Wednesday, May 6, 2026

RED RAGE THE LAST DRIVE Board Game


 

πŸ’€

// CLASSIFIED SURVIVAL DOCUMENT //
RED RAGE
THE LAST DRIVE
POST-APOCALYPTIC BOARD GAME · COMPLETE RULES & ADVENTURE GUIDE · HIGH SCHOOL EDITION
GAME OVERVIEW

It's Year 3 of the Red Rage pandemic. A weaponized virus turned most of humanity into hyper-aggressive carriers with ruptured blood vessels and decaying neural tissue. You are a band of survivors in a hardened, weaponized RV called THE ARGUS, towing a mobile lab trailer with the last viable samples to create a cure. Your mission: reach the Mountain Research Facility before the samples degrade — and before the wasteland kills you first.

CORE CONCEPT

Red Rage: The Last Drive is a cooperative/competitive survival board game for 2–6 players, modeled after The Game of Life but set in a post-apocalyptic wasteland. Players travel along branching paths through dangerous regions, drawing cards, making decisions, managing resources, and upgrading their RV. The group must collectively reach the Mountain Facility and decide whether to work together on a Scenario Card goal — or race each other to the finish.

2–6PLAYERS
60–120MINUTES
12+AGE
5CARD TYPES
8MAJOR DECISIONS
5ENDINGS
GAME MODES

COOPERATIVE MODE: All players are in the same faction crew aboard The Argus. You all win or lose together. Draw a Scenario Card at setup — that is your shared mission. Victory requires completing the scenario AND reaching the facility.

COMPETITIVE MODE: Each player controls their own RV/trailer. Race across the board. Most Victory Points at the Mountain Facility wins. Sabotage and trading are allowed.

HYBRID MODE (Recommended for classroom): Factions compete against each other but must cooperate during shared Event Card crises. Alliance and betrayal are both on the table.

WHAT'S IN THE BOX
πŸ—Ί️
Game Board1 double-sided board · Post-Apocalyptic Wasteland
🚐
RV Pawns6 miniature armored RV pieces (1 per player color)
πŸš›
Lab Trailer Tokens6 trailer attachments · track separately
🎴
Event Cards40 cards · Disasters, Encounters, Crises
πŸ“¦
Supply Cards40 cards · Resources, Upgrades, Tools
πŸ—’️
Scenario Cards4 Mission Scenario cards
πŸͺ™
Trade Commodity Tokens60 tokens · Spam-X, Twinkoid, RadFuel & more
🧬
Cure Sample Markers1 per player · tracks sample integrity (0–10)
❤️
Survivor Health Tokens30 tokens · tracked per player
⚙️
RV Upgrade Tiles24 tiles · Engine, Armor, Lab, Weapons, Utilities
🎲
Dice2 × D6, 1 × D10 (fate die), 1 × D4 (scavenge die)
πŸ“‹
Player Role Cards6 unique role cards with stat sheets
🚩
Region Danger Markers20 markers placed at setup
πŸ“°
Faction Boards4 faction player boards with resource tracks
πŸ†
Victory Point Tracker1 shared track on side of board
πŸ“–
RulebookThis document
SETUP
PRE-GAME SETUP (10 minutes)
  1. 1.Place the game board in the center of the table with the Wasteland side facing up.
  2. 2.Each player chooses a faction, takes the matching Faction Board, RV pawn, trailer token, and Role Card.
  3. 3.Place all RV pawns on the START space (the Ruined Fuel Station at bottom left).
  4. 4.Each player begins with: 3 Health Tokens, 1 Cure Sample Marker at 8 (on the Integrity track), and 2 random Supply Cards.
  5. 5.Shuffle Event Cards and place face-down on the Event Deck space. Shuffle Supply Cards separately.
  6. 6.In Cooperative or Hybrid mode: draw 1 Scenario Card and reveal it. Place it face-up in the center of the table. This is the shared mission.
  7. 7.Place Danger Markers on board spaces as indicated by the setup map on the back of this rulebook.
  8. 8.The player with the most apocalypse knowledge (or who most recently watched a zombie movie) goes first.
⚠️ SAMPLE INTEGRITY: The Cure Sample starts at 8 on a 0–10 track. Every 3 turns that pass without the group advancing toward the Mountain Facility, it drops by 1. If it hits 0 before anyone arrives at the facility, the cure is lost — game over for the Cooperative ending regardless of other progress.
CHARACTER ROLES

Each player selects one of six survivor roles. Each role has unique abilities, stat modifiers, and a starting bonus. In competitive mode, roles are chosen before play. In cooperative mode, the group should try to cover a balanced mix.

πŸ”¬ DR. MARA VOSS
VIROLOGIST · FACTION: SCIENCE CORPS
SCIENCE
9
COMBAT
3
DRIVING
4
SCAVENGE
5
ABILITYWhen using a Serum Supply Card, roll twice and take the better result. Restores +1 Cure Sample Integrity per Medical Bay upgrade.
STARTING BONUSBegins with 1 Experimental Serum card + sample integrity at 9 instead of 8.
πŸ”§ JAX CALDER
MECHANIC & DRIVER · FACTION: SCAVENGERS
SCIENCE
3
COMBAT
6
DRIVING
9
SCAVENGE
7
ABILITYWhen the RV suffers Breakdown damage, roll a D6 before losing HP. On 4+, negate the damage entirely. Can repair using half the normal supply cost.
STARTING BONUSBegins with 1 Tool Kit and the Reinforced Frame upgrade already installed.
πŸͺ– SGT. REYA CROSS
EX-MILITARY TACTICIAN · FACTION: IRON MILITIA
SCIENCE
3
COMBAT
9
DRIVING
6
SCAVENGE
5
ABILITYOnce per turn, may declare "Tactical Retreat" — move back 1 space to avoid an Event Card. Can spend 1 combat token to help any player in the same region during combat rolls.
STARTING BONUSBegins with 1 Ammo Cache and 4 Health Tokens instead of 3.
🌿 YARA BLOOM
FIELD MEDIC · FACTION: SCIENCE CORPS
SCIENCE
6
COMBAT
4
DRIVING
5
SCAVENGE
7
ABILITYAt the start of each turn, may restore 1 Health Token to any player in the same region at no cost. Once per game, can delay a Bite infection for 2 full turns.
STARTING BONUSBegins with 2 Med Kits and may convert any Radiation Event damage to half (rounded down).
πŸ“‘ EZRA "GHOST" QUINN
HACKER & SCOUT · FACTION: RENEGADES
SCIENCE
5
COMBAT
5
DRIVING
7
SCAVENGE
8
ABILITYBefore drawing an Event Card, may "peek" at the top 3 and choose the order. Can access locked Supply Caches without a Tool Kit once per game.
STARTING BONUSBegins with a Satellite Uplink tile — once per game, skip a non-combat Event Card entirely.
🧨 CROSS "BOOM" DELGADO
DEMOLITIONS EXPERT · FACTION: IRON MILITIA
SCIENCE
2
COMBAT
8
DRIVING
7
SCAVENGE
6
ABILITYOnce per game, may destroy a Road Blockade or Barricade without a dice roll. When passing through Military Base spaces, draw 2 Supply Cards instead of 1.
STARTING BONUSBegins with 1 Explosive Charge (use to clear any obstacle instantly) and 1 extra Ammo.
SURVIVOR FACTIONS

Factions define your crew's overall play style, shared bonuses, and trade relationships. In Hybrid mode, factions compete — but must cooperate during global Event Card crises that affect all players.

