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Game Mechanics Reference Guide

This document provides reference information for various icons, dice, abilities, hexes, and events that are part of the rules for a game. The icons section describes the different types of dice icons and ability icons used in the game. The abilities section explains the format for ability descriptions. The hex and event reference sections provide details on the effects of different hex types and random events that can occur during the game.

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0% found this document useful (0 votes)
228 views8 pages

Game Mechanics Reference Guide

This document provides reference information for various icons, dice, abilities, hexes, and events that are part of the rules for a game. The icons section describes the different types of dice icons and ability icons used in the game. The abilities section explains the format for ability descriptions. The hex and event reference sections provide details on the effects of different hex types and random events that can occur during the game.

Uploaded by

TLF
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

//ICON REFERENCE

MODIFY
ANY • change the value of
• This card can be played rolled or assigned dice as
outside of a player’s turn. indicated.
• Cannot interrupt an • a die can only be modified
action. at the time it is rolled or
DIE ICON assigned.
ARC • These icon specify which
• Ignore walls. type of die is required for PIERCING
or granted by an ability. • This card ignores armor
ARMOR
when used.
#
• This card reduces up to
the indicated number of DISCARD
• Discard the indicated RANGED COMBAT
small injuries.
number of cards. • This ability is only used
• This card reduces up to
during ranged combat.
the indicated number
DRAW
#
of skull values in the
opposing player’s skull • Draw the indicated SAFE FROM TOXIN
pool. number of cards. • This card ignores the effect
of toxin tokens.
CANCEL HEAL
• This cancels the effect of • Retrieve 1 die from your
injury zone and place it in SMALL INJURY
an icon.
your defense pool for each • The target turns their lowest
CLOSE COMBAT heal icon. value die on their combat
• This ability is only used line down by 1.
during close combat. INJURY COLLAPSIBLE BATON
• The target takes 1 injury for STEALTH ENERGY DRINK
DEMOLISH each injury icon. • A player with stealth can
• The player may remove only be the target of a
1 trap, wall, or hideout ranged combat action by
from the targeted hex for an opponent in the same
each demolish icon. hex.

//DICE ICONS //ABILITIES


ANY DIE
• Indicates a die
• The value shown inside indicates
the value required.

COMBAT LINE DIE


• Indicates a die on the combat CONDITION EFFECT
line. • Icon(s) preceeding a colon • The icon(s) following a colon
• The value shown inside indicates indicate the action that the indicate the effect of an ability.
the value required. ability can be used with. • Not all effects have a required
• A die icon preceeding a colon condition.
indicates that the specific die
must be rolled or placed to use
SPECIFIC SKULL ANY ROLLED the ability.
NUMERIC VALUE NUMERIC VALUE
VALUE VALUE
The modify effect shown above
allows a player to turn their lowest
rolled value into a 3 value during The effect shown above allows a
a close combat action. In combat, player to gain the Boost Die. This
LOWEST HIGHEST INCREASE modify abilities can ONLY affect ability does not have a condition
VALUE VALUE VALUE BY THE
rolled dice. limiting the use of the effect.
INDICATED
AMOUNT
//HEX REFERENCE_ //EVENT REFERENCE_
CONTAMINATION CONTAMINATION (12)
CENTRAL TOWER (1) Place 1 toxin token on the outermost hex in the zone
• Take an Activate action to score all Beacon indicated by the zone marker icon. If there is already
Fame tokens the player currently holds OR a toxin token in that hex, place 1 toxin token in each
demolish 1 wall on this hex. adjacent hex that does not already have 1.
• The Build action cannot be taken on this hex.
1

COMMUNICATIONS CENTER (1) SUPPLY DROP SUPPLY DROP (3)


• Take an Activate action to place a 2-Star When the first supply drop event is drawn, add a 2-star
Supply Box token or trap on any hex other Supply Box token to each Village.
than the Communications Center.
When each subsequent supply drop event is drawn, add
a 3-star Supply Box token to each Village.
H.E.A.R.T. STATION (1)
• Take an Activate action to heal 3 injuries
targeting yourself or a teammate in the same THE DOME THE DOME (2)
hex. Roll a die and place or move the Dome token in the
outermost hex in the zone matching the value.

