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Waste Knights: Second Edition – Beyond the Horizon

Expansion for Waste Knights: Second Edition
Expansions
Waste Knights: Second Edition – Dice Tower 2023 Promo CardsWaste Knights: Second Edition – Krewni Pyrkonu 2 Promo Cards

Waste Knights: Second Edition – Beyond the Horizon Rulebook

Table of Contents

Table of Contents

  • Components
    • Adventure-Dedicated Components
  • Game Setup
  • Player Setup
  • Sea Board Setup and Overview
  • Sea Travel Rules
    • 1. Choose Sea Route
    • 2. Charter Ship
      • Ship Card
    • 3. Resolve Sea Card
    • Sea Dice
    • 4. Reach Port of Call
  • Stranded Knights and Sunk Ships
    • Sinking Ships
  • Destination Rules
    • Destination Card
  • Coastal Spaces, Destinations and Australia
  • Other New Rules
    • Aquatic Trait
    • Gaining Aquatic Trait
    • Aquatic Gear Cards Deck (Davy Jones' Locker)
    • Water and Dehydration
    • Aquatic Card Examples
    • Gaining Water
    • Using Water
    • Dehydration
    • Dehydration Cards
  • Breach
  • Sandbox Adventures
  • Optional Rules and Game Modes
    • Easy Mode Threat Tokens
    • Hard Mode Threat Tokens
    • Difficulty Modes
    • Playing Without Water
  • Destinations Overview
    • Tasmania
    • Solomon Islands
    • Trash City
    • New Guinea
    • New Zealand
    • Project X
  • Beyond the Horizon Card List

Components

The expansion's components, as listed on page 2 of the rulebook.

  • Rulebook
  • Guide
  • Book of Tales
  • 1 Sea Board
  • 4 Sea Reference Sheets
  • 2 Custom Sea Dice
  • 4 Knight Figures
  • 4 Knight Sheets
  • 4 Vehicle Sheets
  • 52 Sea Cards
  • 10 Ship Cards
  • 11 Wasteland Cards (Desert / Highway)
  • 9 Wasteland Cards (Scrub / Mountains)
  • 4 Exploration Cards
  • 14 Special Cards
  • 50 Gear Cards
  • 6 Dehydration Cards
  • 2 Injury Cards
  • 16 Personal Upgrade Cards (4 per knight)
  • 6 General Upgrade Cards
  • 30 Destination Cards
  • 7 Threat Tokens (3 Easy Mode, 3 Hard Mode, 1 Update)
  • 4 Cruise Tokens
  • 6 General Tokens
  • 30 Breach Tokens
  • 8 Aquatic Tokens
  • 16 Knight Tokens
  • 2 Trimming Markers
  • 1 Spring Marker

Adventure-Dedicated Components

These components are used only when playing an adventure that calls for them. See the Game Setup section for how to handle them.

  • From the Depths: 1 Crew Marker, 1 Junk Marker, 6 Destroyed Port Tokens, 1 Kraken Marker and plastic base forming the Kraken Figure, 8 Tentacle Tokens, 2 Blocked Action Space Tokens, 2 Blocked Ship Upgrade Space Tokens.
  • Emerald Seas: 2 Guards-Lash Boyz Markers, 1 Oarsmen Marker, 1 Road Train Marker.
  • Embers of Doom: 1 Guards-Doom Boyz Marker, 1 Bunker Marker, 1 Turbine Token, 1 Pump Token, 1 Temperature Marker.

Game Setup

When playing with this expansion, perform normal Game Setup with the following changes to the listed setup steps:

  1. Add new Special Cards face-down to the bottom of the Special Deck according to the numbers in the upper-left corner, avoiding to look at them too closely.
  2. Add new Exploration Cards to the Exploration Deck and shuffle it.
  3. Add new Wasteland Cards to their respective decks and shuffle them separately.
  4. Add new General Upgrade Cards to the General Upgrade Deck.
  5. Add new Injury Cards to the Injury Deck and shuffle it. Then shuffle the Dehydration Deck and place it with the Dehydration side face-up next to the Injury Deck.
  6. Add new Starting Gear Cards (as marked on the bottom of the cards) to the Starting Gear Cards from the base game. They can be chosen normally during the Player Setup. Then search new gear cards for the cards with the Aquatic trait shown at the top of the text box, shuffle them and slide them into the Aquatic Gear Deck Holder with the broken side face-up (so that the light background and a red icon in the upper-right corner are visible). Finally, take the remaining new gear cards and shuffle them with the gear cards from the base game.
  7. Place 2 Sea Dice and Cruise Tokens equal to the number of knights on the Camp Space of the board.
  8. Add Water Resource Markers to the Pool.
  9. Form a separate pool using the following new components to facilitate the gameplay – Plot, Sea Danger, Aquatic, Breach, Lost Outpost, Ruins, Shaft, Spring, Port and Trimming Markers and Tokens. For all game purposes these components are considered to also be in the pool.
  10. If this is your first game, replace the resource Threat Token (showing 3 resources) from the Threat Bag with its updated version from this expansion (showing 4 resources). Additionally, if you wish to change the game difficulty, you may need to add or replace some threat tokens from the bag (see the Difficulty Modes section for details).

