Texto completo do manual
rulebO k
Stop!
If you want us to teach you
how to play, you can visit
plaidhatgames.com
and watch a video
explanation.
---
2
Components
1 Rulebook
1 Adventure Book
23 Plastic Figures
2 Resolution Dice
1 Sideboard
1 Campaign Dashboard
1 Downtown Travel Map
47 Card Discovery Deck
4 Character Cards
37 Basic Action Cards
4 Character Infl uence Cards
51 Item Cards
17 Status Cards
20 Ability Cards
17 Encounter Cards
8 Mission Cards
22 Enemy Cards
10 Environment Cards
13 Vehicle Travel Cards
1 Situation Token
1 Party Location Marker
25 Wound Tokens
21 Scavenge Tokens
8 Battery Tokens
4 Objective Tokens
5 Fire Tokens
8 Roach Tokens
4 Hornet Drone Tokens
1 Dustfeather Token
3 Heavy Object Tokens
1 Fishhook Token
2 Trap Tokens
3 Aim Tokens
1 Milk Carton Boat Token
1 Truck Standee
1 Jeep Standee
2 Enemy Blade Bike Standees
2 Skate Raider Standees
1 Smokey Standee
7 Plastic Standee Stands
7 Plastic Dial Connectors
1 Discovery Deck Box
1 Banished Deck Box
4 Character Deck Boxes
1 Colony Supply Deck Box
14 Plastic Baggies
Character Card
1. Name
2. Class
3. Species
4. Attribute Bonuses
5. Starting Ability
6. Starting Item
7. Life Value
8. Personal Goal
9. Character Bio
10. Character Figure
Meziah was the first and only offspring to Patch and Tidbit.
He was born just hours after the Calamity. Other mice call
him firstborn, a title that makes Meziah uncomfortable. He
is smaller than the other mice but he has the sharpest eyes
in the colony, making him an excellent marksmouse.
Meziah
tHe
tale
of
“I hang back. If somebody wants to hurt
me, why would I give them the chance?”
- Meziah
Meziah was the first and only offspring to Patch and Tidbit.
He was born just hours after the Calamity. Other mice call
him firstborn, a title that makes Meziah uncomfortable. He
is smaller than the other mice but he has the sharpest eyes
in the colony, making him an excellent marksmouse.
Meziah
tHe
tale
of
“I hang back. If somebody wants to hurt
me, why would I give them the chance?”
- Meziah
Meziah
Goal:
Have mission 11 in your
banished deck box and 2 or
more alliance cards in your
colony supply deck box.
SHARPIE mouse
Starting ability:
Team Focus
Starting item:
Toothpick crossbow
2
1
3
4
5
6
7
8
9
10
Action Cards
Enemy Card
Leader • Regular • nomad
:2:2:51-2challenge
The bookkeeper becomes Marked.
:2:2:43 steal
-X. X = # of Meeklings in play,
including this one.
meekling Leader
1
2
4
5
3
6
7
8
9
10
1. Name
2. Type
3. Actions
4. Speed Value
5. Range Value
6. Strength Value
7. Life Value
8. Defense Value
9. Communicate Value
10. Figure Base Shape
object of the game
Af ermath is a cooperative adventure game for 1-4 players. In it, players
take on the role of small rodents trying to survive and thrive in a post-
apocalyptic world where humans have mysteriously disappeared.
In each Af ermath game session, players must explore the dangerous
and shattered world, forage for supplies, accomplish missions, compete
with rival rodents, and contend with vicious predators, all while racing
against time, as leaving the colony unprotected for too long could
result in tragedy.
Af ermath is played as a campaign game, meaning that each session has
an impact on the overall state of your colony and advances certain story
arcs in the narrative. To win the campaign, players must accomplish the
characters’ personal goals while preventing the colony from disbanding.
S .PLLCDMAEGLMTS.CFM
© 2019 Plaid Hat Games. Af ermath, Plaid Hat Games, and the Plaid Hat Games logo are trademarks of Plaid Hat
Games. Plaid Hat Games is a division of Asmodee North America, Inc. 1995 W County Rd B2, Roseville, MN
55113. 651-639-1905. Actual components may vary from those shown. Made in China. THIS PRODUCT IS NOT
A TOY. NOT INTENDED FOR USE BY PERSONS 13 YEARS OF AGE OR YOUNGER.
1 23 4 567 8
1. Agility (Green)
2. Strength (Red)
3. Resistance (Blue)
4. Instinct (Yellow)
5. Heroic (White)
6. Threat (Black)
7. Calamity
8. Character Infl uence
---
3
Encounter Card
1. Name
2. Number
3. Setup
4. Situation
5. Special Rules
6. Loot
7. Flavor Text
19: Flaming lizards
“I like the tech they’re carrying,” quips Ringr.
“I’d like it better if they weren’t going to cook
me with it.”
setup
Encounter:
1 Gecko Leader and a # of
Geckos = # of characters -1.
Place a fire token on the leader’s card.
Put the Fire environment card into play.
special rules
If a character is attacked by the leader,
place a fire token on their space.
loot
Retrieve the Aerosol Flamer
from the item deck.
Situation: hostile
1
2
3
4
7
5
6
Item Card
1. Name
2. Type
3. E2 ect
4. Range
5. Bonus
6. Repair Cost
7. Equipment Slot
8. Keywords
enemy vehicle
•
scaled one
skate raiders
:3
:4
:7
1-2
harpoon gun
After attacking, move this Skate Raider
1 space toward the targeted vehicle.
:4
:1
:6
3
collateral damage
hornet Drones
environment
Place a hornet drone
token under each
character in play.
When a character
moves, its hornet
drone moves with it.
A character that ends its turn on a
space with 1 or more hornet drones is
targeted by a melee attack, 3.
A hornet drone has a defense of 4.
A successful attack removes the hornet
drone token.
Other Cards
Tokens and markers
RATTLED
Effect
removal
You cannot play more than
1 action card into a skill test,
unless it is a
skill test.
skill test, difficulty 4.
Difficulty -1 for each other
character on your space.
removal
You cannot play more than
1 action card into a skill test,
unless it is a
skill test.
skill test, difficulty 4.
Difficulty -1 for each other
character on your space.
team Focus Class:
Sharpie (Starting)
Use before rolling any resolution dice
for a skill test. Reduce the difficulty
of that skill test by 1 for each other
character on your space.
