RIFTS ADVENTURES




INTRODUCTION
Card Game for 2-4+ players. 
Theme: Rifts Adventuring Parties. 

DISCLAIMER
Rifts is a  protected, licensed, copyrighted property. 
This is merely a fan site. 

PLAY DESCRIPTION
Each player controls a party of Adventurers. 
Players take turns either equipping and healing their Characters and/or 
traveling to new locations or fighting Foes. 

VICTORY
Be the first to accumulate 10 Adventure Tokens (AT). 

ADVENTURE TOKENS 
Every time you defeat a Foe gain 1 AT. 

THE DECKS
There are 6 Types of Decks: 
1. Character Aid Deck
2. Magic Aid Deck
3. Psionic Aid Deck
4. Equipment Aid Deck
5. North America Location Adventure Deck
6. North America Foe Adventure Deck

DICE
Six, Ten, and Twenty sided dice are the most commonly used. 

CHARACTER DECK NOTATION
FT = Fighter
AV = Adventurer
MG = Mage
RC = Racial Class
PY = Psychic
BF = Base Force


CHARACTER DECK CARD LIST
Name:				Type	BF	Skills:
Borg Mercenary			FT	7	Cyborg +1 
Escaped Slave Borg		FT	5	Cyborg & Survival
Crazy Mercenary			FT	8	Stealth & Crazy & Minor Psychic
Cyber-Knight			FT	10	Wilderness &  Psi-Sword
Discharged Coalition Pilot	FT	4	Pilot & Power Armor
Juicer Mercenary       		FT	4	Drugs & Pilot
Headhunter Mercenary		FT	5	Wilderness & Cyborg
AWOL Coalition Grunt		FT	4	Power Armor
Dismissed CN Specialist		FT	6	Stealth & Power Armor
Coalition Elite Veteran		FT	5	Power Armor 
Retired Coalition Tech		FT	2	Repair & Power Armor
Body Fixer			AV	2	Heal +2
City Rat			AV	3	Urban & Pilot & Cyborg
Cyber-Doc			AV	2	Cyborg & Heal & Cybernetics 
Operator       			AV	3	Repair Skill +2 & Pilot
Rogue Scientist			AV	3	Knowledge & Repair  
Rogue Scholar			AV	3	Knowledge & Communicate 
Vagabond       			AV	3	Survival 
Wilderness Scout       		AV	5	Wilderness +2
Line Walker			MG	3	Ley-Lines
Techno Wizard			MG	3	Artificer & Repair & Fly
Shifter				MG	3	Summon
Elemental Warlock		MG	4	Wilderness 
Mystic				MG	2	Scrying & Minor Psychic
Dragon Hatchling       		RC	12	Fly & Mage & Breath & Tough
Burster				PY	10	Pyrotechnics
Rogue Coalition Dog Pack       	PY	9	Hunt +2
Psi-Stalker			PY	8	Drain
Mind Melter			PY	12	Major Psychic 

