Radlands vs AI
Protect your three camps, and destroy the computer's.
How to play
The goal: destroy all three of the computer's camps before it destroys yours. If the draw deck runs out a second time, the game is a draw.
Setting up: you're dealt six camps and keep three, which go into your columns A, B and C in the order you keep them. Your opening hand is the total of the numbers on your kept camps.
Your turn has three steps:
- Events: the event in your space 1 resolves, then your other events move forward a space.
- Replenish: draw a card and take 3 water (the first player takes only 1 on the first turn).
- Actions, in any order, as many as you can pay for: play a person into a column (at most two per column; people come into play not ready); play an event into your queue at the space its number shows (0 resolves at once); junk a card from your hand for the effect of its junk icon; use the ability of one of your ready people or camps, paying its water (it's then not ready until your turn ends); pay 2 water to draw a card; or pay 1 water to take your Water Silo into your hand (junk it later for 1 extra water). Water you don't use is lost when your turn ends.
Damage: a damaged card is grayed out here (at the table it's turned sideways). Damaging a damaged card destroys it. A damaged person can't use abilities and its traits stop working, until it's restored.
Protection: most effects can only hit an unprotected card: the front card of a column. A person protects the person behind them and their camp.
Raiders: a Raid puts your Raiders into your event space 2, or moves them forward a space if they're already in your queue. When they resolve, your opponent damages one of their own camps.
Punks: gaining a punk puts the top card of the deck face down into one of your columns: a person with no abilities. Nobody knows what it is.
This page: anything outlined in gold can be clicked. Click one of your cards to see what you can do with it; a card you can play also shows where it would go on the table, in gold, and clicking there plays it right there. When the game needs an answer from you, the gold cards are your choices, and they're listed as buttons too. Point at any card to read it in full. Every move is in the game log; the computer's latest moves are marked in yellow there, and glow on the table. Undo (Ctrl+Z) takes back your last action, with everything the computer did after it; what you've undone stays at the end of the log, faded, and Redo (Ctrl+Y) plays it again, one action at a time, until you make a different move. The last line of the bar says how many simulations the computer's last search ran; point at its moves in the log for each one's. The blue and orange bar next to the bar's first line (under the buttons, on a phone) is who the computer thinks is winning: its estimate of each side's chance, from its last search, and it moves while the computer thinks. (Random and Easy don't estimate, so it's hidden for them.) Ending your turn with 2 or more water left, a Muse you haven't used, or a last water that could buy your Water Silo asks if you're sure first.