1
2
3
4
5 6 1. Fire Token
2. Dustfeather Token
3. Situation Token
4. Vehicle Standees
5. Aim Token
6. Party Location Marker
7. Trap Token
8. Fishhook Token
9
3
10
15
14
1
12
13
2
1
5
7
8
6
4
9. Wound/Toxic Wound Token
10. Scavenge Token
11. Heavy Object Tokens
12. Roach Token
13. Hornet Drone Token
14. Objective Token
15. Battery Token
MiS ion Card
Patch puts a paw on Meziah’s shoulder and
says, “I can’t believe my son is old enough to
raid Enjo.” He shakes his head in disbelief.
“Listen, you be careful out there. Be alert
and don’t get cocky! Your mom is going to be
worried sick, even with Grumple along for
protection.”
“I’ll be fine,” groans Meziah.
“You will be,” agrees Patch, “so long as you
trust each other and work together.”
1raid on enjo
Main mission:
Patch puts a paw on Meziah’s shoulder and
says, “I can’t believe my son is old enough to
raid Enjo.” He shakes his head in disbelief.
“Listen, you be careful out there. Be alert
and don’t get cocky! Your mom is going to be
worried sick, even with Grumple along for
protection.”
“I’ll be fine,” groans Meziah.
“You will be,” agrees Patch, “so long as you
trust each other and work together.”
1
Mission Goal
Find a way into Enjo.
Get out with a bag of Onion Snootles.
available travel methods
On foot.
successFailure
Read entry
98-1.
Read entry
98-2.
:C-1
:5
1. Name
2. Number
3. Type (Main or Side)
4. Story
5. Mission Goal
6. Mission Location
7. Time Allowance
8. Travel Options
9. Mission Success Entry
10. Mission Fail Entry
5
2
1
3
46
79 10
8
range weapon 2
noisy
glass
launcher
Repair:3
1 = +1 ,
1 = +1 .
1
8
6
4
5
3
7
2
1. Ability Card
2. Status Card
3. Environment Card
4. Vehicle Travel Cards
5. Enemy Vehicle Card
6. Road Card
---
4
Sideboard
GROUP TASK
BROKEN ITEMS
THE HUNT
FIGURES
1. Group Task Slot
2. Group Task Dial
3. Broken Items Pile
4. The Hunt Box
5. The Hunt Figures Slot
6. Threat Track
7. Placed Enemy Cards
8. Placed Threat Cards
sPeCiAl • sMaL • bUg
roaches
:2:0:X+21-3vicious swarm
All Roaches move, then all Roaches attack.
Roaches sharing a space attack together as
one. X = the # of Roaches in that space.
Leader • Regular • nomad
:2:2:51-2challenge
The bookkeeper becomes Marked.
:2:2:43 steal
-X. X = # of Meeklings in play,
including this one.
meekling Leader
meekling
unit • Regular • nomad
:2:0:51assault scurry
After attacking, if possible, move this figure
2 spaces toward the nearest token.
:0:3:42squeak shot
:2:0:33bite and flee
After attacking, remove this Meekling from
play and remove the nearest token.
4
2
1 6
3
5
7
7
7
8
8
Campaign Dashboard
TIME
FOOD population
scrap
MORALE
CLUES:
1 pEr MiS iOn
CAMPAIGN DASHBOARD
1. Time Dial
2. Clue Dial
3. Scrap Dial
4. Food Dial
5. Population Dial
6. Morale Dial
Downtown Travel Map
Abbigail Lane
parkway
round the clock
commerce
e. street
gutterdoom
chandeliers
the garden
(no Access)
enjo
northbend
sideswipe
flooded warehouses
central place
rubblejunk
pigeon hole
toy z mart
A B C D
1
2
3
4
Deck Boxes
2
1
4
1 3
65
2
2 4
1 3
1. Discovery
2. Banished
3. Character
4. Colony Supply
1. Location Name 2. Location Page
---
5
Meziah
Goal:
Have mission 11 in your
banished deck box and 2 or
more alliance cards in your
colony supply deck box.
SHARPIE mouse
Starting ability:
Team Focus
Starting item:
Toothpick crossbow
grumple
Goal:
Build a Garden.
big Guinea pig
Starting ability:
Throw
Starting item:
steak knife
whisper
odd1mouse
Starting ability:
Tumble
Starting item:
chopstick
Goal:
Build a Mender’s Hut.
Have 20+
.
ringr
Goal:
Build a Workshop.
Acquire a Toy Truck.
knowsithamster
Starting ability:
finder
Starting item:
one shot
team Focus
Class: Sharpie (Starting)
Use before rolling any resolution dice
for a skill test. Reduce the difficulty
of that skill test by 1 for each other
character on your space.
Throw
Choose a heavy object or character
sharing your space. Place that object
or character up to 2 spaces away within
line of sight. You cannot throw a Big
character.
Class: Big (Starting)
tumble
Class: Odd1 (starting)
Use when being attacked by an enemy
in your space. That attack automatically
misses. Move your figure across a
dashed line to an adjacent space. You
cannot Tumble if you are Trapped or
are surrounded by solid lines.
Finder
Class: Knowsit (Starting)
Discard a token from your space and
gain 1 .
r a n g e w e a p o n 3
toothpick
crossbow
When you defeat an
enemy with defense 5+
using this weapon,
+1.
starting item
silent
steak knife
m e l ee w e a p o n
When attacking a
leader or boss, +1 .
starting item
silent
r a n g e w e a p o n 2
After successfully
attacking, return a value
1 action card used in the
attack to your hand.
starting item
one shot
chopstick
m e l ee w e a p o n
When moving, treat
all solid green lines as
dashed white lines.
starting item
silent
GROUP TASK
BROKEN ITEMS
THE HUNT
FIGURES
unit • Regular • scaled one
Gecko hunter
:0:3:51-2precise shot
A action card must be used to initiate a
defense skill test against this attack.
:2:0:43 knives
If this attack is successfully defended
against, re-roll the resolution dice and
keep the second result.
boss • regular • nomad
farshot and fetch
Fetch does not attack
and cannot be attacked.
:0:4:71-3shoot and scoot
If Farshot is on the map: After attacking
place her on this card (she is still in play).
If Farshot is on this card: Place her and
Fetch on the space matching the
attached threat card and then she attacks.
If no such space exists, place her on
an space.
Patch puts a paw on Meziah’s shoulder and
says, “I can’t believe my son is old enough to
raid Enjo.” He shakes his head in disbelief.
“Listen, you be careful out there. Be alert
and don’t get cocky! Your mom is going to be
worried sick, even with Grumple along for
protection.”
“I’ll be fine,” groans Meziah.
“You will be,” agrees Patch, “so long as you
trust each other and work together.”