ABILITY DEFINITIONS
Bonus +1 or +2 or more - The Character gets a further bonus (to rolls) to 
whatever bonuses the ability normally gives. 
Major Psychic - This Character may use Major Psychic Power Cards. 
Minor Psychic - This Character may use Psychic cards but not Major 
Psychic Power Cards.
Hunt - This Character gets +2 to Track Rolls. Uses Major Psychic Power 
cards not as written, but to gain 1D6 Force with the Attack or Protect Ability.
Can use other Psionic cards normally. 
Drain - This Character gets +2 to Track Rolls. Uses Major Psychic Power 
cards not as written, but to gain 1D6 Force with the Attack or Tough Ability.
Can use other Psionic cards normally. 
Pyrotechnics - Uses Major Psychic Power cards not as written, but to 
gain 1D10 Force with either the Attack or Chaos Ability. Can use other 
Psionic cards normally. 
Mage - Character can use all Magic Cards.
Fly - Character gets bonuses to Travel and Escape.  
Breath - Every other Combat Round get +1D6 Force. 
Tough - Rolls vs. this Character on the Hit Result Table are at +1.  
Scrying - In Decision Phase you may look at the next 1D10-3 cards in any deck. 
Summon - Uses Major Psychic Power cards not as written, but to 
gain 1D10 Force with either the Attack or Protect Ability.
Artificer - Every Non-cybernetic Equipment card owned by party gets +1 Force. 
Ley Lines - When in Combat roll 1D6: on a roll of 4+ this Character gets 
+1D10 Force for the turn and gets to draw 1 Magic Card from the deck. 
Wilderness - This Character gets +2 Force in Wilderness Locations and 
gets bonuses to Track and Travel and Escape rolls in Wilderness Locations
Survival - Get bonus in Travel Phase
Knowledge - Get bonus in Travel & Resupply Phase
Communicate - Get bonus in Resupply Phase 
Repair - Get 1 Repair roll in Recuperate Phase. 
Heal - Get 1 extra Heal roll in Recuperate Phase. 
Cybernetics -  Every Cybernetic Equipment card owned by party gets +1 Force
Urban - This Character gets +2 Force in Urban Locations and 
gets bonuses to Track and Travel and Escape rolls in Urban Locations. 
Power Armor - This Character can use Power Armor. 
Drugs - This character gets +1D6 Force in Combat, however on a roll of 6 
this Character takes 1 Wound at the end of Combat. 
Psi-Sword - Uses Major Psychic Power cards not as written, but to 
gain 1D6 Force with the Attack Ability. Can use other Psionic cards normally. 
Stealth - This Character gets +1D10 Force in the first round of Combat. 
Character gives bonus to escape rolls. 
Crazy - Character gets 1D10 -4 Force to Combat. Reroll each round. 
Negative values count. 
Pilot - Character gets +3 Force from attached Vehicle. 
Cyborg - Character gets +2 from attached Cybernetic Implants. 
Attack - Character gets an extra attack roll. 
Protection - Negate Target Attack on a roll of 4+ on 1D6. 
Chaos - Roll 1D6 vs. target Enemy Unit: 1-2 = Unit behaves normally; 
3-4 = Unit does not Attack; 5-6 = Unit Attacks for your side
Sensors - Get +2 Force on first Round of Combat. Get +1 to Track rolls. 
Immobilize - Target Enemy Unit cannot attack for 1D6 -3 Rounds. 
Negate Magic - Discard a target Magic Card attached to a Foe
Psionic Defense - Discard a target Magic Card attached to a Foe


EQUIPMENT DECK NOTATION
W = Weapon (Max 2 per Character)
A = Armor (Max 1 per Character) PA = Power Armor
V = Vehicle (Max 1 per Character)
I = Item (Max 2 per Character)
RV = Robot Vehicle (Same as Vehicle; It just has arms & legs, Characters ride inside)
C = Cybernetic Implants (Max 4 per Character) 

