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Power Creep Rules

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100% found this document useful (1 vote)
833 views6 pages

Power Creep Rules

Uploaded by

Jonathan Sandlin
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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When the lights went out it didn’t take long for civilization

to start crumbling. After years of scavenging your


Starting A Page
fledgling society has found a way to restore power to the (Non-Campaign)
settlement. But the evil forces thrive in the darkness and If you are playing the campaign mode, see the
they desire to keep it that way. You’ll need to outrun the additional setup rules below. Otherwise, ignore the
Creep before it overtakes your settlement, dooming you Location section of the quest sheet as it is only used in
and your fellow survivors and maybe all of humanity! the campaign mode.

Game Overview Starting A Structure


Power Creep is set in a post-apocalyptic world that A Choose a Structure HEALTH BLUEPRINTS
X

has lost electricity, challenging players to restore their


A Armory: Circle two adjacent equal

to explore (one of the


numbers, to combine two dice together
(The result cannot exceed a 6). You must
mark this die next to a Threat.

RADIATION EXPLORED LOCATIONS N Nursery: Circle a number with a lower

world. Meanwhile a dark force is ever-creeping towards


-1 number adjacent to it to get an extra reroll
UPTOWN from a Food item.

four buildings). You will


-1 THE EAST
Safehouse: Circle 2 adjacent numbers whose sum
SCARAB -1
DOCKS
CITY
‘BURG S equals an Evil Die. Discard that die before Threats
Enforcer nomad CENTER attack. You cannot discard the last Evil Die.
-2
Y Youth Center: Circle a 1 or 2. Reduce a die by that
-3 amount (after Threat Phase).

annihilating the human race. remain in this structure EAST‘BURG 2090


COUNTRY STORE
In 2090, the raiders have pressed the settlers to the max.
These resource excursions are more important than ever.

ABANDONED HOUSE
CRAFTING
Hatchet : Add 1 to a die, that you are
marking next to a Threat. (Use: )
HEALTH
until it is completed. X
Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
Material. (Use: )

1 2
Armor : Ignore 1 damage. (Use: 4+ )

Goal of the game B Take the number of


Radiation Suit : Skip the Radiation
Phase when marking a Radiation space.
(Use: 4+ )

A
Shotgun : You may skip over 1 empty
space (no terrain) when marking next to
a threat.

ITEMS

The goal of the player is to create a sequential path Good ( ) and Evil Dice
Medpack: Gain the Food: Cross out
next Stamina block. to reroll a die

RADIATI
MALL SHOPS DINER
(any phase).

TERRAIN

from door to generator in each of the four structures. ( ) shown under the
Wall: Impassable. Gain 1 Radiation.

3 4
THREATS
NIGHT
HORDE
5+ 1 4 1
TRG ATK DEF HP

To do so, a player will need to defeat threats, acquire chosen structure’s name
Before threats attack, for each ‘1’ you roll on an Evil

SCARAB Die, reduce a Good Die by 1 (to a minimum of 1).

LEADER 5+
TRG
2
ATK
5
DEF
2
HP
Before threats attack, for each ‘2’ you roll on an Evil

items, craft gear and use blueprints to gain access to to form your dice pool.
Die, reduce a Good Die by 2 (to a minimum of 1).

Enforcer nomad LURKING = =


SHADOWS TRG ATK
X – –
DEF HP

powerful abilities. You must defeat all leaders to win X Increase after completing a structure
or when Lurking Shadows trigger.
TRAITOR STRIKES
A neighbor has duplicitous
motivations. Lose 2 Health.
HOT SPOT!
Exposed Tanker is leaking. Roll a
Radiation check for each Radiation
level currently marked.
DARK CONSUMES
The settlement is lost. You lose!

the game. In this example

B EAST‘BURG 2090
to the right, the In 2090, th
These reso
Country Store
Components location has 2 Good COUNTRY STORE ABANDON
• Quest Sheets Dice and 1 Evil Die.
• Rules
• Provide your own pen or pencil
• (3) white d6 Good Dice Note: The number of each die type will change as you
• (3) black d6 Evil Dice play different structures. No dice are carried over from
structure to structure. SHING PUBLIS
PUBLI

share your adventures


Join fellow heroes on Discord to ask questions and share your gamesheets.MALL SHOPS
Taking A Turn
1) Roll Dice Roll all of your Good Dice ( ) and Evil Dice ( ).

Threat Phase Example 1


2) Threat Phase
Check to see if threats attack you.

Check all of the threats in the current


structure to see if they are activated.
Threats are activated by a Trigger (TRG)
number threshold showing on Evil
Dice, or if there are doubles on Evil Dice.
Each threat is detailed at the bottom of
the page. All living threats in the current
structure activate if their trigger is shown
on even just one Evil Die.

