Ruu l e b o o k R 14+ 2-10 210 PL PLAY AYER ERSS 45 MIN
Material
n t e r W i n f o d a ea e D ! p U U m e ‘ k F l i c k t t o o d b b a a c c k a d
e a e v v i i n n h h e K e d K R o o s s a a a a n n d t y,, R e c c i i t y o o f f t t h h e r e r n e r n o r c o c y r y e r v e e v e g n g n i h i c h r c a r e a s s e e r r A f f t t e e n n o o u u g g h h t t o o e e d b b e s s h h o o u u l l d d e d r e e r h e t h a t g a g y e y h e t h t d o d o o f o f d e d n e e c c a a n n n e g g r r o o u u p p.. T T h h e e ejj o o i i n n t t h h e r r e a n s s f f o o r r t t h h e n g p p l l a n s c u u s s s s i i n g D i i s c e.. D u r r e t u u t f u f e e l b l a b e a e e s e e s r e o r f o f e h e t h t r o r f o f n g m g g o o i i n g e m e p p t t h h e e e y , k e k e n n l l y, d e d d d s s u u d o a a n n,, a a n n d m o m w o w o l g n g n i y i f y f i s i n s e n t e n t n i e h e t h t r a r e a e y y f f a a i i l l t t o o h h e o n y y,, t t h h e c c o o l l o n w a a y y.. e w n g t t h h e k i i n g o c k r e b b l l o c e y y ' ' r e s T T h h e e s e i b i m b o m z o z f o f o e d e r d o r h o h a h t h t i w i w e t t m e e m e y y a a r r e t t h h e g h t t ! ! c e b b u u t t t t o o f f i i g h e ' ' s s n n o o c c h h o o i i c e e r r e T T h h e t s r . I t s e r n t e f W i n t o f a d o D ea ! D e p! p U U m e e ' k c i l F f o f o d d l r l o r w o w e e t t o o t t h h e m e c o m e l l c o W e W m y y o o u u r r w i i l l l l t t r r a a n n s s f f o o r r m s w o s o i r i a r n a e n c e s c s e v e v i s i r s e r m e m m m i d n d a n a e n n t t s s m p p o o n n e f u l l c c o o m e a a u u t t i i f u b b e o n.. n v a a s s i i o n e i n v m b b i i e d o o f f a z z o o m a n d l a n e l t e s t a s w a w e s e p s y p y l a l c a o c p o a p a t s t o s p o p e n t o o t t h h e e i n t t t a a b b l l e e s s e s s o o u u r r c c e e r r r r e o w t t o o g g a a t t h h e d l o w g h a a n n d i g h h i h h c h r c a r e a s e s l l l l i w i w s d s n d e n e i r i f r f r u r o u d y y o e,, e r r e Y o o u u a a n n d Y w h h e e r r y y w e v v e k s s e u r k e r r l u r D a a n n g g e d.. D a d e a h e a h a s s l a l a i r i t r t e h e t h t e v e v i v i r v u r s u s e a a p p o o n n s s t t o o w e d w a a n n d e w h h i i l l e d w e a a d d e e d d c c o o n n f f r r o o n n t t t t h h e e s s t t a a n n d r r e o t o t s r s a r e a f e f r u r o u y o y t u t p u p t s t u s m u m b b u u t t y y o o u u y y o o u u s s t t i i l l l l c c a a n n.. e o o n n l l y y s n ' ' t t t t h h e a a s s y y o o u u r r s s i s n , e, c e a c f a f l l l l ' u ' o u y o y t a t e a r e h r t h t y y l n l o n o e e n n ' ' t t t t h h e e s a a r r e m b b i i e s n g e t t,, z z o o m Y e Y e a a s s o o n n i i n g e ' ' s s j u u s s t t n n o o r r e e r r e y , t t h h e y, l e l t e a t n a u n t u r t o r f o n f U n U . l. a l v a v i v i r v u r s u s r n g f f o o r g h t t i i n g g g r r o o u u p p f f i i g h e n n . e a a t t e e e e a a t t o o r r b b e t ' s s e d , i t ' e a a d d e n g o o r r d v i n g m . L L i i v i e m t h t t h h e w i i t h w
18 zombies
11 Survivor figures
(with stickers)
(with stickers)
roo sa r r roo d r rig iguu ez
G a b r rii e l D i az
7
11 back packs (with stickers)
11 SURVIVOR BOARDS
4 vehicles
1 Car 1 Ice cream truck
1 Pickup truck
1 RV
6 b bu u il din di n gs
vari va riou ous s t t ools oo ls 1Library
1 GROC GROCEE RY ST OR E
1 Police Police station station
1 Acid
1 L ibrary
E L E F L R I I F R
1 shotgun template
1 TIME MARKER
1 sniper RIFLE template
+ 1 Gas sta station tion
2
1 Hospital
1 S chool
2 barricades
3 STREET lamps
4 city limits (in 2 parts each)
3
Da n ngge ro rouus d da ay s a n ndd n nig ighhts!
T o k e n s 0 2 T 10 1
Chan ange ge th thee zo zom mbi biee t ow ow er’s day and and n nig ig ht ht mar mar kers kers to to t t he next hi high gher er mar mar kers kers a av v aila ilabl ble. e.
63 CARDS a n la c l w c N e w n. lan c la a c n a oin st j joi ust mu u m you wiin, yo derr w orrde In o d b y ied upie ccu lding occ ui ldi bui teer a b so,, en t o so do To d media te ly imm ou im You vor.. Y ur vi vor su ne s ly on xaact ly o e x haree nd s har an r, a or, ivo viv surr v thaa t su off th n o lan he c la t he in t oin j jo ve of jecc ti ve thee o b je th n. lan c la t c ha t t ha
40 lif e
•
7 FIGHT cards
•
•
30 Crossroads cards
•
•
20 Objective cards
•
6 Be trayer’s Ob je ct iv e ca rd s
E T ! S E C R
ed” we 6 “not allo w vors vii vo • 4 sur v • 8 f oods 8 f uel
•
8 medicine • 1 pretzel • 4 guns
•
ats ba all b ba ase b ba 2 b ves • 2 k ni ve • 2 shot guns
•
1 Zombie Tower (in 3 parts + 8 set of screws)
8 8
2 snipers • 6 crossroads • 1 k e y
•
biies 4 zom b • 2 extra actions
•
ff lares 2
•
p i e c e s 3 7 O t h e r pi
ro of su pp or t
zombie bi n
bllock s 14 support b
•
wiith stick ers ) arrels ( w ba 3 b wiith stick ers ) oxes ( w bo • 3 b wiith stick er ) ement disc ( w ve hite mo v wh • 1 w
•
zombie tower
4
6 INVASION MARKERS
•
bullets bllack bu 2 b
•
ullets bu hite b wh 6 small w
•
at ba all b ba ase b ba 1 b
•
1 k nif e
•
6 stands
1 3
ASSEMBLY SURVIVORS
2 1 ZOMBIES Stickers on both sides
Movement disc One sticker on one side.
