Power Creep Rules
Power Creep Rules
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+ )
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
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).
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!
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
3) Explore Phase
Gather supplies, fight enemies and
restore power to the generator.
Threat Phase Example 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
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+ )
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).
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
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.
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).