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Guide to Zona - Flip the character board to its character side, placing any

SET-UP damage tokens on the fortitude track (left side).


- Place the main board in the middle of the table using the - Each player then takes a backpack board, fatigue dial (set
appropriate side for 1-2p or 3-4p as marked. to 1), a player aid card, and the 4 starting item cards with
- Shuffle the event decks for the green and yellow sectors as the picture of their character on the back.
well as the Sarcophagus and place them on the spaces on - If the character begins the game with a reputation other
the left side of the board. than neutral, place the reputation token on the designated
- Shuffle each of the secret location decks separately and space.
place them on their designated spaces (for your first game)
as shown in the rulebook or place them randomly. SCAVENGER DETAILS
- Shuffle the lock tokens and place 1 token on the marked Scavengers have 4 attributes – Alertness (eye), Physique
spaces next to each of the secret location event decks, (fist), Smarts (light bulb), and Willpower (brain).
returning the rest of them to the box.
- Shuffle the secret item cards and make 4 small decks of Fortitude is measured on the fortitude track and is a
cards, each equal to the number of players and return the combination of your character’s physical and mental well-
rest of them to the box. Place one of these decks on each being.
of the marked spaces next to each of the secret locations.
- Place the marketplace board next to the main board. You suffer damage when your equipment and abilities fail
Shuffle the junk item deck (brown gear backs) and the to protect you. You mark damage by placing a damage
equipment deck (blue gun backs) separately and place them token on the next available space of the fortitude track.
on the marked spaces next to the marketplace board. Fill
the empty spots with the cards of the corresponding decks. If you would place more damage tokens than you have free
- Flip the threat tokens picture side up, then divide them by space on the fortitude track, discard any excess damage
symbol and color in the top right corner. Place each of the tokens and take a weakness token. Place the weakness
4 stacks in their proper slot of the plastic tray and place token above one of your attributes that does NOT already
near the main board. have a weakness token. You ONLY take ONE weakness
- Shuffle the green and yellow artifact decks separately and token regardless of how much extra damage you would
place them on the artifact spots at the bottom left of the have taken.
board.
- Shuffle the rumor cards (radio tower back) and place them Each Scavenger has a unique ability at the bottom of their
at the top left of the board near the emission track. character board.
- Place the emission marker on the 0 spot of the emission
track. Your fatigue dial tracks your fatigue level.
- Shuffle the emission deck and place it at the top left of the
game board in its appropriate space near the emission Your backpack has 5 spaces to hold your equipment cards.
track. Not all equipment needs to be held in the backpack.