Boxes Stickers on each side. One number per box.
3
4
Barrels One sticker per barrel
VEHICLES (except RV) Slot into a plastic stand
A- Sticker on one side
BUILDINGS AND RV Add 2 support blocks
B- Backpack on the other side NO TE : Each survivor is numbered. Attach the corresponding backpack.
CITY LIMITS
CITY LAMPS
Assemble the two parts
Slot into a plastic stand
ZOMBIE TOWER A- Build the tower.
B- Build the bin.
1
2 1
3 2
4
C- Assemble A+ B
A B
Survivors
T he W o r l d h as ch ang e d! w o r l d y o u o n c e I t ’ s h i g h t i m e y o u g o t u s e d t o i t. T h e s p r a w l i n g w a s t e l a n d k n e w i s n o m o r e. A l l t h a t ’ s l e f t i s a r u n . Y o u c a n r a v a g e d b y h o r d e s o f z o m b i e s. Y o u c a n v e t h i s m e s s a n d e v e n h i d e. B u t t h e o n l y w a y t o s u r v i e i s t o f a c e t h e c r e a t e a n e w f u t u r e f o r t h e h u m a n r a c e t o t a k e c h a n c e s p r o b l e m h e a d o n . Y o u ’ r e g o i n g t o h a v d e p e n d s o n i t ! a n d t r u s t y o u r i n s t i n c t . Y o u r s u r v i v a l
Each survivor has their own board which matches their plastic igure and backpack number. This board displays the contents of their backpack, otherwise known as their inventory. This inventory is divided into a number of spaces. •
Each survivor has a default weapon which may not be covered, unless a scenario or Crossroads card instructs the player to do so.
•
Each survivor’s life points are stacked on the top right space of their inventory.
•
Each survivor has 2 additional inventory spaces they may use to store other tokens, such as weapons, scenario tokens, etc. Life point
Before playing
n e l i j a h j o r d a
Weapon
Before playing, you must choose: •
A playing surface
•
A scenario
•
Your teams (scenarios 6 - 10)
2
2 Storages
TEAM(S)
Playing surface Flick’em Up! Dead of Winter can be played on most lat surfaces, big or small: table, loor, etc. The surface you choose must allow the pieces to slide well and be accessible from all sides. The surface must have suficient space to place all the necessary pieces. The 4 city limits markers deine the space in which the game is played, otherwise referred to as the city.
CHOOSE A SCENARIO
Place the survivor boards in a group outside of the city limits. If there is more than one team of survivors, place the survivor boards in separate groups, ideally on opposite sides of the city.
1 TEAM Anitawallace
2 TEAMS TEAM A
elijah jordan
1
2
TEAM B
Olivia b rown
kevin jack son
lily mae
Gabriel Diaz
6 3
You will ind a booklet of 10 scenarios, each of which provides an original adventure and a new city for you to explore.
Mike cho
11
V S .
Mike cho
loretta Clay
5 5
Each scenario is explained in detail, including any additional rules required to enjoy the adventure.
4
John Pri ce
10
Thomas Heart
8
9
5
Overview of a game
. No te : If you are unable to see a survivor's backpack (fallen / in a building), turn or lip the survivor so that their backpack is visible.
ROUNDS Each game of Flick'em Up! Dead of Winter consists of a number of rounds, depending on the chosen scenario. Each round represents half a day (either day or night), and is tracked on the camper's awning. Days are blue
Nights are black .
USING A SURVIVOR The active player chooses an available survivor and stands it up if it is fallen. The chosen survivor is now the active survivor. The active survivor may perform up to 2 of the following actions:
Each round consists of a number of turns. Each turn, an available survivor will be used. A turn:
1- Use an available survivor belonging to your team (p. 6). 2- Execute the zombies' reaction (p.10). When no available survivors remain, the round ends. Prepare for a new round (p. 11).
•
Move
•
Use a weapon
•
Take / Drop Off
A player may choose to perform the same action twice. It is also possible for the player to choose to perform only one action, or even none at all. Regardless of how many actions the player performs, once their turn is complete, they must rotate the backpack of the used survivor. This survivor is no longer available for this round.
BACKPACKS Each survivor has their own rotating backpack which indicates whether or not the survivor is available to be used in the current round. A survivor is available to be used when the color on the top of their backpack matches the current round.
BEF ORE
AF TE R
LOSING LIFE A survivor may loose life tokens during the game for different reasons (like in a Zombie Rush p. 11).
W hen a surv iv or loses t heir last lif e t ok en: Av ail able s ur v iv or
6
•
The surv iv or is remov ed f rom th e game.
•
Any tok ens on the surv iv or’s board are placed f ace up in t he grocery st ore.
The flick Most of your actions involve licking, as that is how survivors both move and shoot. A ‘lick’ is performed as illustrated below, with a inger but without the resistance of your thumb (weaker, but mo re controlled than a standard ‘lick’).
B
touches any object, igure, or building, or leaves the city limits:
•
The movement is unsuccessful.
•
The survivor igure is returned to the position it occupied before the movement lick.
If moving is the player’s last action, the survivor must be oriented in the direction of the movement disc’s orientation line. Otherwise, the survivor may be oriented in the direction of the player’s choice. Any object disturbed by the movement disc are returned to the position they occupied before the movement lick.
Too close! F l i c k
Move Once a player has chosen to move a survivor, he replaces the survivor igure with the movement disc (line on top). The player then attempts the movement by licking the movement disc (as described above).
Any survivor igure standing next to a standing zombie (within the space of a movement disc) immediately loses 1 life token and is placed fallen on the table.
E x c e p t i o n : T he ac ti v
e sur vi v o is immune t r o t his r ule d ur ing t heir t ur n ( e.g .: bet we e n t heir t wo ac t ions ).
If the disc:
A
does not touch any object, igure, or building, or leave the city limits:
•
The movement is successful. The survivor igure replaces the movement disc on the table.
7
GUN
ENTERING AND EXITING A BUILDING
Door zone
To enter a building, a player must lick the movement disc between the support blocks of the building they wish to enter during a movement lick.
To ire a gun, a player places a bullet (black disc) to the left or right of the active survivor, at a distance of one bullet.
A building may only be entered from the front.
If the bullet:
A building is successfully entered when any portion of the movement disc has entered the building’s door.
•
All igures and objects remain in their new position.
•
All objects that fell as the result of the lick are returned to a standing position.
The player then licks the bullet at the target of their choice (as described above). A First touches an object, a building, a fallen igure, or a standing igure that does not fall:
A building’s door is an invisible line that is lush with the front facing edges of that building’s support blocks.
- igure is wounded: B First touches a igure and causes it to fallthe •
If it is a zombie, it is placed in the zombie bin.
