agenda cards - Fantasy Flight Games

USING THIS DOCUMENT FOUNDATIONAL RULES
This document is intended as a reference for all rules queries. It
is recommended that players begin playing Fallout: The Board
Game by reading the Learn to Play booklet in its entirety. Then, as
questions arise during gameplay, players can refer to this reference.
The Rules Reference is divided into the following sections:
COMPLETE SETUP
PAGE 2
This section describes the complete rules for setting up a game of
Fallout: The Board Game.
GLOSSARY
PAGE 3
The majority of this reference is the glossary, which lists all rules
for the game in alphabetical order by topic.
INDEX
PAGE 15
This page contains a comprehensive list of topics and page
numbers that players may need to reference.
PAGE 16
This Rules Reference is the definitive source of rules. If
something in this document contradicts information from
the Learn to Play booklet, this guide takes precedence.
If the rules text of a card contradicts information from the
Rules Reference, the card's rules text takes precedence.
If two players are both legal targets for a game effect, the
game prioritizes the first player, and then each player in
order clockwise around the table from the first player.
The word “may” means the effect is optional.
greater than the current number of players. Then, separately
shuffle the agenda, loot, and asset cards and place them
facedown in the play area. Lastly, make sure the card
somewhere in easy reach.
The back page of this reference lists basic rules and icons used
6 C reate Shop: Deal four asset cards faceup in a line near the
COMPLETE SETUP
7 C hoose
commonly in the game in an easy-to-reference format.
and
Place Survivors: Randomly choose a first player
that player and proceeding clockwise, each player chooses a
survivor and takes the corresponding figure, character card, and
1 Choose Scenario: As a group, the players choose which scenario
to play. Take the corresponding scenario sheet and place it in the
play area.
2 Build M ap: Separately shuffle the
map to form the shop.
and move the agenda deck to his or her right side. Starting with
Before the game, perform the following steps:
 and  map tiles, and
S.P.E.C.I.A.L. token marked with that character’s silhouette on
the back. Then, that player places the figure in an unoccupied
space in the “Crossroads Camp” map tile.
8 Prepare Player Boards: Each player takes a player board
then construct the map following the image on the back of
and places a green peg in the “0” hole, a red peg in the “16”
facedown in the corresponding places.
Each player also places his or her starting S.P.E.C.I.A.L. token
the chosen scenario sheet, placing a random
 or  tile
3 Sort Tokens: Create piles of S.P.E.C.I.A.L., Caps, trait,
and enemy tokens to form the supply, making sure the
S.P.E.C.I.A.L. tokens and each type of enemy token are
facedown and randomized; the enemy tokens should be
further separated into individual stacks by type.
2
game rules are built, and they should always be followed:
library, perk cards, unique asset cards, and V.A.T.S. dice are
QUICK REFERENCE
RULES
REFERENCE
These rules are fundamental concepts on which all other
4 Create Encounter Decks: Find all encounter cards that have a
star in the upper-left corner instead of a number. Divide these
into two different decks based on their card backs, shuffle
them, and place them facedown in the play area.
5 C reate O ther D ecks: Remove any cards from the agenda
deck that show a number in the bottom-left corner that is
hole, and a gray peg in the hole to the left of the XP track.
in its corresponding slot on the player board, then draws one
additional S.P.E.C.I.A.L. token at random and places it in its
slot; if that player already has that token, he or she randomly
draws a different S.P.E.C.I.A.L. token instead. Then, each
player draws one agenda card, keeping it secret. Finally, each
player takes three Caps from the supply.
9 Resolve Starting Effects: Resolve any effects on the scenario
sheet or other game components that resolve at the start of the
game. If any enemy tokens are displayed on the map, place
one random enemy token of the corresponding type faceup
in each of those spaces. Finally, place the
 and  power
tokens on the topmost space of the power track on the sheet.
GLOSSARY
When an enemy type is activated, all inactive enemies of that
type on the map are flipped faceup and become active; they
This section provides detailed information about all gameplay
topics, arranged alphabetically.
Each survivor performs two actions on his or her turn. An action
allows a survivor to move, explore, encounter, fight, quest, camp,
or any other action specified by a card.
A survivor can perform the same action more than once
during his or her turn, except for the encounter action.
If a survivor cannot or does not wish to perform all of his or
her actions on a turn, he or she can skip one or both of the
actions. Skipped actions are lost and cannot be performed at
a later time or carried over to future turns.
Each other action must be resolved completely before a
different action can be performed.
Action, Fight Action, Move Action, Quest Action
At the end of each round, an agenda card is drawn to determine
which enemies activate (see “Rounds”). When an enemy
activates, that enemy is moved one space toward the nearest
survivor. If that enemy is already either in the same space as a
survivor, or adjacent to a survivor and has a ranged (
) icon,
If there is a tie for the nearest survivor, the enemy moves toward
or attacks the nearest survivor that has the least remaining HP.
provides conditions for the survivor to gain additional influence.
At the end of each round, an agenda card is drawn to determine
which enemies activate. Then, the card is discarded.
During setup, each survivor draws one agenda card and the
agenda deck is placed in the first player’s play area.
is used during setup to determine whether this card is used
during the game based on the number of players playing.
survivor gets more than four agenda cards, he or she chooses
and discards agenda cards until he or she has four agenda cards.
The information on the agenda cards in a player’s hand is
hidden. The players may voluntarily share this information
with others but may not reveal the cards unless doing so to
declare loyalty.
When the final agenda card is drawn, all discarded agenda
cards are shuffled to create a new agenda deck that is passed
to the player to the right of the first player. That player is now
the first player. Then, each faction advances one space.
R elated Topics: Activating Enemies, Factions, First Player,
If two survivors are tied for least remaining HP, the enemy
Influence, Loyalty, Rounds, Setup
If multiple enemies would attack the same survivor, that
APPAREL
moves toward the tied survivor that acts earlier in turn order.
survivor chooses the order in which the attacks resolve.
If the enemy could move to multiple spaces that would
move it toward the survivor an equal amount, the first
player chooses which space it moves to.
When enemies move, they move one space, ignoring terrain.
Enemies can move across facedown map tiles. They treat
each facedown map tile as a single space.
»»
), which players
need to win the game. Each agenda provides one influence and
The number of agenda cards a player has is public information.
ACTIVATING ENEMIES
»»
Agenda cards grant players influence (
Each survivor can have a maximum of four agenda cards. If a
R elated Topics: Camp Action, Encounter Action, Explore
»»
AGENDA CARDS
Each agenda card has a number in the bottom-left corner that
Only the move action can be interrupted by another action.
»»
R elated Topics: Enemies, Explore Action, Fight, First Player, HP
Track, Map Tiles, Rounds, Spaces
ACTIONS
the enemy fights that survivor instead of moving.
do not move or fight that activation.
If an enemy is on a facedown map tile when that tile is
flipped faceup, the survivor exploring the tile chooses a
space on the explored tile and places the enemy in that space.