THE SCAVENGERS
"Take what you can. Leave nothing behind."
FACTION BONUSDraw +1 Supply Card whenever your RV passes through a Ruins space.
TRADE PERKMay offer any commodity at a 2-for-1 rate; other factions cannot refuse a Scavenger trade on their turn.
WEAKNESSCannot form permanent alliances. Loses 2 VP if they end the game with fewer Supply Cards than they started with.
IRON MILITIA
"Strength. Order. Survival."
FACTION BONUSAll Combat rolls gain +2. Can hold 2 extra Ammo tokens over the normal limit.
TRADE PERKMay "tax" any player who passes through their Controlled Region for 1 commodity token.
WEAKNESSCannot gain VP from Science-related Scenario tasks. Loses 1 HP whenever retreating.
SCIENCE CORPS
"Knowledge is the only cure."
FACTION BONUSCure Sample Integrity degrades 50% slower (only drops every 5 turns instead of 3).
TRADE PERKCan offer Cure knowledge for commodities — trade 1 Science insight for 2 resource tokens from any player.
WEAKNESSLowest combat stats. Any failed Combat roll costs them an additional Health Token.
THE RENEGADES
"Rules are what the old world ran on. It's dead."
FACTION BONUSOnce per round, may move 1 additional space without rolling. Can use any card even if requirements aren't met.
TRADE PERKMay steal 1 commodity from any adjacent player on their turn with a successful D6 roll of 4+.
WEAKNESSCannot receive aid from other factions during Event Cards. All other players may vote to block a Renegade trade.
TURN STRUCTURE

Each player's turn follows this sequence. Complete all phases in order before passing to the next player (clockwise).

SAMPLE CHECK
Check the shared Cure Sample Integrity counter. If it's turn 3, 6, 9, etc. (multiples of 3 in standard mode), reduce it by 1. If it hits 0, read the Total Failure ending. Science Corps faction delays this to multiples of 5.
ROLL & MOVE
Roll 2D6. Move your RV pawn that many spaces along the board path. At junctions, you CHOOSE which branch to take before rolling. Moving onto a Red (Danger) space costs 1 extra Health Token as an entry toll.
LAND & RESOLVE
Resolve the space you landed on. Most spaces are: Draw 1 Event Card, Draw 1 Supply Card, Make a Decision (branching choice printed on board), Rest & Heal (+1 HP), Trade Post (trade commodities), or Upgrade Station (install RV upgrades).
EVENT RESOLUTION
If you drew an Event Card, read it aloud and apply its effect immediately. Some Events affect ALL players (marked with ☢ symbol). After resolving, discard — unless the card says "hold." If the deck runs out, shuffle the discard pile to form a new deck.
OPTIONAL ACTIONS
In any order: Trade commodities with any player in the same or adjacent region. Use Supply Cards from your hand (max 2 per turn). Offer/accept an alliance with another faction. Attempt a Repair action on your trailer (costs Tool Kit).
END TURN CHECK
Discard down to the hand limit of 5 cards. Check if you've completed any Scenario tasks — mark them on the Scenario Card. If a player has 0 Health Tokens, they are incapacitated: skip next turn and lose 1 held Supply Card. Play passes clockwise.
CARD TYPES
⚠️ EVENT CARDS
40 CARDS IN DECK

Drawn when landing on Event spaces (marked !) or at certain crossroads. Read aloud and resolve immediately. They force decisions, apply damage, alter the board, or create opportunities.

  • Radioactive Tornado (all players roll vs storm)
  • Zombie Horde Ambush (combat check)
  • Alien Signal Detected (choose to investigate)
  • Mutant Rat Swarm (lose supplies or HP)
  • Faction Missile Strike (targeted player damage)
  • Electromagnetic Pulse (all electronics disabled 1 turn)
  • Survivor Refugee Camp (gain ally or pass)
  • Nuclear Meltdown Nearby (all sample integrity –1)
  • Giant Scorpion Den (combat or detour)
  • Rogue Military Drone (forced toll payment)
πŸ“¦ SUPPLY CARDS
40 CARDS IN DECK

Drawn from Supply Deck or found at specific board spaces (Prepper Bunkers, Military Bases, Crashed Aircraft). Hold up to 5 in hand. Play at any time unless restricted.

  • Tool Kit (repair trailer, fix RV)
  • Med Kit (restore 2 Health Tokens)
  • Experimental Serum (50/50 bite cure roll)
  • Ammo Cache (combat +3 on one roll)
  • Fuel Canister (move +2 spaces extra)
  • Water Filter (avoid dehydration events)
  • Hazmat Suit (immune to radiation 1 turn)
  • Military Rations (prevent starvation events)
  • Scrap Metal (required for RV upgrades)
  • Satellite Uplink (peek 3 event cards)
πŸ—’️ SCENARIO CARDS
4 MISSION CARDS

One is drawn at setup and placed face-up. The group must complete ALL tasks on the Scenario to unlock the Best Ending. Competitive players can sabotage scenario progress.

  • THE CURE — Synthesize the antidote
  • RESCUE MISSION — Save 3 survivor groups
  • RESOURCE RUN — Stockpile 12 supply units
  • THE LAST BROADCAST — Restore comms & transmit data
πŸͺ™ TRADE COMMODITIES
60 TOKENS

Represented as physical tokens (or printed cards). Players can trade freely during the Optional Actions phase. Some board spaces have fixed exchange rates.

  • SPAM-X (meat substitute, high value)
  • TWINKOID (legendary shelf-life snack)
  • RAD-FUEL (irradiated but burnable)
  • PURIFIED WATER (always high demand)
  • BRAIN RATIONS (suspicious but effective)
  • SCRAP ALLOY (crafting currency)
🚩 FACTION ACTION CARDS
4 PER FACTION · 16 TOTAL

Each faction starts with 4 unique Action Cards (held in hand, not drawn from decks). Play once per game each. Very powerful — use wisely.

  • SCAVENGERS: "Loot Everything" — draw 4 supply
  • SCAVENGERS: "Salvage Run" — recover any discarded card
  • MILITIA: "Martial Law" — block any trade this round
  • MILITIA: "Air Strike" — remove any road blockade
  • SCIENCE: "Breakthrough" — restore sample integrity +2
  • SCIENCE: "Inoculate" — prevent one bite infection
  • RENEGADES: "Ghost Mode" — invisible to events 1 turn
  • RENEGADES: "Hijack" — take 2 supplies from any player
SAMPLE CARDS
☢ RADIOACTIVE TORNADO
EVENT CARD · GLOBAL

A swirling column of irradiated debris tears across the wasteland. ALL players must roll D6 immediately.

1–2: Lose 1 HP + 1 Supply
3–4: Lose 1 HP only
5–6: You found shelter — no damage
Hazmat Suit negates entirely.
πŸ“¦ PREPPER BUNKER CACHE
SUPPLY CARD · LOCATION FIND

You stumble across a fully stocked prepper bunker. Someone was very paranoid — and very prepared.

Draw 3 Supply Cards immediately. If you have a Tool Kit, draw 4 instead. This card cannot be traded or stolen.
πŸ—’️ THE CURE
SCENARIO CARD · COOPERATIVE MISSION

The samples degrade fast. If you don't synthesize the cure at the mountain lab, no one will.

☐ Collect 4 Lab Supplies
☐ Reach Mountain Facility with Integrity 3+
☐ Perform Cure Synthesis (Science check D10 ≥ 7)
WIN: +10 VP to all players
πŸͺ™ TWINKOID
TRADE COMMODITY · LEGENDARY

It survived a nuclear war. It survived three pandemics. It survived you touching it. The Twinkoid endures.

Trade Value: 3 standard commodities
Can be used as emergency ration (prevents Starvation event once). Renegades cannot steal Twinkoids — everyone protects them.
DICE & SKILL CHECKS
🎲🎲2D6
MOVEMENT
Roll to move. Add role Driving stat bonus on Highways. Total is your spaces moved.
🎲1D6
COMBAT / EVENTS
Used for most Event Card resolutions and combat encounters. Higher = better.
🎯1D10
FATE / SCIENCE
Used for high-stakes decisions: serum rolls, cure synthesis, and Scenario task checks.
πŸ”1D4
SCAVENGE
Used at Ruins/Bunker spaces to determine how many Supply Cards you may search through.
SKILL CHECK SYSTEM

When a card or space requires a Skill Check, the player rolls the indicated die and adds their relevant role stat bonus (capped at +3 regardless of stat value). Compare the result to the difficulty number shown.

Easy: Target 4  |  Standard: Target 6  |  Hard: Target 8  |  Extreme: Target 9+ (D10 only)

Other players in the same region may assist by "lending" 1 point from their matching stat — but only one helper per check. Faction Action Cards can modify results after the roll.

THE BITE ROLL (Special D10 Rule)

When a player is Bitten, they must immediately roll the D10 (Fate Die). Before rolling, choose one of three responses:

πŸ”ͺ AMPUTATE: No roll needed. Automatically survive but permanently lose –2 from one stat (player chooses which).

