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RESIDUE® Glossary

Core Terms

  • Value: Number showing on a die.
  • Min Value: Lowest natural Value. Usually 1.
  • Max Value: Highest natural Value on a die.
  • Natural Value: Value before modifiers.
  • ★: 1 Success.
  • Outcome: Final number of ★ after modifiers.
  • [Action] +★: Add 1 ★ to that Action.
  • [Action] −★: Remove 1 ★ from that Action. Minimum 0.
  • X−: X or fewer.
  • X+: X or more.

Success Table

Value Successes
1–2 0
3–5 ★
6–8 ★★
9–11 ★★★
12 ★★★★

Actions & Endurance

  • Commit: Place 1 Endurance die from your Endurance Pool in the matching Action Slot. Only Commit when instructed.
  • Action Slots: Skill, Move, Attack, Defense.
  • Commit Skill: Commit to Skill and check the Success Table.
  • Commit Skill (+Skill): Add the listed Skill bonus to the Outcome.
  • Commit Attack: Each ★ becomes 1 Damage before Defense.
  • Commit Defense: Each ★ blocks 1 Damage.
  • Commit Move: During Travel, each ★ generated becomes 1 Travel ★. For other Move effects, follow the listed Outcome.
  • Luck for an Action: After you Commit, you may ⊙ Luck once before resolving the Action.
  • Endurance Pool (EP): Endurance dice currently available to Commit.
  • Recover Dice: Return any or all committed dice to your EP and roll only those recovered dice.
  • Reroll Dice: Gain 1 Strain to reroll any or all dice currently in your EP.
  • Recover with Strain: Gain 1 Strain to recover any or all committed dice and roll them into your EP.
  • No Dice Available: If you must Commit with no dice in your EP, gain 1 Strain to recover your committed dice. If there are no committed dice to recover, you are defeated.
  • Exhausted Die: Set aside until Rest.
  • Banished Die: Removed for the rest of the run.

HP & Damage

  • HP: Current health.
  • Max HP: Maximum health.
  • −X HP: Lose HP directly. Defense does not apply.
  • +X HP: Recover HP, up to Max HP unless stated otherwise.
  • Damage: HP lost after Defense.
  • Suffer X Damage: You may Commit Defense.
  • 0 HP: You are defeated.

Journey

  • Journey: The game cycle, divided into the Travel Phase and Rest Phase.
  • Travel Phase: Commit Move, spend Travel ★, move across the HexMap, and resolve each Hex entered.
  • Rest Phase: Resolve Token Movement, Check Strain, then Rest or return to the Travel Phase.
  • You may continue your journey: The current Entry ends. Continue the current Journey procedure.

Movement

  • Travel: Movement across the HexMap during the Travel Phase.
  • Travel ★: Spend 1 Travel ★ to move to an adjacent Hex.
  • Travelling: Each time you enter another Hex while Travelling, ⊙ Gear.
  • Resolve Hex: After entering a Hex, resolve its Discovery, Special Hex rules, and Tokens.
  • Resume Move: After resolving a Hex, if Travel ★ remain, Move again or End Travel.
  • End Travel: Lose any remaining Travel ★ and proceed to the Rest Phase.

Hexes & Discovery

  • Hex: One space on the HexMap.
  • Area: A location within a Region.
  • New Hex: A Hex whose Region or Area has not yet been discovered.
  • Undiscovered Region: The Hex has no Region and no Area. Determine both when you discover it.
  • Undiscovered Area: The Hex already has a Region but no Area. Discover an Area from that Region.
  • Discovered Hex: A Hex with a discovered Area. Do not reread its Area Entry unless instructed.
  • Discover Area: Determine the Area, mark it on the HexMap, and resolve its Area Entry.
  • Special Hex: A Hex with a lasting rule or effect.
  • Undiscovered Hex: Entering an Undiscovered Hex always Ends Travel.
  • Encounter on an Undiscovered Hex: Resolve the Area Entry first, then Special Hex rules and Tokens. End Travel.
  • Unknown Area Table: If all Areas in a Region have already been discovered, use the Unknown Area Table instead of rerolling.
  • All Areas Discovered: If all Regions and Areas available in the game have been discovered, use the Unknown Area Table when discovering a new Hex.
  • Ruin Hex: A Hex containing the Hum Token. No Area can be placed on a Ruin Hex.

Regions

  • Region: Hexes sharing Terrain, Hazard, Mutation, and Areas.
  • Terrain: Physical environment of the Region.
  • Hazard: Applies while you have Exposed.
  • Mutation: Effect applied to Creatures in that Region.
  • Region Mutation: Apply when the Creature is first drawn unless stated otherwise.