1raid on enjo
Main mission:
Abbigail Lane
parkway
round the clock
commerce
e. street
gutterdoom
chandeliers
the garden
(no Access)
enjo
northbend
sideswipe
flooded warehouses
central place
rubblejunk
pigeon hole
toy z mart
A B C D
1
2
3
4
RATTLED
Effect
removal
You cannot play more than
1 action card into a skill test,
unless it is a
skill test.
skill test, difficulty 4.
Difficulty -1 for each other
character on your space.
hornet Drones
environment
Place a hornet drone
token under each
character in play.
When a character
moves, its hornet
drone moves with it.
A character that ends its turn on a
space with 1 or more hornet drones is
targeted by a melee attack, 3.
A hornet drone has a defense of 4.
A successful attack removes the hornet
drone token.
2
START
If this is your second game or later in a campaign, go to
page 3. If this is your first game in a campaign, read the
following:
Grumple sits hunched by the fire, her guinea pig
cheeks jostling as she nibbles a cherry tomato.
“Were you scared?” asks a wee mouse lad. The other
younglings nod in excited agreement at the question.
“Of course I was,” Grumple snaps. “Terrified. We
don’t call it the Calamity for nothing. The humans had
vanished, every one. We had no way of knowing what
happened to them. The only clue was the strange, dusty
powder that was blowing around back then. And there
we all were, trapped in the pet store without food,
our water running perilously low. We hadn’t seen Mr.
Hansen in days, and in the distance, fires raged.
“And remember, back then, everything was fear and
confusion. Fear for need of food. Fear for need of
shelter. Fear of predators. It was all we knew. More
than that, it was all we could experience. But when the
humans vanished, everything changed for us.”
“And then we became the humans!” says a bouncing
little mole lass.
“Ew,” protests the friend sitting next to her.
“Ew indeed,” agrees Grumple. “Humans were enormous,
foul-smelling giants, and they were each of random
temperament. Some might feed you, yet others might
kick you away. We were always bowing and scraping to
please them out of fear of punishment. But when the
Calamity happened, we were afraid no longer. It was like
a fog was lifted from our minds. Gears that had long lain
dormant suddenly began to turn within our noggins, and
at that moment I knew what I had to do.
“My teeth are powerful of course,” says Grumple
proudly. “So I chewed through the plastic casing of the
latch that held my cage shut, and then I began to help
the others too. Soon most everyone was freed.”
“Like Smokey?” inquires a youngling, and all the little
ones shiver at that dread name. “I heard she was in the
pet shop too.”
“Yes, we freed Smokey too,” admits Grumple. “In those
days she was just a kitten, sweet and dear. We did not
yet know what she would become.” And Grumple
shakes her head sadly.
“Tidbit and Patch were there, weren’t they?” asks a
young shrew.
“Yes, they were there as well,” says Grumple,
nodding. “And they were poorly off. Dear Tidbit was
malnourished and pregnant, but once freed, we found
food and learned to operate the great cranks that used
to make water back then. Sadly, only one of Tidbit’s
babes survived the ordeal.”
“And that… that was Mezzie?”
“Yes,” says Grumple. “That was our Meziah. The
firstborn of what would become our new colony.” The
guinea pig shakes her head, and gives a wistful chuckle.
“Oh, those were interesting times,” she says fondly.
“Though we didn’t find it so charming then. We had
never had to fend for ourselves, and everywhere we
looked the land was in upheaval. Our story was just
beginning, just as the stories of you children, are only
just beginning now. We had to learn to survive. Things
are different now. We have learned much. But always
we struggle to build our community, so that together
we all thrive. The humans had everything, but lost it.
We must wield the great tools they left behind, and
somehow, together, build a better world from the ruin
we inherited.”
––––––––––––––––
Meziah closes his eyes and takes in a deep breath. He
tries to blank his mind but his sensitive mouse ears
pick up all of the noises of the colony. The squeaks of
playful youngfurs, distant hammering, and the hum of
countless conversations, all prevent him from calming
his nerves.
“Easy there,” says Grumple, and she lays a guinea pig
paw on his shoulder. “No need to be nervous. This is
the easy part.”
“Easy for you to say,” he replies. “Everybody trusts
you already.”
“Hey, I’m new to this too,” she reminds him. “You
think people look at my bulk and think I should be
out in the field? I’ve got something to prove too. But
there’s no need to fret about the departure. Like I said,
this is the easy part.”
Meziah shakes his head, and the two of them walk to the
gates to meet up with the others. Ringr and Whisper are
already there waiting for them. Ringr practically bounces
with excitement, and Whisper frowns as she does her
best to pretend she can’t see him.
“We’re finally doing it!” the hamster calls out. “It’s the
big day!”
“Yes it is,” agrees Patch, and turning, Meziah and
his friends see the colony leaders, Patch and Tidbit,
arriving with the providers. Even Ringr falls silent.
The providers are living legends. Seasoned warriors,
skilled craftscritters, and expert scouts, these grizzled
professionals are responsible for protecting the colony,
as well as foraging in the wilds for food, water, and
other supplies.
“Ready to get to it?” asks Cookie, giving a wink to the
nervous trainees.
“Yes!” squeals Ringr. The rest of you are silent but
try to look confident. After several weeks of intense
training, you are indeed ready to go out on your first
mission. Becoming providers will allow the colony to
expand and store more food, but it is dangerous work.
The world beyond the safety of the colony is filled
with countless perils. The predators that once cowered
from the humans, now roam with impunity, and
many critters, desperate for resources, have become
territorial and aggressive. Providers are considered
heroes for a reason, and every one has the scars to
prove it.
You leave at once, traveling toward the fabled
dungeon of Enjo. You are mostly silent as a multitude
of thoughts fire rapidly through your minds. The
providers give little reassurances here and there,
and point out items of interest on the walk. But the
providers have their own mission this day, and halfway
to Enjo, you part ways.
“Trust yourself,” says Tufft before leaving. “And trust
each other. And remember, if you gotta turn tail and
retreat, then by all means do so.”
Collect the Raid on Enjo mission card. This will be
your main mission for this game session.
Choose a player to be the bookkeeper. Give that player
the campaign dashboard. Set the anddials on the
dashboard to 0, and set the , and dials to 5. Set
the dial to 8. The bookkeeper will take the first turn
and play will proceed in clockwise order.
Move the party location marker to an adjacent
location on the travel map. We suggest traveling to
E Street as that is the quickest path to your mission
location (Enjo). Once you have traveled to an adjacent
location on the travel map go to the page number
listed on that location.
