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ApocalypZe Card Game

ApocalypZe Card Game Rulebook

Table of Contents

Table of Contents

  • Object
  • The Game
  • The Cards
  • Locations
    • The Stronghold
    • Scavenging Locations
  • Characters
  • Attachments
  • Wildcards & Trumps
  • Consuming Resources
  • Beginning the Game
  • The Turn
    • Phase 1: Draw
  • Phase 2: Occupation
    • Playing Cards From Your Hand
    • Playing a Scavenging Location From Your Hand
    • Hints For A Successful Occupation Phase
  • Phase 3: Scavenging
    • Hints For A Successful Scavenging Phase
  • Phase 4: Combat
    • Combat Example at a Stronghold
    • Combat Example at a Scavenging Location
    • Hints For A Successful Attack
    • Hints For A Successful Defense
  • Phase 5: Consumption
    • Hints For Not Eating Yourself To Death
  • Multiplayer - Every Stronghold For Itself
    • Beginning the Game
    • Using Trumps
    • Attacking
    • Elimination
  • Multiplayer - Team Play
    • Taking Turns
    • Elimination
  • Glossary
  • Roadside Diner Deck
  • Church Deck
  • Police Station Deck
  • Military Base Deck
  • Quick Reference
    • Scavenging (quick reference)
    • Combat (quick reference)

Object

Outlast your opponents by conserving and recovering resources (cards).

The Game

ApocalypZe is a game for 2 or more players. Each player begins the game with a 60 card deck (we recommend 45 for beginners), including 1 stronghold card and 59 cards of your choosing. There is no limit to the number of copies of any 1 card in your deck.

Throughout the course of the game, your primary goal is to keep cards circulating through your deck. You'll be far more concerned about which cards you put into your discard pile than you will with stomping on your opponent's characters. ApocalypZe is rich with different strategies, both offensive and defensive, to both keep your cards flowing and cut off the supply line your opponent desperately needs.

The Cards

The ApocalypZe Card game contains different kinds of cards that get played at different times. Each card is unique with its own special ability. How and when the ability is played depends on the type of card.

A number of cards in the game will allow you to play or take cards from your deck, discard pile, or other pile. Whenever you do this, you must always shuffle the specified pile.

Locations

In ApocalypZe, your cards always play to locations, rather than simply on the table. During your turn, you will have to choose one location to occupy during that turn. On that turn, you may play and move cards only to that location. You may also only use card abilities on cards at that location. There are 2 types of locations.

Your stronghold is the home base for your survivors. You may only put 1 stronghold into your deck and you begin the game with it on the table.

The Stronghold

Stronghold attributes:

  • Access points serve as both exit points for your survivors when they leave the stronghold and entry points for your opponent's raiders when they attack.
  • Capacity is the maximum number of survivors your stronghold can support. Additional survivors are removed (sent to the discard pile).
  • Damage refers to the number of resources (cards) you'll need to consume (discard) for each raider that breaks through your defenses.

Each stronghold has its own flavor as defined by its card text. Some allow you to get cards from your deck. These abilities are only usable during your occupation phase, when you're playing cards. Others grant bonuses or special abilities that are always present or come into play at specific times during the game.

Scavenging Locations

Scavenging Locations are played later in the game and are an avenue for reclaiming lost cards.

Scavenging location attributes:

  • Access points serve as both exit points for your survivors when they leave the location and entry points for your opponent's raiders when they attack.
  • Capacity is the maximum number of survivors that can be at the location at one time. Additional survivors are removed (sent to the discard pile).
  • Sections are the number of cards in your discard pile that you will get to search through for survivors and supplies.

Like strongholds, each scavenging location has its own special text. Each of these abilities is also triggered at different times during the game.

Characters

There are 2 types of characters. Survivor cards (blue) are always played to your stronghold, but may later move to your other locations. Raider cards (red) are played to opponents' locations and do not move.

Character attributes:

  • Attack represents a character's offensive power during combat.
  • Defense represents the defensive capability of a character. When in direct combat, this number is used to offset your opponent's characters' attack values.
  • Value is your character's will to live. This represents more than a basic health, though, as higher value characters may serve other functions throughout the course of the game.

