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Ploys

Quick Reference
  • At game start, each player takes Ploy Tokens equal to their crew's current Tier.
  • Spend one Ploy Token to enact a Ploy.
  • Each Ploy can only be used once per game — except Lucky Break, which has no such restriction.
  • All crews have access to the three Standard Ploys: Teamwork, Second Wind, Lucky Break.
  • Factions also have unique Ploys; some Objectives grant additional Ploys.

Ploys

Winning a game doesn't just come down to dice and luck. Shrewd commanders think strategically and plan devastating surprises for their opponents. In Fallout: Factions, these surprises come in the form of Ploys. [Rulebook pg. 26]

The number of Ploys a crew can enact per game is strictly limited. At the start of the game, each player takes a number of Ploy Tokens equal to their crew's current Tier. They must discard a Ploy Token to enact a Ploy. [Rulebook pg. 26]

A player can never use the same Ploy more than once during a single game (with the exception of Lucky Break). [Rulebook pg. 26]

Standard Ploys

All crews have access to the three Standard Ploys listed below. [Rulebook pg. 27]

A crew also has access to a series of Ploys that are unique to its Faction (see the Faction Lists in the Appendix). Some Objectives will give one or both crews access to additional Ploys. [Rulebook pg. 27]

Ploy: Teamwork

You may Enact this Ploy at the end of your Turn: [Rulebook pg. 27]

Take another Turn. When choosing an Active Model, you cannot choose the Active model from the prior Turn.

Ploy: Second Wind

You may enact this Ploy at the start of your Turn: [Rulebook pg. 27]

When choosing your Active model, you may choose an Exhausted model. If you do, it Recovers 1 Fatigue.

Ploy: Lucky Break

You may enact this Ploy while making a S.P.E.C.I.A.L. Test for a model, after Roll the Pool and Remove Duds, but before the Fortune Smiles Step: [Rulebook pg. 27]

You may Re-roll all Duds in the Pool.