THE DAY OF GREAT CALAMITY
3
START
If this is your second game or later in a campaign, to
prepare for your mission resolve the following steps
in order:
Choose 1 main mission and 1 side mission from your
available missions.
Choose a player to be the bookkeeper. Give that
player the campaign dashboard. Set the dial on
the dashboard to 0. Leave the other dials where
they were at the end of the last game session. The
bookkeeper will take the first turn of the game and
play will proceed in clockwise order.
Players may choose and equip as many items as they
like from the colony supply deck box by paying
the repair cost of the chosen items. If you have the
Workshop colony structure, each player may equip 1
of those items without paying its repair cost.
Follow any setup instructions listed on your main
mission card and read your main mission’s fiction,
goal and available travel methods.
If given a choice in travel method:
If you have no vehicle cards or have not built the
Workshop, you must choose on foot.
If the Blade Bikes vehicle card is in the colony supply
deck box, you can also choose fast travel.
If the Fashion Jeep or Toy Truck are in the colony
supply, you may choose any travel method.
If traveling on foot: Move the party location marker
to an adjacent space on the travel map, and go to the
page listed on that space.
If traveling by fast travel: Discard 2 batteries, add
the listed cost to the dial, then move the party
location marker to the mission destination space on
the travel map, as listed on the mission card.
If traveling by vehicle: Discard 2 batteries, then go
to page 35.
HOME SWEET HOME
SAFE
TIME
FOOD population
scrap
MORALE
CLUES:
1 pEr MiS iOn
CAMPAIGN DASHBOARD
13
1
2
1
3
3 3
3
4
5
6
7
8
9
10
12
14
Game Setup
To set up a game of Af ermath, follow these steps:
1. Place the Adventure Book in the center of the play area and put the
sideboard to the right side of it.
2. Place the Downtown travel map near the Adventure Book and place
the party location marker on the Abbigail Lane space (the upper
lef most space) of the map.
3. Each player chooses a character, collecting its character deck
box and laying its contents out in front of them. If playing with
2 players, the players may choose to control 2 characters each. If
playing with 1 player, that player must control 2 characters. For the
purpose of interpreting rules, a player with 2 characters is treated as
2 players with 2 separate turns.
Note: Character infl uence (action) cards always start the game out
of play. If the Adventure Book instructs a player to put theirs into
play, add it to that player’s hand.
4. Shui e the basic action cards and form an action deck.
5. Shui e the item cards and form an item deck.
6. Shui e the encounter cards and form an encounter deck.
7. Form a face up deck of status cards.
8. Form a face up deck of environment cards.
9. Form a face up deck of mission cards.
10. Form a face up deck of boss enemy cards, a separate face up deck of
all other enemy cards, and a pile of enemy fi gures.
11. Gather all scavenge tokens and turn them all face down (dih culty
number side up). Separate the face down scavenge tokens into piles
by dih culty number.
12. Form separate piles of wound tokens, battery tokens, objective tokens,
fi re tokens, roach tokens, hornet tokens and the Dustfeater token.
13. Set aside the campaign dashboard, situation token, and resolution
dice. Return all other cards and tokens to the game box until the
Adventure Book calls for their use.
14. If this is your fi rst game in a campaign, start the game by going to
page 2 in the Adventure Book. If this is your second game or later in
a campaign, start the game by going to page 3 in the Adventure Book.
and turn them all face down dih culty number side up Separate the face down scavenge tokens into piles by dih culty number 12 Form separate piles of wound tokens battery tokens objective tokens fi re tokens roach tokens hornet tokens and the Dustfeater token 13 Set aside the campaign dashboard situation token and resolution dice Return all other cards and tokens to the game box until the Adventure Book calls for their use 14 If this is your fi rst game in a campaign start the game by going to page 2 in the Adventure Book If this is your second game or later in a campaign start the game by going to page 3 in the Adventure Book
---
6
SAFE AND HOSTILE SITUATIONS
While exploring a page, there are 2 kinds of situations: safe and hostile.
Use the situation token to remind players of the current situation.
SAFE: When the situation is safe, the enemy fi gures are just considered
strangers and will not move or attack. Characters can attempt to
communicate with these fi gures in hopes of avoiding a fi ght (see the
Communicate section on page 8).
HOSTILE: When the situation is hostile, the enemy fi gures cannot be
reasoned with and will move toward and attack the characters. If the
situation is hostile and all enemies in play are defeated or otherwise
removed from play, the situation becomes safe.
GENERATING AN ENCOUNTER
Enemies enter play during encounters. To generate an encounter,
retrieve the listed enemy cards and shuC e them together. Then
deal them face up onto the threat track in the next slots not already
containing enemy cards. Place each of the fi gures (or tokens) for those
cards on the
space on the map. In cases where the map has more
than one space, divide the enemy fi gures among the available spaces
as evenly as possible. The encounter is either hostile or safe. Flip the
situation token to match.
When placing enemy cards on the threat track, if a slot already contains
a threat card, place the enemy card over that threat card leaving the
threat card partially visible (see example on page 4).
RANDOM ENCOUNTERS: Sometimes an encounter instructs the
players to generate a random encounter of a select type of enemy. In
these cases, collect all of the non-boss enemy cards matching that type,
shuC e them, then generate the encounter from those cards.
ENCOUNTER CARDS: Sometimes encounters will be generated by
encounter cards. When players are instructed to draw an encounter
card, reveal and discard the top card from the encounter deck and
generate the encounter from that card.
GATHERING ENEMIES: When gathering enemy cards and fi gures
for an encounter, use cards from the supply fi rst, and then The Hunt
box, if needed.
5 ENEMY LIMIT: If generating an encounter would cause more than 5
enemy cards to be in play at the same time, af er putting the 5th enemy
card into play, do not put any more enemies into play. There can only
ever be up to 5 enemy cards in play at a time. Exception: If a boss
enemy is to be put into play but there are already 5 enemy cards in play,
replace the enemy card on the last slot of the threat track with the boss.
ENCOUNTERING ROACHES: Roaches are represented by tokens
rather than fi gures, but are treated the same as fi gures. Roaches only
have 1 enemy card that will activate all roaches in play. Each individual
roach token has a life value of 1 and is removed from play once it is
dealt damage. The roaches’ enemy card is removed when the last roach
is removed from play.
Discovery Deck
Throughout your campaign, you will discover new ways to interact
with the world. Whenever you add a new card to a deck, add it to the
bottom without shuC ing. Whenever you are asked to retrieve a card
(from any deck) that you have already retrieved, ignore that instruction.
