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Open Doors – door with/without die at middle right – this Hands – Both Hand slots are reserved EXCLUSIVELY for
Equipment card allows you to open doors. If a noise symbol Equipment cards bearing the Hand symbol. Equipment
is present, attempting to open the door causes Noise. cards bearing the Hand symbol can ONLY be used when in
Hand.
Range – 1st box in combat bar at bottom – Min and Max
number of Zones the weapon can reach. A 0 indicates the Body – The Body slot is reserved for cards bearing the Body
weapon is Melee ONLY. symbol. ALTERNATIVELY, it can hold the SPECIFIC (meaning
EXACT – Sword does NOT mean Short Sword, Great Sword –
Dice – 2nd box in combat bar at bottom – roll as many dice it means SWORD) Equipment card that is listed on it.
as shown to use this weapon.
It is then considered to be equipped in Hand, representing a
Accuracy – 3rd box in combat bar at bottom – each roll that piece of Equipment the Survivor can draw quickly – yes, like
EQUALS OR EXCEEDS this value is a success. Rolls less than a 3rd Hand! Equipment cards bearing the Body symbol can
this are failures. ONLY be used when on the Body.
Noise tokens are REMOVED from the board in End Phase. Runner – Min Damage to Kill: 1 / XP: 1, Runners get TWO
Actions per Activation.
Each Survivor ALSO counts as a Noise token.
Abomination – Min Damage to Kill: 3 / XP: 5, Wounds
EXPERIENCE (XP), DANGER LEVEL, & SKILLS inflicted by Abominations CANNOT be prevented by Armor.
For each Zombie killed, a Survivor gains 1 XP AND moves up A Damage 3 weapon is needed to kill them – in base game
a notch on his Danger Bar. Some Quest objectives provide only Dragon Bile or Samson with Damage 2 weapon with his
more XP as does eliminating Abominations. +1 Damage Skill.
There are 4 Danger Levels – Blue, Yellow, Orange, and Red. Necromancer – Min Damage to Kill: 1 / XP: 1, The
At each Danger Level, a Survivor gains a new Skill. Skills add Necromancer’s entry is marked with their own Spawn
to each other across Danger Levels. At Yellow, Survivors token. They have special rules detailed below.
A - PLAYER PHASE If you draw an Extra Activation, IMMEDIATELY perform the
Starting with the first player, each player activates their action on the card.
Survivors, one after another, in the order of their choice.
Each Survivor can perform 3 Actions at the Blue Danger If you draw a Double Spawn card, DON’T spawn Zombies in
Level. this zone. Spawn TWO cards worth in the next.
Indicate each Zone of a building and draw a Zombie card for Targeting Priority: When using a Ranged weapon (even at
each. Place the corresponding number and type of Zombies Range 0), the shooter does NOT choose targets hit by
drawn. successful rolls. Hits are assigned in Targeting order:
1.) Walker Enchantments are cast at target Actors or Zones (as
2.) Fatty or Abomination (shooter chooses) described) within Line of Sight.
3.) Runner
4.) Necromancer If the target is a Survivor, the caster may target themselves.
Hits are assigned to lowest priority until they are all Most Enchantments state “Once per Turn”. If the Survivor
eliminated, then to the next. Damage must be great has multiple copies of the same Enchantment, they CAN
enough from each individual shot – DOESN’T STACK. EACH be used independently.
Friendly Fire: A Survivor CANNOT hit themselves with a The same Enchantment can be cast MULTIPLE times in a
missed attack, however misses from Ranged or Magic Game Round if Survivors exchange it and cast it as their
attacks AUTOMATICALLY land on Survivors in target Zone. turns go by.
These are assigned however you want. Armor rolls ARE
allowed, as normal. Remaining hits are assigned as 7 – Take or Activate an Object – The Survivor takes an
Wounds. Objective in the same Zone. Effects are by the Quest.
Reloadable Weapons – Weapons requiring reload, are 8 – Make Some Noise – The Survivor makes Noise in an
turned over after firing, to show that it needs a reload. If attempt to attract Zombies. Place 1 Noise token in their
passed to another Survivor, it still MUST be reloaded. All Zone.
weapons are automatically reloaded in the End Phase.
9 – Do Nothing – The Survivor ends their turn prematurely.
If equipped with 2 identical Dual weapons, a single action
reloads both. A Survivor may also choose to use Dual
weapons individually at two different Zones at the cost of B - ZOMBIE PHASE
an additional Ranged action. Once all players have activated all of their Survivors, the
Zombies play according to the following steps in order.
Magic Action – The Survivor uses a Combat spell they are
holding in Hand to attack Zombies in their Line of Sight and Step 1 – Activation
follows the same rules as Ranged Actions. Misses on Magic Each Zombie activates and spends its Action on either an
attacks CAN cause Friendly Fire! Attack OR a Move, depending on its situation, per single
Action. Resolve ALL Attacks FIRST, then ALL Moves.
Friendly Fire: A Survivor CANNOT hit themselves with a
missed attack, however misses from Ranged or Magic Zombie Attack
attacks AUTOMATICALLY land on Survivors in target Zone. Each Zombie in the same Zone as Survivors performs an
These are assigned however you want. Armor rolls ARE Attack. A Zombie’s Attack is ALWAYS successful and inflicts
allowed, as normal. Remaining hits are assigned as ONE Wound. Survivors in the Zone share the Wounds in
Wounds. any way the players prefer, even if it means inflicting them
all on a single Survivor.