πŸ§ͺ SERUM: Roll D10. 7 or higher: Survive, gain temporary Immunity marker (+1 to future Bite rolls). 6 or lower: Infection spreads — you have 2 turns before turning. Other players must make the Mercy Decision.

⏳ WAIT & MONITOR: Roll D10 each of the next 2 turns. If you roll 9+ twice, the infection clears. Otherwise, you turn on the second failure. High risk, high reward.

RESOURCES & COMMODITIES

Track resources on your Faction Board. Each resource has a capacity limit. Exceeding it requires discarding or trading immediately.

❤️HEALTHMAX 5 PER PLAYER · restored by Med Kits, Rest spaces, Medic ability
FUELMAX 6 UNITS · RV uses 1 per turn on rough terrain; 0 on Highway
πŸ”©SCRAPMAX 8 UNITS · used for RV upgrades; found at Ruins spaces
πŸ’ŠMEDICINEMAX 4 UNITS · used for bite treatment and Medic actions
πŸ’§WATERMAX 5 UNITS · mandatory: lose 1 HP per turn if empty (Badlands zones)
πŸ”«AMMOMAX 6 UNITS · spent on combat rolls for bonuses; required for some events
🧬LAB SUPPLIESMAX 4 UNITS · required for Scenario tasks and Cure Synthesis
πŸ“‘INTELMAX 3 UNITS · trade for event previews; required for Broadcast Scenario
TRADE POST RULES

When two RV pawns are in the same region OR an adjacent region (not just same space), they may trade freely during the Optional Actions phase. Proposed trades must be offered openly — secret deals are banned in cooperative mode, permitted in competitive.

At designated Trade Post board spaces, players may convert commodities at official exchange rates posted on the board space, regardless of other players' presence.

BOARD REGIONS

The board is divided into seven distinct regions. Each has a Danger Level (1–4), special terrain effects, and unique encounter flavors. Some spaces within each region have special rules printed on them.

🏚️ THE RUINS — Starting Zone
DANGER LEVEL 1 · URBAN DECAY
Collapsed city streets and abandoned buildings. Rich in scrap but riddled with undead stragglers. The journey begins here, at a crumbling fuel station at the edge of the old world.
πŸ”© Scavenge: Draw 1 extra Supply Card when passing Ruins spaces.
⚠️ Any roll of 2 (snake eyes) triggers a random Zombie Encounter.
πŸ›£️ DEAD HIGHWAY
DANGER LEVEL 1 · OPEN ROAD
Cracked asphalt stretching across barren flatlands. Fastest route but completely exposed. Abandoned vehicles provide occasional scrap. Watch for ambushes at the collapsed overpass.
🚐 Driving bonus: Add +1 to all movement rolls on Highway spaces.
πŸŒ‰ The Collapsed Bridge decision point is in this region.
πŸ™️ THE DEAD CITY
DANGER LEVEL 2 · HIGH DENSITY
Towering ruins of the old metropolis. High zombie density but also high reward — hospitals, hardware stores, and police armories wait. The distress signal comes from within these towers.
πŸ“¦ Rich supply zone: All Supply draws here yield 2 cards.
☠️ Every Event Card in this zone gains the [HORDE] tag — affects all players in city.
☢️ THE BADLANDS
DANGER LEVEL 3 · RADIOACTIVE WASTES
Scorched earth and glowing craters. The ruins of a nuclear facility pulse with sickly light. Water is scarce. Radiation sickness is constant. Moving through this zone without protection costs.
πŸ’§ MANDATORY: Pay 1 Water token per turn spent in Badlands or lose 1 HP.
🧬 Hazmat Suit provides full immunity. Radiation events deal double damage here.
πŸͺ– IRON FORTRESS
DANGER LEVEL 2 · MILITARY ZONE
A heavily fortified military compound, now abandoned. Or is it? Signs of recent activity suggest someone is still running operations here. The armory is worth the risk.
πŸ”« Military Bases in this region yield Ammo + 1 Supply Card.
⚔️ Iron Militia faction may pass without event checks — others must roll entry.
🌿 TOXIC VALLEY
DANGER LEVEL 3 · CHEMICAL WASTELAND
A lush-seeming valley that glows the wrong shade of green. Chemical plant runoff turned this place into a beautiful nightmare. Mutated creatures lurk in the mist.
🧬 Lab Supplies found here (draw 1 per visit).
πŸ¦‚ Giant creature events are twice as common — combat checks mandatory.
πŸ”️ THE MOUNTAIN FACILITY
DANGER LEVEL 4 · FINAL ZONE
The destination. A sprawling research complex carved into the mountainside. Overrun or locked down — possibly both. Every path in has a cost. Every choice here echoes through the ending you reach.
🎯 Three Entry Options: Force, Stealth, or Signal. Each leads to different endings.
🧬 All Scenario tasks must be completed BEFORE entering to access Best Ending.
MAJOR DECISION POINTS

These eight decision points are printed on specific board spaces. When a player's RV lands on them, the group pauses — the active player makes the choice (or the group votes in cooperative mode). The decision is final and cannot be undone.

1THE FUEL STATION · Starting Region
πŸ” Search Station
Gain: Roll D4 Supply Cards drawn. Risk: Roll D6 — on 1–2, trigger a Zombie Encounter before leaving.
🚐 Leave Immediately
Gain: No time lost, move next turn with +1. Lose: No bonus supplies. Critical resource shortage later.
2THE COLLAPSED BRIDGE · Dead Highway
πŸ’¨ Attempt the Jump
Roll D10. 7+: Cross (fastest route). 6 or less: RV takes 3 damage — lose 2 HP + 1 Supply, forced to repair before proceeding.
πŸ™️ City Detour
Takes 2 extra turns. Enter Dead City region — high supply zone but mandatory Horde Event Card draw on entry.
πŸ”§ Engineer Crossing
Requires 1 Tool Kit. Roll D6 vs. Difficulty 5 + Driving stat. Success: Cross safely. Fail: Lose Tool Kit, take City Detour.
3THE DISTRESS SIGNAL · Dead City
πŸ“‘ Respond & Investigate
Roll D6. 5–6: Friendly survivors — gain 1 Ally token (+1 to all checks until Badlands). 1–4: Ambush — lose 2 HP and 1 Supply Card.
πŸ“΅ Ignore Signal
No risk. No reward. Lose 1 VP (cowardice penalty). The screams fade behind you.
4THE BITE · Triggered by Combat Failure or Event Card
πŸ”ͺ Amputate
Survive. Lose –2 from one stat permanently. Gain Survivor Scar token (+1 VP at game end — you're a legend).
πŸ§ͺ Use Serum
Roll D10. 7+: Full survival + Immunity marker. 4–6: Bought time — 2 turns before turning. 1–3: Turn this turn — Mercy Decision begins.
⏳ Wait & Monitor
Roll D10 each of next 2 turns. 9+ twice: Miraculous recovery. Any other result: infection progresses to Mercy Decision on turn 2.
5TRAILER BREAKDOWN · Can Occur in Any Region
πŸ”© Full Repair
Cost: 1 Tool Kit + 2 Scrap + 1 turn. If Zombie event triggers during repair, repair is interrupted — must restart next turn.
✂️ Detach Trailer
Lose all Lab Supplies and Cure Samples on trailer. Survival mode only — Cooperative Best Ending is no longer accessible.
πŸ› ️ Temp Fix
Free action. No supplies needed. Roll D6 at start of each future turn — on a 1 or 2, the trailer breaks again (permanent fix required).
6THE DUST STORM · Badlands Region
πŸŒͺ️ Drive Through
Roll Driving check (D6 + Driving stat vs. 7). Success: Skip ahead 3 spaces. Fail: RV crash — lose 3 HP and 1 upgrade tile.
🏚️ Shelter In Place
Skip your next movement phase (lose 1 turn). Safe from storm. But roll D6 — on 1–2, zombie infiltration occurs during shelter.
πŸ—️ Find Structure
Roll D6 to locate shelter. 4+: Safe refuge + draw 1 Supply Card. 1–3: False shelter — it's a trap. Ambush event fires.
7FACILITY ENTRY · Mountain Facility
πŸ’₯ Force Entry
Fast but loud. Draw 2 Event Cards immediately (resolve both). If either is a Zombie card, a Horde enters the facility — combat required before reaching the lab.
πŸ” Stealth Entry
Requires Scout check (D6 + 4 vs. 8). Success: Enter silently, no events. Failure: Detected, draw 1 Event Card. Ghost Quinn auto-succeeds this check.
πŸ“‘ Signal Survivors Inside
Roll D6. 5–6: Friendly scientists open the door (skip all entry events). 1–4: Signal intercepted — hostile faction responds. Trade or fight.
8THE FINAL DECISION · Inside the Mountain Lab
⚗️ Synthesize Cure Now
Science check D10 vs. 7. Success (with stabilized lab): Cure Complete — Best Ending. Success (without): Partial cure, Good Ending. Fail: Explosion, Worst Ending.
πŸ”§ Stabilize Lab First
Costs 1 extra turn + 2 Lab Supplies. Reduces Synthesis check difficulty from 7 to 5. Strongly recommended with Integrity below 4. Dr. Voss gets D10 advantage.
πŸ’Ύ Upload Data & Escape
No cure created, but data preserved. Partial Ending. All surviving players gain 3 VP each. "The future might finish what you started."
THE ARGUS — RV UPGRADES

