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This War of Mine

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Details

Sourced from: https://jmo.name/games

Player Aid Author: Jarrod Moore

Description

Civilians trapped in a war-torn city must make difficult decisions to survive.

Expansions in Use

  • Tales from the Ruined City

  • Place game board in centre of table
  • Select player that will start as leader:
    • This player receives the journal
  • Prepare starting playable characters:
    • Shuffle characters deck
    • Draw cards from deck and put the following next to game board to form starting group:
      • 1st drawn red-bordered character card
      • 1st and 2nd drawn black-bordered character card
    • Place remaining character cards deck on Characters space on game board
    • For each character in starting group:
      • Place a Hunger token next to character card with level 2 showing
      • Place matching miniature figurine on Guard space of game board
      • Assign each character a colour and attach plastic base disc of that colour to base of miniature
      • Place corresponding cardboard base disc token next to character card:
        • This helps players identify more clearly which character is which
  • Prepare the following card decks by shuffling all cards and placing deck face-down on marked space on game board:
    • Exploration
    • Findings
    • Locations
    • Visitors
    • Colours
    • Narrative Actions
    • Fate
  • Prepare the following card decks by shuffling all cards and placing deck face-down next to game board:
    • Desperate Measures
    • Wares
    • Rooms
    • Corridors
  • Prepare Farmers' Market:
    • Place Market sheet next to game board
    • Place tolerance marker on 4 space of market sheet
    • Place farmer and thug miniatures next to market sheet
  • Prepare sewers:
    • Shuffle sewers map tiles and place face-down next to game board
    • Place sewers starting tile on top of pile
    • Place exploring party token next to pile
  • Draw 3 location cards to spaces below locations card deck
  • Prepare Fittings and Idea decks:
    • Separate Fittings cards by colour
    • Cards with green coloured corner go on Fittings space
    • Cards with red coloured corner go on Ideas space
    • Both of these decks do not need to be shuffled
  • Prepare Residents and Night Raid decks:
    • Remove cards in each deck that contain red corners:
      • These will be added into the decks during the game, so do not return them to box
    • Shuffle remaining cards and place decks face-down on corresponding space on board
  • Prepare shelter cards:
    • Place 2 Farmers' Market module fittings on game board
    • Ensure all shelter cards are face-up before shuffling
    • Shuffle all shelter cards
    • Deal cards to empty shelter spaces on board with name matching name marked on card
    • Return unused cards to game box
  • Prepare events deck:
    • Shuffle 3 Ending Event cards and place on Events space
    • Place Chapter III card on top of deck
    • Place 4 random Event cards on top of deck
    • Place Chapter II card on top of deck
    • Place 3 random Event cards on top of deck
    • Place Chapter I card on top of deck
    • Return remaining events cards to box
  • Place following resources into storage area:
    • 1 lockpick
    • 1 shovel
    • 4 components
    • 4 wood
    • 2 water
    • 3 raw food
  • Place noise marker on 1 space of noise track
  • Place combat dice and black die next to board

The game is played over a number of days where players will work together to make decisions about what the characters in the group should do during each phase of the day in order to attempt to keep them alive and satisfy their objectives.

Decision Making

The game advises passing around the journal itself as a way to determine who the leader is. This will then lead people to start flicking through the book, which wastes a bunch of time. It's advised instead of write "Leader" on one of the blank cards provided with the game and pass that around instead. Any time a decision is made in the game, all players are encouraged to discuss and help the current leader decide what to do. However, the final decision is always made by the current leader and only the leader should touch the game components.

Use of Tokens

During the game, you will be asked to take notes and write on tokens. Rather than write on actual tokens, it is advised to make use of the lettered tokens and keep a pen and pad of paper nearby to write notes on to link letters to notes. For example, rather than writing "Example, 12345" on a token, on your pad of paper, write "A: Example, 12345" and use the blue token with an A on it as this token. If the passage refers to some ability that can be used in a particular phase, it's also advised to write down the phase the ability can be used in as a more explicit reminder.