Important: Do not add all the adventure-dedicated components to the pool. If you play an adventure matching some of those components (as marked in the components list), simply add them to the pool. Otherwise, keep them in the box.

Note: the printed setup list skips steps 1 and 7; these are not changed by this expansion and are carried over unchanged from the base game.

Player Setup

When playing with this expansion, perform normal Player Setup with the following changes to the listed setup steps:

I. Choose Knights: Add new Knight Sheets to the sheets from the base game. Additionally, each player takes 1 Sea Reference Sheet and the additional Knight Tokens.

II. Choose Vehicles: Add new Vehicle Sheets to the sheets from the base game. Important: When choosing your vehicle keep in mind, that the new Water resource takes up Capacity (see below).

III. Choose Starting Gear: Remember that there are new Starting Gear cards to choose from. One of them – the Oar – is a two-handed weapon. For the purpose of choosing the Starting Gear it is still considered 1 weapon, so the same player can take e.g. a Pistol and the Oar. Additionally, both Knife gear cards from the base game and the Knife gear card (from the Tales from the Outback expansion) are considered to have the Aquatic trait.

IV. Take Starting Resources: Each player takes 2 Water in addition to the other resources, placing them on their vehicle sheet. Important: Each 2 Water you carry take 1 Capacity, rounding up.

Sea Board Setup and Overview

When playing with this expansion, perform the following steps before each game to prepare the Sea Board and its accompanying game components:

A. Place the Sea Board next to the Board (also called the Main Board from now on).

B. Shuffle the Sea Deck and place it face-down on its matching slot of the Sea Board.

C. Separate destination cards according to their backs into six Destination Decks (for 6 different Destinations), shuffle them separately and place them face-down on their matching slots of the Sea Board.

D. Arrange ship cards, so that only their Cutter side (i.e. their back) is visible, then shuffle them and form them into the Ship Deck. Place it with the Cutter side face-up on the matching slot of the Sea Board. Draw a number of Ship Cards equal to the number of knights, flip them to their non-Cutter side and lay them out, starting from the leftmost Quay slot of the Sea Board, so that one card is placed in one slot (3-player setup is shown on the illustration in the rulebook).

Next, check if any players chose Heavy vehicles. If they did, check the Quay for Heavy ship cards. Their number should match the number of knights with a Heavy vehicle. If not, keep revealing ship cards from the deck until they match, exchanging the new ship cards starting from the rightmost cards from the Quay. Finally, shuffle all cards as necessary, taken from the Quay into the Ship Deck.

The illustration on page 4 is labelled with the letters A–D used in steps A–D above. Its key shows: Destination Space (Desert), Destination Space (City, Highway), Stranded Area, and Sea Route with Sea Danger Icons.

Sea Travel Rules

After introducing new rules from this expansion knights may find themselves a ship, leave Australia, cross dangerous waters around the continent and reach new, never-before-seen places called Destinations. They may also travel between the Australian cities by sea, thus saving time and avoiding dangers of the wasteland (or rather exchanging them for dangers of the toxic seas…).

In order to do this, the active knight may perform a new action called the Cruise Action. Similar to the basic actions, the Cruise Action can only be taken once per turn as one of the knight's 2 actions per turn. During this action the active knight uses a number of new game components, such as the Sea Board, the ship cards, and the sea cards, but all in all this action is very similar to the Move Action described in the base game.

The Cruise Action can only be performed on a space with a Port. Unless stated otherwise, ports can be found in 6 cities in Australia and in 6 destinations. A space with a port can be identified by white Sea Routes linking a given space with other spaces with ports. The sea routes are clearly shown on the Sea Board. When the active knight decides to perform the Cruise Action, they resolve it as described below.

1. Choose Sea Route

The active knight checks the sea routes available on their space (i.e. the ones linking their space with other spaces) and chooses one to use for their cruise. From now on the space where the action starts is called the Home Port and the space the knight wants to reach is called the Port of Call.

Each sea route features a number of Sea Danger Icons: Radiation, Contamination, and Threat are similar to those found in the base game (see p. 6 in the base Rulebook). There are also 3 new ones, unique for sea travels: Sea Die, Water and Hazard. Check the details on how to resolve them below. Keep in mind that longer routes feature more icons, and thus are more dangerous and costly.

2. Charter Ship

In order to cover a sea route, the active knight needs a vessel. They choose one of the Ship Cards available in the game, i.e. those placed face-up on the Quay slots along the edge of the Sea Board or the Cutter on top of the Ship Deck (it is also considered to be on the Quay). As the knight's vehicle is hauled on the deck, the chosen ship type (Light, Medium, Heavy) must be the same or heavier than the knight's vehicle type, i.e. Heavy ships can accommodate all vehicles, Medium ships can accommodate Medium and Light vehicles, and Light ships can only accommodate Light vehicles.

Important: In a rare situation when no available ship can accommodate the knight's vehicle, they may choose the topmost Cutter, but its Charter Cost (see below) increases by 1.

Next, the knight has to pay the chosen ship's Charter Cost. They do it by discarding non-Water resources and/or gear cards with Barter Value equal to the ship's Charter Cost. It is not considered Bartering, so the knight cannot take the opportunity to exchange resources or acquire gear cards. Additionally, they will not be given any "change" – if they overpay, they lose excess resources and/or gear cards.

