Psycho Raiders
Psycho Raiders Rulebook
Table of Contents
Table of Contents
- Intro to Rules
- Terms
- Components
- Sequence of Play
- Surviving the Terror
- Event Phase
- Screaming, Walkie Talkies, Alerting Townsfolk
- Characters and Vehicles
- Movement
- Actions
- Hiding and Seeking Actions
- Grabbing and Escaping Actions
- Attacking (Vehicles, Characters, or Locations)
- Unique Attacks
- Once per Game Abilities
- Game Setup
- Advanced Play
- Endgame Options
- Psycho Raiders D66 Event Table
- Condensed Rules (Player Aid)
Intro to Rules
At heart Psyco Raiders is a simple game. Characters can move and perform a single action. Much of the rules cover unique case instances. Players could probably begin playing after reviewing the components and Sequence of Play section and just look to the rules as they are performing their initial action. We are presenting them in a case-style. This allows a reader to bounce around to different case points in the rules with ease. Unlike some games it is not neccessary to memorize every detail; a general idea of how the game works is fine. Players can play with a basic idea of how a rule works and seek answers in the rules when situations arise.
Terms
D6 roll: Refers to rolling a single six-sided dice.
D66 roll: Refers to rolling 2 six-sided dice. The first dice rolled is considered a 10 value and the second dice a 1 value. If a 3 and 5 were rolled it would represent the number 35.
Characters: There can be up to 13 characters in a game. Players play these characters based on game set up. Characters are divided into 3 types: Raider, Camper and Townsfolk.
Turn: A turn is a "character's" individual action and movement. Matching character types can take turns simulatenously.
Components
4.1 The Map
The game map represents the small town of Crucible near the raiders' hunting grounds as shown in the previous comic. It is a cool autumn evening. Halloween night.
4.11 Land
Each hex represents roughly 25 square feet. Various terrains populate the map: grassland, road, tree, graveyard, and lake hexes. Tree, graveyard, and lake can provide spaces to hide and can be more difficult to move through.
4.12 Building/Location Spaces
The inside of a building is not a hex space, unlike hexes, buildings are 'location spaces' in which the edge is considered a wall and can not be simply moved through. Buildings can be entered and exited by door or window. Characters may move around within a building through passages as shown on the map. Characters and vehicles can try to break into the walls of a building. Vehicles may not move around once inside a building. Buildings may also be ignited by fire.
4.2 Player Aides, Tables
- Event Table: Generates events in event phase.
- Dangerous Turns Table: Resolves outcome of car turning at high speed on sharp turn.
- Damage Table: Determines damage in certain instances.
- Hotwire Vehicle Table: Determines outcome if a character attempts to start a car without keys.
- Search Weapons Table: Produces a result if weapons are searched for at various locations.
- Locked Doors/Windows Table: Produces result if attempting to open a locked door or window.
- Scream Table: May alert other characters (townsfolk) bringing them into the game.
- Natural 1 Table: Determines outcome if a 1 is rolled on a D6 during an attack.
- Fog Dial (advanced game): Determines direction character moves when moving at full speed in fog.
Details pertaining to tables are largely on the table themselves.
4.3 Characters
There are 12 characters in Psycho Raiders, the 4 Psycho Raiders, 3 Campers, and 5 Townfolk. A possible 13th character can enter the game through an event. Each token shows just the character and a "hide" reference number. All information regarding characters will be noted on character sheets.
Each camper character has two matching tokens with the number 2 and 3, raiders and town folk have one matching token with the number 2. These tokens are used for hiding.
Raiders and campers are always in play during the game. Townsfolk may only enter the game if they are alerted by the campers or raiders. Alerting a townsperson can occur by either visiting their location, calling them by telepohone, walkie talkie communication, or screaming and hoping someone will hear them scream.
Raiders and campers are enemies but town folk may side with raiders or campers depending on character setup. (17.21)
4.4 Vehicles
The Raiders begin the game in their van, the campers begin the game in a pickup truck. There are other vehicles on the map that characters may use as they come acrss them.
Vehicles have 3 speeds, High Speed (a vehicle's full movement), Safe Speed (maxium movement that avoids dangerous turns), Off-Road Speed (maximum movement traveling off road on long grass hexes).
4.5 Character and Vehicle Sheets
Each character and vehicle has a sheet to record stats. Character sheets feature character stats in Speed, Strength, and will to Live/Kill. The game has preset numbers in these stats but a player can design their own stats using advanced rules.
Speed represents a character's total movement. Strength is added to attack rolls that require adding strength.
Vehicle Sheets have speed and strength stats. Speed is broken down as mentioned above. Strength is used to attack in the same way a character attacks.
4.51 Will
Will to Live/Kill can be used to add to speed or strength. When will is used in these instances it is decreased the same amount speed or strength is increased by. A single will can be erased to re-roll dice in attacks and on tables.
4.6 Fire and Other Tokens
By using a flamethrower or blowtorch, characters may ignite buildings, vehicles, or other characters. The fire token side will be used in these cases.
The reverse side of the fire tokens are for noting open or locked doors, damage to buildings, and dropped weapons. The game comes with a limited amount of these tokens. Players may use other means (such as a coin) to mark these instances if needed.
4.7 Weapon Cards
There is a wide assortment of weapons in this game. The raiders are equipped with a certain amount of weapons at the beginning of the game. The campers begin the game equipped with one weapon (a tire iron), but various buildings, areas, and townsfolk may have more weapons. Campers can find these weapons by searching buildings and meeting townsfolk.
4.71 Weapon Card Breakdown
Each weapon card has a value based on where a weapon is used. Often an attack is in close combat (on the same hex), but some weapons can be used in a range attack from several hex spaces away.
There are 4 types of weapons in the game: Blade, Gun, Fire and Blunt weapons. Blunt includes fists and vehicles.
Gun and fire weapons can run out of fuel or bullets. If weapons run out, the card is turned sideways and can be used as a blunt weapon.
4.8 Kill Deck
If a character loses all stats their player must draw from the Kill Deck to determine the character's fate. Each card represents a hideous death, BUT if the death on the kill card does not match the weapon type used in the attack it is considered a miss, and the character regains pre-attack stats and gains a will to live.
Sequence of Play
5.1: Event Phase
5.2: Campers/Town Folk Actions
Each camper and alerted town folk character may move and conduct ONE action. The action may occur before, after, or during movement. Each action is simple but may differ depending on the location and circumstance of the character.
5.22 Actions
- Open Locked Doors/Windows and Lock Doors
- Use Telephone
- Gain Composure
- Search for Weapons
- Equip/Pass/Pickup Weapons
- Hiding/Seeking
- Grabbing/Escaping
- Attacking (Vehicles, Characters, or Locations)
5.23
In addition to the actions above, campers and townsfolk that are in play may Scream (which alerts other characters) once per turn, or use their Will to Live to increase speed, strength or to re-roll. In addition the campers have a Once a Game Ability that they may use at any time. When the Once a Game Ability has been used by a camper no more such moves may be made by ANY of the other campers for the rest of the game. None of these are considered actions.
All campers and alerted townsfolk can take their turn simultaneously if desired. Unalerted town folk characters cannot participate in a turn sequence until aleted into the game.