The Adventure BO k
Reading Entries
When the Adventure Book, or another game e2 ect, instructs a player
to go to a page in the Adventure Book, fi nd that page and start by
reading the fi rst entry on that page which is always titled START.
NEVER READ A NUMBERED ENTRY ON A PAGE UNTIL
INSTRUCTED TO DO SO. Other entries are read as follows:
: read when visiting the matching space.
: read when visiting the matching space if the token is present.
: read during the Check Threat Step when the situation is safe and
there are 4 or more threat (black) action cards on the threat track.
: read during the Resolve Calamity Step when a player triggers it
by drawing the action card.
: read at any time to gain more information about leaving that page.
Increasing Dials
Whenever a game e2 ect instructs +X, +X, etc., increase the
appropriate dial on the campaign dashboard by X. A dial cannot go
above its highest value. The dial cannot go above 15 until instructed
otherwise. The dial can only increase once per mission.
Traveling
When leaving a page, if the Adventure Book instructs players to travel
to an adjacent location on the travel map, they must move the party
location marker orthogonally (never diagonally) to an adjacent space on
the travel map and then turn to the page listed on the new space.
Always keep your mission location (listed on the main mission card)
in mind. Players can only complete that mission by traveling to that
location and exploring that Adventure Book page and subsequent
pages at that location.
Note: Most of en players will want to take the most direct route to
their mission location, as taking longer routes will cost the players
more time and put their colony at greater risk.
LEAVING A PAGE
When all non-defeated characters have lef a page, or the Adventure
Book directs you to go to a new page, resolve all of the following:
1. Finish the current player’s turn, including Check Threat.
2. The bookkeeper passes the campaign dashboard to the player on
their lef who becomes the new bookkeeper and will take the next
turn of the game.
3. Remove all enemy fi gures and cards from play and, if the situation
is hostile, place those fi gures and their cards in The Hunt box,
removing any wounds from them.
4.
Move all character fi gures to their cards. Remove any remaining tokens
from play (do not return
tokens to the supply). Discard all cards on
the threat track and group task slot. Reset the group task dial to 0.
Revisiting a Page
If players go to a page that they’ve already been to during that same
mission, do not populate that page with
or tokens and all
entries that do not have the are ignored.
new bookkeeper and will take the next turn of the game 3 Remove all enemy fi gures and cards from play and if the situation is hostile place those fi gures and their cards in The Hunt box removing any wounds from them 4 Move all character fi gures to their cards Remove any remaining tokens from play do not return tokens to the supply Discard all cards on the threat track and group task slot Reset the group task dial to 0 Revisiting a Page If players go to a page that they ve already been to during that same mission do not populate that page with or tokens and all entries that do not have the are ignored
---
7
2
2
3
5
5
5
6
6
6
7
9
1
1
4
5
1. Spaces: The map is divided into spaces by dashed and solid lines.
Spaces that only meet at a corner are not adjacent to one another.
2. Solid Lines: Solid red, blue, and green lines slow a character’s
movement. Solid white lines cannot be moved through but do not
block line of sight. Double solid white lines block both movement
and line of sight.
3. Character Start: Characters come into play on the space.
4. Enemy Start: Enemies come into play on the space.
5. Scavenge Spot: Spaces containing a symbol will have 1 or more
tokens placed in them as instructed by the page’s setup section.
When placing a token, place the token with the lowest diT culty
number available from the supply. Do not reveal the token when
placing it. On a player’s turn, when their character is on a space
with a token, they may scavenge with that character.
6. Points of Interest: On a player’s turn, when their character is on a
space, pause that player’s turn and read the page’s matching
entry. Then resume play. Most s can only be explored once.
s that include a symbol can be explored multiple times.
Page Map
7. Hiding Spot: A character on a space cannot be targeted by an
enemy in a di2 erent space. An enemy will not move toward a
character that is hiding unless there are no other characters to move
toward. Characters that are BIG or are equipped with an item that
has the NOISY keyword cannot hide.
8. Objective: A space containing a symbol will have a token
placed in it when/if instructed by the Adventure Book. On a player’s
turn, when their character is on a space with a token, pause that
player’s turn and read the page’s matching entry. Then, unless
directed otherwise, discard that token and resume play.
9. Exit: Any time during a player’s turn, if their character occupies
a space they may choose to exit that page. When a player
exits a page they put their character fi gure on their character card.
If there are multiple exits on a page, players should review the
entries so they know where the exits lead. Once a player has
used an exit, that becomes the only exit the other players can use.
When all players have exited a page resolve the matching entry
on that page.
---
8
Player Turn
A player’s turn consists of 5 steps that must be completed in order:
1. Draw
Draw until you have 5 action cards in your hand. Before drawing, if
you have any action cards in your hand from a previous turn, you may
discard any or all of them. If there are not enough cards in the action
deck to bring your hand to 5, shuC e the discard pile creating a new
action deck. Note: If at any time you have more than 5 action cards in
your hand, you must discard until you have no more than 5 cards in
your hand.
2. Resolve Calamity
If you drew the
card, immediately reveal it and discard it. If a has
already been resolved on the current page of the Adventure Book, the
card has no e2 ect. If a has not yet been resolved, roll the black die
and add the result together with current value on the time dial.If the
total is equal to or higher than the value listed next to the entry on
the current page, resolve the entry.
THE HUNT: If the entry instructs you to encounter The Hunt,
generate an encounter by shuC ing together all enemy cards in The Hunt
box and dealing them to the threat track until all of the cards are dealt or
there are 5 enemies on the threat track. Return any undealt cards to the
Hunt Box. If there are now enemies in play, turn the situation to hostile.
Note: Enemies from the Hunt never have loot.
3. Place Threat
Place any threat (black) cards drawn onto the threat track in random
order in the next slots not already containing threat cards. If a slot
already contains an enemy card, slide the threat card under that enemy
card leaving the threat card partially visible (see example on page 4).
4. Perform Actions
All of your remaining action cards can be used to perform actions. On
your turn, you may perform as many actions as you like, as many times
as you like, so long as you still have the appropriate cards available to
initiate those actions.
5. Check Threat
If the situation is:
SAFE: If there are 4 or more threat cards on the threat track, go to the
entry on the current page of the Adventure Book.
HOSTILE: If the number of threat cards equals or exceeds the number
of enemies on the threat track, resolve an enemy turn.
SkiL Tests
Most actions require passing a skill test. There are two kinds of skill
tests, regular and opposed.