EQUIPMENT DECK CARD LIST
Name				Type	Force	Notes:
Dead Boy Body Armor		A	2	Tough
Riot Armor			A	3	Tough
Gladiator Armor			A	4	Tough
Crusader Armor			A	5	Tough
Samson Power Armor		PA	8	Tough
Titan Power Armor		PA	7	Tough & Fly	
SAMAS Power Armor		PA	10	Attack & Tough & Fly & Sensors
Glitter Boy Power Armor		PA	14	Attack & Tough & Sensors
Neural Mace			W	2	Immobilize
Vibro Blades			W	3	-
Laser Pistol			W	2	-
Laser Rifle			W	3	-
Mini Missile Launcher		W	4	2 Uses
Rail Gun			W	5	5 Uses
Grenade Launcher       		W	4	3 Uses
Assault Laser Rifle		W	4	-
Heavy Plasma Cannon		W	5	Use every other Round
Rocket Launcher			W	6	2 Uses; Use every other Round
Ion Blaster			W	4	Use every other Round
Particle Beam Rifle		W	6	Use every other Round
Pulse Rifle			W	3	-
Hand Grenades			W	3	3 Uses
Fusion Block			W	7	Single Use
Titan Combat Robot		RV	18	Attack & Protect & Sensors
Titan Explorer Robot		RV	14	Attack & Protect & Sensors
Titan Recon Robot		RV	12	Attack & Protect & Sensors
Coalition Mark V APC		V	10	Attack & Protect & Sensors
Hover Cycle			V	3	Fly & Attack
Big Boss ATV			V	4	Protect
Mountaineer ATV			V	5	Protect
Highway Motorcycle		V	2	-
Wastelander Motorcycle		V	3	-
Northern Gun Sky King		V	6	Fly & Attack & Protect 
Wilks Jet Pack			V	1	Fly
Partial Conversion		C	4	Tough
Full Conversion			C	6	Tough & Sensors
Bionic Hand			C	2	-
Bionic Limb			C	3	-
Bionic Arm			C	3	-
Built in Tools			C	2	Stealth
Extra Limbs			C	4	Attack
Bionic Legs			C	3	Tough
Eye Augmentation       		C	3	Sensors
Head Implants			C	2	Sensors
Life Support			C	4	Tough & Survival
Built in Weapons       		C	5	Attack
Multi-Optics Helmet		I	1	Sensors
Motion Detector			I	2	Sensors
Compu-Drug Dispenser		I	3	Drugs
Protein Healing Salve		I	1	Heal; 3 Uses
Robot Medical Kit		I	2	Heal
Robot Surgeon System		I	2	Heal +1
Universal Translator		I	2	Communicate
Robot Tool Kit			I	2	Repair
Survivalist Bag			I	3	Survival
Wilderness Kit			I	3	Wilderness
Portable Lab			I	2	Knowledge
Robot Lock Pick Gun		I	2	Stealth in Urban Location 
Communicators			I	2	Protect 
Surveillance Equipment		I	3	Track


PSIONIC DECK NOTATION
HS = Healing
SS = Sensory
PS = Physical
MS = Major 
XX = Roll 1D10

PSIONIC DECK
Name:			Type	Force	Notes:
Bio-Regenerate		HS	1	Heal +2
Exorcism       		HS	1	Negate Possession
Resist Fatigue		HS	3	Heal
Psychic Surgery		HS	6	Heal +4
Detect Psionics		HS	2	Scrying
Deaden Pain		HS	2	Tough
Induce Sleep		HS	6	Immobilize
Object Read		SS	3	Scrying or Repair
Astral Projection	SS	7	Scrying +2
Clairivoyance		SS	4	Scrying or Escape
Sense Magic		SS	4	Magic Defense
Total Recall		SS	5	Draw 2 cards from any Aid Deck
Mind Block		SS	6	Psionic Defense
Telepathy		SS	7	Scrying or Communicate
Empathy			SS	5	Communicate
Death Trance		PS	1	Escape
Ectoplasm		PS	3	Attack or Escape
Nightvision		PS	4	Stealth
Impervious		PS	8	Tough
Resistance		PS	7	Tough
Telekinesis		PS	8	Attack or Immobilize
Inner Strength		PS	8	Attack or Tough
Levitation		PS	5	Escape or Immobilize
Alter Aura		PS	3	Communicate or Escape
Bio-Manipulation       	MS	10	Immobilize
Electrokinesis		MS	10	Attack or Chaos
Emotion Transmission	MS	11	Communicate or Chaos 
Hydrokinesis		MS	9	Attack or Survival
Hypnotic Suggestion	MS	11	Communicate
Possession		MS	14	Control
Mind Bolt		MS	15	Attack
Mind Bond		MS	12	Control or Scrying
Mind Wipe		MS	14	Immobilize
Psi Shield		MS	13	Psionic Defense
Psi Sword		MS	15	Attack or Protect
Pyrokinesis		MS	XX	Attack or Chaos
Force Field		MS	12	Protect
Telemechanics		MS	9	Repair +2 or Scrying 

