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Wreck and Ruin

Wreck and Ruin Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • The Factions
  • Setting Up the Game
  • How to Win
  • Winning
  • The Setup Round
  • The Round Tracker
  • Salvage Tokens
  • The Event Deck
  • The Salvage Deck
  • Faction Cards
  • Your Faction Vehicles
  • Vehicle Stats Description
  • Flame Pegs
  • Action Points (AP)
  • Taking Your Turn
  • Vehicle Facing
  • Spending Your AP
  • Moving a Vehicle
    • Turning (fig 2)
    • Reversing
    • Full Throttle
  • Obstacles and Hazards
    • Vehicles Trapped in Hazards
  • Attacking a Target Within Range
  • Ramming an Adjacent Vehicle
  • Damage and DP
  • Crash and Burn - Wrecked Vehicles
    • Crashing and Burning Into Other Vehicles (Colliding)
    • Crashing and Burning Into Obstacles
    • Big Rigs Crashing and Burning
  • Bringing a Vehicle Back on the Board
  • Attempting to Repair a Wreck
    • Repairing Active Vehicles
  • Searching for Salvage / Salvaging Wrecks
    • Salvaging From a Wreck
  • The Vehicle Sizes
  • Special Skills
  • Playing Cards
    • Random Events - How to Select Players and Vehicles
  • Glossary
  • Restricted Access - Veterans Only

Game Contents

You may have noticed that there are a few more pieces in the box other than the rulebook, so let's see what else is in there:

  1. 20 vehicles in 4 colours - 5 for each faction
  2. 10 double-sided board tiles - make any map you can think up!
  3. Round tracker and bullet tracker token to keep track of how many turns you have left
  4. 16 faction cards - 4 for each faction
  5. 70 flame pegs - 50 orange for damage and 20 black for when vehicles are wrecked
  6. 25 Action point (AP) tokens - enough for each player, plus some extra
  7. 44 salvage site double-sided tokens - red for contested and green for uncontested
  8. 5 double-sided positive (green) and negative (red) tokens to track vehicles affected by card effects
  9. 2 special vehicle tokens, linked to faction cards: the rhinax and drone
  10. 24 event cards
  11. 56 salvage cards
  12. 20 dice - 5 colour-coded for each faction
  13. 1 quick setup guide for jumping straight in, and includes main rules overviews
  14. 4 wasteland guides - player guides to help with all the much-needed information on vehicles

The Factions

There are countless different groups out in the wastes with different goals and agendas, but there are 4 main factions which you are likely to come across. Each faction has different tactics associated with them, reflected in their faction cards - powerful actions you can play to tip the odds in your favour. They are drawn at random from the deck for your chosen faction, but who will you choose?

The Salvoes (Blue player) - The slang term for salvagers - groups of men and women who scour the wasteland looking for lost technologies and supplies to continue their meagre existence by repairing their equipment. Resourceful and hardy, they have been brought together by necessity, using safety in numbers. They favour survivability, outlasting the fight and gaining more resources.

The Reapers (Red player) - The Wastes are a harsh and unforgiving place, and mankind has been pushed to the brink. These people have looked over the edge of sanity and have been forever changed. They believe in the power of man, to such a degree that they believe they can gain that power by eating another person's flesh. Their vehicles are adorned with the bodies of their victims, crude trophies of their strength - brutal and violent, they are rightly feared. An aggressive faction, favouring all-out attack.

The Desertkin (Yellow player) - Not all people struggle out in the wilderness, our ability to adapt and even thrive in our environment is the true strength of the human race. Living a simpler existence, these nomadic tribes are adept at surviving the harsh wasteland. They have tamed many of the wild beasts to help them with everyday life - as food, as transport, and as weapons. They rarely seek out confrontation, but atop huge beasts, they are not to be trifled with. Their powers can manipulate the wasteland to their will, calling upon nature as an ally.

The Ruin Army (Green player) - Mankind's last city is under constant threat, and these are the men and women who dedicate themselves to its protection and will readily give their lives for the cause. The Ruin Army is commonly found outside of the city gates protecting their borders or seeking out new supplies. They have access to the most advanced technology, but with all equipment being so rare, each loss is keenly felt. They have access to the rarest technology and advanced training methods which are deployed against any threat to their way of life.

Setting Up the Game

The ever-changing sands of the Wastes have revealed a number of interesting sites which were buried with any long-lost technology they contained - a fuel dump; a supply depot; even a number of old military installations. The only thing you know for sure? That you're not the only one who has noticed....

To set up the board place setup tiles equal to the number of players, then place any other tiles down to create any map you would like (except further setup areas), forming a large hex: one player can set up the entire map, or players can take turns to place a tile down. Link the round tracker to either side of the map so the '1' is pointing toward the top of the map. Shuffle the salvage and event decks and place them within reach of all players. A tile is one of the double-sided game boards, a hex is one of the spaces on the grid. A tile contains many hexes.

Each player selects a faction to play and takes their vehicles and coloured dice, as well as their wasteland guide. They select one of their faction powers at random; the remaining faction cards are placed back in the box. Each player is dealt one salvage card from the deck. Players select a setup area to use and roll a die each, the highest roller will be player 1, and sets their vehicles up completely within their setup area. Proceeding clockwise, player 2 does not need to set up their vehicles until player 1 has confirmed their setup and so on. Players each take 5 action points (AP) for a 2 player game, or 4 with 3-4 players.

Starting with player 1, players take turns placing a salvage token red side up on any hex within the central tile, with the following restrictions: the hex cannot be on the edge of that tile, cannot be occupied by a hazard or obstacle, nor can they be placed adjacent to another token. The last player places any further tokens required until there are 4 placed on the board.

A typical 2 player game lasts 6 rounds, a 3 player 5 rounds, and a 4 player 4 rounds, shown on the round tracker. Use these guidelines until you know how to play: you can play as little or as many as you'd like of course, as long as everyone agrees!

