ZONE STALKER
INTRODUCTION
Card game for 2-4+ players.
Based on the Novella “Roadside Picnic” by the Strugatsky Brothers 1971.
Each player is a Stalker, venturing into the dangerous Visitation Zones to
bring back valuable artifacts left by visiting Aliens.
DISCLAIMER
Roadside Picnic is a copyrighted, licensed product.
This is merely a fan site.
GAME END
The game ends when only 1 player is left alive or
a new turn starts and there are no cards left in the Zone Deck.
VICTORY
Be the last Stalker left alive or
have the most Swag Points at the end of the game.
Each Artifact you collect is worth 1 or more Swag Points (SP).
THE DECKS
There are 3 Decks:
The Stalker Deck
The Zone Deck
The Character Deck
THE STALKER DECK
This deck is composed of cards the Stalkers use to avoid
Hazards and find Artifacts.
Each card has a Rating in 2 Traits:
Avoidance Rating (Used to Avoid Hazards)
Detection Rating (Used to Find Artifacts)
THE ZONE DECK
This deck has 4 Card types:
Location Cards
Hazard Cards
Artifact Cards
Event Cards
THE CHARACTER DECK
These represent Stalkers.
Each one has a special Ability.
INJURY MARKERS
Players share a common set of Injury Markers.
Anytime a player has 3 or more Injury Markers they are Killed.
DICE
10 Sided dice are needed.
SETUP
Shuffle the Decks.
Each player gets 1 random card from the stalker deck.
The oldest player goes first.
TURN SEQUENCE
Players take turns.
Each turn has multiple phases:
Stalker Phase
Zone Phase
Recovery Phase
End Phase
STALKER PHASE
The current Stalker fills his hand to 10 Stalker cards drawn from the top of
the stalker deck.
If the Deck runs out, shuffle the discard and draw from it.
ZONE PHASE
A player may decide to completely Skip Zone Phase on his turn.
The current stalker flips over the top card of the Zone Deck.
Place it faceup on the middle of the table.
This card is called the Primary Zone Card.
>>If the Primary Zone card is a Location the Stalker must discard a
Stalker card of his choice from his hand. Also discard the Location card.
>>If the Primary Zone card is a Hazard the Stalker must play (discard) a
Stalker card to avoid it. The Hazard card will have a Danger Rating.
The Stalker must roll a 10 sided die (Avoidance Roll) and add the Avoidance
Rating on the Stalker card he played to the roll. If this total is equal to or greater
than the Danger Rating of the Hazard card he successfully avoids it.
If the Total is less, he must roll 1D10 on the Hazard Table.
Either way discard the Hazard card.
>>If the Primary Zone card is an Artifact the Stalker must play (discard) a
Stalker card to find it.
The Stalker must roll a 10 sided die (Detection Roll) and add the Detection
Rating on the Stalker card he played to the roll. If this total is 7 or greater
he successfully Finds it.
The stalker places it in has Swag pile face down next to him.
These are known as Swag cards.
If the Total is less, he does not find it; Discard the Artifact card.
>>If the Primary Zone card is an Event Card, resolve it and discard it.
>>The Stalker may repeat this process as long as he still has
Stalker cards in his hand.
HAZARD TABLE
1D10 Effect:
1 Stalker discards an additional Stalker card from his Hand of his choice
2 Stalker discards 1 additional random Stalker card from his Hand
3 Stalker gains 1 Injury Marker
4 Stalker gains 1 Injury Marker and loses 1 extra Random Stalker card
5 Stalker loses 1 random Artifact he found this turn
6 Stalker gains 2 Injury Markers
7 Stalker gains 1 Injury Marker and loses 1 random Artifact he found this turn
8 Stalker loses all his remaining Stalker cards from his hand
9 Stalker gains 1 Injury Marker and loses all his remaining Stalker cards
10 The Stalker is Killed (The Zone is a Dangerous Place)
RECOVERY PHASE
If the Stalker skipped the Zone Phase completely, he may remove one Injury Marker.