3) Explore Phase
Gather supplies, fight enemies and
restore power to the generator.
Threat Phase Example 2

In this example, at least one Evil


Die is high enough to trigger ALL
undefeated Toxic Raiders in the
One at a time, activate each die (Good or
room AND the Leader. The Toxic
Evil) in your dice pool and write its value
Raider deals 1 damage (loss of
in an unmarked white space orthogonally
Health), and the Leader deals an
adjacent to a previously marked space, or
additional 2 damage for a total
adjacent to the entry door. After activating
of 3 Health lost. Note: no matter
a die, discard it.
how many Evil Dice roll the trigger
values, each undefeated threat
1
Note: Walls between spaces will block
adjacency. will only attack once per turn. 5 5 1

Explore Phase Example


The player adds
the 6 (which is
enough to defeat
3 3 4 5
4 6
the threat), then
the 5 and 4 (these
2 1
5 4 numbers are
2 2 building a sequential
path—more on
page 4). They end by
adding the 2.

2
Additional Details Threats
Character Portion of Sheet (top section) Each game has multiple threats that will impede your
progress. You may defeat them to prevent their effects.
1 HEALTH 2BLUEPRINTS Specific threats (Leaders) must be defeated in order to
X Armory: Circle two adjacent equal
A
complete the game. Each Threat contains:
numbers, to combine two dice together
(The result cannot exceed a 6). You must
mark this die next to a Threat.

3 RADIATION 4
EXPLORED LOCATIONS N Nursery: Circle a number with a lower
-1
-1 THE
UPTOWN
EAST
number adjacent to it to get an extra reroll
from a Food item. Trigger (TRG): This number threshold value or dice
Safehouse: Circle 2 adjacent numbers whose sum
SCARAB DOCKS ‘BURG S
combination (on Evil Dice) will cause the threat to attack
-1 CITY equals an Evil Die. Discard that die before Threats
Enforcer nomad CENTER attack. You cannot discard the last Evil Die.

5 -2
Y Youth Center: Circle a 1 or 2. Reduce a die by that

(triggering the Attack effect).


-3 amount (after Threat Phase).

EAST BURG 2090


Health
1 COUNTRY ‘ Points (HP): In 2090, the raiders have pressed the settlers to the max.

A measure of your hero’s


These resource excursions are more important than ever. CRAFTING
Hatchet : Add 1 to a die, that you are Attack (ATK): When this Threat is Triggered, resolve this
STORE ABANDONED HOUSE marking next to a Threat. (Use: )

health. When threats cause you to lose health, cross of Hammer : Subtract 1 from a die, that
you are marking next to an Item/Crafting
effect. If this value is a number, decrease your health
Material. (Use: )

one HP for each point lost. If you lose your last Health Armor : Ignore 1 damage. (Use: 4+ )
by this amount. If this shows the , advance the creep
Point your hero succumbs to the threat and you lose Radiation Suit : Skip the Radiation
Phase when marking a Radiation space.
track by one.
(Use: 4+ )

the game. Shotgun : You may skip over 1 empty


space (no terrain) when marking next to Defense (DEF): The threshold value you must equal
a threat.

Extend your hero’s Health Points by acquiring Medpack


ITEMS
Medpack: Gain the Food: Cross out
or exceed to deal damage to this enemy (by marking
a space next to this threat). Ex. If this Threat has a
MALL SHOPS DINER next Stamina block. to reroll a die

Items. When you do, gain the next blockTERRAIN


group of health
(any phase).

points (left to right., then next row). Wall: Impassable. Gain 1 Radiation. Defense of 4, you must mark a 4 or higher in a space
THREATS next to the threat to deal damage.
NIGHT 5+ 1 4 1
2 Blueprints: As a scavenger, you will power
HORDE
buildings TRG ATK DEF HP
Before threats attack, for each ‘1’ you roll on an Evil
Die, reduce a Good Die by 1 (to a minimum of 1). Health Points (HP): A measure of the Threat’s health.
then determine their new use to help you throughout
5 2 5 2
This is the number of times you must successfully deal
+
LEADER TRG ATK DEF HP

your journeys.
Before threats attack, for each ‘2’ you roll on an Evil
Die, reduce a Good Die by 2 (to a minimum of 1).