Round 1 begins, known as the setup round. Player 1 begins their first turn when all vehicles have been set up: player 1 gains 1 bonus AP for their first turn in a 3-4 player game.

How to Win

Players must capture salvage tokens to win - they must land on a site token (to occupy it) during their turn and successfully survive the next player's turn to claim it. When they have completed all their actions for that turn, all occupied tokens are flipped over to their green side and the next player starts their turn: they can occupy empty sites, or contest any occupied sites. An occupying vehicle has to be damaged within that next turn to contest it: if the occupying vehicle takes damage from any source or is moved off the token then it is immediately flipped back to red. If a token remains green (uncontested) at the end of ANY turn, it is removed from the board and given to the occupier as a victory point. They also collect a salvage card as a reward.

The player whose turn is ending must now place new tokens to replace any removed: roll a die and compare the result to the round tracker, which doubles up as a map overview of the board - this is the board tile they must place the token on. Tokens cannot be placed in a hex containing a token, vehicle or obstacle, in a hex at the outer edge of the playing area or adjacent to another token. Only two tokens can be on any given tile, except for the central tile; if your target tile contains 2 tokens, place it on the central tile instead. Repeat this until there are 4 tokens on the board again.

Once there are 4 tokens in play again, ALL occupied tokens are flipped to green. This means a site can be contested multiple times before it is awarded, and especially at higher player counts multiple players can score at the end of a turn. Tokens can be temporarily removed if a vehicle crashes and burns (page 17), ending its movement or exploding on top of a token. At the end of that turn it can be placed elsewhere as per the rules for placing new tokens.

In the situation where at the end of the last player's final turn there are still salvage sites occupied, player 1 receives 1 Action Point (AP) per occupied site to try and stop players from gaining them. The current event remains in play; they simply get a final push to try and fight back. Remove all tokens that do not have a vehicle on them, player 1 may then use the bonus AP to try and damage any vehicles sitting on tokens, but salvage cards cannot be used by ANY player. Tokens contested at this point are removed from play and not awarded to any player; tokens left uncontested after this are awarded.

Winning

The player with the most salvage tokens at the end of the final round wins! If the number of sites captured is equal after the game ends, the winner is the tied player that has taken the least Damage Points (DP). If they are still tied, all tied players roll a die with the highest rolling player taking ONE action to try and maximise damage (no cards can be used), then the next tied player does the same until all tied players have taken an action. Count the DP again and repeat this process (if necessary) until there is no longer a tie.

Now you know what you have to do to win, it's time to cover some of the terms and components used in the game.

The Setup Round

The first round is known as the setup round, giving each player a turn to move out of their setup area. In a 3-4 player game player 1 gains 1 bonus AP for that turn only. The setup round is played the same as all other rounds ie all players spend all their action points, but no cards can be used in the setup round: faction or salvage. Vehicles can complete all actions during this round, including attacking enemy vehicles still within their setup area.

The Round Tracker

The round tracker is used to show which round you are on, with the bullet marker being placed in the centre and pointing to the current round. It starts at 1 - the setup round. It is designed to link to the edge of the board, and its shape doubles up as a map for placing new salvage tokens - rolling a 1 when placing a new token would mean it would be placed in the topmost tile, a 4 on the bottom tile and so on. The round tracker will move round by one at the beginning of player 1's subsequent turns and all instructions followed.

Salvage Tokens

Representing the locations of salvage sites - ruins of ages past that are ripe with old technology, these tokens are double sided: red for contested sites and green for uncontested. When a token is awarded for occupying a site, it is removed from the board and the player keeps it as a victory point. The player with the most at the end of the game is the winner!

The Event Deck

When the round tracker moves to the next round, the first player must draw the top card from the deck and read it aloud. Follow any instructions on the card. The card stays in play for the entire round and is passed to each player at the start of their turn to be resolved, until the start of the next round when the next card is drawn. Previous player refers to the player whose turn just ended, next player refers not to the player who is about to take their actions, but the one after.

The Salvage Deck

The Wastes are full of lost technology! When a salvage token is awarded, that player also takes the top salvage card from the deck. These cards are used once then discarded, and only one can be used per player per turn, but they are free to use. Each card is unique and allow you to bend or break certain rules in the game - each one is invaluable when used at the right time! They also have a generic use of discarding a card in your own turn to remove 1 damage (DP) from an active vehicle, meaning every card is always useful!

Faction Cards

At the start of the game you will have drawn one of these at random. It can only be used once so choosing when to use it is critical. They are very powerful and are free to use - simply follow the instructions on the card when you want to activate it. A faction's cards represent different play styles: Reapers are aggressive, Salvoes focus on survivability, The Ruin Army favour advanced technology and The Desertkin use the Wastes against their enemies. Only one can be played per turn, so not only can you take the action on the card but you also block other players from using their own!

Your Faction Vehicles

Each faction contains the same number of vehicles: 2 scouts, 1 buggy, 1 wrecker and 1 big rig, in their faction colour. They all have different strengths and skills - using the right vehicle for the job is the key to victory. The wasteland guides show which vehicle is which for each faction. Here's a quick description of the four vehicles:

  • Big rigs: Your command centre, these hulking behemoths are slow to move but can dish out a lot of damage and soak up attacks with ease too. Big rigs are immune to some card effects and others can only be used by big rigs, so looking after these can be the difference between victory and defeat.
  • Scouts: The fastest of all the vehicles, this speed comes at the cost of less armour. This class size is primarily made up of bikes and vehicles of similar size. They are good for seizing distant objectives or chipping away at the defences of your enemies, but will likely be the first vehicles to be wrecked.
  • Buggies: Your standard 4x4 sized vehicle, kitted out to cover a variety of roles. Although not as fast as scouts, they are better armed and armoured. They can repair other vehicles when they move so they come in quite handy for keeping vehicles active.
  • Wreckers: The meanest vehicles on the road, these juggernauts are built to destroy anything in their path: to that end they are fitted with the best armour available and are capable of short bursts of speed when ramming that help them to close the gap to their target.