Then, the knight prepares their Equipped gear cards the same way they do when performing the Move Action (see p. 6 in the base Rulebook). No gear cards can be rearranged until the current Cruise Action is resolved (including combat or any tests).

Important: During the Cruise Action the active knight has access to their vehicle as normal (i.e. the stored gear cards, Water and Fuel), but they cannot use any vehicle abilities or effects based on their vehicle (such as the Avenger's personal upgrade cards) – the vehicle is considered secured on the deck. Additionally, the vehicle can still suffer Damage as a result of resolving threat tokens and sea cards.

Ship Card

Ship cards are labelled as follows:

  1. Name.
  2. Type.
  3. Hull: Amount of Breach a ship can suffer before it is Sunk. It is similar to a vehicle's Chassis.
  4. Text Box: Describes special abilities.
  5. Charter Cost: Barter Value a knight must pay to use a ship for their Cruise Action.
  6. Speed: Amount of Water sea danger icons added (+) or removed (–) from the sea route during the Cruise Action. Fast ships remove Water, thus enabling a knight to save this resource.

Finally, the knight takes their chosen ship card (along with any Aquatic Tokens it provides – see below for details) and places it next to their knight sheet. They will keep it until the end of the current round – the ship is no longer available to other knights. They also place their knight figure on the chosen sea route next to the sea danger icons to mark that the knight is currently traveling by sea.

3. Resolve Sea Card

The active knight checks their sea route for the sea danger icons to resolve. As mentioned before, there are 6 different icons, but 3 of them are treated in the same way as in the base game:

  • Radiation: The knight suffers 1 Radiation.
  • Contamination: The knight suffers 1 Contamination.
  • Threat: The knight draws 1 Threat Token from the Threat Bag. It will be resolved along with the sea card.
  • Sea Die: The knight rolls 1 Sea Die, adding and resolving new sea danger icons according to its result.
  • Water: The knight spends 1 Water for each icon on their sea route. If they cannot, they need to draw a Dehydration Card (see p. 9 for details about Water and Dehydration).
  • Hazard: This icon may trigger certain effects on the sea card and is resolved along with it.

Important: Even if the active knight becomes unconscious as a result of resolving a sea danger icon or a sea card, they still reach their Port of Call (with the exception of being sunk while unconscious – see p. 6).

Now, the player to the active player's right draws 1 Sea Card from the deck and places it face-up on the table. That player will roll dice, read entries and make any decisions resulting from the card drawn. The sea cards are very similar to the wasteland cards and thus are resolved almost identically to them. Below you can find the differences in their resolution – for all other rules see p. 7 and 10-12 in the base Rulebook.

Sea card examples from the rulebook: an Enemy Card (Nautilus, Aquatic, Threat 1, "K: Your ship suffers 2 Breach"), an Event Card (Naval Mines, Aquatic, Test Tech (2), Pass: +1 Z, Fail: your ship suffers 2 Breach; additionally, for each Hazard you suffered your ship suffers 1 Breach and your vehicle suffers 1 Damage), and an Encounter Card (letter K).

The sea card's enemy, event and encounter variants are resolved as follows.

Resolving Enemy Cards: The active knight must resolve Combat with their enemy. If the enemy does not have the Aquatic trait as determined in combat phase I – Check Enemy Traits at the beginning of Combat, Combat is resolved according to normal rules described in the base game (see p. 10 in the base Rulebook).

If, on the other hand, the enemy has the Aquatic trait, at the beginning of combat phase II – Choose Weapon the active knight has to assign Aquatic Tokens (if they have any) to their sheet and/or cards without this trait in order to use them against the enemy (see p. 8 for details).

Some enemies may also cause the knight's ship to suffer Breach. In this case, simply place the proper number of Breach tokens on the Hull space of the knight's ship card (see p. 9 for details).

Resolving Event Cards: The active knight resolves the card as described in its text, testing skills, making decisions etc. Unlike wasteland event cards, sea event cards have no Condition Bar, but any Hazard suffered by the knight along their sea route may trigger effects on the event card just drawn or affect the outcome of the card resolution.

Additionally, if a given sea event card has the Aquatic trait, the knight has to assign Aquatic Tokens (if they have any) to their sheet and/or cards without this trait in order to use them when resolving the card (see p. 9 for details).

Resolving Encounter Cards: Sea encounter cards have a blue background to distinguish them from their wasteland counterparts. Besides that, they are resolved in exactly the same way.

Important: Even if a narrative entry describes that the active knight disembarks from their ship, for all game purposes the knight is still considered to be resolving the Cruise Action, and they cannot use their vehicle to move or for its abilities unless stated otherwise.

If any threat tokens have been drawn, they are resolved together with a sea card the same way as with a wasteland card. Additionally, if the knight has suffered any Hazard, these may trigger or enhance some effects from a sea card.

Sea Dice

Sea Dice are eight-sided dice (d8) mostly used in two situations: for random rolls and for sea travel.

If some effect instructs you to roll 1 sea die for its value, roll the die and check the number shown in the top corner of its face (1-8 as if rolling a normal d8). Then resolve a given effect based on the result.

