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Year

of the
Undead

Written by: Keller O’Leary

Artwork by: Wenart Gunadi

In Extremis Digest Layout provided by KeganExe

Special thanks to those who have playtested and given


feedback:

Alex Reece, Collin Caroland, Lee Kamberos

Year of the Undead is a work of fiction. Names,


characters,business, events and incidents are the products of
imagination. Any resemblance to actual persons, living, dead,
or undead, is purely coincidental.

Year of the Undead © 2021, Keller O’Leary. All rights reserved.

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Table of Contents
What is this game? 4

Rules of the Undead 5

Survivors of the Undead 9

The Deck of the Undead 12

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What is this game?
Year of the Undead is a collaborative story-telling game for 1-4
players that pits survivors against the slim odds of survival in
a zombie apocalypse. Each player represents the actions of
different survivors in this grim and unforgiving new world
that is ravaged by the hordes of undead.

But, there is still hope.

After one year has passed, the hordes of the undead will have
decayed and the threat will be gone.

This game faces the players against a temporary apocalypse,


and promises them a thriving future if they can endure one
year of hardships against the zombies.

Do you have what it takes to survive?

Find out with the Year of the Undead.

Author’s Note:

This game has been a work of passion as I’ve hacked and slashed
away at this for the better part of a year now. What comes at the
helm of ideas much more coherent than my own will hopefully serve
you and your group in having fun and creating memorable
experiences at the table together. I’ve been inspired by the works of
creators like Inky Ginge, and the games they have made like The
Gardener is Dead. Likewise, thematic elements of the zombie genre
have been informed upon from the copious tomes of horror movies
and survival games that I’ve watched, played, and admired
throughout my life.

I sincerely hope you enjoy.

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Rules of the Undead
The following text describes the game and how it is played.

Items needed for play:

• Standard deck of 52 cards

• 1 standard six-sided die (a D6)

• Paper for survivor and gameplay notes

Before you start:


Before playing, have a brief conversation about tone and
themes that you would or would not like to be featured in this
game. Some are zany misadventures in a comical wasteland,
and some will be in-depth looks into the collective trauma a
group has endured in order to simply survive. Make sure
everybody at the table is ready to play the same game.

How to Begin:
Define your setting and group style. It does not have to be a
solitary location. Many groups wander the roads in search of
hope that a new area will offer them stability. Some stay idle
and build upwards,and some go out to find other groups to
take from. Others seek out those who need protection from ill-
willed humans and defend them selflessly. The choice is
yours.

After choosing the setting and style, players can create the
survivors that will inhabit the group. Survivor Creation can be
found in the chapter Survivors of the Undead.

Playing the Game


Players will each represent characters in a group of survivors,
and they will take turns having their characters interact with
the challenges presented to them on the card they draw from
the deck.

Each card represents one week of the year, and players will
take turns describing their card’s results and how it affects
the group, or simply their own survivor’s experiences.
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Survivors will roll for who may go first, with the highest
number allowing that player to begin.

Players will then take turns drawing cards and having their
Survivors responding to the prompts of the deck.

The charts below will offer the prompts provided for each
scenario, and the player will establish the results of any
outcome by rolling a die to measure the success, or failure,
that the characters have in their efforts. The stakes should be
defined before the roll is made, and the roll will inform the
player of how to proceed.

The results from the rolls to respond with each prompt are
subjective, but the guidelines for play are that the lower the
number of the roll, the lower the level of success. A one is a
complete failure of their attempt, while a six is a complete
success of their attempt. Partial Success or Partial Failure are
more ambiguous, but they should be used as elements that
move the story forward in either positive, or negative, ways.

Not all card prompts will require dice rolls, but the ones that
do should carry weight for the story at hand.

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Determining Success and Failure

Dice Results

Rolling 1 Complete Failure

Rolling 2,3 Partial Failure

Rolling 4,5 Partial Success

Rolling 6 Complete Success

Survivor Points allow the players to change the results of any


roll in the game to a successful roll. Where the survivor would
have failed, they narrowly avoid the results and in turn live to
see another day, and the narrative can be made to fit that
scenario.

These points are all available for any player to use, and are
gained for the group at the start of the game.

The game ends either when the players make it through 52


weeks of the apocalypse, or when the entire group has lost
their pool of Survivor Points.

If the group runs out of Survivor Points, and suffers a


complete failure with either a horde or an equally fatal
situation, the group has failed to make it through the year,
and the game ends.

See Variants for alternate lengths of gameplay.

At the start of each game, each player will make the survivors
that will fill their group, and roll the dice to find out how
many survivor points they start with. These points will
determine how lucky, ingenuous, or resourceful they are in
any life-threatening situation.

Variants: Shorter Games

The game is designed to span 52 weeks of the year, and while


each card can represent one week, a shorter game can be
played by only using 13 cards, which are 12 cards chosen at
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random and the inclusion of one additional Ace card into this
smaller deck.

Ending the Game


If the group is able to make it to the end of the year and
complete all the challenges presented on each card, then you
have survived the year of the undead.