The Argus starts with base stats (see below). Upgrades are installed at Upgrade Station board spaces or by spending supplies during the Optional Actions phase. Each upgrade uses a physical tile placed on your RV card. Max 3 upgrades per category.

BASE STATS — THE ARGUS RV
ENGINE
350hp
ARMOR
4
FUEL CAP
6
WEAPONS
1
LAB GRADE
B
⚙️ TIER 1 UPGRADES · COST: 2 SCRAP EACH
Reinforced Frame2 SCRAP
+2 Armor. RV can absorb 1 extra damage before losing HP.
Turbo Intake2 SCRAP
+50hp. Add +1 to movement rolls on Highway spaces.
Roof Rack Storage2 SCRAP
Increase Supply Card hand limit from 5 to 7.
Basic Water Filter2 SCRAP
Reduces Badlands water consumption by half (round up).
πŸ”© TIER 2 UPGRADES · COST: 4 SCRAP + 1 LAB SUPPLY
Bull Bar Ram4 SCRAP + 1 LAB
Auto-clear Roadblock spaces. +3 to combat when ramming.
Mobile Medical Bay4 SCRAP + 1 LAB
Dr. Voss can restore +1 HP to all crew once per game. Cure Synthesis difficulty –1.
Rooftop Minigun4 SCRAP + 1 AMMO
Weapon stat +3. Once per game: auto-resolve one combat event without rolling.
Solar Array4 SCRAP + 1 LAB
Generates 1 Fuel per turn automatically when not in Badlands zone.
πŸ† TIER 3 UPGRADES · COST: 6 SCRAP + 2 LAB SUPPLY + 1 FUEL
DAMNATION ENGINE6 SCRAP + 2 LAB + 1 FUEL
700hp · +2 to all movement. Immune to Storm events (just drives through).
ADVANCED LAB TRAILER6 SCRAP + 2 LAB + 1 FUEL
Sample Integrity can no longer fall below 3. Cure Synthesis gets D10 advantage (roll twice, take higher).
FORTRESS ARMOR PLATING6 SCRAP + 2 LAB + 1 FUEL
+6 Armor total. All combat damage is halved. Other factions cannot Hijack from you.
SATELLITE COMMAND CENTER6 SCRAP + 2 LAB + 1 FUEL
Once per game, preview the top 5 Event Cards and remove 2. Required for "The Last Broadcast" Scenario win.
SCENARIO CARDS

Draw 1 Scenario Card at setup and place it face-up in the center of the table. In cooperative mode, ALL players must collectively complete it for the group to access the Best Ending. The tasks are trackable — check them off as completed. Uncompleted tasks reduce final VP.

SCENARIO A
🧬 THE CURE

The Red Rage virus still spreads. The mountain lab is the last place on Earth where a cure can be synthesized. You carry the only viable samples. The world ends or survives in your hands.

Collect at least 4 Lab Supply units before reaching the Mountain Facility.
Keep Cure Sample Integrity at 3 or above upon arrival.
Have at least 1 player with the Virologist or Medic role active (not incapacitated).
Successfully pass the Cure Synthesis check at Final Decision Point 8.
WIN CONDITION: All 4 tasks completed → Humanity Has Hope Ending (+15 VP split equally, +5 bonus to Dr. Mara Voss player).
SCENARIO B
πŸš‘ RESCUE MISSION

Scattered survivor groups across the wasteland sent distress calls before their radios died. They can't make it alone. You can reach them — if you choose to risk the detours.

Respond to and successfully resolve the Distress Signal event (Decision Point 3).
Rescue survivors from the Dead City region (land on Survivor Camp space + pass D6 ≥ 4 check).
Escort at least 1 Ally token to the Mountain Facility without losing them to events.
Reach the facility with 2+ Health Tokens remaining per active player.
WIN CONDITION: All 4 tasks completed → The Living Carry On Ending (+12 VP split, rescued survivors grant +2 VP each at game end).
SCENARIO C
πŸ“¦ RESOURCE RUN

The facility is operational but stripped bare. Without sufficient supplies, no research can happen. The mission: loot the wasteland so thoroughly that even ruin becomes hope.

Accumulate 12 total Supply Card draws across all players before the final zone.
Locate and loot at least 1 Prepper Bunker space and 1 Crashed Aircraft space on the board.
Arrive at Mountain Facility with at least 3 different resource types still in stock.
Do not allow any player to reach 0 Supply Cards at any point during the game.
WIN CONDITION: All 4 tasks completed → The Supply Chain Survives Ending (+10 VP base, +1 VP per unused Supply Card in all players' hands at end).
SCENARIO D
πŸ“‘ THE LAST BROADCAST

The world went silent. There are still survivors out there, hiding in the dark, losing hope. You have the equipment and the will. Restore the signal. Tell the world there's still a reason to fight.

Collect 3 Intel tokens before entering the Mountain Facility zone.
Install the Satellite Command Center Tier 3 RV upgrade at any point during the game.
Successfully navigate the Facility Entry via Stealth or Signal option (Decision Point 7).
Upload data before synthesizing or abandoning the cure (choose Upload at Decision Point 8 first, then retry cure).
WIN CONDITION: All 4 tasks completed → Signal Restored Ending (+13 VP split. For 1 full round after broadcast, all surviving players gain +2 to all rolls as a "hope bonus").
ENDINGS

The ending you reach is determined by the choices made throughout the game, not just the final decision. Some endings lock out others. The ending is read aloud by the active player at the Mountain Facility — or by anyone still standing.

πŸŒ…ENDING I · COOPERATIVE BEST ENDING+15VP
HUMANITY HAS HOPE
The cure is synthesized. The data is uploaded. For the first time in three years, there is a path forward. The mountain lab broadcasts the formula on all frequencies. Somewhere out there, someone hears it. The last drive was worth it.
πŸ“‘ENDING II · GOOD ENDING+12VP
SIGNAL RESTORED
You didn't finish the cure — but the data and the knowledge survive. Scientists somewhere can pick this up and finish the work. The broadcast reaches three known survivor colonies. They call back. Hope has a name again.
πŸ›£️ENDING III · PARTIAL ENDING+6VP
THE ROAD GOES ON
You made it. The cure didn't — but you did. You detached the trailer, you abandoned the mission, but you're alive. That counts for something. Maybe. On the long road into the unknown, you try not to think about what you left behind.
😒ENDING IV · TRAGEDY ENDING+3VP
MERCY
Your partner turned. You had a choice. What you did next defines who you are now. The RV keeps moving. There's still a mission. But part of you stayed back there, in that moment, and you're not sure it's coming back.
πŸ’€ENDING V · FAILURE ENDING0VP
TOTAL FAILURE
The RV is silent. The samples are gone. No one reached the facility in time — or no one reached it whole. The world doesn't end with a bang. It ends with the engine dying, and no one left to restart it.
THE MERCY DECISION (Special Rule)

If a player's character turns (fails all Bite rolls), the remaining players face a group vote: SAVE THEM or END THEM.