To mark that a survivor has entered a building, it's igure is placed on either of that building’s support blocks.
•
If it is a survivor, its remains fallen and loses 1 life token.
•
All other igures and objects that fell as a result of the bullet are not affected. They remain in their new position and are returned to standing
C
Touches nothing:
•
Nothing happens. The action is lost.
To exit a building, a player must place the movement disc behind the building, and lick the movement disc through the building’s door. A building is successfully exited when the entirety of the movement disc has exited the b uilding’s door.
All movement rules apply (e.g. touching objects, igures, etc.) when entering or exiting a building, with one exception: touching the support block of the building the movement disc enters or exits is allowed. No te : If a building's entrance is blocked by an object, that object may be temporarily set aside during an attempt to enter or exit the building.
SHOOTING WITH 2 GUNS If a survivor has 2 or more guns, they may shoot 2 bullets with the same action. To do so, the player places a bullet on each side of the survivor and licks them one after the other, according to the rules above. The two bullets may be shot at the same or different targets.
No te : A survivor with 3 guns may not shoot 3 times. No te : The Camper follows the same rules as buildings. Survivors may enter and exit the Camper as they would any other building.
Using a weapon Each survivor starts each scenario with at least 1 weapon. It is possible to gain additional weapons during the game. Here are the 3 most common weapons:
8
SHOOTING FROM INSIDE A BUILDING A survivor may ire a gun from inside of a building at targets outside of the building. To do so, the player places the bullet behind the building and ires it between the 2 support blocks of the building. All rules regarding the shoot action apply in the same manner as described above. No te : A survivor may not ire a gun from inside of a building occupied by one or more zombies.
Baseba ll bat The baseball bat can be used to quietly knock over a zombie or enemy survivor while moving. It does not cause igures it touches to become wounded, however it does make less noise than a gun (explained later). To use the baseball bat, the player replaces their survivor igure with the baseball bat, lat on the table, pointed in the direction of their choice. Then, the player licks the knob (bottom of the handle) of the baseball bat towards the target of their choice. No te : The knob may be licked so that the bat moves straight forward or so that it spins as it moves. If the bat:
A irst touches a zombie or enemy survivor: •
The movement is successful, regardless of whether or not the touched igure falls.
•
All other components that fell as a result of the lick are returned to standing.
Knife The effect of throwing a knife is almost identical to that of iring a gun. However, instead of licking a bullet, you lick the knife. It also makes less noise than a gun (explained later). To use a knife, the player stands the knife upright to the left or right of the active survivor at a distance of one bullet. The player then licks the knife at the target of their choice. The rules for throwing a knife are otherwise identical to iring a gun (see page 8).
Short distance kill Any weapon can be used at short distance to kill a zombie. If the active survivor is next to a zombie, you may spend 1 action to kill the zombie without licking a weapon.
No te : This counts as using the weapon, for the purpose of determining the zombies' reaction (page 10).
B irst touches an object, building, or friendly survivor: •
The movement is unsuccessful, and the active survivor is returned to the position it occupied before the lick.
•
All components that fell as a result of the lick are returned to standing.
If using the baseball bat was a survivor’s last action, the survivor must be oriented in the direction of the bat's length. Otherwise, the survivor may be oriented in the direction of the active player’s choice .
No te : Causing a zombie to fall is advantageous, as it will prevent it from participating in a future Zombie Rush. However, causing an enemy survivor to fall only prevents it from being wounded.
ENTERING OR EXITING A BUILDING A player may enter/exit a building by using a baseball bat. The rules for doing so are identical to those for using a movement disc.
Take / Drop off When inside of a building, the active survivor may spend an action to take and/or drop off a token (weapon, food, fuel, medicine, etc.).
Take: Choose a token on the building’s support block and add it to the active survivor’s inventory. Drop off: Remove a token in the active survivor’s inventory and place it on the building’s support block. No te : You may exchange tokens by taking a token and dropping off a token in a single action. When a survivor takes a face down token, they look at it and decide whether to add it to their inventory or to leave it off face up in the building. In either case, only one action is spent.
9
Zombies' reaction! Once a player has completed all the actions they wish to perform with their chosen survivor, they must execute the zomb ies’ reaction, if any.
The zombies’ reaction depends on the loudest type of noise made by the survivor’s actions. Only one of the following zombie reactions should be executed. Determine the survivor’s loudest action and execute the corresponding zombie reaction.
survivor Action If the survivor made a LOUD noise (whether successful or unsuccessful): Fired any type of gun
If the survivor made a QUIET noise (whether successful or unsuccessful): •
Used a non-gun weapon
•
Moved
If the survivor was SILENT: •
10
did not perform any movement or weapon actions.
Zombie reaction •
Turn the closest standing zombie, if any, to face the active survivor. Place the zombie tower directly behind that zombie. (Image 1)
•
Remove that zombie, plus 2 more (the 2 standing zomb ies closest to the active survivor, if any) for use in the Zomb ie Rush. (Image 2)
•
Stand all zombies remaining in the city. (Image 3)
•
Execute the Zombie Rush (see page 11).
1
2
If the zombie closest to the active survivor is...
fal le n: •
•
st an di ng :
Stand that zombie. • (no Zombie Rush)
Turn the closest standing zombie to face the active survivor and place the zombie tower directly behind that zombie.
•
Remove that zombie from the city for use in the Zombie Rush.
•
Execute the Zombie Rush (see page 11).
3
None
I M P O R TA N T: ys ta in the position wa l ys s The zombie bin a component doesn't illustrated in the scenario. This mo ve with the zombie to wer. ver top is designed to be placed o to • The zombie wer ut needing to mo ve of most game components witho lding, etc. ) would them. Ho we ver, if a component (bui nt to the side f or the to wer, simpl y set that compone the duration of the Zombie Rush. the ne wly positioned • If there is a building bet ween vivor, rotate the zombie to wer and the acti ve sur of the building to wer so that its exit f aces the side closest to the acti ve sur vi vor ).
•
ZOMBIE RUSH
End of the round
Follow these 3 steps to perform the rush.
1
Ensure the roof support is in place.
2
3
When there are no more survivors whose backpack color matches the current round color, the round ends and a n ew round begins. To prepare for the next round, perform the following:
1- Move the day marker forward one space on the RV’s awning. If the marker reaches the skull, the game ends. Otherwise, proceed to step 2.
Remove the roof Pick up the zombie (s) being used for the rush support to execute the Zombie Rush. and place it on the roof, according to its number. If the number is occupied, place it on the number of your choice.
2- Stand all zombies currently in play. 3- Add new zombies to the city (as described below).
A NEW HORDE ARRIVES! Before each day begins, a number of zombies equal to the zombie bin's daytime invasion marker. Likewise, b efore each nighttime invasion marker, a number of zo mbies equal to the night token must be added to the city. These new zombies will be arrive by way of a Zombie Rush. To add new zombies to the game:
After the Zombie Rush: •
Each survivor that fell as a result of the Zombie Rush loses 1 life token, regardless of which igure or object caused them to fall.
