Raiders
RAIDERS TERRITORY
Whenever you enter a Hex with Raiders Territory:
- If the Raider Token is not on the HexMap → Spawn Raiders.
- If the Raiders are Inactive → They become Active.
- Otherwise → Nothing happens.
SPAWN RAIDERS
- Roll the Compass Die.
- Place the Raider Token 1 Hex away in that direction.
- The Raiders become Active.
- 1–2: Move the Raider Token to your Hex.
- 3+: It remains 1 Hex away.
RAIDERS STATUS
Raiders status are determined by your last interaction with them.
Active: If Raiders are in your Region, they move 1 Hex toward you during Token Movement in the Rest Phase.
Inactive: Raiders do not move or initiate Encounters. Entering another Raiders Territory Hex makes them Active. You may enter their Hex and choose to trigger Raiders Encounter.
Hunting: Raiders pursue you after you Escape. During the during Token Movement in the Rest Phase, they move 1 Hex toward you, even across Regions. If encountered, resolve Raiders Encounter.
Defeated: If all 5 Raiders are dead, remove the Raider Token.
→ RAIDERS ENCOUNTER
They circle you. Screaming. Howling. They found their prey. You found the Raiders. One raises a severed humanoid head and throws it toward you. Its teeth are locked around a piece of parchment. On it, their demand.
Choose:
- Pay (Inventory excludes Resolve)
- Give 2 Items + ⊙ Inventory 2x
- Give 1 Item + ⊙ Inventory 5x
- ⊙ Inventory 10x
- Fight → Raiders Combat
- Run → Commit Move.
- ★★− → All living Raiders Retaliate. Choose again.
- ★★★+ → Escape. Raiders become Hunting.
Whenever paying inventory you cannot roll the same die twice, unless is your last die or a rule says otherwise.
If you Pay, Raiders become Inactive. Roll the Direction Die. Move the Raider Token 1 Hex in that direction.
Items given to Raiders are kept under their cards.
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RAIDERS COMBAT
Combat: One Commit Attack targets 1 Raider. After each Commit Attack, all living Raiders Retaliate. You may Commit Defense once against each Retaliation.
Defeat: When a Raider dies, remove them from the game. Dead Raiders remain dead in future encounters.
Healer: If you Escape and Marrow is alive, all surviving Raiders recover to their starting HP immediately.
FEVER
Raider Leader
HP13
DEFENSE★★
DAMAGE3
Lance: If Fever deals Damage to you, gain Bleeding.
TARMAC
Second-In-Charge
HP10
DEFENSE★
DAMAGE1
Right Hand: You cannot attack Fever while Tarmac is alive.
MARROW
Blood Doctor
HP8
DEFENSE0
DAMAGE2
Blood Transfusion: After Marrow Retaliates, all living Raiders gain 1 HP, up to their starting HP.
EMPTY HAND
Brute
HP18
DEFENSE0
DAMAGE1
Brute: +1 Damage for each Raider already defeated. Max +4 Damage.
PALE
Mounted Soldier
HP5
DEFENSE★★★
DAMAGE1
Mounted: When you Commit Attack against Pale, you may Commit Move before resolving the Attack. On ★★★+, Pale has 0 Defense for that Attack.
- Defeat all Raiders → Defeated Raiders
- Escape → Raiders become Hunting.
DEFEATED RAIDERS
- Gear ⇧⇧
- Food ⇧⇧
- Water ⇧
- Battery ⇧
Draw 2 Items.
Recover all Items previously given to the Raiders.
Gain Keyword Exterminator.
You may continue your journey.