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Saltlands

Saltlands Rulebook

Table of Contents

Table of Contents

  • Objectives
  • Components
  • Setup
    • Mirage Deck
    • Raider Deck
    • Supply Cards
    • Rumor Deck
    • Damage Cards
    • Starting Cards
    • Raider Tokens
    • Raider Boards
    • Damage Stacks
    • Starting Terrain Tiles
    • Terrain Tiles
    • Mirage Tokens
    • Initial Raiders
    • Wind Tile
    • Wind Strength Tokens
    • Rumor Markers
    • Characters & Starting Cards
    • Determine First Player, Start Game
  • Game Overview
    • Player Turn
    • Game Rounds
    • Cargo & Vehicle Slots, Player Mat
    • Hand Limit
    • Card Lifecycle — Discard Pile
  • Action System
    • Crew & Crew Actions
    • Refresh
    • Single-Use Actions
    • Card Actions
    • Trade
    • Vehicles
    • Mirage Tokens
  • Movement
    • Terrain Types
    • Moving Through Terrain
    • Wind
    • Wind-Powered Movement — Landsails
    • Wind-Powered Movement — Wind Tractor
    • Motorized Movement
    • Fuel
  • Combat
    • Normal Damage
    • Armor-Piercing Damage
    • Armor and First-Aid Kits
    • Player Revival
    • Player Death
  • Raiders
    • Raider Types
    • Raider Tokens
    • Raider Loot
    • Raider Activation
    • Raider Movement
    • Raider Spawn
    • Current Game Round
    • Occupied Spawn Points
  • Victory
    • Rumor Markers
    • Rumor Cards
    • Exploration
    • The End of the Road
    • Victory Cards
    • Victory Conditions
    • Losing the Game
  • Rookie Guide
    • How to Survive the Saltlands
    • How to Deal With Raiders
    • How to Win
  • Characters
    • The Healer
    • The Little Girl
    • The Arsonist
    • The Transporter
    • The Ploughman
    • The Scientist
  • List of Symbols

Objectives

To win the game, the players need to collect 6 rumors in total, exploring the Saltlands and finding the escape points. The number of winning players is not fixed in advance — the first group to reach an escape point with the necessary equipment and clear the Terrain Tile of raiders wins. That group can consist of just one player.

To achieve this you must travel the Saltlands scavenging for equipment. You can recruit crew members who grant you extra actions. If you choose to fight the raiders, you can loot their equipment and vehicles, trading up from your native landsail to their machines.

Components

  • 1 Rulebook
  • 6 Character figures (plastic stand and cardboard silhouette)
  • 6 Player Mats
  • 13 Terrain Tiles
  • 1 Wind Tile
  • 3 Raider Boards
  • 3 Rumor Markers (plastic stand and cardboard cutout)
  • 1 Raider bag
  • 81 Tokens:
    • 30 Raider Tokens (6 Dirtbike, 6 Quad, 6 Buggy, 6 Tracked, 6 Jeep)
    • 21 "Start" Mirage Tokens
    • 27 Mirage Tokens (9 Salt Plains, 9 Sandy Dunes, 9 Rocky Mountains)
    • 3 Wind Strength Tokens
  • 63 Small cards:
    • 9 Rumor Cards
    • 54 Damage Cards
  • 131 Large Cards:
    • 50 Mirage cards
    • 20 Raider Cards
    • 31 Supply Cards (10 raider vehicles, 15 Victory Items, 6 Crew)
    • 30 Starting Cards

Setup

The Mirage Deck, Raider Deck, Starting Cards and Supply Cards can each be told apart by the mark printed in their bottom-left corner.

Mirage Deck

Shuffle the Mirage Deck and place it next to the play area. It holds the items and vehicles found on the Saltlands. You typically draw from it by collecting loot tokens.

