Perimeter54
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Description
An extraction card game for 2 to 6 stalkers. Beyond the barbed wire, the Zone breathes, shifts and swallows certainty. The artifacts hidden within are worth a fortune, but every step adds a little more radiation to your bag, your skin, your regrets. --- How it's played: On your turn you choose to Explore (draw a card from the Zone Deck into your Loot and resolve its effect) or Return to the Hideout (bank your Gear and Artifacts into your Bag, discard any Hazards, and end your raid safely). Radiation accumulates across your Loot and Bag; hit 5 or more at the end of your turn and you're forced to Flee, losing everything gathered that raid. Gear cards can offset radiation, react to threats, or store other cards for bonus effects, but the deeper you go, the more you risk. A rare Psychic Emission hazard forces every Stalker still exploring to flee at once. How it's won: Raids repeat until a Stalker's Bag reaches a cumulative value of 9 points from Gear and Artifacts. First to hit that threshold triggers the final count; highest value wins, ties broken by most Artifacts in the Bag. —description from the publisher