RESOLVING A REGULAR SKILL TEST: Each skill test will have
an attribute symbol associated with it and a diE culty value. When
resolving a skill test you must fi rst play an action card from your hand
that has a matching attribute symbol. (White cards can be used to
initiate any type of skill test.) Then you may play additional action
cards. These additional cards must match either the COLOR (not
necessarily attribute) or the NUMBER value on the fi rst action card
you played into this skill test. Next, roll the white resolution die.
Finally add together:
The value of all of the cards you played
Any bonus to that attribute granted by your character’s card
All bonuses to that action or attribute granted by any item cards
equipped to your character
The result rolled on the die
If your total is equal to or higher than the skill test’s diE culty value
you have succeeded at the test. Otherwise, you have failed at the test.
RESOLVING AN OPPOSED SKILL TEST: When resolving an
opposed skill test, follow all of the rules for resolving a regular skill
test, except when rolling the white die, also roll the black resolution die
and add the result of the black die to the diE culty of the test.
Group Tasks
Group tasks are similar to skill tests, except they are based purely on
cards played, they can take multiple turns to resolve and the whole
party can help with the task. Group tasks are usually initiated by the
Adventure Book. Players can contribute action cards to a group task
on their turn. The fi rst card contributed must have a symbol matching
the group task’s associated attribute. Slot that fi rst card into the group
task slot on the sideboard and increase the group task dial equal to its
value. All subsequent contributed cards must match the COLOR or
NUMBER value of the fi rst card. The value of those cards is added to
the group task dial and they are discarded. When the group task dial
is equal to or higher than the task’s diE culty, the party has succeeded
at that task and reads the success instructions for that task in the
Adventure Book. Af er resolving a group task, reset the group task
dial to 0 and discard the card from the group task slot. There is no fail
e2 ect for group tasks.
whisper
odd1 mouse
Starting ability:
Tumble
Starting item:
chopstick
Goal:
Build a Mender’s Hut.
Have 20+
.
Armor
AA Armor
1 = +1 ,
1 = +1 .
Repair:4
noisy
Example of a skill test, diE culty 7.
++
+=
7
SuC eS !
Have 20+
Armor
+
those cards is added to the group task dial and they are discarded When the group task dial is equal to or higher than the task s diE culty the party has succeeded at that task and reads the success instructions for that task in the Adventure Book Af er resolving a group task reset the group task dial to 0 and discard the card from the group task slot There is no fail e2 ect for group tasks whisper odd1 mouse Starting ability Tumble Starting item chopstick Goal Build a Mender s Hut Have 20 Armor AA Armor 1 1 1 1 Repair 4 noisy Example of a skill test diE culty 7 7 SuC eS Have 20 Armor
---
9
Player Actions
Action: Move
To perform a move action, fi rst play 1 or more action cards of any type
in front of you. The total value of those action cards is the number of
movement points available to your character. To move your character
across a dashed white line, you must spend 1 of those movement points.
If all action cards played are of the same color, your character can cross
a matching solid red, blue, or green line by spending 1 movement point.
If not, you must spend 3 movement points to cross that line. Solid white
lines can be seen through but not crossed. Double solid white lines
cannot be seen through or crossed. Figures cannot be moved diagonally.
Characters can move into and out of spaces containing enemies
without restriction. Characters end their current movement when
reading or entries.
Af er you have ended your movement for any reason, place your
character anywhere within the destination space and discard the action
cards you played in front of you for this movement.
Action: CoM unicate
If the situation is safe, enemy fi gures on the board can be
communicated with. To perform a communicate action, target an
enemy sharing your character’s space and resolve an opposed skill
test. The diE culty of the test is equal to the communication value on
that enemy’s card. If you succeed at this opposed skill test, remove
that enemy’s fi gure and card from play and increase your dial by 1. In
addition, remove the bottom threat card from the threat track. If you
fail this skill test, the situation becomes hostile.
Action: Recover
A character su2 ering from 1 or more negative status e2 ects may
attempt to recover from one of those e2 ects by performing a recover
action and resolving the skill test listed on that status e2 ect card. If you
succeed at this skill test, discard that status e2 ect.
Action: Scavenge
To perform a scavenge action target a token sharing your character’s
space and resolve a skill test. The diE culty of the test is the diE culty
value listed on the targeted scavenge token. If you succeed at this skill
test, reveal and discard the targeted token and gain the prize shown.
When discarding tokens (only), do not return them to the supply.
If the token shows , or symbols, gain an amount of , or
on the campaign dashboard equal to the number of symbols shown.
If the token shows symbols, gain the number of tokens shown.
If the token shows a symbol, draw the top card of the item deck
(see the Items section on page 10 for more details).
If the token shows a symbol, draw the top card of the item deck
and place it on the broken item pile on the sideboard.
Action: Activate Ability
You may activate one of your character’s special abilities by playing
enough white cards so that their combined value is equal to or higher
than that ability’s cost. Note: If their combined value is higher than an
ability’s cost, any remaining value is lost.
Action: Encourage
To perform an encourage action, give an action card from your hand to
a player that has 2 or fewer action cards in their hand.
Action: Equip/Trade
To perform an Equip/Trade action discard any type of action card
and move any number of items between your backpack and your
equipment slots. You can also give items to and receive items from any
players whose character is on the same space as your character. Items
traded in this way must either be immediately equipped or stored in a
character’s backpack.
An item’s bonus and e2 ect are only active when it is equipped.
EQUIPMENT SLOTS: Each character has 5 equipment slots: Head,
Body, Paw, Paw, Accessory. A player can only
equip items if they have slots available. Any item
that cannot be equipped must be stored in that
character’s backpack. A character can store up to 2
unequipped items in their backpack. If a player ever
cannot equip an item or fi t it in their backpack they
must discard it. Items showing a Stash equipment
slot are always added to the colony supply deck box
when drawn.
Action: MelE AT ack
If the situation is hostile, you may perform a melee attack action by
targeting an enemy sharing your character’s space and resolving an
opposed skill test. The diE culty of the skill test is the targeted
enemy’s defense value. If you succeed at this opposed skill test, infl ict 1
wound on the targeted enemy.
Action: Ranged AT ack
If the situation is hostile, you may perform a ranged attack by targeting
an enemy up to 1 space away and within line of sight of your character
and resolving an opposed skill test. The diE culty of the skill test is
the targeted enemy’s defense value. If you succeed at this opposed skill
test, infl ict 1 wound on the targeted enemy.
RANGED WEAPON: A character equipped with a ranged weapon
may attack an enemy within a number of spaces equal to that weapon’s
range value, so long as they are in line of sight.