5.3: Raiders/Sinister Townspeople Actions
The Raiders and aleted Sinister Townsfolk may perform movement and actions as above.
5.31
Aside from the many actions raiders and sinister townsfolk may use, a Walkie Talkie may be used to alert sinister townsfolk over a turn. In addition, they may use their Will to Kill to increase speed, strength or to re-roll. Lastly, raiders may also use their collective Once a Game Abilities which may only be used once per game by the raiders. None of these are considered actions.
All raiders and sinister townsfolk can take their turn simulatenously if desired. Unalerted town folk characters cannot participate in a turn sequence until alerted into the game.
Play continues in this manner until a victory condition is achieved.
Surviving the Terror
Players may choose from the following victory conditions.
6.1 Short game (Main game)
The Campers win if any of their surviving characters move off the north end of the map WHILE HIDDEN. They may also win if they travel in a vehicle 'by road' off the north end of the map and are at least 5 hexes away from the raiders van or other vehicle driven by the raiders to truly escape the map by vehicle. Townsfolk share in this victory.
The Raiders/Sinister Townsfolk win if they kill every camper.
Average Length: 45 minutes but can take as little as 15 minutes and as long as 90 minutes.
Note: While it is common to feel the long game is a greater experience, Psycho Raiders was designed for this shorter experience with many friends. The longer game is definitely interesting but probably better experienced with fewer players.
6.2 For a longer game
Campers may survive if any surviving characters move off the north end of the map while hidden or in vehicle. But a victory occurs only if townsfolk and campers kill every raider/sinister townspeople. Campers may stay on the map to and the townsfolk in this win.
Raiders can win if they destroy every camper before being seen. If they have been seen they must destroy every eye witness.
If surviving campers leave the north end of the board, while hidden, they may not re-enter. Game is played until either Raiders fall or all remaining campers and eye witnesses are destroyed.
If a fate is certain, at any time, players may concede victory to their opponent.
Average Length: 90/180 minutes
The final pages of the manual have additional end game options.
Event Phase
On the first turn of the game the D66 Event table MUST BE ROLLED. Every turn following a player must roll one D6, on a result of 5 or 6 a D66 event must be rolled. (19)
Players who enjoy the events can choose to roll for them every turn. If players do not want random events they may choose to play without them.
Events include things such as changes to weather and other conditions. All changes are explained on the events table.
Players may use Fire Burn at this time as well. (Advanced rules 18.2)
Screaming, Walkie Talkies, Alerting Townsfolk
Alerting townsfolk into the game can be crucial to the survival of the campers. While calling these town folk on a phone is an action (11.3), screaming and using walkie talkies are not considered actions and can be very useful.
8.1
A camper can scream once at any point during their turn. A player announces a scream and rolls on the Scream Table. Their token must be at most 15 hexes away from a townsperson for any chance of the scream being effective. Town folk may scream as well if needed.
8.2
A raider character can use their walkie talkie once at any point in their turn to immediately alert any sinister town folk into the game. All sinister townsfolk have walkie talkies and may also make use of their walkie talkies when alerted.
8.4
Any character sheets for alerted townsfolk are placed with the appropriate player side (campers or raiders). Alerted townsfolk can begin conducting turns in the next sequence of play. Game setup (17) recommends a character to run the townsfolk, but any player on a particular side will do.
Characters and Vehicles
Each character has three stats: Speed, Strength and will to Live/Kill. Vehicles have two stats: Speed and Strength. If all character stats are reduced to 0 the character may die depending on the result of a draw from the Kill Deck. (14.8) If a vehicle's stats are dropped to zero it is considered absoultey totalled.
Damage removes stats.
Will can be used to increase speed and can be used to boost strength in attacks. It is also possible to use Will to reroll in attacks and on Tables (not including Events).
Movement
Each character or vehicle can move up to the full movement rate listed in their stats. Movement can be divided as the player sees fit. This allows a player to (a) do an action then move, (b) move a fraction of the movement rate, perform an action, then continue moving, or (c) move the full amount and then do an action.
Characters and Vehicles can only move off the map at the northern edge.
10.1 Vehicle Movement
Vehicles have 3 movement rates, High Speed, Safe Speed, Off-Road Speed. A vehicle must have a character inside it to drive.
A player must begin movement in one of the 3 speeds and must announce the speed before moving. Speed cannot change during a turn.
If beginning movement on a road and staying on-road, a player may move at High Speed or Safe Speed. At High Speed, vehicles may move up to the number of hexes shown as the vehicles High Speed number, but is subject to dangerous turns. A vehicle at Safe Speed may move up to the amount of hexes as the Safe Speed number. Safe speed avoids dangerous turns.
If off-road, or going off-road during a turn, a player may only choose the off-road speed. An off-road vehicle may move up to the amount of hexes as the off road number. Dangerous turns are avoidied in off-road speed.
A car can never move in tree, grave or lake hexes.
10.2 Dangerous Turns
Some road hexes are considered sharp turns. If traveling over dangerous turn hexes a vehice traveling at High Speed must roll on the Dangerous Turns Table. If traveling at a Safe Speed or Off-Road speed through dangerous turns, a player does not need to roll on the table and can travel normally.
If an "off-road" result is rolled a player must place his car off-road the amount of spaces stated on the result in the direction they were traveling (or as best they can). Vehicles must be placed on grass hex. Their vehicle and character movement is finished this turn.
If "car flip" is the result rolled, a player flips the car token and may not use this vehicle again. Each character in the vehicle must roll a D6 on the Damage Table to see if they were injured.
The Will To Live/Kill stat of the driver may be used to reroll a failed dangerous turn. Will used is deducted from the driver's stats.
10.3 Character Movement
Characters may move the amount of hexes listed as their character speed. Each hex costs one speed. Tree and Lake hex require spending more speed to move through. Speed may be affected by damage, adrenaline, and using Will To Live/Kil.
Hexes with more than one terrain can represent either terrain. Hexes more than 75% covered by buildings should not be used.
Characters may conduct an action before, during or after movement.
Characters may move through friendly hexes and hexes with enemy vehicles but must respect stacking limits. (10.5)
Characters must stop on hexes and location spaces with enemy characters to attack. They may continue moving after the attack.
10.31
If beginning their movement on the same hex as enemies a character can move away from enemy without attacking.
10.32
If, while on a lake or tree hex, a character's speed is reduced by damage below the limit that allows for movement on that type of terrain, the character may still move one hex per turn until out of the terrain. A character may not re-enter this terrain without the proper amount of speed.
10.33
Locations have walls and passages. Characters may move in and out of locations (such as buildings) through doors and windows. Characters cannot move through walls unless walls have been damaged to 0 by vehicles, character attacks, or fire.
10.34 Will Speed Increase
A player may choose to use a character's will to increase speed for a turn. Will used in this way is erased. {Dawn moves her normal 6 hexes, her player decides to add 3 will to her speed and moves an additional 3 hexes. 3 will is erased from Dawn's character sheet.}
10.4 Cars Dropping Off/Pickup
Characters may travel in a vehicle for some portion of their turn and leave the vehicle and continue to move. The character token is placed on the spot the vehicle travels over when the character is dropped off. The car can continue to move. Any movement already performed by vehicle is subtracted from the speed of the dropped off character before they continue to move. A character may also move, enter a vehicle and continue to move. Any movement already performed is subtracted from the speed of vehicle before it moves.