PLAYER SET-UP Reputation can either be good (white star), neutral


- The player who last went to a roadside picnic or recently (black/white star), or bad (black star).
experienced something incredible receives the Voice of
Zona (first player) token. GOAL OF THE GAME
- Each player is randomly dealt 2 character boards, then The goal of the game is to reach the sarcophagus of the
chooses 1 to keep. The chosen board determines the Chernobyl Nuclear Plant. Players must acquire 2 secrets
player’s character. from DIFFERENT secret government locations to gain access
- On the back of your character board is some starting info: to the sarcophagus.
 Place starting threat tokens as indicated at the
bottom left. Players ALL lose if the rumor deck runs out OR if the
 Take damage tokens as indicated at the top right. Sarcophagus event deck runs out. If a player in the
 Gain rubles as indicated at the top right. Sarcophagus area reaches the description of the ending in
 If your reputation starts good (white star) or bad the event phase, they win.
(black star), take the appropriate reputation token.
 The starting location where your figure will be MAIN BOARD DESCRIPTION
placed. A location is a space on the board with a border. Locations
are adjacent if they share a border that is NOT impassable.
Green sector locations are the least dangerous, but also GAMEPLAY
provide the lowest value loot. Yellow sector locations are 1 - Action Phase
more dangerous, but also provide more valuable items. During this phase, players can perform up to 2 actions on
Red sector locations are the most dangerous. their turn, beginning with the Voice of Zona and going
clockwise. The phase ends after the last player’s actions.
Bunkers (3-tiered building icon) allow scavengers to refill The actions that can be performed are as follows:
equipment, heal damage, and generally stay safe. You can
also trade while camping in a bunker. They provide Movement – Move your figure to an adjacent location. If
complete safety during an emission. Bunkers are NOT the new location has AT LEAST 1 threat token, you MUST
considered to be in ANY sector, so no threat tokens can be resolve an encounter. Passing through shortcuts results in
placed or relocated to bunkers. suffering the damage indicated. You may only move to a
secret location if that location is OPEN.
Secret Locations contain secrets that scavengers must
acquire to access the sarcophagus. Secret locations are Performing Local Action – Each location has its own local
underground and are NOT considered outdoor locations. action. You may perform this to resolve its effect. Even if
Locations adjacent to secret locations are secret entrances. the location has a threat token, you MAY still perform its
action.
Sarcophagus is the end location of Zona. To access it, you
must discover 2 secrets, each from a DIFFERENT secret Opening a Secret Location – You may spend an action to
location. It can ONLY be entered from the Power Plant fulfill the specified condition on the lock token. Flip the
location (by performing its action). token over. It is now considered open to EVERYONE. After
opening the secret location, move you figure into one of the
Borders are either dotted lines which can be traversed or secret location’s free spaces. Additionally, you may
solid lines which cannot. examine that location’s secret items deck and keep one of
the cards.
Shortcuts can be traversed at the risk of damage as
indicated by the icon. Searching – Resole a search action to encounter a threat
token present at your location. If there are multiple, you
Outdoor Locations are referred to as locations that are choose which threat you want to encounter.
exposed to emission. This refers to ALL green, yellow, and
red sector locations. Bunkers, secret locations, and the Rest – When performing rest, lower your fatigue by 1.
sarcophagus are NOT considered outdoors.
Pass – You may forfeit actions by passing. If your first
COURSE OF PLAY action is to pass, you immediately finish your turn without
The game is divided into rounds of 3 phases. In each phase, resolving your second action.
players take their turns in order, starting with the player
with the Voice of Zona token. Phases are resolved in the 2 – Event Phase
following order: During this phase, players, in turn order, each take 1 event
1. Action Phase: Each player performs a maximum of card corresponding to their sector. After drawing, resolve
2 actions – move, local action, resolve a threat the section corresponding to your current location.
encounter, rest, or enter a secret location.
Red sector locations and bunkers do NOT have event decks.
2. Event Phase: In turn order, EACH player draws 1
event card corresponding to the type of location Resolve the event by reading the text and performing the
where their character is located and resolves it. tests of the required attributes, resolve damage or
Not all locations have a dedicated event deck weakness, make any changes to fatigue or reputation, and
(Power Plant, Pripyat, Moscow Eye). Players at perform the described commands.
those locations skip this phase.
Event tests – After performing a test, read and resolve the
3. Rumor Phase: The Voice of Zona draws 1 rumor part that corresponds to your test result. If you pass, read
card, reads it aloud, and resolves it. During this the green checked info. If you fail, read the red X info.
phase, emission may occur.
Tests will indicate an attribute and a test difficulty number.
Some events will force you to make a choice. You MAY 3 – Rumor Phase
read the entire card before making a decision. If an effect The player with the Voice of Zona token draws the top card
says, “You may,” you are allowed to choose to not resolve of the rumor deck.
the effect.
Begin by moving the emission marker as many spaces as
If you receive damage when resolving an event, you MUST there are arrows at the top of the card. If the marker
assign it IMMEDIATELY. Damage types separated by a reaches the last space of the emission track or beyond,
comma are assigned SIMULTANEOUSLY. You MAY use any pause this phase by placing the rumor card on top of the
protective items that you have in order to reduce the rumor deck and resolve emission. Continue resolving the
damage. rumor after emission.

If the card says “Encounter”, you MUST take a If the card contains a clock symbol, it is a persistent rumor.
corresponding token from the threat token tray and resolve Place it on the temporary effects space next to the rumor
the indicated encounter. If you do NOT defeat the deck. If there is already a persistent rumor there, remove
encounter, the token is placed at your location OR it is it. A persistent rumor remains unless removed by another
discarded if it would be placed at a secret location. or removed by emission.