JUNGLE (6) The Dome is a neutral hideout that provides its benefits to
• A player in a jungle hex gains stealth. all players.
• Players with stealth cannot be the target of
Ranged Combat actions unless the active
player is in the same hex. EX-TECH DROP
EX-TECH DROP (2)
MAZE (1) Roll a die and place a 3-star Supply Box token in the
• Take an Activate action to build up to 1 wall outermost hex in both the zone matching the value and
on any hex AND demolish up to 1 wall on any its opposite zone.
hex.
• When a player enters this hex they cannot
take a Run action for the remainder of their
turn. GIFT FROM THE FANS
GIFT FROM THE FANS (1)
MOUNTAIN (4) Battle Royale: All players with the least fame draw 1 card
• Must assign 2 Run actions to enter. from the 1-Star Equipment deck.
• Increase the maximum range of Ranged Team Royale: All players on the team with the least fame
Combat actions by 1 hex. draw 1 card from the 1-Star Equipment deck.

GIFT FROM THE PRODUCERS


GIFT FROM THE PRODUCERS (1)
PLAINS (8) Roll a die and place 1 Beacon Fame token in each hex
• No Effect. of the zone matching the value.

VILLAGE (6)
• Take an Activate action to draw 3 cards GIFT FROM THE SPONSORS
GIFT FROM THE SPONSORS (1)
from the 1-Star equipment deck. Keep 2 and Battle Royale: All players with the least fame gain 1
discard 1. beacon.
Team Royale: All players on the team with the least fame
gain 1 beacon.

WAREHOUSE (1)
• Take an Activate action to draw 4 stars worth
of equipment cards, keep 2 stars worth, and
discard the rest.
// DEADLY ORDINANCE MODULE_
The deadly ordinance module introduces more complex items, keywords, and events to RELOAD. This module does not modify setup, to include
this module add the cards to their associated decks during setup and add the HEAVY and STUN tokens to the general supply.

SETUP
As part of the standard setup include the cards listed below to their respective decks and the tokens to the general supply.

6 1-star equipment 1 2-star equipment


• 4 Grenade • 1 Rocket Launcher
• 2 Stun Grenade
Stun token Heavy token

12 Miscellaneous tokens
• 6 Stun tokens
• 6 Heavy tokens

7 3-star equipment
• 1 EX-02 Neutralizer
• 1 EX-03 Repulsor
• 1 EX-04 Translocator 2 Event Cards
• 1 Jonhy’s Bullhorn • 1 Earthquake
• 1 Quadri-launcher • 1 Shockwave
• 1 Sniper Disintergrator
• 1 V Cannon 3/30/2021 10:51:
36 AM

re.indd 25
Reload_Event_Co

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ICON REFERENCE
The Deadly Ordinance module adds several new icons and tokens to the game. The rules for each icon is described below.

ALL REPULSE
• This card affects all players in a hex. • The target is moved through hexes in the direction of the
attackers choice.
• Resolve all traps in hexes the target is moved through.
ARC • Walls and map edges stop movement and inflict 1 injury.
• Ignore walls.
STUN
• If they do not already have any stun tokens, the target
DESTROY player places 1 stun tokens on their highest value Run
• Choose 1 beacon or equipment for the target action space.
player to discard for each destroy icon. • Players remove all stun tokens from their action spaces at
the end of their turn.
• Action spaces with a stun token cannot have action dice
HEAVY assigned to them.
• Place a heavy token on the right most Run action
space. TELEPORT
• Action spaces with a heavy token cannot have • The target is moved to any hex of the attackers choice.
action dice assigned to them.