Collectively agree on how the group responds to the finale of


this nightmare of a year, or if the group has already chosen a
leader, they may offer their take on how it ends for the group.

Gameplay Example

Jennifer begins by turning over a card, revealing the Queen of


Hearts. Jennifer’s character, Sara Dunn, who has a Diamonds
Motivation, takes a moment to consider her options, and responds
accordingly.

“Well,” Jennifer says, “Since we dealt with a horde last round, our
supplies must be running pretty low, and munitions aren’t something
we can afford to lose any more of.”

‘I know,’ she continues, ‘that Alex has old friends in the neighboring
settlement, and they really need our protection from roving gangs,
but we just can’t afford to do that right now. Not without painting a
giant target on our own back. I’ll talk to him to see if we can find a
solution.”

So Jennifer has Sara talk to Alex, who is another Survivor controlled


by Shae, and they determine the best thing to do is move Alex’s
friends safely out of the settlement, and so they hatch a plan to
sneak his friends out of the settlement before the next big raid.

Jennifer rolls to determine her success in this endeavor, and rolls a


four, which makes this a partial success.

They determine that even though they got all of his friends out safely,
the neighbors know about this escape and they’re furious. Because
of this, they are going to be actively hostile to them on any
interactions going forward.

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Survivors of the Undead
Players may control as many Survivors as they would like. The
group’s size does not inherently impact the success or failure
of the ultimate goal of survival, but it should play a factor on
how the group chooses to operate. Such large sizes can offer
unique problems of their own, while small groups can offer
different problems altogether.

Regardless of how many Survivors are made to be in a group,


each player will still only roll one d6 die to determine the
starting Survivor Points they will use through the game. They
can be distributed between players and Survivors, and
Survivor Points are transferable between characters, and it is
preferred that if a Survivor gives another survivor one of their
points to influence the game, there is an interaction between
the two in-game.

Each Survivor will correspond with one suit, and the suit of
the card will give direction to what the main motivations will
be for each Survivor.

If a card is drawn by a Survivor that has a matching Motivation


to that card’s suit, they will be able to better utilize their skills
in this situation, and may roll the d6 twice, and choose which
of the two to take as their roll.

Motivations

Hearts rely on the connections and feelings of others to aid


them in survival. They tie a group together, and focus on
cohesion above all.

Clubs rely on the weapons they wield to aid them in their


efforts. They rarely meet problems that chainsaws or
hatchets can’t fix.

Spades act quickly with wit and intellect to protect them in


dangerous situations. For them, a cool head and forethought
are the keys to survival.

Diamonds leverage the goods they have to acquire the


ones they do not, and manage their resources in unique
ways.

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Making Survivors
On a blank piece of paper, make the following notes to fully
create your character.

• Choose one suit for your Survivor. This is their strong suit,
and any rolls made during a card of the matching suit will
allow the Survivor to roll twice, and pick which roll they
would like to use.

• Use three words to describe their personality.

• Generate the following general background information


for each survivor:

• Their name.

• Where they are from.

• What they were like before the apocalypse.

• What they are like now.

• Choose three goals that the survivor wants to pursue, and


write down (but do not speak) the hopes that they have for
the group.

• Use this to help guide their actions, dialogue, and


gameplay personality.

• If any of these goals are completed throughout the


game, the player may roll a second time for survivor
points.

• Roll your Survivor Points, which is one d6 dice roll.

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Example Character

Player Name:

Alex

Character Name:

Melvin Carter

Suit:

Spades

Personality:

Unpleasant, Smart, Caring

Home:

Small city with a close-knit community.

Before:

Melvin was an up-and-coming cartographer, whose dream was to


one day own the family’s handmade map store in the center of town.

After:

Melvin now uses his knowledge of the local area to coordinate


projects that will protect the land from incoming incursions, as he
works out of the ruins of the family’s shop.

Goals:

• Rebuild the shop

• Find other survivors that are from his hometown.

• Find cartography tools so he can continue his map-making work


for when a safe future is found.

Survivor Points: 3

Group Total: 15

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The Deck of the Undead
Each card drawn represents one week of adversity, and the
group members will decide how they would like to deal with
the situation given.

There are three types of hordes that survivors will face, and
each offers a different modifier to the results for this turn.
Against the horde, failure can often mean death. Though
sometimes, but very rarely, it is only a permanent and lasting
effect.

The Deck

The King- The Goods


Your group discovers a bundle of supplies that they desperately
need. Where do you find it, and how does it help your group?

Queen- The Dilemma


There is an issue in the group and it needs resolving. Is this a
personal issue between survivors, or is it about the location
they are staying in?

If it is between survivors in the group, discuss the situation and


its outcome.

If it is regarding others, or the area, roll for its outcome.

Jack- The Stranger


You meet a new face. Are they friend, foe, or somebody in
between? Determine who they are, how you are introduced,
and roll for how the interaction goes.

This sets the tone for how your group will interact with them
going forward.

