Texto completo do manual

rulebO k
Stop!
If you want us to teach you
how to play, you can visit
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and watch a video
explanation.

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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

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

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

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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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