Three-player game – The player with the most glory points is awarded a Full Sun token and takes the Leader token. The player in second place is awarded a Half Sun token. The player with the fewest glory points takes possession of the Fledgling token.
- Four-player game – The player with the most glory points is awarded a Blazing Sun token and takes the Leader token. The player in second place is awarded a Full Sun token, and the player in third place is awarded a Half Sun token. The player with the fewest glory tokens takes the Fledgling token.
Once glory has been tallied, Sun tokens have been distributed, and the Leader and Fledgling tokens have been passed to new players (if required), all glory points are discarded.
Tied Rankings. In the event of a tie, the tied players are awarded a Sun token one step down from the rank they are tied for. For example, if two players tie for first place in a three-player game, each would get a Half Sun token instead of a Full Sun token. Any remaining players are ranked as if the tied players took the tied rank and the ranks below. For example, three players tied for first place in a four-player game would result in the remaining player being ranked fourth place; each player in a four-player game tied for third place would earn a Half Sun token, as this is the lowest-rank Sun token.
Leader Token and Fledgling Token Ties. If there's a tie for the Leader token, it passes to the tied player that doesn't currently have it. If neither of the tied players currently has the token, the tied player first in the turn order gains it. If there's a tie for the Fledgling token, it passes to the tied player that doesn't currently have it. If neither of the tied players currently has it, the tied player first in the turn order gains it.
2. Level Up Step
If the players completed a higher-level encounter than their current skill level, each player may now level up their hunter. Players should carry out this step simultaneously to save time. If the players didn't complete an encounter of a higher level than their skill level, skip this step and proceed directly to the merchant step.
Each hunter has a unique skill tree, representing their hunter's specialisation. At the start of the game, each player's skill token begins on the start position. When a hunter levels up, their player may progress the skill token to the next skill level, following one of the branches available to them. The player may then take the upgrade card(s) listed at the skill token's new position. Levelling up often also increases a hunter's maximum deck size, allowing them to suffer more damage during encounters.
Upgrade cards come as one of three types. Equipment cards are powerful new weapons or armour for the hunter to equip. Ability and interrupt cards further customise a hunter's action deck. Trait cards add a new ability to the hunter, further specialising their play style. Slide trait cards under a hunter's profile card in a similar way to how modifications are attached to a piece of equipment. Once attached, a trait card can't be removed. There's no limit to the number of traits a hunter may have.
Once each player has levelled up their hunter, the players move on to the merchant step.
Stamina Cards. Stamina cards are added to a hunter's action deck at the end of the merchant step if that hunter has fewer cards in their deck than their maximum allowance. This might be achieved if the player opts to select a trait or a weapon upgrade and their maximum deck size increases. These cards aren't usable as part of an attack but may be discarded by a player normally when their hunter suffers damage. A hunter can never have more than six stamina cards in their deck.
Example: The players have just finished a level 1 encounter, higher than their starting skill level. The Oseram Forgesmith chooses Ablative Armour and moves their skill token down one level, sliding the trait card underneath their profile card. With this upgrade the Oseram Forgesmith's maximum deck size increases to 20 cards. If they don't add any cards to their deck during the merchant step, they'll need to add two stamina cards to the deck to bring it up to its new maximum.
3. Merchant Step
After an encounter ends, the players visit merchants and spend any resources they have gathered on the trail. The level of merchant the hunters may visit is dictated by the level of the encounter they've just finished.
Take the matching level of merchant deck to the encounter the players just finished and shuffle the deck. Reveal cards from the top of the deck until the following cards have been revealed: 1 Weapon card, 1 Armour card, 2 Ammo cards, 2 Modification cards, 1 Miscellaneous item card. Place these cards face up in a row, then shuffle the remaining merchant cards. Discard any other cards revealed during this step.