Ten- The Long-Term


Needing long-term sustenance, you attempt to create a self-
sustaining resource. Is this a garden for growing food, a
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collection method for fresh water, or for something else
entirely?

Nine-The Holiday
There is a national holiday this week. Does your group do
anything to try and celebrate? If so, how? If not, why?

Eight- The Traders


A group of survivors are passing through, and they wish to
trade. Determine what you have to give, what you hope to get,
and then roll for the outcome.

Seven- The Shut-in


A shambling horde is taking their time with passing your area,
and to be safe you are staying home to avoid instigating a
fight. No roll is needed, but take a moment to quietly interact as
characters remain idle in their current space.

Six- The Lost


While scavenging for supplies, you come across a house with
some nostalgic items and memorable scenes.

Discuss what they are, and what impact they have on your
character.

Five- The Infection


A survivor in your group has been bit by a lone zombie, and
their infection is spreading slowly. It takes 24 hours for the
infection to spread out from the bite to the rest of the body.
Your group can try to interact with other groups to see if they
have any leads on a cure before the 24 hours are up, or you
can always try sever the infected limb from the body within the
first hour. Otherwise, things might be messy…

Four- The Horde


A horde of zombies lays siege on your home. Roll on the chart
below to determine horde size, then deal with it accordingly.
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Three-The Effort
There is an opportunity to lower the risk of hordes in your area
by completing a few dangerous preemptive actions to
strengthen the safety of the area. What is it, and how do you do
it?

Roll for the outcome. If it is a success, gain one survivor point


for the Survivor, and discard the next Horde card when it is
drawn.

Two- The Sacrifice


A situation arises where a survivor might have to give
something up to save another. What is it?

Roll for the outcome.

Ace-The Horde
A horde of zombies lays siege on your home. Roll on the chart
below to determine horde size, then deal with it accordingly.

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Hordes
While lone undead are easy enough to fight, undead in
numbers are oftentimes deadly. It is only hordes that are
sizable enough to pose a risk to survivors, as even their paltry
numbers can easily become overwhelming, and turn an easy
resolution into a downward spiral of misfortune quickly.

When dealing with a group of zombies, roll on the chart below


and deal with the size that you encounter. Then, follow the
instructions below.

Horde Chart

Roll Horde Size Result

1-3 Small (10+ Zombies) An easy threat to deal


with. Add one to your
results roll in all the
actions for this horde.

4-5 Medium (25+ Zombies) An effort to fight off for


your group. No
modifier to change the
results.

6 Large (50+ Zombies) They have strength in


numbers. Subtract
one from your results
roll in all the actions
taken for this horde.

Horde Reaction
Since these dangerous dealings can begin and end within mere
moments, only a certain amount of actions can be taken in
these life-threatening moments.

After rolling for the size of the horde, all Survivors present
will roll one d6-die to show how many actions they are able to
take in this scene. Likewise, each turn is to be taken
simultaneously with all other players, and the overall amount
of successes vs. failures will determine the group’s dealing
with this horde. If there are more successful rolls, then the
horde is resolved. However, if the horde is not defeated, then
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it is shuffled back into the remaining cards of the deck, laying
in wait to be dealt with once more.

Horde Actions
Movements and actions can be interpreted however players
see fit, however, for the sake of interactions with Hordes,
actions can generally fall into these three categories:

• Running

An attempt at dealing with the horde, hands on. This can be


directing through attacks to individual zombies, or through
indirect, environmental changes.

• Hiding

An attempt to escape confrontation until the horde has


passed without leaving the area.

• Running

An attempt to return to the rest of your group at your home.

Example Horde

It is Derrick’s turn, and he draws the Ace of Hearts. Derrick’s


survivor, Patrick Portermen, gets to respond.

He figures that since Patrick is a hot-headed welder, he went to a


local metal shop that he thought was abandoned, to let off some
steam from an argument with the rest of the group. He tried to work
through his issues by pounding away at the broken equipment,
turning the debris into some larger heaps of scrap, but not before his
clamoring drew the attention of a wandering horde.

Now that his situation is set up, he can roll to discover what type of
horde he now faces.

Derrick rolls a five, for a medium-sized horde.

With massive tools all around, Derrick states that instead of trying to
run away, Patrick will indulge in this cathartic violence and try to→

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blow off the rest of his pent-up anger in the form of fighting this horde
in the metal shop.

Derrick rolls for the amount of turns he will be able to take against
this horde, and it is three. So, he has three attempts at solving this,
and he has already chosen to fight for all three.

Unfortunately, he rolls a three for each attempt at fighting. And since


he is the only Survivor present in this horde fight, his interaction is
considered a partial failure. However, since his group does have
exactly three Survivor points left, he decides to use them to allow for
his success in fighting off this horde, narrating his heroic return from
the jaws of defeat, using a lone blowtorch to stave off the incursion,
destroying the metal shop and burning away the rotting flesh of the
horde in the process. He survives, and his anger has been dealt with
in his own way.

But, since Derrick used the last points the group had, this means
complete failure for the group if they fail even one more time…

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