Vehicles take up one hex on the board each, with the exception of big rigs which take up 2.

Vehicle Stats Description

Every vehicle in Wreck and Ruin has a range of stats which show how far it can move, its armour and the number of attack dice it rolls, which can be quickly found on your wasteland guide - vehicles from all factions have the same stats. The vehicle sizes will be explained in detail on page 20 so don't worry about this too much just now. We'll use a buggy's stats as an example:

SIZEMOVEATTACKARMOURDPSKILLS
2: BUGGY6243REPAIR
  • SIZE: This shows the size of vehicle. The higher the number, the heavier it is. This affects full throttles and rams.
  • MOVE: The number of hexes it can travel in a straight line.
  • ATTACK: The number of dice to roll when attacking an enemy from a distance.
  • ARMOUR: How well protected a vehicle is. The higher this is, the harder the vehicle is to damage. The enemy must roll equal or higher than your armour to cause a hit. This also shows the number of dice to roll for a ram action.
  • DP: Or Damage Points, this number shows how many hits a vehicle can take before it is wrecked, and how many pegholes it has. The higher the number, the more punishment it can take. Flame pegs are used to mark DP so you can see damage at a glance.
  • SKILLS: Each different vehicle has access to special skills which allow it to take bonus actions that other vehicles can't.

Flame Pegs

Every vehicle in the game can only take so much damage before it is wrecked, known as Damage Points (DP): when a vehicle is successfully damaged an orange flame peg is placed in one of the target's pegholes to reflect this. It can still be used as normal whilst damaged. Black flame pegs are used to fill the final peghole of any vehicle to show that it has been wrecked, meaning it can't complete any actions until repaired.

Action Points (AP)

At the start of the game each player will receive 5 AP in a 2 player game, and 4 AP for 3-4 player. This is your pool of actions that you get to use each turn as you see fit. AP tokens are flipped to the non-text side when spent, and refresh at the start of each turn so be sure to use them all each turn. Player 1 gains a bonus AP for their first turn when playing a 3-4 player game.

Taking Your Turn

Ready to take the fight to the enemy? Each player's turn follows the same structure:

  • Resolve any event card that is in play.
  • Any "at the start of a turn" cards are declared and resolved in turn order, starting with the current player.
  • Spend available AP by taking actions.
  • Once all AP are used, check to see if any tokens are still green. Award any that still are and place new tokens.
  • Turn any occupied sites to their green side.
  • Play passes to the next player in a clockwise manner.

Vehicle Facing

Before we start driving around it's important to understand a vehicle's facing first, as this dictates who you can attack and where its weak spots are!

The hexes marked in green are classed as its front - this generally represents who it can attack.

The hexes marked in red are classed as the rear: attacking a target from within one of these hexes gives the target a -1 penalty to its armour, meaning it's easier to damage.

Always protect your rear if possible, stopping your opponents from taking advantage of the weaker armour!

Spending Your AP

So it's your turn and you have your AP just waiting to be used - what do you spend them on? Use all of them every turn as they will refresh, but there are restrictions on how to use them. A single vehicle can only complete 2 of these actions per turn and they must be different ie you can't move a vehicle twice - this is called the 2AP limit. Each of these actions cost 1AP to perform:

  • Moving a vehicle
  • Attack a target within range
  • Ram an adjacent vehicle
  • Search a wreck for salvage

The following actions still cost 1AP but can be done multiple times and do not count towards any vehicle's 2AP limit:

  • Search the area for salvage
  • Attempt to repair a wreck
  • Bring a vehicle back on the board

Moving a Vehicle

Any vehicle can spend 1AP to move any number of hexes up to its 'move' value in a straight line. A player cannot move a vehicle through a hex occupied by another vehicle, including friendlies and wrecks, or any of the tile scenery such as rocks and water: these hexes have coloured borders and are explained in the obstacles and hazards section.

Turning (fig 2)

Vehicles can turn as many times as their move stats allows but must follow these turning rules:

  • Each turn uses up one of your move allowance to turn ONE hex face and is made in your current hex.
  • A move can start with a turn, but vehicles CANNOT turn more than one face in their current hex ie turn on the spot. A vehicle cannot turn more than one hex face in a single hex even if it has sufficient move allowance to do so.

Big rigs are slightly different in that they take up 2 hexes. They use the rear of the vehicle for moving relative to the direction they wish to move and still turn in the hex they are in.

Scouts are the only vehicles that can turn to face any direction for 1 move as they are agile (Special Skills, page 21).

Figure 2 caption: A buggy has a move of 6. It spends the first [figure value not in text layer] moving forward, 1 to turn a single hex face, then 2 continuing in the new direction, 1 to turn a single hex face before finally moving 1 hex forward. A big rig has a move of 4. It decides to turn first so pivots from its rear-occupying hex 1 face for a cost of 1. It has 3 remaining movement points left, which it uses to travel in the new direction.

Editor's note: the printed figure's movement counts for the buggy's first forward move are not recoverable from the PDF text layer, so that single value is left as a placeholder rather than guessed.

Reversing

A vehicle can choose to reverse instead of going forward. Each hex reversed into costs 2 movement, turning still costs 1. A move cannot be a combination of forward and reverse.

Vehicles can only make one full move action per turn, but they can try to move further by attempting a full throttle.

Full Throttle

Sometimes a vehicle needs just that little bit of extra movement to get to where it needs to be. A player can attempt to full throttle each and every time they wish to make a move action in the direction they are facing, but pushing a vehicle too far has its consequences. To attempt a full throttle the move action must be the first action that vehicle has taken this turn; you cannot full throttle if this vehicle has already completed another action.

The player declares that they are attempting a full throttle prior to moving and rolls a die. Deduct the vehicle's size from the roll: as long as the score is above 0 you may make that many extra moves on top of your move stat and use it as normal. Full throttling vehicles turn as normal.