Trading

During the game, you may have the ability to trade with others.

You are never allowed to buy, sell or use the following resources in any part of a trade:

  • Water
  • Wood
  • Components

To trade with others:

  • When scavenging:
    • Refer to the card being resolved to determine which goods can be traded for
    • Sum up the tokens you wish to trade for
    • Add the trade commission written on the card to this value
    • Discard tokens from the Findings Pile whose total value is at least this value
    • Add the tokens traded for to the Findings Pile space
  • When trading at the shelter:
    • Refer to the card being resolved to determine which goods can be traded for
    • Sum up the tokens you wish to trade for
    • Add the trade commission written on the card to this value
    • Discard tokens from the shelter's storage whose total value is at least this value
    • Add the tokens traded for to the shelter's storage space

  • Draw top card of event deck and resolve its effects:
    • Do not forget to add Cold tokens to cold space on game board

Leadership

  • Changes at end of this phase

At the start of the day phase, each character can do one of two things:

  • Go to the sewers:
    • Place on Findings Pile space
    • Players who have no actions available due to current states can go to sewers
  • Perform day actions at the shelter:
    • Place on Guard space
    • Any tokens found during sewers exploration cannot be used by characters in shelter

The sewers exploration and subsequent scavenging are all resolved before any actions are performed in the shelter.

Whichever location a character chooses, all characters will return to the shelter before the dusk phase begins.

Choose equipment from the shelter that you wish to take on sewers exploration and place them in the Findings Pile space.

Sewers Exploration

  • Place sewers starting tile face-up next to board
  • Place exploring party token on this tile in "S" space
  • Until 3 sewer map tiles have been placed, perform the following steps:
    • Choose any path leading to one of the exits on edge of tile
    • Resolve all letters/numbers that are shown on path chosen on tile:
      • For letters, draw card from rooms deck and resolve text for corresponding letter
      • For numbers, draw card from corridors deck and resolve text for corresponding letter
    • Draw new sewers tile after resolving all letters/numbers on chosen path:
      • Place new tile to match edge of current tile such that exit chosen matches exit on newly placed tile
    • Move exploring party token on new sewers map tile
    • If corridor chosen has no number on it, do not draw a card for that corridor
    • You are not allowed to visit any corridor or room that you have already visited
  • When the party reaches the 3rd tile (not including the starting tile):
    • You must exit the sewers by reaching the room with the bright coloured letter on it
    • Resolve all cards as normal to reach this room, including the room itself
    • Once this room is reached, roll black die:
      • 1-5: Scavenge at near location
      • 6-8: Scavenge at distant location
      • 9-10: Scavenge at far location
    • Once the location is determined, perform a scavenge at this location as normal, with the following exceptions:
      • All "Reality Impact" cards are ignored:
        • Draw another card from the Exploration deck to replace such cards
      • The number of cards in the Unknown deck is half the normal number
      • You cannot visit the Farmers' Market or Aid Zone before returning to the shelter

If you wish to return to the shelter before scavenging, you may do so. You can carry as many items back to the shelter up to your inventory limit. However, you are not allowed to take any wood, water or components like you would in a normal scavenging.

Hard Mode

  • When you enter the sewers, roll black die:
    • 1-5: Place 1 thug on starting zone tile
    • 6-8: Place 2 thugs on starting zone tile
    • 9-10: Place 3 thugs on starting zone tile
  • If you choose to return to shelter during sewers exploration, roll black die once for each thug on starting sewers tile
  • If on any of those rolls you roll a number less than or equal to the number of thugs on starting sewers tile:
    • Combat with the thugs begins immediately
    • They each are armed with knives
    • Read passage 40 to try and stop the fight
  • After combat, remove all thug miniatures, which brings the threat level to 0, then see passage 33

Leadership

  • Changes after exploration party token is moved to a new location
  • Changes after rooms/corridors deck card is resolved