Raider Deck

Shuffle the Raider Deck and place it next to the play area. Loot from the Raider Deck is earned by defeating raiders in combat (Hankerers are the exception — they give loot from the Mirage Deck).

Supply Cards

Place the Supply Cards face up. You can search these cards for a raider vehicle (or crew) after defeating a raider, or for a Victory Item after collecting a Victory Item token.

Rumor Deck

Shuffle the Rumor Deck and remove three cards from the game at random. Players follow rumors in search of the escape points (Escape Terrain Tiles) as they explore the Saltlands. When a Rumor Card is played, the player must choose either its red or its white side.

Damage Cards

Damage Cards are numbered zero to five on their back, corresponding to game rounds. They are used to activate raiders — see Damage Stacks below for how they're organized.

Starting Cards

Starting Cards represent each player's starting equipment (see Characters & Starting Cards).

Raider Tokens

Place all Raider Tokens except the Hankerers (local raiders) in the raider bag. Raiders are drawn from this bag at random whenever they're placed. Hankerers live among the Mirage Tokens instead (see Mirage Tokens).

Raider Boards

There are six types of raiders, split into as many raider groups as there are players. In a six-player game, each raider group is a single raider type.

Place the three Raider Boards face up, using either their split or joined side according to the player count (see the setup diagram). A joined board represents one raider group containing two raider types; a split board represents two separate raider groups (see Raiders).

Damage Stacks

Shuffle the Damage Cards for each round separately, then build one Damage Stack per raider group as follows: deal one 5th-round card to each group's stack, then one 4th-round card to each, and so on down to the 0th round. Return the leftover Damage Cards to the box — they aren't used this game.

Each raider group now has a Damage Stack with one card per round, 5th-round cards on the bottom and 0th-round cards on top.

Depending on player count, flip 2 or 3 of the top Damage Cards before starting (as shown in the setup diagram) — the corresponding raider groups count as already activated at the start of the game.

Starting Terrain Tiles

Place the four starting Terrain Tiles face up as shown, matching the three colored circles on their edges.

Terrain Tiles

Shuffle the remaining Terrain Tiles and place them face down in the arrangement shown. Make sure the black corner markings on every Terrain Tile line up. When a tile is explored (flipped), the player who explored it may rotate it to any of its three correct orientations.

Mirage Tokens

Place the starting Mirage Tokens (marked "START" on the back) face up on the starting Terrain Tiles, matching each token's symbol and color to its terrain. Shuffle the remaining Mirage Tokens face down next to the play area.

Players collect Mirage Cards (items), rumors, and Victory Items from Mirage Tokens, or encounter Hankerers (local raiders) there. Collected tokens are removed from the game. There are three types of Mirage Tokens, one per faction residing in the Saltlands — always place a token on its matching terrain color.

Initial Raiders

Place a random raider from the raider bag on each Raider Symbol.

Wind Tile

Place the Wind Tile next to the Terrain Tiles, facing the direction shown — the same direction marked on the Entry Point.

Wind Strength Tokens

Place the strength-3 wind token face up next to the Wind Tile (wind strength starts at 3); place the other two tokens face down.

Rumor Markers

Place the Rumor Markers on the Terrain Tile holding the Entry Point. They belong to Terrain Tiles but aren't tied to a specific hex — they move from tile to tile as the game progresses and aren't part of the terrain itself.

Until six Rumor Cards have been played, the Rumor Markers only hint at the general direction of the Escape Terrain Tiles. As more rumors are investigated, the markers move and cause more tiles to be explored (and so become accessible).

Once six Rumor Cards have been played, the Rumor Markers' final positions mark the actual Escape Terrain Tiles — the game can be won at any of them.

Characters & Starting Cards

Each player chooses a character and takes the matching Player Mat, Character Card, and standing figure. Also deal each player their starting cards: a Landsail, a Spear, a Water card, and their character's special item.

Determine First Player, Start Game

Whoever has gone longest without a drink is the thirstiest, and goes first. Decide play direction (clockwise or counterclockwise) as you like, then begin.

