The War of the Worlds: One More Day
The War of the Worlds: One More Day Rulebook
Table of Contents
Table of Contents
Components
1 x Rule Book 1 x Turn Reference card 1 x Survivor card (duel sided) – the Journalist 1 x Survivors deck (10 cards) – the Journalist's starting deck 1 x Hope & Health tracking deck (2 cards) 1 x Time Tracking deck (7 cards) 6 x Location Decks (9 cards in each) - Horsell Common, Weybridge, Leatherhead, London, Greenwich and The Coast. 6 x Location Scavenging decks (9 cards in each) - Horsell Common, Weybridge, Leatherhead, London, Greenwich and The Coast. 6 x Way Ahead Blocked cards (1 for each) - Horsell Common, Weybridge, Leatherhead, London, Greenwich and The Coast. 1 x Scavenging deck (15 cards) – The Road 1 x Incoming deck (15 cards) 1 x Event deck (30 cards) 3 x Story deck (between 4 and 6 cards in each) 6 x Story Specific Survivor cards 10 x Enemy Damage token - if you run out of these during the game, you may use any substitute. 10 x Intuition token 10 x Shilling token 5 x Stamina token 1 x Time Tracker token 1 x Health Tracker token 1 x Hope Tracker token
All components (except Enemy Damage tokens) are to be limited to the amounts shown above.
The Golden Rule
If the text on a game card contradicts the text contains in this rulebook, the text on the card takes precedence and must be followed.
Keywords
There are a number of words that you will see throughout the rulebook and on the game cards that are key to the understanding and playing of the game. Keywords will have the first letter capitalised, for example, when a card states 'then Remove this card', you can see the R of remove is capitalised, and is thus a keyword.
Below is a list of all the keywords used in the game, and their meaning -
- Active – when a card is Active, it is on the table and will be Resolved during the relevant phase. It can be interacted with by Survivor cards.
- Damage – is represented by the Damage tokens and is used to measure injury or damage inflicted to cards.
- Destroy – if the amount of Damage tokens on a card is equal to or exceeds the cards Energy value it is Destroyed, Remove the card from the game.
- Discard – place this card in the relevant Discard pile, this could be area d. or area f. depending on the type of card (Event or Survivor). When Discarded, the text on the card is not Resolved.
- Dodge – this represents the Survivor quickly removing themselves from an Engagement, but not far enough to stay safe for long. If you Dodge an Engaged card, turn the card that is being Dodged through 90 degrees to show it is currently Dodged, this card is no longer Active and will not Resolve at any time for the rest of the day. The player can ignore the card effects, but may continue to be interacted with if the player chooses.
- Draw – take the top card from the relevant deck.
- Energy – some cards will have an Energy value shown inside a coloured Hexagon, this represents the amount of Damage they can receive before being Destroyed and Removed from the game.
- Engage/Engagement – throughout the game you will be coming into contact with various unfriendly Martians, humans and situations. Sometimes these will Engage with you – this means to move the cards into the Engagement area in front of your Survivor card, resulting in negative consequences every turn. They will stay Engaged with you, unless you can find a way Dodge, Evade, Destroy or Discard them.
- Evade – this represents the Survivor finding a way to put a lot of distance between themselves and an Engagement, buying a bit of breathing space – but still with the risk of coming across them again in the future. If you Evade an Engaged card, move it into the Event Discard pile (d), then combine this pile with the Event deck and shuffle, creating a new Event deck.
Component Overview
Before explaining the gameplay we will go through each of the cards that will be used throughout the game, and some of the terms that will be used.
Story deck – Each Story deck is made up of a number of Chapter cards, which must be sorted into numerical order before the game begins. These Story decks represents a number of challenges, which the player is attempting to complete. At the beginning of the game, the player must select the Story they wish to play through for that game. This will inform the player which Survivor they will play as, as well as influencing other Set-Up details.
- Card title – The name of this card.