  • This phase consists of 4 stages:
    • First action
    • Second action
    • Third action
    • Fourth action:
      • A character can only perform a 4th action if there are no black marks on any of their tokens:
        • After a character performs a 4th action, give them 2 fatigue
  • Each character can only perform an action in a phase if that character has no state tokens on it that have a black circle for that action stage:
    • e.g. If a character's hunger level is 2, they can perform an action in the first and second action stages, but not in the third or fourth action stages
  • Characters cannot be placed on a space unless they can access that space from the Guard space of the shelter:
    • Characters can move freely in a horizontal direction as long as they do not hit any of the following:
      • Bars
      • Locked Doors
      • Rubble/Rubble Remnants
      • Holes
    • Characters can only move vertically by using ladders printed on the board

Available Actions

Shelter Space/Fitting Card Actions

  • Place character on chosen space/card
  • Discard any required resources/tokens to perform chosen action
  • Perform action and place any produced or resulting resources into storage area

Shelter Card Actions

  • Place character on chosen card
  • Place any requried resources from storage on card
  • Resolve action as shown on card
  • When resolving Rubble/Rubble Remnants cards:
    • You may place a second character instead of a shovel
    • Return shovel to storage after resolving action
  • When resolving Closed Door spaces:
    • You must place a lockpick on space with chosen character miniature
    • Roll black die:
      • 1-3: Return lockpick to storage and do not turn over or resolve back of card
      • 4-10: Discard lockpick, then flip card over and resolve back of card

Place New Fitting

  • Choose fitting card from deck on Fittings space
  • Place character on space where fitting is to be placed
  • Discard required resources/tokens as shown on selected fitting card
  • Place fitting on empty space in shelter face-up

Move Fitting

  • Move already crafted fitting to any chosen, unoccupied space

Dismantle Fitting

  • Discard fitting card to fittings deck
  • Add resources and tokens that were used to craft fitting to storage area

Leadership

  • Changes at end of each action phase:
    • If no actions were performed in a phase, this leadership change is skipped

  • For each character in the group:
    • Discard 1 water to drink water:
      • For each character that does not drink water this way:
        • Roll the black die
        • 1-5: Raise hunger by 1
        • 6-10: Raise misery by 1
    • Discard 1 or more food tokens:
      • Canned food: lower hunger by 2
      • Raw food: lower hunger by 1
      • Vegetables: Hunger stays the same
      • For each character that does not eat anything at this time:
        • Raise hunger by 1

Leadership

  • Leadership changes after all of the above has been performed for all characters

  • Assign each member of the group to one of the following tasks:
    • Sleep in a bed:
      • Place character miniature on bed card
      • Each bed card can only have 1 miniature on it
      • Set character's fatigue to 0
    • Sleep on floor:
      • Place character miniature on Sleep on the Floor space on game board
      • Sleep on the Floor space can have any number of characters on it
      • Reduce character's fatigue by 2
    • Guard Duty:
      • Place character on Guard space on game board
      • Any number of characters can be on this space
      • Characters on this space will protect shelter during Night Raid phase
      • You must have at least 1 guard on this space
      • Raise character's fatigue by 1
    • Scavenging:
      • Place character miniature on Findings Pile space on game board
      • Up to 3 characters can be on this space
      • Raise character's fatigue by 1

