The Waste of Parts
The Waste of Parts Rulebook
Table of Contents
Table of Contents
Components
- 1 folding Mech Gameboard
- 1 Mech Tracker + Mech Tracker Tray
- 11 Crew Member Dashboards + 5 Crew Member Trays
- 20x Red Cubes
- 7x Silver Cubes
- 11 Crew Member Standees
- 74 Enemy Standees
- 188 Enemy Cards
- 1 Enemy Tracker
- 151 Salvage Cards
- 12x 6 sided dice + 1 Gambler's die
- First Player Card (or deluxe edition Mech mini)
- 10 "Inoperable" & 10 "On Fire!" overlays
- Store these cards separately until required during gameplay: 11 Token Cards (Scrap Metal (2), Defense Drone (2), Lesser Ooze (4)...), 26 Boss Cards (see page 16), 10 Event Cards (see page 16), 13 AI Cards (see page 16)
Setup
Place both Gameboards and prepare cards.
- Enemy Deck: Shuffle the level 1 Enemy Cards and place them on the Enemy Deck space.
- Scrap Pile: Place the two Scrap Metal Salvage Cards face-up in the Scrap Pile space.
- Salvage Deck: Shuffle the remaining Salvage Cards and place them on the Salvage Deck space.
- Event Deck (optional): Shuffle the Event Cards and place them on the Event Deck space (see page 16).
Set up the Mech Tracker in its tray.
- Noise (left): based on the number of Crew Members…
- 3 Crew Members: Start at 4 Noise
- 4 Crew Members: Start at 5 Noise
- 5 Crew Members: Start at 7 Noise
- Distance (middle): Start at 0
- Hull (right): Start at 20
Assemble The Crew.
- Choose Crew Members: Each player selects a Crew Member Dashboard and places it into a tray.
- Set Stats: Adjust stat dials to their yellow starting values.
- Pick Abilities: Each player marks their chosen ability with a silver cube.
- Place Standees: Each player places their standee in a Mech room of their choice.
Choose the First Player. Give them the First Player Marker.
Spawn Enemies. Rummage for a number of Enemies equal to the starting Noise (see page 8).
Overview
In The Waste of Parts, you take on the role of Crew Members working together to defend their Mech from relentless Enemies as you fight to survive the wasteland. As you push forward, you'll gather equipment, upgrade the Mech, and face mounting dangers in your struggle to reach the safety of Sanctuary.
How to Play
Each round of The Waste of Parts consists of individual player turns followed by a series of end-of-round steps. The player with the First Player marker takes the first turn, and play proceeds clockwise until each player has taken a turn. After all players have acted, various events occur, such as Enemies act, the Mech advances, salvage is collected, and new Enemies spawn.
Players win by surviving the journey and reaching Sanctuary. You lose if all Crew Members are Downed or if the Mech's hull is annihilated.
Conflicting Rules: In the case of a conflict, rules on cards or boards override general game rules.
Rummage
When you Rummage, reveal cards from the top of the relevant deck until you find the specified type of card.
Example: "Rummage for an Equipment card" means revealing cards from the top of the Salvage deck until you find an Equipment card.
Resolve the specified card, then shuffle the remaining revealed cards and place them on the bottom of the deck.
Crew Members
In The Waste of Parts, you take on the role of one or more Crew Members. Each Crew Member has their own dashboard and tray.
- Health Stat: How much damage you can suffer before being Downed and unable to act.
- Attack Stat: Roll this many dice when attacking without a weapon.
- Action Stat: How many actions you can take on your turn.
- Abilities: Choose one of these abilities to use for the entire game.
- Equipment Slots: Attach equipment cards here.
Crew Member Actions
On your turn, you may perform a number of actions equal to your Crew Member's Action Stat. You may repeat the same action multiple times per turn.
- Move: Move into an adjacent room. Enemies don't typically hinder movement.
- Attack: Attack an Enemy in your room, rolling dice equal to your Attack Stat.
- Repair: Restore your current room from Inoperable to Functional, if there are no Enemies present.
- Extinguish: Restore your current Room from On Fire to Inoperable, if there are no Enemies present.
- Fuel: Spend 1 Scrap in an Engine Room to fuel that engine. Each engine can be fueled once per round. Track this with a silver cube on the Mech Tracker.
- Drop: Drop an item in your room or give it directly to another Crew Member in your room.
- Pick Up: Pick up an item in your room or take an item from a consenting Crew Member in your room.