- Story text – Tells the story of what is happening to the Survivor and describes the situation they find themselves in.
- Objective – Based on the story, an objective will be given that the Survivor must complete.
- Outcome – Once the objective has been achieved, the outcome will inform the player how to proceed.
- Additional rules – Whilst this card is In Play, the rules shown here will need to be observed.
Character cards – Each character card represents a Survivor who has been caught up in the events of the Martian invasion. This will be the character the player will control the actions of throughout the game. Each of the Survivors have unique starting characteristics, Strengths and Weaknesses, which will mean the player will need to use different strategies when playing as different characters.
- Name of Survivor - Use the first letter to identify the cards that form their Survivor Starting Deck.
- Starting Characteristics - To be used during the game set-up
- Survivors unique Strengths & Weaknesses - These can be triggered by other cards and game actions.
Survivor cards – Each Survivor has 10 unique cards that make up their Survivor Starting deck – they can be identified by the initial of the Survivor (eg. J for Journalist) in the lower right corner on the card face. Each card can be used to carry out specific actions that will aid the player throughout the game. This deck will be added to through the game, by purchasing cards from the Scavenging decks or by gaining additional cards via the Story decks.
- Card title – The name of this card.
- Flavour text – Has no in game effect.
- Game text - The special abilities which can be Resolved by Playing this card.
- Survivor Starting deck identifier - The 10 starting cards have the initial of the Survivor on the card to help with between game sorting.
Scavenging card – Similar to the Survivor cards, the Scavenging cards are used to build the players deck, and help them to carry out specific actions that will aid the player throughout the game. The cards are not part of the Survivor deck at the start of the game, and must be purchased via the On the Road Scavenging deck (which is always available), or from the Location Scavenging deck, (which is only available whilst at a specific Location).
- Card title – The name of this card.
- Flavour text – Has no in-game effect.
- Scavenging deck identifier – Shows to which deck the card belongs, to help with between game sorting.
- Game text - The special abilities which can be Resolved by Playing this card.
- Cost – The number of Shillings which to be Spent, in order to Purchase the card.
- Trait – These words may be used by other cards to trigger certain in game effects, or make cards act in certain ways.
Hope & Health tracking cards – The Hope and the Health tracking cards are used throughout the game in order to monitor the characteristics of the Survivor by placing a tracking token on the appropriate space, and moving it up or down the track, depending on in game effects. The starting position for each characteristic is detailed on the Character card. Each value can never be above 20, and if either characteristic is at 0 at the end of the day (turn), the game is lost.
Time Tracking cards – The Time Tracking cards represent the number of days (turns) until the Martians succumb to Earths bacteria and the threat is over. This is how long the character will have to compete their Story and how long they will need to survive. A token is used to monitor the progress, and will be advanced at the start of each turn. The first part of the game timer is the 12 day calendar card with the other cards making up the second part of the game timer – which results in a randomised game length, representing the fact the Survivor does not know if or when the Martian threat might be over.
- Twelve Day Diary card – First part of the Time Tracking of the game, playing through the first 12 days.
- 1 to 5 Day Time Tracking cards – Second part of the Time Tracking of the game, used to randomise game length.
- Red Circled Day – Marks when to reveal the next Time Tracking card.
- Victory card – Part of the second part of the Time Tracking deck, shows when the threat of the Martian has passed.
Location cards – The Location cards are organised into a number of decks, each of which represents events, moments, opportunities and threats which the Survivor will encounter whilst at that Location.
- Location deck identifier – Shows to which deck the card belongs, to help with between game sorting.
- Card title – The name of this card.
- Flavour text – Has no in-game effect.
- Game text - The events that will need to be Resolved by this card being in play.
- Immediate Action icon – When a card is drawn with this icon on it, you must immediately Resolve the game text.
- Location card backs – Different card art for each Location.
