IN DEVELOPMENT -> join our discord channel to help us balance these rules and resources or leave a comment on this page below.

If you’re interested in adding some additional role playing elements and/or introducing
additional legacy style rules to the campaign, check out the resources below and rules below. Keep in mind this is YOUR campaign, so you should adjust the rules and difficulty to your group’s tastes.

Resources and Downloads

Legacy Campaign Rules PDF [coming soon -> print this page below for now]


Wasted Wilds Legacy Campaign Rules:

Setup

Setup the game as normal with the following additions/exceptions:

  • Return the monster spawn dice to the box and use the Monster spawn deck of cards instead.
  • Remove the 16 cards with titles (Safety, Ambush, Draw 2, etc.) leaving only the cards with numbers on them. Then, add 1 Ambush and 1 Safety card to the deck to start. An additional Safety card can be added to make the campaign easier. Additional challenge cards (Ambush, Draw X, Surrounded, Hostility, Daybreak, Nightfall and Exposure) can be added to increase the difficulty.
  • Give each player a pencil with an eraser.
  • Give each player a character sheet. Players can fill out the top with their name, survivor class, and their character’s name.
  • In subsequent missions, players will draw monster cards based on how many monsters were attached to them at the end of the previous mission.

This campaign was designed with real consequences in mind. If you have some additional expansions and survivors, we suggest playing with permadeath, but we have also included death counts at the top of each sheet if you prefer to stick it out with your character. At the start of your campaign, your group should decide how you’re going to deal with character deaths:

Permadeath (Hardest)

If you’re playing with Permadeath, the player who died loses their character and that survivor class for the remainder of the campaign. That player should pick a new survivor and start a new character sheet from the available remaining classes. Transfer that player’s total experience to the new character sheet.

Death Count (Normal)

Death Count allows players to stick with their character or pick a new survivor when they die, but limits each player to 4 total deaths for the entire campaign. If a player dies a 4th time, the campaign is lost.

Start to Finish (Easiest)

This mode is the most flexible and allows players to play through the campaign and see all the content. You can allow players to stick with their character (recording deaths) and swapping to new characters as necessary. At the end of the campaign, you can tally up your total deaths and remaining health for scoring purposes.

New Rules during Gameplay

For the most part, playing the game as a campaign does not add a lot of new rules for each of your sessions. Most of the rules are focused on carrying over your successes and failures mission to mission.

Backpack Actions

The backpack section of your player sheet gives each player access to actions that can be used by checking off a checkbox and having/paying the necessary experience points (if any). Each action is detailed below in more detail.

  • Bandages / Health Kits: Spend 1 action on your turn to restore 5 or 10 health to your character. You can take this action for free between missions.
  • Antidotes: Spend 1 action on your turn to cure all status effects on your character.
  • Smoke Grenade: Can be played at any time as an interrupt even after a bad monster spawn draw. Redo the monster spawn phase, but this time draw 2 spawn cards and pick 1 to resolve.
  • Canned Food: Spend 1 action on your turn to set your Hunger to 1. You can take this action for free between missions.
  • Tents: As a free action on your turn, place an indoor token on your current tile (treat this tile as an indoor location for the rest of the current mission). Then cure all of the exposure status effects on your character.

Player Deaths

In a normal game, we would end a game immediately when a player dies, but for the campaign you are immediately presented with a few different options depending on your group’s difficulty preferences:

Instant Loss! (Hardest)

The party loses the current mission and must decide to fail forward or replay the current mission. If you decide to move on, each player gains experience for each objective that was completed at the time of the loss.

Endure (Normal)

The remaining players continue playing to see if they can complete the mission. Discard all monsters attached to the player that died and for each card discarded add a monster token to their tile. You can also consider any star tokens and scavenge cards that the dead player was carrying to be freely available for pickup on the tile that they died on.

Respawn (Easiest)

The player who just died, decides whether to keep their character or spawn a new one. If they’re keeping their character, they record their death on their player sheet and then restore their health back to full. If they swap in a new survivor, they choose a new survivor and spawn them at their current location.

If you are repeatedly struggling on a particular mission, consider adding another Safety card to the monster spawn deck.

Completing a Mission

At the end of each mission of a campaign, record your character’s remaining health and hunger on your character sheet. Then count up any remaining monsters attached to your character and record that number at the bottom of your sheet. Any status effects on your character are removed between missions.

If you’ve won the mission on your first attempt, add a challenge card (Ambush, Draw X, Surrounded, Hostility, Daybreak, Nightfall and Exposure) to the Monster Spawn deck.

Gaining Experience (XP)

At the end of a mission, each player gains 1XP for each mission objective completed (count up the bullet points under the Mission’s Objectives). If the mission was successfully completed without any player deaths, each player gains an additional 2XP as a bonus. If you have the perk to carry over equipped gear cards, note the card(s) to keep and setup for next game.

Spending Experience (XP)

Players can save experience points to spend on Backpack Actions or can spend them on permanent perks. The cost of each upgrade is written inside the checkbox on the character sheet.

  • Starting Hand Upgrade: unlock the ability to start with more cards at the start of each mission (must be unlocked left to right i.e. you must unlock 5 starting cards before buying the 6 starting cards perk).
  • Increase Storage: increase your starting storage capacity (4) by 1 for each box checked
  • Save Equipped Gear: unlock the ability to carry-over equipped gear into the next mission. Any gear carried over into the next mission starts fully reloaded at the start of the next mission.
  • Manipulate the monster spawn deck by removing/adding special cards for 2xp per player (i.e. if there are 4 players, removing a Surrounded costs 8xp). Players may spend XP together.
  • Monster Spawn Advantage: give yourself extra luck if/when you draw certain monster spawn cards. Example: If you have advantage on ‘6’ draws and your first spawn draw is a ‘6’ monster card, you may discard and ignore it to draw a new monster spawn card which then must be resolved (even if it’s another ‘6’).

2 Responses

  1. Mike

    Changelog: All XP costs substantially increased, changed backpack interrupts to backpack actions limiting their utility, allow some backpack actions to be free actions between missions (i.e. healing up), post feedback in our discord channel.

  2. Mike

    Changelog: added note about clearing status effects on characters between missions

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