Apparel is a type of item that can be equipped by a survivor to
gain benefits in fights.
Each survivor can have no more than one apparel equipped
at a time.
During a fight, a survivor’s equipped apparel cancels a
number of enemy hits equal to its armor value.
R elated Topics: Equipping, Fight, Items
RULES
REFERENCE
3
ASSET CARDS

Asset cards represent the items for sale and the companions that
part of the card library. They are not included in the game unless
Asset cards are used to create the shop.
instructions. Instead, the card library is kept to the side, sorted
her inventory or places it in the appropriate equipment slot.
When a survivor discards an asset card, it is placed in the
asset card discard pile.
If the last card is drawn from the asset deck, players shuffle
the discard pile and create a new asset deck.
R elated Topics: Companions, Equipping, Inventory, Items, Shop
specified by a game component with the “add” or “stage”
by number for easy reference.
Game components may call for cards to be retrieved from the
card library by number (see “Results”). When this happens,
a player searches the card library for that card and adds it to
the game as instructed.
Players cannot read cards in the card library unless retrieving
a card. Even then, players should look only for the required
number and not read the text on the card or other cards.
CAMP ACTION
R elated Topics: Encounter Cards, Quest Cards, Results
When a survivor performs a camp action, he or she may do all of
CHARACTER CARDS
or her exhausted cards, gain the Well Rested trait, and trade with
During setup, each survivor gains a card unique to the character
the following in any order: recover three HP, unexhaust all of his
any other survivors in his or her space or an adjacent space.
When survivors trade, they can exchange any number of items,
he or she chooses. These can be items, companions, or special
abilities that represent the quirks of that character.
companions, agendas, and Caps. Both parties must agree to the
When a survivor gains an item or companion character card,
»»
When a survivor gains a character card that is not an item
trade. Promises may also be traded, but they are not binding.
Other game elements such as traits, S.P.E.C.I.A.L. tokens,
perks, or the Ghoul’s starting card cannot be traded.
»»
Agenda cards involved in a trade can be shown to the
other survivor before a trade.
A survivor cannot perform the camp action while in the same
space as a faceup enemy.
All exhausted cards must be unexhausted.
R elated Topics: Actions, Agenda Cards, Asset Cards, Camp
Action, Caps, Enemies, Exhaust, HP Track, Traits
CAPS
Caps are the currency in the wasteland. Survivors spend Caps to
buy items when shopping and to use certain card abilities.
There is no limit to the amount of Caps a survivor can have.
4
Any cards labeled with a number in the upper-left corner are
can be recruited at settlements.
When a survivor gains an asset card, he or she adds it to his or
RULES
REFERENCE
CARD LIBRARY
A “5” Caps token is equivalent to five “1” Caps tokens.
Survivors can freely make change with Caps tokens at any time.
When a survivor gains Caps, he or she takes them from the
supply; when a survivor spends Caps, he or she places them
back in the supply.
R elated Topics: Component Limitations, Encounter Action,
Shopping, Shop
it can be equipped or placed in his or her inventory.
or companion, it is placed next to his or her player board.
That survivor must follow all rules listed on that card. These
character cards cannot be traded or discarded.
R elated Topics: Companions, Equipping, Inventory, Items
COMPANIONS

