RESIDUE® Glossary
Core Terms
- Value: Number showing on a die.
- Min Value: Lowest natural Value. Usually 1.
- Max Value: Highest natural Value on a die.
- Natural Value: Value before modifiers.
- ★: 1 Success.
- Outcome: Final number of ★ after modifiers.
- [Action] +★: Add 1 ★ to that Action.
- [Action] −★: Remove 1 ★ from that Action. Minimum 0.
- X−: X or fewer.
- X+: X or more.
Success Table
| Value |
Successes |
| 1–2 |
0 |
| 3–5 |
★ |
| 6–8 |
★★ |
| 9–11 |
★★★ |
| 12 |
★★★★ |
Actions & Endurance
- Commit: Place 1 Endurance die in an Action Slot. Only Commit when instructed.
- Action Slots: Skill, Move, Attack, Defense.
- Commit Skill: Commit to Skill and check the Success Table.
- Commit Skill (+Skill): Add the listed Skill bonus.
- Commit Attack: Each ★ becomes 1 Damage before Defense.
- Commit Defense: Each ★ blocks 1 Damage.
- Commit Move: Commit to Move. During Travel, each ★ generated becomes 1 Move ★. For other Move effects, follow the rule.
- Endurance Pool (EP): Endurance dice currently available to Commit.
- Recover Dice: Return committed dice to your EP and roll them.
- Strain Reroll: Gain 1 Strain to reroll any or all dice in your EP.
- Strain Recovery: Gain 1 Strain to recover any or all committed dice.
- No Dice Available: If you must Commit with no dice in your EP, gain 1 Strain and recover your committed dice. If there are none to recover, you are defeated.
- Exhausted Die: Set aside until Rest.
- Banished Die: Removed for the rest of the run.
HP & Damage
- HP: Current health.
- Max HP: Maximum health.
- −X HP: Lose HP directly. Defense does not apply.
- +X HP: Recover HP, up to Max HP unless stated otherwise.
- Damage: HP lost after Defense.
- Suffer X Damage: You may Commit Defense.
- 0 HP: You are defeated.
Journey, Travel & Hexes
- Journey: The game cycle, divided into the Travel Phase and Rest Phase.
- Travel Phase: Commit Move and spend Move ★ to move across the HexMap until Travel ends.
- Move ★: Spend 1 Move ★ to move to an adjacent Hex.
- Travel: Moving across the HexMap during the Travel Phase.
- Travelling: ⊙ Gear whenever you enter another Hex.
- End Travel: Lose any remaining Move ★ and proceed to the Rest Phase.
- Resume Move: If Move ★ remain after resolving a Hex, Move again or End Travel.
- Rest Phase: Resolve Token Movement, Check Strain, then Rest or return to the Travel Phase.
- You may continue your journey: The current Entry ends. Resume the procedure that led to the Entry.
- Hex: One space on the HexMap.
- Area: A location within a Region.
- Resolve Hex: After entering a Hex, follow its Discovered or Undiscovered Hex procedure. Resolve any Special Hex rules and Tokens.
- Undiscovered Hex: A Hex without an assigned Area. Entering one always ends Travel. Discover and resolve its Area Entry unless a Special Hex rule says otherwise.
- Discovered Hex: A Hex with an assigned Area. Do not reread its Area Entry unless instructed.
- Special Hex: A Hex with a lasting rule or effect.
- Encounter on an Undiscovered Hex: Resolve the Area Entry first, then Special Hex rules and Tokens. End Travel.
- Ruin Hex: A Hex containing the Hum. If no Area has already been placed there, do not discover an Area on it.
- Unknown Area Table: Used after all Regions and Areas in the Exploration have been discovered.
Regions
- Region: Hexes sharing Terrain, Hazard, Mutation, and Areas.
- Terrain: Physical environment of the Region.
- Hazard: Applies while you have Exposed.
- Mutation: Effect applied to Creatures in that Region.
- Region Mutation: Apply when the Creature is first drawn unless stated otherwise.
Inventory
- Inventory: Food, Water, Battery, Gear, Resolve.
- ⊙ Inventory: Roll that Inventory die.
| Roll |
Result |
| 1–2 |
Inventory ⇩ |
| 3+ |
No change |
- Inventory ⇧: Increase 1 die step.