LETHAL
• A rolled skull value is taken as an injury.
// DEADLY ORDINANCE MODULE_

1-1 x2 0-0
GRENADE (4) JONHY’S BULLHORN (1)
• Use a free action to target a hex 1 space • When the bonus is triggered, all characters in
from your current hex ignoring walls. the hex of the targeted character roll the top
• All characters on the targeted hex must roll 2 dice of their combat line taking any skulls
the top 3 dice in their combat line taking any rolled as injuries.
skulls rolled as injuries.

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x3 0-2
1-1
STUN GRENADE (2) SNIPER DISINTEGRATOR (1)
• Use a free action to target a hex 1 space • When the bonus is triggered, discard 1
from your current hex ignoring walls. beacon or equipment card the target player
• All characters on the targeted hex must roll has.
the top die in their combat line taking any
skulls rolled as injuries.
• All character on the targeted hex place
a stun token on their highest value run
action space.
Reload_Level 3 Items_Core.indd 8

x4
3/30/2021 11:30:48 AM

0-1 ROCKET LAUNCHER (1), QUADRI-LAUNCHER (1),


V CANNON (1)
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• Place a heavy token on your right most run


x2 0-1
x3 0-2 action space.
EX-02 NEUTRALIZER (1) • Players cannot equip a heavy item if they
x4 0-2
• When the bonus is triggered, the EX-02 have an action die assigned to their right
Neutralizer gives the target a STUN token most run action space.
and an injury.

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x2 0-1
EARTHQUAKE (1)
EX-03 REPULSOR (1)
All players in non-mountain hexes roll the top die on their
• When the bonus is triggered, the EX-03
combat line. A skull value rolled in this way is taken as an
Repulsor pushes the target in a direction of
injury.
your choice moving through each space until
All players in Mountain hexes roll the top 2 dice on their
the character hits a wall or the edge of the
combat line. A skull value rolled in this way is taken as an
map. Then they take 1 injury.
injury.
• The pushed character resolves all trap tokens
in spaces they move through.
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Reload_Event_Core.indd 18 3/30/2021 10:51:34 AM


SHOCKWAVE (1)
All players in non-Central Tower hexes roll the top die on
their combat line. A skull value rolled in this way is taken
x3 0-0
EX-04 TRANSLOCATOR (1) as an injury.
• When the bonus is triggered, the EX-04 All players in the Central Tower hex roll the top 2 dice on
Translocator places the target in any hex of their combat line. A skull value rolled in this way is taken
your choice. as an injury.
• The character resolves any trap tokens in the
hex they are placed.
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// ACHIEVEMENTS MODULE_
The achievement module adds short and long term goals to RELOAD giving players additional fame scoring opportunities.

SETUP
To include the Achievement module in your game of RELOAD
add the following to setup.
MECHANIC COLLECTOR MARTIAL ARTIST

• During Step A1, Place the Achievement fame tokens in


the general supply.
• Between Step A1 and A2, place the Acheievement board
to one side of the map.
• During Step B1, Include the 2 Announcement event cards
in the available event cards.
• Between Step B1 and B2, prepare the achievement
board. Shuffle the achievement card deck and place
it facedown in the deck space on the achievement
board. Place the top 3 cards faceup on the achievement
board spaces to the right of the deck and place 1
Achievement Fame token in the space below each
faceup achievement card.

ACHIEVEMENTS
There are 2 types of achievements, Next and Most. They are ANNOUNCEMENT ANNOUNCEMENT MOST(1)
resolved in the following ways: Score each MOST achievement in the display from left
to right, without discarding them. The player or team that
earns the achievement adds 1 Achievement Fame token
Next : These achievements are scored during the game,
to their Fame Track from the supply. Add 1 Achievement
rewarding the next player or team who fulfills their condition.
Fame token to the left most achievement card.
The player who fulfills the condition takes the card, adds all
Achievement Fame tokens below it on the Achievement board to
their Fame Track, and replaces the card with a new one from the ANNOUNCEMENT ANNOUNCEMENT NEXT(1)
top of the deck. Discard the left most NEXT achievement from the display,
replacing it with a new one from the top of the deck if
Most : These achievements are scored during the End of the able. Add 1 Achievement Fame token to the right most
Game, rewarding the player or team who fulfills their condition. achievement card.
During the End of the Game, these are awarded one at a time,
starting with the leftmost achievement.