If some effect or icon (Sea Die) simply instructs you to roll 1 sea die (usually when resolving the Cruise Action), do it and check the icon shown on its face:

  • Your ship suffers 1 Breach.
  • Your ship suffers 2 Breach.
  • Draw 1 threat token from the threat bag and resolve it.
  • Spend 1 Water.
  • Resolve 1 Hazard, if required by any effect.

There are 2 sea dice included in the box. If you ever need to roll more, remember the results and re-roll as many sea dice as necessary.

4. Reach Port of Call

If, at this point, the active knight's ship is not Sunk and the knight is not Stranded, they reach their Port of Call. Mark this by placing the active knight's figure on the space at the end of the chosen sea route and place a Cruise Token next to it.

If the knight ends their Cruise Action on a space in Australia or in a destination whose matching Destination Card is already face-up, the knight's turn ends. Additionally, they cannot interact with other knights until the end of the round, even if they are on the same space.

However, if the knight ends their Cruise Action in a destination that has not been visited yet and the knight is conscious, they draw the top card from the matching Destination Deck, show it to the other knights, and read it aloud resolving the "First Look" narrative entry. Once they do, the card is placed face-up on the top of its deck. From now on, any knight visiting the destination may perform the Destination Action to choose one of the options shown on the card (see p. 7 for details). Finally, the knight's turn ends as described above.

Important: If the knight is unconscious when reaching an unvisited destination, they do not draw a destination card. Other knights still have a chance this round to be the first to check the destination and get rewards for resolving the "First Look". If no knight does it, after the original knight regains consciousness in their turn, they immediately draw the matching destination card and resolve it as described above. Resolving the "First Look" is free, obligatory and not considered an action.

At the end of the round, when all knights are done resolving their turns, each non-Stranded knight with a Cruise Token next to their figure discards the token and returns their ship card to the Quay by placing it on the leftmost free Quay slot. Each ship card is returned in exactly the same state, in which its chartering knight left it – if there are any tokens and/or markers on it, e.g. Breach tokens, they stay on the card.

Additionally, if a given knight chartered one of the Cutter cards from the top of the Ship Deck, they return it to the top of the deck, not to a Quay slot. If there is more than one such knight, they return their Cutter cards in the player order – keep the tokens and/or markers only on the last Cutter card returned, discarding them from the other cards.

Stranded Knights and Sunk Ships

The active knight can become Stranded in the following ways:

  • as a result of a sea card effect
  • as a result of a narrative entry (usually connected with a destination card)
  • when their ship is Sunk (see below)

When the active knight becomes Stranded, they do not reach their Port of Call yet – their turn ends immediately. Their figure should be placed in the Stranded Area featured on the Sea Board. As long as a knight is in the Stranded Area, they are not considered to be in Australia or in any destination. Knights in the Stranded Area cannot interact with each other and they do not return their ship cards at the end of the round.

Next round, instead of performing normal actions, the active knight who is Stranded spends 1 Water, places their figure on their Port of Call from the previous round, places a Cruise Token next to their figure, and ends their turn as if they have just resolved the Cruise Action.

Important: If a Stranded knight is unconscious, they perform a free Regain Consciousness action before leaving the Stranded area as described above.

Sinking Ships

A knight's ship is Sunk when it has as many Breach as its Hull. If this happens, the ship card is removed from the game, the knight becomes Stranded and their vehicle becomes Wrecked. The knight leaves the Stranded area next round as described above – they simply do not return their ship card as they have none.

Important: If a knight becomes Stranded as a result of their ship being Sunk, and at the same time the knight is unconscious, they are eliminated from the game.

Destination Rules

Australia is surrounded by various Destinations, which – until now – have been inaccessible to survivors from the continent. However, with the slow return of civilization, an increasing number of bold captains are ready to risk long voyages to places such as Trash City or New Zealand.

In game terms, destinations are 6 spaces featured on the Sea Board and linked to 6 cities in Australia via sea routes. Knights may perform the Cruise Action to reach them and experience new adventures. Each destination is represented with its matching Destination Deck placed on the Sea Board. Each card from the deck has a different theme and 3 narrative choices enabling you to learn more about the place.

For triggering various game effects, destinations are considered Coastal Spaces (see below) and in case of New Guinea, New Zealand and Trash City, they are also treated as cities, thus enabling knights to perform the City Action there. Additionally, all destinations have ports, making it possible to travel using the sea routes between them and the continent. Knights can perform all basic actions in destinations according to normal rules, with the following exceptions:

  • Move Action: Knights cannot perform this action in destinations. All movement around destinations happens as part of narrative entries within the destination space. However, as long as a knight occupies a destination space, for all game purposes they are considered to be using their vehicle according to normal rules, i.e. a destination space is treated just like any other space from the main board.
  • Explore Action: Knights can perform this action in destinations as normal. A given destination's terrain type is featured next to its name on the Sea Board or its card.
  • Camp Action: Knights can perform this action in destinations as normal. If more than 1 knight occupies the same destination space, all such knights share the space according to normal rules (see p. 8 in the base Rulebook).

Important: Knights with Cruise Tokens cannot participate in this action.