- Inventory ⇩: Decrease 1 die step.
- Dice Chain: 0 → d4 → d6 → d8 → d10 → d12
- d12 ⇧: Remains d12.
- d4 ⇩: Becomes 0.
- Inventory 0: You cannot ⊙ that Inventory unless stated otherwise.
| Inventory at 0 |
Condition |
| Food |
Starvation |
| Water |
Dehydration |
| Battery |
Depletion |
| Gear |
Exposed |
| Resolve |
Corruption |
- Gear 0: Do not roll Gear. You have Exposed and suffer the Region Hazard.
Conditions
- Condition: A lasting rules effect.
- Condition Die: Some Conditions use a die to track their severity.
- Same Condition Again: Increase its Condition Die 1 step, up to d12.
- Starvation: Cannot gain Strain to reroll your EP. Remove when Food returns.
- Dehydration: All Actions −★. Remove when Water returns.
- Depletion: Cannot use Items requiring Battery. Remove when Battery returns.
- Exposed: Suffer the Region Hazard. Remove when Gear returns.
- Corruption: Resolve cannot normally be regained. Corruption cannot normally be removed.
- Fear: Starts d6. Only Commit dice with Value 6+. After defeating a Creature, roll Fear. On 1–2, Fear ⇩.
- Bleeding: Starts d6. −1 HP whenever you Commit. When recovering HP, roll Bleeding. On 1–2, Bleeding ⇩.
- Panic: Starts d6. After Commit Skill, reroll all dice in your EP. During Recover HP, you may ⊙ Inventory instead, then roll Panic. On 1–2, Panic ⇩.
- Fatigue: Starts d6. Only Commit dice with Value 7−. During Recover HP, you may ⊙ Inventory instead, then roll Fatigue. On 1–2, Fatigue ⇩.
- Delirium: Starts d6. Reroll every die you Commit. Whenever you gain Strain, roll Delirium. On 1–2, Delirium ⇩.
Strain & Rest
- Strain: Physical and mental overextension.
- Strain Threshold (ST): During Check Strain, if your Strain is at or above ST, you must Rest.
- Exhaustion: If Strain reaches 3× ST, you are defeated.
- Check Strain: During the Rest Phase, after Token Movement and resulting Encounters, check your Strain:
- At or above ST → Rest.
- Below ST → Rest or return to the Travel Phase.
- Entering Rest: Recover all exhausted dice. If any dice remain committed, gain 1 Strain and recover all of them.
Rest
Resolve these steps in order:
- Wear & Tear
- Strain Payoff
- Recover HP
- Check Luck
-
Start Day
-
Wear & Tear: Roll each Inventory above 0 once. On 1–2, Inventory ⇩.
- Strain Payoff: For each Strain, ⊙ 1 Inventory and reduce Strain by 1. Do not use the same Inventory twice in a row unless it is your only available Inventory.
- No Inventory: If you must pay Strain with no Inventory above 0, banish 1 Endurance die, end Strain Payoff, and set Strain to 0.
- Recover HP: ⊙ Food or Water to recover 1 HP per roll. Do not use the same Inventory twice in a row unless it is your only available Inventory.
Check Luck
| Roll |
Result |
| 1–2 |
Luck ⇩ |
| 3+ |
No change |
| Max Value |
Luck ⇧ |
- Luck 0: Increase to d4 during Check Luck.
- Start Day: Roll your available Endurance dice into your EP. Then begin the Travel Phase.
Luck
- Luck: Die used for Luck Tests and to modify Actions.
- ⊙ Luck: Roll your Luck die.
Luck Test
| Roll |
Result |
| 1–2 |
Fail. Luck ⇩ |
| 3+ |
Pass |
| Max Value |
Pass. Luck ⇧ |
Luck for an Action
After a Commit, ⊙ Luck once before resolving it.
| Roll |
Result |
| 1–2 |
Add nothing. Luck ⇩ |
| 3+ |
+★ |
| Max Value |
+★. Luck ⇧ |
- Luck 0: Cannot be rolled.