Companions are a type of card that can be equipped by a
survivor to gain benefits.
Each survivor can have no more than one companion equipped
at a time.
A survivor’s equipped companion provides an ability that
the survivor may use during his or her turn by exhausting
the companion.
Exhausted companions that a survivor has equipped or in
his or her inventory are unexhausted when the survivor
performs a camp action. However, each companion has a
condition at the bottom of its card. If that condition is not
met when that companion is unexhausted, the survivor must
discard that companion.
R elated Topics: Asset Cards, Camp Action, Equipping, Exhaust,
Inventory, Loot Cards, Shopping
COMPONENT LIMITATIONS
The quantity of components is limited, or not limited, as follows:
Survivors are not limited by the number of Caps tokens or
faction tokens. If there are no remaining tokens, players can
use a viable substitute.
Survivors are limited by the number of perk cards.
When the loot deck, asset deck, agenda deck, or stack of enemy
tokens of one type is depleted, players shuffle that deck or
stack’s discard pile to create a new facedown deck or stack.
A survivor can perform this action at each encounter icon no
more than once per turn.
Most encounter icons have a number next to them indicating
their level. When resolving an encounter at a location with a
level, treat any instances of the encounter icon on the card as
a number equal to the level of the encounter icon.
Encounters at vault spaces cannot be performed until the
corresponding deck is added to the game by card results.
A survivor cannot perform the encounter action while in the
same space as a faceup enemy.
R elated Topics: Agenda Cards, Asset Cards, Caps, Faction
R elated Topics: Encounter Cards, Encounter Icons, Fight,
Tokens, Loot Cards, Perk Cards
Results, Spaces, S.P.E.C.I.A.L. Tokens, Tests, Traits
DAMAGE
ENCOUNTER CARDS
See “HP Track” on page 8.
Encounter cards contain a short story and choices that are read
DYING
are four encounter decks:
to a survivor when he or she resolves an encounter action. There
»»
See “Killed” on page 9.
Wasteland Encounters
: These encounters represent
ruins and abandoned areas where survivors can search for
ENCOUNTER ACTION
loot. This deck is created during setup.
»»
A survivor can perform an encounter action when in a space
To resolve an encounter, the player to the active player’s
: These encounters represent
centers of population where survivors can buy and sell
, , , or ) to resolve
marked with an encounter icon (
an encounter card from the deck matching that encounter icon.
Settlement Encounters
from the shop. This deck is created during setup.
»»
Vault Encounters
 : These encounters represent
Vault-Tec vaults that survivors can explore. There are
right draws the encounter card and reads the intro of the
two vault decks. Neither start in play. They are added
the active player chooses one of the options and executes all
are no cards of that type in play, a new deck is created.
card and the bold text next to each numbered arrow. Then,
instructions listed after that option.
»»
Some options require the player to perform tasks such as a
fight or a test. After the player chooses such an option, he
or she attempts to perform the listed tasks and resolves the
“succeed” result if he or she succeeds at the test or kills the
enemy or the “fail” result if he or she does not.
»»
Some options have conditions that must be met in order to
choose that option. For example, an option may require a
player to have the Vilified or Super Mutant trait.
»»
If a bold text section starts with “FORCED,” and the
following condition is met, that section must be resolved
Encounters with a star in the upper-left corner are placed in
the play area during setup.
R elated Topics: Card Library, Encounter Action, Encounter
Icons, Fight, Results, Tests
ENCOUNTER ICONS
, , , or
Some spaces are labeled with encounter icons (
). Additionally, some have a number indicating that icon's level.
Survivors can perform an encounter action at that space to draw
and resolve an encounter card corresponding to the shown icon.
instead of allowing the survivor to choose one of the
If there is no encounter card deck with a matching icon,
resolve that section if the condition is not met.
There are two different vault encounter decks, one labeled
other options. Additionally, the survivor cannot choose to
»»
throughout the game. When these cards are added, if there
Many results will trash the encounter after resolving it. If
the encounter is not trashed, it is returned to the bottom of
the corresponding deck.
survivors cannot perform an encounter action in that space.
“84” and the other “109.” These encounter cards can be
drawn only at the vault with the corresponding number.
R elated Topics: Encounter Action, Encounter Cards, Spaces
RULES
REFERENCE
5
ENEMIES
Enemy tokens represent dangerous creatures and people in the
wasteland.
Each enemy has a type, a name, a level, V.A.T.S.
vulnerabilities, and up to two icons representing abilities.
When an enemy is killed, its token is discarded. Then, a new
token of the same enemy type is drawn from the supply
and placed facedown in the space with an enemy icon of
a matching type that is closest to the space from which the
Armor : This enemy requires one additional hit to kill.
Radiation : After this enemy hits a survivor for one or
more damage during a fight, that survivor suffers rads equal
to the enemy’s level.
Ranged : When this enemy activates, if there is a
survivor in an adjacent space, this enemy fights that survivor
instead of moving. If a survivor in an adjacent space does not
have a
»»
If there is more than one space with a matching enemy type at
an equal distance from the space that contained the discarded
token, the first player chooses from among those spaces.
Enemy tokens that are facedown are inactive. If an enemy
token is inactive, survivors cannot look at the face of the
token, fight the enemy, or target the enemy with any abilities
that target an enemy. An inactive enemy is flipped faceup
and becomes active when its enemy type activates.
»»
Inactive enemies do not stop survivors from performing
encounter, camp, or quest actions in the same space.
»»
If an enemy is placed facedown during the activation
of its type, it is not flipped faceup during that activation.
When a player is instructed by a card to “draw and fight” a
type of enemy, that player draws an enemy of that type from
the supply to fight.
»»
That enemy is always discarded, regardless of the
outcome. A new token is not placed on the board.
Related Topics: Activating Enemies, Enemy Abilities, Fight, First
Player, Spaces
ENEMY ABILITIES
Each enemy can have up to two abilities that change its rules.
Each ability is represented by an icon on the enemy’s token:
Aggressive : When this enemy moves into a survivor’s
space, or a survivor moves into this enemy's space, that
survivor immediately fights this enemy.
RULES
REFERENCE
6
»»
If an enemy with this ability moves into a space that has
more than one survivor, that enemy fights the survivor
that has the least remaining HP.
»»
If a survivor moves into a space that has more than one
enemy with this ability, he or she chooses the order in
which he or she fights them.
»»
An enemy with this ability being placed or becoming active
in the same space as a survivor does not cause a fight.
If there is a survivor in the enemy's space and in an
adjacent space, the enemy targets the survivor who has
other enemy was discarded.
»»
 weapon, the enemy inflicts one additional .
the least remaining HP.
»»
If a survivor who has a
has the
 weapon fights an enemy that
 icon, neither inflicts additional hits.
Loot : After a survivor kills this enemy, that survivor
draws one loot card.
Retreat : If a survivor fails to kill this enemy during a
fight, the enemy becomes inactive in its current space.
R elated Topics: Fight, HP Track, Killed, Loot Cards, Move
Action, Rads, Spaces, Weapons
EQUIPPING
Survivors can equip three types of cards: item – weapons (
item – apparel (
),
), and companions (). These cards must
be equipped for a survivor to gain their benefits. A survivor can
have one of each type of card equipped at one time.
To indicate which cards are equipped, a survivor can place
those cards in the three slots along the bottom side of his or
her player board.
When a survivor gains a card that can be equipped, he or she
can immediately equip it; if a different card is already equipped
in that slot, he or she can move it to his or her inventory.
At the start of his or her turn, a survivor can equip items from
his or her inventory or exchange any of his or her equipped
cards with cards from his or her inventory.
Equipped cards do not count as being in a survivor’s inventory.
The cards a survivor has equipped are public information to
all players.
The text of unequipped weapons, apparel, and companions
has no effect.
»»
When a survivor unexhausts companions in his or
her inventory, they are still discarded if the unexhaust
condition is not met.
R elated Topics: Apparel, Asset Cards, Companions, Inventory,
Loot Cards, Survivors, Turns, Weapons
EXPLORE ACTION
FACTION POWER TRACK
A survivor can perform an explore action when he or she is in
The faction power track is along the left side of the scenario sheet
faceup. Then, the tile is oriented so that the arrow on the tile is
token starts on the top space of the track and advances during
a space that is adjacent to a facedown map tile to flip that tile
pointing in the same direction as the arrow on the starting tile.
After a tile is flipped faceup, for each enemy icon on the tile,
a random enemy of the matching type is drawn from the
supply and placed faceup in the space containing the icon.
If there were any enemies on the tile when it was facedown,
the exploring player places those enemies in the spaces of his
or her choice on that tile after it is flipped faceup.
R elated Topics: Actions, Enemies, Map Tiles, Spaces
EXHAUST
and shows the current power of the two factions. Each faction’s
the game when survivors complete specific quests and when the
agenda deck is depleted.
A faction’s current position on the track may affect the
toughness of that faction’s enemy. If an enemy shows a value
represented by a letter such as "X," that value is determined
by that faction’s current position on the power track.
If either faction’s token reaches or exceeds the final space of
the power track, that faction has gained enough power to
take over the wasteland, and the game ends!
»»
enough influence to win the game, they can declare
Some card abilities exhaust the card when the ability is used.
victory and end the game first. If no survivor reached the
When a card exhausts, it is rotated 90 degrees.
required amount of influence, all survivors lose.
An exhausted card cannot exhaust again until it is unexhausted,
typically by the survivor performing a camp action.
A survivor can have exhausted cards equipped or in his
or her inventory and can equip, unequip, trade, and sell
exhausted cards.
»»
If a survivor trades an exhausted card to another survivor
during a camp action, that card remains exhausted.
A survivor's exhausted cards are unexhausted when he or
she performs a camp action or when instructed to do so by a
game effect.
»»
If the advancement of that token granted any survivors
If a card has a cost to unexhaust it, the survivor must pay
the cost when that card would unexhaust, otherwise the
card stays exhausted.
Related Topics: Camp Action, Companions, Equipping, Inventory,
Shop, Trading
»»
If the faction’s token would advance beyond the final space,
include the excess number of spaces it would advance
beyond the final space when totaling the number of spaces
by which that faction exceeds the other for the purpose of
determining players' influence totals.
R elated Topics: Agenda Cards, Factions, Faction Tokens,
Influence, Quest Cards
FACTION TOKENS
Faction tokens (
 and ) have different effects in each scenario
as determined by the scenario sheet. Most often, they represent
enemy tokens.
When a faction token represents an enemy, it follows all
enemy rules. However, if this enemy would ever become
inactive, the faction token is discarded instead.
When a faction token is killed, it is discarded and is not
FACTIONS
replaced by a different inactive token of its type.
Each scenario has two factions vying for control over the
R elated Topics: Enemies, Factions, Faction Power Track, Killed
wasteland. The factions are different in each scenario but are
always represented by the
 and  icons. Each faction has a
power value tracked on the faction power track and can have
faction tokens on the map. Survivors can help either faction by
completing quests.
At the start of a player's turn, he or she can reveal a
 or 
agenda card from his or her hand to declare loyalty to that faction.
R elated Topics: Agenda Cards, Faction Power Track, Faction
Tokens, Loyalty, Quest Cards
RULES
REFERENCE
7
FIGHT
FIGHT ACTION
A fight occurs between a survivor and an enemy. When a
A survivor can perform a fight action when in a space with an
1 R oll D ice: Roll the three V.A.T.S. dice.
If the survivor’s equipped weapon has the ranged () icon,
survivor fights an enemy, he or she resolves the following steps:
2 R eroll D ice: For each S.P.E.C.I.A.L. token on the survivor’s
weapon that matches a token that the survivor has, generate
one reroll. Then, the survivor can spend each reroll one at a
time to reroll any number of the three V.A.T.S. dice.
3 R esolve Enemy H its: For each hit () shown on the dice,
the survivor suffers damage equal to the level of the enemy.
Before suffering the damage, reduce the total number of 
by the armor value of all armor the survivor has equipped.
4 R esolve Survivor Hits: The survivor spends dice results to
inflict hits. For each die result on which there is one or more
filled-in (green) area that matches a filled-in (green) area on
the enemy, the survivor inflicts one hit. If the survivor inflicts
a number of hits equaling or exceeding the enemy’s level, the
enemy is killed.
5 G ain XP: If the survivor killed the enemy, he or she gains XP
equal to the enemy’s level.
»»
Regardless of whether the survivor does or does not kill
the enemy, the fight is over.
When instructed to “draw and fight” an enemy, the survivor
draws an enemy of the specified type from the supply,
resolves all steps of the fight with that enemy, and then
discards the enemy token.
»»
If doing this as part of a quest objective or encounter options,
the survivor succeeds only if he or she kills the enemy.
Abilities with the “during a fight” timing can be used during
any step of a fight.
Abilities with the “before a fight” timing must be used before
rolling the V.A.T.S. dice.
Each S.P.E.C.I.A.L. token on a survivor's equipped weapon
counts as tokens “used for the fight” for card abilities.
Some cards give additional uses for rerolls. Unless otherwise
RULES
REFERENCE
8
stated, these abilities must be used during the “Reroll Dice”
step of a fight.
If the survivor is killed and the enemy is not killed, the
enemy remains active and in the space. Hits inflicted on an
enemy do not carry over from fight to fight.
R elated Topics: Apparel, Enemies, Enemy Abilities, Fight
Action, Killed, S.P.E.C.I.A.L. Tokens, V.A.T.S. Dice, Weapons, XP
active enemy to fight that enemy.
he or she can perform this action when there is an enemy in
an adjacent space to fight that enemy. If that enemy does not
have the
 icon, the survivor inflicts one additional hit.
If multiple enemies are in the same space as the survivor, the
survivor chooses one enemy to fight.
R elated Topics: Actions, Enemies, Fight, Spaces, Weapons
FIRST PLAYER
The first player is randomly determined at the start of the game
and keeps the agenda deck in his or her play area.
When the agenda deck is passed to another player, that
player becomes the new first player. Whose turn it is and
whose turn is next does not change.
R elated Topics: Agenda Cards, Rounds, Setup, Survivors
HP TRACK
Each survivor has an HP track on his or her player board that
shows his or her current HP and rads values.
A survivor’s current HP is shown by the position of a red
peg. This peg starts in the rightmost position.
When a survivor suffers damage, he or she reduces his or her
current HP by that amount.
A survivor’s current rads is shown by the position of a green
peg. This peg starts at the “0” position.
When a survivor suffers rads, he or she increases his or her
current rads by that amount.
If a survivor’s HP is ever equal to or lower than his or her
rads, that survivor is killed.
Neither HP nor rads can go above the maximum value or
below the minimum value on the track.
A survivor’s remaining HP is equal to the difference between
the HP peg and the rads peg. So, if a survivor has 12 HP and
3 rads, his or her remaining HP is 9.
R elated Topics: Killed, Rads, Survivors
INFLUENCE