Destinations offer one more action unavailable anywhere else – the Destination Action. When the first conscious knight reaches a given destination, they reveal the top card from its deck. Then they read it aloud, resolve the "First Look" narrative entry describing the current situation in the destination, and leave the card face-up on the top of its destination deck. From now on, any knight present in a destination with its card face-up may perform the Destination Action for free by taking one available narrative choice (i.e. not marked with a knight token), marking it with their knight token, and resolving its matching narrative entry. A knight cannot perform the Destination Action if:

  • their knight token is already on the destination card, i.e. the same knight can only perform one such action per destination
  • all narrative choices are marked with knight tokens, i.e. a given destination card has been "used up"

Even if all knight token spaces on a given destination card are marked with knight tokens, the card stays in the game – only one such card is drawn per destination in the whole game. Knights may still perform other actions in a given destination, but the Destination Action is no longer available there.

Destination Card

The rulebook's Destination Card diagram shows two sides, Front and Back, with the following labelled parts:

  1. Destination Name.
  2. Destination Icon / Terrain Type (Project X only).
  3. Card Title / Location Name (Project X only).
  4. Narrative Overview / Location Sketch (Project X only).
  5. First Look: The first knight to reach a given destination resolves its listed narrative entry.
  6. Narrative Choices: Adventures available at a destination.
  7. Knight Token Space: Knight performing the Destination Action marks this space with their knight token after making a narrative choice.

The example cards shown are the Roaring Forties card (Tasmania, "Green Paradise", First Look – see TA1; narrative choices Eastern, Northern, Western approaches – see TA2, TA3, TA4) and the Freebooters' Cove card (Project X, First Look – see PX1; narrative choices Main harbor – see PX2, Whalers – see PX3, Busy waterfront – see PX4).

Coastal Spaces, Destinations and Australia

This expansion introduces a new board as well as new types of spaces.

Coastal Space: Each space on the main board neighbouring sea areas (i.e. located in the outermost rim of the hexagonal grid) and each Destination Space is considered a Coastal Space. This has no special effect, but some cards or abilities may refer to it.

Destination Space: There are 6 Destinations in the game as shown on the Sea Board – New Guinea, New Zealand, Project X, Solomon Islands, Tasmania and Trash City. They are identified by a white rim and sea routes connecting them with Australia. They are normal spaces for the purposes of performing actions with one exception – players cannot perform the Move Action there. Besides that, some destinations are also city spaces as marked by their layout.

Australia: If some ability or special rule affects a game element in Australia, a given game element must be present on one of the hexagonal spaces on the main board featuring the continent of Australia.

Other New Rules

Aquatic Trait

This expansion introduces cards featuring the Aquatic trait. This trait represents threats or creatures typical for water environment, as well as items or abilities especially useful in such conditions. Besides the Aquatic trait written in their text box, Aquatic gear cards have blue type icons instead of green ones on their working side to facilitate separating the gear decks.

Generally, if a knight faces an Aquatic challenge – an enemy, event, narrative entry etc. – they need to have cards with the Aquatic trait to use against it. Otherwise, they will not effectively fight off a given enemy, gain bonuses in their skill tests or have access to certain narrative choices.

  • Knight is not Aquatic: The knight cannot use their non-gear upgrade cards, and cannot make Bare-handed attacks. They can still use their skills and other values (Repair, Exploration, Health, Resilience) to make non-attack tests and resolve effects.
  • Knight's gear card is not Aquatic: If it is a weapon, the knight cannot make any attacks with it; if it is an armor, they cannot use it to prevent Wound; no matter the gear type, it loses all special effects until a given card or entry is fully resolved (e.g. until the end of current Combat, skill test, narrative scene etc.).

Gaining Aquatic Trait

There are several ways to gain access to the Aquatic trait:

  • Knights usually gain Aquatic by equipping certain gear cards or acquiring upgrade cards.
  • Many new gear and upgrade cards from this expansion have Aquatic printed at the top of their text box.
  • Certain ship, gear or upgrade cards can provide a knight with Aquatic Tokens – once the knight learns that they face an Aquatic challenge, they may place such tokens on non-Aquatic game components, e.g. their knight sheet or gear cards, to temporarily make them Aquatic. Such components have this trait until a given challenge is resolved, and then the Aquatic tokens are discarded. Knights also discard all unused Aquatic tokens at the end of the action, in which they gained them.

Important: A vehicle sheet cannot gain Aquatic in any way, so its special ability (or any of the knight's upgrades relating to a vehicle) can never be used. However, it works normally for other game purposes, such as holding gear cards and resources, suffering Damage etc.

Aquatic Gear Cards Deck (Davy Jones' Locker)

With the introduction of Aquatic gear cards, there are 2 gear decks to draw cards from – the normal gear deck and the Aquatic Gear Deck. Each of them is placed in a separate holder during the setup, but cards from both decks should be discarded to one common discard pile. Cards can be drawn from the Aquatic gear deck in the following circumstances:

  • When resolving Barter on a coastal space, a knight may replace 1 normal gear card from the offer with 1 Aquatic gear card.
  • Whenever a knight would draw or take gear cards while resolving a sea card or combat with an Aquatic enemy, they may replace 1 normal gear card with 1 Aquatic gear card.