10.5 Stacking
Each hex space can stack up to 2 friendly character pieces, 1 vehicle (friendy), and 1 character that is outside of the vehicle, or 2 vehicles. During an attack, up to four character pieces can occupy the same hex provided there are no more than two character pieces per side (campers or raiders). Only during close combat can there be more than 2 characters/vehicles stacked on a single hex.
Hide tokens are considered character pieces even if the character is not really there.
The van can stack up to 6 characters and are considered inside the van. Car vehicles can stack 4 characters, the tractor can stack 2 characters. Stacked tokens can be placed on the vehicle sheet.
10.6 Zone of Control
Enemy characters can pass each other in adjacent hexes without being attacked but MUST stop on the same hex as enemy characters in order to conduct a Seek [12.1] or attack [14] action. A character can begin on the same hex as an enemy and move away from the hex without attacking.
Actions
A Character can perform one of the following actions.
11.1 Opening Locked Doors/Locking Doors
From outside a location some doors and all windows are considered locked (Refer to map key for locked location doors). Cars not belonging to characters are considered locked. A door or window that is locked must be broken into to enter. Players roll a D6 against the Door and Window Table as an action. Once opened, a door or window is considered opened until end of the game.
Unlocked doors, passages, and windows (from the inside) can be opened and moved through without the use of an action. Any door or window from the inside of a location or vehicle is considered unlocked.
11.12
As an action, Characters may lock a location or vehicle doors, inclusing inside location passages. Place a locked doors token on the door or passage.
11.2 Hotwire Car or Gaining Permission to Use
Characters that break into a vehicle not belonging to them and can attempt to hotwire the car so they may drive it. When in the vehicle, a D6 is rolled and the Hotwire Table is consulted.
11.21
Players do not have to break into cars and hot wire them if they receive permission to use the car from the owner. Gaining permission is not an action. They must move character tokens within 2 hexes/spaces to be passed the keys. Keys may not be passed through obstacles. The sheriff owns the sheriff vehicle, the mechanic owns the fixer upper, and the farmer owns the tractor. Joey, the 13th character, may drive onto the board due to an event and can allow others to use his Camaro.
11.3 Use Telephone
Building spaces with a telephone icon can call other buildings with telephone icons. One location can be called from a telephone per turn.
Calling a building can be helpful to alert other town folk to enter the game. Campers are only able to call the Sheriff station. Townsfolk can call anyone within the town. When using a telephone a character simply announces who they are calling. Townsfolk inside a location will always answer the phone, and their token is placed on the telephone space. If a town folk is outside a location, they miss the call.
11.4 Gain Composure
As an action Characters can gain one point stat back if they are inside a bathroom or in the chapel. Stats can be gained back up to their initial starting number.
11.41
If the Gravedigger is sinister, the Chapel is adorned with upside down crosses, pentagrams, and Halloween decorations and will not be a refuge for composure.
11.5 Search for Weapons
While in a location that has equipment cards, including outdoor hex, a player may attempt to search for weapons as an action. A D6 is rolled and Search Table consulted. Any weapons found can be picked up if the character has room to carry (11.6). If there are no weapons in the appropriate location deck there are no weapons to be found. One-time use outdoor weapons are returned to the Outdoor deck.
11.6 Holding, Equipping, Passing and Picking Up Weapons
A character can hold up to 3 weapons. Weapon cards held should be placed faceup on the appropriate character sheet.
11.61
As an action, a character can equip themselves with as many weapons as they can carry. Equipping is simply picking up weapons to carry. Town folk at locations know where to find weapons, and can sift through their location's deck to choose weapons. If a townsfolk character is at their location (such as the sheriff at the police station) they can allow other characters to grab weapons from the related location deck.
11.62
As an action a character can pass weapons to another Character. Weapons are given from one character to the other.
11.63
If a weapon is dropped it is turned face down. It can be picked up as an action and the card is then turned face up. If the character leaves the weapon on the hex use the reverse side of the fire token to note where the weapon remains. Other characters can pick up dropped weapons if on the same hex/space.
Hiding and Seeking Actions
Hiding can be crucial for survival. As an action a character can hide if out of line of sight of enemy characters, or at least 10 hexes away from an enemy. Hiding is also a requirement for the campers to win the game. When hiding a player adds one of their matching tokens to the same hex/space. The player chooses either the new hide token or original token to represent the character, then writes the number of the token that represents where the character is hiding on the back of their character sheet. This number is kept secret. {Ginger hides in the forest space so adds a #2 Ginger token on top of her #1 Ginger token. She writes down that she is Ginger #2 for purposes of hiding.}
12.1
Campers can have up to 3 tokens on the board for each character (2 hide tokens plus the character token). Raiders and townsfolk can have a maximum of 2 tokens on the board for each character.
12.12
A camper hiding a second time would place another hide token on top of any of the two tokens already on the map. The player may even change the number if they are actually placing the new token on the real space their character sits.
12.13
Each character token (both hide and the original character tokens) can be moved independently of the others. This can be effective to confuse enemies. Hide tokens must respect stacking rules (10.5 a location and hex spaces can have two friendly tokens). A hide token represents a friendly character for stacking purposes even if a character is not actually there.
12.2 Line of Sight Hiding
To Hide, the point is to be out of line of site. If a character can place a wall, car, building, tree, grave or water hex or other obstacle between themselves and the enemy they may hide as an action. Players cannot use other characters as obstacles to hide behind. Players can hide from an enemy in an adjacent hex in any tree, lake or grave area. A character may also hide if at least 10 hexes away from an enemy.
12.3 Hiding, Moving, and Actions
Characters can move and conduct actions while hidden. Each hide token can move exactly as though it were the character. Only one token may move using will or adrenaline. Hide tokens do not need to stay with the character. The character can perform one action but must be honest about this action. If a character had a hide token in the Old Store but the real character is hidden outside the store the character could not search the store for weapons.
Note: It may be important to bluff where an action is actually taking place with hide tokens. Hide tokens represent sounds of where a character "might be." A good bluff might be pretending to roll for a location a character actually is not in. A player could make a secret roll, put on a play that they have failed the roll in hopes of leading the enemy in the wrong direction.
12.4 Screaming While Hidden
If a character screams while hidden they are immediately revealed, all hide tokens are removed and the regular token is used.
12.5 Streetlights
The streetlight and hexes adjacent to them do expose hide tokens.
12.6 Seeking the Hidden
If a player enters the hex/space of a single hide token of an opponent, as an action, the player may ask if the token represents the hidden enemy. The player must be honest. If this is not the character, the token is removed from the map and character has used their action. If an enemy enters a hex/space with two hide tokens he may only ask if one of the tokens is the character. If the token is not the character it is removed and the enemy may not inquire about the other token this turn unless another enemy character enters the hex/space and inquires.
Any character found by an enemy must immediately conduct an attack (14).
