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The south of England, summer of 2009: suburbia.

After 4 days and with their supply of water dwindling, a family group emerges from the Cold War bunker in the
basement of their house to find that the world has been devastated by violence.

When they purchased their house the dusty and cobweb-ridden nuclear bunker had seemed nothing more
than the marginally interesting relic of an over-anxious age. Little did they to know that this relic, along with a
few hastily gathered supplies, would save their lives – for now.

They had taken to the bunker as, quite literally, the violence – the frenzied attacks – had reached their
doorstep.

It had all started seven days earlier – the first day - with a news report of civil breakdown. Amateur footage
broadcast over the internet had quickly revealed that this wasn’t some out-of-control unrest but violence on an
unprecedented scale. Families, friends, neighbours and colleagues were turning on each other. And people
were dying in horrible and unimaginable ways.

The violence had spread quickly, crossing borders and then continents, with national governments seemingly
powerless to stop it. And then on the third day a scientist had broken ranks to reveal the cause – a
genetically engineered virus transferred through the saliva in a human bite. And there was no known cure.

The family had quickly gathered themselves and some supplies and when the violent images on the internet
started to appear outside their home they took the only route that remained open to them, the steps down to
the bunker.

Thirsty and hungry, blinking against harsh sunlight, it was on the seventh day that the family emerged to find
a world – their world – that had been devastated. With houses torn apart and the remnants of bodies littering
the street, it was with trepidation that they contemplated a very necessary search for supplies.

What the family had yet to learn was that some friends and neighbours were still alive – though not in a way
that might be described as human. With the virus having slowed their metabolic rate, they could sustain
themselves for days and days on the smallest of morsels torn from the bodies of the dead. Still alive but as
good as dead, what these infected - these ‘zombies’ - really wanted, what they craved, was the taste of hot,
fresh human blood and sensing that it was near would drive them to a frenzy of violence. And the only way to
be sure of stopping such a primitive monster would be the destruction of its brain.

http://www.silent-invasion.org.uk 1 draft 3.0 ~ 07/2009


Zombie Rage!
Game objective
Zombie Rage! provides rules for a tabletop game played with 28mm miniatures by one or more persons. The
rules are not intended to be absolutely definitive but provide a general framework for the game which takes
place in a ‘fast zombie’ environment similar to that found in the I Am Legend / 28 Days Later / Quarantine
sub-genre of zombie movies such that, technically speaking, the principal antagonists are ‘infected’ rather
than ‘living dead’. Each player adopts the character(s) of individual(s) who thus far have avoided infection
and their objective is to complete, and survive, a pre-determined mission, which might be to search for
supplies or to search for vehicle keys, etc. The zombies do not require a dedicated player as their simplistic
behaviour is determined by the game rules. For the survivors to be successful they need to support each
other and balance searching quickly and widely against attracting the attention of zombies thereby drawing
them into close contact.

Game structure
All players move their survivor characters (and take any relevant action) at the same time. As they are by
nature unthinking and reactive, the zombies are moved immediately after the survivors have finished their
turn. To avoid time-consuming measuring, the game is played on a board marked out with a grid of 1”
squares.

Getting going
The game scenario may limit the number of survivors whereas the number of zombies may be unlimited. The
survivors may enter from the side of the board that best suits the scenario being played, the zombies from
that directly opposite. Alternatively, choose six squares at the board perimeter and number them 1 – 6 then
throw 1xD6 each for survivors and zombies to determine their respective entry points. At each turn additional
zombies will enter the game and any zombies that are subsequently killed can be retained in a ‘pool’ for future
use. The number of zombies that enter each turn is determined by the throw of 1xD6, subject only to there
being sufficient room on the board at the respective entry point. At the outset of the game, decide if
respective entry points will always be as for the first turn or if they will continue to be randomly generated
using 1xD6. The closing exit point(s) for a game can be determined in a similar manner though once
survivors exit the game they cannot return.

Managing activity
Activity is managed by an Action Point allocation. The standard allocation for survivors is 4AP per turn. The
standard allocation for zombies is 4AP per turn. Humans do not need to use all APs per turn whereas
zombies will normally use all APs per turn. Ordinarily, each survivor is deemed to be carrying a personal
radio and as such even when separated they can remain in voice contact for coordinated activity.