Water and Dehydration

This expansion introduces a new resource type representing drinkable Water. It adds new depth to the gameplay, letting you experience the survivalist aspect to its fullest. There are 12 Water markers in the game and each knight starts with 2 Water. Water mostly follows the same rules as the other 3 resources, with the following exceptions:

  • Capacity: Water markers take space in vehicles, much like gear cards. Each 2 Water placed on a vehicle sheet takes 1 Capacity, rounding up, e.g. 1 or 2 Water take 1 Capacity, 3 or 4 Water take 2 Capacity, etc.
  • Barter Value: Each Water is worth 1 when resolving Barter or other game effects, but when a knight visits the Stalls as part of the City Action, their Water has no value and cannot be used to acquire gear cards or other resources from the offer (see p. 9 in the base Rulebook). On the other hand, a knight may get Water while exchanging resources at the Stalls at a 2:1 ratio, e.g. if they discard, say, 1 Fuel to get Water, they will get 2 Water instead of 1. Additionally, Water cannot be used during the Cruise Action to cover Charter Costs.
  • Free Water: When a knight visits the Quack as part of the City Action, they may always gain 1 Water for free, even if there are no Water markers available in the pool. In other words, the Quack healing a Dehydrated knight (see below) always enables them to spend 1 Water as if they had 1 marker. If Water is available in the pool and a knight visiting the Quack is not Dehydrated, they may simply take 1 Water marker and place it on their vehicle sheet.
  • Necessity: If any game effect forces you to spend or discard Water, you must observe it even if you have no Water (see next page). Remember about it when choosing your route or resolving threat tokens.

Aquatic Card Examples

The rulebook shows four example cards, each marked Aquatic: a Weapon Gear Card (Grapple), an Armor Gear Card (Scuba Set), a Personal Upgrade Gear Card (Last Words), and a General Upgrade Card (Good Swimmer). The Good Swimmer card reads: "Aquatic. You gain Aquatic. When leaving the Stranded area, you do not spend any Water and you may choose any coastal space in Australia to end your turn in (instead of your Port of Call)."

Note: the icon symbols printed on the other example cards (attack, dice and Injury symbols) are not legible in the PDF text layer, so their text is not transcribed here; see the printed page 8 for them.

Gaining Water

Water can be gained in the following ways:

  • Explore Action: There are 4 new exploration cards added to the deck. They feature Water as findings. Additionally, whenever a knight resolves an exploration card choosing findings from the scrub or mountains section, they may replace 1 of the findings in a given section with 1 Water.
  • New Wasteland and Sea Cards: There are new wasteland and sea cards featuring Water as rewards.
  • Combat: Whenever a knight defeats a non-[enemy-type symbols] enemy, they may replace 1 of the rewards with 1 Water.

Note: the printed rulebook lists the excluded enemy types as four enemy-type symbols (the same symbols used on base game enemy cards), which do not survive the PDF text layer. They are left unnamed here; see the printed page 9 for the exact symbols.

Water can also be gained whenever a game effect enables a knight to gain chosen/any resources – they simply need to choose Water instead of other resources.

Using Water

Water is mostly used in two situations – when resolving the Move Action and the Cruise Action, as described below:

  • Move Action: When the active knight moves through at least 2 highway and/or desert spaces, they must spend 1 Water. It does not matter how many of such spaces above 2 their route contains. Important: Crater spaces are also counted as highway/desert spaces.
  • Cruise Action: When the active knight travels along a sea route, they must spend Water equal to the number of Water sea danger icons shown on their route and, additionally, those rolled on the sea dice. This number may be modified by their chartered ship's Speed, e.g. if their ship's Speed is "–1 Water", the knight spends 1 Water less, but if their ship's Speed is "+1 Water", they spend 1 Water more.

Dehydration

If a knight cannot spend or discard Water when forced to do so, they become Dehydrated. The knight marks it by drawing 1 card from the Dehydration Deck and placing it on their knight sheet. A dehydration card on its Normal Side (its back) has no negative effect, but it is an Injury card just like the red Injury cards representing permanent wounds. This means that being Dehydrated brings a knight closer to elimination (see p. 11 in the base Rulebook).

Important: If any effect forces a knight to attach an Injury card, it cannot be a Dehydration card unless specifically stated.

When the knight is forced to spend or discard Water again, and still cannot do so, they flip their Dehydration card to its Severe Dehydration side and immediately resolve its one-time effect shown at the top of the card. This effect is resolved only when a given card is flipped. If a knight with a Severe Dehydration card would be forced to spend more Water, they suffer 1 Contamination for each missing Water, as described at the bottom of the card.

A knight gets rid of their Dehydration card simply by spending Water: if they have a normal Dehydration card, they spend 1 Water to discard it; if they have a Severe Dehydration card, they spend 1 Water to flip it back to its normal side, and 1 additional Water to discard it. When a Dehydration card is discarded, it should be shuffled back into its deck.

Important: Effects forcing a knight to spend or discard Water are obligatory – this cost must be covered, if possible. A knight cannot voluntarily choose to become Dehydrated instead of spending or discarding Water. Additionally, a knight cannot have more than 1 Dehydration card – if they are forced to spend more Water, they keep suffering 1 Contamination for each missing Water.