A character remains hidden until found, screams, or simply wants to come out of hiding to perform a specific action such as an Attack.
12.7 Ranged Weapons Hidden Attack
Enemies may try to attack hide tokens with their weapons provided the token is within legal range (14.2). In this case the target must roll the D6 even if the token being attacked does not represent the character. The player must announce if the token being targeted represents the hidden character. If it does then the player must participate in an attack sequence. If not, the hide token is simply removed.
Note: This attack roll is primarily used to determine if a Natural 1 is rolled and to discover its consequences. (14.52)
12.8 Tear Gas (advanced)
We recommend you play your first game without tear gas rules.
The raiders can throw their tear gas cannisters into buildings or vehicles to immediately reveal every token in the entire location or vehicle. All hide tokens in locations and vehicles are removed or revealed. Raiders never have to remove hide tokens as they wear gas masks. On an outdoor hex, tear gas ONLY affects the hex it is thrown on. Throwing tear gas is not an action.
Camper and town folk being tear-gassed must attempt to leave the building location, vehicle, or outdoor hex space on their next turn.
The tear gas lasts 3 turns. Use the flame tokens as a reminder. Once used teargas is removed from the game.
Grabbing and Escaping Actions
13.1
An enemy character may grab another character. Both players consult their strength and roll D6s, adding their strength to the result. The character attempting to grab someone must have the higher result.
A character that is grabbed can be attacked by a non-grabbing character. A grabbed character cannot use weapons but is still able to use strength in attack or to attempt an escape.
13.2 Escape
A character may try to escape from a grip as an action. If the player does not attempt to escape they are considered to still be held. Escaping characters roll against grabbing characters as above, adding their strength to the result. A player can escape if the result is tied or higher.
Attacking (Vehicles, Characters, or Locations)
While characters beginning movement may move out of enemy occupied hexes (10.31), any Character moving through an enemy occupied hex during their turn must attack. Characters can attack enemy characters and may also attack locations and vehicles. Anything with a strength value can also be attacked. A character can only attack once per turn, but a character could defend from multiple attacks within a turn. When attacking a character may use ONE weapon or their personal strength to inflict damage on another character. Defending characters can inflict damage when attacked. Damage will drain a character of their character stats on their character sheet. Any character completely drained to zero in every stat must draw from the Kill Deck to determine if they are indeed dead.
14.1 The Attack
- Determine weapon range
- Choose Weapons
- Roll D6, adding strength
- Victory Determination
- Damage
{Torch attacks Randy from an adjacent hex. This attack is not close combat. Torch chooses Flamethrower in the attack and rolls a D6, adding the 8 Strength for being on the adjacent hex. Randy rolls a D6 just adding his strength of 5. Torch rolls a 3 and Randy rolls a 5. Torch's total is 11. Randy's is 10. Randy is damaged for one and must put a fire token on his sheet. He is on Fire. Randy and Torch could have spent will to add to their result, but would have lost will to do so.}
14.2 Weapon Range
The opposing character must be in range of the attacker. The defending player may use a weapon to defend against the attack. The weapon used in defense must be in range of the attacker. A character moving onto the same hex as an enemy character is considered to be in "close combat." If a character has no weapon they can conduct hand to hand combat. Enemy Characters in adjacent hexes are not in close combat and require appropriate ranged weapons to attack.
Characters may always defend with their personal strength even if not in close combat. This represents dodging. In the case that a character wins a defend using this method but is not in close combat they cannot inflict any damage on the attacker.
14.3 Line of Sight
If using a ranged weapon a player must have line of sight. Line of sight is determined by tracing an invisible uninterrupted line from the center of the hex the weapon is coming from to the center of the hex the weapon is going to. If any obstacle is in the way there is no line of sight. Characters are considered obstacles where weapons are concerned. Buildings, vehicles, tree hex, and grave stone hex are considered obstacles.
14.4 Choosing Weapons
A character can carry up to 3 weapons, but can use only ONE weapon per attack or defense.
Weapon cards state the strength of the attack in each hex range beginning with close combat (same hex) and moving further away.
14.41 Water Hex
Fire can not be used on or in water hex.
14.42
Guns shoot at half their strength when shooting into a water hex.
14.5 Rolling Dice
Both the attacker and defender roll 1 D6 and add the strength of their weapons. Some weapons allow characters to add their personal strength as well. Such weapons require the character's strength to inflict damage (e.g. knives, rocks, and sticks). Other weapon cards use only the strength stated on the card (e.g. guns and flamethrowers) and do not require strength.
14.51 Will used to Reroll
One Will To Live/Kill can be used to reroll an attack roll. Only the player using the will rerolls. Their second result must be used. One Will is subtracted from the character's stats.
14.52 Rolling a Natural 1
If a Natural 1 is rolled its value is still added to the final result but the player must roll on the Natural 1 Table to determine what else happens in current attack.
14.6 Determine Victory
After dice and strength have been added the player with the higher result is stronger and inflicts damage on the enemy. A tie is a tie resulting in no injuries for either party.
14.61 Adding Will to Result
After results are added a player may use some or all of their will to their final result. {Ginger had a total result of 9 and Fluke a total of 11. Ginger adds 3 will to make her total 12. Ginger subtracts 3 from her Will To Live from her character stats.}
14.7 Damage
The damage to be inflicted on the losing enemy is the difference between the 2 results. {If one character's total result was 11 and their opponent's result was 7, the difference would be 4. 4 damage will be inflicted on the opponent.}
14.71 Lowering Stats
The losing character must decrease his character's stats by the amount of damage inflicted. The losing player can lower their stats in any way they wish but must subtract the full amount from their character stats.
Note: Stats lowered to zero can be problematic. A speed of zero would mean a player could no longer move. A character with a strength of zero can still roll for attacking purposes, but the character will be unable to add anything more than the die roll itself. When will is at zero it simply means the player may no longer be able to add to other stats using will.
14.8 Death and Kill Cards
If all of a character's stats are lowered to zero a death may have occured. The dying character must draw one card from the Kill deck. If the card result matches the weapon used, the character is considered dead.
If a raider is killed, the character/s who particpated in killing the raider increase their will by 2. Raiders do not increase their will this way. Will can increase over its initial starting number in this instance. {Ginger and Dawn attack a weakened Spud and kill him. They feel they might actually survive this insanity and both increase their will by 2.} Killing sinister townsfolk does not increase will.
14.81 Missing THE KILL
If the Kill card drawn does not match the weapon used, the character narrowly avoids injury and regains their stats to where they were before the attack and gains 1 will. In this instance will can be increased higher than the amount allocated at the start of the game. {Randy is at 2 strength, 2 speed and 1 will before attack. The attack is brutal and would reduce Randy to zero in every stat on his character sheet. He draws from the kill deck but the weapon used in the attack is not featured. Randy retains his original stats before attack and gains 1 will for staring death in its face and surviving.}
If a kill card is drawn with a fire icon and the character has a fire token (15.6) on their sheet, the character is dead.
If all Kill cards have been used, shuffle discards to make a new deck.
14.82
Players playing killed campers can always play townsfolk as they enter the game.