SAVE THEM: The infected player remains in the game but is now controlled by the group as an NPC "Turned Ally" — they can still trigger events and move, but lose all role abilities and cannot draw cards. They count as a burden: group loses 1 VP at the end per "saved-turned" character.

END THEM: The player is eliminated. They receive the Mercy ending bonus (+3 VP) and can spectate, advising remaining players. The Mercy Ending is the only way to "win" after elimination.

VICTORY POINTS

In competitive and hybrid modes, individual VP determines the winner. Count VP at game end when all players have resolved the ending. Ties are broken by most Health Tokens remaining.

ACTION / ACHIEVEMENTVP EARNEDNOTES
Reach the Mountain Facility+5All players who arrive
Complete Scenario (all 4 tasks)+10–15Shared in coop mode
Complete individual Scenario task+2Even if full scenario fails
Survive without being Bitten+3Pristine survivor bonus
Survive a Bite (any method)+2Scar token bonus
Install a Tier 3 RV Upgrade+3Per upgrade installed
Rescue a Survivor Group+2Per group escorted to end
Respond to Distress Signal (success)+2
Never detach the lab trailer+4Bonus for keeping samples intact
Cure Sample Integrity 7+ at facility+3Exceptional preservation
Trade with every other faction+2Merchant achievement
Win a combat without losing HP+1Per clean combat victory
Ignore Distress Signal–1Cowardice penalty
Detach Lab Trailer–3Lost the cure samples
Allow a player to turn (no Mercy)–2Failure of care penalty
Allow Cure Sample Integrity to hit 0–5Mission failure penalty
BUILT-IN SCIENCE CONCEPTS

Every major game mechanic connects to a real scientific or engineering principle. Use these as discussion anchors in classroom play.

🧬 VIROLOGY & EPIDEMIOLOGY
  • Bite Transmission: Bloodstream infection mechanics mirror how real pathogens spread. Why does amputation work? What does that tell us about how the virus travels?
  • Serum Roll (D10 ≥ 7): Experimental treatments have real success rates. Discuss how clinical trial probabilities are determined.
  • Sample Integrity Track: Biological samples degrade over time (RNA especially). Why must real vaccines be kept cold? What is a "cold chain"?
  • Immunity Marker: After surviving a serum roll, the player gains immunity — a game mechanic for acquired immune response. How does vaccination replicate this?
  • Cure Synthesis Check: The D10 ≥ 7 requirement reflects that drug synthesis has failure points. What causes a cure to "fail" in real pharmaceutical development?
⚙️ MECHANICAL ENGINEERING
  • Trailer Repair: Load-bearing axle failure. What forces act on a loaded trailer? Why does speed matter for axle stress?
  • Bridge Jump (Decision Point 2): Projectile physics, RV mass, and launch angle. Could a heavy vehicle actually make that jump? Students can calculate.
  • Engine Upgrades (HP): What is horsepower, really? Discuss torque vs. horsepower and why a heavy RV needs different specs than a sports car.
  • Solar Array Upgrade: Photovoltaic energy conversion. What determines how much power solar panels generate?
  • Water Filter: Filtration mechanics — discuss activated carbon, UV sterilization, reverse osmosis. Why does irradiated water require more than a standard filter?
🧠 DECISION THEORY & ETHICS
  • Risk vs. Reward: Every Decision Point models expected value calculations. When is a risky choice mathematically worth it?
  • The Mercy Decision: A direct ethics thought experiment — does the mission override individual loyalty? Is it mercy or murder?
  • Cooperative vs. Competitive: Game theory — when does cooperation produce better outcomes than competition? What causes defection (Renegade faction behavior)?
  • Triage Logic (Amputate vs. Serum vs. Wait): Medical triage under resource scarcity. How do ER doctors make these calls in real disasters?
CLASSROOM GUIDE
πŸ“š FOR EDUCATORS — IMPLEMENTATION GUIDE
WRITING PROMPTS (Quick, 5–15 min)
  • You find a distress signal but investigating will cost you 2 hours. Write the internal debate your character has before deciding.
  • Your partner just rolled a 2 on the serum check. They're turning. Write the next 90 seconds.
  • Describe the inside of The Argus in the moment you first board it. What does it smell like? What sounds does it make?
  • You chose to leave the trailer behind. The cure is gone. Write a journal entry that night.
  • You reach the Mountain Facility. Write the radio message you send out after completing (or failing) the cure.
  • You find a prepper bunker stocked by someone who prepared for exactly this — but left behind a diary. Write the last three entries.
  • Two factions must decide whether to trust each other. Write the negotiation from BOTH sides.
DISCUSSION QUESTIONS (15–30 min)
  • When does individual survival justify abandoning the group mission? Can it ever be the "right" choice?
  • The Renegades can steal and exploit. Does the apocalypse change what's ethical — or just what's possible?
  • What's the actual science behind why the Cure Sample degrades? What real diseases or vaccines work similarly?
  • In Hybrid mode, factions compete but must cooperate in crises. What real-world situations mirror this structure? (Hint: think international relations, climate policy, pandemics.)
  • Is the Mercy Decision an act of compassion or execution? Does intent change the ethics of the act?
  • How does the game's Cure Synthesis check reflect real drug development timelines and failure rates?
EXTENDED PROJECTS (Multi-day)
  • Design a New Faction: Students create a new survivor faction with unique abilities, weaknesses, backstory, and faction action cards. Must be balanced against existing factions.
  • Engineer the Argus: Students research real armored vehicle specs and design a technically accurate post-apocalyptic RV. What real modifications exist? What's physically possible?
  • Virus Report: Students research a real-world pandemic (Ebola, COVID-19, 1918 Flu) and write a report connecting the game mechanics to real epidemiological data.
  • Create an Event Card Set: Students design 10 original event cards — each must include a real-world scientific concept, a decision, and balanced risk/reward. Then play-test them.
  • Choose Your Own Ending: Students write an alternate ending for any of the five endings — must include a scientifically accurate explanation for how the cure succeeded or failed.
CLASSROOM MANAGEMENT TIP: For full class play (20–30 students), divide into 4–5 faction teams. One board, teams take turns as a faction. Use a document camera to display the board. Assign team roles: Driver (moves the pawn), Strategist (makes decision calls), Scientist (handles all dice checks), Quartermaster (tracks resources), and Scribe (records all choices for the post-game reflection essay).
// RED RAGE: THE LAST DRIVE · CHOOSE YOUR OWN ADVENTURE BOOK //
THE ADVENTURE BOOK

This section is the full student-facing Choose Your Own Adventure narrative. Print separately or distribute digitally. Page numbers correspond to story branches — navigate by following the "Turn to page X" instructions at each choice point.

πŸ“– HOW TO READ THIS BOOK

Do NOT read this book front to back. Start at Page 1 and follow the instructions at the bottom of each page. Your choices drive the story. Every decision has consequences. Some paths lead to victory — others to tragedy. There is one hidden "perfect path" that requires consistently smart, science-backed decisions. Can you find it?

SCIENCE CHECK pages require real reasoning — your teacher may ask you to justify your choice in writing before turning to the outcome page. DANGER pages mean someone's health is at stake. DECISION pages are the story's eight major crossroads.

// PAGE 1 · START HERE

The engine hums low beneath your feet.

Dust rolls across the cracked highway like waves on a dead ocean. You grip the dashboard of The Argus — a reinforced RV patched together from steel plates, scavenged parts, and stubborn hope. Through the windshield, the ruins of the old world stretch in every direction.

Behind you rattles the lab trailer. Inside it, sealed in a temperature-controlled case: the last viable samples to create a cure for Red Rage. The virus that ended civilization didn't kill everyone — it just turned them against each other. Hyper-aggressive. Blood-red eyes. Eventually, there's nothing left of the person you knew.

Your mission: reach the Mountain Research Facility, 300 miles north, before the samples degrade.

Your partner looks at you. It's time to choose who you are.

Play as Dr. Mara Voss (Virologist) — the scientist who built the sample case with her own hands → Turn to Page 2
Play as Jax Calder (Mechanic/Driver) — the only person who can keep The Argus moving through hell → Turn to Page 3
// PAGE 2 · DR. MARA VOSS

You adjust your cracked glasses, eyes on the sample case through the rear-view camera. The temperature display reads: 4°C. Good. For now.