Movement
Movement is by square with each square costing 1AP. Movement can be to any linked square (i.e., including
diagonally) but must end with the survivor or zombie facing against a straight edge (i.e., not facing towards a
square’s corner). Movement cannot be into or across squares that are occupied by other characters or
otherwise filled or blocked. Windows are deemed edged with jagged glass and so it costs survivors 1AP to
climb through whereas zombies do not incur a cost. Zombies are driven by their craving for fresh human
blood such that they are unthinkingly and unflinchingly drawn towards the sound and sight of human activity
and so they MUST be moved in a manner consistent with this dominant self-interest, which is usually in a
straight line and as fast as possible.

Barricades
Survivors can seal off rooms by barricading the entry points at doors and windows though there might not be
enough barricades to seal all doors and windows. The construction or removal of a barricade one square
wide has a cost of 1AP. A barricade two squares wide will therefore cost at least 3AP (i.e., build barricade,
move to next square, build barricade). Weapons cannot be used through barricades. Survivors cannot climb
through a barricade whereas a stack of three zombies deep (i.e., three in a column, all facing towards the
barricade) will force through it (at which point it must be removed from the table).

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Zombie Rage!
Search
Decide if any survivor character cards (as representations of persons in hiding) are to be included amongst
the search cards. Before the game starts the search cards are shuffled and placed face down in a stack.
Squares to be searched are denoted by a tile depicting the accumulation of items and furniture, etc. A
survivor should not search a point more than once though all survivors can search each point. The act of
searching costs 1AP and requires the figure to be directly facing the search square; if a search is undertaken
the player draws a card from the top of the stack. Some items shown on the cards will be inappropriate to the
search area or to the game scenario (e.g., a vehicle inside a house) in which case they must be discarded
and the next card drawn. Once an item is found the player retains the card, which will incorporate details of
any special rules pertaining to its use. Note that players can carry only two large items (e.g., an advanced
weapon and a food crate) at any one time and so excess large items must be disposed of and if they cannot
immediately be given to another player or lodged in an unlocked vehicle they will be assumed lost to the
game.

Giving stuff
If during a turn two or more survivor characters are in adjacent squares then they may pass items from
person to person at a cost of 1AP to the giver. Note that personal back-up weapons (see below) are
assumed lost or disabled when a survivor character dies and so cannot be passed over to another.

Throwing stuff
Small, blunt items (such as medical packs, energy drinks, ammunition, keys, etc) can be thrown. The
standard throw is across a maximum of three clear squares and costs the thrower 1AP. To determine
whether or not the catch was successful throw 1xD6 with a 1 indicating that the item was dropped and is lost
to the game.

Vehicles
The key can be left with a vehicle in which case it is considered UNLOCKED and is accessible; if the key is
held by a driver or unfound then it is considered LOCKED and is inaccessible. Movement into or out of a
vehicle costs 1AP. Vehicle movement cannot start until the turn AFTER the driver has entered it. Normal on-
road vehicle movement is up to 16 squares forward and 8 squares in reverse. Off-road vehicle movement is
half of that on-road (i.e., 50%), for example, in one turn a vehicle could move a maximum of 8 squares on
concrete then 4 squares (i.e., half of the turns remaining 8) on grass. Non-4WD vehicles are subject to an
immobilisation test each turn that they are off-road; roll 1xD6 with a 1 or 2 meaning that the vehicle is stuck
for the remainder of this turn. Vehicles must be moved in a common-sense manner, taking a route that is
physically and mechanically feasible. Any survivors and/or zombies in the path covered by the moving
vehicle will be subject to the standard test for damage as if the vehicle has been used as a weapon. Anyone
in the immediate path taken by a vehicle that has nowhere to go is presumed killed and removed from the
table. As squares that are occupied cannot be moved through, vehicles can therefore be used to block doors,
windows and passageways, etc. With stores and other stowage taken into consideration, the capacity of
each vehicle is limited to that which is feasible. The vehicle seating plans can be used to locate relevant
miniatures when survivors are deemed to be inside them.