MAGIC DECK CARD LIST
Name			Force	Notes:
Sense Evil		1	Scrying
Blinding Flash		1	Attack
Befuddle       		2	Chaos
Chameleon		2	Escape or Stealth
Fear			2	Chaos
Energy Bolt		3	Attack
Invisibility		3	Escape or Stealth
Paralysis		3	Immobilize
Armor of Ithan		3	Tough
Energy Field		4	Protect
Fire Ball		4	Attack
Magic Net		4	Immobilize
Fly			5	Escape +2
Illusion       		5	Chaos +2
Circle of Flame		5	Attack or Protect
Lightning Bolt		6	Attack
Time Slip		6	Escape or Stealth
Impervious		6	Tough
Animate Dead		7	Attack or Protect
Life Drain		7	Attack
Dispel			7	Negate Magic
Metamorphosis		8	Immobilize or Tough
Curse			8	Immobilize
Commune			8	Scrying
Slow			9	Immobilize
Protection Circle	9	Protect
Summon Beasts		9	Attack or Protect
Enslave			10	Control
Summon Swarm		10	Attack or Protect
Banishment		10	Immobilize
Fog			11	Escape or Stealth
Summon Entity		12	Attack or Protect
Mist			12	Escape
Storm			13	Attack or Chaos or Escape
Restoration		14	Heal +4
Dimensional Portal	15	Escape or Supply 2
Teleport       		15	Escape or Stealth
Summon Monster		15	Attack or Protect

PARTY SIZE LIMIT
The total Base Force of all Characters in your Adventuring Party 
cannot exceed 40. Party size cannot exceed 8 Characters.  

SETUP
Shuffle the Decks. 
Each player draws 2 Characters. 
For each Character draw 2 cards. These can be from the 
Equipment, Psionic, or Magic Decks. 
Players roll high on 1D20 to see who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 2 Acts:
1. Decision Act
2. End Act

DECISION ACT
You must decide what your party will do this turn: 
1. Heal & Repair - Go to Recuperate Phase
2. Travel to new Location - Go to Travel Phase
3. Look for nearby Adventure - Go to Mission Phase
4. Resupply - Go to Supply Phase
You only get 1 Phase per turn. The others will be forfeit. 

RECUPERATE PHASE
Make 1 Healing roll for each Wounded Character. 
Roll 1D20. On a roll of 16+ the Character is fully Healed. 
Skills, Magic, Psionics, and Equipment can give extra Heal rolls. 
Each player draws and discards cards from the Adventure deck until they 
draw a location card. Keep it. This is that Parties starting locale. 
Likewise, if you have damaged Equipment, you can attempt to repair it. 
However unlike wounded Characters, Equipment cards do not get 
automatic Repair rolls. Repair rolls must come from non-wounded 
Character Abilities, Magic, or Psionic card plays. 

TRAVEL PHASE
Travel Phase is divided into 3 Stages: 
1. Survival Stage
2. Encounter Stage
3. Destination Stage

SURVIVAL STAGE
Your party must make a Survival Roll. 
Roll 1D20. On a roll of 16+ you travel without incident. 
Otherwise roll on the Hazard Table. 
For each Character with the Survival Ability get +1 to the Survival Roll. 
If at a Wilderness Locale each character with the Wilderness Ability 
adds +2 to the Survival roll. 
If at a Urban Locale each character with the Urban Ability 
adds +2 to the Survival roll. 
Get +1 to the roll for each player with the knowledge Ability
If all Characters are on non-damaged Vehicles get +1 to the Survival roll. 
If all Characters are flying get a further +1 to the Survival roll.
After completing Travel Phase go on to Encounter Phase and then 
Destination Phase. 

