Rulebook

Complete rules for Red Faction: Underground. Use the quick links below or scroll section by section.

Table of Contents

1. How You Win

You win immediately when either win condition is met.
  1. Score 7 Points by defeating attacking characters.
  2. Be the Last Surviving Player
    • A player is eliminated when they reach 3 Wounds.

2. Components

Main Deck (Shared)

Contains:

Main Discard Pile: When the Main Deck runs out, shuffle the Main Discard Pile to form a new Main Deck.

Room Deck (Shared)

Contains:

Room Discard Pile: When the Room Deck runs out, shuffle the Room Discard Pile to form a new Room Deck.

Areas

3. Card Types

Rooms

Rooms appear in the Room Deck and in players’ Bases.

Each Room has:

Entrance: The first room of your base (the one attackers enter first).

Characters

Characters appear in the Main Deck, players’ Hands, the Barracks, and as Attackers.

Each Character has:

Characters can only be played during the Play phase.

Events

Events appear in the Main Deck, players’ Hands, and the Stack (while resolving).

Each Event has:

Cost to play an Event: Discard 1 card from your hand.

Events can only be played during the Play phase.

Interrupts

Interrupts appear in the Main Deck, players’ Hands, and the Stack (while resolving).

Each Interrupt has:

Cost to play an Interrupt: Discard 1 card from your hand.

Interrupts can be played at the specific time printed on the card.

Nano Enhancements

Nano Enhancements appear in the Main Deck, players’ Hands, and attached to characters.

Each Nano Enhancement has:

Cost to play a Nano Enhancement: Discard 1 card from your hand.

4. Setup

  1. Place the Main Deck and Room Deck in the center of the play area, within reach of all players.
  2. Note a central Barracks area.
  3. Each player notes a Base area in front of them (begins with 0 rooms).
  4. Choose a starting player at random.
  5. Each player draws up to their Hand Size (see Hand Size).
  6. The first player takes their turn.

5. Hand Size

Your Hand Size is:

4 + number of other players

6. Turn Structure

Each round has five phases, completed in this order:

  1. Draw Phase
  2. Play Phase
  3. Build Phase
  4. Target Phase
  5. Combat Phase

Then the next round begins.

6.1 Draw Phase

Each player draws from the Main Deck until they reach their Max Hand Size.

6.2 Play Phase

Starting with the player with the most points, each player takes their Play Phase. If multiple players are tied for the most points, randomly select the starting player from among the players tied for the most points.

During each player's Play Phase, that player may:

  1. Play up to 1 Character from hand into the Barracks
    • Place it at the end of the barracks line (newest goes last).
  2. Play any number of Events and/or Nano Enhancements
    • Each costs discard 1 card.

After each player has completed their Play Phase, proceed to the Build Phase.

6.3 Build Phase

Starting with the player with the most points, each player takes their Build Phase. If multiple players are tied for the most points, randomly select the starting player from among the players tied for the most points.

During each player's Build Phase, they:

  1. Look at the top 3 cards of the Room Deck.
  2. If your base has fewer than 5 rooms:
    • Choose 1 and add it to your Entrance (front of your base).
  3. If your base already has 5 rooms:
    • You may choose 1 and replace any single room in your base with it.
    • The replaced room is destroyed and goes to the Room Discard Pile.
  4. Put the other room cards you looked at into the Room Discard Pile.

After each player has completed their Build Phase, proceed to the Target Phase.

6.4 Target Phase

Determine attacks in the order that characters entered the barracks (oldest first).

For each character, select their target based on:

Tie Rule

If more than one base is tied for best target, that character does not attack and stays in the barracks, keeping its position, then move on to the next character and pick their target.

Characters that select a target become Attackers.

6.5 Combat Phase

Combat resolves in two layers of order:

  1. In turn order (player with the most points resolves first, then clockwise), then
  2. For each base, resolve attackers in attacking order (the order in which they selected that base as their target).

Resolving an Attack

  1. The attacker enters at the Entrance and moves room by room.
  2. If attacker stat exceeds or equals the room check ? pass safely and take 0 damage.
  3. If attacker stat is less than room check ? take damage equal to the difference (room check minus attacker stat).
  4. If attacker stat exceeds or equals the room check ? pass safely.
  5. If attacker stat is less than room check ? take 1 damage.
  6. If total damage exceeds or equals CON, the attacker dies immediately:
    • The defending player takes that character card as 1 Point (keep it face down).
  7. If the attacker survives and passes through all rooms in the base:
    • The defending player takes that character card as 1 Wound (keep it face up).

After combat in each base resolved, the next round begins at Draw Phase.

7. Tracking Points and Wounds

Points

Wounds