How to play

A short summary. The table itself only lets you do legal things, so you cannot get stuck on the details; the full rulebook is Radlands Rules of Play v1.15 from Roxley.

The goal

Each player protects three camps. You win by destroying all three of your opponent's camps. Both players draw from the same deck.

Before the game

Each player is dealt six camps and keeps three. When both players have chosen, the camps are revealed and each player draws as many cards as the draw numbers on their camps add up to. Each player also has a Water Silo and a Raiders card.

Your turn

  1. Events. An event in the front space resolves and is discarded, then the rest of your events advance one space.
  2. Replenish. Draw a card and collect three water. Water never carries over, so spend it. The player who starts the game collects only one water on their first turn.
  3. Actions. Spend water and cards in any order, as many times as you can pay for, then end your turn.

Actions

Protection and damage

A person standing in front of a card protects it: while a column has a person in front, the cards behind cannot be targeted by most attacks. A person who is damaged is injured and loses their traits; damaged again, they are destroyed. A camp is damaged first and then destroyed. Destroying a camp that is exposed takes your opponent one step closer to losing.

Raiders

Each player has a Raiders event. Cards with a raid icon play it into the event queue or advance it one space. When it resolves, your opponent chooses one of their camps to be damaged, even a protected one, and the Raiders card returns to your play area.

Card text is on the card gallery.