•
All objects that fell during the Rush must be returned to standing, in their new position.
•
All zombies simply remain in their new positio n.
•
All igures pushed outside of the city must be placed just inside of the city limits (approximately where they left the city) in a fallen position.
•
Finally, return the zombie tower to its home on the top of zombie bin.
•
Ensure the zombie tower is in its home position on top of the zombie bin. •
Take a number of zombies equal to the corresponding invasion marker on city. These new zombies will be arrive by way of a Zombie Rush.
•
Execute the Zombie Rush.
If there are not enough zombies in the zombie bin to add the required number of zombies, the game ends immediately. The city has been overrun and the survivors have lost.
Zombies entering a building Game end
It is possible for zombies to enter a building during the game: A zombie may only enter a building if both of the following are true:
The game ends when:
•
At least one survivor or token is inside.
•
•
Fewer than 2 zombies are inside.
A group of survivors completes their objective – that group of survivors wins!
•
A certain number of survivors are dead (scenario speciic) – the survivors lose.
•
There are not enough zombies in the zombie bin to add the required number of zombies – the survivors lose.
•
The round marker reaches the skull - consult the scenario to ind out who wins/loses.
A zombie enters a building when: • •
any part of a fallen or standing zombie has entered a building’s door. a standing zombie is within a movement disc’s width of a building’s support block (i.e. a movement disc will not it between the zombie and a support block).
11
GLOSSARY St an di ng : Any igure that is on their feet. Fal le n: Any igure that is lying on its side on the table. In th e ci ty : Any and all space within the designated city limits. In a bu il di ng : Any component on the support blocks of a building is IN that building. Active player: The player whose turn it is. Active survivor: The survivor being used by the active player. Door: An invisible line lush with the front facing edges of a building’s support blocks. Fi gu re : All plastic igures (survivors, zombies). Ob je ct : Obstacle components such as barrels, cars, city lights, boxes, etc. Fr ie nd ly su rvi vo r: A survivor belonging to the same team. Ne xt to : Components less than the width of movement disc apart are considered NEXT TO one another.
12
scenarios
The Scenarios This section of the booklet contains 10 original scenarios to play and replay as written, or modiied to include your own personal touch.
Each scenario includes the following information: •
The storyline
If this is your irst time in this zombie infested world, we suggest enjoying the scenarios in numerical order. If you’re an experienced survivor, we encourage you to use the various components of Flic ‘e up! Dead of Winter to modify the existing scenarios and to create your own so that you can share them with others!
•
Which survivors to use
•
The number of life tokens
•
The objective(s)
•
A map of the city
•
Setup instructions
Modifying a scenario is simple. For example, you can replay a scenario and change the following:
•
Where the day/night marker begins
•
Game end conditions
•
use a different team of survivors
•
Additional rules for the scenario
•
give special powers to some or all of the survivors (lip their survivor’s tile)
Pay special attention to the additional rules introduced in these scenarios, as they add to those provided in the rule book. We also suggest playing the scenarios in order, as the later scenarios use rules that are introduced in earlier ones. Some additional rules have a symbol associated with them so you can easily note whether or not that rule is in effect in a later scenario.
We invite you to share your scenarios, cities, and other ideas with us at this address:
[email protected] .
Set Up POLICE STATION
LIBRARY
HOSPITAL
GROCERY STORE
GAS STATION
SCHOOL
Ready the survivors presented in this section. ICE CREAM TRUCK
RV
TRUCK
ZOMBIE TOWER
CAR
Materials position Zombie
Survival
Fuel
Foods
Markers City face down limits
Guns
Street lamps
Survivors
Barrel
Knives
Box
Crossroads
Barricades
Key
On the support block
In front of the building
Zombie Number of zombies added each day/night
Medicine
14
Life
Snipers
“not allowed”
Baseball bats
Shot guns
Pretzel Number of zombies that begin in the zombie bin
Ne w Rul es ic ons Backpack starting position
Round marker starting position
CO OP ERAT IVE
CO MP ETIT IVE
S1 - Get Outta Town!
(1 to 10 players)
p. 16
S6 - Tensions Rise!
(2 to 10 players)
p. 26
S2 - They’re Everywhere!
(1 to 10 players)
p. 18
S7 - Cornering the Market
(2 to 10 players)
p. 28
S3 - Tend to the Wounded
(1 to 10 players)
p. 20
S8 - Strength in Numbers
(2 to 10 players)
p. 30
S4 - Starvation
(1 to 10 players)
p. 22
S9 - Home
(6, 8 or 10 players)
p. 32
S5 - Separated
(1 to 10 players)
p. 24
S10 - At Each Other’s Throats (6, 8 or 10 players)
p. 34
WAYS TO PLAY Flic’e Up! Dead of Winter may be played by 1 to 10 players. There are 2 different ways to play:
COOPERAT IVE: All players belong to the same group of survivors. The players must determine the turn order: irst player, second player, etc. On a player’s turn, they may choose to use any available survivor to execute their turn. Once each player has had a turn, play continues from the beginning of the turn order (i.e.: the irst player).
COM PETI TI VE: Vs. Each team must determine their own team’s turn order. The irst player of the team holding the pretzel takes the irst turn of the game, followed by the irst player of the opposing team. Turns alternate between teams, with each team following their own team’s turn order Players are divided into 2 or more teams. The number of players per team does not matter. Before beginning the game, players must determine their turn order, as described above.
The survivor whose inventory holds the pretzel must be used irst in each round. The pretzel may change hands from one survivor to another during the game. If the survivor holding the pretzel loses their last life token, the pretzel NOTE : Teams w it h dif f erent num is given to the closest remaining survivor (of either team). bers of play ers w i rest art t heir turn order at dif ferent t imes.
TEA M A ha s 4 player s
TEA M B ha s 3 player s
1
Each new
1
2
round is started by the team holding
3
the pretzel.
4 1
ll
2 3 1 2
15
1
Get Outta Town!
1 - 10 players
Your group of survivors has to leave the city as quickly as possible! The zombies in the streets are few for the moment, but your scouts have discovered a horde of them are headed for your camp. You’re going to have to clear a path so that you can drive the RV straight outta town.
OBJECTIVE
INSTAN T DEFEAT
Have a survivor in the RV and have 3 or fewer zombies in the city.
If a zombie touches the RV or either of its support blocks, the survivors lose immediately.
SPECIAL RULES
GAME END
Survivors can not enter buildings. Zombies can not enter buildings or the RV.
The survivors win if they complete their objective. The survivors lose if 3 or more survivors are dead or if the round marker reaches the skull.
The irst survivor to enter the RV becomes the driver. The driver is not available to be used for the remainder of the scenario.