Combat
- Face a Creature: Enter Combat until the Creature is defeated, you Escape, or you are defeated.
- Creature HP: At 0 HP, the Creature is defeated.
- Creature Defense: Reduces Damage from Commit Attack.
- Creature Damage: Damage dealt when it Retaliates.
- Retaliate: After Commit Attack, each surviving Creature attacks, even if you dealt 0 Damage.
- Surprised: Creature attacks before your first Attack.
- Surprise Attack: Creature does not Retaliate after your first Commit Attack.
- Pass: Do not Commit Attack. Treat the Attack as 0. The Creature still Retaliates.
- Multiple Enemies: One Commit Attack targets 1 enemy. All living enemies then Retaliate.
- Multiple Retaliations: Resolve each separately. You may Commit Defense against each.
- Enemy HP: Damage persists after Escape. Creature HP resets when you Rest unless stated otherwise.
- Run: Commit Move.
| Outcome |
Result |
| ★★− |
Fail to Escape. Retaliation |
| ★★★+ |
Escape |
- Escape: Leave Combat and move to an adjacent Hex. ⊙ Gear.
Creatures & Tokens
- Token: If a Token is on your Hex or enters your Hex, resolve it according to its rules.
- Creature Token: Represents a Creature on the HexMap.
- Creature Movement: During Token Movement, each Creature in your Region moves 1 Hex toward you, unless specified otherwise.
- Inactive Creature: A Creature specifically made Inactive does not move or initiate Encounters until activated.
- Token Movement: The first step of the Rest Phase. Resolve Tokens on the HexMap that move or act. Resolve any resulting Encounters before Check Strain.
- Active Token: Follows its normal movement and Encounter rules.
- Inactive Token: Does not move or initiate Encounters until activated.
- Hum Token: Remove the Hum Token and Discover Ruin.
- Anomaly Token: If Undiscovered, Discover Anomaly.
- Portal: Does not trigger an Encounter. May be used as a Fast Travel point.
Items & Weapons
- Item Slot: Holds an Item or Weapon.
- Weapon Slot: Holds an Item or Weapon. Weapon abilities function only here.
- Tool: A type of Item.
- Weapon: A type of Item.
- Switch Items: Free during Rest. Gain 1 Strain outside Rest or 2 Strain during Combat.
- dX Uses: Roll Uses when activated.
| Roll |
Result |
| 1–2 |
Uses ⇩ |
| d4 ⇩ |
Return the card to its deck |
- Recycle Item: Return it to the Item Deck. Gear ⇧.
- Discard: Place the card at the bottom of its deck.
- Draw X. Choose Y.: Draw X matching cards, keep Y, and place the rest at the bottom.
- Draw by Type: Reveal cards until you find the required type. Place the others at the bottom.
- Gain Item X from wherever it is: Take that unique Item from its current location.
- Requires X: Ability functions only while the requirement is met.
- Corruption Card: Permanent Corruption.
- Corruption (Replace): Occupies an Item or Weapon Slot and may only be replaced by another Corruption.
- Corrupted Item: Black-bordered Item Card.
- Uncorrupted Item: White-bordered Item Card.
Keywords & Entries
- Keyword: Story or rules tag.
- Gain Keyword: Take or record that Keyword.
- Lose Keyword: Remove that Keyword.
- Framework: Character background or role.
- Entry Checks: Check requirements from top to bottom. Follow the first one that applies.
- Entry Limitation: An option requiring the listed Skill, Item, Keyword, Framework, Resource, or Condition.
NPCs & Vendors
- NPC: Character governed by its own Entry or reference rules.
- Vendor: NPC that trades Items or Inventory.
- Vendor Items: Keep generated goods with that Vendor between Encounters.
- Tradeable Inventory: Inventory accepted for trade.
- Barter: Pay the listed cost using Tradeable Inventory.
- Failed Barter: If you run out of Inventory, recover all Inventory spent. No trade is made. You must return after Rest to try again.
Other
- Fast Travel: Travel between available Portals according to the Portal rules.
- Defeat: You are defeated if:
- HP reaches 0.
- You must Commit and have no Endurance dice available or recoverable.
- Strain reaches 3× your Strain Threshold.
- All Endurance dice are banished.