KILLED
Survivors must gain influence to the win the game. Influence is
Survivors and enemies can be killed. A survivor is killed when
reaches the required amount of influence, he or she declares victory
is killed when a survivor inflicts hits against it equal to or higher
granted to the survivors by their agenda cards. When a survivor
his or her HP is equal to or lower than his or her rads. An enemy
and reveals his or her agenda cards. That survivor wins the game.
than its level during a fight.
The amount of influence needed to win the game depends on
When a survivor is killed, his or her figure is removed from
the number of players:
the map. Then, he or she places the figure in a space of his or
her choice on the starting tile. Then, that survivor discards all
»»
1 Player: 11 influence
»»
2 Players: 10 influence
»»
3 Players: 9 influence
change his or her rads value).
»»
4 Players: 8 influence
»»
If multiple survivors reach the required amount of influence,
they share a victory!
»»
cards in his or her inventory (keeping any equipped cards)
and returns his or her HP to its maximum value (but does not
and no additional steps are resolved.
»»
R elated Topics: Agenda Cards, Faction Power Track, Survivors
When a survivor is killed during his or her turn, the turn
immediately ends. The survivor cannot perform any more
All survivors that reach the required amount of influence
share the victory, even if one has more influence.
When a survivor is killed during a fight, the fight ends,
actions or use perks.
»»
If a survivor is still killed after recovering all HP because
his or her rads value is at its maximum, that survivor
INVENTORY
is eliminated from the game and loses. That survivor’s
Items and companions a survivor possesses but does not have
tokens are discarded. If the survivor was the first player,
up to three cards in his or her inventory at one time. These cards
right. That survivor is now the first player.
figure and all of the survivor’s cards, Caps, and other
the agenda deck is passed to the survivor to his or her
equipped are in that survivor’s inventory. A survivor can have
can be placed in a stack under the far-right “slot” along the
bottom of a player's player board. Equipped cards do not count
toward the inventory limit.
If a survivor gains cards in excess of his or her inventory
slots, he or she must choose and discard cards until there are
only three remaining.
When an enemy is killed, its token is returned to the supply.
Then, a new token of the same enemy type is drawn and
placed facedown in the space with an enemy icon of a
matching type that is closest to the space from which the
other enemy was discarded.
»»
type at an equal distance from the space, the first player
The cards in a survivor’s inventory are public information to
all players.
R elated Topics: Apparel, Asset Cards, Companions, Equipping,
Items, Loot Cards, Unique Asset Cards, Weapons
ITEMS
Items are a type of card that a survivor can have equipped or in
his or her inventory.
Items that can be equipped (apparel and weapons) must be
equipped to gain their benefits.
Items that cannot be equipped (aid, drugs, and magazines)
can be used while in a survivor's inventory.
R elated Topics: Apparel, Inventory, Loot Cards, Shopping,
Unique Asset Cards, Weapons
If there is more than one space with a matching enemy
chooses which space to place the enemy in.
»»
If the enemy is a faction token, or was fought as part of a
“draw and fight” instruction, a new one is not drawn.
»»
If a survivor kills an enemy outside of a fight, that
survivor still gains the XP for that kill.
R elated Topics: Agenda Cards, Enemies, Fight, First Player, HP
Track, Inventory, Map Tiles, Rads, Spaces, Survivors, Turns, XP
LEVELING UP
A survivor levels up when he or she gains an XP while the
XP peg is on his or her rightmost S.P.E.C.I.A.L. token. When a
survivor levels up, he or she draws two S.P.E.C.I.A.L. tokens, and
then chooses one to keep and returns the other to the supply. If
the survivor does not already have that token, it is added to his
or her player board. If the survivor already has that token, he or
she discards the token and gains a perk.
RULES
REFERENCE
9
To gain a perk, the survivor looks through the perk deck for the
perks that have that token highlighted and chooses one to take.
»»
If there are no perks matching the chosen S.P.E.C.I.A.L.
If no perks match a token the survivor has, he or she does
MAP TILES
R elated Topics: Perk Cards, S.P.E.C.I.A.L. Tokens, Survivors, XP
LOOT CARDS
Each map tile contains some number of spaces and is
dangerous (
), deadly (), or double-sided, as determined by
the back of the tile.