Set Up N T I O S T A E L I C P O
L I B R A R Y
2
L T A P I S H O
Anita
2 John
R V
2 Thomas S C H O O L
2 Loretta 2
Kevin
T R U C K
Ne w Rul es
C A R
I C E T R C R E U C A M K
21 2 G A S S T A T I O N
16
ZOMBIE TOWER
T O R E E R Y S G R O C
4
2 3
NEW RULES SNIPER RIFLE
SHOT GUN When shooting with the shotgun, the player must use the shotgun barrel.
Like the regular gun, but with better aim. Perfect for shooting at distant targets.
To use a shotgun:
To use a sniper rile:
• Place the shotgun template next to the active survivor, on their left or right, and orient it in the direction you wish to shoot.
•
Place the sniper rile template next to the active survivor, on their left or right, and orient it in the direction you wish to shoot.
• Place 4 shotgun bullets (1/2 the size of the normal bullets) in the barrel so that they are not perfectly aligned with each other (see illustration).
•
Place a bullet in the template, hold the template, and shoot! R I F L E
• Hold the template and shoot! Injuries:
• Any igure (zombie or survivor) knocked over by a shotgun bullet is wounded, even those hit by a ricochet.
17
2
They’re everywhere!
1 - 10 players
You’ve run out of resources. You’re going to have send a group of survivors to explore the surrounding area in order to secure food and fuel. It’s not going to be easy. The city is crawling with zombies. But as Rosa always says, “We can either die crying or die trying!”.
OBJECTIVE
GAME END
Have 2 gas and 2 food in the RV.
The survivors win if they complete their objective. The survivors lose if 3 or more survivors are dead or if the round marker reaches the skull.
SET UP 1X
1X
1X
1X
Shufle the following tokens face down: Place 1 face down token in each of the following buildings: School, Hospital, Police Station, Library.
Set Up E B I E R M Z O O W T
S C H O O L
R Y R A L I B
3 Elijah
I C T E R C R U C E A K M
3 Lily 3 Mike 2
Rosa
3 John N O I T A T S S A G
P O L I C E S T A T I O N
R V
Ne w Rul es
C A R
3
T R U C K G R O C E R Y S T O R E
18
T A L S P I H O
4
2 3
NEW RULES FIGHT: SURVIVOR VS ZOMBIE A ight between a survivor and a zombie happens when: •
A survivor enters a building containing at least one zombie (fallen zombies stand up when a survivor enters the building they occupy).
•
A survivor in a building containing at least one standing zombie wishes to perform an action(take an object, move, etc.).
FIGHT Stage the ight outside of the city limits: 1. Place the survivor and the zombies facing each other, 75-90 cm apart. 2. Shufle the zombie ight cards to create a face down movement deck. 3. The survivor chooses a weapon to use during the ight (the rules for resolving
ight depend on the type of weapon the survivor uses).
US ING A BA SE BA LL BA T:
USING A GUN OR KNIFE: Each round of a ight consists of two steps: the survivor attacks, then the zombie moves.
Place the baseball bat on one side of the table, and the zombie on the opposite side.
1. THE SURVIVOR ATTACKS:
When using the baseball bat, each round of a zombie attack consists of one of two actions: Wait OR Attack the zombie.
Flick the bullet or knife at the zombie.
1. WAIT
If the licked weapon causes the zombie to fall: •
Reveal the top card of the ight deck, place it in front of the zombie, and execute the corresponding action.
The zombie is returned to the zombie bin, and the ight ends immediately. Otherwise…
WALK: Move the zombie to the opposite end of the card. The survivor chooses to Wait or Attack the zombie.
2. THE ZOMBIE MOVES:
Reveal the top card of the ight deck, place it in front of the zombie, and execute the corresponding action. WALK: Move the zombie to the opposite end of the card. The survivor shoots again.
ATTACK: The ight ends immediately. The survivor loses 1 life token and may not perform any further actions this turn.
ATTACK: The ight ends immediately. The survivor loses 1 life token and may not perform any further actions this turn.
2 VS. 1
2. ATTACK THE ZOMBIE
Flick the baseball bat at the zombie. If the zombie falls, place the fallen zombie on one of the building’s support blocks. The zombie attack ends immediately. Otherwise, the survivor falls and loses 1 life token.
The above rules apply. Place the 2 survivors or 2 zombies side by side, at least 10cm apart. Additional rules: •
A pair of zombies walk together. Each movement card indicates the action of both zombies.
•
Survivors use their weapons one after the other.
•
The ight continues until only survivors or zombies are left standing.
If you ight 2 zombies and only have a baseball bat... good luck!
c k a t A t
l k a w 19
3
TEND TO THE WOUNDED
1 - 10 players
You can hear a fellow survivor in distress! But where are the shouts coming from? It’s hard to know for sure given the chaos in the streets. Your group has launched a rescue operation. Quickly - ind the wounded survivor and bring her to what remains of the hospital. It’s not what it used to be, but it should have everything you need to tend to the wounded… if you can ind her in time.
OBJECTIVE
SPECIAL RULE
Escort the wounded survivor to the Hospital with no zombies inside.
The wounded survivor, Anita, cries in pain as you escort her through the streets. Each action performed by the survivor escorting Anita is considered to be a LOUD noise when determining the zombies’ reaction. Anita, the wounded survivor, has only 2 life tokens.
SET UP Shufle the following tokens face down: 1X
1X
2X
2X
GAME END
2X
Place 1 token face down under each vehicle. Place 1 token face down in each building except the Hospital.
The survivors win if they complete their objective. The survivors lose if Anita dies or if the round marker reaches the skull.
Set Up
N I O A T T S S G A
SCHOOL
I C E T R C R U C E A K M
3 Gabriel 3 Mike 3 Olivia
GROCERY STORE
R C A
3 Thomas L I B R A R Y
3 Kevin
Ne w Rul es
TRUCK
HOSPITAL
R V
P O L I C E S T A T I O N
21 2 Z O M T O W B I E E R
20
4
2 3
Special Rules RESCUING ANITA When a survivor reveals the survivor token, they immediately become Anita’s escort. Place the revealed token next to the survivor’s name on their survivor board. Place Anita on the building’s support block with her escort.
TA KE , DROP , EX CHANG E IN THE CITY (VEHICLES, BARRELS, BOXES, ETC.) A survivor may perform a take, drop, or exchange action to move tokens to or from an object (vehicle, barrel, box, etc.) in the city. To do so, the survivor must be within a movement disc’s width of the object they wish to interact with. The rules for doing so are otherwise identical to the rules for Take / Drop / Exchange.
NEW RULES RESCUED FIGURE A rescued igure moves with its escort. While in the streets, the rescued igure must be positioned within a movement disc’s width of its escort at all times. As such, after the escort completes a move action, the rescued igure must be repositioned. If the escort enters a building, Anita is placed in the building, too. If the escort falls for any reason, it and the rescued igure become separated. The nearest standing survivor becomes the new escort. Reposition the rescued igure next to its new escort, and move the survivor token to the new escort’s survivor board. If there is no standing survivor in the rescued igure’s vicinity (the street, same building, etc.), the rescued igure remains in its position, and the survivor token is placed to the side for now. The next survivor to end its movement next to the rescued igure becomes its new escort.