If the score is reduced to 0 or less, you still receive your full move allowance and receive an extra move of 1: not great, but sometimes that's all you need! You have, however, pushed your engine too far and that vehicle cannot complete any further actions this turn. Every vehicle on the wasteland guide can full throttle but it becomes riskier the heavier it is. Reversing vehicles cannot full throttle. Skills and cards cannot be used whilst full throttling, regardless of whether it succeeded or not.

Obstacles and Hazards

The scenery on each tile represents hazards that affect how you move across the board, such as rocks and water.

Any hex with a red border is classed as an obstacle and therefore you cannot move into these hexes under any circumstances. They block line of sight for attacking purposes.

Hexes with an orange border are hazards. You cannot voluntarily move into these but do not block line of sight so opponents can be targeted on the other side if they are in range. It is possible to be pushed into hazards or otherwise end up in one, so be careful!

Hexes with any other coloured border can be moved into as normal, such as setup areas. Vehicles can be attacked whilst in the setup area, including during the setup round, and even before that player has taken a turn - this is a bold move however!

Vehicles Trapped in Hazards

A vehicle may end up being pushed into a hazard or end up there by involuntary movement such as a crash and burn (covered later on page 17). Players wishing to use a vehicle trapped in a hazard hex to complete ANY action must first roll a 4+ before that vehicle can be used. They get to roll as many dice as their size stat and only need 1 success. This roll does not cost an AP to make, however if the roll fails then the vehicle cannot be used at all in that turn.

A vehicle which succeeds can use AP as normal. If an AP is used to move the vehicle out of the hazard it has a -1 penalty to its move this turn and cannot full throttle. Vehicles cannot use any special skills whilst within a hazard or as part of an action which moves them out of the hazard.

A vehicle can remain trapped without consequence, but the 4+ roll must be made in every turn you wish to use it.

A big rig only needs one of the hexes it occupies to be a hazard for it to be considered trapped. If it succeeds the roll and chooses to move out of the hazard, the big rig can move through that hex with the second half of the vehicle without consequence - it does not count as being trapped again unless it finishes the move with part of it still on a hazard hex.

Attacking a Target Within Range

Ammo is a scarce resource and is therefore rarely wasted: every vehicle's ranged attack has a 3 hex firing range which is made in its front arc and is calculated by making a path by the shortest route possible. The only exception is a big rig which is a mobile weapons platform - it still has a 3 hex range but can target a vehicle from any of the 2 hexes it takes up, in a 360° arc.

The front arc of a vehicle is the hex directly in front of it and the hexes on either side of that which are still adjacent to the vehicle, making up a 180° arc for targeting enemies to attack.

You cannot target any vehicle not in range, or if it is blocked by any obstacle or another vehicle, including friendlies. Only one of a big rig's hexes need to be in range and a clear path to the target for the attack to be valid. Attacking is calculated by the shortest route possible so if the shortest route is blocked the attack cannot be made. If there are multiple paths to the target of the same length, as long as one is not blocked an attack can be made. Obstacles cannot be shot over, but hazards can. If there are multiple vehicles in range then the player chooses who to target. Attacking costs 1AP to attempt, and is resolved as follows:

  • The attacker declares who they are targeting.
  • They roll the number of dice equal to their attack value.
  • Deduct 1 from the target's armour if you are shooting from a hex directly in the line behind a target, attacking its rear.
  • Compare each score individually against the target's armour value: for each roll which is equal or higher the target takes 1 damage point (DP). Any other result is a miss.
  • Any rolls of 6 not only cause 1DP, they also generate a free roll. There is no limit to the number of free rolls a player can make as long as they keep rolling a 6, so one hit has the potential to destroy any vehicle if you're lucky enough!

A roll of a 6 ALWAYS counts as a success AND generates a free roll, regardless of any modifiers in play. Modifiers DO NOT produce free rolls ie rolling a 5 and having a +1 modifier does not count as rolling a 6. A roll of 1 is ALWAYS a miss! Any cards which deviate from the normal rules will specify who they can target.

Figure caption (The front arc): Vehicles can target an opponent within a 3 hex range. There are 4 enemies within the red wrecker's firing arc: 1. The blue wrecker is right in front so can be targeted. 2. The scout cannot be targeted as the shortest path to it is blocked by no 1. 3. The front hex of the big rig can be targeted as a free path can be made to it. 4. This scout cannot be targeted as the shortest path to it is blocked by an obstacle. Only 2 of the enemies can be targeted (1 and 3) so the red wrecker opens fire on the blue big rig rolling 2 dice (attack stat 2), needing 4's to hit (big rig armour stat 4).

Figure caption: Big rigs can shoot from either hex, including behind them.

Ramming an Adjacent Vehicle

Whether through an act of desperation or because you drive an unstoppable juggernaut, there is nothing more brutal than deliberately crashing one vehicle into another. Ramming a vehicle can push the target back, which can be used to clear paths for other vehicles under threat or move enemies off salvage sites. The potential for damage is high, but is not without its risks!

Any vehicle can target any other vehicle for a ram, except scouts: scouts can be targeted, but are too flimsy to initiate a ram and would likely destroy themselves if they tried. A ram is an action, and therefore costs 1AP to perform.

The player must declare the target of the ram, which must be in one of the 3 adjacent hexes in its front arc, effectively an attack with a range of 1 hex. A big rig can only ram from its front hex so is treated like all other vehicles when initiating a ram.