The Entry Point is marked on one of the starting Terrain Tiles. Every player starts their first turn there and must move away from it during that turn — the first player places their figure on the Entry Point, steps away, and finishes their turn before the next player starts from the same spot.

Game Overview

Player Turn

At the start of a turn, the player refreshes all of their exhausted crew and all cards (see Action System). They may then perform the following in any order, even repeating actions, during their turn:

  • Collect a token from an adjacent hex (see Mirage Tokens)
  • Use card actions (see Card Actions)
  • Move (see Movement)
  • Trade cards (see Trade)
  • Use their character's special ability (see Characters)

At the end of the turn, the player must activate a raider group. If every raider group has already been activated, a new round begins instead: new raiders spawn and the wind changes (see Raider Activation).

Game Rounds

A round ends and a new one begins whenever raiders spawn. Each round the cards in the Damage Stacks get progressively harder. After the fifth round the game ends and all players lose. Spawn points are only active in rounds equal to or lower than their printed number (see Raider Spawn).

The game begins with a shorter 0th round, because some raiders are already considered activated at the start of the game (see Setup).

Cargo & Vehicle Slots, Player Mat

Each Player Mat has one orange vehicle slot and three blue slots. Cards with an orange or blue header — vehicles, crew, and other useful cards — are always placed on the Player Mat, never held in hand. The top-left slot is reserved for the character card, which can never be replaced or discarded.

Cargo items (cards with a blue header) must either be placed on a matching Player Mat slot or discarded — players cannot have more cargo items than they have slots for.

Blue cargo slots represent free space in the player's vehicle and can hold items or crew members. The fewer crew a player has, the more cards they may hold in hand.

Hand Limit

Any card without an orange or blue header counts as being in the player's hand. The hand limit equals the sum of the limits marked on the player's cards plus their free cargo slots. A cargo item's own hand-limit value overrides the bonus normally granted by the Player Mat slot it occupies (crew reduce the available hand limit, but hand-limit-extension cards can offset this).

Players may discard cards freely at any time on their turn, and must discard down to their hand limit before moving and again at the end of their turn.

Card Lifecycle — Discard Pile

All cards except the smaller Rumor and Damage Cards go to one shared Discard Pile, regardless of the deck they came from. If the Mirage Deck runs out, shuffle the Discard Pile to form a new Mirage Deck.

Mirage Deck — players typically draw from it via loot tokens; it also replaces the Raider Deck if that deck empties.

Supply Cards — kept face up; search them for a raider vehicle (or crew) after defeating a raider, or a Victory Item after collecting a Victory Item Token. If the card you need isn't there, search the Discard Pile, then the Mirage Deck (reshuffling the Mirage Deck afterward).

Raider Deck — loot from defeating raiders in combat comes from here (Hankerers give Mirage Deck loot instead).

Starting Cards — represent starting equipment and begin the game with the players.

Rumor Deck — when a Rumor Token is collected, immediately draw and resolve a Rumor Card. Keep count of resolved Rumor Cards to know when a victory attempt becomes possible.

Damage Stacks — flip the top card of a Damage Stack to activate a raider group. Damage Cards are discarded only at Raider Spawn, not before.

Action System

Players activate actions printed on their cards, or on tokens sitting on adjacent hexes.

Crew & Crew Actions

A player can have one to three crew members (their character included) on the Player Mat. Exhaust a crew member to perform a crew action.

Gaining a new crew member lets you immediately use it for one crew action, even if you plan to discard it at the end of the turn. You may also swap out an exhausted crew member for a fresh one.

Refresh

At the start of your turn, refresh all your cards. Later in the turn you can refresh a used crew member and its last-used card with a refresh action (for example, a Water card). Cards that don't need a crew action to use — such as vehicles and some items — can only be refreshed at the start of the turn.

