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Salvation Road Summary

This document provides setup instructions and rules for the board game "Salvation Run". It outlines the following phases that occur on each player's turn: 1. Action Phase - Players take turns taking 2 actions with one of their characters. Possible actions include using character/location abilities, moving, gathering resources, searching, healing, recovering, transferring resources, resting, fighting, or shooting. 2. Threat Phase - Players roll threat dice based on characters and the threat level, taking wounds. Characters with full wound tracks die. 3. Apocalypse Phase - Players draw an apocalypse card and resolve effects like adding marauders or simulating famine/pestilence.

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Neal Sofge
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0% found this document useful (0 votes)
124 views1 page

Salvation Road Summary

This document provides setup instructions and rules for the board game "Salvation Run". It outlines the following phases that occur on each player's turn: 1. Action Phase - Players take turns taking 2 actions with one of their characters. Possible actions include using character/location abilities, moving, gathering resources, searching, healing, recovering, transferring resources, resting, fighting, or shooting. 2. Threat Phase - Players roll threat dice based on characters and the threat level, taking wounds. Characters with full wound tracks die. 3. Apocalypse Phase - Players draw an apocalypse card and resolve effects like adding marauders or simulating famine/pestilence.

Uploaded by

Neal Sofge
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Setup 2 - Threat Phase

• Deal each player 1 Survivor and 1 Hero. First Player rolls threat dice for each Location:
• Put 1 face-down Road card on map. • # of dice to roll = # of Characters + Threat #. White dice
first, then black.
• Discard 5 Apocalypse cards from the game.
• Shuffle 1 random Recon Location in with 1 random • Characters may discard Ammo to re-roll selected dice.
Locations per player, then deal face-down to the board. • Count wounds on dice and assign to Characters; place
markers facedown.
• 1 Food token in the Truck.
• Create Marauder pool (see chart on board). • Anyone with a full Wounds track dies.
• Shuffle everything else, place chits on board spots. • Resources displaced by Wounds drop in Location or
Truck.
How to Lose 3 - Apocalypse Phase
• If you place the last Marauder token. First Player draws top Apocalypse card:
• If someone loses both characters. • May discard if type (i.e., Death, War, Famine,
• If you can't pay the full Salvation toll. Pestilence) matches top of discards. If so, draw a
replacement, whcih you're stuck with even if it matches.
1 - Action Phase • Add Marauder Tokens - bikes first, then buggies.
In player order, take 2 actions with one character and place • Resolve card effects.

activation token. (Actions may be repeated unless - Death (prevented by being in the Compound)

otherwise indicated.) Go to Threat Phase when all - War (Compound residents can take an extra hit to
characters have acted. block a Marauder)

• Character Ability - Action on Character card. - Pestilence (discard a Med to let three co-located
characters ignore effects)

• Location Ability - Action on Location.
 - Famine (discard a Food to let three co-located
Once per round (place Location Use marker)
 characters ignore effects)
Scout: Place facedown Road card from the bottom of
the deck (so you don't see icons on back).

Explore: Flip Road card face up. 4 - Refresh Phase
• Move - To new Location or Compound. (Note 3- • Remove Character Activation and Location Use
character limit per Location.)
 Markers.
For face-down Location, flip card; draw 1 search card • If all Characters are at compound, they may begin
and place resources; place Threat marker on leftmost journey to Salvation. (Mandatory if last Apocalypse
numbered space. card has been drawn.)
• Gather - Take 1 resource from Location Supply. • Pass First Player Token.
• Search - Draw Search card, add Resources and Threat
to Location. If Threat hits skull, no Location Ability and Salvation Run
only 1 resource from Search.
• Dump all Resources from Characters into Truck.
• Heal - Discard a Med token, then discard either 3x • Flip Road cards one-by-one, paying the Resource costs
facedown wounds or 1x faceup on co-located character. before moving to the next.
(Put all discards faceup.)
• Add Road cards if necessary to get to one more than the
• Recover - Stand 'Delayed' Character back up. (If you number of players.
get Delayed while you're down, Wound instead.)
• For the Salvation toll after the last Road card, shuffle
• Transfer - Transfer Resources (First is free).
 Search deck and draw one at a time, paying either left or
- Give 1 to another Character at this Location.
 right side before drawing the next. (Number of cards
- Drop any number into Location supply.
 needed depends on player count and is on the map.)
- [At Compound] Transfer any number to truck

- [At Compound] Transfer 1 from truck
Resources
• Rest [at Compound] - Discard 1 facedown Wound.
• Fuel: Discard to drive to another location without using
• Fight [at Compound] - Remove 1 Marauder Token.
 an action. May drive another Character at same time.
Hero rolls 1 black die, Survivor 2 black dice; take (Ignore movement-related abilities.)
wounds indicated.
• Food: Discard to gain an additional action.
• Shoot [at Compound] - Remove 3 Marauders and
discard 1 Ammo. • Meds: Allows Heal Action.
• Ammo: Allows Shoot Action.

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