A ram is resolved much like a normal attack except players use their armour stat for the number of dice needed instead of attack:

  • The attacking player declares the target of the ram.
  • They roll the number of dice equal to their armour.
  • Compare the rolls to the target's armour: remember to deduct 1 from its armour if you have rammed the target directly from the rear hex. Each roll equal or greater than the target's armour is a success. Any rolls of 6 count as a success plus are rolled again for free.
  • Count the number of successes made, then add the attacker's size stat to the number of successes.
  • The defender attempts to absorb the damage: they roll dice equal to their armour trying to equal or beat the attacker's armour stat. Remember they lose 1 die if attacked from the rear hex as their armour is lower!
  • Again, count the number of successes and add the target's size stat to it.
  • The two final scores are then compared:
    • If the attacker is higher, first compare both vehicles sizes: if the attacker's size is equal or higher than the target's they may push the target into one of the three hexes behind it (relative to the direction of the ram) without changing its facing, as long as it does not contain a vehicle or obstacle. The player may choose if they would like their vehicle to move into the hex the target occupied, without changing direction (remember big rigs need 2 empty hexes to move into if not ramming directly ahead). The target takes 1DP for each difference in the scores.
    • If the defender is higher then they are lucky to have survived. They receive no damage, and ONLY if their vehicle size is larger than the attacker can they damage the attacker. The attacker takes 1DP for the difference in the size stats. Neither vehicle is moved.
    • If the scores are tied then the attacker always wins. The defender takes 1DP but neither vehicle is moved.

Example: Player 1 decides to move their wrecker and use its second action to ram player 2's big rig directly from behind. Player 1 rolls 5 dice (wrecker armour stat) and rolls a 1, 3, 3, 4, 6. They reduce the big rig's armour stat by 1 to 3 as ramming directly from behind, then compare the rolls to the target's armour stat of 3, meaning 4 rolls are successful. They roll again for rolling a 6 and roll a 5, giving another success (5 total). They add the 5 to their size stat of 3, giving them a final score of 8.

The defender has a chance to mitigate but their armour (normally 4) is reduced to 3 as they have been rammed from behind so roll 3 dice. They are defending against a wrecker so need 5s (wrecker armour stat), they roll a 2, 4, 5 - only 1 success. They add this to their size stat of 4, giving a final score of 5.

The scores are compared and the wrecker wins by a score of 8 to 5. First the size stats are compared, and because the wrecker is smaller (it has a lower size stat) it cannot push the big rig, but the rig still takes 3DP for the difference in scores!

Tip: Think before you ram: unless you have a tactical advantage through positioning it is highly unlikely that a smaller vehicle will damage a larger vehicle, and you will likely hurt yourself in the process! Use the bonus for attacking the rear to improve your chances of success.

Note: pushing a vehicle off a salvage site counts as contesting a site and will flip it back to red BEFORE you occupy it.

Damage and DP

Each vehicle can only take so much punishment until it is too damaged to continue, at which point it is wrecked. The number of empty pegholes shows its available DP. When it receives damage an orange flame peg is placed in one of its pegholes for each damage taken, increasing the number of DP it has. Vehicles will continue to function as normal whilst damaged, although they are closer to being wrecked. When sufficient damage has been inflicted to fill all pegholes, a black flame peg is placed in the last empty peghole to show it has been wrecked and can't be used until repaired! The vehicle will then crash and burn.

Crash and Burn - Wrecked Vehicles

When a vehicle is wrecked, it spins out of control before stopping. This is done using the crash and burn table:

The player who owns the wrecked vehicle rolls a die: this is for the direction it will travel until it stops. Use the vehicle's facing for this unless it is wrecked by a ram, in which case turn the target to face directly away from the hex it occupied if pushed, or directly away from the attacker if still adjacent. Use the table below to calculate where the crash and burn takes you:

  • 1: The vehicle erupts in a ball of flame in its current hex and is removed from the table. The owner of the wreck makes an attack: 1 (one die attack) against EVERY adjacent vehicle.
  • 2, 4 or 6: The destroyed vehicle moves in a straight line in the direction shown. With a 2 or 6 it is turned to face the correct direction before rolling for distance: it does not cost a movement point to turn.
  • 3 or 5: The vehicle swerves to the side before continuing forward: the first move is spent moving diagonal WITHOUT changing direction as per the diagram, any remaining move left is made in its original facing.

Once the direction has been decided, one die is rolled again to see how far it moves before slowing to a halt. A vehicle cannot travel more than its move value when it crashes and burns - if the result is higher it will only move up to its move value then stop; further moves are not used. Vehicles can crash and burn off the board if it moves far enough so be careful near the edge!

A vehicle which has been wrecked stays on the board where it stops unless a 1 is rolled on the table, at which point there is nothing left and the vehicle is removed immediately.

It is worth noting that when a crash and burn occurs it can cause further destruction. With multiple vehicles damaged when a 1 is rolled, start with the direction the exploding vehicle is facing and work clockwise: each vehicle is attacked in turn and resolve all necessary actions for that vehicle before moving onto the next.

The crash and burn table is also on the back of the wasteland guide.

Crashing and Burning Into Other Vehicles (Colliding)

A wrecked vehicle which collides with another during the crash and burn can cause further damage, rolling attack dice equal to its size. There must be sufficient move to enter an occupied hex; ending the crash and burn next to another vehicle does not count. The wrecked vehicle stops in the empty hex where it collided, regardless of the outcome. A vehicle wrecked following a collision is turned to face away from the vehicle that collided with it before rolling on the crash and burn table.

Tip: Consider which direction a vehicle is facing when you attack it - the last thing you want is to wreck it and send a flaming wreck hurtling back towards you!

Crashing and Burning Into Obstacles

When a vehicle is wrecked, it is out of control and can end up anywhere. If the path of the crash and burn is blocked by another wreck or an obstacle, it stops in the last empty hex regardless of how many moves it has left. Wrecks cannot be damaged further. If a vehicle crashes and burns into a hazard, it immediately stops its move in that hex. Wrecks in hazards can still be repaired, check the vehicles trapped in hazards section on page 11.

Big Rigs Crashing and Burning

The big rig will not always be able to complete a crash and burn due to its size - use these rules if it is unclear:

  • If it is unable to turn on a roll of 2 or 6 because the space is occupied by another vehicle, treat it as a collision as above and do not move the big rig.
  • If it is unable to move on a roll of 3 or 5 as either/both hexes are occupied by vehicles/obstacles, treat it as a collision as above to any vehicles and do not move the big rig.
  • If wrecked as part of a ram and is facing the attacker, the attacking player must move it into a valid position for the crash and burn to be resolved. If there are no valid positions or the attacker was a lower vehicle size the big rig still occupies the same hexes but is turned to face the opposite direction - it does not turn as per turning rules.