Leadership

  • Changes after all characters have been assigned to a task

  • Choose a location to visit:
    • All characters must scavenge in the same location
    • If selected location has a red rule space on its card, resolve this effect immediately
    • If selected location has resource tokens on it:
      • Roll the black die:
        • 1-6: Return all resource tokens to the supply
        • 7-10: Move all resource tokens to Findings Pile space
  • Choose equipment to take with you from Storage space
  • Place noise marker on 1 space of noise track
  • Prepare Unknown deck:
    • Draw number of cards from exploration deck matching number shown next to chosen location
    • Cards are placed face-down on Unknown space on game board
  • One by one, resolve each card in the Unknown deck:
    • If you acquire items during Scavenging, place received items on Findings Pile space on game board
    • When Unknown deck is depleted, Scavenging automatically ends
  • Optionally, you may visit the farmers' market:
    • Discard 1 token from Findings Pile
    • Draw 1 card from Wares deck and resolve text on drawn card
    • Choose and resolve option from current wares card
    • Discard any Farmer/Thug miniatures from market sheet
    • If any character miniature was placed on market sheet thief space, return it back to Findings Pile space
  • Choose findings to take back to shelter:
    • Shuffle all Exploration and Resident cards back into corresponding decks
    • Add as many wood, component and water resources to Findings Pile as you wish
    • You are allowed to bring back resources whose combined weight is at most the sum of the inventory number of all characters in the scavenging party.
    • Any resource with no weight printed on it weighs 0.
    • Each wood, water and component resource weighs 1.
    • Resources that are not taken back to the shelter are hidden at location:
      • Move remaining tokens to location card

Leadership

  • Changes in the following situations:
    • After an exploration card is resolved
    • After findings have been chosen to be returned to the shelter
    • After drawing and resolving market wares card
    • After option on current wares card is chosen and resolved

  • Assign weapons to characters in Guard space:
    • Each character can only be assigned one weapon
  • Calculate shelter defence:
    • For each character on Guard space, roll die corresponding to type of weapon used:
      • White/grey:
        • No weapon
      • Yellow:
        • Used when character is assiged melee weapon (e.g. Knife, Hatchet)
        • If hatchet icon is rolled and hatchet is not equipped, this is a miss
      • Red:
        • Used when character is assigned firearm
        • If shotgun bullet spray icon is rolled and shotgun is not equipped, this is a miss
      • Players can re-roll dice for a given character the number of times equal to the character's prowess
      • Add 1 to defence for each wound inflicted by the character's roll
      • If fate icon is rolled, wounds shown at bottom of fate card determine value added to defence
    • Add 1 to defence for each board up built in the shelter
    • Discard ammo/resolve effects depending on firearm used:
      • Pistol:
        • Discard 1 ammo
      • Assault rifle:
        • Discard 1 ammo to shoot once, discard 2 ammo to shoot twice
      • Shotgun:
        • Discard 1 ammo
        • If shotgun sprayed bullets icon is rolled, ignore Night Raid card currently in play
      • Hatchet:
        • If hatchet icon is rolled, ignore Night Raid card currently in play
        • If hatchet icon is rolled and hatchet is not equipped, this is a miss
    • If hatchet/shotgun icon is rolled and character is not using hatchet/shotgun respectively, this roll is considered a miss
  • Resolve night raid card:
    • For each defence, remove either 1 wound or reduce number of resources to be removed by 1
    • Return remaining resources/tokens to supply
    • Shuffle night raid car§d back into Night Raids deck
  • Add 2 extra cards to Night Raids/Residents decks from those set aside at start of game:
    • You can add two cards in any combination (i.e. 2 residents, 2 night raids or 1 of each type)

Leadership

  • Changes at end of this phase

  • Move all scavenging party members into shelter
  • Place all tokens/resources brought back from scavenging into shelter's storage
  • Assign meds, herbal meds and bandages to characters:
    • Meds and herbal meds are two different resources and cannot be substituted for each other
  • Optionally, consume alcohol:
    • Moonshine:
      • Reduce misery by 1
      • Increase fatigue by 2
    • 100% alcohol:
      • Reduce misery by 1
      • Increase fatigue by 1
  • Draw 1 fate card and resolve its effect:
    • Ignore bottom part of fate card with die
    • When exchanging a location, remove it from the game and move all locations down to fill in gaps
    • Draw new location to fill Far space on board
    • When resolving wait tokens, after gaining benefits, return all wait tokens to supply
  • Draw 2 narrative action cards and keep one of them:
    • Shuffle other card back into narrative actions deck
  • If any party character(s) died today:
    • Roll black die:
      • For each character in party, if rolled number is less than or equal to character's empathy value, increase misery by 2

Players then start a new day by performing the morning phase

Saving your game

If you wish to save your game, you may do so at this point by referring to section 10 in the Book of Scripts

Leadership

  • Changes after fate card is resolved
  • Changes after narrative action card is selected

The game ends in one of two ways:

  • At least one of the starting characters survives to complete the final objective of the game, in which case the group wins
  • Otherwise, the group loses

Players may wish to complete the rest of the story with the extra characters that joined the group during the game, but a complete victory requires that at least one of the starting characters survives to the end.

