A Post-Apocalyptic Resource Management Card Game
GAME OVERVIEW
Players: 1-4
Age: 14+
Play Time: 90-120 minutes
Goal: Build and upgrade your Mad Max-style RV, gather resources, recruit crew, and be the first to successfully escape from New York to San Francisco while surviving the radioactive wasteland.
GAME COMPONENTS
CARDS (200 total)
- Resource Cards (80): Water, Food, Ammunition, Fuel, Scrap Metal, Electronics
- Event Cards (40): Encounters, hazards, opportunities
- Location Cards (30): Cities, settlements, danger zones along the route
- Crew Cards (20): Survivors with special abilities
- Robot Cards (15): Mechanical companions and workers
- RV Upgrade Cards (15): Armor, weapons, engines, living quarters
TOKENS & BOARDS
- Resource Tokens: Wooden cubes in 6 colors
- Radiation Markers: Red skull tokens
- Zombie Horde Markers: Black meeples
- Individual Player Boards: Track RV stats and crew
- Main Game Board: US map showing route from NY to SF
- Dice: 6-sided dice for combat and events
SETUP
- Place the Game Board in center of table
- Shuffle all card decks separately
- Deal starting hands:
- 5 Resource cards
- 2 Event cards
- 1 basic RV card
- Place starting resources: Each player gets 3 Water, 3 Food, 2 Ammo, 2 Fuel
- Position RV markers at New York starting point
- Place Radiation zones randomly on 8 map locations
- Youngest player goes first
TURN STRUCTURE
Each turn has 4 phases:
1. DRAW PHASE
- Draw 2 cards from any combination of Resource/Event decks
- Check for radiation exposure if in contaminated zone
2. ACTION PHASE
Choose 2 actions from:
- SCAVENGE: Roll dice + crew bonuses to gain resources
- TRADE: Exchange resources with other players or settlements
- BUILD: Construct robot helpers or RV upgrades
- RECRUIT: Add crew members to your RV
- MOVE: Advance along the route (costs fuel)
- REST: Recover crew health and morale
3. EVENT PHASE
- Draw and resolve 1 Event card
- Events can be positive, negative, or choice-based
4. MAINTENANCE PHASE
- Consume 1 Food and 1 Water per crew member
- Pay fuel costs if moving
- Check RV capacity limits
CORE MECHANICS
RESOURCE MANAGEMENT
Primary Resources:
- Water: Essential for survival (1 per crew per turn)
- Food: Prevents starvation (1 per crew per turn)
- Ammunition: Combat and defense
- Fuel: Movement and generator power
- Scrap Metal: Building and repairs
- Electronics: Advanced upgrades and robots
RV CONSTRUCTION & UPGRADES
Start with basic RV (capacity: 2 crew, 10 resources)
Upgrade Categories:
- Armor Plating: Reduces combat damage
- Weapon Mounts: Increases combat effectiveness
- Engine Upgrades: Improved fuel efficiency and speed
- Living Quarters: Increases crew capacity
- Solar Panels: Generates power in sunny zones
- Water Recycler: Reduces water consumption
CREW SYSTEM
Crew Types & Abilities:
- Mechanic: +2 to scavenging for Scrap/Electronics
- Soldier: +3 combat dice, can use heavy weapons
- Medic: Heals wounded crew, immunity to radiation
- Scout: Reveals upcoming location cards
- Engineer: Builds robots 50% faster
- Trader: Gets better deals at settlements
Crew Stats:
- Health (1-5)
- Morale (1-5)
- Special abilities
ROBOT COMPANIONS
Robot Types:
- Scavenger Bot: Automatically finds 1 resource per turn
- Guard Bot: Provides +2 combat dice
- Repair Bot: Fixes RV damage automatically
- Pack Mule: Increases carrying capacity by 5
- Solar Collector: Generates 1 fuel per sunny day
ZONES & HAZARDS
MAP REGIONS
The route is divided into 5 regions, each with unique challenges:
1. Eastern Ruins (New York to Philadelphia)
- High zombie concentration
- Abundant scrap but dangerous scavenging
2. Capital Wasteland (Philadelphia to Pittsburgh)
- Radiation zones from government facilities
- Military supplies available
3. Midwest Desolation (Pittsburgh to Chicago)
