Radlands rules: how to play and how to win
Reviewed on 10 October 2026 against the publisher’s rulebook. How we check
Radlands is a post-apocalyptic duel for 2 players: each protects three camps, and the first to destroy all three of the opponent’s camps wins. Here are the essential rules, setup and the end of the game, based on the official rulebook.
- Players
- 2
- Play time
- About 40 minutes
- Winner
- First to destroy all three opposing camps
Radlands quick rules
- The goal
- Each player protects three Camp cards, lined up in front of them. To win, you must destroy all three of your opponent’s camps. As soon as that’s done, the game stops.
- Water and cards
- Water is the only resource: you get 3 water discs each turn, and unspent water is lost. It pays for playing cards and using their abilities. People go in front of your camps to protect them; Events trigger after a few turns. Any card in your hand can also be junked for the effect of the icon at its top left.
- A turn
- First, Events: the one on space 1 of your queue resolves, then all move forward one space. Next, draw a card and take your 3 water discs again (just one on the start player’s very first turn). Finally, your actions, as many as you can pay for: play a card, draw for 2 water, junk a card, take your Water Silo for 1 water or use an ability.
- Columns and protection
- Each camp forms a column with the people in front of it, two at most. A card is protected as long as another of your cards is in front of it: damage can only target the front card. To hit a camp, you first have to clear its column. A damaged card is turned sideways; damaged a second time, it’s destroyed.
- Ready or not ready
- To use an ability, the card must be ready. A camp is ready as long as you haven’t used its ability this turn, even when damaged. A person isn’t ready if it was played or restored this turn, has already used an ability or is damaged. Put the water you paid on the card as a reminder.
- The Raiders and the end
- When a raid icon tells you to, put your Raiders card in your event queue, or advance it. When it resolves, your opponent chooses one of their camps, which takes damage even if protected. The game stops as soon as all three of a player’s camps are destroyed. If the draw deck runs out a second time, the game is a draw.
- Beginner traps
- Using the ability of a person you just played (it isn’t ready); damaging your own cards when no card says so; forgetting that a punk, a facedown card with no ability, is destroyed at the first damage and goes back on the deck; saving water for next turn (it’s lost).
How to win Radlands
- Victory
- The first player to destroy all three of their opponent’s camps wins, immediately. There are no points.
- A destroyed camp
- A card damaged once is turned sideways; damaged a second time, it’s destroyed.
- A draw
- If the draw deck runs out, shuffle the discard pile; if it runs out a second time, nobody wins.
- How it ended
- For the record, the sheet notes “Three camps destroyed” or “Draw deck ran out twice (draw).”
Example ending
Emma has one camp left, already turned sideways after one damage. Jake’s Raiders resolve: Emma must choose a camp, even a protected one, and her last one takes its second damage. 1 + 1 = 2 damage: it’s destroyed, her third. Jake wins, recorded as “Three camps destroyed.”
Common mistakes
- Targeting a protected camp with regular damage: only the front card of a column can be hit.
- Forgetting that the Raiders hit a camp even if it’s protected, chosen by the opponent.
- Naming a winner when the draw deck runs out a second time: the game is a draw.
How to set up Radlands
Setup comes in four parts. The number of starting cards depends on the camps you choose.
The center of the table
- Sit facing each other.
- Shuffle the camp deck and place it in the center.
- Place the black extra water discs in the center: this is the supply.
- Shuffle the draw deck (people and events) and place it in the center, leaving room for the discard pile.Both players draw from this same deck.
The camps
- Each player draws 6 Camp cards.For a first game, the rulebook offers two ready-made sets of three camps instead of the draw.
- Each player chooses 3 camps and lays them out facedown in a row in front of them.Leave room for 2 cards in front of each camp: that’s where your people go.
- When both players have chosen, flip your camps faceup.
- Put the unchosen camps and the camp deck back in the box.
Each player
- Place a Water Silo card and a Raiders card faceup to the right of your play area.
- Take 3 white water discs: this is your water supply.On the very first turn, the start player only gets one water disc.
- Take a player aid card.
- Draw as many cards as the sum of the numbers in the black rectangles on your 3 camps.This number is printed on each Camp card.
Let’s go
- Flip a water disc: water side up, you start; otherwise, your opponent does.After that, you take turns.
Frequently asked questions
How many cards do you start with in Radlands?
As many as the sum of the numbers in the black rectangles on your 3 camps. You also take 3 water discs, a Water Silo card and a Raiders card.
Who goes first in Radlands?
Flip a water disc: water side up, you start; otherwise, your opponent does. The start player gets only one water disc on their very first turn.
Can you save water between turns in Radlands?
No: unspent water is lost at the end of the turn. Taking the Water Silo with your last disc is often a good idea.
Ludingo’s Radlands sheet was last reviewed on 10 October 2026, based on: rulebook (PDF), roxley.com, boardgamegeek.com, BoardGameGeek.