HAZARD TABLE
1D20	Hazard:		Notes:
1	Crash		One random Vehicle is damaged
2	Destroyed	One random non-vehicle Equipment is discarded
3	Broken		One random non-vehicle Equipment is damaged
4	Hurt		One random Character is wounded
5	Sick		One random Character is wounded
6	Lost		Party misses rest of turn and must start at Travel Phase next turn
7	Ambush		Flip cards till you get a Foe. They get +5 Force
8	Dissipate	One random Magic Card must be discarded
9	Exhaustion	One Random Psionic Card must be discarded
10	Separated	One Random Character is lost for the next 1D6 turns
11	Totaled		One Random Vehicle is discarded and 1 random Character wounded
12	Left Behind	Discard 2 random cards from your hand 
13	Weakened       	Get -2 to all your rolls for the rest of this and next turn
14	Short Circuit	One Random Cybernetic Implant is damaged
15	Out of Ammo	One Random Weapon is discarded
16	Stuck		Party misses rest of turn and must start at Travel Phase next turn
17	Detained       	Remain at your starting Location. Your turn ends.  
18	Hunger		Get -1 to all your rolls for the rest of this and next turn
19	Exposure       	Get -1 to all your rolls for the rest of this and next turn
20	Out of Fuel	One Random Vehicle is discarded

ENCOUNTER STAGE
Arrive here after Travel Phase. 
Roll 1D20 (Encounter Roll): On 11+ flip over the top 
card of the Foe Deck and fight it. 
If you are forced to escape roll 1D6 on the Escape Table

ESCAPE TABLE
1D6	Result:			Notes:
1-2	Retreat			Remain at your starting Location. Your turn ends.  
3	Minor Delay		Go on to Travel Phase next turn
4	Major Delay		Go on to Destination Phase next turn
5-6	Continue Forward       	Go on to Destination Phase now

DESTINATION STAGE
If you survived Encounter Phase flip over the top card of the 
Location Deck. This is your new Location. 

SUPPLY PHASE
To Resupply make a supply roll. Roll 1D20. On a roll of 10+ 
you may Resupply. If less you may not Resupply. 
For each Character with the Communicate Ability get +1 to the Supply Roll. 
If at a Wilderness Locale each character with the Wilderness Ability 
adds +2 to the Supply roll. 
If at a Urban Locale each character with the Urban Ability 
adds +2 to the Supply roll. 
Get +1 to the roll for each player with the knowledge Ability
If you gained Supplies from this locale last turn get -5 to the roll. 
To supply, draw cards from decks as allowed by the locale you are at modified 
by a roll on the Bonus Supply Table on a roll of 11+ on 1D20. 

SUPPLY PHASE EXAMPLES
Examples: Lets say you are at the Northern Wastelands.  As your supply 
action you may draw and keep 1 card from the top of any Aid Deck except 
the Equipment deck. 
Ex: If you are at Tolkeen, you get 2 cards but must pick from the Character or 
Magic Deck. If you pick from the Character deck and it is not a Mage then 
discard it and draw again from the Magic deck. 
Ex: If you are at Chi-Town, you get 2 cards from any Aid deck except the Magic 
deck. If you draw a Mage from the Character deck, discard it and draw again. 
Ex: If you are at Psi-World, you get 2 cards but must pick from the Character or 
Psionic Deck. If you pick from the Character deck and it is not Psychic then 
discard it and draw again from the Psionic deck. 
Ex: In Old Canada draw and keep 1 card from the top of any Aid Deck. 
When you get an Aid card either put it in your hand or attach it to a Character. 

USAGE RULE
Every time a Character uses a Magic or Psionic card for its Force Bonus or one of its 
Abilities make a 1D6 Use Roll: On a roll of 5+ the Aid card provides this 
one last benefit but is then used up and discarded. 