If you have 1 or more Bracelets in your swag remove 1 additional Injury Marker.
END PHASE
You may discard none, some, or all of your Stalker Cards.
Players may trade Stalker and Swag Cards.
OPTIONAL INHERITANCE RULE
If your Stalker is killed, instead of automatically losing, discard 2 random swag
cards and draw a new card from the Character Deck.
STALKER DECK CARD NOTATION
Martyr = Discard this card to negate getting 1 Injury Marker when rolling on the Hazard Table
Retry = You may discard this card to Reroll 1 Target Die roll.
Aid = when played (discarded) draw an extra Stalker Card.
STALKER DECK
Name Avoid Detect Notes
Early Warning 3 0 -
Companion 0 2 Martyr
Lab Assistant 0 2 Martyr
The Third Watches 2 0 Martyr
Nuts & Bolts 3 0 -
Institute Report 1 2 -
Experience 1 1 Retry
Map 1 2 -
Knowledge 2 1 -
Rumors 0 3 -
Secrets 1 2 -
Ingenuity 2 1 -
Inspiration 1 2 -
Luck 1 1 Retry
Caution 3 0 -
Methodical 2 1 -
Reconnaissance 2 1 -
Careful Observation 2 1 -
Sensitivity 2 1 -
Intuition 1 1 Retry
Reasoned Guess 1 2 -
Greed 0 3 -
Determination 0 3 -
Deduction 2 1 -
Theory 1 2 -
Analysis 1 2 -
Quickness 3 0 -
Know When to Run 3 0 -
Quick Wits 3 0 -
See the Signs 2 1 -
Preparation 1 1 Aid
Equipment 1 1 Aid
Supplies 1 1 Aid
Blunder 0 3 -
Rush In 0 3 -
Explore 0 3 -
Examine 1 2 -
Mistake 0 3 -
Haste 0 3 -
Discovery 1 2 -
Professionalism 2 1 -
Courage 0 3 -
Cowardice 3 0 -
Stop and Think 3 0 -
Premeditated Movements 3 0 -
Essential Information 2 1 -
Landmark 3 0 -
Reflexes 3 0 -
Reference Points 2 1 -
Xenology 1 2 -
Stalker Commandments 3 0 -
Total Calm 2 1 -
Risk Taking 0 3 -
Steady the Nerves 2 1 -
Do Not Panic 2 1 -
Madness 0 3 -
ZONE DECK CARD NOTATION
H = Hazard
A = Artifact
L = Location
E = Event
HR = Hazard Rating
SP = Swag Points
Double = If you fail to Avoid this Hazard roll twice on the Hazard Table
Triple = If you fail to Avoid this Hazard roll three times on the Hazard Table
Cripple = If you suffer an Injury Token from this Hazard it is Permanent
Stun = If you do not avoid this Hazard lose 1 extra random Stalker card
Harmless = If failed this Hazard will not Kill or cause Injury Markers
X Copies = There are multiple copies of this card in the deck
Lost Swag = Target Opponent must discard a random Swag card from his Pile
Lost Turn = Target Opponent must skip his next Turn
State Approved = Draw 1 Stalker Card
Rich = If the next card is an Artifact get +1 to Detection roll
Dangerous = If next card is a Hazard get -1 to Avoidance roll
Safe = If next card is a Hazard get +1 to Avoidance roll
Illegal = If you find this Artifact you must lose your next turn.
