Radlands FAQ
157 questions players ask · Updated Nov 7, 2026 · Full rulebook
Setup, Turn and Game End
- Do you draw a card on your first turn?
- How much water does the start player get on the first turn?
- Can we draw our card at the end of our turn instead of the start?
- Is there a mulligan for a bad opening hand?
- When choosing 3 of the 6 camps, can I see my opponent's choice?
- When is the start player decided?
- What happens if the draw deck runs out?
- Can I use my camps' abilities on my first turn?
- Can I use camp or person abilities on my opponent's turn?
- Does unspent water carry over to the next turn?
- When do the water discs on cards come off?
Actions, Water and Junking
- Can I pay 2 water to draw a card more than once per turn?
- Does the Draw Card action cost water?
- Why junk a card when I can pay 2 water to draw?
- Can I junk more than one card in a turn?
- Can I junk a card that is already in play?
- If a card makes me discard, do I get its junk effect?
- Can a junk effect damage an opponent's camp?
- Can I use an ability or junk effect if part of it has no valid target?
- Are effects that say "may" optional and everything else mandatory?
- How does the Water Silo work?
- Do black and white water discs behave differently?
- Does it matter which side of a water disc is up on a card?
- What is the water discard pile for?
- How do I show a 0-cost person or ability is not ready?
- Do I turn cards sideways to show they are not ready?
Play Area, Columns and Protection
- What can I do when all six person spaces are full and I want to play another person?
- Can I destroy one of my people to make room for a punk?
- Can I destroy one of my people to play a new one while I still have empty spaces?
- Can I destroy a person to make room more than once in one turn?
- Where can I put a new person when its column already has one?
- Does it matter if a lone person sits in the front row or the middle row?
- What happens to people in a column whose camp is destroyed?
- Does a destroyed camp with no people in front count as an unprotected camp?
- Does a damaged or not-ready person still protect the card behind it?
- Is there a way to discard one of my own people from play?
Targeting: Damage, Destroy and Enemy
- Can a plain damage or injure icon hit a protected card?
- Do words like "any", "all" or "one of" let an effect ignore protection?
- Does a destroy effect need its target to be damaged, and can it hit a protected card?
- Does Exterminator's "destroy all damaged enemies" also hit protected people?
- Does "enemy" include the opponent's camps?
- What is the difference between "people" and "enemy" in card text?
- Can I use damage, injure or destroy effects on my own cards?
- Do "damage any card" or "destroy one of the opponent's cards" include camps?
- Can Sniper, Catapult or Molgur Stang damage protected cards and camps?
- Can Terminator hit a protected person?
- Can Pyromaniac damage a protected camp or a person?
- What can Resonator target, and does readiness matter?
- Who chooses which card is hit when I damage something?
- When I junk a card with the injure symbol, who takes the damage?
- Do effects that hit "the opponent's cards" affect event cards?
- Are discarded cards faceup, and can I look through the discard pile?
- Is there a hand limit, and can I look at the other side of a punk?
Ready, Damage and Traits
- When is a person ready and when is it not?
- Can a person I just played use its ability the same turn?
- Do a person's traits work while it is not ready, such as on the turn it is played?
- Does a damaged person still have its trait?
- Can a damaged camp still use its ability?
- Can a person that is not ready (just played) be targeted by damage?
- Can a card use two different abilities in the same turn?
- Do damaged cards restore themselves at the start of my turn?
- How are damaged and used cards shown?
Restore
Punks
Events and Raiders
- Do all my events move forward every turn, or only when one resolves?
- Can I destroy my own people to make room when Uprising puts punks into play?
- Can I damage protected camps and people after High Ground resolves?
- What happens if the slot an event belongs in is already taken?
- Can I play a 0-time event if my event queue is full?
- Once Raiders is in the queue, does it advance on its own?
- Can I raid several times in one turn?
- How does Raiders get into the event queue?
- Does the raid icon on the Raiders card advance itself?
- Can an effect other than a raid icon, like Omen Clock, advance Raiders?
- Can a raid icon advance Raiders into a space already holding another event?
- Who picks which camp Raiders damages?
- Can an event, including Raiders, be attacked, destroyed or blocked?
- What happens when my opponent uses Omen Clock to advance my High Ground?