21
4
Starvation
1 - 10 players
There is nothing to eat, and morale is the lowest it’s ever been. But, you may have gotten lucky. Rumor has it that the Grocery store in the next town over still has plenty of canned food. The trouble is getting to it, as the shop seems to have been boarded up. Those barricades were likely meant to keep the zombies at bay, but now they’re just keeping you from eating. One thing is clear, if you don’t eat by nightfall, you won’t be able to fend off the hordes, and you’ll become food yourself.
OBJECTIVE
SPECIAL RULE
Bring 4 food to the RV.
When the round marker reaches 2 and 1, the group must decide to eat or go hungry. To eat, discard a food token from one of the survivor’s inventories. If you are unable to do so, or choose not to, the group goes hungry: each survivor loses 1 life token.
SET UP Place 2 barricades in front of the Grocery store’s door and 4 food tokens in the Grocery store.
GAME END
Shufle the following markers face down: 2X
1X
1X
The survivors win if they complete their objective. The survivors lose if 3 or more survivors are dead or if the round marker reaches the skull.
1X
Place 1 face down in each building, except the Grocery store.
Set Up 3 Elijah L I B R A R Y
RV
3 Lily 3 Rosa
L P I T A H O S
TRUCK
3 Loretta
O N T I T A S S G A
3 John
C A R
Ne w Rul es S C H O O L
ZO M B I E TO W E R
3 4X GROCERY STORE
22
M E A C R I C E R U C K T
P O LI C E S T AT I O N
5
5
NEW RULES BARRICADES A barricaded building can not be entered. A building is considered barricaded as long as one or more barricade tokens block any portion of the building’s entrance. Players may attempt to remove barricades from play by using the move or use a weapon actions to lick various discs and weapons at the barricade tokens. Barricade tokens are removed from the game once they no longer block the entrance (i.e.: no portion of the barricade token occupies the space between the building’s support blocks). If a movement disc or baseball bat causes the last of a building’s barricades to removed, the active survivor enters the building. Otherwise, the survivor is returned to the spot they occupied before the lick, as normal.
Any action where a licked component touches a barricade token is considered to have made a LOUD noise.
E x c e p t i o n : Y ou ma y not
at te mpt t o r emov e bar r icades f ro m behind a bu ilding .
23
5
Separated
1 - 10 players
It’s been days now since anyone in the group last saw a zombie. It’s an unfamiliar peace that lets you feel relaxed for the irst time in months. But when the group’s mood lifts, its guard begins to fall. You and the others crack jokes while searching for fuel and other supplies in a small, but seemingly deserted town. But it’s far from deserted. Your carelessness allows a horde of zombies to separate the group, and you’re brought crashing back to reality. Get the fuel you need and regroup with the others before it’s too late.
SPECIAL RU LE
OBJECTIVE
When you take a survivor token, immediately add that survivor to your team. Place the survivor’s igure in the building in which the token was found. New survivors start with 2 life tokens.
Find the 2 separated survivors and have 2 fuel in the RV.
SET UP
GAME END
Shufle the following tokens face down: 2X
2X
5X
1X
1X
1X
The survivors win if they complete their objective. The survivors lose if 2 or more survivors are dead or if the round marker reaches the skull.
Place 2 face down tokens in each building.
Set Up 2 Anita
S TO R E G ROC E R Y
2X
V R
2 Gabriel
L I B R A R Y
2 Thomas 2 Kevin
C AR
2X
Found survivors start with 2 life points.
Ne w Rul es
POLICE STATION T R U C K
I C T E C R R U E C A K M
2X
3
2X Z O T O M B W I E E R
2X H O S P I T A L
24
2X G A S S T A T I O N
O L H O S C
8
2 4
NEW RULES CROSS ROAD S Shufle the Crossroads cards and place them outside of the city. When a survivor take a Crossroads token he immediately reveals it and draws a Crossroads card and reads it aloud. The player must execute the effect of the card, if possible. When a card mentions “the survivor”, the effect applies to the active survivor. When a card mentions “a survivor”, the effect applies to any survivor who matches the conditions listed on the card. When a crossroad card mentions NEW zombies, those zombies must be taken from the game box, if possible. If more zombies are required than those left in the game box, take zombies from the zombie bin to fulill the requirement.
25
6
TENSIONS RISE!
2- 10 players
Vs.
For some time now, the group has lived in relative comfort in an established colony. Regular trips into the neighboring cities provided the colony with all the supplies it needed for the group to survive. Until now. Resources have become scarce, and rising tension regarding the group’s next move has splintered the group into two. Not only that, the zombies have found a way into the colony. Only one of the groups is driving out of here alive. Now where the heck did we put the keys to the RV?
SPECIAL RULE
OBJECTIVE FOR BOTH GROUPS
When taken, the key, fuel, and X tokens are placed face down in survivors’ inventories, in order to be kept secret from the opposing team. Crossroads tokens are immediately revealed as normal.
Have at least 2 of your survivors, the key, and at least 1 fuel in the RV.
SET UP Shufle the following 9 tokens face down:
1X
3X
2X
3X
GAME END A team of survivors wins if they complete their objective. Both teams lose if the round marker reaches the skull.
Place 2 face down tokens in each of these buildings: Gas Station, Grocery, School. Place 1 face down token in each of these buildings: Police Station, Library, Hospital.
Set Up E B I E R M W Z O O T
R Y R A L I B
B
P O L I C E S T A T I O N
1X
TEAM A
TEAM B
3 Elijah
3 Anita
3 Gabriel 3 Rosa
1X
2X
3
B
3 Loretta 3 Thomas
C A R
B
Mike 3 Kevin
L O O H C S
B
Ne w Rul es G A S S T A T I O N
ICE CREAM TRUCK
A
1X
A
H O S P I T A L
A 26
2 X
T R U C K
A
R V
3
2X GROCERY STORE
1 0
2 3
STEALING TO KENS
They may:
When a survivor falls due to any attack, a face down token may be stolen from their inventory. Identify the standing survivor with free space in their inventory closest to the fallen survivor (within the city or in the same building). That standing survivor may look at one face down token in the fallen igure’s inventory before deciding what do with it.
•
add the token to their own inventory.
•
Leave the token in the fallen survivor’s inventory.
•
remove it from the game if it is an X token.
When a survivor enters the RV, they reveal their face down tokens. If the survivor is holding the key or any fuel, those tokens are immediately removed from the survivor’s inventory and placed in the RV (no action is spent to do so).
NEW RULES FIGHT: SURVIVOR VS SURVIVOR
If the licked bat causes the opposing survivor to fall:
When survivors of opposing team occupy the same building, a ight breaks out.