- Trade: Swap one of your items with one from another Crew Member in your room, or exchange it for an item on the ground.
- Mend: Remove 1 damage from another Crew Member in your room that is not Downed.
- Revive (requires 2 actions): Remove 1 damage from a Downed Crew Member in your room. That Crew Member cannot act until the next round.
Note: The action icon represents actions in general. Some equipment and rooms require you to spend an action to use, while others boost your Action Stat, granting you more actions per turn.
End of Round
Once every player has finished their turn, the First Player takes a series of steps, as detailed below.
At the end of each round:
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Refresh Crew Actions: Some effects in the following steps may reduce the number of actions Crew Members have in the following round.
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Room Effects: Trigger room upgrade Room Effects in any order.
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Determine Enemy Actions: Each Enemy selects only the first applicable action:
- Attack all Crew Members in their room, rolling separately for each attack.
- Attack their room if it isn't On Fire, worsening its condition by one step.
- Move to an adjacent room with a Crew Member, prioritizing those closest to the Cockpit.
- Move toward the nearest Engine Room that's not On Fire.
If none of these apply, the Enemy does nothing.
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Resolve Enemy Actions: Each Enemy takes the action determined in the previous step.
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Fire Damage: The Mech loses 1 Hull point for each room that is On Fire.
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Advance: The Mech advances toward Sanctuary if all of these are true:
Note: If an Enemy Card is drawn and there are no acrylic standees remaining to represent it, discard that card instead. The Mech's Hull loses points equal to the discarded Enemy's Health.
The Mech
The Mech is composed of 12 numbered rooms, with a 13th location representing the wasteland surrounding it.
Aft Deck (1) & Fore Deck (4): These rooms cannot be upgraded or damaged, so Enemies here skip their "attack room" priority. Crew members with weapons that target Enemies in adjacent rooms can attack Enemies in The Wastes (13) from these rooms.
Multi-Function Rooms (2, 3, 6, 7): These rooms have no inherent function but are common recipients of room upgrades.
Salvaging Crane (5): If manned, the Salvaging Crane may be used once at the end of the round to dredge parts and items from the depths of the Waste of Parts, represented by drawing from the Salvage Deck (see page 13).
Cockpit (8): Crew members here can remotely operate the Salvaging Crane, Aft Gun, or Fore Gun as if they were in those rooms, but at 50% efficiency (rounded up). Example: If the Fore Gun has an Attack Stat of 3, a Crew Member in the Cockpit may spend an action to fire it, rolling 2 dice instead of 3 (50%, rounded up).
The Cockpit must be Functional for the autopilot to advance the Mech at the end of the round (see page 8).
Aft Gun (9) & Fore Gun (12): A Crew Member here may spend an action to fire the room's gun, making an attack against an Enemy in The Wastes equal to the gun's Attack Stat (3 by default).
Engine Rooms (10, 11): The Engine Rooms each contribute speed to the Mech (1 each by default) when it advances at the end of the round (see page 8). Both Engine Rooms must be Functional for the Mech to advance.
The Wastes (13): The Wastes cannot be entered by any Crew Member or Enemy, nor can it be attacked by any Enemies that spawn there. Enemies in The Wastes attack the Mech's Hull directly. If any Enemies are in The Wastes, The Mech cannot move forwards at the end of the round. For the purposes of attacks, The Wastes are considered adjacent to the Fore and Aft Decks.
Adjacency
Rooms are adjacent if they are next to each other on the same level or connected by a ladder. When a Crew Member or Enemy moves, they must move into an adjacent room.
Room Conditions
Each room of the Mech has three conditions: Functional, Inoperable, and On Fire. Each time a room is damaged, its condition worsens by one step.
At the end of the round, each Enemy in a room without a Crew Member will attack their room, worsening its condition by one step. Example: At the end of the round, 5 Enemies in a room with no attack targets will reduce a Functional room to On Fire.
Functional: The room is undamaged and fully operational.
Inoperable: Place an Inoperable overlay card on the room space. The room's effects and abilities are nonfunctional, but a Crew Member may Repair it to restore functionality.
On Fire: Place an On Fire! overlay card on the room space. Discard any room upgrades and dropped equipment from the room.
At the end of the round, the Mech's Hull is reduced by 1 for each room that is On Fire. If the Hull is reduced to 0, the players lose the game!
A room that is On Fire cannot be damaged further, but a Crew Member may Extinguish the fire to return the room to Inoperable.
Rooms that are On Fire do not hinder movement and do not damage Enemies or Crew Members.