//END OF GAME_
The game ends in 1 of 2 ways:

1. A player or team achieving Superstar status. Superstars win the game immediately. Do not award achievements.
2. At the end of a round in which the last event was resolved. Players proceed to awarding achievements.

ACHIEVEMENTS
Each End of Game achievement is awarded to the player or team, if any, who earned it. These achievements are awarded one at a time
from left to right. If there is ever a tie for an achievement condition, all tied players or teams earn the achievement.

NOTE: Players or teams cannot earn superstar status during awarding of achievements.

After all achievements have been awarded, if any, players or teams compare the final position of the Fame tokens on their Fame Tracks
with the player or team having the most fame winning!

In the event of a tie, the tied player or team that earned the most Achievements Fame tokens wins. If there is still a tie, the tied player or
team with the most RELOAD Fame tokens on their Fame Track wins. If there is still a tie, the tied players or teams share the victory, and the
crowd anxiously awaits a rematch on the next episode of RELOAD!
// ACHIEVEMENTS MODULE_

MARTIAL ARTIST MECHANIC


MARTIAL ARTIST MECHANIC
Be the NEXT player to RELOAD an Be the NEXT player to earn a Trap Fame token.
opponent in close combat.

MARKSMAN JACK OF ALL TRADES


MARKSMAN JACK OF ALL TRADES
Be the NEXT player to RELOAD an At the end of the game the player or team that
opponent in ranged combat. has the MOST variety (color) among all tokens
on their Fame Track.

COLLECTOR
PREDATOR
PREDATOR COLLECTOR
At the end of the game the player or team At the end of the game the player that has the
with the MOST RELOAD Fame tokens on MOST 3-Star equpiment cards both equipped
their Fame Track. and in their backpack.

DOUBLE TROUBLE

TREASURE HUNTER
TREASURE HUNTER DOUBLE TROUBLE
At the end of the game the player or team Be the NEXT player to gain 2 Injury Fame tokens
with the MOST Beacon Fame tokens on during the same turn.
their Fame Track.

THE CROWN
THE FOOL’S CAP (1)
The crown module adds a pair of special event cards and fame tokens THE FOOL’S CAP

Give the player just finishing their turn a Crown


to RELOAD that encourages more direct player confrontation. As part of
Event Fame token.
setup include the Crown Event Fame tokens in the general supply and
add the Fool’s Cap and Hunter’s Cap event card to the available event
cards.

The Crown Fame token is added to the game through


event cards. Regardless of how the token is added THE HUNTER’S CROWN THE HUNTER’S CROWN (1)
to the game it is always scored in the same way. If Roll a die and place a Crown Event Fame token
a player begins their turn or end the game with a in the outermost hex in the zone matching the
Crown Fame token they score it, adding it to their value. A player can pick up this Event Fame
fame track. When a player holding a Crown Fame token with a Loot action
token is reloaded the player that caused them to
reload takes control of the Crown Fame token.
// TRAPS MODULE_
The trap module introduces the ability to place traps on the board and the advanced parachuting rules. In combination with walls, traps allow
you to exert more influence on the arena, and the advanced parachuting rules add a layer of risk to returning to the island.

SETUP
As part of the standard setup include the Explosive Trap card
in the 1-star item deck, the Trap Fame tokens to the general
supply, and give each player a set of 6 traps with their
characters portrait.

