Radlands
Deploy survivors and time queued events with limited water each turn to destroy all three opposing camps.
Radlands supports 2 players; community best: 2 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed.
Background & introduction
Radlands is a two-player card duel. Each player selects three camps from six candidates, then both draw people and events from one shared deck to fight for survival in a ruined landscape.
Water pays both for playing cards and for activating abilities already on the table. People shelter camps while events count down in a separate queue. Every hand card can also be discarded for its immediate junk effect, creating a recurring choice between a lasting asset and a quick benefit.
Victory comes from destroying every opposing camp. Repair, protection, raids, and card supply shape the pace of the duel, while different camp combinations suggest different openings. The starting player receives only one water on their first turn, which sharply limits that opening.
Core rules & scoring
The base game is for two. Use only the original 34 camps: draw six each, keep three, reveal together, and return the rest. Draw a starting hand equal to the total draw numbers on your camps and prepare your Raiders and Water Silo. People and events share a draw deck.
Each turn has Events, Replenish, then Actions. Resolve your event at zero, then advance remaining events one space. Draw one card and collect three water; the starting player collects only one on their first turn. All later turns provide three.
During Actions, repeat affordable actions in any order: play a card, spend two water to draw, junk a hand card, spend one water to take Water Silo, or use an ability. Return all regular and extra water at turn end; water does not carry over naturally.
Pay a person’s printed water cost and place them before any of your camps, even a destroyed camp. Each column holds at most two people, with a new person placed in front of or behind the existing one. If all columns are full, first destroy one of your people. Newly played people are not ready.
Pay for an event and put it at its numbered queue space. If occupied, use the first empty space behind it; if none exists within the three-space queue, it cannot be played. A zero-time event resolves immediately and is discarded instead of entering the queue.
A card with none of your cards in front of it is unprotected. Ordinary damage targets an opponent’s unprotected card: turn it sideways, and destroy it if damaged again. Destroyed people are discarded and camps flipped. Effects explicitly saying any, all, or one of follow their text and ignore protection.
Use abilities only on ready cards, paying first and resolving the full effect. A person is not ready if played, restored, activated this turn, or damaged. An undestroyed camp may be ready while damaged. Using an ability makes that card not ready for the turn; mark even zero-cost uses.
Junk a hand card without paying its play cost to receive its junk icon effect. Spend one water to take Water Silo into hand, then junk it later for an extra water and return it to your play area. Water Silo may remain in hand across turns.
A punk is a facedown person from the deck top with no abilities; never inspect its reverse side. One damage destroys it and returns it facedown to the deck top. Restore turns one of your damaged cards upright, but a restored person remains not ready this turn and a card cannot restore itself.
Win immediately when all three opposing camps are destroyed. Raid icons place or advance your Raiders event, whose resolution makes the opponent choose a camp to damage despite protection. Reshuffle discards when the deck first runs out; its second exhaustion ends the game in a draw.
Rules & gameplay questions
Can a damaged camp still use an ability?
Yes, if it is undestroyed and has not used an ability this turn. A damaged person is not ready; restoring them still leaves them not ready for the current turn.
Can ordinary damage hit a camp behind people?
Normally no: check whether the target has one of its own cards in front. Explicit any, all, or one of effects and Raiders making the opponent choose a camp follow their own wording.
Can I save unused water for next turn?
No. Return it all at turn end. You may spend one water to take Water Silo, keep that card, and junk it on a later turn for an extra water.
What if an event or junk effect gives a punk when all columns are full?
The general FAQ allows destroying an existing person to make room when placing a person. This also applies to placement by events, traits, junk effects, or abilities.
Can I immediately repeat a zero-cost ability?
No. Mark the card not ready even when the cost is zero. Ordinarily, using one ability makes the whole card not ready, including any other ability it carries.
Rules & introduction sources
- Edition
- Original two-player Radlands content: the original 34 camps and 66 people/event cards. Uses Roxley’s current living rulebook v2.1, copyright 2026, and its integrated general/card FAQs. That download also includes Cult of Chrome; its 32 expansion camps and their special effects are outside this entry. No solo or fan variants.
- Rule references
- Introduction source
- BoardGameGeek
WANGO editorial
| Parameter | Recorded value |
|---|---|
| BGG overall rank (snapshot) | #217 |
| Complexity Weight | 2.26 / 5 |
| Best player count (community) | 2 |
| Player range | 2 |
| Playing time (minutes) | 20–40 |
| Core mechanisms | Action Points · Action Queue · Hand Management · Multi-Use Cards · Take That · Variable Player Powers |
| Chinese publication | Unconfirmed |
| WANGO browser play | No confirmed WANGO trial |
| Year published | 2021 |
| Suggested age | 14+ |
BGG statistics are stored snapshots, not live rankings. Source checked:2026-09-27
Player questions
What is the best player count for Radlands, and can I play online?
Radlands supports 2 players; community best: 2 players; playing time: 20–40 minutes. A WANGO browser trial has not been confirmed.
How complex is Radlands, and which mechanisms does it use?
Weight: 2.26 / 5. Mechanisms: Action Points · Action Queue · Hand Management · Multi-Use Cards · Take That · Variable Player Powers. Chinese publication: Unconfirmed.
Where can I learn Radlands?
No rule guide, strategy article or WANGO trial has been confirmed for this record.