Mech Tracker
- Noise: Draw one Enemy Card for each Noise at the end of the round.
- Distance: Increasingly powerful Enemies are added at Distance 10 and 20. Get to 35 to reach Sanctuary and win the game.
- Hull: Overall integrity of the Mech. If it reaches 0, players lose the game.
- Fueled Engine: A fueled Engine Room temporarily boosts speed and Noise at the end of the round.
- Unfueled Engine: This Engine Room has not been fueled.
Advancing
The Mech advances at the end of each round if the following conditions are met:
- Both Engine Rooms are Functional
- The Cockpit is Functional
- No Enemies occupy The Wastes (13)
Note: If the Mech does not advance, the engines idle. Until the Mech advances again, Noise from Engine Room upgrades is halved (round up).
Distance & Speed
When the Mech advances, increase the Distance dial on the Mech Tracker by an amount equal to the total of both engines' Speed Stat, plus 1 for each time an Engine Room was fueled that round.
By default, each Engine has a Speed Stat of 1, so the Mech advances 2 per round. Reach 35 on the Distance dial to arrive at Sanctuary and win the game.
Enemy Escalation
As your crew progresses through the Wastes, stronger and more dangerous threats emerge. This is represented by shuffling higher-level Enemies into the Enemy Deck when the Mech reaches certain milestones.
At the start of the game, the Enemy Deck contains only level 1 Enemies.
- At Distance 10: Shuffle all level 2 Enemies into the deck.
- At Distance 20: Shuffle all level 3 Enemies into the deck.
If the Enemy Deck runs out of cards, shuffle the next level of Enemies together to form a new deck. Example: If the Enemy Deck runs out at Distance 9, shuffle the level 2 Enemies to form a new deck.
If level 3 Enemies have already been added, remove all Just the Wind cards and shuffle the remaining level 3 Enemy Cards to form a new deck.
Noise
Traveling through the Waste of Parts is sure to attract unwanted attention. Noise is generated in several ways and is tracked with the Noise dial on the Mech Tracker:
- Crew members (during setup, see page 5)
- Some room upgrades
- Some Enemies
- Fueling engines creates temporary Noise, tracked with silver cubes on the Mech Tracker.
At the end of the round, the First Player spawns a number of Enemies equal to the total Noise level (see page 8).
Remember: If the Mech does not advance at the end of the round, Noise from Engine Room upgrades is halved (rounded up) until it advances again.
Combat
Combat in the Waste of Parts is straightforward—Crew Members and Enemies use the same system. When attacking, roll a number of dice equal to the Attack Stat. Results of 1-2 are misses. Results of 3-6 are hits.
- Crew members cannot attack other Crew Members.
- A Crew Member must select their target before rolling.
- An Enemy's attack targets all Crew Members in its room. Roll separately for each.
Weapons
A Crew Member may select one equipped weapon and use that weapon's Attack Stat instead of the "unarmed" Attack Stat on their Crew Member Dashboard.
However, attacking with a weapon is risky. If every die in an attack roll results in a 1, the weapon jams and is immediately Scrapped (see page 14). Enemies spawn into numbered locations on the Mech Gameboard and will attack Crew Members or attack the room they occupy.
Enemies
Spawning Enemies
At the end of each round, the First Player draws and reveals a number of Enemy Cards equal to the Mech's Noise Level, plus one additional card for each fueled engine that round. While some Enemy Cards are harmless and discarded, most represent Enemies that have infiltrated your ship, seeking to drag you down to join them.
When an Enemy Card is drawn, place its acrylic standee in the appropriate room, as indicated by the Spawn Location number. Then, place the Enemy Card face up in the matching space on the Enemy Tracker. This board is used to reference Enemy stats and effects and track damage with red acrylic cubes. When an Enemy is destroyed, discard its card and remove its standee.
Note: If an Enemy Card is drawn and no acrylic standees remain to represent it, discard the card instead. Then, reduce the Hull dial on the Mech Tracker by an amount equal to the discarded Enemy's Health.
Enemy Actions
At the end of the round, each Enemy may take only one of the following actions:
- Attack: Enemies attack Crew Members in their room, or the room itself.
- Crew Members: Targets all Crew Members in its room. Roll a number of dice equal to the Enemy's Attack Stat separately for each target.
- Room: Worsens the current room's condition by one level—Functional to Inoperable, or Inoperable to On Fire. No dice are rolled.
- Move: Moves into an adjacent room.