LURKING = = X – – damage to them (by marking spaces next to the threat


SHADOWS TRG ATK DEF HP

Blueprints provide special abilities once a structure has equal to or higher than their defense value). once the
X TRAITOR STRIKES HOT SPOT!
Increase after completing a structure
been powered. Your character has a unique signature
or when Lurking Shadows trigger.
DARK CONSUMES
A neighbor has duplicitous Exposed Tanker is leaking. Roll a The settlement is lost. You lose!
threat has been dealt damage equal to their HP, they
motivations. Lose 2 Health. Radiation check for each Radiation

blueprint that only they can create. When you power a


level currently marked.
are defeated. Cross out that specific threat on the
structure (see Completing A Structure), you will choose structure.
a blueprint to apply to it, and it will provide additional Ability: Resolve this effect when this Threat is triggered
effects that you may use for the remainder of the game unless otherwise stated. The effect is no longer in place
(or campaign). when all enemies of this type (in this structure) have
been defeated.
3 Radiation Track: See page 4 for Radiation effects.

4 Explored Locations: These are used for campaign Leader


play. See Campaign Mode for additional details. Some threats are considered leaders. They have
5 Starting Bonus: This hero starts with these bonus boosted stats and abilities. You must defeat all
Items/Crafting Materials. leaders to win the game.

Structure Elements Items


Within each structure are a variety of elements that will Items will help you along the way. They are immediately
impact your gameplay. gained when you mark two spaces next to the item with
the same value. Circle them to show you have gained
E
 ntry Door: This is where you start each structure. them. Cross them out when you use them.
Your first die placement must be orthogonally
M
 edpack: Gain the next unclaimed health group
adjacent to the Entry Door
on your character sheet. Health groups must be
P
 ower Generator: Your goal for each structure is unlocked in order, row by row and left to right. Mark
to create a sequential path from the Entry Door to with an X to show it has been gained.
the Power Generator. (See “Completing a structure” F
 ood: Cross out to re-roll a die. This can be at any
for details on a sequential path). phase of the game.
3
When all Crafting Materials for a Gear have been filled
Terrain in, you now have that Gear. Mark its checkbox ( C ).
Terrain determines the makeup of each structure. You can use its effect from now on, as often as you
Wall (Impassable): If a wall is would like.
between two spaces, you may not Some Gear that you have crafted will have additional
mark the space on the other side of X 3 X use costs. These are often spending a die ( ), as if you
a wall, unless you have a path to it 3 used it to mark a space. Discard that die to use the Gear
without any walls in between. 2 effect. The effect will show the color of dice required,
In the example to the right the player cannot reach and a value (if required).
the spaces marked with an X yet because of the wall
separating the spaces.
Creep Track
R
 adiation: When marking a space with radiation,
At night the
immediately Increase Radiation and perform a
darkness creeps.
Radiation Check (then resume your turn).
After you complete 2 2 2 3 4 3
a structure with a
4 4 4
Radiation (increase / check) sequential path,
4 5 5
When you mark a radiation icon on a increase the track
structure space, you trigger a Radiation by the highest
Increase and Radiation Check. number in your
path. If the path
Radiation Increase: When you are was NOT sequential, increase the track by 7 spaces.
instructed to perform a Radiation Threats and other effects may also impact the creep
Increase first find the first unchecked track. The track will indicate any effects that will occur as
box (starting from the top of the Radiation Chart) then a result of the increases.
mark that box.
In the example above a sequential path was created
Radiation Check: Roll a used die. Compare the result with the highest number in the path being a ‘4’. This
the Radiation Chart. If the result matches one of the requires the Creep Track to be increased by 4 boxes.
Radiation Chart levels that has been checked, resolve
the effect listed. If it doesn’t match, take no effect.
Completing A Structure: Part 1
In the example above the player has marked a second A structure is completed immediately when you form
radiation icon and must now mark the checkbox. a path of orthogonally connected marked spaces from
Then the player rolls the die they just used to mark the Entry Door to the Power Generator. If each value
the space—the result is a ‘3’. Since the row of the marked on this path is within 1 of the previous value
Radiation track is not yet marked, the hero takes no (equal, +1, -1), the path is considered “sequential.”
loss of health.
Sequential Paths
1
Crafting Materials 2 1 2 3 4 Sequential
3 4
Crafting Materials help you craft Gear. 2
Immediately gain a material when you 5
A
3 3 3 3 3 Sequential
mark two spaces next to it with the 5 3
same value ( A ). Immediately cross 2 1 5 2 3 X Not sequential
out the material icon on the
Note: sequential paths may turn, but cannot be diagonal.
structure to show you gained it.
C
Then, immediately fill in any single B
matching icon on the crafting side of the page to apply it
to that Gear ( B ). 4
Completing A Structure: Part 2 Campaign Mode
If you created a Sequential Path: You’ve powered this The campaign mode is a journey for a character
structure and you may now apply a blueprint to it (See through all 4 locations (Uptown, East ‘Burg, City Center
Blueprints). and The Docks) of a given year ( A ). These 4 sheets can
be played in any order.
• Increase the creep track by the highest number in
your sequential path.
If you DID NOT create a Sequential Path: The
structure is lost.
•C
 ross out the structure. You will not gain any
additional effects from this structure.
• Next, you must increase the creep track by 7.
If you have not completed all structures, return to the
A
first step of the gameplay.