Way Ahead Blocked cards – The Way Ahead Blocked card in used to track if a Location is Blocked or Open, as determined by the Story deck during Set-Up. This status can change during the game. If a Location is Blocked, a Survivor can not visit it. If a Location is Open, it can be visited, by finding a way there amongst the panic and events of the Martian invasion, through the Spending of Intuition.
- Way Ahead Blocked – When the card has this side facing up, it is not possible to Travel to the adjacent Location.
- Way Ahead Open – When the card has this side facing up, the way to this Location is open and the Survivor can Travel to the adjacent Location.
- Intuition Cost to Travel – Shows how much Intuition needs to be Spent in order to Travel to this Location.
- Open Location – Shows the Location deck that is available to Travel to.
Event cards – The Event cards represent the numerous situations, encounters and Engagements that the Survivor will face throughout their Story. Sometimes the Events are Martians or humans that will Engage the Survivor and make it hard to them to stay alive and not give up hope. Other times it may be events or the impact of humanity on the Survivors ability to keep going.
- Card title – The name of the card.
- Flavour text – Has no in-game effect.
- Location deck identifier – Shows to which deck the card belongs, to help with between game sorting.
- Immediate Action icon – When a card is drawn with this icon on it, you must immediately Resolve the game text down to the horizontal line in the text.
- Game text - The events that will be Resolved during the appropriate phase by this card being in play.
- Trait – These words may be used by other cards to trigger certain in game effects, or make cards act in certain ways.
- Energy Value – This value shows the amount of Damage a card can take before being Destroyed.
Incoming cards – The Incoming cards represent the cylinders bringing re-enforcements from Mars, which bring greater threat and more peril to Earth, as the Martian invasion proceeds. Throughout the game, they are slowly added to the Event deck, making it stronger and more dangerous as the days progress. Note : the Incoming cards have the same card back as the Event deck.
- Card title – The name of the card.
- Flavour text – Has no in-game effect.
- Location deck identifier – Shows to which deck the card belongs, to help with between game sorting.
- Immediate Action icon – When a card is drawn with this icon on it, you must immediately Resolve the game text down to the horizontal line in the text.
- Game text - The events that will be Resolved during the appropriate phase by this card being in play.
- Trait – These words may be used by other cards to trigger certain in game effects, or make cards act in certain ways.
- Energy Value – This value shows the amount of Damage a card can take before being Destroyed.
Various tokens – Each token is used to represent 1 of the relevant value.
Game Setup
- Take the 6 Location decks and sort by Location. Shuffle each deck and place face down in a column as shown.
- Take the 6 Location Scavenging decks and sort by Location. Shuffle each deck and place face down next to their corresponding Location deck, as shown.
- Take the 6 Way Ahead Blocked cards, ensure they are all 'blocked' side up and shuffle.
- Reveal the top 3 cards – these are the 'open' Locations – place them next to their corresponding Location deck with the 'open' side up.
- Take the remaining 3 cards – these are the 'blocked' Locations - one at a time, glance at the 'open' side, then place them next to their corresponding Location deck with the 'Way Ahead Blocked' side up.
- Take the Time Tracking deck. Retrieve the '12 days' card and place it in the bottom left corner of the table. This is the first part of the Time Tracking deck. Place the Time Tracker Token just above the Day 1 space.
- To create the second part of the Time Tracking deck -
- Retrieve the 'Victory' card and place it face down on the table. Shuffle the remaining 5 Time Tracking cards and place 2 of them face down onto the 'Victory' card. Shuffle these 3 cards and place then face down next to the '12 days' card on the table.
- Take the remaining 3 Time Tracking cards, shuffle, and then place all of these face down onto the previous 3 cards.
- Take the Incoming deck, shuffle and place face down in the middle, at the top of the table.
- Take the Event deck, shuffle and place face down below the Location deck.
- Take The Road Scavenging deck, shuffle and place as shown.
- Draw the top 5 cards of The Road Scavenging deck and place as shown.
- Place the Journalist Survivor card as shown.