Defeated Enemy
If an enemy ever has a number of wounds equal to or higher than its
life value, that enemy is defeated. Remove its fi gure from the board and
its card from the threat track (moving any enemy cards below it on the
track up to fi ll in the space).
If the encounter lists a loot prize, the player that defeats the last enemy
remaining in that encounter gains that prize using the same rules as
gaining a prize for successfully scavenging.
If the situation is hostile and the last enemy in play is defeated or
otherwise removed from play, the situation becomes safe.
DEFEATING A BOSS: Every boss’s life value is equal to the number
of characters in the party.
1 Paw
2 Paws
Body
Head
Stash
Accessory
or higher than its life value that enemy is defeated Remove its fi gure from the board and its card from the threat track moving any enemy cards below it on the track up to fi ll in the space If the encounter lists a loot prize the player that defeats the last enemy remaining in that encounter gains that prize using the same rules as gaining a prize for successfully scavenging If the situation is hostile and the last enemy in play is defeated or otherwise removed from play the situation becomes safe DEFEATING A BOSS Every boss s life value is equal to the number of characters in the party 1 Paw 2 Paws Body Head Stash Accessory
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10
Enemy Turn
To resolve an enemy turn, starting with the enemy in the top slot of the
threat track and continuing downward, activate each enemy 1 at a time
until all enemies in play have been activated once. To activate an enemy
do the following in order:
1. Determine Action
Check the value on the threat card under that enemy’s card and match
it to an action on the enemy’s card. That action will determine the
enemy’s speed, range and strength for the activation as well as any
special rules that apply during the action.
2. Move
If the enemy is sharing a space with a character, do not move it.
Otherwise, move the enemy toward the nearest character (the character
that would require the least amount of movement to reach) until it
enters that character’s space, or until it has moved a number of spaces
equal to its speed, whichever comes fi rst. (If multiple characters are
equally close, you decide which of those characters the enemy will
move toward.) Figures cannot be moved diagonally.
Note: It always costs only 1 point of movement for an enemy to move
across a solid red, blue or green line.
3. Target
If there are no characters within the enemy’s range and clear sight, it
will not attack. Otherwise, it will target the closest character within
range and clear sight. (If multiple characters are equally close, you
decide which of those characters the enemy will target.)
4. AT ack
/ Defending
The enemy now attacks the targeted character. That character may
then defend by resolving an opposed skill test of any attribute. The
diE culty of the test is equal to the of the attack. If the target
character succeeds in this opposed skill test, the attack misses.
Otherwise, the attack hits and infl icts 1 wound on that character.
TOXIC WOUNDS: Some enemies or e2 ects in0 ict toxic wounds .
When your party nests (see below), toxic wounds do not heal in step 1,
but do become normal wounds in step 2.
Note: Attacks from other sources, e.g. the Adventure Book, can be
defended against in the same way as defending against an enemy attack.
5. Discard
Af er completing an enemy’s activation, discard the threat card used
to determine its action and activate the next enemy on the threat track
until all of the enemies in play have been activated.
Once all enemies have been activated, if there are any threat cards
remaining on the threat track, discard them and continue to the next
player’s turn.
Defeated Character
If a character ever has a number of wounds and/or toxic wounds
equal to or higher than its life value, that character fl ees. Do the
following in order:
1. Remove its fi gure from play, placing it on its character card.
2. Remove all tokens and all status e2 ects from the character.
3. +1.
Return a defeated character to play on its next turn if the situation
is safe or when placing characters as part of a new page’s setup
instructions. When returning a defeated character to play, place a Badly
Hurt status card on that character and place its fi gure on any space
occupied by a fellow character.
If all characters are simultaneously defeated, the mission fails. See
‘Ending a Mission’ on the next page.
Items
When acquiring a (unbroken item) from the item deck: If it is a
colony improvement, add it to the colony supply deck box. Otherwise,
immediately do one of the following with that item:
• Equip it to your character
• Store it in your character’s backpack
• Trade it to another character in the same space (who must then
immediately equip or store it)
• Discard it to gain equal to the item’s repair cost.
When acquiring a (broken item) place it on the broken item pile on
the sideboard. If an unbroken item ever breaks, place it on the broken
item pile.
B a T e r i e s
Some items become more powerful or o2 er additional abilities when
powered up by batteries. To gain these additional benefi ts, a player with
battery tokens can place 1 or more batteries on 1 or more items as part
of an equip action. If a player moves a battery powered item to their
pack, or trades it away, any battery tokens on it are discarded. Battery
bonuses are in addition to existing bonuses.
Nest
At the end of any player’s turn, as long as the situation is safe, the party
can nest. While nesting resolve the following in order:
1. In turn order each character may choose once to reduce by 1 to
remove 1 normal wound from their character.
2. Change all toxic wounds to normal wounds .
3. Discard all negative status e2 ect cards.
4. Discard all on any item cards.
5. Players may collectively spend the required resources to fi x broken
items from the broken item pile. Players should agree as a team which
items get fi xed and which characters those items get assigned to.
6. +1.
are discarded Battery bonuses are in addition to existing bonuses Nest At the end of any player s turn as long as the situation is safe the party can nest While nesting resolve the following in order 1 In turn order each character may choose once to reduce by 1 to remove 1 normal wound from their character 2 Change all toxic wounds to normal wounds 3 Discard all negative status e2 ect cards 4 Discard all on any item cards 5 Players may collectively spend the required resources to fi x broken items from the broken item pile Players should agree as a team which items get fi xed and which characters those items get assigned to 6 1
---
1
Status EF ects
Characters can be a2 ected by a variety of conditions. When a character
“becomes” something it means to place the corresponding status card
near that character’s card. The status card’s e2 ect immediately applies
to that a2 ected character. A character cannot have 2 of the same status
card at the same time.
To remove a status card, follow the instructions on the card under
“removal”. If a skill test is required to remove a status e2 ect, only the
character aL ected by that status can take the test, but the diE culty of
the test is reduced by 1 for each other character sharing a space with
the a2 ected character.
Line of Sight
When determining if an attacker has clear sight to a target, draw an
imaginary line from any portion of that attacker’s base to any portion
of the defender’s base using their current placement. If that line would
cross any double solid white lines, there is no clear sight and the ranged
attack cannot be made.
Ambiguous EF ects
Sometimes players will be instructed to collectively decide or do
something for which there are multiple valid choices, such as deciding
what cards to fi x while nesting. In all cases such as these, if an
agreement cannot be reached democratically the current bookkeeper
makes the fi nal decision.
Ending a MiS ion
MISSION SUCCESS: When players have completed their main
mission goal, the Adventure Book will instruct them on how to
proceed.