BONUS SUPPLY TABLE
1D20	Result:			Notes
1	Vehicle Park		Flip top 3 Equipment cards keep first Vehicle you draw
2	Magical Mentor		Gain 1 Magic Card
3	Depleted       		Gain 1 less Supply Card this turn
4	Psychic Friend		Gain 1 Psionic Card
5	Broker Agreement       	Gain 1 AT
6	Garbage Heap		Gain 1 Damaged Equipment Card
7	Framed			Lose 1 AT
8	Take Credit		Steal 1 AT from Opponent
9	Hostile Natives  	You cannot Resupply here again until you complete a mission
10	Leads			Get +5 to next Supply Roll here
11	Analyze Data		Get +2 to a Future roll of your Choice
12	Study Maps		Next Travel Phase you may ignore Foe Cards
13	Medical Care		Heal up to 2 Party Wounds
14	Rumors of Foes		Get +3 to next Mission Roll
15	Training       		All Characters get 1 Experience Token
16	Fixer			Repair 1 Damaged Item
17	Gift			Gain 1 Equipment card
18	Guide			Gain +5 to next Survival Roll
19	Black Market		Gain 1 extra Aid card of your Choice
20	Lean Times		Get -3 to further Supply Rolls here

MISSION PHASE
Roll 1D20 on the Mission Table (Also called the Track or Tracking roll). 
Get +1 to the roll for each instance of Tracking Ability. 
If at a Wilderness Locale each character with the Wilderness Ability adds +2 to the roll. 
If at a Urban Locale each character with the Urban Ability adds +2 to the roll. 
Get +1 to the roll for each Character with the knowledge Ability. 

MISSION TABLE
1D20	Result			Notes:
1-4	Find Nothing		-
5-6	Meet Foes		Fight Foes
7-8	Ambushed       		Fight Foes. They Attack First every Round
9-10	Surprise Foes		Fight Foes. All Your Characters get +5 Force first Round  
11	Rescue Mission		Fight Foes & Gain 1 extra Character Card
12	Help Locals		Gain 1 AT
13	Protect Town		Fight Foe & get 1 extra AT if you win
14	Discovery		Get +5 to a Future Roll of your Choice
15	Solve Mystery		Gain 1 extra Magic Card
16	Abandoned Equipment	Gain 1 extra Equipment card
17	Battlefield Remains	Gain 1 extra Damaged Equipment card
18	Psychic Impressions	Gain 1 extra Psionic Card
19	Major Adventure		Fight 3 Foes in a Row. Gain 2 extra AT if you win all
20+	Minor Adventure		Fight 2 Foes in a Row. Gain 1 extra AT if you win all

GAINING LOOT
Every Time you fight Foes and win, roll 1D10 on the Loot Table: 

LOOT TABLE
1D10	Result:
1-5	Nothing
6+	Gain 1 Aid card that was attached to the Foe

EXPERIENCE
Every Time you fight Foes and win, roll 1D10 for each Character. 
On 6+ the Character gets 1 Experience Token. 
Each Experience Token increases the Force of a Character by 1. 

COMBAT RESOLUTION
Combat occurs between Characters and the revealed Foe Card.
This may take place as a result of Encounter Phase or Mission Phase. 
Each Foe card lists a number of Tokens and the Force of each Token. 
Combat proceeds in Rounds. 
Each Round has 5 Segments: 
1. Escape Segment
2. Character Attack Segment
3. Action Segment
4. Foe Attack Segment
5. Morale Segment
Rounds will continue until the party escapes or all units of one side are eliminated. 
Some Foes get to draw Aid cards at the beginning of the Combat. 
Each Aid Card drawn will give its Force bonus to one of the Tokens. 
Distribute these evenly. A token can get more than 1 card if there 
are more cards than tokens. 
For example: Psionic 3 means draw 3 cards from the Psionic Deck. 
Tech 1 means draw 1 card from the Equipment Deck. 

ESCAPE SEGMENT
The Party may attempt to escape or evade combat. 
Make an escape roll: Roll 1D20. On 16+ the party escapes, otherwise 
they must fight. 
If at a Wilderness Locale each character with the Wilderness Ability 
adds +2 to the Escape roll. 
If at a Urban Locale each character with the Urban Ability 
adds +2 to the Escape roll.
Get +2 for each Character with the Stealth and Escape Abilities. 
If all Characters are on Vehicles get +1 to the Escape roll. 
If all Characters are Flying get a further +1 to the Escape roll.