20 Trap Fame tokens


24 Character trap tokens
• 6 Blitz trap tokens
• 6 Dax trap tokens Reload_Le

• 6 Duke trap tokens


vel 1 Items
_Core.ind
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3/30/202

• 6 Korat trap tokens


1 11:16
:08 AM

2 Explosive Trap 1-star item cards

PLACING TRAPS
When a player takes the build action they now have the option TRIGGERING TRAPS
to place or move one of their trap tokens in their current hex in Anytime a player enters a hex with a trap belonging to an
addition to the standard options. A players trap token remains in opposing player, they must immediately resolve the trap by
a hex until it is either triggered or moved by a build action. choosing either paper, rock, or scissors. The trap is then flipped
over and resolved as follows:
A player cannot build a trap token on a hex if there is
already a trap token present.

A player that builds a trap in the same hex as


their teammate scores a Team Spirit Fame token.

• Disarm (The player beats the trap): The trap is returned to its
EXPLOSIVE TRAP (2) owner facedown and has no effect. The player adds 1 Trap
• This item can be played immediately Fame tokens to their Fame Track.
before one of your trap tokens has been • Ensnare (The player ties the trap): The trap is returned to its
resolved, even if you are not the active owner facedown and the player cannot take any further Run
player. actions this turn. The trap owner adds 1 Trap Fame token to
• The character that triggered the trap their Fame Track.
token immediately takes 1 injury.
• Injure (The player loses to the trap): The trap is returned to its
• The player whose trap was triggered
owner facedown and the player takes 1 injury. The owner of
scores 1 injury fame token.
Reload_Level 1 Items_Core.indd 12 3/30/2021 11:16:08 AM

the trap adds 1 Trap Fame token and 1 Injury Fame token to
their Fame Track. If the trap caused the player to RELOAD, the
owner of the trap adds 1 RELOAD Fame token to their Fame
Track instead of 1 Injury Fame token.
TRIGGERED TRAP
• This ability can only be used by Injuries caused by traps or the Explosive Trap item card are not
a player when their trap token is affected by armor.
triggered.
// TRAPS MODULE_
Advanced Parachuting

Instead of the standard parachuting rules, players may wish to add a bit of risk to returning to the island. The below rules replace the
standard parachuting rules.

If a player’s miniature is not on the map at the start of their turn, they must parachute onto the map follwing these steps:
1. A player must target either the Central Tower or a hex adjacent to it and places their miniature on it.
2. They roll 2 dice, and compare the results with the zone markers around the edges of the map to determine how drift affects their
ability to land in their targeted hex.
• If they rolled values matching the same zone, they land on the targeted hex. (example: both dice rolled a 1.)
• If they rolled values matching directly opposite zone markers, they land on the targeted hex. (example: a 2 and a 5 are rolled.)
• If they rolled values matching neither the same nor directly opposite zones, the player must choose to move their character 1 hex
towards a zone marker matching the value of one of the rolled dice.

Dax targets the jungle tile north of the central tower as


his landing zone. The following examples show how the 3
possible results of his die rolls affect his drift.

MATCHING RESULT - ON TARGET


Dax rolls a 1 and a 1. Because
the dice match the same zone
he does not drift and lands in the
targeted hex.

OPPOSING RESULT - ON TARGET


Dax rolls a 3 and a 4. Because
the dice match opposite zones
he does not drift and lands in the
targeted hex.

ALL OTHER RESULT - DRIFT 1 SPACE


Dax rolls a 1 and a 5. Because
the dice match neither the same
zone nor opposite zones he must
drift in the direction of one of the
zones matching his rolled dice.
In this instance in the direction
of either zone 1 or zone 5. He
chooses 5 and lands and lands in
the jungle hex below the targeted
hex.

LANDING ON TRAPS
In the rare instance where a player must land on a hex where
another player’s trap is present, immediately resolve the trap
token before proceeding to step 1.2 Choose Equipment.

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