Each card has a resource cost. To purchase a card, a player must spend the matching number and type of resources. There are two types of resource cards which players use to purchase items from the merchant: Metal Shards and Special Resources. During this step, players may discard Special Resource cards to count as Metal Shards, one for one. Players may discard two Metal Shards to count as a single special resource of their choice. Cards that feature a wildcard symbol can count as any resource of the player's choice.
Starting with the player with the Leader token and moving clockwise around the table, each player takes turns purchasing a single card from the merchant using any resources they have gained so far. The player currently in possession of the Fledgling token may make their first purchase during this step without paying the salvage cost listed on the card.
Players may choose to pass their turn at the merchant, allowing the next hunter to make their purchase, but if all players pass in a row, the merchant step ends immediately.
The cards available from merchants are equipment, modifications, ammunition, and miscellaneous items. Equipment and modification cards are equipped to a hunter's profile as normal. To add ammunition and miscellaneous item cards to their action deck, a player may need to replace cards from within their deck to ensure they don't exceed the deck limit shown on their upgrade card. Replaced cards are removed from the game. A player doesn't have to remove the same type of card as the card they're adding to their deck. Players are free to purchase any card they wish, including ammunition they can't use.
Once a card has been purchased, that player removes it from the row. Draw cards from the merchant deck until a card with the same type as the purchased card is drawn, then place it in the row. Discard any other cards revealed. If there are no cards remaining in the merchant deck, shuffle the merchant deck discard pile to form a new deck. If there are no more of the required card type remaining in the merchant deck, the merchant step ends.
Example: The Banuk Survivor has just purchased a Hardpoint Arrow from the merchant. In order to add it to their action deck, they must now replace another card. The Banuk Survivor chooses to take out a Hunter Arrow, removing it from the game, then adds the Hardpoint Arrow to their deck.
Players continue purchasing items from the merchant until either a card type is exhausted or all of the players pass in a row, ending the merchant step. Return any unpurchased merchant cards to the merchant draw pile and place it face up to one side. Each player then returns any discarded or scrapped action cards to their action deck, replaces cards as detailed above, then shuffles their action deck and places it face down, ready for the next encounter.
Any salvage cards that have been used to buy items during the merchant step are shuffled back into the salvage deck.
Once the merchant step is complete, the Campfire Phase ends, and the hunters return to the Tracking Phase.
Visiting a Different Level of Merchant. Certain cards allow individual hunters to visit a merchant level of their choice due to the valuable salvage they have obtained. When a hunter visits a different level of merchant, take the merchant deck of their choice, shuffle the deck, and reveal and refresh cards in the same manner as the other merchant deck. This hunter can purchase cards only from this merchant, and the rest of the party must purchase cards from the original merchant.
The Hunters' Call and the End of the Game
If there are no remaining cards in the tracking deck at the start of the Tracking Phase, the players have reached the final encounter of the game and no longer are able to choose which path to take. This is the hunting party's last encounter, which the players must successfully complete.
The player with the Fledgling token still draws from the event deck and selects their card as normal, but when it's revealed, the players must flip the Hunters' Call card and set up the encounter displayed on the card.
During this encounter, if a player kills the quarry enemy, their hunter immediately gains a Half Sun token. Note that in a game for three to four players there will be multiple Half Suns available (one for each quarry enemy), allowing a hunter multiple opportunities to prove their worth to the Hunters' Lodge.
If the players are unsuccessful and don't complete the encounter, they collectively lose the game. If the players manage to successfully complete the encounter, their quest is over. Immediately resolve the victory step of the Campfire Phase to establish which hunters are rewarded with Sun tokens.
Each player then totals how many victory points they have based on their Sun tokens. A Blazing Sun is worth 3 points, a Full Sun is worth 2 points, and a Half Sun is worth 1 point.
The player with the most victory points has proven themselves the first among equals and emerges as the winner of the game. If there's a tie, the player who currently has possession of the Leader token wins, if they are one of the tied players. If there's still a tie, or neither tied player has the Leader token, both players are crowned as victorious.
Alternate Play Modes
Cooperative Mode
In cooperative mode, the players aren't competing against each other but are working as a team in order to succeed.