Inventory

  • Inventory: Food, Water, Battery, Gear, Resolve.
  • ⊙ Inventory: Roll that Inventory die.
Roll Result
1–2 Inventory ⇩
3+ No change
  • Inventory ⇧: Increase 1 die step.
  • Inventory ⇩: Decrease 1 die step.
  • Dice Chain: 0 → d4 → d6 → d8 → d10 → d12
  • d12 ⇧: Remains d12.
  • d4 ⇩: Becomes 0.
  • Inventory 0: You cannot ⊙ that Inventory unless stated otherwise.
  • Inventory Restriction: When you see ⊙ Inventory, use any Inventory. Do not use the same Inventory twice in a row unless it is your only available Inventory or a rule says otherwise.
Inventory at 0 Condition
Food Starvation
Water Dehydration
Battery Depletion
Gear Exposed
Resolve Corruption
  • Gear 0: Do not roll Gear. You have Exposed and suffer the Region Hazard.

Conditions

  • Condition: A lasting rules effect.
  • Condition Die: Some Conditions use a die to track their severity.
  • Same Condition Again: Increase its Condition Die 1 step, up to d12.
  • Starvation: Cannot gain Strain to reroll your EP. Remove when Food returns.
  • Dehydration: All Actions −★. Remove when Water returns.
  • Depletion: Cannot use Items requiring Battery. Remove when Battery returns.
  • Exposed: Suffer the Region Hazard. Remove when Gear returns.
  • Corruption: Resolve cannot normally be regained. Corruption cannot normally be removed.
  • Fear: Starts d6. Only Commit dice with Value 6+. After defeating a Creature, roll Fear. On 1–2, Fear ⇩.
  • Bleeding: Starts d6. −1 HP whenever you Commit. When recovering HP, roll Bleeding. On 1–2, Bleeding ⇩.
  • Panic: Starts d6. After Commit Skill, reroll all dice in your EP. During Recover HP, you may ⊙ Inventory instead, then roll Panic. On 1–2, Panic ⇩.
  • Fatigue: Starts d6. Only Commit dice with Value 7−. During Recover HP, you may ⊙ Inventory instead, then roll Fatigue. On 1–2, Fatigue ⇩.
  • Delirium: Starts d6. Reroll every die you Commit. Whenever you gain Strain, roll Delirium. On 1–2, Delirium ⇩.

Strain

  • Strain: Represents pushing yourself beyond your limits.
  • Gain Strain: At any time, gain 1 Strain to Reroll or Recover dice.
  • Reroll: Reroll any or all dice currently in your Endurance Pool.
  • Recover: Recover any or all committed dice and roll them into your Endurance Pool. Do not reroll dice already in your EP.
  • Strain Threshold (ST): The limit used during Check Strain.
  • Check Strain: During the Rest Phase, after Token Movement and any resulting Encounters, compare your Strain to your ST:
  • Below ST → Travel or Rest.
  • At or above ST → Rest.
  • At 3× ST → You are defeated.
  • Above ST: You may go above your Strain Threshold while playing. Strain is only checked during the Rest Phase.

Rest

  • Rest: During the Rest Phase, resolve the Rest Steps in order.
  • Before Resting: No dice can remain committed. If any are committed, gain 1 Strain and Recover them.
  • Exhausted Dice: Recover all exhausted dice when you Rest.
  • Banished Dice: Never recovered.

Rest Steps

  1. Wear & Tear
  2. Strain Payoff
  3. Recover HP
  4. Check Luck
  5. Start Day

Wear & Tear

  • Wear & Tear: Roll each Inventory above 0 once.
Roll Result
1–2 Inventory ⇩
3+ No change

Strain Payoff

  • Strain Payoff: For each Strain you choose to pay, ⊙ 1 Inventory and reduce Strain by 1.
  • Inventory Limit: Do not use the same Inventory twice in a row unless it is your only available Inventory.
  • Remaining Strain: You do not have to pay off all your Strain, but you must reduce it below your ST before proceeding to Recover HP.
  • No Inventory: If you must pay Strain and have no Inventory above 0, banish 1 Endurance die, end Strain Payoff, and set Strain to 0.
  • Cannot Banish: If you cannot banish an Endurance die, you are defeated.

Recover HP

  • Recover HP: You may ⊙ Food or ⊙ Water to recover 1 HP per roll.
  • Repeat: You may repeat this, but do not use the same Inventory twice in a row unless it is your only available Inventory.
  • Max HP: You cannot recover above Max HP.

Check Luck

If Luck is above 0, ⊙ Luck:

Roll Result
1–2 Luck ⇩
3+ No change
Max Value Luck ⇧
  • Luck 0: Increase Luck to d4 instead.

Start Day

  • Start Day: Roll your available Endurance dice into your Endurance Pool.
  • New Day: After Start Day, begin the Travel Phase.

Luck

  • Luck: Die used for Luck Tests and to modify Actions.
  • ⊙ Luck: Roll your Luck die.
  • Luck 0: Cannot be rolled.

Luck Test

Roll Result
1–2 Fail. Luck ⇩
3+ Pass
Max Value Pass. Luck ⇧

Luck for an Action

After you Commit, you may ⊙ Luck once before resolving the Action.

Roll Result
1–2 Add nothing. Luck ⇩
3+ +★
Max Value +★. Luck ⇧

Resolve the Action using the final number of ★.