- Harsh weather events
- Farming communities for food/water
4. Great Plains (Chicago to Denver)
- Fuel scarce, long distances
- Raider gangs control territory
5. Mountain Pass (Denver to San Francisco)
- Treacherous terrain
- Last chance for major upgrades
RADIATION ZONES
- Green (Safe): No penalties
- Yellow (Contaminated): -1 to all dice rolls
- Red (Hot Zone): Take 1 damage per turn, -2 to dice rolls
- Black (Dead Zone): Impassable without radiation suits
ZOMBIE ENCOUNTERS
When zombies attack:
- Roll combat dice (base 2 + crew + weapons + armor)
- Zombies roll 1 die per horde marker
- Loser takes damage
- Can spend ammo for +1 die per bullet used
EVENT CARDS
EXAMPLE EVENTS
POSITIVE EVENTS:
- Abandoned Pharmacy: Gain medical supplies and reduce radiation
- Friendly Settlement: Trade at favorable rates
- Supply Drop: Military cache with weapons and ammo
- Oasis: Unlimited water for one turn
NEGATIVE EVENTS:
- Rad Storm: All players in region take radiation damage
- Bandit Ambush: Combat encounter, lose resources if defeated
- Mechanical Failure: RV breaks down, requires scrap to repair
- Zombie Swarm: Face massive horde
CHOICE EVENTS:
- Survivor Camp: Recruit crew member OR gain resources
- Mysterious Signal: Investigate (risk/reward) OR ignore safely
- Trade Caravan: Buy/sell at market prices OR attempt to rob
WINNING CONDITIONS
Primary Victory: First player to reach San Francisco with:
- At least 1 living crew member
- Functional RV (not destroyed)
- Minimum 3 days of supplies (3 Food, 3 Water)
Alternative Victories:
- Warlord Victory: Control 3+ territories with established bases
- Savior Victory: Rescue 15+ survivors during journey
- Tech Victory: Build 5+ advanced robots and reach any West Coast city
ADVANCED RULES
FACTION PLAY
Players can align with post-apocalyptic factions:
The Mechanics Guild: Discount on robot construction, bonus scrap
New California Republic: Military support, ammunition supplies
Wasteland Raiders: Combat bonuses, can steal from other players
Atomic Monks: Radiation resistance, energy weapon access
SEASONAL EFFECTS
- Spring: Bonus food from foraging
- Summer: Solar power bonus, water scarcity
- Fall: Harsh weather movement penalties
- Winter: Double food consumption, vehicle breakdowns
MULTIPLAYER INTERACTIONS
- Trade Routes: Establish permanent trading partnerships
- Convoy Travel: Move together for safety bonuses
- Territory Control: Establish bases for resource generation
- PvP Combat: Attack other players' RVs (optional rule)
STRATEGY TIPS
EARLY GAME
- Focus on basic survival resources (Water, Food)
- Recruit essential crew (Mechanic, Soldier)
- Build one utility robot early
MID GAME
- Invest in RV upgrades for upcoming challenges
- Establish trade relationships
- Plan route around radiation zones
LATE GAME
- Stock up for final push across difficult terrain
- Focus on fuel efficiency for long desert stretches
- Prepare for final boss encounters near San Francisco
EXPANSION IDEAS
"NUCLEAR WINTER" EXPANSION
- Weather system with seasonal effects
- New hazard: Perpetual winter conditions
- Ice-based terrain and vehicles
"ROBOT UPRISING" EXPANSION
- Rogue AI faction
- Advanced robot types
- Cybernetic crew upgrades
"UNDERWATER CITIES" EXPANSION
- Flooded coastal regions
- Submarine travel
- Underwater resource gathering
COMPONENT QUALITY
Cards: Linen-finished for durability
Tokens: Wooden for premium feel
Board: Mounted board with apocalyptic artwork
Dice: Custom engraved with faction symbols
Box: Fits sleeved cards with organized storage
"In the wasteland, only the prepared survive. Build your mobile fortress, gather your crew, and race across the shattered remains of America. The journey to salvation begins now."
WASTELAND EXODUS - Where every mile could be your last.
