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Zombiaki II: Attack on Moscow is a card game for two players.

One plays the zombies, and the other plays the human defenders.
The zombies emerge from the cemetery, pushing forward to reach the barricade protecting the humans and sate their hunger. They are a real horde: marching among the undead are
weakling zombies, stupid zombies, tough zombies, agile zombies, and even a fallen star of Russian athletics – an Olympian zombie. The monsters wield pick-axes like Ural miners, don't hesitate
to take hostages, and among their ranks are also a buxom big mama, and even the cunning chess master Kasparov. Or at least his brain... The zombies' goal is to make their way up the entire
length of the street to the barricade, where fresh human meat awaits them, and perhaps a bottle of vodka.
The humans resist with all their strength, by killing the ranks of the undead. They use all possible means of defense: they shoot, they set up traps that explode and entangle, and in their desperation
they even send old Kamaz and Trabant cars and city trolley buses into battle. They even collapse entire buildings onto the monsters!
If they can only manage to survive until dawn, they will be saved. Otherwise, the zombies will have a great feast, with the defenders as the main course.

THE BOARD is indicated by the Cross Street cards. It is a grid of 3 Lanes and 5 Cross
BEFORE PLAY Streets.
LANES show the street and sidewalks on which the zombies are advancing. Each card in
BoX contents play must be placed in one of the three Lanes.
40 cards for the zombies CROSS STREETS divide the board into five steps through which the zombies must pass
40 cards for the humans on their way from the Cemetery to the Barricade.
5 Cross Street cards Note: Zombies leave the Cemetery and enter the board on the fifth Cross Street, and their
Barricade card goal is to reach the Barricade, which is right after the first Cross Street.
Cemetery card The intersection of each Lane and Cross Street is a space where a card can be
placed according to its rules.
Game preparation The game has the following types of cards:
Set the Cemetery card, Cross Street cards, and Barricade card in a row as shown in the - cards affecting one space
picture below, to create the 3×5 board. - cards affecting more than one space
The zombie player takes the zombie card deck, and removes the “Dawn” card. The - cards specifically affecting Lanes
remaining deck is shuffled and placed face down near the board. - cards specifically affecting Cross Streets
The human player takes the human card deck, shuffles it, and places it face down - cards with other effects
near the board.
The CEMETERY is beside the fifth Cross Street. The zombie player lays out their ava-
The zombie and human Trash Piles for discarded cards will also be near the board.
ilable cards for a turn here (before playing or discarding them).
The zombie player begins the game.
The BARRICADE is beside the first Cross Street. The human player lays out their ava-
ilable cards for a turn here (before playing or discarding them).
Description of play area:
HUMAN AND ZOMBIE TRASH PILES – Both players' Trash Piles are where their
cards go when they are discarded, used, or removed from the board.

Card description:
FLAVOR TEXT – with no effect on game play. out by the Cemetery (zombies) or the Barricade (humans), so that the cards are visible to both
EFFECT – effect of playing the card. players.
Note: In case a card's effect is inconsistent with a general rule, the card's effect takes Example: In the first turn, a player draws 4 cards.
precedence. In other words, the specific card rules trump the general rules. Example: A player is holding 2 cards from the previous turn. Only 2 new cards are drawn,
to make a total of 4 held.
ZOMBIE STRENGTH (zombie deck) – The strength is the number of
wounds a zombie must receive before it is destroyed. Indicate wounds rece- Note: In the final part of the game, it sometimes happens that the human player does not
ived by placing wound markers on the zombie. have remaining cards to draw. In this situation, the humans must struggle on with no new cards
Example: The zombie Sasha with Strength 3 is killed upon receiving a third until the end of the game.
wound. 4. DISCARD CARD
From the 4 cards displayed by the Cemetery/Barricade, the player chooses one and
WOUNDS GIVEN (human deck) – The number of wounds caused by a discards it to the Trash Pile. The card has no effect. Thus the player will have 3 remaining cards
given card. This number is also described in the card's effect. for the next step.
Example: The card Shot II gives 2 wounds to a zombie. Note: In the final part of the game, it sometimes happens that the human player starts this
step with fewer than 4 cards. In this situation, the human does not have to discard any cards.