It is possible that a knight will become Severely Dehydrated as part of one effect, if they are required to spend or discard 2 or more Water at once, but have no Water. This usually happens during voyages to far destinations. Additionally, some effects may force a knight to attach a Severe Dehydration card. In this situation they take 1 card from the Dehydration deck, flip it to its front, resolve its one-time effect and place the card on their knight sheet. If the knight already has a Dehydration card on their sheet, ignore this effect.

Dehydration Cards

The Dehydration cards are labelled as follows:

  1. Name.
  2. Type.
  3. Rules summary.
  4. One-time Flipping Effect.
  5. Permanent Effect.

Normal side (Dehydration, State (Injury)): "Draw this card and place it next to your knight sheet, when you have to spend at least 1 Water, but you cannot. When you gain at least 1 Water, spend 1 Water and shuffle this card back into the Dehydration deck. If you have to spend at least 1 Water, but you cannot, suffer 1 Contamination."

Severe Dehydration side (Compulsion, Severe Dehydration (Injury)): "Immediately discard 1 Gear. When you gain at least 1 Water, spend 1 Water and flip this card. When you gain at least 2 Water, spend 2 Water and shuffle this card back into the Dehydration deck. If you have to spend at least 1 Water, but you cannot, flip this card and resolve its top effect."

Breach

While knights' vehicles may suffer Damage, ships introduced in this expansion may suffer Breach – usually during the Cruise Action when a given ship is chartered by a knight, but there are effects causing ships to suffer Breach in other circumstances. This is marked by placing Breach tokens on the Hull space of a ship card. When a ship has as many Breach as its Hull, it is Sunk – its card is removed from the game, the knight using it becomes Stranded and the knight's vehicle becomes Wrecked.

Normally, Breach cannot be discarded from ship cards. When a knight returns their ship card to the Quay, all Breach tokens stay on the card – there will be a bigger chance in the future that a given ship will sink.

Sandbox Adventures

This expansion introduces a new adventure format called Sandbox Adventures. Namely, Waltzing Matilda, Crown of Australia, Embers of Doom, and Big Chase belong to this group. Sandbox adventures can be recognized by their similar layout and a subtitle in the Book of Tales. Such adventures are very similar to the story-driven adventures as far as the rules go. The main difference is that sandbox adventures contain less narrative text, they are more strategic and give players more freedom both during setup and gameplay.

Players may often choose the length and goals of the game, various game modes depending on the starting number of knights, or how to approach adventure challenges – they no longer need to follow a predefined storyline, but rather decide how to best fulfill adventure goals.

Thanks to their simplified structure, sandbox adventures easily accommodate various game modes that are harder to introduce in story-driven adventures, which already contain additional rules and have demanding upkeep. Sandbox adventures do not feature any encounter table with letters and numbers for encounter cards. Some of them use encounter cards in unique ways. Otherwise, whenever you draw an encounter card, you should ignore it or use the Companion App Random Encounter functionality to resolve a narrative script.

Important: Some sandbox adventures require dedicated game components. You can identify them by checking the components list in the Components section above.

Optional Rules and Game Modes

Easy Mode Threat Tokens

These tokens can be identified by a green edge.

  • Yellow side: Your first test made when resolving your wasteland/sea card is automatically successful. Red side: You gain 1 additional Z if you defeat your enemy.
  • Yellow side: You obtain 1 V in the first test made when resolving your wasteland/sea card. Red side: You deal 1 A – resolve when you attack your enemy.
  • Yellow side: You obtain 1 V in the first test made when resolving your wasteland/sea card. Red side: You obtain 1 K – resolve when you attack your enemy.

Hard Mode Threat Tokens

These tokens can be identified by a red edge.

  • Yellow side: You suffer 2 S. Red side: Your enemy gains 1 red die – resolve when the enemy attacks.
  • Yellow side: You immediately discard 2 Water. Red side: Your enemy gains the Aquatic trait.
  • Yellow side: Your vehicle suffers 2 Damage. Red side: Your enemy immediately gains +2 (heart symbol).

Note: the threat tokens use icon symbols; where the text layer shows a symbol as a bare letter (Z, V, A, K, S) or the heart symbol, the letter or symbol is kept as it is printed, because its name is not given in the text.

Difficulty Modes

This expansion introduces rules and game components to make the game easier for beginner players and those who simply wish to enjoy adventures without caring much about the survivalist aspect of the game. On the other hand, experienced players may choose to raise the difficulty when they feel that the game does not pose a challenge for them.

  • Easy Mode: When collecting threat tokens for the threat bag during the setup, add 3 Easy Mode Threat Tokens, for a total of 13 tokens. Then put all of them into the bag.
  • Very Easy Mode: When collecting threat tokens for the threat bag during the setup, remove from the game 3 random basic threat tokens and replace them with 3 Easy Mode Threat Tokens, for a total of 10 tokens. Then put all of them into the bag.
  • Hard Mode: When collecting threat tokens for the threat bag during the setup, add 3 Hard Mode Threat Tokens, for a total of 13 tokens. Then put all of them into the bag.
  • Very Hard Mode: When collecting threat tokens for the threat bag during the setup, remove from the game 3 random basic threat tokens and replace them with 3 Hard Mode Threat Tokens, for a total of 10 tokens. Then put all of them into the bag.

