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
- Wear & Tear
- Strain Payoff
- Recover HP
- Check Luck
- 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.