When combat begins, randomly draw a number of enemy combatant tokens based on the Residents card being resolved.

Each token has a letter and number printed on it. The letter determines which weapon the enemy has based on the Resident card. The number represents the enemy's prowess. Place enemy tokens in the leftmost column of the combat chart based on the weapon they are using in the fight.

Each character involved in the fight can then be assigned a weapon that is in the findings pile.

Combat in this game is round based. Each round, you roll a combat die for each enemy based on what weapon they are using.

Combatants with firearms go before those with melee weapons or fighting unarmed. If a firearm-wielding character manages to kill another combatant, that combatant is removed from combat immediately and does not roll for damage. For a combatant to use a firearm, a character must discard an ammo. Enemies are considered to have infinite ammo. If a character runs out of ammo, they must switch to a different weapon or fight unarmed from now on. If an enemy is using a firearm and rolls the (...) icon on the red combat die, they have run out of ammo and must have their token moved to another row of the combat chart based on what weapons are still available for them to use in the fight, or must continue the fight unarmed.

Special weapon rules

  • Assault rifle:
    • You may choose to discard 2 ammo instead of 1 to take 2 shots in a single round instead of 1
  • Shotgun:
    • If you roll the side of the red die with a bunch of small dots on it while using the shotgun, the target dies immediately
  • Hatchet:
    • If you roll the side of the yellow die with a hatchet icon while using the hatchet, the target dies immediately

If you roll the shotgun face on the red die or the hatchet icon on the yellow die but are not using the shotgun or hatchet respectively, the roll is considered a miss.

Damage

The number of icons on the die rolled shows how many wounds are dealt to the target. Damage dealt by characters can be distributed as the players wish between the enemies in the fight. Enemy damage is represented by sliding their token one column to the right for each wound received. Once an enemy receives 3 wounds, they have died and the enemy token is returned to the enemy token supply and shuffled. Damage dealt by enemies can be distributed as the players wish between the playable characters in the current fight. Character damage is represented using the wounds state tokens.

If the § symbol is rolled by either the enemy or a playable character, choose one of the following:

  • Treat the roll as a miss
  • Draw 1 fate card:
    • Resolve the text below the combat die icon on the card

Prowess

When a die is rolled, prowess determines how many times the die can be re-rolled to attempt to get a better result. If the die is re-rolled, the previous result is lost. Only the result of the final roll is used. Enemies will only use their prowess when they get 0 wounds on a roll.

Backstab

When resolving a backstab, only one side attacks. Rolls and damage are resolved by the backstabbing side as normal.

When resolving a backstab from a hiding place, the backstab is resolved and then normal combat begins.

Fleeing

Before each round, you can decide to flee. This will cause enemies to perform a backstab, after which characters then leave combat.

Death

  • When a character dies during combat, see 266 in the Book of Scripts
  • When an enemy dies in combat:
    • If the enemy was a thug, do nothing
    • Otherwise, for each character present:
      • Roll the black die
      • If the number rolled is equal to or less than their empathy:
        • Increase character's misery by 1

Bed (First)

  • Requirements:
    • Build Materials:
      • 3 components
      • 4 wood
  • Effect:
    • Day action:
      • Lowers fatigue of character placed on it by 2
    • Evening phase:
      • Set fatigue of character placed on it to 0

Bed (Second)

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Same build materials as first bed
  • Effect:
    • Same effect as first bed

Chair

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Build Materials:
      • 1 component
      • 2 wood
  • Effect:
    • When built:
      • Reduce misery of all characters by 1
    • Day action:
      • Roll black die:
        • For each book in storage, add 2 to roll value
        • 1-5: No effect
        • 6-10: Reduce misery of character by 1