Dog food lets you refresh two crew members and their corresponding cards (last used), or refresh one crew member twice along with its card.

Single-Use Actions

Some actions require discarding the card to activate them. A card can be both a crew action and a single-use action at once.

Card Actions

Cards in hand grant various actions. A freshly drawn card starts refreshed and can be used immediately, except vehicles (see Vehicles). A card may have one or two action options, marked in its upper-left and lower-right corners, plus passive abilities.

The large icon shows the action's effect; a number on it shows the effect's strength (for example, 2 normal damage). Smaller hexes beside it carry extra information (single-use, crew-action, and so on).

Cargo cards and vehicles carry a colored header showing which Player Mat slot they belong in.

Passive abilities, marked on the left side of a card, aren't actions — they're permanent effects the card grants just by being in play (extra cargo capacity, armor, and so on).

A Deck symbol in the bottom-left corner means the card is used only during setup.

Trade

The active player may trade cards with any player on an adjacent hex; both players must agree on the trade. Traded cards arrive refreshed, but each individual card can only be traded once per turn.

Trades needn't be fair — you don't have to exchange equal numbers of cards, and you may give cards away for free.

Vehicles

You may move exactly once per turn (see Movement). Vehicles work like other cards and have one action, a move action. You may trade or replace a vehicle, but if you switch away from an exhausted one, the replacement enters play already exhausted.

Vehicles can never be refreshed by other cards, since they carry no crew actions.

Mirage Tokens

You may collect (activate) tokens on adjacent hexes. Every token action is both a crew action and a single-use action, so the token is discarded after use rather than returned to the Mirage Token pool.

The Mirage Token pool sits face down next to the play area; tokens are drawn from it at random and placed face up on Terrain Tiles as they're explored.

Loot Token — crew action; draw cards from the Mirage Deck equal to the number on the token, then discard the token.

Victory Item Token — crew action; search the Supply Deck for the matching Victory Item, then discard the token.

Rumor Token — crew action; draw a Rumor Card and play it (see Victory), then discard the token.

Raider Token — represents a raider and can't be activated by players. Raiders are drawn from the raider bag at random; if the bag empties, return all discarded raiders to it. Two-sided raider tokens always start on their undamaged side. Hankerers are raiders too, but live among the Mirage Tokens rather than the raider bag.

Movement

Each player has one vehicle and may move once per turn. Movement can't be interrupted — no actions or trades happen mid-movement, only before it starts or after it ends. Movement is a card action; exhaust the vehicle card after moving.

Players and raiders may move through tokens, other raiders, and other players, but can never end their movement on top of one. Players may move fewer hexes than their maximum, but may never move onto an unexplored Terrain Tile.

Terrain Types

There are three terrain types:

  • Saltlands (white) — all vehicles move onto this unimpeded.
  • Sandy plains (yellow) — all landsails can move onto this terrain; some motorized vehicles cannot.
  • Rocky mountains (brown) — all motorized vehicles can move onto this terrain; landsails cannot.

(See Moving Through Terrain.)

Moving Through Terrain

Each vehicle may move onto or through only the terrain types marked on its card; raider types are likewise restricted by the terrain marked on their Raider Board. This applies identically to player and raider movement. A vehicle may start and end its movement on any terrain type it's otherwise allowed to be on.

Wind

Some vehicles are wind-powered. The Wind Tile shows the wind's direction, which tells you which directions are faster for landsails (it doesn't matter for Wind Tractors). The revealed Wind Strength Token shows how far players can sail in a turn at most.

Wind-Powered Movement — Landsails

Wind direction comes from the Wind Tile; wind strength comes from the Wind Strength Token. During movement a landsail may take any number of steps up to the wind strength, with each step following the Wind Tile's directions:

  • In directions marked with a single arrow, move one step.
  • In directions marked with a double arrow, move one or two steps.
  • You cannot move directly against the wind.

