For What Remains, Out Of The Basement
On 19 September 1957, a nuclear weapon was detonated 275 meters below ground at the Nevada Test Site in the United States. This test opened a gateway to the Netherscape, an alternate dimension more commonly referred to as the Basement. In 2013, North Korea made contact and formed an alliance with a powerful cabal of Nethermancers who ruled over large swaths of the Basement. Nations across the world came together to battle the threat, and resorted to using nuclear weapons to defeat the otherworldly creatures. While almost all the gates to the Basement were closed, most of Earth and mankind was destroyed. The year is 2035. The remnants of humanity fight among themselves, struggling to emerge as the victors in a desperate fight for survival.
FOR WHAT REMAINS is a skirmish-level wargame set in a post-apocalyptic near-future.
FOR WHAT REMAINS is a two-player competitive game, or it can be played solitaire.
There are two ways to play FOR WHAT REMAINS: skirmishes and campaigns. Skirmishes are stand-alone games played for a single victory, with no lasting repercussions. Campaigns are a series of skirmishes linked together to form a larger narrative.
FOR WHAT REMAINS was created by David Thompson, the designer of War Chest, Pavlov's House, Castle Itter, Europe Divided, and Undaunted: Normandy. The character artist for the project is Rick Hershey, and David Thompson designed the battleground tiles with source art from the Dundjinni community. Ricardo Tomas and Paul Low were instrumental in testing the game and helping to develop the campaign story line.
- Fast, dynamic gameplay that combines the best of wargames and skirmish combat games
- Plays in 45 - 60 minutes
- 2-player competitive play or solitaire play
- Richly detailed post-apocalyptic setting and backstory
- Campaign play with character progression
- Modular game board tiles that can be combined for nearly limitless battleground configurations
THE GAME
We have created three different core game options. Each of the three core games can stand alone, or you can combine them. Each game comes with two factions and features a set of double-sided game tiles that are thematically linked to the game's campaign storyline. The tiles in each of the core games can be combined with the tiles from the other core games for an almost limitless number of battleground configuration options. In addition, while each campaign provides its own storyline, there is an overarching story that begins in STREETS OF RUIN, continues in BLOOD ON THE RAILS, and then ends in OUT OF THE BASEMENT.
FOR WHAT REMAINS is a scenario-driven game. Each scenario typically has multiple objectives. Players win skirmishes by accomplishing these objectives and gaining victory points.
The game board in FOR WHAT REMAINS is built from modular battleground tiles that are themed to represent different environments. The battleground tiles in STREETS OF RUIN represent a destroyed urban setting; the tiles in BLOOD ON THE RAILS feature an abandoned rail yard; and the tiles in OUT OF THE BASEMENT depict an old military base and biodome. The tiles in each of the core games can be combined for an almost limitless number of combinations. Players build the game board with nine 8"x8" tiles, each of which is divided into a 7x7 grid.
Each character in FOR WHAT REMAINS is represented by a counter and has a corresponding character card and action tokens. During campaign play, characters improve their attributes and develop new abilities as they progress from Recruit to Veteran and then Elite level. A chit-pull system is used for unit activation, and a step-loss system is used for tracking injuries during skirmishes.
Players control characters from one of the game’s six factions. Each core game comes with two factions. STREETS OF RUIN comes with the Freemen Coalition and Combine. BLOOD ON THE RAILS comes with the Soldiers of Light and Echo. OUT OF THE BASEMENT comes with the Erthen and Order of the New Dawn.
Freemen Coalition: The Freemen Coalition is a loose-knit band of human rebels who specialize in guerrilla warfare.
Combine: The Combine is the government that rules over much of what is left of the world.
Soldiers of Light: The Soldiers of Light are humans who believe the fall of mankind was brought about due to a dependence on technology.
Erthen: Erthen are a biologically developed race formed from a mixture of human, mineral, and organic matter.
Echo: Echo is a faction led by a secretive cabal of humans with psychic powers.
Order of the New Dawn: The Order of the New Dawn are creatures from the strange subterranean realm known as the Basement.
FOR WHAT REMAINS has been designed specifically to support solitaire play. We have developed an AI system customized for each character in the game, so that their actions take advantage of their individual traits and pursue unique scenario objectives. You can play either skirmish or campaign mode with the solitaire rules.
The campaign in FOR WHAT REMAINS is called The Semipalatinsk Legacy. Semipalatinsk was the former Soviet Union’s premier nuclear test site. During the course of the campaign, players will scavenge for precious resources and battle across a variety of environments such as abandoned cities, old rail yards, and biodomes. Players will recruit new characters into their faction and develop them over time.
The Semipalatinsk Legacy begins in STREETS OF RUIN. In this part of the campaign, the Combine and Freemen come into contact and begin their battle in the abandoned town's ruined streets. The campaign continues in BLOOD ON THE RAILS, where Echo and the Soldiers of Light battle in a rail yard, each trying to capture a key member of the other faction. The story concludes in OUT OF THE BASEMENT, where the Order of the New Dawn emerges from the Basement and attacks the Erthen in their biodome.
Publisher | Dan Verssen Games |
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