Reinforced Door

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • All 3 board-ups must have already been built in shelter
    • This fitting can only be placed in Guard space on board
    • Build Materials:
      • 3 components
      • 5 wood
      • 1 mechanical part
      • 1 electrical part
  • Effect:
    • Night raid phase:
      • Add 2 prowess to all characters on Guard Duty

Herbal Garden

  • Requirements:
    • Build Materials:
      • 4 components
      • 4 wood
      • 1 mechanical part
  • Effect:
    • Day action:
      • Do one of the following:
        • 1 chems + 1 water -> Place a wait token on space
        • Convert 1 herbs -> 1 cigarettes
          • Can be converted multiple times in one action
        • Convert 1 herbs -> 1 herbal meds
          • Can be converted multiple times in one action
          • Can only be performed if 100% alcohol is in storage

Vegetable Garden

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Herbal Garden fitting must already have been built in shelter
    • This fitting must be built next to Herbal Garden fitting
    • Build Materials:
      • 2 components
      • 2 wood
      • 2 mechanical parts
      • 2 electrical parts
  • Effect:
    • Day action:
      • Spend 1 chems + 1 water
      • Place wait token on this space
    • Dawn phase:
      • When resolving wait tokens, roll black die:
        • 1-5: add 1 vegetable to storage
        • 6-8: add 2 vegetables to storage
        • 9-10: add 3 vegetables to storage

Herbal Workshop

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Herbal Garden fitting must already have been built in shelter
    • This fitting must be built next to Herbal Garden fitting
    • Build Materials:
      • 4 components
      • 2 wood
      • 2 mechanical parts
      • 2 electrical parts
  • Effect:
    • Day action:
      • Do one of the following:
        • Convert 1 herbs + 1 chems -> 1 meds:
          • You can perform this conversion as many times as you like this action
          • Requires filter to be in storage
        • Convert 1 herbs + 1 filter -> 1 bandages:
          • You can perform this conversion as many times as you like this action
          • Requires 100% alcohol to be in storage

Simple Heater

  • Requirements:
    • Build Materials:
      • 5 components
      • 3 water
  • Effect:
    • Day action:
      • For each cold token you wish to remove, discard 2 wood/books:
        • i.e. Either 2 wood, 2 books or one of each for each cold token to be removed
      • You can do this as many times as you want in one action

Efficient Heater

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Simple Heater fitting must already have been built in shelter
    • This fitting must be built next to Simple Heater fitting
    • Build Materials:
      • 3 components
      • 2 mechanical parts
      • 1 electrical part
  • Effect:
    • Day action:
      • When using the simple heater, only discard 1 wood/book per cold token to be removed

Radio

  • Requirements:
    • Build Materials:
      • 3 components
      • 2 mechanical parts
      • 2 electrical parts
  • Effect:
    • Day action:
      • Choose one of the following:
        • Look at top two cards of events deck
        • Look at top card of night raids deck
      • Roll black die:
        • 1-7: No effect
        • 8-10: Lower misery of character by 1

Rainwater Collector

  • Requirements:
    • Build Materials:
      • 5 components
      • 2 wood
      • 1 mechanical part
  • Effect:
    • Day action:
      • Place wait token on space
    • Dawn phase:
      • When resolving wait tokens, roll black die:
        • 1: add 1 water to storage
        • 2-5: add 2 water to storage
        • 6-8: add 3 water to storage
        • 9-10: add 4 water to storage
      • Return wait token to supply

Moonshine Still

  • Requirements:
    • Build Materials:
      • 2 components
      • 2 wood
      • 1 mechanical part
  • Effect:
    • Day action:
      • Spend 1 sugar + 1 water + 1 wood/book
      • Place wait token on space
    • Dawn phase:
      • When resolving wait tokens, roll black die:
        • 1-4: Add 1 moonshine to storage
        • 5-7: Add 2 moonshine to storage
        • 8-10: Add 3 moonshine to storage
      • Return wait token to supply