CHARACTER ATTACK SEGMENT
For every 10 Force a Character has rounding down, a Character gets 1 Attack roll: 
To make an Attack roll 1D6: 
On a roll of 4+ one random Foe Token loses 1D10 Force. 
A Token reduced to zero or less Force is destroyed (discarded). 

ACTION SEGMENT
The Characters may use abilities that affect Combat. 
This includes: Chaos, Control, Summon, Immobilize

FOE ATTACK SEGMENT
For every 10 Force a Token has rounding down, it gets 1 Attack roll: 
To make an Attack roll 1D6. A roll of 4+ is a hit.
(The Protect Ability may be used at this point to possibly negate the attack) 
Determine Randomly which Character is hit.  
For each hit roll 1D10 once on the Hit Result Table: 
If Character has Tough Ability add 1 to the Hit Result Roll. 

HIT RESULT TABLE
1D10		Result:
1 or less	3 Wounds: Character is Killed (discarded)
2-3		2 Wounds: Character is Incapacitated
4-6		1 Wound: Character is Wounded
7		Event: Roll on Combat Event Table
8		1 Random Aid Card attached to the Character is discarded
9-10+		1 Random attached Equipment card is damaged

WOUNDED STATUS
A Character that is Wounded can still Fight but gets 1 less Attack Roll. 
A Character with 2 Wounds is incapacitated (still alive) and is immobilized 
until healed back to 1 or less Wounds. 
Immobilized characters cannot attack or take any action. 
A Character that receives 3 Wounds is killed. 
Note: Damaged Equipment provide no benefits until repaired. 

COMBAT EVENT TABLE
1D10	Event:		Notes:
1	Berserk		Character gets +2D6 Force for rest of Combat
2	Pinned Down	Character Immobilized next Round
3	Out of Ammo	Character gets 1 less attack next Round
4	Show Fear	Foes get -1 to Morale Check this Round
5	Captured       	Character Immobilized for rest of Combat
6	Panic		Character Immobilized for 1D6 Rounds
7	Knocked Out	Character is at 1 Wound & Immobilized for 1D6 Rounds
8	Mad		Character gets Crazy Ability for rest of Combat 
9	Screw Loose	Character gets Crazy Ability Permanently
10	Confused       	Character attacks own Party next Round

MORALE SEGMENT
Roll 1D10. This is the Morale Check. 
On a roll of 9+ the Foes will Run Away. 
Die Roll Modifier List: 
Foe is Monster -1
Foe is Human +1
Per Token destroyed this Round +1
Foes at less than half starting Tokens +1
If Foes retreat it is still considered a Victory; you get the AT 
and get to loot. 

END ACT
Max hand size is 5 cards. Discard excess cards. 
If a deck ever runs out of cards, shuffle the discard and draw from it. 

WIPED OUT
If all your Characters are killed or Immobilized in a combat, 
discard all your cards and half your AT rounding down. 
Start again with 2 new Characters. 


NORTH AMERICA ADVENTURE LOCATION DECK NOTATION
U = Urban Location
W = Wilderness Location

NORTH AMERICA ADVENTURE LOCATION DECK
Name:			Type	Supply 		Foe Bonuses per Token:
Northern Wastelands	W	Non-Tech 1 	D-Bees +3
Old Canada		W	Any 1 		Xiticix +3
Northern Americas	W	Any 1 		Xiticix +2
Alberta			W	Any 1 		Magic +2
Refugee Camp		U	Character 1	-
Settlement		W	Any 1		-
Tolkeen			U	Magic 2 	Magic +5
Chi-Town		U	Tech 2 		CN +5
Coalition States       	U	Tech 2 		CN +4
Fort El Dorado		U	Any 2 		Mutants +3
Kingsdale		U	Magic 2 	Magic & Tech +2
Lone Star City		U	Tech 2 		Tech & Mutants +3
Farms			W	Any 1 		-
Dinosaur Swamp		W	None		Monsters +7
Military Outpost       	W	Tech 1 		-
Badlands       		W	None		Mutants, Magic, Psionics +2
Federation of Magic	W	Magic 3 	Magic +4
Free State of Lazlo	U	Magic 2 	Magic +3
Psi-World		W	Psionic 2 	Psionic +4
Devil’s Gate		W	None		Magic, Psionic, Monsters, Demons +2
Free Quebec		U	Tech 2 		CN & Tech +3
Ley Line Nexus		W	Magic 1 	Magic +4
Iron Heart		U	Tech 2 		CN & Tech +2
Black Market		U	Any 2		-
Border Town		U	Any 1		-
Pecos Empire		W	Any 2		D-Bees, Mutants +2
Desert			W	Any 1		D-Bees, Mutants +3
Rio Grande Border	W	Any 1		Undead +3
Notation: Bonuses are given to each Token of the indicated type if you fight 
them while at that Location. 