•
TH E FIGHT Stage the ight outside of the city limits:
• If the licked bat does not cause an opposing survivor to fall, the attacking survivor loses 1 life token, and is licked from the building by an opposing player.
•
Place the survivors facing each other, 75-90 cm apart.
2 VS 1
•
Each survivor chooses the weapon they wish to use during the ight.
The active survivor attacks (licks their weapon) irst. If an attack causes the opposing survivor to fall: •
The fallen survivor loses 1 life token.
•
The player who won the ight licks the fallen survivor out of the building. Place the survivor behind the building’s entrance and lick it out into the city.
If an attack does not cause the opposing survivor to fall:
The fallen survivor is licked from the building, as described above, but does not lose a life token.
Survivors belonging to the same team are placed side by side, at least 10 cm apart. All the above rules apply. Additionally: •
Survivors of the same team use their weapons one after the othe r.
•
The ight continues until only one team remains in the building.
SUR VI VO R( S) VS SU RVIV OR VS ZO MB IE (S )
•
The opposing survivor advances one step (the width of a movement disc) forward.
The ight between the two teams is resolved irst, as described above. Once the ight is resolved, the remaining survivor(s) ight the zombie(s).
•
The opposing survivor attacks.
Good luck!
The players take turns advancing and attacking until one of the two survivors falls.
USING THE BASEBALL BAT A survivor that chooses to ight using a baseball bat may only attack once, but may wait to do so. When it is their turn to attack, they may choose to wait or attack. If a survivor using a baseball bat chooses to wait, the opposing survivor attacks and advances, as normal. If a survivor using a baseball bat chooses to attack, they replace their igure with the baseball bat and lick the bat at the opposing survivor.
27
7
CORNERING THE MARKET
Vs.
2- 10 players
This city is well stocked with the tools needed for survival, but it’s also infested with zombies! One group got their hands on a stockpile of food, while the other has found a handsome supply of fuel. Not so long ago, the wise idea would’ve been to band together and pool your resources. But those days are gone. Whichever group can corner the market on either food or fuel will have an easy time of pushing the other out of town.
OBJECTIVE FOR BOTH GROUPS
Place them face down in the following buildings: 1 at the library, 2 each at the police station, the school and the hospital and 3 at the grocery store!
Team A: Have all 3 fuel tokens or all 4 food tokens in the RV at the end of a round. Team B: Have all 3 fuel tokens or all 4 food tokens in the gas station at the end of a round.
SET UP Mix 10 tokens face down: 2X
2X
3X
1X
1X
GAME END A team of survivors wins if they complete their objective. If the round marker reaches the skull, the team with the most fuel and/or food tokens in their base wins. In case of a tie, the team whose survivors are holding more fuel and/or food tokens wins.
1X
2X
A V R
A
A
GROCERY STORE
Set Up
3X
2X
H O S P I T A L
A
TEAM A
TEAM B B
3 Elijah
3 Gabriel
3 Lily
3 Rosa
3
Y R A R B I L
R A C
A T I O N C E S T P O L I
ZOMBIE TOWER
N I O T A T S S A G
B
2X S C H O O L
Power side face up
Ne w Rul es
1X
2X
28
3 Kevin 3 Thomas 2 3 Olivia 3 Loretta
I C T E R C U R C E K A M
K C U R T
John 3 Mike
B
B
B
B
3 9
1 4
NEW RULES FLARE
SPEC IA L PO WERS Each survivor has a special power which is active whenever that side of their survivor board is face up. Oliv i a b row n
SURVIVOR ’S SP ECIA L PO WER Anita Wallace: Anita begins the game with
6
2 extra actions tokens on her survivor board. She may discard 1 token to take an extra action on her turn.
Elijah Jordan: Elijah begins the game with 2 lare tokens on his survivor board. Elijah may spend an action to use a lare.
Gabriel Diaz: When looking at face down tokens, Gabriel may look at 2 tokens before choosing which of them to take.
Mike Cho: Mike may perform a free move action at the end of his turn. The movement disc is not used. Flick Mike’s igure itself, according to the normal move action rules. If Mike falls during this movement, return him to the position he occupied before the lick.
Oli via Brown: Olivia may stack 2 medicine tokens on one inventory space. Olivia may also discard 1 medicine token to give 1 life token to a survivor in the same building or NEXT TO her in the city without spending an action. The medicine token used to do so may be discarded from her own inventory or from the inventory belonging to the survivor being healed.
Joh n Pri ce: If John killed one or more zombies on his turn, he gains a third action to be spent that turn.
The lare draws the attention of nearby zombies. Using a lare costs 1 action. To use a lare, the player places the lare token on their thumb inger (as depicted, face up or down) and licks it in the direction of their choice. The lick is successful if its movement ends within the city limits. Return any igures or objects that fall as a result of the lare to standing. If the lick is unsuccessful, remove the lare token from the game. At the end of a turn in which a survivor successfully used a lare, the zombies’ reaction is directed at the lare token instead of the active survivor. After executing the zombies’ reaction, remove the lare token from the game.
IMPO RTA N T: At the end of a turn in w hich a lare w as successf ully used, t he play er execut es t he zombie react ion in the direct ion of the lare. The t ype of ombie z reaction d epends only now hich side o f t he lare f aces up (ignore t he noises of ot her act ions perf ormed on the same t urn).
A b ig l are creat es a LOUD noise.
Lor etta Clay: Loretta may stack 2 food tokens on one inventory space. Whenever she takes a food token, she may take a second token without spending an action.
A small lare c reat es a QUIET noise.
29
8
STRENGTH IN NUMBERS
Vs.
2- 10 players
If you’ve learned one thing about ighting other groups of survivors, it’s that the more people you have on your side, the stronger you are. Upon entering a new city, you see signs of human life. Perhaps you can persuade more survivors to join your group. But, looking down the road, you see a rival g roup has found their way here, too. And they don’t look like they’re willing to share.
OBJECTIVE FOR BOTH TEAMS
Remove one at random. Place 1 face down token in each of the buildings not blocked by an X token. Place the remaining 8 face down tokens in a supply outside of the city.
• Control three more survivors than the opposing team at any time OR •
GAME END
Control more survivors than the opposing team when the round marker reaches the skull.
A team of survivors wins if they have at least 3 more survivors than the opposing team. If the round marker reaches the skull, the team with more survivors wins. In case of a tie, play another round.
SET UP Shufle these tokens face down: 3X
3X
3X
4X
8X M E A C R I C E R U C K T
Y C E R G R O
A
Set Up
3
R E S T O
A
H O S P I T A L
1X
A
1X
Y R A R B I L
TEAM B
3 Anita
3 Elijah
3 Rosa
3 Mike
3
3 Kevin
Thomas
Power side face up E I R B E W M O O Z T
TRUCK
V R
L O O H C S
1 X
B 30
TEAM A
B
1 X P O L I C E S T A T I O N
B
C A R
Ne w Rul es
N I O T T A S S A G
3 8
1 4
Special Rules AVAILABLE BUILDINGS Buildings blocked by an “X” token cannot be entered.