Combat

  • Face a Creature: Enter Combat until the Creature is defeated, you Escape, or you are defeated.
  • Creature HP: At 0 HP, the Creature is defeated.
  • Creature Defense: Reduces Damage from Commit Attack.
  • Creature Damage: Damage dealt when it Retaliates.
  • Retaliate: After Commit Attack, each surviving Creature attacks, even if you dealt 0 Damage.
  • Surprised: Creature attacks before your first Attack.
  • Surprise Attack: Creature does not Retaliate after your first Commit Attack.
  • Pass: Do not Commit Attack. Treat the Attack as 0. The Creature still Retaliates.
  • Multiple Enemies: One Commit Attack targets 1 enemy. All living enemies then Retaliate.
  • Multiple Retaliations: Resolve each separately. You may Commit Defense once against each.
  • Enemy HP: Damage persists after Escape. Creature HP resets when you Rest unless stated otherwise.
  • Run: Commit Move.
Outcome Result
★★− Fail to Escape. Retaliation
★★★+ Escape
  • Escape: Leave Combat and move to an adjacent Hex. ⊙ Gear.

Tokens

  • Token: Represents a Creature, character, location, or other effect on the HexMap.
  • Resolve Token: Resolve a Token when you enter its Hex or when it enters your Hex.
  • Creature Token: Trigger an Encounter unless specified otherwise.
  • Hum Token: Remove the Hum Token and Discover Ruin.
  • Anomaly Token: If Undiscovered, Discover Anomaly.
  • Portal: Does not trigger an Encounter. May be used as a Fast Travel point.
  • Raiders, Vendors & NPCs: Check their section to determine whether an Encounter is optional or mandatory.

Token Movement

  • Token Movement: The first step of the Rest Phase. Resolve Tokens on the HexMap that move or act.
  • Creatures: Move 1 Hex toward you if they are in your Region, unless specified otherwise.
  • Raiders: If Active, move 1 Hex toward you.
  • NPCs & Vendors: Follow their rules.
  • Resulting Encounter: If a Token enters your Hex, resolve it before continuing Token Movement.
  • Inactive Creature: A Creature specifically made Inactive does not move or initiate Encounters until activated.
  • Active Token: Follows its normal movement and Encounter rules.
  • Inactive Token: Does not move or initiate Encounters until activated.

The Hum

  • The Hum: Your objective. The Hex containing the Hum Token is a Ruin Hex.
  • Place the Hum: Roll the Compass Die and 2d4+3. The Compass Die determines direction. The total determines the distance in Hexes.
  • Discovered Hex: A Hum Token cannot be placed on a Discovered Hex, whether it has a Region or an Area.
  • Invalid Hum Placement: If the Hum would be placed on a Discovered Hex, roll the Compass Die again and follow that direction until you reach an Undiscovered Hex.
  • Hum on an Undiscovered Hex: Do not place an Area there when you enter it.
  • Reach the Hum: Remove the Hum Token and read the Ruin Entry.

Items & Weapons

  • Item Slot: Holds an Item or Weapon.
  • Weapon Slot: Holds an Item or Weapon. Weapon abilities function only here.
  • Tool: A type of Item.
  • Weapon: A type of Item.
  • Switch Items: Free during Rest. Gain 1 Strain outside Rest or 2 Strain during Combat.
  • dX Uses: Roll Uses when activated.
Roll Result
1–2 Uses ⇩
d4 ⇩ Return the card to its deck
  • Recycle Item: Return it to the Item Deck. Gear ⇧.
  • Discard: Place the card at the bottom of its deck.
  • Draw X. Choose Y.: Draw X matching cards, keep Y, and place the rest at the bottom.
  • Draw by Type: Reveal cards until you find the required type. Place the others at the bottom.
  • Gain Item X from wherever it is: Take that unique Item from its current location.
  • Requires X: Ability functions only while the requirement is met.
  • Corruption Card: Permanent Corruption.
  • Corruption (Replace): Occupies an Item or Weapon Slot and may only be replaced by another Corruption.
  • Corrupted Item: Black-bordered Item Card.
  • Uncorrupted Item: White-bordered Item Card.

Keywords & Entries

  • Keyword: Story or rules tag.
  • Gain Keyword: Take or record that Keyword.
  • Lose Keyword: Remove that Keyword.
  • Framework: Character background or role.
  • Entry Checks: Check requirements from top to bottom. Follow the first one that applies.
  • Entry Limitation: An option requiring the listed Skill, Item, Keyword, Framework, Resource, or Condition.
  • You may continue your journey: The current Entry ends. Continue the current Journey procedure.

NPCs & Vendors

  • NPC: Character governed by its own Entry or reference rules.
  • Vendor: NPC that trades Items or Inventory.
  • Vendor Items: Keep generated goods with that Vendor between Encounters.
  • Tradeable Inventory: Inventory accepted for trade.
  • Barter: Pay the listed cost using Tradeable Inventory.
  • Failed Barter: If you run out of Inventory, recover all Inventory spent. No trade is made. You must return after Rest to try again.

Other

  • Fast Travel: Travel between available Portals according to the Portal rules.
  • Death: You are defeated if:
    • HP reaches 0.
    • You must Commit and have no Endurance dice available or recoverable.
    • During Check Strain, your Strain is at 3× your Strain Threshold.
    • All Endurance dice are banished.