BE CAREFUL KIDDIES! CAMPERS CAN BE KILLED QUITE QUICKLY
14.9 Flank Attacking and Defending
Flank Attacking can ONLY occur in close combat (attacker and defender on the same hex). Honoring stacking (10.5), a player can have 2 friendly characters in one hex. These friendly characters can be moved onto a hex containing an enemy character to fight. The strength of both friendly characters' weapons (attacker or defender), including any personal strength needed, are added to a single D6 roll. The result is compared to the opponent's as with normal combat. If any damage is done to the flanking characters the damage must be split and distributed as equally as possible.
A vehicle could be considered a friendly attacker in flanking instances.
14.91 Fight 2 on 2
If 2 friendly characters walked into a hex with 2 enemies, two separate close combat attacks would occur. One friendly must fight one enemy and the other friendly must fight the other enemy. The moving character would determine which character fought which.
Unique Attacks
15.1 Attacking Inside Vehicle
Characters may enter vehicles to attack those inside. Vehicle doors may be considered locked and must be opened by rolling on Locked Doors Table. This is a separate action. If multiple characters enter a vehicle the 2 flanking or 2 on 2 rules must be respected. {Ginger, Dawn and Randy enter the van to attack Beau. Only two of these three may flank attack Beau. Ginger and Dawn flank attack. After flank attack Randy may attack Beau alone.}
15.2 Vehicles Attacking/Attacking Vehicles
Characters can attack vehicles as an action. If a character is driving, vehicles can attack characters and other vehicles. The strength of a vehicle is added to a D6 roll as in a normal attack. Any damage done is removed in stats. Vehicle damage (15.3).
15.21
Vehicles can attack (crash into) other vehicles, locations and characters. The same attack sequence is used as above.
15.22 Ramming
If a car is able to attack by moving in a straight line (of two hexes or more) from their starting hex to the hex of another vehicle, location or character +2 strength is added to the attacker's roll.
15.23
The driver of a vehicle can use will to increase the strength of a vehicle in an attack.
15.3 Vehicle Damage
Any damage received must be removed from either vehicle's strength or speed. When applying damage to speed each of the three types of speed (high, slow and off-road) is reduced by the full amount of the damage. {A pickup truck that applies 3 damage to its speed of 9-4-3, would decrease to 6-1-0. Each speed had to drop by 3. This pickup truck can no longer travel off road and now has a safe speed of 1.}
If an off-road speed is reduced to 0 while off road the vehicle can no longer move. If a safe speed is reduced to 0 the vehicle can only travel at high speed on the road. If high speed is reduced to 0 the vehicle can no longer move at all.
15.4 Vehicle Death
Any vehicle reduced to all zeros, (including strength) is considered absolutely totaled and is flipped. If any characters are in a car that has been reduced to zero, they must roll for damage and leave the vehicle during their next turn.
15.5 Attacking Locations
Location spaces can be attacked by characters and vehicles. Each wall has a strength equal to building strength. A normal attack sequence is performed as above using the strength of the wall vs the strength of the vehicle or character. Another player rolls a D6 for the building. Any walls reduced to zero are demolished are treated as an open door.
15.6 Flame Thrower and Blowtorch
The Flamethrower and Blowtorch are fire related weapons. When attacking another character with these weapons a regular attack sequence occurs. If the defending character loses stats they must place a fire token on their sheet. They are on fire and at the beginning of each turn character must continue to roll on the Damage table.
All location spaces and vehicles attacked by fire weapons must conduct a normal attack sequence. Locations spaces and vehicles become engulfed in flames if strength is reduced to 0. A fire token is placed on the location space or vehicle. Characters may move through an area with a fire token but must roll for damage and vacate the space or vehicle on their next move. Though a character may be injured by the fire they will not, themselves, be set on fire.
If flamethrower is aimed and discharged in a vehicle to attack a character, a normal attack is conducted, but any other character inside the vehicle and the vehicle itself must roll on the Damage table.
15.61
The blowtorch is particularly weak on its own and has a strength of 1. If it is used on a character that is grabbed, its strength becomes a 6. The blowtorch used to set a location or vehicle on fire only has a value of 1.
Once per Game Abilities
Once a game abilities can be crucial for survival. The camper and raider groups each have a list of abilities to choose from. Townsfolk do not get abilities. Each ability can be used once by the group. Abilities can be used at any time, even on other players' turns.
16.1 Camper Abilities
- +5 Adrenaline - Add up to 5 stats to either speed or strength or divide between the two. {Dawn has a speed of 6. She could use 3 adrenaline to run 9 spaces in one turn and still have 2 adrenaline remaining to help her strength in an attack.}
- Declare Hide - Immediately, when found or before an attack, declare hide. Move to adjacent space and place hide chip on top of character token.
- 2 Weapon Attack - Add strength of two weapons in one attack sequence, include character's personal strength once if weapons need it, D6 is rolled once and added to entire result. {Randy uses a hand gun and a chain in an attack. He adds the strength of the handgun and the strength of the chain, he also adds his personal strength (for the chain) and rolls a D6 adding the result to the total.}
- Dodge Attack - After a combat is resolved, a character can declare a dodge on a hex/space to miss the attack.
16.2 Raider Abilities
- +4 adrenaline - Same as above but with 4 adrenaline (Map has misprint. "add up to 5 stats" should read "4 stats")
- Road Trap - Declare "Road Trap." One moving vehicle on the road must immediately stop until next turn sequence. Not useable on the first turn.
- 2 Weapon Attack - Same as above.
- Appear Anywhere - Raiders are blessed by Darkness. One raider may appear on any hex/space on the board. Stacking rules apply.
Game Setup
Place map on table. Divide tokens into groups of raiders, campers, and town folk. All fire tokens have a second side for recording weapon drops, open doors, locked doors, building damage, weather and tear gas cannisters. There are no limits to the quantity of these markers, copy more if needed. Place Clear Weather on the Weather space on the map.
Weapon cards are mixed with their specific location decks, shuffled, and placed near the map, preferably close to their locations. Place Gas Pump card face up. Kill cards are shuffled and placed nearby.
The raiders and campers tokens begin the game in their vehicles and need not be on the map at this time. The town folk #1 tokens are placed on the map as well as the vehicles as follows:
Townsfolk:
- Farmer - a bed space on the farm location
- Gravedigger - G hex, Sheriff - office space Sheriff Station, Drunky - any outdoor hex adjacent to the Northside of the Old Store, Mechanic - office space gas station
Vehicles:
- Van - V hex, Pickup truck - P hex, fixer upper - Fx hex, Sheriff Vehicle - SV hex, Tractor - T hex. Joey Token, character sheet and Camaro may only arrive due to an event.