NEW X TOKENS Whenever the last survivor in a building exits that building (move action, losing a zombie ight, etc.): •
The active player takes an “X” from the building of their choice and places it in front of that building.
•
The active player takes 1 token from the supply outside of the city and places it face down in the building from which the X had been removed.
NEW SURVIVOR When a survivor token is revealed, it is placed face up on the same support block. The active player takes an unused survivor board at random, and places it outside of the city (normal side up) with 2 life tokens.
The next survivor to exit the building using a move action (i.e. not ejected after losing a ight) will add the new survivor to their team. Upon exiting the building using a move action, the active player adds the new survivor board to those belonging to their team. Place the new survivor’s igure next to the active survivor, and remove the survivor token from the game. Rotate the new survivor’s backpack so that it matches the color of the current round.
31
9
Home
Vs.
6,8 or 10 players
It’s been far too long since you’ve had a place you could call your own. It’s taken weeks of work, but you and the group – your friends – have managed to convert this school into a place you can all stay long term. Home, if you will. But this isn’t a world where you can have nice things without others wanting to take them from you. A renegade group likes the look of your new place, but you’re not going down without a ight.
OBJECTIVE Team A: Prevent Team B from completing their objective. Team B: Control the School by having 1 or more survivors in the building at the end of a round holding at least 2 of the following tokens: food, fuel, medicine.
SET UP Separate players into 2 even teams. Each player then chooses 1 survivor to play as in this scenario.
Shufle these tokens face down: 4X
4X
4X
3X
Place them face down in the following locations: 4 in the Grocery Store; 2 each in the Police Station, Library, Gas Station, Hospital; 1 on top of each box. Remove the betrayer cards from the secret objective deck. Shufle the remaining objective cards and create 2 piles: one for each team, with a number of cards equal to the number of players on a team. Shufle 1 betrayer card into each team’s pile. Finally, deal 1 card from a team’s pile to each player on that team, and remove the single card remaining in each team’s pile from the game.
GAME END Team B wins if they complete their objective. Team A wins if the round marker reaches the skull.
Set Up «3 TO 5
LIBRARY
V R
ZOMBIE TOWER
2X
A
B
1 X
B B
B
4
4
2X
1 X
Ne w Rul es
A
H O S P I T A L
1 X L O O H C S
3
CAR
2X POL ICE ST ATIO N
32
TEAM A TEAM B Survivors Survivors A B
B
VORS» VI SUR
A
I C T E C R R U E C A K M
K C U R T
A
«3 TO 5
VI VORS» SUR
2X
4X GROCERY STORE
GAS STATION
8
2 4
NEW RULES SECRET OBJECTIVES
B- JOIN TH E OP PO SI NG CL AN
Each player has a secret objective. In order for each individual player to win, they must complete the objective on their card AND be on the winning team. Players on the winning team who have not completed their objective have lost.
•
The ACCUSED player places their survivor board with those of the opposing team.
•
The ACCUSING player lips their survivor board, allowing them access to their special power.with his special power.
One of the players might be a betrayer. The betrayer wins if their own team fails to complete their objective (i.e. they want the other team to win).
THE LONE BE TRAY ER
The active player may spend an action to accuse a player on their team of being the betrayer. After a brief discussion, all players on the team vote thumbs up or down. If there are more thumbs up than thumbs down, the accused player must show their objective card to the rest of their team. Otherwise, nothing happens. If the accused player IS the betrayer: •
They are removed from the team. They are now a team unto themselves.
•
If the betrayer has more than 1 life token, they lose 1 life token.
•
The betrayer’s igure is placed fallen. The accused player licks the igure in the direction their choice.
•
The betrayer discards their objective cards and draws a new secret objective from the Betrayer’s objective deck. The betrayer must now complete this new objective in order to win.
•
The betrayer takes an X token (explained shortly).
•
The accusing player lips their survivor board, allowing them access to their special power.
The betrayer is a third team that plays third in team order. On their turn, the betrayer may lip their X token to pass their turn. Flip the X token face up at the beginning of each round.
DEAD AND GONE! When a survivor has no life tokens left, they are removed from the game, as normal. The player to whom that survivor belonged is also out of the game, as they have nothing left to do.
If the accused player is NOT the betrayer: : •
The accused player discards their objective card and draws a new one.
•
The accused player then decides whether to stay with their current clan or to join the opposing clan.
A-STAY WITH THEIR ORIGINAL CLAN •
If the ACCUSED player has more than 1 life point, they lose 1 life point.
•
If the ACCUSING player has more than 1 life point, they lose 1 life point.
33
10
At Each Other’s Throats
Vs.
6,8 or 10 players
It’s no use. You’ve tried time and again to come to some sort of agreement, but there’s simply no reasoning with them. And they’re not about to leave you alone. It’s truly unfortunate that it’s come to this. You and the people you now call family will never know peace as long as these rivals of yours continue to draw breath. Only one of you can live in this town now and it’s time to ind out who that is. Time... for war!
MAIN OBJECTIVE FOR BOTH TEAMS Kill all survivors of the opposing team or have one of your survivors enter the opposing colony while holding 2 fuel tokens.
SET UP
Set the betrayer’s secret objective cards aside. Shufle the remaining secret objective cards and create 2 piles: one for each team, with a number of cards equal to the number of players on a team. Shufle the betrayer’s secret objective cards and add 1 to each team’s pile. Each team shufles their own pile and deals 1 card to each player on their team, removing the remaining card from the game without looking at it.
Players must split up into 2 even teams. Each player then chooses 1 survivor to play as in this scenario. Mix these 23 tokens face down: 6X
6X
6X
5X
Places face down at each building except the Hospital.
A
A
Y N O L O C A V M R A E T
«3 TO 5 VORS» VI SUR
A
A
ZOMBIE TOWER
«3 TO 5 VORS» VI SUR
B
A
Set Up
B
B B
B
T E A M H B C O O S P L O I T N A Y L
L O O H S C
T R U C K
R C A
TEAM A TEAM B Survivors Survivors A B 4
4
Ne w Rul es L I B R A R Y
1 X
4X
4X
1 X
3
1 X
4X POL ICE ST ATIO N
34
M A E K R C C U E T R IC
4X GROCERY STORE
4X GAS STATION
5
2 4
GAME END •
If one team has no more survivors, the opposing team wins. Congratulations! You’ve eliminated your rivals.
•
A team wins if one of their survivors enters the opposing team’s colony holding 2 fuel tokens. Congratulations! You’ve destroyed your rival’s base.
If the round marker reaches the skull, the team with more remaining survivors wins. In case of a tie, play another round.
35