Archetype: muscleDefender
Walks toward the gunfire. When the dice go bad, the Defender was already carrying something for that.
Stockpile. Arm up. Survive.
While the grid is up, shop. Stockpile resources and build your arsenal. The moment disaster strikes, the grid goes down, credits freeze, and the game flips: now you're the target.
Shop while the grid is up.
The grid drops and the streets turn hostile.
Highest net worth when the game ends.

Special abilities give you an edge. They will cost you. $200 a pull, no refunds, no questions asked.

Ambush? Mob attack? Flash it once a round and walk on by.

Pop it and vanish. Escape a showdown without touching the dice.

Checkpoint, curfew, lockdown. Just smile and hand it over.

Skip the roll. Call the chopper and land anywhere on the board.

Two jolts of second chances. Knock up to $300 off a penalty that would cost you cards.
Grid onlineOff-grid
Four survivors, four ways to read the city. Pick one, hand the other to your rival, and find out which of you was built for the blackout.
Walks toward the gunfire. When the dice go bad, the Defender was already carrying something for that.
Masks, suits and filters. To the Specialist, Nuclear Fallout and Chemical Leak are weather reports.
Finds the stash before the street does. Every Scavenge space is a payday; every alley is a shortcut.
Hears the grid change before anyone else. Lives on the Black Market and never pays full price.
Every card has a shop price and a Grid Down value, and the two are rarely the same. Buy the right gear and you survive. Buy the wrong gear and you won't survive the night.




$100 essentials for another day: Gas Mask, Hazmat Suit, Medical Kit, Generator, Water Filter, Winter Gear.




$200 and no receipts: Concealed Gun, Smoke Bomb, Fake ID, Emergency Airlift, Mobile Defib, Supply Theft, Lawfare.




Government decrees, each with a GRID ON line and a GRID DOWN line. Which one you obey depends on the lights.




Nuclear Fallout, EMP Strike, Chemical Leak, Superstorm and 21 more. Everyone pays, then the grid goes dark.




Draw it and do what it says. Caches, supply runs and shortcuts, plus the ambush that comes with them.




Off-grid only. Roadside Ambush, Armed Robbery, Rogue Patrol. Reveal a counter card or roll: 4 or better escapes.












Twenty-five ways for the lights to go out. Everyone pays, then the grid drops.















Credits are frozen and the streets turn. Every neutral space you land on draws a Conflict: Roadside Ambush, Armed Robbery, Rogue Patrol, Looters. Reveal the counter card it asks for, or roll a die. Four or better escapes. Fail, and you pay in cards at their Grid Down value.