- The card gives a variable number of wounds – see the card's effect. 5. PLAY CARDS
The player can use each of the remaining cards by the Cemetery/Barricade in one of the
3 following ways:
- The card completely destroys a zombie, without giving wounds. a) Play the card: The player can play the card according to its rules.
b) Keep the card: The player can leave the card by the Cemetery/Barricade
- BLOCKS LINE OF SIGHT – if the card is on the board between the Barricade to use on a later turn.
and a zombie, the zombie is protected against cards which need a clear line of sight. c) Discard the card: The player can discard the card to the Trash Pile without
using its effect.
- REQUIRES CLEAR LINE OF SIGHT – To use this card, there must be a clear
line of sight between the Barricade and the target, i.e. there can be no intervening cards which OTHER RULES
block line of sight. GENERAL RULES
CARD TYPES Each card is played and used only once. All discarded cards, played action cards, and cards
removed from the board go to the Trash Pile of their owning player.
The rules on the cards supersede the general rules.
If it's not written otherwise, each space in the playing area can hold only one card at a time.
ZOMBIES IN THE GAME
All cards with the word “zombie” have their own strength. They can be destroyed (sent to
the Trash Pile) after receiving as many wounds as they have strength.

- OBJECT CARDS – When played, these - ACTION CARDS – When played, BRINGING ZOMBIES INTO PLAY
cards enter the board according to their these cards cause some effect and are When a zombie cards is played, it goes onto an unoccupied space on the fifth Cross Street.
descriptions. then thrown away to their Trash Pile. MATUSZKA AND THE NEST
Matuszka and the Nest are special zombies which do not move and have their own unique
GAME TURNS effects. Aside from that, they are treated like every other zombie (they can be wounded
normally, and any other cards which affect zombies can be used against them).
Sequence of play MOVING BACK
Each game turn consists of a zombie player turn and a human player turn. Each player's Whenever one zombie needs to move back, and the space behind it is occupied
turn has the following steps: by another zombie, the movement cannot be performed. This situation can happen,
1. CLEAN UP for example, when playing a Shot card.
2. MOVE CARDS IN PLAY Whenever multiple zombies (e.g. all zombies in a given Lane) need to move move
3. DRAW CARDS back, the movement starts with the zombie closest to the Cemetery. Then the other zombies
4. DISCARD CARD in turn move back as possible.
5. PLAY CARDS It is impossible to move back a zombie which is on the fifth Cross Street.
1. CLEAN UP
At the start of a turn, a player must throw away all action cards with an effect lasting only END OF THE GAME
one turn (which were played in the previous turn).
2. MOVE CARDS IN PLAY AND VICTORY CONDITIONS
A player moves all their cards on the board which can move, moving each one its indicated The game can end in one of two ways:
number of spaces. 1. The zombie player draws the Dawn card. In this case, the game ends immediately. The
human player wins.
ZOMBIES: All zombies move toward the Barricade (exception: Vlad, Misha, and
2. During play, any zombie moves from the first Cross Street onto the Barricade. In this
Stepan can move to the side instead of forward). The movement must begin with the zombies
case, the zombie player wins.
closest to the Barricade, followed by zombies from successive Cross Streets.
The must player move a zombie if possible, even if the effect of the movement will be
GAME DESIGNER: IGNACY TRZEWICZEK
unfavorable. INSTRUCTIONS: RAFA£ SZYMA
If the space a zombie should move to is occupied by another zombie, or if the movement BOX ILLUSTRATIONS: ROCH URBANIAK
is impossible because of some card effect, then the zombie doesn't move and stays on its CARD ILLUSTRATIONS: ANNA HELENA SZYMBORSKA, MICHA£ ZIELIÑSKI
current space. GRAPHIC DESIGN: MICHA£ ORACZ
EDITING: PIOTR HARASZCZAK
CARS: All of the humans' cars move toward the Cemetery. ENGLISH TRANSLATION: ANNA SKUDLARSKA, RUSS WILLIAMS
Thanks to the players helped playtest, and also to Jaskier, Wookie, red_gobbo, Uiek, Marek Spichalski, £ukasz M. Pogoda,
3. DRAW CARDS
Marcin Krupiñski, Marcin Gliñski, Mateusz Sztr¹f, Miros³aw Gucwa, Marcin Lapeta for help in preparing this edition.
The player draws cards from their deck until they hold 4 cards. The cards should be laid

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