THE RULES

*This page format is temporary! Design update coming by April 6, 2026

SETUP

BLAST RADIUS is a set-collection party game in which players compete to find loot to complete objectives! This game is ideal for 3-6 players and plays clockwise starting with the tallest person playing.

On the table place the shuffled deck of ITEM cards face down. This is the main deck players will draw from. There should be a second DISCARD pile next to the item cards after the first ITEM card is discarded in play.

Separate the 2 kinds of MEDICAL cards into 2 face-up decks, 1 pile for the SICK cards and 1 pile for the INCAPACITATED cards. These will be drawn when necessary.


OBJECTIVE cards should be face down on the table, shuffled, and ready to be drawn whenever necessary. Every player then chooses a character to play as, this doesn't effect the gameplay but it's fun.

Each player begins with 2 OBJECTIVE cards and 2 ITEM cards chosen at random. Ensure that NONE of your starting ITEM cards are IMMEDIATE ACTION ITEM cards (indicated with a circled * in the top right corner of the card). Players are working to complete

3 OBJECTIVES. Once 3 objectives has been reached, each person's completed objectives cards are scored (reference "OBJECTIVE CARDS, SCORING section for how to score your cards.) The highest score determines the winner!

Players can have a maximum of 5 ITEM cards in their hand at any time.

ALL cards in the players’ hands are to be visible to other players at all times.

1 die should be on the table available to roll when necessary.

PLAYER TURN

When it is your turn, you will always DRAW from the main ITEM deck as your first action, unless you are SICK. If so, ROLL FOR INCAPACITATION (see below “MEDICAL CARDS”) first - then DRAW from the main ITEM deck. Once you have drawn, you have one remaining action. You have the choice to DRAW AGAIN, PLAY AN ACTION CARD, TRADE ITEM CARDS, TRADE IN OBJECTIVE, or COMPLETE OBJECTIVE. If you have 5 ITEM cards in your hand at the beginning of your turn, ensure you discard an item you already have and replace it with the ITEM card you just picked up. You may also immediately discard the ITEM card if you would rather keep what you already have.


DRAWING
When you DRAW, you can choose 1 ITEM card from the top of the main ITEM deck or the top of the DISCARD pile.

PLAY AN ACTION
When you decide to PLAY AN ACTION, the ACTION ITEM card is discarded immediately and the player follows the instructions on the card.


TRADING
When a player decides to TRADE, they can negotiate any trade with any player of their choice. Only 1 TRADE can occur per turn. If a player is INCAPACITATED, they cannot trade or be traded with.


TRADING IN/COMPLETING OBJECTIVE
OBJECTIVE cards cannot be traded between players, only from you to the OBJECTIVE card pile. If you are having a hard time completing an objective, or simply would like a different one, place the OBJECTIVE card you are trading in at the bottom of the OBJECTIVE card deck and choose a new objective from the top of the deck.

See the below “OBJECTIVE CARDS” section for instructions on what to do when you complete an objective.

OBJECTIVE CARDS

OBJECTIVE cards determine what your current objective is and it is your job to satisfy that objective.

To complete an objective, a player must have satisfied the objective written on the card. This can only be done when the player is healthy and has a remaining action on their turn. Completing an objective does count as an action. Players should replace their completed OBJECTIVE card with a new one. Always have 2 OBJECTIVE cards in front of you! Completed OBJECTIVE cards do not return to the OBJECTIVE card deck. They stay with the player face down on the table in front of them.


SCORING OBJECTIVES POST-GAME

OBJECTIVE cards also feature a point value in the upper right corner of the card. This point value corresponds to the number of items or actions a player has to find/do to complete it. The point values of COMPLETED OBJECTIVES are added together at the end of the game. The player with the most points is the winner! It is possible to win the game without completing the most objectives, so look out for those with higher-value objectives!

ITEM CARDS

ITEM cards are the heart of BLAST RADIUS and exist to satisfy objectives.


ACTION ITEM CARDS

ACTION ITEM cards are ITEM cards indicated with this symbol: in the top right corner of the card, which means that they will have an effect when played. This effect is indicated on the card.

IMMEDIATE ACTION ITEM cards must be played immediately upon drawing them. These cards are marked the same as ACTION ITEM cards, but with an added circle around the asterisk.

Once an ACTION ITEM card has been used, it is to be placed face-up in the discard pile.


*Important note for those playing with a teal preview copy of Blast Radius


There is a note on the 6 IMMEDIATE ACTION ITEM cards below the instructions that reads "*This counts as your first move." This is a wording error on my part. To clarify, it means that drawing and playing an IMMEDIATE ACTION item card counts as a move, which realistically could be your first or your second move. If you have questions, please DM me on Instagram @duckandcovergames for more clarification.


Additionally, the Blast Radius preview decks are missing the EXTENSION CORD ITEM card. I should've caught that sooner... lol. However only one OBJECTIVE card requires it. To remedy this issue, pull out the "BARE NECESSITIES" OBJECTIVE card. Sorry for the inconvenience and thanks to @b2meeples for making me aware of this! The extension cord will be in the final version.

MEDICAL CARDS

MEDICAL cards display to both you and your opponents that you are either SICK or INCAPACITATED. Both of these distinctions have specific mechanics you need to be aware of in order to play correctly! They are listed below.

A SICK player can still participate like usual, but they cannot complete an OBJECTIVE until they are healthy.

When a player is SICK, they must grab a MEDICAL card labeled “SICK” and roll once at the BEGINNING OF EVERY SICK TURN to determine INCAPACITATION. If a 6 is rolled, the sick player is then INCAPACITATED. You may want to stock up on some items that can REVIVE you!

If INCAPACITATED, the player will then grab a MEDICAL card labeled “INCAPACITATED” and return their SICK card to the SICK deck. This is only to communicate to other players that you are INCAPACITATED.

See "MECHANICAL RULES" section below for mechanics surrounding reviving and healing.

MECHANICAL RULES

WEAPON ATTACKING & DEFENDING
There are multiple ACTION ITEM weapons that allow players to steal from one another.

When a player uses a weapon, they can steal any 1 ITEM from any 1 opponent.

If the ATTACKER is attacking a player that also has a weapon, the defending player can choose to either DEFEND or ALLOW the theft to happen. *Note: Homemade blow darts can also be used to defend, but cannot be used to steal items from another player.


• When a player DEFENDS, both players roll the die. The highest number wins.

- If a player is using a homemade blow dart to defend and is successful, the attacker becomes SICK!
• If the ATTACKER wins, they can steal the item they desire and then must discard their used weapon.
• If the DEFENDER wins, they keep the item that was being stolen but must discard their weapon as they have used it to defend.


Players can ATTACK incapacitated players. Even if the incapacitated player has a weapon as they cannot defend themselves.

MEDICAL RULES
If a player is SICK and that player is in a situation where they become sick again, i.e drinking sewage water, the player becomes INCAPACITATED.

When a player is INCAPACITATED, they cannot participate like usual. The player MUST ONLY ROLL when it is their turn and can be brought back to health only if a 3 is rolled, they revive themself, or someone else revives them.

After a player’s 3rd turn being INCAPACITATED, they may return to health on the 4th turn and still play out their turn.

Other players can use ACTION ITEM cards, such as a defibrillator, to REVIVE an opponent if so desired.


BOOK OF JOKES
The book of jokes is a very special item card.

When the Book of Jokes card is played, the player has 10 seconds to tell a joke or get SICK.

Other players are encouraged to count down from 10 to add some pressure.

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