In this mode, the event deck and Fledgling token aren't used. During the Tracking Phase, the player with the Leader token still draws three cards from the tracking deck but shares the cards with the other players, listening to their advice and thoughts before selecting which encounter to play.
During the Encounter Phase, if any player faints the encounter fails, as the hunters abandon the hunt to protect their fallen comrade. If the players are seeking a less challenging experience, they may instead play a cooperative game where an encounter fails only after more than one hunter has fainted.
Players still earn glory points from their attacks and abilities during cooperative mode. When a player gains one or more glory points, they may immediately discard them and choose a hunter. The hunter shuffles an equal number of cards back into the action deck from the bottom of their discard pile.
Players playing cooperative mode discard any glory they have accumulated and then skip the victory step during the Campfire Phase, and the player with the Leader token passes the token to the next player to their left. Players may trade or pass any salvage and equipment cards freely among themselves during the Campfire Phase.
At the end of the game, don't total victory points. If the players successfully completed the final encounter, they all win as a team.
Trading Items Variant
If all players agree at the start of the game, players may play the Trading Items variant rule, allowing players to sell equipment or modifications to each other in exchange for resources, equipment, or modifications. Note that players don't have to adhere to the printed value on the card (if any) and may barter with each other accordingly. If players agree a trade, they must complete it—a player can't accept payment for a card and then refuse to give the card to the other player.
Trading Items is compatible with both standard and cooperative play.
Quick Reference
Phase Order
Tracking Phase
- Leader draws three tracking cards and chooses one.
- Fledgling draws three event cards and chooses one.
Encounter Phase (turn order: players resolve their turns moving clockwise)
- Hunter Activation Step – Hunters may perform two actions: Sneak, Sprint, Distract, Craft, Ranged Attack, Melee Attack.
- Sneak – move 1 square.
- Sprint – move 2 squares, alert adjacent enemies.
- Distract – move target non-alert enemy 1 square towards target square.
- Ranged attacks require a matching ammunition card and must be in range.
- Melee attacks don't require ammunition and may move 1 square before resolving.
- Hunters may not repeat actions.
- Enemy Step – Activate alert enemies first; non-alert enemies continue along patrol routes.
- Maintenance Step – Check whether the hunting party has reached as many faints as there are hunters (fail if so); check whether the party has achieved the minimum encounter points (if so, discuss ending the encounter, requires a majority); check whether it is still possible to complete the encounter (fail if not).
Campfire Phase
- Victory Step (if successfully completed encounter) – Total glory points and allocate Sun tokens, then discard glory points.
- Level Up Step (if successfully completed encounter) – If hunters completed a higher-level encounter, they may progress to the next skill tree level, following branches on cards.
- Merchant Step – Lay out cards from the level of deck matching the encounter just played: 1 Weapon, 1 Armour, 2 Modification, 2 Ammunition, 1 Miscellaneous. Replace a card when purchased. Two Metal Shards may be traded as any 1 resource; Special Resources may be traded as Metal Shards. End the step if all hunters pass in a row, or one card type runs out.
Symbol Reference
- Push – Push target 1 square.
- Dodge – Hunter moves 1 square.
- AOE – Hits enemies in the same square as target and all adjacent enemies with effects listed in the box.
- Fire – Inflicts the Fire condition (suffer 1 damage at the end of activation).
- Freeze – Inflicts the Freeze condition (hunters discard critical hits in their first evade roll; ignore enemy armour value for first attack).
- Shock – Inflicts the Shock condition (hunters cannot play interrupt cards; enemies resolve only one action).
- Melee attack (enemy) – Top number is range, bottom number is damage.
- Ranged attack (enemy) – Top number is range, bottom number is damage.
- Pulse attack (enemy) – Against all hunters in range; top number is range, bottom number is damage.
- Mandatory – Enemies always perform mandatory actions if able.
- Conditional – Enemies only perform the first conditional action, then skip the others.