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This War of Mine: Orphans

Expansion for This War of Mine: The Board Game

This War of Mine: Orphans Rulebook

Table of Contents

Table of Contents

  • Overview
  • Components
  • Setup
  • Orphan Cards
    • Boy
    • Girl
    • Kids
  • Kid Action Cards
    • Things Are Not So Bad!
    • I Must Live For The Little One
    • Look What I've Found!
    • Nobody's Home...
    • Reality Impact
    • Hide and Seek
  • Kid Fitting Cards
    • Cardboard Fort
    • Comfortable Bed
    • Magic Room
    • Kid's Room
    • Bike
    • Toys
  • Notes on Sources and Gaps

Overview

This module provides a wholly different experience for players and is somewhat similar to Scenarios. Your main task, besides trying to survive until the Ceasefire, is ensuring the safety and well-being of a child (or a pair of children), whom you are looking after. The children can also aid you in your everyday struggles, but, of course, only to a limited extent. The Happiness trait that can be found only on their cards represents both their physical condition and health, but it also stands for their emotional state.

Components

This module is comprised of 2 Orphan miniatures, 3 Orphan cards (Boy, Girl, Kids), 6 Kid Fitting cards, 6 Kid Action cards, 1 Happiness token, and a dedicated Orphans of War chapter in the Wartime Diary II, containing unique scripts for the module.

Setup

If you wish to use this module, at the beginning of a playthrough, during Setup, draw 1 of the 3 Orphan cards (Boy, Girl, or Kids) and place the corresponding miniatures on the Shelter board, on any space you want. Then place the Happiness token on the marked space of the Happiness track on the Orphan card you have drawn.

Next, place the Kid Fitting card Kid's Room based on the description provided on the back of the card. The remaining Kid Fitting cards from this module should be shuffled into the Fittings deck.

Finally, shuffle the Kid Actions deck and place it next to the board. You may acquire and use the Kid Action cards when you craft some of the Kid Fitting cards.

Gap: the back of the Kid's Room card, which holds its placement description, is not visible in the source photo and is not transcribed.

Orphan Cards

Each Orphan card shows a Happiness track and a starting Happiness value. The Happiness token is placed on the starting value when the card is drawn in Setup. The card's Happiness 0 entry refers to a numbered entry in the Orphans of War chapter of the Wartime Diary II, which is not available; that number is not legible in the source photo.

Boy

  • Starting Happiness: 2
  • Happiness track: 3, 2, 1, 0
  • Lower his Happiness by 1 whenever:
    • He is not fed 1 Vegetable / 1 Raw Food / 1 Canned Food during the Dusk phase.
    • Any Character suffers Wounds during the Night Raid phase.
  • Happiness 0: see [number illegible] in the Orphans of War book.

Girl

  • Starting Happiness: 3
  • Happiness track: 4, 3, 2, 1, 0
  • Lower her Happiness by 1 whenever:
    • She is not fed 1 Vegetable / 1 Raw Food / 1 Canned Food during the Dusk phase.
    • Any Character dies or abandons the group.
    • Any Character suffers Wounds during the Night Raid phase.
    • Any Character becomes miserable [?] (level 3).
  • Happiness 0: see [number illegible] in the Orphans of War book.

Kids

  • Starting Happiness: 3
  • Happiness track: 5, 4, 3, 2, 1, 0
  • Lower their Happiness by 1 whenever:
    • They are not fed 2 Vegetables / 1 Raw Food / 1 Canned Food during the Dusk phase.
    • Any Character dies or abandons the group.
    • Any Character suffers Wounds during the Night Raid phase.
  • Happiness 0: see [number illegible] in the Orphans of War book.

Kid Action Cards

Kid Action cards are drawn from the Kid Actions deck (see Setup). Each card's own text gives its timing and its removal instruction.

Things Are Not So Bad!

Play at any time. Set 1 chosen Character's Misery to 0.

After playing this card, remove it from the game.

I Must Live For The Little One

Play at any time. When a Character is about to die during the Scavenging phase, set their Wounds to 3 and the Scavenging ends immediately ("Choose Findings" is resolved normally).

After playing this card, remove it from the game.

Look What I've Found!

Play at any time. The child automatically finds any 1 yellow / green / grey token you choose. Add it to the Storage.

After playing this card, remove it from the game.

Nobody's Home...

Play during any Night Raid phase, after drawing a Night Raid card. Ignore Wounds from the Night Raid card as long as the guards do not roll any Combat die to lower the Damage.

After playing this card, remove it from the game.

Reality Impact

Something unexpected has happened. Draw another card from the Kid Actions deck and check the number shown in the corner (then shuffle the drawn card back into the Kid Actions deck). Find that number in the Orphans of War book and resolve the corresponding text.

Afterwards, remove the card from the game.

Gap: the numbered entries of the Orphans of War book that Reality Impact points to are not available, so this card cannot be fully resolved from this file.

Hide and Seek

Play at any time. The child finds a hidden stash. Add the following tokens to the Storage: 2 Mechanical Parts, 2 Electrical Parts, 2 Wood, [?] Components, and a Broken Guitar.

After playing this card, remove it from the game.

Gap: the number of Components on this card is not clear in the photo.

Kid Fitting Cards

Each Kid Fitting card is printed with an activity name, and its effects refer to the Empathy of the Character placed on it.

Cardboard Fort

Play in the Fort

Roll the Black die and compare the result with the Empathy of the Character placed here.

A result that is equal to or less than this Character's Empathy → raise the Happiness by 1 and lower this Character's Misery by 1.

A result that is greater than this Character's Empathy → remove this card from the game.

Comfortable Bed

Sweet Dreams

During the Dawn phase, roll the Black die. Result = 7-10 → raise the Happiness by 1.

Magic Room

A Different World

Roll the Black die and compare the result with the Empathy of the Character placed here. You may roll the die twice and choose the better result.

A result that is equal to or less than this Character's Empathy → raise the Happiness by 1.

Can only be used once per day.

Kid's Room

Talk and Play

Roll the Black die and compare the result with the Empathy of the Character placed here.

A result that is equal to or less than this Character's Empathy → raise the Happiness by 1.

Can only be used once per day.

Bike

Learning to Ride

Roll the Black die and compare the result with the Empathy of the Character placed here.

A result that is equal to or less than this Character's Empathy → raise the Happiness by 1.

A result that is greater than this Character's Empathy → remove this card from the game.

Toys

Toy Stories

Roll the Black die and compare the result with the Empathy of the Character placed here. You may roll the die twice and choose the better result.

A result that is equal to or less than this Character's Empathy → raise the Happiness by 1.

A result that is greater than this Character's Empathy → remove this card from the game.

Notes on Sources and Gaps

  • The Orphans of War module rules (Overview, Components, Setup, and the Kid Action and Kid Fitting rules described in the Setup text) are from the official Days of the Siege booklet, page 3.
  • The Kid card text is from a photograph of the cards, not from a publisher file. Where the photo was unreadable, the text is marked [?] or [number illegible].
  • The module's scripts and numbered Happiness 0 and Reality Impact entries are in the Orphans of War chapter of the Wartime Diary II, which is not available, so they are not transcribed.
  • The Kid's Room back text is not visible in the photo and is not transcribed.