Bringing a Vehicle Back on the Board

When a vehicle is removed from the board either by being rammed off, moving off through a crash and burn or exploding on a roll of 1 from a crash and burn, they are removed from play temporarily. A Player can choose to set a vehicle back up in their setup area at the start of their turn by spending an AP: it returns fully damaged minus 1DP (removing the black peg). Players can choose to spend further AP at that time and/or discard any number of salvage cards, to remove 1DP for each. A vehicle can be used the turn it is brought back.

Attempting to Repair a Wreck

Breakdowns are frequent in the Wastes so every crew has basic repair knowledge to get them back on the road. Any wrecked vehicle can spend 1AP to attempt to repair itself and is treated much like an attack: roll 2 dice, remove 1DP for each roll equal or higher than its armour. If a 6 is rolled remove 1DP and roll again for free.

Repairing a wreck can be attempted as many times as necessary at a cost of 1AP each time. Repair attempts do not count towards a vehicle's 2AP limit. Active vehicles cannot repair themselves.

Repairing Active Vehicles

A buggy can attempt to repair an adjacent vehicle in its front arc. The repair is free as part of a buggy's move, with the repair being attempted at the start or end of the move. Here's how they repair:

  • Vehicles with the repair skill on another vehicle still in play: Roll 3 dice, each roll equal or higher than the target's armour removes 1DP. Any roll of a 6 removes 1DP and gives a free roll.
  • Vehicles with the repair skill to repair a wreck: a vehicle can make a 3 dice repair against a wreck as above.
  • Vehicles with the repair skill repairing itself: a vehicle can repair itself as above but only rolls 1 die. A 6 still generates a free roll.

Note: Wrecked buggies are treated as any other wreck and must spend AP to repair themselves before they can repair others.

The Mechanic skill: Big rigs are able to remove 1DP at the start of their turn, even if they are wrecked. They are effectively indestructible while on the board!

The only other way to repair an active vehicle is to discard any 1 salvage card on your turn to repair 1DP, but this counts as using your salvage card that turn so no others can be used. This cannot be used to remove black pegs.

Searching for Salvage / Salvaging Wrecks

The Wastes are littered with technology, but it takes a keen eye and a bit of work to find anything of use. During their turn a player can search for salvage by spending 1AP. They do not need to specify which vehicle is searching but they must have at least one active vehicle to do so. The AP is spent in exchange for the top card of the salvage deck. The card can then be played when the player chooses to, including the turn it was found, as long as the card allows it. You may spend as many AP as you wish on searching for salvage.

Your AP are undoubtedly the most important resource that you have but there are situations where this can be useful. Salvage cards can turn the tide of battle - and remember they cost nothing to use!

Salvaging From a Wreck

If you are adjacent to a wreck and it is within your front arc (ie ramming targeting rules) you can choose to salvage from the wreck. This is treated as a ram, costing 1AP and counts towards that vehicle's 2AP limits but it has benefits:

  • The wreck is removed from the table.
  • You may take a salvage card from the player who owns the wreck, chosen at random.

Use this to stop your opponents repairing their vehicles, and steal some of their salvage too! If they have no salvage to steal the wreck is still removed but no salvage card is collected.

The Vehicle Sizes

Now that we've covered the rules for the game, it's time to look at each vehicle size in detail. The stats remain the same for all factions - a Ruin Army scout is exactly the same as a Reaper scout, and so on. Each different size has different strengths and weaknesses and different uses in the game: knowing when to use each can be the difference between victory and defeat.

SIZEMOVEATTACKARMOURDPSKILLS
1: SCOUT8132AGILE, POTSHOT

The fastest vehicle, it has weak attacks and armour but can still take enemies down and can attack on the move thanks to the potshot skill. It can't ram but has a good chance to succeed when attempting to full throttle. It can turn on the spot for 1 'move'.

SIZEMOVEATTACKARMOURDPSKILLS
2: BUGGY6243REPAIR

The second fastest vehicle, it does not have thick armour but can take a bit more punishment and also has a reasonable attack, plus it can ram. The repair ability allows it to fix itself or nearby friendlies, so look after it.

SIZEMOVEATTACKARMOURDPSKILLS
3: WRECKER5254STEAMROLL

Built specifically for ramming, it has the highest armour. The steamroll skill allows it to gain a short burst of speed for maximum impact, allowing extra moves to close the gap.

SIZEMOVEATTACKARMOURDPSKILLS
4: BIG RIG4346MECHANIC, 360° TURRET

With the lowest move it can take a while for it to get into position, but when it does it is invaluable. It has the highest attack score and the most DP so they are difficult to destroy and can cause a lot of damage to anything that gets close with its 360° turret. The mechanic skill allows it to remove 1DP at the start of its turn for free, making it almost indestructible.

Special Skills

As stated in The Vehicle Sizes, every size of vehicle has a number of skills they start the game with. These reflect what a vehicle's capabilities are and what it is designed to be used for. Each skill description shows whether it is a move, attack, ram or repair skill which is important when considering a vehicle's 2AP limit, as you will find that some of these skills can bend the AP rules! Each skill explains when and how it is used:

  • AGILE: Movement skill. Scouts are very maneuverable and are able to change directions quickly. During a move action the scout may turn on the spot to face any direction at the cost of 1 movement. They may do this as many times as they wish, provided they have sufficient move allowance.
  • POTSHOT: Movement skill. The vehicle sees an opportunity to make an attack as it speeds by. A vehicle with this skill can attempt an attack anywhere within its move without having to spend an AP, but at a -1 penalty to all rolls to hit. The shot can be taken at any point before, during or after moving. The vehicle stays in its hex until the attack is resolved, and any consequences ie a crash and burn, after which any remaining movement can be made. The normal targeting rules still apply.
  • REPAIR: Repair skill. Buggies can make repairs, including on wrecks and itself for free as part of a move action. See Attempting to Repair a Wreck on page 18 to explain how this is done.
  • STEAMROLL: Ram skill. Wreckers are capable of a short burst of speed to cause maximum damage during a ram. Wreckers can move up to 2 hexes in its current facing in a straight line as part of any ram. A target must be declared first, then the steamroll movement must be completed prior to resolving the ram. The target can be in any of the 3 hexes a ram can normally target.
  • MECHANIC: Free skill. Big rigs are lucky enough to have someone on board who is able to repair the vehicle while it's on the move. Big rigs can remove 1DP at the beginning of their turn, even if they are wrecked. A big rig is never out the fight for long as long as it's still on the board!
  • 360° TURRET: Attack skill. Big rigs can target any vehicle within range regardless of facing, from either hex it occupies.
  • FLYING: Movement skill. This skill is for the Ruin Army's unmanned drone faction card. Flying vehicles cannot full throttle, reverse, nor can they ram or be rammed. They can fly over vehicles, obstacles and hazards but must end their move in an empty hex, and are subject to all other movement rules. They cannot end their turn over another vehicle, obstacle, hazard or salvage site. Flying vehicles do not gain a bonus for attacking a vehicle from the rear. If a vehicle with flying is destroyed it is treated as rolling a 1 on the crash and burn table. Note: Other vehicles can move through the hex occupied by a flying vehicle during their turn, but they cannot end any movement in the same hex. Should a vehicle crash and burn into a hex containing a flying vehicle, it ends its move in the hex before it.

Tip: These skills are useful to balance out a vehicle's weaknesses and can allow situations that contravene the rules - potshot is a movement skill so another AP can be spent on that vehicle to attack. Steamroll is a ram so another AP could be used to move this vehicle before or after ramming. If a skill's description contradicts the rules, adhere to the skill description instead.

Playing Cards

There are 3 types of cards in the game: event, faction and salvage cards. Unless specified, every bullet point on the card comes into effect when played. They are all powerful cards, and come into play at different times:

  • EVENT CARDS come into play at the start of every round after the setup round and are passed to the active player to resolve at the start of their turn. This is resolved before declaring any cards which are played at the start of a turn.
  • FACTION CARDS are powerful actions unique to each faction. They are free to use: each card will specify when it can be used, but when it is used it is discarded and will not be available again. Each player receives one for their faction at random at the start of the game. They are powerful so choose your time wisely! Only one can be played per turn.
  • SALVAGE CARDS can be picked up as the game progresses. They allow special actions to be taken to help your faction or hinder your opponents. Each card explains when it can be played, and if it is free to use or if it links to a specific action, in which case the AP must still be spent for the action ie to attack. Only one can be played per player per turn. There is no limit to the amount a player can collect. A player can choose during their own turn to discard a salvage card from their hand to remove 1DP from an ACTIVE (no black peg) vehicle, but this counts as using a card that turn. Cards are resolved in the order played. Salvage cards are placed in a discard pile when used.

If you ever need to draw a card and there is no deck left, shuffle the discard pile and draw from the top as usual. Cards often allow rules to be bent or broken - if the card contradicts the rules, follow the instructions on the card. The text of the card will specify when it breaks the rules - if it doesn't then the normal rules apply. Use the tracker tokens to track affected vehicles - green for positive effects, red for negative.

EVENT CARDS ALWAYS TAKE PRECEDENCE! If you are in the situation where an event affects the ability to take actions ie engine trouble, this will still affect salvage and faction cards, even free ones. If you attempt an action with a card that cannot be completed due to a failed roll you must still resolve the event, but you do not lose the declared card.

For example: the engine trouble event forces a roll to be made before an action can be taken. Playing a salvage card such as reserve fuel tank which allows a free move still requires a successful roll for engine trouble first. If the roll fails, no AP was spent playing it so would not lose an AP, and the player would not lose the card because they did not get the chance to use it. It would still count as playing a salvage card that turn though so no other cards could be used.

Note: Big rigs take up 2 hexes but only count as one target for cards with an area of effect such as flamethrower and lightning, so can only affect it once. Cards which involve tile selection can select either tile if a big rig is in 2, but not both.

Random Events - How to Select Players and Vehicles

Certain cards tell you to select a player at random. If this happens every player rolls a die and the lowest rolling player is affected. If a random vehicle is to be picked, give each vehicle a number - normally scouts are 1 and 2, buggies are 3, wreckers 4, big rigs 5. Roll a die and apply the effects to that vehicle, any 6 would be rolled again until a vehicle is selected.

Random events affect wrecks too, but not vehicles removed from the board so you may have to adjust your numbers so there's always an even chance.

Salvage and faction cards which select a random vehicle apply to active vehicles only.

Glossary

A handy list of the most common terms used in the game for quick reference:

  • +/-X: A modifier to a stat or a roll, X being the value to change it by.
  • 2AP limit: A single vehicle can only spend 2 action points, which must be different actions.
  • Action: A player spending an AP to complete an action with a vehicle ie move/attack/ram.
  • Active: A vehicle which has not been wrecked. Damaged vehicles are still active as long as they don't have a black peg.
  • Current player: The player who is deemed to be taking their turn.
  • Adjacent: Next to vehicle being activated. Most actions require the target to be in the front arc.
  • AP: Action point. The currency token used during a player's turn to take an action, which are flipped when spent.
  • Armour: Stat showing how hard the target is to damage. A roll must be equal or higher than the stat to cause damage.
  • Attack: An action to shoot another target within range. Also the stat showing number of dice rolled when attacking.
  • Attack:X: An attack where X stands for the number of dice to roll.
  • Awarded: Awarded tokens are removed from the board and given to the player who owns the occupying vehicle.
  • Colliding / collision: An attack resolved when a wrecked vehicle crashes and burns into another.