You've spent eleven years studying filoviruses. You designed the containment protocol for Red Rage's early outbreak. You know, better than anyone, exactly how fast those samples will degrade if the cooling system fails. You have maybe five days. Less if the heat rises.

You don't just carry supplies. You carry time — and time is running out.

Continue to the first decision → Turn to Page 4
// PAGE 3 · JAX CALDER

You tap the steering wheel twice — your ritual. The engine responds with a low, even rumble.

Good girl.

You know every sound this rig makes. The way the chassis shifts under a heavy load. The subtle knock that means the left rear tire is 2 PSI low. The hesitation in second gear when it's cold. Out here, one mechanical mistake doesn't mean calling roadside service. It means being stranded in zombie country with a trailer full of the world's last hope.

No pressure.

Continue to the first decision → Turn to Page 4
// PAGE 4 — DECISION POINT 1 DECISION · THE FUEL STATION

The Argus rolls into an abandoned fuel station at the edge of the old highway. The pumps are long dead, but the convenience store beside them might still have something worth taking. Wind whistles through a broken window. The roof has partially collapsed on one side.

You have time — but you might not later. The Mountain Facility is 300 miles north. You don't know what's between here and there. What you do know: you're short on med kits, and Jax has been eyeing the fuel gauge for the last hour.

The clock is ticking.

Search the station for supplies — it's worth the risk → Turn to Page 5
Leave immediately — time is more valuable than supplies → Turn to Page 8
// PAGE 5 — INSIDE THE STATION

The door creaks like a protest. You step inside.

Shelves. Overturned, mostly — but some intact. A med kit in the back. Fuel canisters. A tool bag someone dropped in a hurry. Your heart rate picks up. This is more than you hoped.

Then —

CRASH.

A shelf in the back corner topples. From the darkness behind the counter, a low sound — not quite a growl, not quite breathing. Red eyes catch the light from the broken window.

They haven't seen you yet.

Fight through them — you need those supplies → Turn to Page 6
Duck behind the counter and stay absolutely silent → Turn to Page 7
Grab what's closest and run for the back exit → Turn to Page 9
// PAGE 6 — FIGHT DANGER

The metal pipe from the shelf feels solid in your hands. Not ideal — but you've worked with worse.

You step out from behind the display rack. The first one turns toward the sound — and you swing.

Bone connects with metal. The thing drops. Another lunges from the left, faster than expected. Teeth snap at your forearm. You twist away, but it's close. Too close.

You back toward the door with your supplies. A third one emerges from the walk-in refrigerator, knocking aside the door with its whole body weight.

If you were careful — if you kept your distance and fought smart → Turn to Page 10 (you escape with full supplies and no injury)
If you went in reckless — if you fought close and hard → Turn to Page 11 (the cost of aggression)
// PAGE 11 — BITTEN DANGER

Teeth.

Your arm. A sharp, tearing sensation you've read about in case files but never felt until now.

You stumble backward, slamming through the door into the sunlight. Jax is already moving — eyes on your arm, face unreadable.

"How bad?" they ask.

You look down. The blood is already spreading through your sleeve. You know what this means. You've known since year one of the outbreak. The virus enters the bloodstream through saliva contact with broken skin. From here, it travels to the brain stem in hours.

You have maybe ninety minutes to decide what happens next.

Go to The Bite Decision → Turn to Page 20
// PAGE 7 — HIDE

You press yourself behind the counter. Don't breathe. Don't move. Don't think about the fact that there's a cockroach three inches from your left hand.

The shuffling gets closer. Red light flickers across the ceiling as one of them passes the window. Another knocks into the shelving unit. Canned goods roll across the floor.

Then — quiet.

You wait another four minutes before moving. When you finally gather the supplies, you've lost time — but you're walking out intact. You load the fuel canisters, the med kit, and the tool bag into The Argus.

Supplies gathered, no injury. Continue → Turn to Page 10
// PAGE 9 — RUN

You grab the med kit. The tool bag. The fuel canister is too heavy — you leave it.

The back exit is a fire door. You hit it at full speed and it gives with a shriek of metal. You don't look back. Behind you, the sound of them getting closer, then the door slamming shut between you and them.

You make it. Half the supplies you wanted, but you're in one piece.

Partial supplies, no injury. Continue → Turn to Page 10
// PAGE 8 — STAY ON THE ROAD

You pull back onto the highway without stopping. Speed is survival. You know this. Whatever that station had, it wasn't worth the time.

Jax watches the fuel gauge. Mara watches the sample integrity readout. Neither of them says anything — but you both know the cost of this decision will come later, somewhere down the road, when you need something you don't have.

No supplies gained. No time lost. Continue → Turn to Page 10
// PAGE 10 — DECISION POINT 2 DECISION · THE COLLAPSED BRIDGE

You see it from half a mile away.

The highway bridge — the only direct crossing over the canyon — has collapsed. Not recently. The concrete has been crumbling for months, maybe longer. A forty-foot gap splits the road in half. Below: nothing but rock and shadow.

Three options. Each one costs something different.

Floor it — attempt the jump → Turn to Page 12
Take the long way through the Dead City → Turn to Page 13
Use what you have and engineer a crossing → Turn to Page 14
// PAGE 12 — THE JUMP DANGER

You back The Argus up two hundred meters. Jax grips the dashboard. Mara closes her eyes.

"This is either going to work," you say, "or it really isn't."

You floor it. The engine roars. The speedometer climbs — 40, 55, 70 mph. The ramp of broken concrete at the bridge's edge comes at you like a wall, and then —

Air. Silence. The ground beneath the tires disappears.

If The Argus has the Turbo Intake or Reinforced Frame upgrade, OR you used a Tool Kit earlier → Turn to Page 15 (you make it)
If you have no upgrades and no tools → Turn to Page 16 (the fall)
// PAGE 16 — THE FALL☠ ENDING: TOTAL FAILURE

The front of The Argus dips.

You're short. By three feet — maybe less. Three feet that feel like three miles as the nose of the RV clips the far edge and the whole chassis twists sideways in the air. You hear the sound of the trailer connection snapping. The lab trailer. The samples.

Then: the canyon wall. Then: nothing.

The road continues without you. The Red Rage continues without a cure. Somewhere out there, the world keeps ending in slow motion.

The mission is over. The world doesn't know your name. But you tried.

Go back to Page 10 and try a different choice — or start again from Page 1 with what you've learned.

// PAGE 13 — DEAD CITY DETOUR

The city rises around you as you turn off the highway.

Towers of glass and concrete, most of them darkened and broken. Cars pushed to the sides of roads by the military in the first weeks — back when there still was a military. Street signs bent at angles that make no sense. A pharmacy with the doors still open, the interior picked clean years ago.

Then — your radio crackles.

"...anyone... please, if anyone can hear this... we have children... the building on Fifth and—"

Static. Silence.

Answer the signal and go to the source → Turn to Page 17
Turn off the radio and keep moving → Turn to Page 18
// PAGE 17 — THE SIGNAL

The building at Fifth and Morrison is a converted office tower, ground floor windows barricaded with furniture and sheet metal. Someone put real thought into this.

You park on the opposite side of the street and watch for three minutes. Movement on the fourth floor. A hand waving from a broken window. No infected visible.

You go in.

Inside: fourteen survivors. Mostly adults, two children. They've been here for six weeks, rationing a month's worth of food. Their water filtration system broke two days ago. They can't leave — there's a horde on the north side of the building.

Trust them — offer to help clear the horde and take them with you → Turn to Page 19
Take the supplies they can spare and leave — you have a mission → Turn to Page 18
// PAGE 19 — AMBUSH (BAD OUTCOME)⚠ ENDING: HUMAN DANGER

The "survivors" were bait.

You were inside the building for ninety seconds before the doors sealed behind you. They had weapons — machetes, a shotgun, a length of rebar. They wanted The Argus. They wanted the trailer. And they were willing to do what it took to get it.

You don't make it out. The Argus — and the samples — are taken by people who probably don't even know what they're carrying.

The mission ends here. Not at the hands of the infected — but the living. The hardest truth of the apocalypse.

Return to Page 13 and reconsider your choices.