When drawing threat tokens, you will draw from the The Voice of Zona will make any decisions related to the
BOTTOM of its stack. When discarding threat tokens, you rumor card.
will discard them picture side up to the TOP of its stack.
Once the card is resolved, pass the Voice of Zona to the
Some events will take your reputation into account. If the next player to the left.
card refers to a particular reputation, resolve the portion
corresponding to your reputation. Deactivated items are refreshed by removing the damage
token placed on them.
Event green/yellow sector event indicates two specific
locations and then a generic location. Resolve the portion TESTS
that relates to your scavenger’s location. If the last event is In order to pass a test, roll 3 dice, adding the results to your
drawn for a particular deck, shuffle the discards to make a attribute value being tested.
new deck.
For every “+” rolled, add 1 to the attribute. For every “-“
Secret location events have more text than green/yellow rolled, subtract 1 from the attribute. The triangle symbol is
sector events. They also have X and arrow symbols. The X treated as a blank, UNLESS you roll at least 2 triangles. If
indicates that you have failed that card. The arrows you do, you suffer 1 radiation damage.
indicate moving to the next paragraph.
In order to pass a test, you must obtain a result equal to or
If you are instructed to read the “You uncover a Secret,” greater than the test value. Otherwise, you fail.
line, do NOT discard it. Instead, place it under your
character board so that the location and the word “secret” Forcing a Test – After rolling, you can force a test. If you
are visible. ADDITIONALLY, you may search that location’s decide to do so, increase your fatigue by 1 and reroll ONE
secret item deck and keep 1 of the cards, just like you do die of your choice. You may force ONLY ONCE during a test
when opening a secret location. and you CANNOT force if your fatigue is 5.

If the last event card of a secret location is discarded or When using item rerolls, forced rolls, etc., you MAY reroll
taken, that location has been looted. Any scavenger at a the same die more than once.
looted location MUST use their first action to move to a
location adjacent to the secret location. NO ONE may enter Using Items – Items in your equipment can influence tests.
a looted secret location. Those that do are marked with an attribute icon. If you
perform a test of that attribute, you can use the modifier –
Sarcophagus event cards are structured in a similar way to either a “+” to add 1 to the result or a “-“ with a line
secret location events. If you are instructed to read the last through it to cancel 1 rolled “-“.
paragraph of the card, you are the winner! If the last
Sarcophagus event card is discarded, ALL players lose. Mark item usage with damage tokens on its durability track.
If you cover the X spot of an item, it is discarded.
Encounter Modifiers – Items with the mutant (claw) or Marketplace
anomaly (lightning) icons may ONLY be used during an You can perform transactions when camping (described
encounter with a threat of the matching type. They may later) or when resolving some event cards. Items are
ALSO be used during a test in which that ICON (claw or available based on reputation. Items in the last column can
lightning) is in the description next to the difficulty level. only be purchased by good reputation. Items in the 3rd
column can only be purchased by good or neutral
Items reputation. Items in the first two columns can be
Small items (pouch symbol in upper right) do NOT take purchased by anyone.
space in your backpack. They are usually one-time use, but
not always. Place them to the left of your character board. If you buy at least one item on your turn, refill the market at
You can have an UNLIMITED amount of small items. the END of your turn moving items to the left to fill in
empty spaces. Place new cards from their proper decks in
Gear (body symbol in upper right) can be worn, placed to the empty spaces.
the bottom right of your player board. You CANNOT wear 2
items that cover the same body part. There are some items If a reward would command you to take an item, take and
that cover MORE THAN ONE body part. keep the TOP card from the appropriate deck.

When you gain gear, you may IMMEDIATELY place it as Artifacts


worn, moving other gear to your backpack. You may also These are items as well, but have a negative impact when
rearrange your gear in the Action Phase, during your turn, used. You can use other items you possess to negate this
before or after performing an action. These are the ONLY impact.
times gear can be worn.
You may NOT use an artifact if its impact would increase
You MAY drop items at any time, simply discard it to its your fatigue beyond its limit, gain you a weakness, or cause
discard pile, EXCEPT for secret items. Those are returned to you to discard an item or resource you do not have.
the box.
Mutants & Anomalies
Some items and abilities grant a 6th spot in the backpack. If When you enter a location with a threat token, you MUST
the item/ability has the backpack icon in its description, you resolve the encounter. If there is more than 1 threat token,
MAY keep 1 item in the special 6th spot of your character the VOICE OF ZONA chooses your threat.
board. If the item granting the 6th spot is lost, the item in
the 6th spot must be returned to your backpack or an item If you are moved by a “relocate” effect or start your turn at
must be discarded to make space. a location with a threat, you do NOT automatically resolve
the encounter.
The loss of the 6th spot does NOT allow you to immediately
wear gear! It can only be worn in the aforementioned Threat tokens do NOT block local actions. Failing to defeat
cases! an encounter does NOT end your turn.