Activating Enemies
All Enemies simultaneously determine their action based on a strict set of priorities. Each Enemy selects only the first applicable action:
- Attack all Crew Members in their room.
- Attack their room if it isn't On Fire.
- Move to an adjacent room with a Crew Member, prioritizing those closest to the Cockpit.
- Move toward the nearest Engine Room that's not On Fire.
If none of these apply, the Enemy does nothing.
Note: Enemies ignore Downed Crew Members.
After all Enemy actions are determined, the First Player resolves each Enemy's action. Tip: The most orderly way to do this is to resolve all actions for rooms matching the first priority, then repeat for each subsequent priority.
Enemy Cards
- Level: Level 1 Enemies form the Enemy Deck at the beginning of the game. Stronger Enemies are added as the Mech advances.
- Ability
- Health: When an Enemy suffers this much damage, it is destroyed. Discard the Enemy Card.
- Attack Stat: The number of dice rolled when this Enemy attacks.
- Spawn Location: Where this Enemy is placed on the Mech Gameboard when the card is drawn.
Salvaging
While hundreds of other vessels have tried and failed to make it across the Waste of Parts, you have two things they didn't: a massive Salvaging Crane capable of dredging the depths of the toxic sludge below… and a graveyard of ship hulks waiting to be looted.
The Salvaging Crane is a critical tool for survival. At the end of the round, if the Salvaging Crane Room is Functional and occupied by a Crew Member, the First Player may draw a number of Salvage Cards equal to the room's Salvage Stat (2 by default).
Alternatively, a Crew Member in the Cockpit may remotely operate the Salvaging Crane at half its Salvage Stat (rounded up).
If the Salvaging Crane has been used twice without the Mech advancing, it cannot be used again until the Mech moves forward. You've exhausted this area's worthwhile parts—time to move on.
Note: A Salvaging Crane room upgrade does not take effect until the round after it is installed.
Salvage Cards
Salvage Cards include room upgrades, equipment (weapons, armor, and gear), and Scrap. The crew collectively decides how to distribute these resources. If a decision cannot be reached, the First Player makes the final call.
Room Upgrade cards are overlaid on top of default room spaces, enhancing the Mech's functionality.
- Scrap an existing upgrade to replace it with a new one. Inoperable or On Fire rooms cannot receive upgrades, but rooms with Enemies can.
Equipment cards provide benefits to individual Crew Members when slotted to their Crew Member Dashboard.
- A Crew Member may hold up to two Equipment cards under normal circumstances. If a Crew Member is already at their equipment limit, they may Scrap or drop an existing card in their current room to equip a new one.
Scrap cards and other unused Salvage Cards are placed in the Scrap Pile for later use.
Salvage card anatomy:
- Name: The name of the room upgrade or equipment.
- Ability or Effect: Describes the card's ability or Room Effect.
- Location: Where a room upgrade can be placed.
- Noise Level: This upgrade generates Noise. Add this value to the Noise dial on the Mech Tracker.
- Action Icon: This card's ability requires an action to activate.
- Armor Icon: A Crew Member can only benefit from one armor card at a time.
- Attack Stat: The number of dice rolled when attacking with this Weapon.
- Reload Icon: After attacking with this weapon, turn the card upside down. It cannot be used again until its owner spends an action to reload, returning it to its ready position.
Note: Use the set-aside "reverse art" Token cards for upgraded Guns to match the gameboard art.
Scrap
Scrap is a versatile resource that plays a key role in surviving the Waste. It is represented by cards in the Scrap Pile, a face-up stack of Salvage Cards on the Mech Gameboard. Any card in the Scrap Pile is considered "Scrap".
What is Scrap?
Some Salvage Cards are inherently designated as "Scrap". When drawn, these cards are placed directly onto the Scrap Pile.
Other Salvage Cards become Scrap when unwanted or when a game effect instructs you to Scrap a card. In either case, move the card to the Scrap Pile.
The term "Scrap" also refers to the action of placing a card in the Scrap Pile. For example, if a card is "Scrapped," it is moved to the Scrap Pile.
Note: Discarding isn't Scrapping. Discarded cards are entirely out of play. Scrapped cards remain available in the Scrap Pile for future use.
Using Scrap
At the end of the round, the First Player may choose cards from the Scrap Pile to perform the following actions any number of times:
- Reinforce: Discard 2 cards to increase the Hull dial by 1.
- Recycle: Discard 3 cards to Rummage for an equipment card or a room upgrade card.