Weapons
Survivors can have a personal back-up weapon relevant to their character. Back-up weapons are available at
all times (though firearms might be subject to the consequences of ‘out of ammo’ and ‘stoppage’ search
cards). Only basic weapons are eligible to be back-up weapons. Other basic and advanced weapons can be
found during searches or have been earned during previous games though some will not be available for use
by all. Some characters (e.g., military) might enter the game equipped with additional basic or advanced
weaponry as befits their role. Basic and advanced weapons can be passed between survivor characters but
personal back-up weapons (see below) cannot be passed and so if a survivor character dies they are lost to
the game. In the event of running out of ammunition or suffering a stoppage, then AP allowance permitting,
advanced weapons can be used as clubs. Only one weapon can be used at a time and weapons cannot be
used through barricades but can be used through hedges and fences if the survivor is in an adjacent square.

http://www.silent-invasion.org.uk 3 draft 3.0 ~ 07/2009


Zombie Rage!
Weapon capability
Some weapons are capable of more kill opportunities per turn as indicated by their Target capacity. For each
attempt at a nominated Target, 1xD6 is thrown to determine if damage has been caused. Some weapons are
more deadly than others and this is indicated by the Impact adjustment that is added to each Damage die roll
(i.e., a thrown 4 + impact adjustment of 2 = 6). Each weapon also has a Range (distance to target) that is
measured in squares. Weapons with a range of 1 can only be used against zombies to the immediate front
left, front centre and front right. For weapons with a longer range, after every four squares of distance the
target area expands by two squares of width, which has the effect of creating a cone-shaped kill-zone.
Characters within squares that are crossed by the kill-zone and that are in unobstructed line of sight can be
nominated as targets provided the weapon that is used meets the necessary Range and Targets criteria.

Weapon Category Range (Squares) Targets (D6) Impact (Adjustment)


Basic
Knife 1 2 +0
Club 1 1 +1
Sawn-off shotgun 4 2 +1
Handgun 4 3 +0
Advanced
Axe 1 2 +2
Chainsaw 1 3 +2
Shotgun 8 2 +1
Sub-machine gun 8 3 +0
Semi-auto carbine 16 2 +1
Assault rifle 16 3 +1
Rifle 32 1 +2
Light machine gun 32 3 +2
Sniper rifle 36 1 +2
Other
Vehicle as for movement as contacted +2

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Zombie Rage!
Attacking the zombies
An attack can occur when a zombie is in a survivor’s kill-zone, at a cost of 1AP. To attack a zombie, the
survivor MUST have a functioning weapon with the appropriate capability. Nominate the target(s) for each
attempt then roll 1xD6 for the damaged caused; a roll of 6 indicates that the zombie has been killed and its
miniature is removed from the table to the zombie ‘pool’ for later reuse. Roles of less than 6 are adjusted for
Impact, with a summation of at least 6 confirming a kill. A zombie that is attacked can attack back, regardless
of whether its AP allocation has been used for that turn.

Being attacked by the zombies


Zombies attack with their hands and teeth, at a cost of 1AP. To be attacked, the survivor MUST be in THE
square that is to the zombie’s immediate front centre. If a zombie is positioned to attack then it MUST attack.
A survivor who is surrounded will therefore be under attack from up to four zombies at once. Roll 1xD6 for the
damage caused to the survivor by each zombie. A roll of 5 or 6 indicates that the survivor has suffered a
potentially fatal injury that can be repaired by the immediate use of any medical kit in their possession. If a
survivor does not have immediate access to a medical kit then he/she is marked as having been seriously
injured (e.g., by standing the miniature on a red disc) until the end of the next turn when, unless a medic or
medical kit has reached him/her with appropriate action taken, the survivor will be deemed to have died and
be removed from the game. Survivors who are attacked can defend themselves by instinctively attacking
back, regardless of whether their AP allocation has already been used for that turn. Survivors that have been
seriously wounded (as indicated by standing on a red disc) cannot be subject to further attack.

Hiding
Where a search point is indicated by a tile containing something other than a body, instead of conducting a
search the survivor can elect to hide in that location instead, at a cost of 1AP. A survivor in line of sight of a
zombie cannot presume to have hidden. Remove the search tile and replace with a black disc, which the
miniature is stood on. Once a search point has been converted into a hide it cannot revert back so after the
survivor has moved away the black disc is left in place. A survivor in a hide point cannot be seen or heard,
though the use of weapons can reveal the survivors location and the black disc must be removed.

