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Setup  In Building: LoS to all adjacent Zones that share  (Core Box): No weapon w/3 dmg.

Create Dragon
opening. Range is 1 Zone. Dual – can use Dual weapons with same Fire or use Samson w/ +1dmg melee skill
1. Choose Quest name in both hands with single action
2. Place tiles, doors, objectives, tokens Movement Necromancer
o Dual Ranged/Combat Spells aim at same Zone
 Orthogonal movement only, no diagonals  Health: 1 | XP: 1
per quest o Dual weapons together produce 1 noise per
 Streets: Move to adjacent zones Vaults
3. Assign survivors to players  Building: Move to adjacent zones linked by opening.
action
 Set matching color Vault token near board for each
 Take 1 miniature, Survivor ID, Dashboard, colored o Move in/out of building through open doors Hand – must be in hand to use Vault door on map
base, and 5 colored trackers per survivor
Equipment Cards Three Hands  Vault doors open like standard doors. Can also be
 Dashboards
o Set sliding arrow to 0 Melee Weapons  Hands Equipment in special Body Space can make 3
opened from inside vault zone.
 Range is 0 (leftmost stat) equipment in hand. Must choose 2 before taking  No line of sight across open vault door
o Place tracker at 0 wounds
o Can only use in same zone as survivor any actions or rolling.  Vault is a building zone, but can’t search, and don’t
o Place tracker at first (top) skill
 Use with Melee actions spawn on reveal
o Place remaining 3 trackers in reserve (top) Experience – Danger Level – Skills  Opening vault door to new building triggers spawn
4. Set aside “Starting Equipment” and Ranged Weapons Experience
 Max Range is 1+ in new building
“Vault” equipment cards  Per Zombie Kill – gain 1 XP by default  Zombies can move into vaults
o Attacking at Range 0 is still Ranged Action
5. Distribute Starting Equipment  Use with Ranged actions Skills  Vault Artifacts – inside Vault, spend 1 action to take
 Group decides on distribution of Staring Equip’t  Level Up – Gain 1 skill upon attaining yellow, Vault artifact.
 Min. 1 Starting Equipment card per survivor
Combat Spells orange, and red danger levels (place skill tracker) o Not a search. Can be performed multiple
 Artwork is a scroll
6. Take weapon cards per starting skill  Max Range is 1+
o Choose skill matching new danger level color times/turn.
7. Shuffle zombie and equipment decks  Use with Magic actions
Inventory
 Place decks face down close to board
Hybrid Weapons Dashboard
8. Place miniatures on starting zone per  Discard cards freely, any time
 Classified as Melee and Ranged
quest  Two rows of stats (Melee has Range 0) Hands
9. Decide who plays first Reloadable Weapons
 Give player First Player Token  Spent weapon not reloaded by passing to another Hands cards - only usable in Hand slots
Game Overview survivor  Dashboard has 2 Hands slots
1. Player Phase (Start with First Player)  Reloads for free during End Phase Body
i. Player activates own survivors in any order  Two dual weapons both reloaded by single action
o Survivor can perform 3 actions by default Dragon Fire Body cards – only usable in Body slot
ii. Other Players take turn in clockwise order  Kills all Zombies and Survivors in the zone o If Body slot states allowance for a Hand card
2. Zombie Phase  Removes Dragon Bile from zone (e.g. dagger), treat card as equipped in Hand
i. All zombies on board activate  Produces no noise  Dashboard has 1 Body slot
o Zombies take 1 action by default (move or  If Dragon Bile tokens run out, move one instead of Backpack
attack) adding new one
ii. New Zombies spawn at Spawn Zones Door Breaching Backpack cards – only storable in
3. End Phase backpack, always considered in use.
 Noise tokens removed from board Open door with minimum die roll shown Dashboard has 5 Backpack slots
 First player token moved clockwise Body and Hand cards can be stored in backpack, but
 Reloadable Weapons are reloaded Open door without die roll have no effect here.
 Next round Noise Zombies
Winning and Losing Basics
 Lose: if all Survivors eliminated, too many Action produces 1 noise token  Default 1 action per turn
Necromancers escape, or Quest specific cond’n  Killed by single attack dmg >= Health
 Win: immediately upon completing all Quest Action is silent - no noise token o Kill earns attacking survivor XP
objectives  Noise token stays in zone where action taken Walker
Basics  Single action = 1 noise (despite multiple hits, or Dual  Health: 1 | XP: 1
Zones weapons)
Fatty
 In Building: zone = room  Noise tokens removed in End Phase
 Health: 2 | XP: 1
 On Street: zone = area between wall/tile edge and  Each Survivor counts as Noise token
Runner
linear markings Combat Characteristics  Health: 1 | XP: 1
Line of Sight  Actions: 2
 On Street: orthogonal sight lines, no diagonals, until
Abomination
wall or edge of board.