Map tiles are placed to create the map as specified by the
Loot cards represent the various items, companions, and events
survivors may find out in the wasteland.
When a survivor gains a loot card, if it is an item or companion,
back of the scenario sheet. Tiles shown faceup are placed that
way, while tiles that are shown facedown are shuffled by type
(
 and ) and are placed randomly facedown.
the survivor either equips it or adds it to his or her inventory.
Orient all tiles so that the arrow on the top of each tile points
instructions on the card, and then discards the card.
R elated Topics: Scenario, Setup, Spaces
If the loot card is a one-time event, the survivor follows the
the same direction as the arrow on the starting tile.
When a survivor discards a loot card, he or she places it in
MOVE ACTION
If a survivor is instructed to draw loot cards in excess of his
A survivor can perform a move action to gain two movement
the loot-card discard pile.
or her inventory, he or she draws the cards, and then discards
down to his or her inventory size (usually three).
R elated Topics: Apparel, Companions, Enemy Abilities,
Inventory, Items, Results, Weapons
At the start of a survivor’s turn, he or she can reveal a
 or 
Having loyalty with a faction grants three effects to a survivor:
The two movement points used to enter the space do not
The survivor can perform the other action after spending his
or her first point of movement but before spending his or
second point of movement.
R elated Topics: Actions, Map Tiles, Spaces, Survivors, Terrain
Enemies represented by that faction’s tokens do not
prohibit the survivor from performing any actions.
PERK CARDS
When enemies of that faction activate, they do not take
Perks are powerful, single-use abilities. A survivor gains perk
survivors with loyalty into account—the enemies only
move toward and fight survivors that do not have loyalty
with their faction.
»»
Moving into a space that has difficult terrain requires an
need to have come from the same action.
for as long as that card remains revealed.
»»
into an adjacent space.
»»
agenda card and place it faceup to gain loyalty with that faction
»»
points. Each point can be spent to move that survivor’s figure
additional movement point.
LOYALTY
10
R elated Topics: Actions, Activating Enemies, Agenda Cards,
Enemies, Factions, Fight Action, Influence, Survivors, Turns
not gain a perk.
RULES
REFERENCE
the revealed agenda.
token in the perk deck, the survivor chooses any perk
showing a token that matches a token he or she has.
»»
If a survivor gains a fifth agenda card, he or she may discard
The survivor cannot fight enemies of a loyal faction.
Each survivor can have only one agenda card revealed in this
way. If a survivor reveals a new agenda card for loyalty, the
previously revealed card is flipped facedown and hidden again.
At the start of a survivor's turn, he or she can withdraw
loyalty to a faction by hiding a revealed agenda card.
Agendas revealed for loyalty are still counted as part of that
survivor’s agenda card limit and contribute to that survivor’s
influence as normal.
cards when he or she levels up and chooses a S.P.E.C.I.A.L. token
he or she already has. To use a perk card, a survivor discards it
during his or her turn to gain the effects described on the card.
Perks can be used only during a survivor’s turn but cannot
be used while the survivor is performing a non-move action
unless specifically stated.
All perk cards in the perk deck and perk cards held by
survivors are open information.
When a survivor discards a perk card, he or she returns it to
the perk deck.
R elated Topics: Actions, Leveling Up, S.P.E.C.I.A.L. Tokens,
Survivors, Turns, XP
QUEST ACTION
area. One or more quests are staged in the play area during
A survivor can perform a quest action to attempt to complete a
»»
quest objective marked with
setup, and more can be staged throughout the game.
.
When a quest is staged in the play area, execute any
instructions in the top section of the card.
The survivor can attempt to complete a quest only if he or
she meets the requirement presented after the
. The most

common requirement is for a survivor to be in a specific space.
When performing the quest action, the survivor executes
R elated Topics: Agenda Cards, Card Library, Enemies, Faction
Power Track, Fight, Map Tiles, Quest Action, Results, Setup, Tests
RADS