Hedging & Fencing


Hedges and fences are impenetrable to survivors and zombies – they cannot be moved through or over.
Survivors can see through hedges but zombies cannot. Survivors can use firearms through hedges and
fences IF they are in a square adjacent to the hedge or fence (i.e., so as to fire through rather than at them).
If a survivor fires through a hedge then nearby zombies might be alerted to their presence.

Dogs
Trained dogs are moved in conjunction with the survivors. Dogs behave as directed by their handler and have
a 6AP allowance. A trained dog can attack zombies at a cost of 1AP. Roll 1xD6 with a 6 killing a zombie.
Zombies with a roll 6 can kill trained dogs. If the handler is killed, a trained dog seeks out the nearest
survivor. Dogs are immune to zombie infection.

Printable cards
The printable cards at the end of this document include (1) profiles of survivors, (2) brief summaries of the
rules, (2) search cards, and (3) floor plans for various vehicles.

Credits
The author was introduced to zombie gaming by the Zombie Plague! print-and-play boardgame that can be
downloaded from http://fortressfigures.com/zombieplague/ and which has influenced the writing of these
rules.

http://www.silent-invasion.org.uk 5 draft 3.0 ~ 07/2009


Father Mother Teenage
Child
Personal weapon: sawn-off shotgun Personal weapon: knife Personal weapon: handgun
Range 4, Targets 2, Impact + 1 Range 1, Targets 2, Impact + 0 Range 4, Targets 3, Impact + 0

Strength & stamina: strong Strength & stamina: average Strength & stamina: average
Impact +1 for knife, club, axe cannot use chainsaw or carry lmg cannot use chainsaw or carry lmg

Firearm handling: shootist Firearm handling: civilian Firearm handling: shootist


Impact +1 for all rifles cannot fire smg, assault rifle, lmg Impact +1 for all rifles

Vehicle handling: driver Vehicle handling: driver Vehicle handling: non-driver


can drive any vehicle +1 for all vehicle tests cannot drive vehicles

Special skill: military trained Special skill: medically trained Special skill: finding stuff
can carry & use all weapons 2AP to medic self or adjacent search of body never reveals
survivor zombie

Teenage Teenage Basic Rules


Child Child Standard AP allocation:
Personal weapon: club Survivor = 4AP
Personal weapon: club
Range 1, Targets 1, Impact + 1 Zombie = 2AP increasing to 4AP
Range 1, Targets 1, Impact + 3

Strength & stamina: average Survivor actions:


Strength & stamina: very strong
cannot use chainsaw or carry lmg 1AP => move, window, search,
Impact +2 for knife, club, axe
barricade, attack, hide, give, throw
Firearm handling: civilian (3 clear sqs; if 1xD6 =1 then lost)
Firearm handling: civilian
cannot fire smg, assault rifle, lmg cannot fire lmg
Attack zombies:
Vehicle handling: driver Nominated targets in kill-zone must
Vehicle handling: non-driver
can drive any vehicle be in range & line of sight
cannot drive vehicles
Kill if 1xD6 + Impact = 6
Special skill: fixing stuff Special skill: building stuff
can use tool kit for cost of only 1AP Attacked by zombies:
can build barricades without AP
Killed if 1xD6 = 5 or 6
cost
(if medic/pack can’t save)

Basic Rules Basic Rules Basic Rules


Standard AP allocation: Standard AP allocation: Standard AP allocation:
Survivor = 4AP Survivor = 4AP Survivor = 4AP
Zombie = 2AP increasing to 4AP Zombie = 2AP increasing to 4AP Zombie = 2AP increasing to 4AP

Survivor actions: Survivor actions: Survivor actions:


1AP => move, window, search, 1AP => move, window, search, 1AP => move, window, search,
barricade, attack, hide, give, throw barricade, attack, hide, give, throw barricade, attack, hide, give, throw
(3 clear sqs; if 1xD6 =1 then lost) (3 clear sqs; if 1xD6 =1 then lost) (3 clear sqs; if 1xD6 =1 then lost)

Attack zombies: Attack zombies: Attack zombies:


Nominated targets in kill-zone must Nominated targets in kill-zone must Nominated targets in kill-zone must
be in range & line of sight be in range & line of sight be in range & line of sight
Kill if 1xD6 + Impact = 6 Kill if 1xD6 + Impact = 6 Kill if 1xD6 + Impact = 6