If you complete your last structure, you win the game. The first sheet will be played as normal, but when
Note: you must defeat all leaders as well in order to playing the 2nd, 3rd, or 4th sheet you will fill in the
win the game. location section at the top, marking off each location
that has already been played.

BLUEPRINTS Each marked off location has a bonus Crafting Material


and Health bonus that you will immediately gain.
When you complete a sequential path in a structure you
may designate this structure to a Blueprint effect (your
choice from your character’s Blueprint list). The player is starting their
3rd sheet (Uptown) and
Choose any blueprint at the top of your page and mark
marks the two previously
its letter in the structure’s empty blueprint icon. The
completed locations, gaining
blueprint ability may be used for the rest of the game.
the bonus rewards for each.
Note: You may only have one active blueprint of each
The Power Creeps: Fill in one Good Die icon on a
type at any time. To add one that you already have,
structure for each location/sheet you’ve already
cross out the entire structure with this blueprint type.
completed (example: if you’ve played 2 previous sheets,
You may now add the new one.
you will gain two bonuses and then fill in any two Good
Die icons). A filled in Good Die is now an Evil Die. No
The player chooses
structure may have more than 3 Evil Dice.
to designate this
2 2 2 3 4 3 structure’s blueprint as Note: When playing a campaign you may use all
4 4 4 a Safehouse, adding an previous sheets for their active blueprints. The same
‘S’ to the blueprint icon. rule applies that you may only have one active blueprint
4 5 5
of each type. Gear, Health, Radiation and Items will all
reset on the new sheet).

winning / losing
You win the game: You lose the game:
• if you complete all structures and • if you run out of health
defeat all leaders with one or more • the Creep Track reaches the end
Health remaining • if you complete a structure with any
undefeated leaders remaining
5
Icon reference Turn reference
Good Die
1 Roll dice: Roll all Good and Evil dice shown
on this structure.

2
Cost—1 Good Die. Discard this die to pay Threat Phase: Check to see if undefeated
the cost of using this effect. Threats in this structure are triggered.
If any one Evil Die equals or exceeds a
Cost—1 Good Die of value 4 or higher.
Threat’s Trigger (TRG) it is activated (it deals
Discard this die to pay the cost of using
damage equal to its Attack value (ATK)).
this effect.
Notes: If multiple dice would cause a
Evil Die Threats to trigger, it only triggers once
each turn.
Radiation: When marking this space your If there are more than one triggered
hero must Increase Radiation and make a Threats of the same type in a structure
Radiation Check. they ALL attack.

3
Wall: Walls are impassable. You may not Explore Phase: Mark your die rolls to
mark an adjacent space if separated by a move through the structure (and to attack,
wall. collect Items/Materials).

Scrap component
Important Notes
Water component Matching Die Rolls: If an effect mentions a specific Evil
Dice result and any Evil Die has that value, the effect is
Fuel component triggered. For example, if an effect is triggered by a 6 and
you roll 4 and 6 on Evil Dice, the effect triggers. If multiple
dice roll 6, the effect would only trigger once.
Tool component
Adjacency: Two spaces are adjacent if they touch sides
orthogonally: top to bottom or left to right.
Medpack item: When you gain this item
‘Next to’: A space is ‘next to’ a Threat/Item/Material if it
immediately cross it out and add a new
touches the icon.
Health group to your hero.
Die Modification: Dice rolls may not be modified to be
Food item: Circle this item when you gain lower than 1 or higher than 6. If an effect would cause
it. You may cross it out to re-roll a die. a result to be lower than a 1 it instead becomes a 1. If a
result would be higher than a 6, it instead becomes a 6.
Blank Blueprint: When you complete
a structure with a sequential path, fill Spending/Sacrificing Dice: When you discard or sacrifice
this icon in with a Blueprint letter to a die, take an unactivated die and set it aside for that turn.
indicate which effect will be applied to this That die cannot be used that turn (for example to mark a
structure. space in the ship or to pay for an ability).

Doubles on Evil Dice: If you roll two or


more matching Evil Dice this effect triggers.
CREDITS
Publisher: PNP Arcade
PUBLISHING
Creep Track +1: Increase the Creep Track Design: Jason Tagmire & Jason Greeno
by 1 and resolve any effect icon that you
Illustrations: Vittoria Pompolani
mark as a result.
Icons: Game-Icons.net
6

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