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The End of it All

The end has come. Was it a pandemic, World War 3, or a solar flare? Nobody remembers and nobody cares. Cities, once monuments to the ingenuity and dominance of humans, are now just tombs for the decaying remnants of civilisation. But amongst the dangerous streets a group can still scavenge enough to survive - if they are brave or desperate enough.

You are out of options. Band together, push into the city, and see if you can scrape together enough to survive for one more day.

Game Overview
This is a cooperative/solo game for 1 to 4 players that is intended to be played in a campaign/series of games. A deck of cards is used to represent the city being explored. There are location cards, which when drawn are arranged on the table to form a map. While exploring you will also reveal encounter cards describing dangerous enemies that you must defeat or avoid, and equipment cards that you can use. Victory conditions can be determined by scenarios (e.g. need to find insulin, need to gather x number of food items), but at its simplest players are trying to gather equipment and continue to survive.

Main Deck
The main deck contains three different types of cards:

  • Encounters - Enemies or events. Enemies have attack characteristics and a level - which is used in selecting encounters.
  • Items - Weapons, equipment, tools, medical etc. Items have limited use, and weapons have an attribute determining how likely they are to break.
  • Locations - Places where encounters take place and items are found.

Supporting Deck
Additional cards describing skills, injuries etc. These are not mixed in with the main deck, but are used in each player’s hand - along with equipment that they’ve collected.

Turn Sequence
Choose one of the options below:

Exploring (adding new locations to map):

  1. Turn over cards one-by-one
  2. Place any encounters or items to one side, face-up in separate piles
  3. When you find a location look up the encounters and equipment that it supports
  4. Resolve encounters (if any)
  5. Uncollected equipment and all encounters returned to bottom of main deck.

Search (spend time at revealed locations to find equipment):

  1. Check the location card to see how many cards must be turned over
  2. Turn over that many cards
  3. Resolve the number/selection of events as indicated on the card
  4. Choose from equipment as indicated on the card

Travel (move through locations):

  1. Turn over a single card if the location has the attribute:
    dangerous: resolve the card if it is an encounter

Wait (stay at the current location to use equipment):

  1. Players can use any number of equipment cards
  2. If the location is dangerous then each player can only use 1 equipment card before testing for an encounter

Location Cards
Location cards will include an image, a description, possible attributes, and three numbers:

  • How many cards to turn when searching.
  • Maximum number of encounter cards to choose from.
  • Maximum number of equipment cards to choose from.

The last two numbers will be accompanied by an icon that indicates how encounters/equipment should be selected. For example during a search 6 equipment cards might be revealed, but the location might only support 2 cards being made available. The selection icons are:

  • Highest value
  • Lowest value
  • First revealed
  • Random
  • Player choice

Continuing the previous example, the icons might indicate that out of the 6 cards revealed, the two with the lowest value should be made available.

Only the strongest or most vicious have made it this far, but even amongst those that remain your band is something to be reckoned with. A bit more luck, a few more meals, and a bit less disease has given you a slight edge. However, Your real advantage comes from knowing how to control a fight.

In each encounter you can choose who fights who, and in what order.

Ganging-up: You can choose to have several of your party members to attack the same opponent. In this case one member is the main attacker, and each additional attacker adds their weapon modifier (or +1 if they are unarmed) to the attack.

Fighting multiple opponents: Your party members may attack multiple opponents - either by choice or through being overwhelmed. However, the weapon modifier can only be used once per combat round, so if a player is attacking multiple opponents then only one of those attacks can use the modifier (including ganging-up)- the remainder use the base strength.

At range / Close combat: Encounters normally start at range - meaning that there is a short distance between the party and the opponents. Unless rules on the cards state otherwise, the first round of combat will be at range and all later rounds will be at close range. This affects the items that can be used.

Holding back: Party members can choose to remain at range, or not to engage in a combat round at all. However, opponents will always try to attack, and you must always choose at least one party member to be involved - either as the target of a ranged attack or to engage in close combat.

Going down: If any of your party members lose all of their health then they will go down - injured but still alive. Normally opponents will lose interest once your party member is no longer a threat and will focus on another target. Downed party members can no longer engage in combat - neither the current one nor future encounters - until health is recovered. Downed players still travel with the party.

Fleeing: At any point in combat you can choose to flee back to another location. This includes before any combat is resolved. In this case the opponent cards are placed on the location that was fled, and remain in place until they are defeated. If any part members go down in combat, and then you choose to flee, those members must choose one piece of their equipment to leave behind. The equipment also remains on the location card and can only be recovered if the opponents are defeated. If a party member was downed before the encounter, then they do not sacrifice equipment when fleeing.


Just keep in mind that

Just keep in mind that post-apoc is the new zombie, so you'll want to have something really unique about your setting to differentiate it from all of the other post-apoc titles being released.

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gamejournal | by Dr. Radut