// PAGE 14 — ENGINEERING A CROSSING SCIENCE CHECK

You get out of The Argus and stand at the edge of the gap. Forty feet. You walk the length of it twice.

There's debris. There's a collapsed highway sign — solid steel — that could serve as a partial bridge if you could angle it right. There are heavy steel cables on the roadside barrier. If you had a Tool Kit, you could run cables, pin the sign, and create a crossing that would hold The Argus's weight — barely.

The physics work. You know they work. You just need the right equipment.

You have a Tool Kit (from searching the fuel station) → Turn to Page 15
You don't have a Tool Kit → Turn to Page 16 (you can't make it work — forced to take City Detour at Page 13)
// PAGE 15 — SUCCESSFUL CROSSING

Slow. Careful. Two miles per hour across a makeshift bridge held together by steel cable and calculated judgment.

The Argus groans. The sign flexes. For seven seconds, you're entirely sure it's going to give. Then the rear wheels clear the edge, and the metal holds.

You accelerate onto solid road. Behind you, the makeshift bridge collapses into the canyon.

You saved time. You saved the mission. And you proved, once again, that engineering beats impulse every time.

Continue north → Turn to Page 20 (The Bite section — skip to Page 21 if no one has been bitten yet)
// PAGE 18 — BACK ON THE ROAD

You turn the radio off.

The city passes. Mara stares out the window. Nobody says anything.

You gain an hour. You lose something else — something harder to quantify. In your chest, something that was already small gets smaller.

Then: Jax's arm.

"Hey." Their voice is careful, the way careful sounds when someone is trying not to alarm you. "Something happened back at the station. Before we left. I didn't want to say anything."

They pull back their sleeve. Your stomach drops.

The Bite. The moment you've been dreading → Turn to Page 20
// PAGE 20 — DECISION POINT 4 DECISION DANGER · THE BITE

The bite mark is real. The saliva transfer is complete. You know the biology better than anyone — the virus binds to ACE2 receptors in the vascular lining, then rides the bloodstream to the basal ganglia. From there, behavioral changes begin in approximately four hours. After eight, there's nothing left of the person you knew.

You have the tools. You have the knowledge. You do not have much time.

πŸ”ͺ Amputate immediately — stop the spread at the source → Turn to Page 22
πŸ§ͺ Inject the experimental antiviral serum — it might work → Turn to Page 23
⏳ Wait and monitor — the immune system sometimes fights it off → Turn to Page 24
// PAGE 22 — AMPUTATION

You don't hesitate. That's the thing no one talks about — that the decision isn't hard. It's terrible and it's certain and those are two different things.

You act fast. There's pain — more than you thought there would be, and you've seen a lot of pain. But the screaming stops. The bleeding stops. And the blood sample you test ten minutes later shows no viral markers in the systemic circulation.

It worked. The spread is stopped. The cost: mobility, function, and a memory that won't fade.

You drive north with one fewer hand on the wheel — and one more reason to finish this.

Survive. Continue → Turn to Page 21
// PAGE 23 — THE SERUM SCIENCE CHECK

The serum was your own work — three months in the lab before everything collapsed. You know the mechanism. It targets the viral replication proteins, binding to the same receptor site the virus uses to enter cells. In theory, it should outcompete the infection if administered early enough.

In theory.

The injection takes thirty seconds. Then you wait. The patient's pulse races. Temperature climbs two degrees.

If you administered it within 2 hours of the bite (you searched smart, didn't waste time) → Turn to Page 25 (it works)
If significant time has passed (city detour, multiple delays) → Turn to Page 26 (the window has closed)
// PAGE 25 — IMMUNITY

The fever breaks at hour three.

Pulse stabilizes. Respiration clears. The blood sample you pull at hour four shows something you have never seen in three years of research — the viral markers are present, but inactive. Encapsulated. Unable to replicate.

You sit back against the RV wall and stare at the sample vial for a very long time.

"Is that..." Jax starts.

"Immunity," you say. "Real immunity. Not just survival — resistance."

This changes everything. This changes the cure formula. You reach for your notebook.

Continue north with new data. Sample Integrity rises +1 (the immunity sample is now additional evidence) → Turn to Page 21
// PAGE 26 — TURNING DANGER⚠ DECISION: THE MERCY CHOICE

The serum didn't hold. You knew it might not — the viral load had too much of a head start.

By hour six, the behavioral changes begin. By hour seven, they're looking at you with eyes you don't recognize.

By hour eight, they say your name — and then stop saying anything that makes sense.

The RV is stopped on the side of the highway. The Mountain Facility is still 80 miles north. You have the samples. You have the mission.

And you have a choice that no rulebook prepared you for.

End it. The merciful, terrible, final thing. → Turn to Page 30
Refuse. Lock them in the trailer bay and go north alone. → Turn to Page 21 (with the weight of what you refused to do)
// PAGE 24 — WAIT AND MONITOR

You've read the case files. You know that approximately 0.3% of documented bites resulted in no transmission — likely due to immune response variation, saliva quantity, wound location, or individual genetics you don't yet understand.

You watch. You wait. Every hour, a blood draw. Every hour, you test for viral markers.

Hour one: markers present. Hour two: markers increasing. Hour three —

You waited too long. The infection is systemic → Turn to Page 26
// PAGE 21 — DECISION POINT 5 DECISION · TRAILER BREAKDOWN

The sound is wrong before you see the problem.

A sharp crack — not an explosion, not a tire — but something structural. The RV lurches to the right, and in the rear camera, you see the trailer fishtailing. You pull over.

The axle is cracked. The weight of the lab equipment has finally broken what the rough roads weakened. The trailer is going nowhere on its own.

The sample cooling system is still running — for now. But moving the trailer in this state risks snapping the axle entirely. Standing still risks the horde you spotted two miles back.

πŸ”© Stop and do a full repair (costs Tool Kit + time) → Turn to Page 27
✂️ Detach the trailer and continue without the samples → Turn to Page 28
πŸ› ️ Rigged temporary fix and hope for the best → Turn to Page 29
// PAGE 27 — FULL REPAIR

You work fast. Jax has the jack under the trailer in forty seconds. The cracked axle is salvageable if you reinforce it with the scrap tubing and brace it with cable.

You work. The horde sound is getting louder.

Eighteen minutes. Twenty. Twenty-two.

If you have a Tool Kit and at least 2 scrap metal → Turn to Page 31 (repair succeeds)
If you don't have the right supplies → Turn to Page 32 (overrun)
// PAGE 32 — OVERRUN☠ ENDING: TOTAL FAILURE

You couldn't finish in time.

The tools were wrong. The materials weren't enough. You were twenty minutes into a forty-minute job when the first of the horde crested the ridge, and then there were too many to count.

The mission ends here. Not with a bang. With the quiet sound of the cooling system still humming inside a trailer that no one will ever open again.

Return to Page 21. Different choices require different resources — and resources require planning ahead.

// PAGE 28 — ABANDON THE TRAILERπŸ”΅ ENDING: SURVIVAL ONLY

The coupling gives with a mechanical sigh.

In the side mirror, you watch the trailer grow smaller. The cooling unit is still running. The samples are still viable. But they're sitting on the shoulder of a broken highway, and you're accelerating north, and that's the end of the mission.

You make it to the Mountain Facility. You're alive. That counts for something. Most days, that feels like everything.

But some nights, you dream of that trailer. The sound of the cooling unit. The temperature readout that nobody's watching anymore.

You survived. The world didn't get its cure — not yet. But you're still here, and that's the beginning of something.

// PAGE 29 — TEMPORARY FIX

It's not elegant. It's cable and prayer and a level of optimism that the apocalypse usually punishes.

But it holds. For now.

You pull back onto the highway at reduced speed. Every mile, you watch the rear camera. Every mile, it holds. You try not to think about the moment it won't.

Continue north on a timer → Turn to Page 31
// PAGE 31 — DECISION POINT 6 DECISION · THE STORM

You see it before you feel it — a wall of dark amber rising from the south. A dust storm. Not the gentle kind. The kind that strips paint, fills lungs, and turns visibility to zero in under four minutes.

You have maybe six minutes to decide.