any listed instructions in the quest requirement, such as
See “HP Track” on page 8.
the objective.
RESULTS
performing a test. If he or she succeeds, he or she completes
A survivor cannot perform the quest action while in the same
space as a faceup enemy.
When a survivor completes an objective in a quest or a choice in
an encounter, that quest or encounter lists a number of results.
R elated Topics: Actions, Enemies, Quest Cards, Results
If a result shows
 or  icon, treat that icon as a number
QUEST CARDS
equal to the level of the encounter icon the survivor was at. This
Quests give survivors objectives, which they can complete to earn
“–” after the icon. The possible results are as follows:
number may be increased or decreased as indicated by “+” or
rewards—often agenda cards or power for one of the factions.
Each quest has one or more objectives that survivors can
achieve to complete the quest. An objective can either be
triggered or a quest action.
»»
Triggered objectives provide a task that can be performed
in the game such as “kill a
 enemy” or “explore a 
tile.” As soon as a survivor completes the specified task,
he or she completes this objective.
»»
Quest-action objectives are marked with the
Add #: The survivor retrieves the card indicated by # from the
card library. Then, he or she takes a number of cards (without
looking at them) equal to the number of players from the
deck that matches the retrieved card's back. Finally, he or she
shuffles all the cards and places them on top of that deck.
»»
If there is no deck matching that card type, create a new deck.
Stage #: The survivor retrieves the card indicated by # from
the card library and places that card faceup in the play area.
 icon and
may have conditions or instructions. For these objectives,
the survivor must meet all conditions shown in the white
section of that objective and then perform a quest action.
The most common requirement is for a survivor to be
in a specific space; this would be presented after the