If a character's value is ever reduced, that character is wounded and must be recycled to the bottom of your deck at the end of the turn phase. Any cards attached to the character are also recycled. If any of those cards belong to other players, they are recycled to the appropriate decks. If the value is reduced to 0, the character is immediately removed to the discard pile.

ApocalypZe is a richly themed game with a strongly developed back story. There are a number of characters in the game that are unique to the world of ApocalypZe. These characters will have an asterisk (*) next to their names. Only 1 of any of these characters can be in play at any time for all of the players. Generic characters are unlimited.

Each character belongs to a different faction. There are 4 survivor factions:

  • Civilians are weak offensively, but have a strong defense and are excellent at conserving resources.
  • Police are high value characters whose sacrifices can mean the difference between survival and extinction.
  • Soldiers are strong warriors whose high attack can eliminate even the most aggressive of attackers.
  • Bikers are balanced offensively and defensively, but their real strengths are their abilities to make use of the weapons and items around them and scavenge for more.

There are 3 raider factions:

  • Gangs have ways of forcing opponents to consume resources. Don't underestimate them in combat either as they are as well balanced as bikers and equally formidable when armed.
  • Cultists are the most offensive of raiders. They have the ability to swarm and take out lots of survivors on their way to damaging a stronghold.
  • Zombies are everywhere. They are neither strong attackers nor strong defenders, yet they are persistent and so very hard to eliminate.

Each human faction has what's called a twofold character. These characters are all generic so you can have as many of them on the table as you like. Each of these characters can be played to the table as a human or as a zombie. As a human, the character will be more powerful, whether attacking or defending. As a zombie, though, it becomes indestructible as, even when destroyed, it will simply recycle to the bottom of your draw deck.

While any twofold played as a zombie can be played with any other twofold played as a zombie, raiders of different factions may never occupy the same location. Cards that would result in the violation of that rule may not be played.

The Turned card specifies, "Convert 1 twofold card from human to zombie." If the use of this card would result in the zombie being at the same location as a gang or a cult, it may not be played.

Attachments

Attachments (green cards) are linked to other cards, as indicated by their text. Each attachment will provide some bonus or detriment to whatever it's attached to. Attachments can be attached to characters or locations or even other attachments.

Attachment attributes: Weapon, Small, Gun. Each attachment has its own instructions and game text on the card.

While there is no limit to the number of attachments you can place on a single card, no more than 1 copy of any attachment can attach to that single card.

As indicated above, some attachments have attributes of their own. While these don't have values associated with them, they distinguish different types of attachments from one another. These attributes provide a roadmap for which cards can and can't be played with specific attachments.

Wildcards & Trumps

Wildcards (orange cards) are game events under your control. These cards are only playable on your turn. Each one will specify a situation in which it can be played. Like characters and attachments, which wildcards you play in a turn are restricted by your occupied location.

Trumps (purple cards) are also game events but may be played at any appropriate time during the game. Trumps may be played as individual actions or in response to the playing of other cards.

Each player may only play 1 copy of any wildcard or trump in a turn.

The playing of trumps happens on a first come, first serve basis, except during combat when the attacker always gets the first opportunity. Certain trumps may be played in direct response to others. For example, Sentry is used to disregard a trump or wildcard played at your stronghold. If the responding trump does not directly respond to the card played, it is invalid. For example, you cannot use a trump to cancel a character's action by killing that character. The action still occurs. If you are still able to play the trump afterwards, you may do so then.

Consuming Resources

At its core, ApocalypZe is a game of resource management. Each card in your deck is a resource and you must use those resources to continue your survival. Consumption of those resources is a part of the game that happens at the end of every turn and various other times.

Consumption of resources can be accomplished through a combination of 3 methods:

  • Moving the top card from your draw deck to your discard pile counts as consuming 1 resource.
  • Moving any 2 cards from your hand to your discard pile counts as consuming 1 resource.
  • Moving a survivor from your stronghold to your discard pile counts as consuming X resources where X = the survivor's value. You may consume a character whose value is greater than your consumption obligation, but you can't get back the extra. It just means that your gluttonous survivors feasted that night.

If, at any time during the course of the game, you cannot fulfill a consumption obligation, you are out of the game.