πŸŒͺ️ Drive through it — you can navigate by instruments → Turn to Page 33
🏚️ Pull over, seal the vents, and wait it out → Turn to Page 34
// PAGE 33 — THROUGH THE STORM DANGER

Visibility drops to three feet within ninety seconds. You're navigating by compass, by memory, by faith in the road you can no longer see.

The engine struggles against the debris pressure. The trailer — if you still have it — pulls hard to the right. There's something in the road. A stalled vehicle. A barricade. Something.

If your Driving stat is 7+ (Jax Calder, Ghost Quinn) → Turn to Page 35 (you navigate through)
Any other character → Turn to Page 36 (the crash)
// PAGE 36 — THE CRASH☠ ENDING: TOTAL FAILURE

Impact. The sound of the chassis folding. The windshield fracturing into a spiderweb of broken glass.

The RV is on its side. The trailer has separated. In the amber dark of the storm, you can hear the cooling system — still running, probably, inside what used to be the trailer — somewhere ahead or behind, you can't tell which.

The storm passes in forty minutes. There is no one left to see it clear.

Return to Page 31 and reconsider. The storm was a choice — not fate.

// PAGE 34 — WAIT OUT THE STORM

You pull as far off the road as possible, kill the engine, and seal every vent and window you have.

The storm hits like a wall. For thirty-seven minutes, you can't see anything. The RV rocks. Things hit the roof. Once — something large. You don't think about what it might have been.

When it clears: dust on every surface, but The Argus is intact. The trailer coupling held. The samples are cold.

You lost forty-five minutes. The Sample Integrity drops by 1.

But you're alive. And the road north is clear.

Continue to the Mountain Facility → Turn to Page 35
// PAGE 35 — FINAL APPROACH

The mountains appear through the dust haze like a promise.

You've driven through ruins, across improvised bridges, through storms and hordes and the worst that three years of collapse have left in the world. The Argus is scarred but running. The trailer — if you still have it — is battered but intact. The sample readout shows Integrity at whatever you've managed to preserve.

The Mountain Research Facility is ahead. Dark. Silent. You can't tell from here if anyone is inside.

One last decision. The most important one.

πŸ’₯ Break down the front gate — you're not waiting → Turn to Page 37
πŸ” Find another way in — slow, careful, quiet → Turn to Page 38
πŸ“‘ Try to contact survivors inside via radio → Turn to Page 39 (alternate entry)
// PAGE 37 — FORCE ENTRY DANGER

The gate gives under The Argus's bull bar with a scream of metal.

Alarms — somehow still powered, somehow still functional — begin blaring. Red lights strobe across the facility courtyard. And from the lower levels of the compound, through ventilation grates and broken windows, you hear movement. Too much movement.

The facility was overrun. And now everything in it knows you're here.

Fight your way to the lab → Turn to Page 41 (you arrive injured, lose 2 HP, but reach the lab)
Retreat and try alternate entry → Turn to Page 38
// PAGE 38 — STEALTH ENTRY

You leave The Argus hidden under a highway overpass half a mile from the facility. On foot, you find a maintenance hatch on the northwest face of the building — partially hidden by a collapsed solar array, almost invisible unless you knew to look.

You knew to look.

The hatch opens. The corridor beyond is dark and quiet. No alarms. No movement. Just the smell of recycled air and disused machinery.

You reach the lab in eleven minutes.

Stealth entry successful. No HP loss. → Turn to Page 41
// PAGE 39 — RADIO CONTACT

"Mountain Lab, this is The Argus. We have viable samples. We're outside the east perimeter. Does anyone copy?"

Static. Then: a voice.

"...Argus, we copy. Dr. Reyes — I'm patching you to the east access panel. Enter code seven-seven-alpha. Don't bring the RV inside. Something happened to the parking structure."

You enter the code. The door opens.

Friendly contact. Safe entry. Gain 1 Ally Scientist at the lab → Turn to Page 41 (+1 to Cure Synthesis check)
// PAGE 41 — DECISION POINT 8 DECISION · THE LAB

The laboratory is still intact. Somehow.

The equipment is powered — emergency solar, you think, or a fuel cell that was built to last. The synthesis stations are dusty but functional. The data servers are running, a small green indicator light pulsing steadily in the dark.

You set the sample case on the primary workstation. The Integrity reads whatever you've managed to preserve. The timer on the case shows: approximately six hours before the samples degrade past usefulness.

This is it. The last choice.

⚗️ Synthesize the cure immediately — you don't have time to wait → Turn to Page 42
πŸ”§ Stabilize the lab systems first, then synthesize → Turn to Page 43
πŸ’Ύ Upload all data and research, then escape → Turn to Page 44
// PAGE 42 — RUSHED SYNTHESIS DANGERπŸ”΄ ENDING: SCIENCE FAILURE

You rush.

You skip the calibration sequence. You bypass the temperature verification. You tell yourself you know what you're doing — and you do. But the equipment doesn't know you. The reagents are old. The synthesis protocol requires precision that haste cannot provide.

The compound destabilizes at Step 7. You have half a second to recognize it before the pressure in the reaction vessel crosses the threshold.

The explosion is small, as explosions go. But inside a sealed lab, carrying samples that took three years to preserve —

It is enough.

The data is gone. The samples are gone. You survived — barely. The road stretches back into a world with no cure and no answer.

Return to Page 41. Patience was always the answer.

// PAGE 43 — STABILIZE THEN SYNTHESIZEπŸŒ… ENDING I · HUMANITY HAS HOPE

You spend forty-five minutes on the systems — checking calibrations, running diagnostic protocols, aligning the synthesis pathways. It's the kind of work that can't be rushed. The kind of work that can't be faked.

Then you begin.

The synthesis takes four hours. You check it three times. The compound is stable, clean, and replicable. The formula is complete. The data is uploading to every server you can still reach.

Somewhere — in a shelter you'll never find, in a radio room operated by people you've never met — a signal arrives. Coordinates. A formula. A cure.

Jax finds you sitting on the lab floor at 4 AM, back against the synthesis station, eyes open, completely still.

"Did it work?" they ask.

You look up. You're smiling.

"Yeah," you say. "It worked."

THE LAST DRIVE IS OVER. THE CURE BEGINS.

// PAGE 44 — UPLOAD AND ESCAPE🟑 ENDING II · HOPE LIVES

You upload everything. Every data point. Every hypothesis. Every failure and every result from three years of work that nearly died a hundred times on the road to get here.

The cure isn't finished. You don't have time to finish it. But the roadmap exists now, broadcasting on every frequency you can reach.

Someone will receive it. Someone with a working lab, with the right equipment, with the time to do what you couldn't. Someone who doesn't have to drive 300 miles through a wasteland first.

You get back in The Argus. Jax starts the engine.

"Where to?" they ask.

You look at the signal strength readout. Three colonies are already responding.

"Wherever we're needed," you say.

THE DRIVE CONTINUES. THE HOPE SURVIVES.

// PAGE 30 — THE MERCY DECISIONπŸ”΄ ENDING IV · MERCY

They look at you. In that last moment — and you will spend the rest of your life arguing with yourself about whether it was really the last moment, whether there was still something of them left — they look at you.

What you do next is between you and whatever remains of the world's conscience.

You drive north. Alone.

You reach the Mountain Facility. You complete the mission — or you don't. But the part of you that was a team is gone now, left on the side of a highway that the map doesn't even show anymore.

You did what you could. Maybe that's enough. Maybe it has to be.

THE LAST DRIVE LEAVES MARKS YOU DON'T TALK ABOUT.

πŸ† THE PERFECT PATH — TEACHER'S GUIDE (SPOILERS)

The "perfect path" that unlocks the Best Ending (Page 43 — Humanity Has Hope) requires the following sequence of choices:

1. Search the Fuel Station (Page 5) → 2. Hide, don't fight (Page 7) → 3. Engineer the Bridge Crossing with Tool Kit (Pages 14→15) → 4. Respond to Distress Signal and trust carefully (Page 17) → 5. Use Serum quickly if bitten (Page 23) → 6. Full Repair the trailer (Page 27) → 7. Wait out the Storm (Page 34) → 8. Stealth or Radio Entry (Pages 38–39) → 9. Stabilize then Synthesize (Page 43).

Each choice along the perfect path rewards preparation, patience, and scientific thinking over brute force. This is the design intent: the story rewards the same qualities we want students to develop.

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