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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