ZONE DECK CARD LIST
Name Type HR SP Notes
The Garage L - - Rich & Dangerous
Ditches L - - Dangerous
Hillocks L - - Dangerous
Plague Quarter L - - -
First Blind Quarter L - - -
Pylons L - - Safe
Clear Space L - - Safe
Gardens L - - -
Town Dump L - - -
Locomotive L - - -
Rail Lines L - - Safe
Factory L - - Rich
Ore Mounds L - - -
Paved Lot L - - Safe
Blast Furnace L - - -
Truck Park L - - -
Ruins L - - Rich
Dump Truck L - - -
Cemetery L - - -
Old Ranch L - - -
Automobile Graveyard L - - -
Glass Kiosk L - - -
Black Bramble L - - -
Abandoned Cottages L - - -
Sinking Houses L - - -
Quarry L - - Dangerous
Transformer Hut L - - Rich
Patrol Bullets H 4 - -
Graviconcentrate H 5 - Double
Mange Spot H 5 - Double
Mosquito Mange H 5 - Double
Silvery Webs H 6 - -
Weird Shadow H 8 - Harmless
Witches Jelly H 4 - Double Cripple
Meat Grinder H 6 - Triple
Burning Fluff H 6 - -
Border Guards H 5 - -
Something in the Fog H 7 - -
Bent Black Automaton H 6 - Harmless
Hissing Cotton H 5 - -
Spitting Devils Cabbage H 7 - -
Earth Shaker H 6 - -
Colloidal Gas H 4 - Double Cripple
Blinding Noise H 6 - Cripple
Explosion H 7 - Stun
Thunderbolt H 8 - Stun
Psychic Repulsion H 8 - -
Unknown Mutagens H 8 - -
Earth Catches Fire H 9 - -
Dick the Tramp H 6 - -
Law of Causality Violation H 9 - Stun
Devils Heat H 9 - -
Temperature Fluctuations H 9 - -
Moulage H 7 - Harmless
Shimmering Turbulence H 8 - -
Jolly Ghost H 8 - -
Dripping Green Stuff H 6 - -
Magnetic Traps H 7 - -
Hoax E - - Lost Swag
Stolen E - - Lost Swag
Arrested E - - Lost Turn
Turn Yourself In E - - Lost Turn
Institute Pass E - - State Approved
Flying Boot E - - State Approved
Survival Suit E - - State Approved
Empty A - 2 2 Copies
Full Empty A - 5 -
Eternal Batteries A - 4 2 Copies
Blue Panacea A - 5 -
Wriggling Magnet A - 7 -
Itchers A - 3 2 Copies
Black Sprays A - 2 2 Copies
Death Lamp A - 9 -
Golden Ball A - 10 -
Wish Machine A - 10 -
Light Pins A - 1 2 Copies
Bracelet A - 5 3 Copies
Metal Hoop A - 6 -
Sponges A - 4 -
Ray Emitting System A - 9 -
Unknown Apparatus A - 8 -
Beneficial Object A - 5 -
Perpetuum Mobile A - 8 -
Lobster Eyes A - 5 -
Jelly Container A - 8 Illegal
Rattling Napkins A - 7 -
So-So Sticks A - 4 2 Copies
White Whirlygigs A - 7 -
Quasibiological Mass A - 8 -
CHARACTER DECK CARD LIST
Name Notes:
Red Gets +1 to Avoidance Rolls
Buzzard May use any Stalker card with a zero Rating as a Martyr
Four Eyes Fills Hand to 11 in Stalker Phase
The Maltese Gets +1 to Detection Rolls
Pharaoh Once on your turn Reroll one die roll
Gorilla Requires 4 Injury Markers to kill him
Slimy Immune to Lose Turn, Lose Swag, Stun, and Cripple
Culligan All your Artifact cards are worth +1 SP at end of game
The Scab Heals in Recovery Phase even if he did not skip Zone Phase
The Nose Gets +4 to first Detection Roll each turn
Pygmy Zmyg Gets +4 to first Avoidance Roll each turn
Cactus Gets +3 to first Die Roll each turn
The Hindu In Stalker Phase Fill hand to 12 Cards and discard 2
Lucky Gets +2 to one target die roll per turn
Hamster First time killed he misses next 2 turns instead
LINKS
Roadside Picnic PDF File
Wikipedia Entry