- Do punks from Uprising count as people played for Nest of Spies or Transplant Lab?
- Does Famine leave each player with exactly one person?
- Does Truce return only my people or both players' people?
- Does Bombardment ignore protection, and how many cards does it draw?
- Does Radiation hit my own people?
- If I play an event into space 1 while another is already there, does the old one resolve?
Camps
- When Juggernaut advances, where do the people in front of it go?
- When Juggernaut is already advanced, which row does a newly played person go to?
- Can Juggernaut advance when no person is in front of it, and does it fall back if the person behind it dies?
- When Juggernaut makes the opponent destroy a camp, who chooses which one?
- Can I choose to restore none of my people with Bonfire?
- Can Labor Camp destroy my person if I have nothing to restore?
- Can Labor Camp restore itself?
- Can Atomic Garden restore a damaged person and make it ready so it attacks again?
- Can I destroy a punk with Mulcher, and what happens before I draw?
- Can Training Camp flip a punk that is damaged?
- Can Omen Clock advance an event so it resolves, even one in space 1?
- Does Watchtower count events that are not mine?
- Can Freedom Camp or Warehouse be used after the camp is destroyed?
- Can Warehouse draw a card for free by discarding no cards?
- How does Oasis's cost reduction work?
- Does Arcade count people in my hand or only in play?
- What happens when I use Cannon, and what if it destroys my last camp?
- How does the damaged Cannon camp start and work?
- What does Command Post cost to use?
- Who chooses with Mercenary Camp, and can they discard 2 cards from a short hand?
- Can I use Octagon if my opponent has no person?
- Which camps need me to have a person to use their ability?
- What can Construction Yard do?
- If a camp destroys itself as a cost, does its follow-up still resolve?
- Do I pay both the person's cost and ability cost with Parachute Base?
Camp and Person Combos
- Does Zeto Khan make Gas Station's Raiders cost time?
- How many Raiders can Zeto Khan let me play in a turn?
- In what order do Parachute Base and Adrenaline Lab combos resolve?
- What happens when Parachute Base plays a Wounded Soldier?
- Which people can Adrenaline Lab use?
- If Adrenaline Lab uses a damaged Rescue Team, does it get destroyed?
- What happens when Adrenaline Lab uses a damaged Cult Leader?
- With Adrenaline Lab, does the opponent get their hit back before Vanguard is destroyed?
- How does Training Camp work with enters-play traits and Nest of Spies or Transplant Lab?
- Does Steroid Lab let a person with a water disc from Parachute Base act?
- Can Mimic copy a Muse, and does Vera Vosh double it?
- Can Resonator be used twice with Vera Vosh?
- If a person is restored while Vera Vosh is in play, can it act again this turn?
People
- How does Doomsayer affect events?
- Who chooses where Vanguard's return damage lands?
- Can I play Argo Yesky or Vanguard when I already have six people?
- How does Mutant work, and what does it damage when copied or run by Adrenaline Lab?
- How does Mimic copy abilities?
- On my turn, can Mimic copy an opponent's person that was played last turn?
- Can Mimic copy the opponent's Mimic?
- What does Argo Yesky's trait do?
- Can a person use Argo Yesky's ability the turn it is played, and are punks ready?
- Can a person use both its own ability and Argo Yesky's in one turn?
- What does Vera Vosh's ability do?
- How does Karli Blaze's enters-ready trait work?
- What can Rescue Team return, and can it return itself?
- Can Cult Leader destroy himself, and does he still deal damage?
- Can Rabble Rouser gain a punk when I already have one?
- What if Vera Vosh's trait becomes active after an ability has already been used?
Radlands: Cult of ChromeExpansion
- Should I add Cult of Chrome to my very first game of Radlands?
- Can Holdout be played for free in front of a destroyed camp, and what does its ability cost?
- Does Black Market's "this turn" include my opponent's turn?
- Can Laser Tower be used when there are no people in its column?
- Can I play a person in front of or behind Fortress?
- How many people can Field Hospital move and restore?
- Does Saloon work when I have two people and my opponent three?
- If Guillotine destroys an injured person, does that person still hit back?
- Can Memorial restore cards damaged on my opponent's turn?
- If Boulder destroys both players' last camps, is the game a draw?
- Can Power Plant and Molgur Stang destroy two camps in one turn?