- Place a Hope Tracker Token on the appropriate marker on the Hope Tracker card – based on the information shown on the Journalist Survivor card.
Now you're ready to play – and try to survive, just one more day!
Gameplay Overview
The game is played over a number of days – with each day being represented by a turn. The number of turns will vary depending on the set up Time Tracking deck, between 18 and 27 turns.
Each turn you will go through 9 steps, in the following order :
- Start of Day – This marks the passage of time in the game, the days are counted, and at a randomised time (based on card draw), the game will come to an end.
- Draw Event cards – Events will vary depending on where you find yourself, and how many Martian cylinders have crashed to Earth. Here you will reveal the challenges, engagements, troubles (and some opportunities) that your Survivor may encounter this day.
- Draw 5 Survivor cards – These represent the options that are available to your Survivor on this day. As your Survivor deck develops, by Purchasing new cards, your options will improve.
- Play or Discard all Survivor cards - By using your Survivors skills, knowledge, scavenged items and friends you may be able to mitigate the looming Events and Engagements before it's too late. Knowing when to Dodge, Evade, Travel or try to Destroy Engagements is key during this step.
- Events Step – If you couldn't mitigate the Events using your Survivor cards, they catch up with you and your Survivor will have to deal with the consequences!
- Travel to a new Location – If you have enough knowledge of the local area, or have maps or friends who can help, you may have enough information to find your way to another town, away from the Martian threat, at least for now.
- Engagement Activations – If you couldn't find a way to escape the immediate threats, they will now attack, dashing your hopes and injuring your body.
- Purchase Cards – As you search the streets, empty buildings and shops, you will be able to use money you have found, or influence and contacts to collect resources to aid you in your story and your need to survive.
- End of Day – As another day ends, you try and make sense of things around you and think of a way to carry on. Can you survive, just one more day?
Turn Breakdown
Here we will go through each of the steps in some more detail, describing what you should do during each one. Each turn you will go through these 9 steps, in the following order :
- Start of Day - Progress the Timing Token by 1 day. If the token is now in a red circle, reveal the next card from the Timing deck. On the next turn, you will move the token onto the next card.
- Draw Event cards -
- If you're at a Location, draw 1 card of the Current Location deck into the Event area. Then draw 2 Event cards into the Event area. Take any Immediate Actions as you draw the cards.
- If you are not at a Location, or there are no cards remaining in the Location deck, you are 'On the Road'. Draw 3 Event cards into the Event area. Take any Immediate Actions as you draw the cards.
- Draw 5 Survivor cards from your Survivors Draw deck into your Hand. If you run out of cards in your Draw deck, take all cards from your Survivor Discard pile, shuffle, and create a new Survivor Draw deck, then continue drawing the 5 cards to your Hand.
- Play or Discard all Survivor cards from your Hand and then place into your Survivor Discard pile (area f). As you Play each card, Resolve the actions as show on the card.
- Events Step - Starting with the left most card, Resolve all cards in the Event area. Once the card has Resolved and its actions carried out, turn the card by 90 degrees to show this.
- Travel to a new Location - If you wish to Travel to a new Location, you must Spend the amount of Intuition as shown on the Way Ahead Open card. You then take the following steps -
- if you are currently at a Location : put any Location cards which have not been Discarded, and any Location Scavenging cards that have not been Purchased, back to their original place on the table, as shown in the Game Setup.
- Remove any Remain in Play cards.
- place the Location cards from the Location you wish to Travel to, face down into area b. to form a new Location Draw deck.
Victory Conditions
If you survive until the end of the day after the Victory card is drawn from the Time Tracking deck, you can then check to see if you have also reached the Victory card of your Story deck, if so, you have successfully completed your Survivors Story, survived the Martian invasion and won the game!
If at any time you end the day with your Survivors Hope or Health at 0, the Survivor has given up all hope, or is too injured to carry on, and the game is lost.