icon. After performing the quest action, the survivor can
attempt to resolve the objective's instructions, which
typically require the survivor to perform a test or fight an
enemy; the survivor must resolve these instructions from
left to right. If the survivor succeeds at the instructions, he
or she completes the objective.
If a quest instructs the survivor to place a quest marker, he
or she chooses a colored pair of quest marker tokens, placing
one on the map as indicated by the card and the other on
the quest card itself. When that card is trashed, both quest
markers are discarded.
After a survivor completes a quest, he or she executes all
of the results listed in the results bar under the completed
objective, resolving them from left to right.
The quests currently available to all survivors are in the play
Become X: The survivor gains the trait token that matches X.
# XP: The survivor gains an amount of XP indicated by #.
# Caps: The survivor gains a number of Caps indicated by #.
, , or : The survivor draws a card that matches the
shown icon. If the icon is followed by a number, for example:
 x 2, he or she draws and keeps that number of cards.
Shop #: The survivor can buy and/or sell a number of items
from the shop track indicated by #.
Gain the X unique asset: The survivor searches the unique asset
deck for the card specified by X and takes it. If that asset is not
in the deck, he or she takes a unique asset at random instead.
+ or +: The faction corresponding to the icon gains
power equal to the number of + symbols after the icon.
Trash: The survivor returns the card in the game box.
Related Topics: Agenda Cards, Asset Cards, Caps, Card Library,
Encounter Cards, Faction Power Track, Loot Cards, Quest Cards,
Shopping, Traits, Unique Asset Cards, XP
RULES
REFERENCE
11
ROUNDS
If the shop ever has more or fewer than four cards in it after
a survivor’s action, asset cards are discarded or drawn, as
The game is played over a series of rounds. During each round,
each player takes one turn, beginning with the first player and
proceeding clockwise.
At the end of each round and before the first player takes his or
Results, Traits
deck and activates each enemy that matches the type shown on
SHOP
the bottom of the card. Then, each inactive enemy of that type is
flipped faceup; they are now active. The agenda card is discarded.
The shop is a row of four asset cards available for survivors to buy.
The enemy types are activated from left to right, and all of one
When a card is added to the shop, it is placed on the left side
If the order in which enemies of the same type activate
When a card is discarded from the shop, the rightmost card
type of enemy is activated before the next type is activated.
becomes important, the first player decides the order.
R elated Topics: Activating Enemies, Agenda Cards, Enemies,
of the row.
in the row is removed.
If the shop ever has more or fewer than four cards in it after a
First Player, Turns
survivor’s action (for example, after a survivor shops), asset
SCENARIO
shop track to four cards.
cards are discarded or drawn, as appropriate, to reset the
During setup, players choose one scenario to play. Each scenario
R elated Topics: Asset Cards, Shopping, Setup
has a scenario sheet with two sides. Side A contains all instructions
SOLO PLAY
starts staged in the quest track. Side B contains all information
When playing F allout: The Board Game with only a single
used during setup, including how the map is built and what quest
used for the scenario during the game, including what enemies the
faction tokens represent and the faction power track.
R elated Topics: Faction Power Track, Faction Tokens, Map Tiles,
Quest Cards, Setup
Some encounter cards, primarily from
player, follow all the standard rules for the game with the
following exceptions:
When a quest requires the player to be in the same space as
another survivor, he or she must be in a
 space instead.
If it requires the other survivor to make a test, that survivor is
SHOPPING
assumed to have a result of “3.”
 locations, allow
survivors to shop for some number of cards. When prompted
to shop, the survivor first draws one asset and adds it to the
left side of the shop. Then, the survivor can perform any of the
following interactions. He or she can perform a number of these
interactions equal to the value specified by the encounter.
Buy: The survivor spends a number of Caps equal to the cost
of a card in the shop to take that card and place it in his or
her inventory or appropriate equipment slot.
Sell: The survivor discards an equipped card or a card from his
12
R elated Topics: Asset Cards, Caps, Companions, Encounter
Cards, Encounter Icons, Items, Shop, S.P.E.C.I.A.L. Tokens,
her next turn, the first player reveals the top card of the agenda
RULES
REFERENCE
appropriate, to reset the shop track to four cards.
or her inventory to gain Caps equal to its value reduced by one.
Recruit: The survivor takes a companion from the shop and
places it in his or her inventory or appropriate equipment
slot. A survivor can take a companion only if he or she has
the trait or S.P.E.C.I.A.L. token shown in the upper-right
corner of that companion’s card; if no trait is present in the
upper-right corner, any survivor may recruit that companion.
When resolving an encounter card, the survivor reads the card,
trying to read only the text that would normally be read aloud
and then making his or her decision before reading the text for
the chosen outcome.
When the agenda deck is depleted, only the power marker
for the faction that currently has less power is advanced. If
the factions are tied for power, they both advance as normal.
R elated Topics: Agenda Cards, Encounter Action, Encounter
Icons, Faction Power Track, Quest Cards, Rounds, Tests
SPACES
Each space is an area of a map tile separated from other spaces
by white borders.
Survivors and enemies occupy spaces. Any number
of survivors and enemies can occupy the same space.Spaces
can have terrain that affects survivors when they move into
the space. Spaces that represent consequential locations have
an encounter icon and a name.
Two spaces are adjacent if they share a border.
R elated Topics: Encounter Icons, Enemies, Map Tiles, Move
Action, Survivors, Terrain
S.P.E.C.I.A .L . TOKENS
Survivors can have up to seven unique tokens representing their
capabilities. The seven tokens are represented by letters.
A survivor either has a S.P.E.C.I.A.L. token or does not. He or
she cannot have more than one of each S.P.E.C.I.A.L. token.
When a surivor gains a S.P.E.C.I.A.L. token, he or she places
it in the slot matching that letter on his or her player board.
For each S.P.E.C.I.A.L. token a survivor has that matches the
TESTS
Each test has a difficulty number and a number of associated
S.P.E.C.I.A.L. icons (for example:
 4). When a survivor is
prompted to perform a test, he or she resolves the following steps:
1 Roll Dice: Roll the three V.A.T.S. dice.
2 Reroll Dice: For each S.P.E.C.I.A.L. icon listed by the test that
matches a token that the survivor has, generate one reroll.
Then, the survivor can spend each reroll one at a time to
reroll any number of the three V.A.T.S. dice.
3 Resolve Results: Count the number of hits (
) shown on
the dice. If that number equals or exceeds the difficulty of the
test, the survivor succeeds. Otherwise, he or she fails. Resolve
the respective result listed after the test.
icon associated with a test or his or her equipped weapon
If a survivor succeeds or fails and no corresponding result is
during that test or fight, respectively.
The V.A.T.S. areas on the dice have no effect during tests.
during a fight, that survivor generates one reroll to spend
R elated Topics: Fight, Leveling Up, Survivors, Tests, Weapons
SURVIVORS
The word “survivor” is a collective term that refers to a character,
listed after the test, nothing happens.
R elated Topics: Encounter Cards, Quest Cards, Results,
S.P.E.C.I.A.L. Tokens, Survivors, V.A.T.S. Dice
TRADING
that character’s cards, S.P.E.C.I.A.L. tokens, traits, figure, and the
See “Camp Action” on page 4.
Each survivor has a player board that tracks his or her HP,
TRAITS
player who controls that character.
rads, XP, S.P.E.C.I.A.L. tokens, and traits. Each board also has
indicators along the bottom for where to place the player's
equipped cards and inventory.
R elated Topics: HP Track, S.P.E.C.I.A.L. Tokens, Traits, Turns,
XP
Traits are tokens that track details about a survivor.
There are six traits tracked across three token types:
Idolized/Vilified: These traits track what people
think of the survivor. They have no inherent effect
but may be referenced by companions, encounters,
TERRAIN
Some spaces on map tiles have terrain indicated by an icon and
and quests.
or not the survivor is a synth or a super mutant.
colored border surrounding that space. Terrain in a space can
They have no inherent effect but may be referenced
affect survivors attempting to move into the space:
Difficult (red border): To move into a difficult space, a
survivor must spend an additional movement point. If the
survivor does not have an additional point of movement, he
or she cannot move into that space.
Irradiated (green border): A survivor must suffer one rad
when moving into an irradiated space.
R elated Topics: Map Tiles, Move Action, Rads, Spaces
Synth/Super Mutant: These traits indicate whether
by encounters and quests.
Well Rested/Addicted: These traits track the
survivor's wellbeing or dependence on the many
drugs available in the wasteland. If a survivor is Well
Rested, he or she can choose to lose that trait while
fighting or performing a test to generate one reroll.
Each survivor can have only one copy of a trait token and
thus can never simultaneously have the traits on the opposite
sides of one token.
RULES
REFERENCE
13
When a survivor gains a trait, he or she takes the corresponding
token and places it in one of the three slots on the upper-right
side of his or her player board. If the survivor already has that
token turned to the other side, the token is flipped over; the
survivor loses the trait on the other side of the token.
If the faceup side of a trait token shows a lock icon, that token
cannot be flipped over. If a survivor would gain the trait on
the opposite side, he or she does not gain that trait.
If a survivor loses a trait, he or she discards that token. A
survivor can lose a trait even if it has a lock icon.
Related Topics: Encounter Cards, Quest Cards, Results, Survivors
TRASH
See “Results” on page 11.
TURNS
A survivor’s turn consists of performing two actions. After
a survivor finishes performing these actions and using any
items, perks, or other "during your turn" game effects, the game
advances to the next player’s turn in clockwise order.
R elated Topics: Actions, First Player, Perk Cards, Rounds
UNIQUE ASSET CARDS
Unique asset cards represent singularly powerful items and
people that survivors may come across from quests and
encounters. Unique asset cards can be items or companions.
When a survivor gains a unique asset card, he or she searches
the deck for it by name and either equips it or adds it to his
or her inventory.
»»
If the specified unique asset is not available, the survivor
gains a random unique asset instead.
When a survivor discards a unique asset card, he or she
places it next to the unique asset deck.
It is recommended that the unique asset deck be organized
alphabetically for ease of use during the game.
R elated Topics: Companions, Encounter Cards, Inventory,
RULES
REFERENCE
14
Items, Quest Cards
V.A .T.S. DICE
Three V.A.T.S. dice are used to resolve fights and tests. Each die face
contains a V.A.T.S. chart and may include some number of
 icons.
Each V.A.T.S. chart contains four areas: head, body, arms, and
legs. Each area is either filled in (green) or empty (black).
Related Topics: Fight, Tests
WEAPONS