The game can be played with 2-8 players (it can be played with up to 12 players but honestly some characters may never get to be played.) Based on the number of players the character sheets and matching tokens should be passed out in the following order:
- 2 players - 1 player Raiders, 1 campers and townsfolk
- 3 players - 1 player Spud and Beau, 1 Fluke and Torch, 1 campers and townsfolk
- 4 players - 1 player Spud and Beau, 1 Fluke and Torch, 1 Ginger and Dawn, 1 Randy and townsfolk
- 5 players - 1 player Spud, 1 Torch, 1 Beau and Fluke, 1 Ginger and Dawn, 1 Randy and townsfolk
- 6 players - 1 player Spud, 1 Torch, 1 Beau, 1 Fluke, 1 takes Ginger and Dawn, 1 Randy and townsfolk
- 7 players - 1 player Spud, 1 Torch, 1 Beau, 1 Fluke, 1 takes Ginger, 1 Dawn, 1 Randy and townsfolk
- 8 players - 1 Spud, 1 Torch, 1 Beau, 1 Fluke, 1 Ginger, 1 Dawn, 1 Randy and 1 townsfolk. The townsfolk player will have to wait to be alerted into the game, and may not be alerted at all. This player may enjoy candy corn and a refreshing beverage as this is determined.
- 9-13 players - 1 player Spud, 1 Torch, 1 Beau, 1 Fluke, 1 Ginger, 1 Dawn, 1 Randy and the rest can take the townsfolk as they are alerted into the game.
Players take their particular character sheets and tokens. The #1 token is their main character token and the rest are used for hiding. Raiders are equipped with 2 weapons each, the Sheriff is equipped with a handgun, the gravedigger a shovel, and the Campers choose one character to begin equipped with the tire iron. All other weapons are considered unequipped.
Camper players may wish to allocate townspeople to different players rather than use the above system of one player controlling all the townspeople especially as more townsfolk are alerted.
17.2 Sinister Roll
Some town folk may be on the raiders' side. First a secretive D6 roll is made by a raider player to determine how many townsfolk are potentially sinister. Using the number of this initial D6 roll, the player chooses amongst the town folk on the Sinister Sheet and rolls a D6 for each townsperson chosen to determine if the character is sinister. All roll results are kept secret. A town folk can only be rolled for once. Any roll of 6 is a raider and is marked on the Sinister sheet and shown only to the other raiders. {If Beau rolls a 3, he can pick from 3 town folk to roll for to see if they are sinister. He rolls for Sheriff, Mechanic, and Farmer in that order. He rolls a 2, 6, a 5. The Mechanic is Sinister and is on the raiders' side.}
17.21 Sinister Characters
A sinister character is played as normal (i.e. as a 'good' townsperson) until the raiders want to reveal that this character is sinister. It is allowable to let campers play sinister townsfolk without them knowing. A sinister townsfolk can be revealed at any time. A raider player then takes control of the sinister townsperson for the rest of the game. If the sinister character is revealed during the campers turn the raiders may immediately do one action/movement sequence provided that the character has not already taken a turn. From this point on the sinister character's turn occurs at the same time as the raiders.
17.3 Tear Gas Roll (Advanced)
We recommend you play your first game without tear gas rules.
A selected raider player rolls one D6 to determine the entire amount of tear gas canisters the raiders get for the game. Raider players distribute tear gas cannisters amongst themselves. Game tokens with tear gas cannisters symbols can be used. (Tear Gas 12.7)
{Tim rolls the Tear Gas roll and the result is a 3, Raiders split 3 cannisters amongst themselves. Raider players choose what characters to hold the cannisters.}
Advanced Play
18.1 Advanced Character Setup
Rather than using the character stats on the character sheets, players can choose to make their own beginning stats in Speed, Strength and Will to Live/Kill for the Campers and/or Raiders.
Campers have a value of 13 that must be divided amongst their character stats. NO stat can be higher than 6 or less than 2 for the campers. {Randy has a value of 13, a player divides his stats into 6 speed, 4 strength, and 3 will to live.}
Three raiders have a value of 15 that must be divided amongst a character's stats. NO stat can be higher than 7 or less than 2. One raider can divide 18 amongst its stats.
Townsfolk remain the same.
18.2 Events Phase Fires Burn
During event phase fires may expand. Ignited forest (18.3) and burning locations may ignite adjacent locations.
18.21 Location Fire
During event phase, the raider players must choose 1 location space on fire. The location space chosen begins damaging an adjacent space (raiders' choice). A Damage Roll is made on the adjacent room. Recording damage can be done with tokens. When a space drops to 0 a new fire token is placed.
18.22 Wind Fire
If the weather is Wind (not including Rain) one location space on fire ignites an adjacent space without the need to damage room to 0. During Event phase, place a new fire token on an adjacent space. Fire in a tree hex also spreads to an adjacent space. A new fire token is placed adjacent to an existing tree fire.
Note: There is no limit to the amount of fire that can be on the map.
18.3 Igniting Forest
If the flamethrower is aimed at a forest hex it will ignite the space and a fire token is placed on the space. A hex space on fire cannot be entered and any characters on the hex must exit during their next movement. It may expand with wind (18.22).
18.4 Fire Alerting Town Folk
Any town folk character roaming around outside and within line of sight of a hex on fire will be alerted by the flames, and can enter the game. There is no limit on the distance from which a townsperson character can see the fire as long as there are no obstructions. Fog is an obstruction.
18.5 Surprise Attack
If a character finds a character who is hiding a surprise attack is determined. Attacker rolls a D6, if result is a 6 Attacker has surprised the hiding character. Hiding character cannot use will during this attack.
18.6 Guns and Natural 6
If a natural 6 is rolled in an attack while using a gun weapon an additional +6 is added to the result. {The sheriff uses a handgun (str 8) and rolls a 6. His total result is 14, but since he rolled a 6, the sheriff earns an additional +6 for a total of 20.}
18.7 Too Far to Table Talk
Players can choose to play a game in which the campers and townsfolk players cannot communicate with each other (at the table) if their characters are more than one adjacent space away from one another. Raiders have Walkie Talkies and can continue to table talk plans.
In this variant the Sheriff's Arsenal is considered to have Walkie Talkies so any character visiting the arsenal or sheriff can pick up a walkie talkie. Any characters with walkie talkies can form plans.
18.8 "Anyone There?"
If players want less predictability, they can choose to randomize the availability of the townsfolk. Upon alerting, calling or entering a location, players can roll a D6 to determine if the character is actually there. On a roll of 5 or 6 the character is not in the game otherwise the character is present or normal.
18.9 Van Light
The raider van can shine its headlights on an adjacent hex (including tree, grave and lake hexes) to view a hex's hide tokens. All hide tokens are revealed. A player must reveal any character tokens on the hex and/or remove any hide tokens on this space. Van Light does not work in Fog.
18.10 Vehicle Pinning
If a vehicle attacks a character and a location wall is behind a character token the location wall's strength is also added to the strength of the vehicle. If the vehicle and wall receive damage in the attack it is distributed equally.
After the attack, the vehicle must roll an attack against a location wall. The vehicle might have damaged the wall in this attack or vise versa.
18.11 Ranged Flanking
For ultimate tragedy, players can add flanking with ranged weapons in both attacks and defense. Multiple characters that can attack from a ranged distance can add their weapon values to the attack D6 roll. This can be very destructive and can immediately extinguish a character from the game.
Ranged flanking is focused on a single hex/space.
18.12 Jail
Characters may be placed in the 'Jail' space by the use of Grabbing, rather than be killed. Once in jail, the character may not exit unless a jail wall is destroyed in an attack.