You MAY use items at ANY time during your turn. During When encountering a threat token, read its ability. Perform
ANOTHER player’s turn, you MAY use items in reaction to an alertness test, suffering any damage as indicated. After
effects that damage you or force you to perform a test. the alertness test, you MAY end the encounter and run
away. Place the threat token back on its current location
When resolving a single effect, an item can ONLY be used and continue with the phase that the encounter
ONCE. interrupted.

Mark item usage with damage tokens on its durability track. If you decide to confront the threat, perform the
If you cover the X spot of an item, it is discarded. confrontation test. If you fail, you suffer the damage
Consumable items have more than one space and can be indicated and the encounter ends. Place the threat token
repaired. Durable items can be used multiple times, but back on its current location and continue with the phase
ONLY ONCE PER ROUND. At the end of the Rumor Phase, that the encounter interrupted. If you succeed, you get the
damage tokens are removed from DURABLE items. reward.

Game effects may also damage items, placing a damage If the reward shows the bunker symbol with a ruble value,
token on them. Durable items CANNOT be damaged. this can ONLY be sold in a bunker while camping. The other
rewards are green/yellow artifacts or a nonstandard reward Undefeated threat tokens at a secret location are discarded
as described in the threat’s ability. at the end of the encounter.

Damage Even if there are no more secret items at a secret location,


There are 3 different types of damage – radiation (yellow its secrets can still be discovered.
rad symbol), mental (blue swirl), and physical (red blood).
Emission
Items with protection from this damage will show the type If the emission track reaches the last spot on its track, the
in a shield. Each protection icon cancels 1 damage of that emission is IMMEDIATELY resolved with these steps:
type. 1. Flip the top card of the emission deck so that the
two cards form a diagram.
Each damage that is not canceled, regardless of type, is 2. Any scavenger at a location adjacent to a bunker
marked on your character’s fortitude track. MAY increase fatigue by 2 (if they can) in order to
relocate to that bunker location.
When you heal, remove damage tokens from your 3. ALL scavengers at OUTDOOR locations suffer
character’s fortitude track. damage types shown by sector color.
4. The rumor token, persistent rumor card, and ALL
If you suffer more damage than the number of free spots on threat tokens are discarded from the board. New
your fortitude track, discard all of the excess damage and threat tokens are placed according to the emission
take a weakness token, placing it above one of your card diagram.
attributes. This reduces that attribute by 1. NO attribute 5. All marketplace items are discarded are replaced
can be weakened more than once. with new ones.

If you receive a 4th weakness token, you die. If you die, Bunkers & Camping
discard your board and all cards and tokens. You DO have Each bunker has a local action. You may camp while
the option to restart the game. At the end of the rumor performing the bunker action.
phase, repeat player set-up, but do NOT place starting
threats. If your previous character had discovered 2 When performing a bunker’s local action, you may also:
secrets, you MAY keep ONE of them for the new character.
1. Lower your fatigue by the value of your willpower.
Fatigue You MAY use items that grant “+” to the willpower
Fatigue CANNOT voluntarily be increased beyond its attribute. Each “+” reduces fatigue by an additional
maximum. 1.
2. You MAY do the following in any order, any number
If you need to increase fatigue beyond its maximum by a of times:
game effect, suffer 1 damage for EACH point of fatigue a. Pay 200 rubles to heal 1 damage
above your maximum. b. Pay 100 rubles to repair 1 item damage
c. Sell a mutant trophy
If a lock token would require you to increase fatigue beyond d. Sell 1 item, reducing the value of
your maximum, you CANNOT open the secret location. consumable items by 100 rubles per
damage token on the item
Secret Locations e. Buy 1 item from the marketplace, following
Each secret location has its own event deck. You CANNOT all reputation rules; items bought this turn
enter a secret location if: CANNOT be sold.

 It is locked and you are unable to perform its action.


 All spots are taken.
 You have already uncovered a secret from that
location.
 All of that location’s event cards have been
discarded.

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