Attacked by zombies: Attacked by zombies: Attacked by zombies:


Killed if 1xD6 = 5 or 6 Killed if 1xD6 = 5 or 6 Killed if 1xD6 = 5 or 6
(if medic/pack can’t save) (if medic/pack can’t save) (if medic/pack can’t save)

http://www.silent-invasion.org.uk 6 draft 3.0 ~ 07/2009


Basic Rules
Standard AP allocation:
Survivor = 4AP
Zombie = 2AP increasing to 4AP

Survivor actions: Riot Shield Crate of Bottled Drinks


1AP => move, window, search,
barricade, attack, hide, give, throw Holder cannot be killed if Stores item to be returned to
(3 clear sqs; if 1xD6 =1 then lost) attacked by zombie in square to base, or use once only at any
his/her front centre – throw of 6 time for +1AP for survivors in
Attack zombies: will push survivor back by 1 sq adjacent squares, then discard
Nominated targets in kill-zone must
be in range & line of sight
Kill if 1xD6 + Impact = 6
large item large item
Attacked by zombies:
Killed if 1xD6 = 5 or 6
(if medic/pack can’t save)

Bottled Drink Bottled Drink Bottled Drink

Use once at any time for +1AP, Use once at any time for +1AP, Use once at any time for +1AP,
then discard then discard then discard

small item small item small item

Chocolate Bar Chocolate Bar Chocolate Bar

Use once at any time for +2AP, Use once at any time for +2AP, Use once at any time for +2AP,
then discard then discard then discard

small item small item small item

http://www.silent-invasion.org.uk 7 draft 3.0 ~ 07/2009


Food Crate
Burst of adrenaline! Burst of adrenaline!
Stores item to be returned to
base, or use once only at any Entitles holder to a maximum of Entitles holder to a maximum of
time for +2AP for survivors in 8AP for any one turn only, then 8AP for any one turn only, then
adjacent squares, then discard discard discard

large item
action action

Medical Kit Medical Kit Medical Kit

Use once only at any time to Use once only at any time to Use once only at any time to
save life of self, then discard save life of self, then discard save life of self, then discard

small item small item small item

Tool Kit
Take Two Vehicle Breakdown!
Stores item to be returned to
Entitles holder to draw an base or can be used at any time
additional 2 cards without any
If drawn by an occupant of a
to repair a broken down vehicle vehicle or a holder of its key
AP cost at a future search point at a cost of 4AP in one turn then the vehicle is immobilised
of their choice, then discard (survivor to be positioned by until repaired by a survivor
engine bay) using the tool kit, then discard

action large item action

http://www.silent-invasion.org.uk 8 draft 3.0 ~ 07/2009


Box of Ammunition Box of Ammunition Box of Ammunition

Use once only at any time to Use once only at any time to Use once only at any time to
replenish own firearm, then replenish own firearm, then replenish own firearm, then
discard discard discard

small item small item small item

Out of ammo! Out of ammo! Out of ammo!

Own firearms are out of use Own firearms are out of use Own firearms are out of use
until ammo is restocked, then until ammo is restocked, then until ammo is restocked, then
discard; if no firearms are discard; if no firearms are discard; if no firearms are
presently to hand then discard presently to hand then discard presently to hand then discard

action action action

Personal Radio Personal Radio


Ammo Crate
Replacement batteries for This survivor’s radio batteries
Stores item to be returned to personal radio which use once have expired so unable to
base, or use once only at any only at any time to repair any communicate with others who
time to replenish ammo of radio whose batteries have aren’t in line of sight
survivors in adjacent squares, expired
then discard
action
large item action

http://www.silent-invasion.org.uk 9 draft 3.0 ~ 07/2009


Knife Knife Club

Range = 1 Range = 1 Range = 1


Targets = 2 Targets = 2 Targets = 1
Impact = + 0 Impact = + 0 Impact = + 1

basic weapon basic weapon basic weapon

Axe Axe Club

Range = 1 Range = 1 Range = 1


Targets = 2 Targets = 2 Targets = 1
Impact = + 2 Impact = + 2 Impact = + 1

advanced weapon advanced weapon basic weapon

Semi-auto Carbine
Sawn-off Shotgun Handgun
Range = 16
Range = 4 Range = 4 Targets = 2
Targets = 2 Targets = 3 Impact = + 1
Impact = + 1 Impact = + 0
If out of ammo or stoppage can
be used as a club with
R = 0, T = 1, I = + 1
basic weapon basic weapon
advanced weapon

http://www.silent-invasion.org.uk 10 draft 3.0 ~ 07/2009


Assault Rifle Chainsaw
Rifle

Range = 16 Range = 1
Range = 32
Targets = 3 Targets = 3
Targets = 1
Impact = + 1 Impact = + 2
Impact = + 2