DOOM RUNNER RV BASE VEHICLE CARDS
Text-to-Art Prompts for Game Cards
CARD 1: "STEEL BEAST" - SEMI TRACTOR CONVERSION
VISUAL PROMPT:
"Post-apocalyptic semi truck tractor converted into survival RV, massive chrome exhaust stacks belching black smoke, reinforced steel bumper with spikes, armored cab with welded metal plates and narrow window slits, huge knobby tires, rust and battle damage, parked in nuclear wasteland with dead trees, dramatic stormy sky, Mad Max aesthetic, highly detailed, dark gritty colors, game card art style"
VEHICLE STATS:
Base Vehicle: Peterbilt 389 Semi Tractor
Engine: Cummins X15 Turbo Diesel (600 HP)
Fuel Capacity: 300 gallons (dual saddle tanks)
Crew Capacity: 2 (Driver + Passenger)
Cargo Space: 8 units
Armor Rating: 4/5 (Heavy)
Speed Rating: 2/5 (Slow but Steady)
Fuel Efficiency: 2/5 (6 MPG - Gas Guzzler)
ADVANTAGES:
- UNSTOPPABLE FORCE: Can ram through obstacles and zombie hordes without damage
- INTIMIDATION FACTOR: Raiders think twice before attacking
- HEAVY HAULER: Can tow additional trailer for +10 cargo space
- DIESEL POWER: Runs on multiple fuel types (diesel, bio-fuel, cooking oil)
- HIGH GROUND: Elevated cab provides better visibility and defensive position
DISADVANTAGES:
- FUEL HUNGRY: Consumes 2 fuel per movement instead of 1
- MAINTENANCE INTENSIVE: Requires 1 Scrap Metal per turn for upkeep
- SLOW ACCELERATION: Cannot flee from combat encounters
- NOISE MAKER: Attracts zombies and raiders within 2 zones
- PARKING PROBLEMS: Cannot enter small settlements or narrow passages
UPGRADE SLOTS:
- Front Armor Mount (Cow Catcher/Plow)
- Roof Weapons Platform
- Side Armor Panels
- Engine Turbocharger
- Sleeping Cab Extension
CARD 2: "YELLOW FORTRESS" - SCHOOL BUS CONVERSION
VISUAL PROMPT:
"Armored school bus converted into post-apocalyptic mobile fortress, yellow paint faded and scratched, windows boarded up with metal plates and gun ports, roof bristling with antennas and solar panels, reinforced front bumper, chain-link fence cage around sides, rusted exterior with bullet holes, parked at abandoned gas station, desert wasteland background, gritty realistic style, game card illustration"
VEHICLE STATS:
Base Vehicle: Blue Bird All American School Bus
Engine: Caterpillar 3126 Diesel (250 HP)
Fuel Capacity: 100 gallons
Crew Capacity: 6 (High Capacity)
Cargo Space: 12 units
Armor Rating: 3/5 (Medium-Heavy)
Speed Rating: 2/5 (Steady Cruiser)
Fuel Efficiency: 3/5 (8 MPG)
ADVANTAGES:
- MOBILE COMMAND CENTER: Can house 6 crew members comfortably
- WORKSHOP ON WHEELS: Built-in repair bay gives +1 to all repair rolls
- COMMUNITY VEHICLE: Other survivors trust school buses (+1 to trade negotiations)
- SPACIOUS INTERIOR: Extra room for specialized equipment and supplies
- MULTIPLE EXITS: Emergency escape routes if surrounded
DISADVANTAGES:
- RECOGNIZABLE TARGET: Raiders know buses carry valuable supplies
- ROLLOVER RISK: High center of gravity, -1 to evasion rolls in combat
- PARTS SCARCITY: School bus parts harder to find in wasteland
- SLOW STARTER: Requires 1 extra turn to evacuate dangerous areas
- MAINTENANCE BURDEN: Each crew member beyond 4 requires extra food/water
UPGRADE SLOTS:
- Emergency Exit Armor
- Roof Garden/Solar Array
- Side Window Gun Ports
- Rear Living Quarters
- Front Cow Catcher
CARD 3: "SAND RUNNER" - FORD EXCURSION 4X4
VISUAL PROMPT:
"Heavily modified Ford Excursion SUV for post-apocalyptic survival, lifted suspension with massive off-road tires, roof rack loaded with fuel cans and supplies, armored front grille, tinted reinforced windows, desert camouflage paint job with rust patches, sand ladders mounted on sides, driving through radioactive desert with glowing green aurora in sky, detailed game card art style"
VEHICLE STATS:
Base Vehicle: Ford Excursion Limited 4WD
Engine: Power Stroke V8 Turbo Diesel (325 HP)
Fuel Capacity: 44 gallons (extended range tank)
Crew Capacity: 4 (Balanced)
Cargo Space: 6 units
Armor Rating: 2/5 (Light-Medium)
Speed Rating: 4/5 (Fast & Agile)
Fuel Efficiency: 4/5 (12 MPG)
ADVANTAGES:
- ALL-TERRAIN MASTER: Can traverse any landscape without penalty
- STEALTH RUNNER: Quiet engine, -1 to enemy detection rolls
- QUICK ESCAPE: Can flee from combat encounters successfully
- FUEL EFFICIENT: Uses standard fuel consumption rates
- RELIABLE: Rarely breaks down, +1 to all mechanical reliability rolls
DISADVANTAGES:
- LIMITED SPACE: Cannot carry as many supplies or crew
- LIGHT ARMOR: Takes double damage from heavy weapons
- PARTS DEPENDENT: Requires modern automotive parts for repairs
- COMFORT VEHICLE: Crew gets restless on long journeys without upgrades
- RAIDER MAGNET: Looks valuable and relatively easy to capture
UPGRADE SLOTS:
- Turbo Engine Upgrade
- Armor Package
- Extended Fuel Tanks
- Roof Cargo System
- Nitrous Boost System
CARD 4: "IRON CATHEDRAL" - MODIFIED RV WINNEBAGO
VISUAL PROMPT:
"Post-apocalyptic Winnebago RV with heavy modifications, welded steel armor plates, solar panels on roof, satellite dish, reinforced windows with metal shutters, external water tanks, generator exhaust pipes, weathered white and brown exterior with rust streaks, parked at abandoned campground with dead trees and radioactive warning signs, detailed survival vehicle, game card artwork"
VEHICLE STATS:
Base Vehicle: Winnebago Adventurer Class A Motorhome
Engine: Ford Triton V10 Gas (300 HP)
Fuel Capacity: 75 gallons
Crew Capacity: 4 (Comfortable)
Cargo Space: 10 units
Armor Rating: 2/5 (Light-Medium)
Speed Rating: 3/5 (Moderate)
Fuel Efficiency: 3/5 (7 MPG)
ADVANTAGES:
- SELF-SUFFICIENT: Built-in kitchen, bathroom, and sleeping quarters
- TECH READY: Pre-wired for electronics and communication equipment
- COMFORTABLE LIVING: Crew maintains high morale on long journeys
- GENERATOR POWER: Can run equipment without engine power
- FAMILIAR PLATFORM: Easy to find RV parts and accessories
DISADVANTAGES:
- SOFT TARGET: Thin walls provide minimal protection
- BREAKDOWN PRONE: Complex systems require constant maintenance
- FUEL THIRSTY: Gas engine less efficient than diesel alternatives
- SIZE MATTERS: Too wide for some roads and passages
- LUXURY TRAP: Crew becomes dependent on creature comforts
UPGRADE SLOTS:
- Armor Plating Package
- Solar Power Array
- Communication Suite
- Weapon Mount System
- Extended Living Quarters
CARD 5: "RUST BUCKET" - PICKUP TRUCK CAMPER
VISUAL PROMPT:
"Heavily weathered pickup truck with slide-in camper conversion, Ford F-350 covered in rust and dents, camper shell with multiple antennas and solar panels, spare tires mounted everywhere, jerry cans strapped to sides, reinforced bumpers front and rear, battle-scarred appearance, driving through post-nuclear wasteland with burned vehicles in background, gritty survival aesthetic, detailed game card illustration"
VEHICLE STATS:
Base Vehicle: Ford F-350 Super Duty with Slide-in Camper
Engine: Power Stroke Diesel V8 (400 HP)
Fuel Capacity: 48 gallons (dual tanks)
Crew Capacity: 3 (Tight Quarters)
Cargo Space: 4 units
Armor Rating: 1/5 (Minimal)
Speed Rating: 3/5 (Decent)
Fuel Efficiency: 5/5 (15 MPG - Most Efficient)
ADVANTAGES:
- FUEL SIPPER: Best fuel economy of all base vehicles
- EASY REPAIRS: Simple mechanical systems, common parts
- STEALTH PROFILE: Looks like regular survivor vehicle, doesn't attract attention
- QUICK & NIMBLE: Can access areas larger vehicles cannot reach
- CHEAP MAINTENANCE: Requires fewer resources to keep running
DISADVANTAGES:
- DEATH TRAP: Minimal armor, vulnerable to all attacks
- CRAMPED QUARTERS: Crew morale drops faster in confined space
- LIMITED CARGO: Cannot carry large equipment or supplies
- OVERLOAD SENSITIVE: Performance degrades with full crew and cargo
- EXPOSURE RISK: Crew takes radiation damage easier due to thin walls
UPGRADE SLOTS:
- Armor Shell Upgrade
- Engine Performance Package
- Extended Cab Modification
- Cargo Bed Reinforcement
- Camper Shell Expansion
CARD LAYOUT SPECIFICATIONS
FRONT OF CARD:
- Vehicle illustration (large central image)
- Vehicle name and type (top banner)
- Fuel gauge icon with capacity
- Speed/Armor rating icons
- Crew capacity silhouettes
BACK OF CARD:
- Detailed stats table
- Advantages list (green text)
- Disadvantages list (red text)
- Upgrade slots (modular icons)
- Flavor text describing vehicle's wasteland reputation
CARD DIMENSIONS:
Standard: 2.5" x 3.5" (Poker size)
Premium: 3" x 4" (Tarot size for better detail)
ART STYLE NOTES:
- Weathered, battle-damaged appearance
- Earth tones with rust and patina
- Dramatic lighting and stormy skies
- Post-apocalyptic wasteland backgrounds
- Detailed mechanical elements visible
- Game card border and frame design consistent across all vehicles





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