MISSION FAILURE: If all characters are simultaneously out of play
from having been defeated, the players have failed the main mission.
Go to the page and entry listed under the fail section of your main
mission card.
TIME: Going over a mission’s allotted does not result in a mission
failure. Rather, the more time you spend on a mission, the more risk
your colony is exposed to while you are gone. The Adventure Book
will instruct players on resolving the e2 ects of time spent.
The Campaign
Af ermath is played as a campaign. At the end of a mission, even if that
mission was failed, the Adventure Book will guide players through
a Colony Phase which includes repacking the game in a way that
preserves the current campaign state.
Players may choose di2 erent characters at the start of each new game
of the campaign, and player count may vary from game to game
throughout the campaign.
To win the campaign players must complete the personal goal of
at least 4 characters. Once a goal is completed, it stays completed
regardless of future game state. Note: this will require players to pay
attention to the personal goals of all of the characters (listed on their
character card), even if all of the characters aren’t being utilized in play.
Even af er completing the personal goals of 4 characters players
may continue playing the campaign if they still have main missions
remaining that they’d like to complete.
If the or dials on the campaign dashboard ever reach 0, the
campaign has been lost. Upon losing a campaign, players must
immediately go to page 100, entry 100-23 in the Adventure Book. Players
must then reset the game and start a new campaign.
INFINITE LIVES MODE: Upon losing the campaign, players may
choose to switch to infi nite lives mode. In infi nite lives mode, upon
losing a campaign, instead of resetting the game, set the
and dials
to 5 and continue the current mission.
ReseT ing the Game
To reset Af ermath for a new campaign, return all cards with the
symbol on the lower right corner to the discovery deck and put it in
the discovery deck box. Collect the character deck boxes and add to
each their matching character card, character infl uence card, starting
item and ability cards. Separate all other cards by card back and put
them in separate baggies.
Expanding the Game
Plaid Hat Games intends to release expansions for Af ermath. We have 3
kinds of expansions in mind. All of the expansions can be added right
into the game even if you are in the middle of a campaign.
CHARACTER PACKS: will come with new playable characters to go
adventuring with.
ENEMY PACKS: will come with new bosses and enemies that will
immediately increase the variety of your encounters.
WORLD EXPANSIONS: will come with a new Adventure Book and
travel map that will allow players to explore whole new regions of the
city. They will also include new missions, characters, bosses, enemies,
items, and more!
EXISTING UPGRADES: Players who own Mice and Mystics may want
to replace their roach tokens with the roach fi gures from that game.
Players who own Tail Feathers may want to replace their Dustfeather
token with the Grizzard fi gure from that game.
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12
Rules Quick Reference
Player Turn
1. DRAW: Draw until you have 5 action cards in your hand.
2. CALAMITY: If you drew the card, roll a die and add your
. If the total is ≥ the value, resolve the entry on the current
page. (Once per page.)
3. PLACE THREAT: Place any threat cards drawn on the threat track.
4. ACTIONS: Perform as many actions as you like/are able to.
5. CHECK THREAT:
SAFE: and threat cards ≥ 4, go to the entry.
HOSTILE: and threat cards ≥ enemy cards, resolve an enemy turn.
SkiL Tests
Play an action card with the appropriate symbol. Then you may play
additional action cards that match either the fi rst card’s value or color.
Roll the white resolution die and add together:
Die value + card value(s) + character bonus + equipped item bonus(es).
If total T skill test’s diE culty then success, otherwise fail.
If resolving an ‘opposed’ skill test also roll the black die and add its
result to the test’s diE culty.
Player Actions
COMMUNICATE: When situation is safe, target an enemy sharing
your space and resolve an opposed skill test. The diE culty of the
test is the target’s communication value. SUCCESS: Remove target
enemy and 1 threat card from play and +1.
MELEE ATTACK: Target an enemy in your space and resolve
an opposedskill test. The diE culty of the test is the target’s
defense value.
RANGED ATTACK: Target an enemy up to 1 space away and
resolve an opposed skill test. The diE culty of the test is the
target’s defense value.
SCAVENGE: Resolve a skill test to gain the prize of a token
on your space. The diE culty of the test is that token’s number.
RECOVER: Resolve the skill test listed on a status card you are
being a2 ected by.
MOVE: Play cards of any color and move up to a # of spaces = the
value of those cards. Solid color lines cost 3 movement points to
move across unless all cards match that line’s color.
EQUIP/TRADE: Play 1 card of any color to move items between
being equipped or being in your pack. May also place batteries or
exchange items with a character sharing your space.
ENCOURAGE: Give an action card to a player that has 2 or fewer.
ACTIVATE ABILITY: Play white cards to activate an ability.
Enemy Turn
1. DETERMINE ACTION: The enemy’s action is determined by the
value on the threat card under that enemy.
2. MOVE: Move toward the closest character. The number of spaces
moved is equal to the current action’s value.
3. TARGET: Target the closest character in range and clear sight.
Range is determined by current action’s value.
4. ENEMY ATTACK/CHARACTER DEFENSE: Target character
may defend by resolving an opposed skill test of any attribute. The
diE culty of the test is equal to the current action’s value.
5. DISCARD: Discard the threat card from under that enemy and
activate the next enemy. Once all enemies have been activated
discard any remaining threat cards from the threat track.
Defeated character
When a character is defeated resolve the following:
1. Place its fi gure on its card
2. Remove all of its tokens and status e2 ects.
3.
+1.
4. The defeated character becomes Badly Hurt.
5. Return it to play on its next turn if the situation is safe or when
moving to a new page. Place it on a space with a fellow character.
If all characters are defeated at the same time, the mission fails.
LEAVING A PAGE
When all non-defeated characters have lef a page, or the Adventure
Book directs you to go to a new page, resolve all of the following:
1. Finish the current player’s turn, including Check Threat.
2. The bookkeeper passes the campaign dashboard to the player on their
lef who becomes the new bookkeeper and will take the next turn.
3. Remove all enemy fi gures and cards from play and, if the situation
is hostile, place those fi gures and their cards in The Hunt box,
removing any wounds from them.
4.
Move all character fi gures to their cards. Remove any remaining tokens
from play (do not return
tokens to the supply). Discard all cards on
the threat track and group task slot. Reset the group task dial to 0.
Nesting
At the end of any player’s turn, as long as the situation is safe, the party
can nest. While nesting resolve the following in order:
1. Each character may spend 1
to remove 1 .
2. Change all to .
3. Remove all negative status e2 ects.
4. Discard all from items.
5. May spend to repair broken items.
6. +1.
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