If out of ammo or stoppage can If out of fuel or stoppage can be


If out of ammo or stoppage can
be used as a club with used as a club with
be used as a club with
R = 0, T = 1, I = + 1 R = 0, T = 1, I = + 1
R = 0, T = 1, I = + 1

advanced weapon advanced weapon


advanced weapon

Shotgun Sub-machine Gun Sniper Rifle

Range = 8 Range = 8 Range = 36


Targets = 2 Targets = 3 Targets = 1
Impact = + 1 Impact = + 0 Impact = + 2

If out of ammo or stoppage can If out of ammo or stoppage can If out of ammo or stoppage can
be used as a club with be used as a club with be used as a club with
R = 0, T = 1, I = + 1 R = 0, T = 1, I = + 1 R = 0, T = 1, I = + 1

advanced weapon advanced weapon advanced weapon

Trained Dog
Light Machine Gun
Allowance:
Range = 32 6AP as directed by handler Frenzy!
Targets = 3
Impact = + 2 Attack (costs 1AP): For this turn only all zombies
Kill zombies if 1xD6 = 6 have up to 6AP
If out of ammo or stoppage can
be used as a club with Attacked:
R = 0, T = 1, I = + 1 Killed if 1xD6 = 6
action

advanced weapon If handler is killed, seek out the


nearest survivor

http://www.silent-invasion.org.uk 11 draft 3.0 ~ 07/2009


Zombie! Zombie! Zombie!

If search point is denoted by a If search point is denoted by a If search point is denoted by a


body then, unless immediately body then, unless immediately body then, unless immediately
previously searched by a dog, previously searched by a dog, previously searched by a dog,
replace search point with a replace search point with a replace search point with a
zombie that immediately acts as zombie that immediately acts as zombie that immediately acts as
a zombie does a zombie does a zombie does

action action action

Barricade! Barricade! Barricade!

Holder can once only at any Holder can once only at any Holder can once only at any
time create a single doorway or time create a single doorway or time create a single doorway or
window barricade without AP window barricade without AP window barricade without AP
cost, then discard cost, then discard cost, then discard

action action action

Weapon stoppage! Weapon stoppage! Weapon stoppage!

Own firearms and chainsaw are Own firearms and chainsaw are Own firearms and chainsaw are
out of use for this turn and the out of use for this turn and the out of use for this turn and the
next, then discard next, then discard next, then discard

action action action

http://www.silent-invasion.org.uk 12 draft 3.0 ~ 07/2009


Here’s Johnny! Here’s Johnny! Out of fuel!

If in a room that has zombies at If in a room that has zombies at If drawn by an occupant or key
barricades they give way and so barricades they give way and so holder of a vehicle (or the user
must be removed, then discard must be removed, then discard of the chainsaw) then it is out of
action until refuelled by a
survivor with a fuel can, then
discard
action action

action

Vehicle Key ~ VW Camper


Vehicle Key ~ Land Rover
Fuel Can
Must be held by driver to drive
Must be held by driver to drive
Stores item to be returned to
Enter/exit vehicle = 1AP
Enter/exit vehicle = 1AP base and used at any time to
Max capacity = 4 persons refuel chainsaw or use once
Max capacity = 6 persons
Normal movement = 16 sqs only at any time to refuel a
Normal movement = 16 sqs
Movement on grass = 50% vehicle at its fuel inlet point,
Movement on grass = 50%
then discard
When on grass throw 1xD6 and
1 or 2 = stuck this turn

small item large item


small item

VW Camper Seating Plan Land Rover Seating Plan

Fuel Can

Stores item to be returned to


base and used at any time to
refuel chainsaw or use once
only at any time to refuel a
vehicle at its fuel inlet point,
then discard

large item

http://www.silent-invasion.org.uk 13 draft 3.0 ~ 07/2009

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