Scrap is also used by Crew Members to perform the Fuel action.
Winning the Game
When the Mech reaches Distance 35, finish the current round as normal. In subsequent rounds, no Enemies spawn. The end of round sequence is simplified to these steps:
- Refresh Crew Actions
- Room Effects
- Determine Enemy Actions
- Resolve Enemy Actions
- Fire Damage
- Salvaging
- Use Scrap
- New First Player
To win, the crew must defeat all remaining Enemies aboard the Mech, securing their arrival at Sanctuary.
Optional Rules
Events
Before the game begins, players may agree to play with the Event Deck. This deck introduces additional modifiers to standard gameplay.
At Distance 10 and 20, the First Player draws two Event Cards and reveals them. The crew chooses one to activate, and places it face up on the Event Deck. The other card is discarded. The active Event Card remains in play until:
- A new Event Card replaces it (when reaching another milestone).
- Players win the game (by reaching Distance 35 and defeating all Enemies).
Note: Event Cards are not active during a Boss Battle.
Bosses
Bosses are an ultimate challenge that players may choose to face after meeting the standard win conditions. This serves as a final test of teamwork and builds. If players opt to fight a Boss:
- After the final Enemy is destroyed, fully complete the remainder of the round.
- Complete another full round to prepare for the Boss. During this round, Reinforce costs are reduced—Crew Members may discard 1 Scrap instead of 2 to restore 1 Hull point.
- Set up the Boss as instructed below.
Boss Cards show a number and X in their Health Stat. X equals the number of Crew Members. Multiply them to determine the Boss's maximum Health. For example, the Harrow has a Health Stat of 6X. In a 4–Crew Member game, its maximum Health is 24. Track Boss Health using the Distance dial on the Mech Tracker.
Note: Instead of standard Enemy Actions, Bosses only act via their AI Card.
The Harrow
The Harrow is a massive, kraken-like entity lurking beneath the toxic sludge. It begins the fight submerged, where it cannot be targeted, and acts only through its tentacles. Summon The Harrow to the surface where it is vulnerable by destroying tentacles.
To set up the battle with The Harrow:
- Place The Harrow card on the Mech Gameboard.
- Shuffle the 7 Harrow Boss AI cards to form the Boss AI Deck.
- Shuffle the 20 Tentacle cards to form a new Enemy Deck.
- Draw and resolve a number of Tentacle cards equal to the number of Crew Members.
Resume rounds with the following end of round steps:
- Refresh Crew Actions
- Room Effects
- Tentacles Attack: Following normal Enemy action priority.
- The Harrow Acts: Draw and resolve an AI Card, unless The Harrow is submerged.
- The Harrow Surfaces: If there are 2 or fewer Tentacles (3 or fewer if playing with 5 Crew Members).
- Fire Damage
- Salvaging
- Use Scrap
- Spawn Tentacles: Draw and resolve a number of Tentacle cards equal to the number of Crew Members.
- New First Player
When The Harrow is destroyed, the players win the game with style!
The Scourge
The Scourge is a brutal warship, firing upon the Mech while deploying drones to board and disrupt the crew.
To set up the battle with The Scourge:
- Place The Scourge card on the Mech Gameboard.
- Shuffle the 6 Scourge Boss AI cards to form the Boss AI Deck.
- Build the Search Deck.
- Shuffle the Hacking Beacon, 2 Harpoon Bomb, and 2 Just the Wind cards together.
- Place additional Just the Wind cards on top of the deck equal to the number of Crew Members +2.
- Set each room to Inoperable, except the Aft Deck (1) and Fore Deck (4).
- Draw and resolve a Boss AI card.
The crew must locate a Hacking Beacon that has been fired onto the Mech. While it remains hidden, rooms cannot be Repaired. Crew Members gain a new action:
- Search: Place a red cube in your room, then draw a card from the Search Deck. You can only search a room that has not been searched.
Resume rounds with the following end of round steps:
- Refresh Crew Actions
- Room Effects
- Determine Enemy Actions
- Resolve Enemy Actions
- The Scourge Acts: Draw & resolve one AI Card, unless The Scourge is stunned by the Hacking Beacon. (If the deck is empty, shuffle the discard pile to form a new deck.)
- Fire Damage
- Salvaging
- Use Scrap
- New First Player
The Captain Emerges: When The Scourge is destroyed, place a Wastelander Enemy Card on the Fore Deck (4). The game is won when the Wastelander is destroyed.