Navigate post-apocalypse. Form alliances, harness zone powers, and rebuild civilization.
Requirements
30-60
2-4
12+
Description
Rebuild - The Dawn of Civilization
Set against the backdrop of a post-apocalyptic world, players assume the role of leaders, guiding survivor groups towards the monumental task of reestablishing civilization.
Objective
The first player to amass 3 Victory Points is the champion.
Player Count
Suitable for 2-4 players, aged 13 and up.
Duration
Approximately 30-60 minutes.
Dice Mechanics
6 dice with 6 faces and a unique two-dimensional twist symbolize the unpredictable challenges of a desolate world. Each turn, players roll dice to ascertain:
Resource availability (food, water, or materials)
Emergent threats
Discovery of new technologies in various parts of the ruined city.
Despite the inherent randomness, players can strategically choose city areas to influence the dice outcomes. This dynamic ensures dice play a pivotal but not overpowering role in determining game results.
Game Components
Game Board: A depiction of the desolate city with distinct locations.
Resource Tokens (27): Food, Water, and Materials.
Survivor Tokens (9): Symbols of the apocalypse survivors.
Threat Tokens (9): Indicators of raiders targeting locations.
Technology Tokens (9): Markers of rediscovered technology.
Structure Tokens (9): Symbols of constructible dwellings.
Victory Point Tokens (8): Trackers for players' progression.
Custom Dice (6): Tools to gauge resource availability, threats, and technological finds.
Turn Token (1)
Player Tokens (4)
Reference Cards (4)
Rule Set (1 folio)
Set-Up
Position the game board centrally.
Players choose a color token.
Everyone places a survivor token in the central game board area (base camp).
Players roll a die; the highest scorer claims the turn token.
Gameplay proceeds clockwise.
Zone Descriptions & Powers
Ruined Marketplace: Formerly a commerce hub, now eerily silent.
Scavenge. Once a turn, reroll a die to potentially alter outcomes.
Abandoned Hospital: A potential treasure trove of medical supplies.
Heal & Guard. Roll a die and receive the resource, threat, or technology determined by the outcome, regardless of the location number rolled.
Crumbling Residential Area: Once homes, now possibly concealing survivors, or threats.
Recruit. Roll a die. A roll of 1 unveils a lurking threat from the shadows. But on a roll of 4, 5 or 6, the player triumphs, successfully adding a new survivor token.
Derelict Factory: A former production site, now offering building materials.
Collect. Obtain an extra material resource each turn.
Water Tower: Once the city's lifeline, now pivotal for survival.
Hydrate. Secure extra water each turn.
Gameplay Sequence
The game unfolds in rounds, each comprising several phases. Unless stated differently, phases commence with the player holding the turn token and proceed in a clockwise direction.
Movement Phase: Each player stays or moves to a new location if it is not occupied by another player.
Roll Phase: Only the Turn token holder rolls all dice.
Distribution Phase: Dice outcomes dictate resource, threat, and technology placements on the board.
Power Phase: Each player uses location-specific power.
Threat Phase: Every player must prioritize addressing any threats present. To neutralize a threat, a player can dispatch 1 survivor or allocate 2 resources (food, water, materials or technology). Failure to do so forces the player to retreat to the base camp, forfeiting the remainder of their turn, while the threat persists in the zone.
Barter Phase: As the world rebuilds, trading becomes essential for survival. In this phase, players negotiate and exchange resources with one another.
Initiate Trade: A player can propose a trade to any other player. The proposing player specifies what they are offering and what they seek in return.
Negotiate: The receiving player can accept the trade as proposed, decline it, or make a counteroffer. Players can discuss terms freely and may even involve other players in multi-party trades.
-* Finalize Trade:* Once both parties agree to the terms, they exchange the agreed-upon resources immediately.
Limitations: Each player can initiate only one trade proposal per Barter Phase, but they can respond to multiple proposals from other players.
Rebuild Phase: Each player has various actions at their disposal:
Transform a resource: Use 3 resources (food, water, material) and 1 technology to transform into a resource of your choice among (food, water, material).
Recruit a Survivor: Utilizing both Food and Water resources enables a player to recruit a survivor. Remove the Food and Water tokens from the current zone and introduce a Survivor Token in their place.
Rediscover Technology: By allocating a Survivor along with Material and Water resources, players can unearth forgotten technologies. After discarding the relevant Survivor, Material, and Water tokens from the zone, a Technology Token is added.
Construct Structures: Players can commission new structures by dedicating a Survivor, Material, and Food resources. Once the respective Survivor, Material, and Food tokens are removed from the zone, a Structure Token takes their place.
Resolution Phase: Each player can earn Victory Points through the following exchanges:
Trade 2 Structure tokens from your current zone to secure 1 Victory Point token.
Swap a combination of 1 Structure token and 1 Technology token from your zone to gain 1 Victory Point token.
Redeem 4 Survivor tokens from your zone in return for 1 Victory Point token.
End Phase: Turn token passes clockwise.
Alliances and Treachery:
Players are permitted and even encouraged to form alliances with one another. An alliance can be a verbal agreement to cooperate on certain strategies, exchange resources preferentially, or team up against perceived stronger players.
Allied players may find that pooling resources or coordinating moves can offer advantages against challenges or opposing players. However, the specifics of these agreements are informal and entirely up to the involved players.
While alliances can be powerful, treachery is always lurking in the shadows. Players are allowed to break alliances, deceive their allies, or plot against them. But be wary, as trust once broken might be hard to mend.
All agreements, whether of alliance or exchange, are based on trust. There are no game mechanics to enforce these agreements. Players must weigh the benefits of collaboration against the potential risks of betrayal.
TGC Community : After Art and Community Verified Tests,I have updated the font for the game title to make it clearer, background darker and made minor adjustment on cuts. Thank you so much.
This game contains a premium upgrade called UV Coating that makes the printed components more durable.
This game contains laser cut components. Laser cut items will have a slight amount of soot around the edges, which can easily be wiped off; and will have a campfire smell for about a week after you open them.