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This War of Mine The Board Game · Reference sheet

This War of Mine The Board Game reference sheet

Overview

  • Cooperative survival game set in a war-torn city; 1–6 players [p.1 — Game Modules]
  • Core loop: manage shelter by day, scavenge locations by night, survive each round
  • Characters have States (Fatigue, Wound, etc.) that limit available actions
  • Modules (Sewers, Farmers/Market, Desperate Measures, etc.) are optional add-ons
  • Campaigns chain multiple Scenarios; standalone playthroughs also supported
  • Recommended: learn base game before adding modules [p.1 — Game Modules]

Setup

  1. Place board (basic side required if using Farmers module) [p.5 — Farmers and Market]
  2. Shuffle Character cards; deal to players; place matching miniatures [p.3 — Emira]
  3. If using Emira: shuffle her card into Characters deck, place miniature in box [p.3 — Emira]
  4. If using Cat: place Cat card in Shelter; do NOT add 3 Raw Food to Storage [p.3 — The Cat]
  5. If using Farmers/Market: place 2 Fitting cards on board per card backs; shuffle remaining cards into decks; set up Market sheet [p.5 — Farmers and Market]
  6. If using Sewers: split into Rooms deck & Corridors deck (face-down); shuffle Map tiles, place Starting Zone tile on top; set Exploring Party token aside [p.6 — Sewers]
  7. If using Desperate Measures: keep cards aside — available only after a Character dies or abandons group [p.3 — Desperate Measures]

Turn structure

  1. Dawn — Scavenging Party returns; resolve findings [p.7 — Sewers]
  2. Day Actions — Characters in Shelter perform actions; Sewers Exploring Party acts simultaneously [p.6 — Sewers]
  3. Dusk — Characters drink Water and eat; Exploring Party returns to Shelter [p.7 — Sewers]
  4. Evening — Assign Characters to tasks including Scavenging [p.7 — Sewers]
  5. Night / Scavenging — Scavenging Party explores a Location

Actions

Action Who Effect Note
Sewers Exploration Any Characters (even with limiting States) Explore Sewers; potentially reach a Location for bonus Scavenging Cannot split; no backtracking [p.6–7]
Scavenging Assigned Characters Loot a Near/Distant/Far Location Location determined by die roll when exiting Sewers [p.7]
Steal (Farmers) Thief Character Raise Thief's Fatigue by 1 [p.5 — Farmers and Market]
Market Trade Characters at Market Exchange goods via Wares cards Requires Market sheet setup [p.5]

Combat

  • Combat triggers automatically when encountering Thugs in the Sewers [p.8 — Thugs and the Sewers]
  • Thug count on entry: roll Black die — 1–5 → 1 Thug; 6–8 → 2 Thugs; 9–10 → 3 Thugs [p.8]
  • Forfeiting Sewers: roll Black die once per Threat level; result ≤ Threat level = Thugs encountered, combat begins [p.8]
  • All Thugs are armed with Knives [p.8]
  • You may attempt to STOP the fight — see script 40 in Book of Scripts [p.8]
  • After defeating all Enemies — see script 33 in Book of Scripts [p.8]
  • After combat, remove all Thug miniatures (Threat level resets to 0) [p.8]

End of game

  • Win condition defined per Scenario sheet
  • Sealed envelopes A–E unlock rewards upon winning specific Scenarios [p.8 — Envelopes]
  • Do NOT open envelopes unless instructed by the Scenario sheet [p.8]
  • Rewards from envelopes are added to the base game permanently [p.8]
  • In Campaign mode, keep module components separate between sessions [p.1 — Game Modules]

Glossary

  • Exploring Party: group of Characters sent into the Sewers, represented by the special token [p.6 — Sewers]
  • Threat Level: number of Thug miniatures on the Sewers Starting Zone tile [p.8 — Thugs and the Sewers]
  • Findings Pile: where Characters place tokens/resources collected during Scavenging [p.6 — Sewers]
  • Sewers Starting Zone: the fixed first tile placed when beginning Sewers Exploration [p.6 — Sewers]
  • Fitting Cards: module cards placed on the board during Setup per instructions on their backs [p.5 — Farmers and Market]
  • Wares Cards: Market cards that trigger unique scripts from the Wartime Diary I [p.5 — Farmers and Market]
  • Desperate Measures Cards: emergency option cards available only after a Character dies or leaves [p.3 — Desperate Measures]
  • States: conditions on Characters (e.g. Fatigue, Wound) that restrict available actions [p.6 — Sewers]
  • Reality Impact Card: special card drawn during Scavenging; ignored during post-Sewers Scavenging [p.7 — Sewers]

FAQ

  • Q: Can Characters in the Sewers visit the Market or Aid Zone? — A: No, they cannot visit either before returning to the Shelter after Scavenging [p.7 — Sewers]
  • Q: Can the Exploring Party backtrack or split in the Sewers? — A: No — the group cannot split and cannot revisit tiles or Rooms [p.7 — Sewers]
  • Q: Can a Character with limiting States join the Sewers Exploration? — A: Yes — even Characters with no access to actions due to their States can participate [p.6 — Sewers]
  • Q: Can Characters use resources found by the Exploring Party during the Day Actions phase? — A: No — those resources are only available from the beginning of the Dusk phase [p.6 — Sewers]
  • Q: Can Characters who went into the Sewers also Scavenge that same evening? — A: Yes — from the Dusk phase they continue normally and can be assigned to Scavenging in the Evening phase [p.7 — Sewers]
  • Q: What happens if Emira is already in the game and a script instructs you to meet her? — A: Ignore that script [p.3 — Emira]

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