A character must be moved to the jail location space to be locked in jail. Jail can stack any amount of character tokens.
18.13 Flamethrower from Van
Flamethrower can be shot out from the Van. The Van is considered open. Torch needs a character to hold him into the Van while he does this to stabilize his attack.
Endgame Options
These can be added as other ways to end the game.
19.1 Sacrifice at the Old Oak Tree
The Raiders can sacrifice just one camper character at the "Old Oak Tree" hex space located in the Graveyard to end the game.
If playing with this option campers have an additional Once Per Game Ability: Escape and Flee - A single camper character may escape from a Grab and move the full distance away from an enemy once during the game.
19.2 Call in the Boys!
If the Sheriff character is alerted, he may "Call in the boys". Using the station phone the sheriff makes a call. Placing a Fire Token at the beginning of the Call in the Boys Turn Chart (on Events Page), a time is set. At the beginning of each Turn Sequence the token is moved forward on the track. The raiders have at least 7 turns to complete a victory by destroying all campers otherwise a helicopter flies into the game and ends the raiders savagery. When the 7th turn is reached, players begin rolling a D6 at the end of each turn. On a roll of 5 or 6 "The Boys" arrive by helicopter and end the game with the Raiders losing.
Camper and town folk characters can call in "The Boys" if the Sheriff does not. These characters must use the sheriff's phone to do so. "The Boys'" telephone number is near this phone. If the location space is destroyed or on fire, the option is ruined.
Psycho Raiders D66 Event Table
During the Events segment if an Event must occur, a player must roll 2 dice and locate the result on this Event Table. Treat the first dice result as the "tens" digit, and the second dice result as the "ones" digit. Treat each event as its own rule and adjustment to play.
Some events require a direction, roll a D6, a result of 1-3 is North and 4-6 is South.
Str. = Strength, Spd. = Speed
- 11: Black Cat crosses road. Vehicle moving furthest (roll direction) on map must roll on Dangerous Turns table. If tied, both roll on Dangerous turns.
- 12: Telephone rings in the Old Store. Any character that can answer the phone this turn gains 2 will. Can gain will beyond initial starting stat.
- 13: Character/s on hex nearest Graveyard are attacked by a dog. The Dog has 3 Str. in attack. If tied for nearest hex, the hex furthest East is closer.
- 14: Bell in Church Rings. +1 Spd. to campers this turn, -1 will to raiders permanent, if the Gravedigger is sinister reverse effects.
- 15: Psycho Raiders favourite song. "Call Me the Breeze" by Lynyrd Skynyrd comes on the radio. +1 Spd. to the raiders for the turn, including vehicle.
- 16: LIGHTNING - Lightning strikes. All hide tokens in grass hexes are exposed.
- 21-23: Clear Weather - Remove all other weather. No Effect.
- 24: Flat Tire - Vehicle moving furthest (Roll Direction) pops a tire. -2 Spd.
- 25: LIGHTNING - Lightning strikes. All hide tokens in grass hexes are exposed.
- 26: Dead Body in the Woods - All campers in tree hexes make a D66 roll. The Camper in the woods who rolls lowest finds a dead body and loses one will to live.
- 31-33: Wind Weather - Remove Clear and Fog Weather. +1 Str. to Fire weapons. Advanced: If no Rain, Fire spreads to adjacent tree hex, location space and damage characters on those spaces. Characters caught must roll Damage and place a fire token on their character sheet. Location spaces become consumed without Damage roll (18.22).
- 34: LIGHTNING - Lightning strikes. All hide tokens in grass hexes are exposed.
- 35: Barb Wire - Character/s nearest farm must roll attack against barb wire (Str. 3). If tied for nearest hex, character furthest West is closer.
- 36: Jack O' Lantern in Window - Campers gain +2 Spd. if moving towards Old Store this turn.
- 41: Poked in the Eye! - All campers in tree hexes make a D66 roll. The Camper in the woods who rolls lowest must have attack against a tree branch (Str. 3)
- 42: Dead Tree Falls - All characters make a D66 roll. Character who rolls lowest must attack a falling tree (Str. 5)
- 43: LIGHTNING - Lightning strikes. All hide tokens in grass hexes are exposed.
- 44-46: Rain Weather - Remove Clear and Fog Weather. +1 to Dangerous Turn rolls (map has a typo of -1). +1 defense Str. against Grab. Rain puts out fire in Location spaces, tree hexes and characters. Fire only works on turn it is used. Advanced: -2 to Scream rolls.
Condensed Rules (Player Aid)
Sinister Townspeople Setup
Townspeople Sinister Rolls (17.2)
- Done in secret before the game begins by Raider players.
- D6 to determine total number of Sinister Rolls to be made.
- Choose a townsperson to make a Sinister Roll for (only one roll per townperson).
- If D6 = 6 then townsperson is sinister. (repeat until all Sinister Rolls are made)
- Sinister townspeople are played as friendly townspeople until the Raiders reveal the character as Sinister.
Game Basics
Stacking (10.5)
- 2 friendly units (characters or vehicles) per hex.
- Vehicles can stack characters inside (Van 6, Cars/Pickup 4, Tractor 2).
Line of Sight (14.3)
- Characters, buildings, vehicles, trees, gravestones are LOS obstacles. Characters do not block LOS for hiding.
Win Conditions
Short Game (6.1): Campers win if any camper moves off of north end of the map WHILE HIDDEN.
Long Game (6.2): Campers win if townsfolk and campers kill every raider and sinister townspeople.
Sequence of Play
Event Phase (7)
- If D6 is a 5 or 6, D66 on Event Table. Roll an event on the first turn of the game.
- Advanced Game: Fire Burn (18.2)
Campers & Friendly Townfolk Actions (5.2): Conduct any or all of the following in any order. Movement can be interrupted to do an Action or Extra Abilities.
- Move
- Action (one only)
- Extra Abilities
Raiders & Sinister Townfolk Actions (5.3): Conduct any or all of the following in any order. Movement can be interrupted to do an Action or Extra Abilities.
- Move
- Action (one only)
- Extra Abilities
Movement
Move up to as many hexes as the character or vehicle's speed stat. Tree and lake hexes will reduce the numbers of hexes a character can move. Movement can be interrupted to do an action and resumed again if movement remains. Only the northern edge of the map can be exited.
Vehicle Movement (10.1):
- Vehicle Speed (10.1): Vehicles have three movement speeds (High, Safe, Off-Road). Driver of the vehicle selects a speed before moving. Speed cannot change during a turn. Off-road speed must be used if off-road or going off-road.
- Dangerous Turns (10.2): Vehicles moving at High Speed in a sharp turn roll on the Dangerous Turns Table.
Character Movement (10.3):
- Must stop in hexes with enemy. May continue movement after attack.
- Characters beginning their movement in a hex with an enemy may move without attacking.
Vehicles Dropping Off & Picking Up Characters (10.4):
- Characters can be dropped off by a moving vehicle. Vehicle can continue movement after dropping off. Dropped off characters can continue movement, but subtract movement spent in the vehicle.
- Characters entering a vehicle subtract any prior movement from vehicle speed.