Restricted Access - Veterans Only

Once you are familiar with the game you may want to try some of these additional challenges! Add as few or as many as you would like to change your wasteland experience.

  • Unpredictable Wastes: Conditions can change at a moment's notice: after player 1 has drawn the first event card, each player at the beginning of their turn rolls a die: on a 4+ a new event is drawn and resolved. The current event resolves each turn until it is replaced by another. One may be in play for the whole game, or a different one every turn - nobody can predict what will happen next!
  • Team games: Players can team up or even control more than one faction, but factions on the same team cannot have their turns consecutively. Factions work together to win, but AP cannot be spent on a team mate's vehicles.
  • Knowledge is power: Do you have a favourite faction card? Do not draw a salvage card at the start of the game, but you can select which faction card you want.
  • Last man standing: When a vehicle leaves the table it is gone for good - reinforcements are NOT coming!
  • Arcade mode: When a vehicle is wrecked, resolve its crash and burn then remove it from play. At the start of a player's turn they can return all vehicles removed back into their setup area free of damage, ready to be used again!
  • Card shark: Too many cards in your hand? Any number of cards can be played in a turn but they cannot be combined within a single action - that would just be crazy!
  • Or would it?: Combo the cards, but I will not be held accountable for any of the overpowered, crazy, or downright ridiculous combinations - you have been warned!
  • All-out WaR: Score points based on wrecking vehicles - receive size stat -1 points when you wreck a vehicle. A scout is worth nothing, but a big rig is worth 3!
  • Contested: An unoccupied token, or a token occupied by a vehicle which has been damaged, flipping it to its red side.
  • Crash and burn: What happens to a vehicle when it is wrecked. The table that is rolled on when a vehicle has reached its damage limit ie all pegholes have been filled.
  • Declaring a target: A target must be specified before any action or rolls are made.
  • Die (rolling): Just one poor dice, all on its own. Nobody dies in the game, but plenty are wrecked!
  • Discard: Remove the card from a player's hand and place in the discard pile.
  • DP: Damage point. Flame pegs track damage when DP is inflicted, each peg increasing its DP.
  • Event: A card drawn from the event deck which stays in play for the entire round it was drawn. It is passed to the player at the start of their turn and they resolve it.
  • Faction card: Powerful abilities unique to each faction. Only one can be played per turn, not just that player.
  • Flying: A skill allowing a vehicle to pass through other vehicles, hazards and obstacles as normal hexes but cannot end its turn on one. It cannot occupy salvage sites.
  • Free: Does not cost an AP, does not count towards the 2AP limit.
  • Friendly: A player's own vehicles.
  • Front arc: A 180° arc in front of a vehicle showing all the hexes it can target.
  • Full throttle: An ability that can be used when moving to attempt to move further. Moving must be the first action with the vehicle and must be declared. The target rolls a die and deducts their size from the result: anything over 0 is counted as being successful and gains that much extra movement. If the score is 0 or less it is a fail: the target receives its full move plus one extra but cannot complete further actions.
  • Hazard: A hex with an orange border. They block movement but not line of sight. Vehicles can end up in these hexes by being pushed or a crash and burn, but cannot voluntarily move into them.
  • Hex: The marked hexagonal spaces on the board tiles.
  • Marker (red/green): The 5 tokens in the game used to track positive and negative effects on vehicles.
  • Move: Stat showing how far a vehicle can move when spending an AP to do so.
  • Next player: The player who is due to be the current player next ie have yet to start their turn.
  • Obstacle: A hex with a red border. They cannot be entered other than with the flying skill. They block both movement and line of sight.
  • Occupied / occupying: A vehicle sitting atop a salvage site occupies it.
  • Outer edge: The limits of the board/playing area. No tokens can be placed in hexes at the edge of the playing area.
  • Potshot: A skill that allows a vehicle to attack during a move by rolling dice equal to their attack, but at a -1 penalty to rolls.
  • Previous player: The last player to finish their turn.
  • Ram: An action played against an adjacent vehicle in the front arc which uses a combination of the vehicle's size and armour to attempt to cause damage.
  • Ram score: The final total after all dice have been rolled and size has been added to the number of successes.
  • Random player: Each player rolls a die, the lowest scoring player is the target.
  • Random vehicle: Number your vehicles and roll a die. Any roll not associated with a vehicle is re-rolled. Wrecks are counted but vehicles not on the board are not.
  • Range: The distance a vehicle can make an attack up to. The target must fall within that distance. For basic attacks this is 3 hexes, for ramming it is 1 ie adjacent in front arc.
  • Rear: The very back face of a vehicle. Target receives a -1 penalty to their armour if attacked in the rear.
  • Replace: Follow card instructions rather than normal rules.
  • Resolve: Follow the required steps until it is completed.
  • Round: When every player has taken their turn a round is complete.
  • Salvage site / token: The victory points for the game. When they are unoccupied they are placed red side up, any occupied are flipped to green at the end of every player's turn.
  • Setup area: Areas marked with a green border on certain tiles. A player's vehicles all start within this area when they set up. They count as normal hexes when the game begins.
  • Setup round: The first round. No cards can be used during this round. No event is drawn at the start of it.
  • Size: The stat showing how heavy a vehicle is. The higher the stat, the harder it is to push whilst ramming. Also affects the chances of full throttle successes.
  • Targeted: Selected for an attack or ram.
  • Tile: The separate boards that are combined to make the play area.
  • Turn (player): A single player's chance to spend their AP and take actions.
  • Uncontested: An occupied green token, ready to score: any tokens still green at the end of any turn have been won and are removed from the board and awarded to the occupying player.
  • Wreck: A vehicle which has reached its DP limit. It stays on the board unless specified when it crashes and burns, but cannot be used until repaired.
  • Wrecked: A vehicle becomes wrecked when the last DP peg (the black peg) is placed on it, its owner rolls on the crash and burn table. A wrecked vehicle cannot be used until it is repaired, turning it active again.