Playing Without Water

Some players may wish to use new game elements or sea travel rules, but feel that introducing the Water resource is too difficult. In such a situation you may remove the Water markers, the Dehydration cards and 4 new exploration and 2 new Injury cards featuring Water from the game. Whenever you need to spend or discard Water or gain Water, simply ignore such effect. Additionally, whenever you would attach a Dehydration card to your knight, attach a red Injury card instead.

Important: New adventures and game components may prove unplayable as a result of removing Water and its related rules from the game. It will also lower the general difficulty.

Destinations Overview

Tasmania

Australians call Tasmania "Green Paradise" and eagerly sail toward its coast – seemingly untouched by the Scourge. Yet those who return tell unbelievable stories about strange beasts, untamed wilderness, and forgotten ruins. It is the closest of all places, but is it also the safest one?

Solomon Islands

A veil of secrets shrouds Solomon Islands – more so after the Scourge. So, whatever you hear – be it giants, fanatics or fields of junk ready to be scavenged – remember that it's just hearsay.

Trash City

This clearly artificial island is surrounded by tons of garbage floating on the water. Hundreds of people are busy scavenging the garbage, while a tall air traffic control tower dominates the area – or what remains of this old, military airfield. Its caste society may not be ready for an independent individual such as you.

New Guinea

The land forever marked by fire and black clouds seen on the northern horizon from far away. At the same time it's so green and lush it's near impossible to resist. Is this true that hardly any traveler returns to tell the tale of this place?

New Zealand

Old stories tell of a far away island chain in the east. Most say it's too far for robots and mutants to reach the place, but there's also gossip about a power rising in the region called the New Commonwealth.

Project X

Go where no one has gone before. Dare to visit a place not yet visited by any sane creature. See what lies far away from Australia, where no maps can help you and no one shall hear your pleas for help.

Beyond the Horizon Card List

The rulebook closes with the list of cards included in this expansion.

Dehydration Cards: Compulsion, Desperation, Disoriented, Panic, Paranoia, Rage

Destination Cards: New Guinea (5), New Zealand (5), Project X (5), Solomon Islands (5), Tasmania (5), Trash City (5)

Exploration Cards: 4 cards featuring Water

Gear Cards: Aqualung (2), Bomb-and-Chain, Brass Knuckles, Camel, Captain's Hat, Crab Helmet, Cursed Coin, Deepwater Suit, Dice, Diving Mask, Energy Cutlass, Fishing Rod, Flare Gun, "Gills", GPS Tracker, Grapple, Groaners, Hammock, Harpoon, Hy2rO, Kapock (2), Keg of Rum, Life Ring, Lighter, Net, Oar, Oilskins, "Rock", Rope, Scuba Set (2), Seaweed, "Snake Bite", Snorkeling Gear (2), Speargun (2), Spear Shield, Spyglass, Stun Trident, Taiaha, Treasure Map, Trirang, Turtle Shield, Water Can, Water Filter, Waterproof Case, Woomera

General Upgrade Cards: Deep Pockets/Water Carrier, Firm Grip/Ambidextrous, Landlubber/Good Swimmer, Lucky Bastard, Scrap Builder/Quick Draw, Tough/Inquisitive

Injury Cards: Parched, Seasick

Personal Upgrade Cards: Assault Marine Upgrades (4), Pirate Upgrades (4), Rangatira Upgrades (4), Trader Upgrades (4)

Sea Cards: Atoll, Autonomic Warship, Blackbeard's Crew, Broken Arrows, Calm Sea, Cargo Brethren, Castaways, Containers, Drone Shark, East Australia Company, Encounter Cards I-L (4), Fiddler's Green, Fishermen, Garbage Patch, Giant Jellyfish, Ghost Ship, Greasers, Guests, Icebreakers, Junkies, Kraken's Hug, Living Seaweed, Message in a Bottle, Moby Dick, Nautilus, Naval Mines, Oil Leak, Oil Rig, Pirates!, Reef, Salty Wives, Salvage Brigade, Shallows, Shipwreck, Skeleton Crew, Smugglers' Stash, Somaliees, Steelgulls, Steel Serpent, St. Elmo's Fire, Storm, Storm Riders, The Flying Dutchman, Tora Team, Tsunami, UMC, Undersea Volcano, Vinyl Hoarders, Windmills

Ship Cards: Barge, Catamaran, Container Ship, Ferry, Power Cruiser, Raft, Speeder, Submarine, Trawler, Whaler

Special Cards: Numbered 24-37

Wasteland Cards: Baby Dolls, Blind Ones, Botany Bay Bunch (2), Corroboree, Eternal Gardener, Giant Centipedes, Harbingers of the Abyss, Landslide, Lost Outpost (2), Moonhowlers, Ruins, Sea Assault (2), Shaft, Spillers, Spring, The Meek, Wandering Moths

  • 4 Port Markers
  • 6 Plot Tokens (11-16)
  • 12 Water Markers
  • 15 Sea Danger Markers
  • 2 Lost Outpost Markers
  • 1 Ruins Marker
  • 1 Shaft Marker
  • Aquatic Gear Deck Holder (Davy Jones' Locker) – assemble it according to the illustration in the base game Rulebook.