(DtF) Rulebook

This is a game of planning and risk, carefully make your way to nighttime and prep for the monstrous horrors.

## Setup

Take the cards and lay them separately based on the icons on the back of the cards, there should be 4 stacks. These stacks are Loot, Monsters, Humans and Tiles along with a Event Spinner. Next spend your 800 points to give yourself the items you want below, you can only do one for each of them. Set your health to 16, Rad to 0 and Food to 7. Set both factions on your factions bar to yellow.

## Survival

This is arguably the most important part of the game, you'll need to manage Reputation, Hunger, Health, Radiation and Effects.

### Basic Health

Health - Your health is on the right side of the bar and starts at 16 and as you take damage it will decrease

Radiation - This starts at the left side of your health bar and starts at zero, it will go up for every action you make in a irradiated tile and will lower you max hp

Hunger - A gray bar above your health bar that starts at 7. It will go down every time you move to another tile. Running out of Hunger will make you take 1 damage every action you make.

### Effects

Bleed(Red devil icon) - Happens when specific enemies hit you. Makes you take 1 damage every action you make.

Darkness(Blue man in a coat) - Happens in dark areas and at night without a flashlight. You must roll a dice every time you shoot, 1-3 is miss 4-6 is hit.

Irradiated(Orange drunk looking guy) - Occures when you have over 7 Radiation. You deal half damage with melee.

Immune to Radiation(Blue Mutant) - Immune to well, radiation.

Well(Just a guy, legit) - when you have no damage and no radiation you get this, it makes your hunger drain at half the speed it normally does.

High Reputation(Yellow Jesus) - You have the highest rep and are respected by both factions.

### Discard

When you get rid of an item it goes to the discard, when there are 8 cards in the discard reshuffle them into the normal loot pile.

## Tile Navigation/Wilderness

Navigation tiles in simple, every time you move your character off a tile you draw a card and place it where you put your piece next. Keep in mind you can only move up or down, left or right never diagonal. After you leave a tile it will flip back over showing only what kind of card it is.

### Factions

As you explore the land you will find faction cards, these will have the star symbol for the Federation and a shield symbol for the Stalkers

Shield/Stalkers - This Faction wants to escape the horrible wasteland that is the Zone by any means necessary. They will kill anyone who gets in their way as they find the way out. With them you may find the way to escape.

Star/Federation - They are a group sent by the government to destroy the zone and anything in it that was infected by the nuke. They show no mercy to almost everything in the zone that may be infected. With them you could escape the zone.

Doing missions and helping the factions can give you Reputation shown on the factions bar. Getting Red on either faction is vitally bad as from now on every time you enter a tile that has to do with the faction that hates you will draw 2 human enemy cards.

### Progression

Depending on your choices throughout the game you may get different endings, to get these in the first place you must complete your S.P.E.C.I.A.L bar by completing story tasks. Once completed the game ends, your standings with both the factions will dictate the ending you get by a code, you can find the endings on the "(DtF) Endings" Page

To get S.P.E.C.I.A.L you need to accept missions from either faction, completing these will give you the next letter in the S.P.E.C.I.A.L and give you rewards.

### Different types of tiles

[⌂] - A base, could be a faction or a abandoned place to shelter and store items.

[!] - This is a typical event space, it could be something or nothing.

[⚑] - Faction Location or Special Location

### Interactions with Tiles

Explore - Draw an event card, can only be used once per tile.

Mission (🌟//🛡) - Draw a mission card based on the icon beside "Mission"

Storage - Only on cards with a Inv, allows you to store cards in it

Trade - Trade 3 cards for one of the items listed on the bottom of the card.

Medical - Trade 3 cards to gain all health back.

Loot - Draw item cards until you get either a food or ammo card, take that card then reshuffle. Can only be used once per tile.

Special Loot - Draw item cards until you get either a melee weapon, gun or medical, take that card then reshuffle. Can only be used once per tile.

Scavenge - Pick a item of your choice from the item card. Can only be used once per tile.

Encounter - You have to draw an event card when on this.

### Dangers of Time

After 10 movements the day will enter nighttime (You can skip waiting by sleeping in a base) In this time you will draw a infinte amount of 3 monster cards until 5 rounds have been survived. If you survive good job! you made it to the next day.

You may spend some time in the Zone wandering aimlessly but you are infact on another timer besides the day and night cycle. After day 5 a missle will strike many parts of the Zone, destroying many inhabitants.

## Combat

### Basic Parts

The battle will always start with your turn and after you make one action the enemies take their turn and it will cycle through all their turns doing what they're supposed to do. You can do multiple actions during your turn including [SPECIAL ACTIONS] or using any of the cards in your inventory. Reloading a weapon (Placing its specific type of ammo on it) takes a turn as well.

Monsters do not have any special patterns and will simply do damage. (If any enemy cards have an arrow Icon on them then they are ranged.) Human enemies have patterns on the bottom of their cards showing what they'll do on each turn. When their pattern ends it resets back to the first part of the pattern.

Some creatures are immune to certain weapons, if they have this letter with a cross through it on the side it means they are immune. T(Melee) L(Light Ammo) S(Shells) M(Medium Ammo) H(High Ammo) X(Equipment)

##### Backpacks and Rigs

Backpacks have a wider bag icon while rigs have a skinny/longer version of that bag. Rigs act sort of like a backpack for combat because anything in the rig you can easily access. When you want to grab something out of your bag during combat it will take a turn to first access the bag and then you can grab one item out of it.

### Special Actions

There are a set of actions you can pull when using combat, these are available to you at all times and cannot be taken away by anything (Excluding COVER here, it can run out of uses.)

COVER - Allows you to avoid ranged enemy attacks for the turn, this has three uses per combat. To restore one use you must hit an opponent with a weapon that uses S(Shells) or a T(Melee Weapon).

BLOCK - Allows you to avoid melee enemy attacks using a weapon. The weapon you use to block gains WORN (See weapons modifs).

PLEAD - Give up three of your items in your INV to flee the battle for free. Does not work on faction enemies that have the lowest possible rep with you.

FLEE - Flee the battle and put the enemy cards back in the bottom of the deck. Take 3 damage for every alive enemy when you flee.

### Human Actions

Crosshair - Ranged Attack that deals the damage specified above along with what is need to be rolled on the dice for the shot to hit you.

Knife - Melee attack that deal the damage shown above.

Shield - They take no damage this turn unless a equipment item is used.

## Modifiers

(Ill post an image here, I don't wanna write...)