Background info: both landsails and sailboats travel fastest not directly downwind but at an angle to it — sailing on a broad reach — and most sailboats can outrun the wind on that heading. Moving directly downwind is usually much slower and never faster than the wind itself. Sail-powered vehicles can't travel directly upwind at all; they must zigzag, a maneuver sailors call "beating" or "tacking." The Wind Tractor is a compelling but fictional exception that can head directly against the wind — inspired by the real-world Blackbird, a propeller-driven land yacht that holds speed records traveling both directly upwind and directly downwind relative to wind speed.

Wind-Powered Movement — Wind Tractor

The Wind Tractor moves like a motorized vehicle, but its maximum movement equals the current wind strength. It cannot move faster using Fuel, and it can move onto or through any terrain type.

Motorized Movement

Each motorized vehicle has a maximum number of hexes it can move; a player may move up to that maximum, respecting the vehicle's terrain restrictions.

For raiders, maximum movement is the sum of the values on the Raider Board and the flipped Damage Card. For players, maximum movement is printed on the vehicle card and can be increased by spending Fuel.

Fuel

Discarding a Fuel card increases the player's maximum movement by 3 for each Fuel discarded. There's no limit on how much Fuel can be discarded in a single turn, but the whole movement still counts as one uninterruptible action.

Combat

Players can never attack each other directly. Players may attack raiders on their own turn; raiders may attack players when activated, provided they're on adjacent hexes. Raiders have one or two crew and some armor for defense. Players may try to avoid incoming damage but can only strike back on their own turn.

Actions inflict either normal or armor-piercing damage. Damage can be avoided with armor (against normal damage only), a First-Aid Kit, or by sacrificing a crew member. If there's no way to avoid it (no crew left), the player's character takes the wound and dies (see Player Revival).

Each attack must be defended against individually — multiple attacks never stack — though you may combine multiple cards to defend a single attack (for example, 2 normal damage can be avoided with 1 armor plus 1 First-Aid Kit).

Normal Damage

Death can be avoided with:

  • Armor
  • A First-Aid Kit
  • Losing a crew member

Armor-Piercing Damage

Ignores armor. Death can be avoided with:

  • A First-Aid Kit
  • Losing a crew member

Armor and First-Aid Kits

Armor is cumulative — a player's total armor equals the sum of the armor values on their cards. Single-use armor, such as a Helmet card, only counts if discarded, and only blocks one attack.

Armor and First-Aid Kits may be used at any time, not just on the player's own turn.

Player Revival

The first time a player dies, they may be revived. To do so:

  • Discard all of their cards.
  • Flip their character card to the side with the black header.
  • Draw 8 cards from the Mirage Deck, then discard 4 of them.
  • Search the Discard Pile for a Landsail with the "starting card" icon; if there is none, search the Mirage Deck instead and then shuffle it.
  • Start their next turn on an empty hex of their choice on any of the four Starting Terrain Tiles.

Player Death

The second time a player dies, they are out of the game. When this happens, at the next raider spawn, merge two raider groups so that the number of raider groups matches the number of players remaining.

For 4–6 remaining players, match the raider groups to the setup illustration. For 3 remaining players, form single groups of Hankerers+Dirtbikes, Quads+Buggies, and Tracked+Jeeps (see Raiders). For 2 remaining players, form two groups: Hankerers+Dirtbikes and Quads+Buggies+Tracked+Jeeps. For 1 remaining player, use the same two groups as for 2 players.

Discard the leftover Damage Stack whenever two raider groups are merged.

Raiders

Raider Types

There are 6 raider types: Hankerers, Dirtbike, Quad, Buggy, Tracked, and Jeep. Raiders are activated in groups (see Setup).

Raider Tokens

Raiders appear on the board as Raider Tokens. Each has one or two crew and some armor, as marked on its Raider Board. Each wound removes one crew, shown by flipping the token to its damaged side. A raider that loses all its crew is removed from the board; all raiders except Hankerers return to the raider bag, while Hankerers are discarded with the Mirage Tokens.