Alcohol Still

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Moonshine Still fitting must already have been built in shelter
    • This fitting must be built next to Moonshine Still fitting
    • Build Materials:
      • 3 components
      • 3 wood
      • 1 mechanical part
      • 2 electrical parts
  • Effect:
    • Day action:
      • Convert 1 moonshine + 1 wood/book -> 1 100% alcohol:
        • You can perform this conversion as many times as you like in 1 action
        • You cannot both use the Moonshine Still and Alcohol Still in a single action

Crude Stove

  • Requirements:
    • Build Materials:
      • 5 components
      • 3 wood
      • 2 mechanical parts
  • Effect:
    • Day action:
      • Do one of the following:
        • Convert 2 herbs + 1 water + 1 wood/book -> 1 vegetable
        • Convert 1 raw food + 1 water + 1 wood/book -> 2 raw food

Cooking Stove

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Crude stove fitting must already have been built in shelter
    • This fitting must be built next to Crude Stove fitting
    • Build Materials:
      • 5 components
      • 5 wood
      • 2 mechanical parts
  • Effect:
    • Day action:
      • When crude stove used to produce raw food, add 1 extra raw food to storage

Deadfall Trap

  • Requirements:
    • Build Materials:
      • 5 components
      • 2 wood
      • 2 mechanical parts
  • Effect:
    • Day action:
      • 1 chems/raw food -> Place a wait token on space
    • Dawn phase:
      • When resolving wait tokens, roll black die:
        • 1-2: Receive nothing
        • 3-7: Add 1 raw food to storage
        • 8-10: Add 2 raw food to storage
      • Return wait token to supply

Cage Trap

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Deadfall Trap fitting must already have been built in shelter
    • This fitting must be built next to Deadfall Trap fitting
    • Build Materials:
      • 3 components
      • 2 wood
      • 2 mechanical parts
  • Effect:
    • Day action:
      • Add 3 to all rolls when resolving deadfall trap wait tokens

Workshop

  • Requirements:
    • Build materials:
      • 5 components
      • 3 wood
      • 1 mechanical component
  • Effect:
    • Day action:
      • Do one of the following:
      • Convert 1 wood + 4 wood -> 1 board up:
        • Board-up tokens must be placed on Hole spaces in shelter
      • Convert 1 component -> 1 mechanical part or 1 electrical part:
        • This conversion can be carried out as many times in one action as you like
      • Convert 1 component -> 1 filter:
        • This conversion can be carried out as many times in one action as you like
      • Convert 1 broken guitar + 2 components + 1 wood -> 1 guitar

Metal Workshop

  • Requirements:
    • Note: This does NOT require the workshop to be built
    • Build Materials:
      • 5 components
      • 3 wood
  • Effect:
    • Day action:
      • Do one of the following:
        • Convert 1 component + 1 mechanical part -> 1 lockpick
        • Convert 3 components + 1 wood -> 1 shovel
        • Convert 1 component + 1 weapon part -> 1 sawblade
        • Convert 2 components + 1 wood + 1 weapon part -> 1 knife
        • Convert 2 components + 1 wood + 2 weapon parts -> 1 hatchet

Gunsmith Workshop

  • Requirements:
    • Cannot be built until card is moved into fittings deck using New Idea board action
    • Metal Workshop fitting must already have been built in shelter
    • Note: This does NOT require the workshop to be built
    • This fitting must be built next to Metal Workshop fitting
    • Build Materials:
      • 8 components
      • 4 wood
      • 3 mechanical parts
  • Effect:
    • Day action:
      • Do one of the following:
        • Convert broken assault rifle + 2 weapon parts -> 1 assault rifle
        • Convert broken pistol + 1 weapon part -> 1 pistol
        • Convert broken shotgun + 2 weapon parts -> 1 shotgun
        • Convert 1 shell -> 1 ammo:
          • Requires Chems to be in storage
          • This conversion can be carried out as many times as you like

Thumbnail courtesy of BoardGameGeek and the respective publisher.