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
LINKS
Rifts Wikipedia