Actions
Open Locked Doors/Windows (11.1): D6 on Door and Window Table. All windows, some doors (marked on the map), and all parked vehicles start the game locked. Doors and windows from inside a location or vehicle is considered unlocked.
Lock Doors (11.12): Characters may lock doors (interior or exterior) and vehicles.
Hotwire Car (11.2): D6 on Hotwire Table. Character must break into the car first. Campers can also use Gain Permission extra ability.
Use Telephone (11.3): Characters on a hex with a telephone icon can use the phone. Campers can only call the Sheriff Station. Townspeople can call anyone within town. Townspeople inside a location will answer the phone and their counter is placed on the telephone icon. Townspeople outside a location will not answer the phone.
Gain Composure (11.4): Campers add 1 point to any stat if inside a bathroom or the chapel. If the Gravedigger is Sinister, the Chapel is not a refuge for composure. Stats cannot exceed their initial starting number by gaining Composure.
Search for Weapons (11.5): While in a location (including outdoor hexes) that has equipment cards characters may search for weapons. D6 on the Search Weapons Table. One-time use weapons from the Outdoor Deck are returned to Outdoor Deck after use.
Holding, Equipping, Passing, & Picking Up Weapons (11.6): Characters can hold up to 3 weapons. Townspeople at their location can select the weapon of their choice from the location deck; this ability is extended to other characters also present at the location. Characters can pass weapons to other characters in the same hex. Characters can drop weapons in a hex. Dropped weapons are marked with a D/W counter (flip side of a fire counter) in the hex.
Hiding & Seeking (12): Hiding: Characters can hide if out of LOS (other characters will not block LOS for hiding) of enemy characters or if at least 10 hexes away from an enemy. When hiding add a matching character counter (Campers have 3 matching counters, Raiders and Townspeople have 2 matching counters) in the hex with the original character counter. Write the number of counter that represents the character (this information is secret) on the back of the character sheet, the other counter(s) are Hide Counters. Hide Counters can be moved independently and conduct actions as though it were the character. Actions taken by the Hide Counter do not benefit the real character. If a character screams while hidden, remove that character's Hide Counters. Streetlight hexes and adjacent hexes expose Hide Counters; remove exposed Hide Counters. Characters can come out of hiding without use of an action. Hide Counters apply to stacking limits.
Seeking: A character entering a hex with a Hide Counter can use the seek action to ask if the counter is a Hide Counter. If so, the Hide Counter is removed. If there are two Hide Counters in a hex, only one can be asked about. Any character found by an enemy attacks immediately. A Hide Counter targeted by a ranged attack will go through the attack sequence (only to determine if the attacker rolls a Natural 1) and removes the counter after the attack.
Grabbing & Escaping: Grab (13.1): D6 + Character Strength for each character. If character taking the action has the higher total, they successfully grab the enemy character.
Escape (13.2): D6 + Character Strength for each character. If character taking the action has the higher total or ties, they successfully escape the grab of the enemy character.
Attacking
Anything with a strength value can be attacked. (Vehicles, Characters, Locations).
Choosing Weapons (14.4): Characters can carry up to 3 weapons, but can use only 1 in an attack. Fire cannot be used on or in a water hex. Guns shoot at half strength when shooting into a water hex. Characters without weapons conduct hand-to-hand combat and add their character strength to the attack roll.
Weapon Range (14.2 & 14.4): All weapons can be used in close combat. Range weapons have multiple hexes on the Weapon Card. Each additional hex on the Weapon Card beyond the close combat hex is a +1 to the hex range of the weapon. Use the weapon strength in the corresponding range hex of the target.
Combat Die Rolls (14.5): D6 for both attacker and defender. Add strength of weapon, if any, to die roll. Add character strength, if applicable, to die roll. The higher total wins. Ties result in no damage. Use Will to re-roll. If the die roll is 1, roll on the Natural 1 Table.
Damage (14.7): The difference between the die roll totals is the damage. Reduce character stats by the amount of damage. Damage can be spread over all character stats.
Death (14.8): If all characters stats are reduced to zero, draw a card from the Kill Deck. If the weapon type used to kill the character matches a weapon type on the Kill card, the character is dead. If the character is on fire and the Kill card has a fire icon, the character is dead. Otherwise, restore stats to where they were before the attack and gain 1 Will.
Flanking Attack (14.9): Two friendly characters move into a hex and attack a single enemy in close combat. Friendly characters combine their weapon strengths (including any personal strength added to the weapon) and add it to a single D6. Any damage to the flanking characters is split.
2:2 Attack (14.91): Two friendly characters move into a hex and attack two enemies in close combat. Two separate close combat attacks with the attacker declaring the match-ups.
Attacks Involving Vehicles
Attacking Inside Vehicles (15.1): Characters can enter unlocked vehicles to attack those inside. Flanking and 2:2 attack rules apply.
Attacking With Vehicles (15.2): Characters driving a vehicle can use the vehicle to attack characters, vehicles, or locations. Attack is D6 + Vehicle Strength.
Ramming (15.22): Ramming bonus of +2 strength for vehicles moving in a straight line (2 or more hexes) just prior to attacking.
Driver Will (15.23): Characters driving a vehicle can use Will to increase vehicle strength.
Vehicle Damage (15.3): Reduce vehicle stats (strength and speed) by the amount of damage. When reducing the speed stat, all speed stats (High, Slow, and Off-Road) are reduced. Off-road cars with an off-road speed of 0 cannot move. Vehicles with a safe speed of 0 can only travel at high speed.
Vehicle Death (15.4): Vehicles with strength and speed reduced to 0 are totaled and flipped. Characters in a flipped car roll on the Damage Table and must leave the vehicle the next turn.
Attacking Locations (15.5): Each wall has a strength equal to the building strength. A player (other than the attacker) rolls a D6 for the building. Walls reduced to 0 are demolished and treated as an open door.
Flamethrower & Blowtorch (15.6): Characters, vehicles, or locations damaged by the Flamethrower or Blowtorch place a Fire counter on their character sheet, vehicle counter, or location space. While on Fire, roll on the Damage Table. Characters moving through a location on fire roll on the Damage Table, but do not catch fire. Characters inside a vehicle attacked with a Flamethrower roll on the Damage Table along with the vehicle.
Extra Abilities
Scream (8.1) (Campers & Friendly Townspeople only): D6 on Scream Table. (Once per turn. Max range: 15 hexes)
Use Walkie Talkie (8.2) (Raiders & Sinister Townspeople only): Raider can use their walkie talkie to alert any Sinister townspeople into the game. Alerted Sinister townspeople begin conducting turns the next Sequence of Play.
Use Will to Live:
- +1 Speed / 1 Will used. (10.31)
- +1 to Attack Roll / 1 Will used. (14.61)
- 1 Will to re-roll an Attack Roll or a table roll (14.51) (only one re-roll and no re-rolls on the Event Table)
Gain Permission to use Vehicle (11.21): Character must be within two hexes (without obstacles) of car owner to be passed the keys to the vehicle.
Once a Game Abilities (16): Each ability (see tables on map) can be used only once by each side (Campers & Raiders). Townspeople do not get Once a Game Abilities. Abilities can be used AT ANY TIME, even on other player's turns.