Raider Loot

Eliminating a raider rewards you according to its type, as marked on the Raider Boards. Hankerers reward a crew member plus a card from the Mirage Deck; other raider types reward their matching vehicle plus cards from the Raider Deck (drawing from the Mirage Deck instead if the Raider Deck is empty).

If a raider takes more wounds than strictly needed to kill it, you don't receive its vehicle (or crew, for Hankerers).

Take the reward vehicle or crew from the Supply Cards; if it isn't there, search the Discard Pile and then the Mirage Deck (see Card Lifecycle). There are two copies of each raider vehicle.

Killing a raider with an area-effect weapon still lets you claim its loot and vehicle even if you aren't adjacent to it.

Raider Activation

Activating raiders means flipping the top (not-yet-flipped) Damage Card on their Damage Stack. For each raider in the activated group present on the board, the current player:

  1. Moves it (see Raider Movement).
  2. Attacks players as directed by the flipped Damage Card, choosing among any attack options the movement leaves available.

If no raiders from the activated group are on the board, nothing happens. Keep the flipped card on top of the stack to track which groups have already activated since the last spawn.

Raider Movement

Move an activated raider along the shortest available route, preferring in order:

  1. Ending adjacent to a player, if possible.
  2. Otherwise, ending as close as possible to the nearest player.

Distance calculations account for terrain but ignore any players, raiders, or tokens in the way — so raiders will still close in on a player even if that player is surrounded.

If multiple routes tie for shortest, the current player picks which one the raider takes. If a raider can't reach any player at all (for example, boxed in by sand), it doesn't move.

Raider Spawn

If a player ends their turn with no raider group left to activate, a raider spawn happens instead of a normal activation:

  • Draw a new Wind Strength Token at random from the two unused tokens; flip the old token face down and shuffle it back in with the other unrevealed token.
  • The player may then turn the Wind Tile to any new direction.
  • Discard all revealed Damage Cards (a new round begins).
  • Place a random raider from the raider bag on every empty spawn point numbered equal to or lower than the current round (for example, in round 3, spawn points 1, 2, and 3 activate).

If every Raider Token is already in play, no new raiders spawn.

Current Game Round

The current round is shown on the back of the unrevealed Damage Cards. Once the fifth round ends, the game is over and all players lose.

Occupied Spawn Points

A raider cannot spawn on a spawn point currently occupied by a player or another raider.

Victory

Rumor Markers

Until six Rumor Cards have been played, the Rumor Markers only hint at the general direction of the Escape Terrain Tiles — they don't occupy a hex, just sit anywhere on their Terrain Tile.

Rumor Cards

When a player collects a Rumor Token, they draw a Rumor Card, choose its top or bottom option, and resolve it immediately, moving the Rumor Markers accordingly. Each marker moves to the next Terrain Tile in the cardinal direction shown on the starting Terrain Tile.

If a move would push a Rumor Marker off the edge of the play area, it doesn't move. If a Rumor Marker moves onto an unexplored Terrain Tile, that tile is explored.

Exploration

The current player flips the newly explored Terrain Tile and chooses its orientation, matching the black dot markings (three orientations are possible), then places the corresponding tokens on it at random.

Map Cards also let a player explore a Terrain Tile outside of Rumor Marker movement.

The End of the Road

Once six Rumor Cards have been activated, every Terrain Tile currently holding a Rumor Marker becomes an Escape Terrain Tile, and victory can be attempted there. No further Rumor Cards are drawn — collecting Rumor Tokens no longer has any effect.

Victory Cards

When a player collects a Victory Token, they search the Supply Deck for the matching Victory Card. Each Victory Card belongs to a specific victory type, marked with a matching symbol.

Discarding a Victory Card lets you draw two cards instead — the action printed in its top-left corner.

