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Dustrunners

Expansion for Dustrunner

Dustrunners Rulebook

Table of Contents

Table of Contents

  • Setup
  • Resolution Cards
  • VPs
  • Turn Sequence
  • Combat
    • Step 1: SET ENEMY'S HEALTH
      • Mutants
      • Enemies
    • Step 2: DETERMINE INITIATIVE
    • Step 3: INFLICT DAMAGE
      • Raiders attack
      • You attack
  • Star icons/Settlements
  • End a Round
  • End the Game

Setup

  1. Place Road Card with the "S" and "R" faceup on the table. Then place the Road Card with an "F". Shuffle the remaining 3 Road Cards and randomly place them face up between the two road cards. Choose a Dustrunner Mini to represent you. Place:

    • Your vehicle on "S".
    • Enemy mini on "R".

    Note: Dustrunners comes with 5 new Road cards. Blue squares are standard difficulty, pink squares are hardcore difficulty. If you land on or pass a Radiation skull icon, you gain 1 Radiation card.

  2. Choose 3 Vehicle Cards.

  3. Choose a Tracker Card. The starting VP equals the stars on the bottom of all your Vehicle Cards. For a more challenging game, use a Dustrunner with more starting VPs.

  4. Shuffle the Modification Cards and draw one at random. Then, look through the rest of the deck and pick another. Shuffle the remaining Modification Cards and place them face down.

  5. Shuffle the Resolution Cards, Exploration Cards, Radiation Cards, and Settlement cards and place them face down.

  6. Place Tracker Cubes on the max health, fuel, and ammo trackers on your Vehicle Cards.

Resolution Cards

The Resolution Deck card shows six labelled parts:

  • A. The die icon is used to determine the health of an enemy.
  • B. Driver icon determines combat initiative.
  • C. How many spaces the raiders move on the Road Cards. This is used:
    • at the end of any combat, or
    • when the spybot attacks.
  • D. Skulls determine the amount of damage.
  • E. Moon is used to determine Bonus loot.
  • F. The (regular) loot you gain after defeating an enemy.

Loot icons (the loot key shown on the guide's loot card):

  • HEALTH: Gain 1 health.
  • AMMO: Gain 1 ammo.
  • FUEL: Gain 1 fuel.
  • MODIFICATION: Gain 1 random modification card for your vehicle.

VPs

You can spend 2-4 VPs (depending on which difficulty Tracker Card you chose) to redraw a Resolution Card to do one of the following:

  • Change the starting health of your enemy and combat initiative.
  • Change the amount of damage you deal to the enemy.
  • Change the amount of damage dealt to you.
  • Change the moon icon and loot you gain after defeating an enemy.
  • Change the number of spaces the Raider Mini moves.

Turn Sequence

Dustrunner is played in rounds and each round consists of 6 turns. Each turn you will draw 2 Exploration cards, keeping both face down. Reveal one by flipping it face up, then choose one:

  • First Exploration Card: Resolve the first face up Exploration card -OR-
  • Second Exploration Card: Discard the first revealed card, and then resolve the second Exploration Card.

An Exploration card can be either:

  1. An Event—Do what the card says. Note: A dust worm must always be resolved when revealed.
  2. Combat

Combat

Step 1: SET ENEMY'S HEALTH

Are you fighting an enemy or mutant?

Mutants

When mutants attack (they have a radiation skull icon instead of the attack icon), they draw a Resolution Card, and if the card has 1 or more skull icons, you gain a radiation card instead of taking physical damage.

If the mutant has 2 radiation skull icons, draw another Resolution Card, and if the card has 1 or more skull icons, you gain a radiation card instead of taking physical damage.

Enemies

Enemy strength depends on if you are resolving the:

  • First Exploration Card or the
  • Second Exploration Card. Fighting enemies on the second card is always more difficult.

Enemy's health is tracked using 2 dice:

  1. The first die is determined by the die icon on the enemy card. If you're using the:
    • a. First Exploration Card—use the die value on the left
    • b. Second Exploration Card—use the higher die value on the right
  2. The second die is determined by revealing a Resolution card and using the pink die icon.

These 2 dice represent the total health of the enemy and can track health loss.

Step 2: DETERMINE INITIATIVE

For initiative, use the driver under the Resolution card pink icon.

Combat resolves in turns, starting with whoever got initiative attacking 1st, and then the other attacking 2nd. This continues until either the enemy or you lose all their health.

Step 3: INFLICT DAMAGE

Raiders attack

The star (*) icon next to the die icon on the enemy card tells you how many Resolution Cards to draw when they attack. The total number of skulls (if any) in the top right box represent how much damage they inflict.

The Spybot doesn't damage your health, but instead moves the Raider Mini. When the spybot draws a Resolution Card, use the blue triangle icon and move the Raider Mini that number of spaces (if any).

You attack

You can spend up to 4 ammo on your attack.

For each ammo spent, you reveal 1 Resolution Card. Deal damage equal to the sum of:

  1. All the skulls (if any) shown on all the revealed cards
  2. Your Dustrunner's damage bonus as shown in the middle-section of your vehicle.
  3. OPTIONAL: You can spend 0 ammo and deal damage equal to your Dustrunner's damage bonus.

Adjust the enemy's health dice:

  • If the raiders are still alive, they attack again.
  • If you win, you gain:
    • 2 VPs
    • Loot—Draw another Resolution Card to determine:
      • The type of loot you gained
      • How many steps (if any) the Raider Mini advances on the Road Cards.
      • If the moon icon on the Enemy card matches the moon icon on the Resolution Card, you also gain the Bonus loot shown on the Enemy card. If you defeated the Second Exploration card enemy, then you gain both the (regular) loot and Bonus loot, regardless if the moon icons match.
      • If the Enemy Card has "WILD! WILD! WILD!", you can choose:
        • One of any loot (Ammo, Health, Fuel)
        • A random Modification Card.

The Raider Mini always moves the number of steps (if any) on the same Resolution Card that was used to determine loot. The amount of steps is in the triangle icon.

Note: Whenever the resolution deck is exhausted, shuffle the discard pile to form a new draw deck.

Star icons/Settlements

When you land on OR pass a star icon on a Road Card, you must draw and resolve a Settlement Card:

  1. The top portion offers you options to trade for resources
  2. Roll a d6 and refer to the bottom table to determine your VPs (if any).

End a Round

Triggered once you have resolved the last set of the Exploration Cards. At round end:

  1. Shuffle the Exploration Cards and place them face down to form a new draw deck for the next round.
  2. Spend 1 fuel. If you're out of fuel, advance the Raider Mini 2 spaces.
  3. When the rounds ends, resolve your Radiation cards. Roll a d6 and compare the result to the dice icons on all active Radiation cards. Resolve all Radiation Cards that match your die roll result, then discard those cards. All other Radiation Cards remain.

End the Game

The game ends immediately if:

  • You run out of health. You are defeated!
  • You are caught by the Raider Mini. You lose!
  • You win by reaching the "F" space on the last Road Card.