Weapons are a type of item that can be equipped by a survivor to
gain benefits during fights.
Each survivor can have only one weapon equipped at a time.
A survivor’s equipped weapon generates rerolls during a
fight for each S.P.E.C.I.A.L. token shown on the weapon that
the survivor has.
Weapons with the ranged () icon allow a survivor who
has that weapon equipped to fight enemies in adjacent spaces
when performing the fight action. If that enemy does not also
have the
 icon, the survivor inflicts one additional hit.
Related Topics: Equipping, Fight, Fight Action, Items,
S.P.E.C.I.A.L. Tokens
WINNING THE GAME
See “Influence” on page 9.
XP
XP represents the experience that a survivor has gained in the
wasteland; it tracks a survivor’s progress toward leveling up.
It is tracked by the gray plastic XP peg next to the survivor’s
S.P.E.C.I.A.L. tokens.
The XP peg starts in the leftmost hole of the XP track. For
each XP a survivor gains, he or she moves the peg to the
right along the XP track so it is beneath the next S.P.E.C.I.A.L.
token the survivor has. If the XP peg is in the hole beneath
the rightmost S.P.E.C.I.A.L. token the survivor has, and the
survivor gains an XP, the peg is moved back to the leftmost
hole. The survivor levels up!
»»
When a survivor gains multiple XP, he or she moves the
peg for all gained XP, and then performs the steps for each
level gained during that process.
When a survivor kills an enemy, he or she gains a number of
XP equal to that enemy’s level.
Related Topics: Enemies, Fight, Leveling Up, S.P.E.C.I.A.L.
Tokens, Survivors
INDEX
A
actions............................................3
camp..........................................4
encounter..................................5
explore.......................................7
fight............................................8
move........................................10
quest........................................11
activating enemies........................3
active survivor............................13
Addicted trait..............................13
add (see results)..........................11
from the card library...............4
adjacent (see spaces)..................13
agenda cards.................................3
activating enemies...................3
declaring loyalty....................10
starting......................................2
aggressive ..................................6
aid (see items)...............................9
apparel ....................................3
equipping..................................6
armor .........................................6
in a fight....................................8
asset cards.....................................4
shop.........................................12
B
buy (see shopping).....................12
C
camp action...................................4
Caps................................................4
card library....................................4
card results..................................11
character cards..............................4
companions ...............................4
equipping..................................6
component limitations.................5
D
damage (see HP track).................8
dangerous map tiles .............10
deadly map tiles ....................10
difficult terrain............................13
draw and fight..............................8
drugs (see items)..........................9
E
encounters
action.........................................5
cards...........................................5
icons...........................................5
results......................................11
starting......................................2
when playing solo.................12
end of each round......................12
enemies..........................................6
abilities......................................6
activating..................................3
faction tokens...........................7
killed..........................................9
equipment.....................................6
apparel ................................3
companions ..........................4
weapons .............................14
events (see loots cards)..............10
exhaust...........................................7
explore action................................7
enemies on the tile (see
activating enemies)..................3
F
factions...........................................7
power track...............................7
tokens........................................7
fail
encounter..................................5
test............................................13
fight................................................8
action.........................................8
killed..........................................9
first player.....................................8
agenda card deck.....................3
FORCED (see encounter action)...5
H
hits (see fight)................................8
HP track.........................................8
killed..........................................9
I
Idolized trait...............................13
inactive enemies...........................6
activating..................................3
influence........................................9
agenda cards.............................3
inventory.......................................9
irradiated terrain........................13
items...............................................9
K
killed..............................................9
L
level
encounter..................................5
enemies......................................6
leveling up.....................................9
XP.............................................14
loot cards.....................................10
loot  (enemy ability).................6
losing the game.............................7
loyalty..........................................10
M
magazines (see items)..................9
map tiles......................................10
building the map.....................2
exploring...................................7
move action.................................10
O
objectives (see quests)................11
occupying spaces........................12
P
perk cards....................................10
gaining from leveling up........9
player boards (see survivors)...13
preparing during setup...........2
power track...................................7
advancing (see results)..........11
Q
quests
action.......................................11
cards.........................................11
results......................................11
R
radiation ..................................6
rads (see HP track).......................8
ranged ...............................6, 14
recruit (see shopping)................12
reroll
in a fight....................................8
in a test....................................13
results...........................................11
retreat .......................................6
rounds..........................................12
S
scenarios......................................12
choosing in setup.....................2
sell (see shopping)......................12
settlement encounter ...........5
setup...............................................2
shopping......................................12
shop (see results)........................11
shop..............................................12
creating in setup.......................2
skipping actions...........................3
solo play......................................12
spaces...........................................12
....... tokens............13
gaining from leveling up........9
stage (see results).......................11
from the card library...............4
succeed
encounter..................................5
test............................................13
Super Mutant trait......................13
survivors......................................13
choosing....................................2
killed..........................................9
Synth trait....................................13
T
terrain...........................................13
tests...............................................13
trading (see camp action)............4
traits.............................................13
becoming (see results)...........11
trash (see results)........................11
triggered objectives (see quests)..11
turns.............................................14
U
unexhaust......................................7
camp action...............................4
unique asset cards......................14
gaining (see results)...............11
V
V.A.T.S. dice................................14
in a fight....................................8
vault encounter.............................5
Vilified trait.................................13
W
wasteland encounter ..............5
weapons .................................14
equipping..................................6
in a fight....................................8
Well Rested trait.........................13
gained from the camp action....4
winning the game........................9
X
XP.................................................14
gaining from fight....................8
gaining (see results)...............11
leveling up................................9
X (see faction power track).........7
Y
Y (see faction power track).........7
RULES
REFERENCE
15
QUICK REFERENCE
ICONS
INFLUENCE TO WIN THE GAME
1 Player: 11 

2 Players: 10 
I nfluence / A genda C ard
3 Players: 9 
 
4 Players: 8 
F actions
ROUND
1 Starting with the first player and proceeding clockwise, each
player takes a turn by performing two actions.
2 Draw an agenda card and activate all enemies of the types
ACTIONS
Fight: Fight and attempt to kill an enemy in your space.
Encounter: Once per turn, draw and resolve an encounter
card matching the icon in your space if no enemy is present.
Quest: Complete one  quest objective if no enemy is present.
Camp: Recover 3 HP, unexhaust cards, become Well Rested, and
C ritter
1 R oll D ice: Roll the three V.A.T.S. dice.
2 R eroll D ice: Generate one reroll for each S.P.E.C.I.A.L. token
that you have that is shown on your weapon. You can spend

.
4 R esolve Survivor Hits: Inflict one hit for each vulnerable
area hit on the V.A.T.S. dice. If hits equal or exceed the
enemy's level, it is killed!
5 G ain XP: If the enemy is killed, gain XP equal to its level.
Wasteland
Vaults
Human
R obot
Monster
S uper
Mutant
Aggressive: When this enemy moves into your
space, or you move into its space, you immediately
fight it (this fight does not take an action).



each reroll to reroll any number of the three V.A.T.S. dice.
3 R esolve Enemy Hits: Suffer damage equal to the enemy's
 
ENEMY ABILITIES
trade with other survivors if no enemy is present.
FIGHT

C ompanion
    
Explore: Reveal an adjacent facedown map tile.
16
Weapon
S ettlement
Move: Gain 2 movement points to move your figure.
RULES
REFERENCE

A pparel

shown along the bottom of the card, and then discard it.
level for each  not canceled by

Armor: This enemy requires one additional hit
to kill.
Loot: When you kill this enemy, draw one
R adiation: When this enemy hits you for any
amount of damage, suffer rads (
enemy’s level.

) equal to the
R anged: When this enemy activates, it can fight
you from an adjacent space. If it does and you don’t
have a

 card.
 weapon, it gets an additional .
R etreat: If you fail to kill this enemy, it is flipped
facedown, becoming inactive.