ADVENTURE FOE DECK CARD NOTATION
TKS = Tokens
FPT = Force Per Token
M = Monster Foe
U = Undead Foe
N = Demon Foe
D = D-Bee (Dimensional Being/ Alien) Foe  
X = Mutant Foe
Z = Magic Foe
R = Robot Foe
P = Psychic Foe
H = Human (Mostly) Foe
CN = Coalition
UO = Urban Only
WO = Wilderness Only
Magic X = Foe draws X Magic Cards (each is attached to 1 Token)
Psionic X = Foe draws X Psionic Cards (each is attached to 1 Token)
Tech X = Foe draws X Equipment Cards (each is attached to 1 Token)

NORTH AMERICA ADVENTURE FOE DECK
Name:			Type	TKS	FPT	Notes:
Xiticix Swarm		D	10	5	WO
Xiticix Scouts		D	4	5	WO
Xiticix Warriors	D	7	7	WO
Xiticix Hive		D	12	4	WO
Vampire Tribe		U	7	7	Magic 1
Vampire Kingdom		U	9	7	Psionic 1 Magic 1
Vampire Gang		U	6	7	Tech 1
Degenerate Mercs       	H	4	8	Tech 3
Petty Warlord		H	8	4	Tech 2 WO
Rift Demons		MN	2	20	Magic 4
Squid Humanoids		DP	8	6	Psionic 1
Goblinoids 		DZ	6	7	Magic 1
Wolfen         		D	10	5	Tech 2
Alien Demons 		DNP	7	6	Tech 1 and Psionic 1
Elder Beings		DPZ	5	8	Psionic 1 and Magic 1
CN Enforcer Robot	R	2	24	Attack
CN Spider Walkers	H	3	18	Attack
CN APC Troopers		H	6	8	Tech 1
CN SAMAS Squad		H	5	12	Tech 2
CN Sky Cycle Wing	H	8	6	Tech 1
CN Dog Pack Patrol	H	4	8	Psionic 2  
CN Skelebot Platoon	R	10	4	Tech 2
Necromancer Cult       	Z	6	8	Magic 4
Wild Psi-Walkers       	MP	3	10	Psionic 3
Dinosaurs		M	4	12	WO
Iron Juggernaut		RZM	1	39	Magic 2
Simvan Raiders		D	5	6	Tech 1 Magic 1
Mutant Cycle Gang	X	6	6	Tech 1 Psionic 1
Gargantuan Mutants	M	2	25	Psionic 1
Full Conversion Borgs	H	4	9	Tech 4
Merc Mages		Z	3	10	Magic 3
Giant Demon		MNZ	1	47	Magic 1 WO
Fire Dragon		M	1	35	Breath WO
Thunder Dragon		M	1	44	Breath WO
Techno Wizard Militia	H	4	8	Magic 2 Tech 2
Juicer Gang		H	4	8	Drugs Tech 2 UO
Mutant Gang		XP	5	7	Psionic 1
Mutant Animals		X	6	9	WO
Crazies			H	5	8	Tech 2 UO
Marauding Bandits	H	6	6	Tech 1
Head Hunters		H	5	6	Tech 3
Assassin Scum		H	4	9	Tech 2
City Rat Pack		H	6	4	Tech 1 UO



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