Dragon Fire: A Dragon Bile card can be discarded from
Hand to put a Dragon Bile pool token at Range 0-1 from the After any applicable Armor roll, adjust the Wound tracker
Survivor. Later, a Torch card can be discarded from Hand to by 1 for each Wound received. A Survivor is eliminated at 3
ignite the pool at Range 0-1 and create a Dragon Fire. Wounds. Remove their miniature and DISCARD their
Equipment.
EVERY Actor in the token’s Zone is killed regardless of its
Damage threshold, Armor values, or remaining Wounds. Feeding Frenzy – ALL Zombies activated in the same Zone as
Dragon Fire does NOT produce Noise. a Survivor join in on the Attack, even if it would be overkill.
The pool token is then removed and the Survivor that threw Armor Rolls – Survivors wearing Armor can use Armor rolls
the Torch earns all of the XP. If all of the Dragon Bile tokens to avoid Wounds. Roll as many dice as the number of
are on the board and you need to set a new one, remove Wounds the Survivor has been allocated (all are allocated at
one from the board and move it to the new Zone. once, NOT one at a time). Each result that equals or
exceeds the Armor number negates a Wound.
6 – Enchantment Actions – The Survivor uses an Abominations & Dragon Fire IGNORE Armor.
Enchantment they are holding in Hand. Resolve the effects
as described on the card. Shield – A Shield in Hand allows Armor rolls if the Survivor
isn’t wearing actual Armor. If the Survivor has Armor AND a
Shield, the Shield allows re-rolling of Armor dice. RE-ROLL Double Spawn Cards – When you draw a Double Spawn
ALL ARMOR DICE (even successes) and the new result card, NO zombies appear in the designated Zone. The NEXT
REPLACES the old one. Zombie Spawn is resolved by drawing TWO Zombie cards
instead of one. These cards are drawn TOGETHER and
Zombie Move resolved in drawing order. If one is a Double Spawn, resolve
Zombies that have not attacked use their Action to Move the standard spawn THEN the Double Spawn.
one Zone toward Survivors.
1 – Zombies Select their Destination Zone: First is the Zone Running out of Minis – If you run out of a particular TYPE
with Survivors in Line of Sight that has the MOST Noise (walker, runner, etc., not sculpt), ALL of the Zombies of that
tokens. REMEMBER – Each Survivor counts as 1 Noise type IMMEDIATELY get an EXTRA Activation. This is
token. If no Survivor is VISIBLE, they move toward the especially important for the Abomination and the
noisiest Zone. In both cases, distance is irrelevant, Zombies Necromancer as there is only 1 of each type of these.
ALWAYS go for the noisiest meal they can see or hear.
Necromancers – The Necromancer is a Zombie for game
2 – Zombies Move 1 Zone Toward Their Destination Taking purposes. When he appears, put an additional Zombie
Shortest Available Path: In case there are no open paths to Spawn token (Necromancer side) on the board and
the noisiest Zone, Zombies move toward it as if all doors IMMEDIATELY resolve a regular Zombie spawn for it. From
were open though locked doors still stop them. now on, it is active and spawns just like a regular Spawn
If there is MORE than 1 route of the same length, the Zone.
Zombies split into groups of equal numbers to follow ALL
possible routes They ALSO split if different target Zones Every additional drawing of Necromancer Zombie cards, no
contain the SAME number of Noise tokens. matter the type, gives an extra Activation to EVERY
Necromancer on the board until they flee or die.
If necessary, ADD Zombies so that all new groups resulting
from a splitting group contain the same number of EACH The game is IMMEDIATELY LOST if a Necromancer
Zombie type. manages to escape once there are a total of 6 Zombie
Spawn tokens on the board (including the Necromancer
Abominations and Necromancers NEVER split. You decide Spawn token).
what direction they will go. Necromancers ALWAYS Move
toward the nearest non-Necromancer Spawn Zone. A Necromancer tries to flee the board. If there are no
Survivors in his Zone for him to Attack during his Activation,
If there aren’t enough Zombie minis to make an even split, he Moves 1 Zone toward the nearest Spawn Zone (NOT his
decide which group gets final reinforcement and which entry Zone), ignoring any Survivors he might see. If there
direction the uneven split groups go. This case does NOT are several Spawn Zones of equal distance, the players
generate extra Activations for running out of minis. choose which one.
Runners – Since they have 2 Actions per Activation, after A Necromancer escapes the board as soon as he activates
ALL Zombies (including Runners) have gone through the on his escape Spawn Zone. Replace the Necromancer
Activation step and resolved their first Action, Runners go Spawn token with a standard Zombie Spawn token.
through it again!
If you kill a Necromancer, choose a Spawn Zone (including
Step 2 – Spawn the Necromancer Spawn Zone) and remove it from the
The Quest map shows where Zombies appear at the end of board. If the Necromancer Spawn Zone was not chosen,
each Zombie Phase – these are Spawn Zones. Indicate a replace it with a standard Spawn Zone.
Spawn Zone and draw a Zombie card. The Danger Level of
the most experienced Survivor indicates what to place. SPECIAL EXCEPTION – There may be a point where ALL
Repeat for each Spawn Zone and ALWAYS start with the Spawn Zone tokens are in the same map Zone. In that
same one and go clockwise. case, a Necromancer STILL comes with an additional
Necromancer Spawn token, but he flees as soon as he
Some Quests feature colored Spawn Zones that do NOT activates.
spawn until a specific event happens and activates them.
C - END PHASE
Extra Activation Cards – When revealed, NO Zombies Remove ALL Noise tokens from the board
appear in that Zone. Instead, ALL Zombies of the indicated Rotate the first player token
type IMMEDIATELY get an extra Activation.
Necromancer Cabals coming soon!