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Game Modes

Reach and Control

Fallout: Factions has two different types of campaign play in which players compete for different resources — these are called Reach and Control. [Folio pg. 9]

The Reach Campaign can be found in the Fallout: Factions Rulebook, with all the bells and whistles to create your own Wasteland narrative, such as base building, captives, and more. Reach is the main resource gathered during this campaign, and can be used during Story Actions to change your crew's impact on their surroundings. [Folio pg. 9]

Control Campaigns (such as the one found in the Battle for Nuka-World Starter Set) are intended to provide a simpler experience for first-time players or those new to Fallout: Factions. In this campaign, crews fight over Control as they attempt to snatch key strategic landmarks from each other. [Folio pg. 9]

Both campaigns are intended to be ongoing story experiences, allowing players to join part of the way through. In fact, Control Campaigns have the advantage of having your crews fight for the Wasteland to go on the move, slotting in with others from outside your own regular group. Some players, however, may wish to have a set finish point for a campaign. In these cases, all players should agree on an endpoint at the start of a campaign, such as the first player to finish a Tier 3 Quest or reach a certain level of the campaign resources. [Folio pg. 9]

Tournament Play

Competitive play uses the C.O.M.P. Kit (Competition Organization and Management Protocols), available from the Modiphius website. C.O.M.P. play uses fixed rosters and standardized scenarios. Campaign content cannot be used in C.O.M.P. play, but C.O.M.P. content can be used in campaigns. [Folio pg. 7]