Range 0 | Roll 1 die | Hit for each die showing 4+  Health: 3 | XP:5
o LoS line ends 1 zone into building (can’t see
Damage 1 per hit  Wounds from ~ can’t be prevented by armor rolls
through to 2nd room or back outside again)
Player Actions  Cast upon target actor (survivor/zombie) within line Zombie Phase o Draw 2 x Double Spawn  next zone 4 cards
of sight (read card) o Last zone draw Double Spawn  draw two
Each Player takes 3 actions starting with first player 1. Activation
o If target is survivor, can target self more cards for first zone, and so on
Move  Each Zombie activates, then either attacks or moves
 “Once per turn” – can cast once per copy of card in Run Out of Minis
 Move 1 zone = 1 action for 1 action
hand. o Place remaining minis, then all minis of the
 Leave zone containing X zombies = 1 + x actions o Resolves all attacks first, then moves
deficient types get immediate activation
o Same card can be cast many times in one
 Move action ends upon entering zone w/zombies o Runners get second action after all zombies
 Zombie can get many activat’ns this way
round by different players by trading card.
(even if skill allows multiple zones/move or slippery) take first action
Take/Activate Objective Necromancers
Search 1A. Attack  Counts as a Zombie
 Take objective or activate objective in same zone
 Only search in building zones, and only if no  Zombie inflicts 1 wound to survivor in same zone.
(see Quest rules)  On Appearance – add Zombie Spawn (on Necro
zombies o All zombies in zone attack even if overkill
o Draw 1 card from equipment deck – place in Make Noise  Players decides which survivor in that zone receives
side), and immediately spawn zombies
 Place noise token in same zone o Counts as normal spawn for future Zombie
inventory or discard immediately wound – move Wound Bar tracker
Phase spawns
o Free to reorganize inventory after search Do Nothing o Survivor dies when Wound Bar is 3 – remove
o Follow zombie rule for Run Out of Minis
o Free to discard from inventory any time miniature and discard equipment
Game Over – if Necromancer escapes while board has
 Max 1 search per turn (even if action is free)  Armor – if ~ in body slot, roll 1 die/wound. 6 Zombie Spawn tokens (including Necro type)
 Equipment Deck – when empty, reshuffle discards o Wound blocked for each die roll >= armor # Activation – attacks survivors in same zone, or else
(except Vault cards, but including starting equip’t) o Armor cant block Abomination/Dragon Fire moves 1 Zone towards nearest Spawn Zone (not his
Open Door  Shield Alone – roll to block wound per shield txt entry zone) ignoring survivors in LoS
 Use melee card with open door symbol  Shield + Armor – choose Armor or Shield and roll. If o If multiple equal zones, choose one.
choose Armor, you can re-roll.  Escape – upon activation on escape Spawn Zone
Open door with minimum die roll shown
1B. Move o On escape, replace Necro Spawn token with
 Zombies can move if action remaining regular Spawn token
Open door without die roll 1. Select Destination Zone – noisiest zone with o If only 1 zone with Spawn token on board,
 Does not count as Melee action – no dual wield of survivor in LoS. then new Necro escapes on first activation
melee bonuses o If no Survivor in LoS, then just noisiest zone  Killed – on killing Necro, remove any 1 Spawn Zone
o Distance doesn’t matter o If Necro Spawn token remains, replace with
 Zombie Spawning in Buildings
2. Move 1 Zone towards destination by shortest regular token
o On opening closed building – draw zombie
card for each zone (unless zone closed off),
available path.  Multiple Necromancers – see Necromancer Cabal
o If no open path, move as if all doors open (but Rules in Rulebook
and spawn as indicated
doors still block them) o Requires multiple special Necro minis
 Reopening previously opened door does
not trigger new spawns  Split Zombie Groups if (i) multiple equal destination
 Buildings open at start never spawned in zones, or (ii) multiple equal paths
o On Drawing Extra Activation – perform o Divide group evenly toward each zone/path
immediately o Add zombies to even out split groups exactly
o On Drawing Double Spawn – skip zone, draw (by number of each type), if enough tokens
two cards for next zone  Choose zombie placement if not enough
 New zombies don’t activate upon adding
Reorganize/Trade o Abominations/Necromancers don’t split
 1 action = reorganize inventory, and exchange any #
of cards with 1 other survivor in same zone
2. Spawn
o The 1 other survivor can reorg invent’y for free  Applies to Zombie phase, and open new building
Combat
Zombie Spawn token marks Spawn Zone
 Melee – use ~ card in hand to attack Zombies in
same zone – after rolling, player assigns hits  Draw 1 Zombie card per Spawn Zone, add Zombies
o Use color Level of highest level survivor
 Ranged – use ~ card in hand to attack a zone (not a
o Choose order for zones in new building
zombie)
o Choose “first zone” of Spawn Zones
o Using ~ card at range of 0 is still Ranged action
 Draw cards zones in clockwise order from
o Assign’t Order: 1. Walker, 2. Fatty/Abom, 3.
same first zone every time
Runner, 4. Necro
o Reshuffle discards if Zombie deck empty
o Friendly Fire: assign each miss to a survivor
o Blue/green Spawn Zones don’t spawn until
 Can’t hit self (e.g. shooting at Range 0)
Quest says so.
 Survivor can block with armor roll
 1 wound per damage. No XP for kill.  Extra Activation card spawns no zombies. Instead,
all Zombies of indicated type activate immediately
 Magic – use combat spell card in hand to attack
zombies. Same rules as Ranged actions.  Double Spawn card spawns no zombies. Instead,
draw two Zombie cards for next zone, resolve in
Enchantment order.
 Use enchantment spell in hand – take effects on o But, if draw another Double Spawn, resolve 2nd
card

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