Victory Conditions

Once six Rumor Cards have been played, any Terrain Tile carrying a Rumor Marker is an Escape Terrain Tile. Whenever a player is on an Escape Terrain Tile with no raiders present, the victory conditions must be checked: every player on that tile reveals their Victory Cards. They win if:

  • Six Rumor Cards have been activated.
  • No raiders are standing on their Escape Terrain Tile.
  • Together they hold at least three Victory Cards matching that tile's Rumor Marker, plus one additional Victory Card of any kind per player present on the tile.

If these conditions are met, every player standing on that Escape Terrain Tile wins; everyone else is left to their fate and loses.

If there aren't enough matching Victory Cards, recheck the condition excluding players who hold no Victory Cards at all. If it's now satisfied, the remaining players with Victory Cards win, and the rest lose. If the condition still isn't met, play continues normally.

Losing the Game

Players lose if:

  • They die a second time.
  • They are not among the winning players when a victory check succeeds.
  • No one wins by the end of the fifth round.

Rookie Guide

How to Survive the Saltlands

Gather proper equipment early — without it, you'll die sooner than you think. Chase loot tokens for cards, but watch your hand limit; scavenging isn't worth an action once you already have what you need. Aim to have:

  • Some defense to survive with (a First-Aid Kit, armor, or spare crew).
  • A good weapon for hunting raiders.
  • Some Water for unexpected events.

Your first wound kills your character, so manpower matters too — an extra crew member grants an extra action and can soak up damage to buy you time. Hunt down Hankerers early to gain crew, whether by freeing their slaves or enslaving them yourself.

How to Deal With Raiders

Always check whether a raider can reach you before deciding where to move — carelessness can get you killed as early as your first turn.

Fight or flee — it's your call. If you can't win a fight, keep your distance and plan around their movement. If you can kill a few, life gets easier for everyone, and raider loot brings powerful weapons. Thin their numbers every turn and you'll have far less to worry about.

Watch spawn points closely, since raiders appear there — forgetting this can be fatal. You can also stand on a spawn point yourself to deny it to the raiders.

How to Win

Time is short. Once your survival for the round feels secure, start focusing on victory:

  • Collect as many Victory Items as you can.
  • Collect rumors and explore new territory.
  • Don't make too many enemies — it's hard to win alone.

Characters

The Healer

Special ability — Master of Winds: at the start of her turn, she may set the wind to any direction.

Special item — Bag of Herbs: crew action; search the Discard Pile for a First-Aid Kit card.

The Little Girl

Special ability — Born to Sail: she always moves with +1 wind strength (passive ability).

Special item — Toolkit: crew action; draw 3 cards from the Mirage Deck, then discard 3 cards.

The Arsonist

Special ability — Drain Fuel: whenever she discards a fuel-powered vehicle, she may search the Discard Pile for a Fuel card. This can be repeated as often as it applies (passive ability).

Special item — Flamethrower: exhaust a crew member and discard a Fuel card to deal 3 normal damage with an area effect.

The Transporter

Special ability — Born Driver: during his movement, he may move 1 extra hex with any vehicle, stepped in any direction the vehicle's terrain restrictions allow.

Special item — Binoculars: crew action; reveal any unrevealed Terrain Tile on the board, placing its tokens and raiders as normal.

The Ploughman

Special ability — Shield: he has 1 armor by default, working exactly like other armor, permanently (passive ability).

Special item — Scythe: deals 1 normal damage; this is not a crew action (see Combat).

The Scientist

Special ability — Scavenge: draw one extra card from the Mirage Deck whenever he collects a Mirage Token (passive ability).

Special item — Water Distiller: crew action; search the Discard Pile for a Water card.

List of Symbols

The rulebook closes with a two-page icon glossary illustrating every symbol used on cards, tokens, and boards (movement values, damage types, hand-limit marks, crew and single-use action icons, and so on). It is image-only reference material with no accompanying rules text.