Beginning the Game

At the start of the game, place your stronghold face up on the table in front of you. Then shuffle your deck and draw 8 cards into your hand. Place your deck face down next to you on the table. This is your draw deck (or just deck). As you discard cards, you will build a discard pile. Your discard pile is always face up.

The Turn

ApocalypZe is played in turns. Each player takes a full turn, which consists of 5 phases:

  1. Draw
  2. Occupation
  3. Scavenge
  4. Combat
  5. Consumption

Phase 1: Draw

At the beginning of your turn, draw cards from the top of your deck until you have 8 cards in your hand. There is no limit to the number of cards you can have in your hand.

Some cards will grant you the ability to draw extra cards. Determine the number of cards you would draw normally and then add this bonus in.

The General Store card grants you the ability to draw 1 extra card if you have survivors there. If you have 6 cards in your hand, you would normally draw 2. With the General Store, you would draw 3. If you have 8 or more cards in your hand, you would normally draw 0. With the General Store, you would draw 1. Multiple cards that offer a draw bonus are stackable and each add their bonus after determining your regular draw.

Phase 2: Occupation

This is the phase of the turn when you will do most of the playing of cards from your hand. You will also have the ability to use text on cards already in play.

The first thing you do during the occupation phase is either choose a location on the table to occupy or play a location from your hand and occupy that location. The first player must occupy his or her stronghold.

Playing Cards From Your Hand

When you select a location to occupy, you may only play cards to that location during this turn. You may use only the text listed on cards at that location during this turn.

  • Survivors may only be played to your stronghold.
  • Survivors of any faction may be played together at any stronghold.
  • Survivors may move from any of your locations to the occupied location.
  • Raiders may only be played to opponents' locations.
  • Raiders of different factions may not be played together at the same location.
  • Raiders may not move between locations, however, if there are no survivors at the location, all raiders there may be recycled.
  • Attachments & Wildcards may be played as appropriate according to text on the cards.

The Turned card transforms a twofold human into a zombie. If there are gang warriors at the location, then this card could not be played because it would result in gang and zombie raiders at the same location.

Playing a Scavenging Location From Your Hand

If you choose to play a scavenging location from your hand, it becomes the location you're occupying.

In order to populate a scavenging location, take your discard pile and count X cards off of the bottom where X is equal to the number of sections listed on the card. You must have at least X discards in order to play the location. Stack them next to or underneath the scavenging location. You'll be scavenging from this stack during your scavenging phase.

Survivors and attachments may not be played from your hand directly to a scavenging location. Survivors must move to the location and they bring with them whatever attachments they already have. Some cards may create exceptions to this rule.

The Take What You Need card specifies that you draw cards and play what you can to a location. If you are occupying a scavenging location, you would be able to play survivors and attachments drawn through the use of that wildcard.

Once the scavenging location is on the table, you may move survivors to it from your stronghold or even from other scavenging locations.

During your occupation phase, your survivors can move from any of your locations (even your stronghold) to whatever location you choose to occupy that turn (including your stronghold).

In order for survivors to move away from a location, at least 1 of the access points for that location must be open. Access points can become blocked during combat.

Raiders may not move from location to location. However, if you have raiders at a location, other than a stronghold, and there are no survivors there, you may occupy that location and recycle all of your raiders there. This does not need to be the only thing you do at this location, nor does it need to happen first or last. In fact, you could recycle all of your raiders, play new ones, and then recycle the new ones, as long as, when you recycle, all of your raiders there return to your deck.

Hints For A Successful Occupation Phase

Don't do nothing. If it looks like you don't have a play that turn, you may need to look a little deeper. Consider these options when you're not attacking and not forced to defend.

  • Twofold zombies recycle when they are killed. Play them without any concerns. They'll keep your opponent on his or her toes and you'll get to both recycle cards and bunch up zombies in your deck.
  • Play a scavenging location. Even if you don't have the opportunity to move survivors there this turn, having it on the table gives you options for later, when your deck begins to shrink.
  • If all else fails, you may choose not to occupy a location at all. Instead, recycle your entire hand and move on to the scavenging phase.

Phase 3: Scavenging

If you have survivors at a scavenging location, you are considered to be scavenging there. Scavenging occurs regardless of whether or not you occupied the scavenging location during your occupation phase. If there are no raiders at the scavenging location, survivors will clear sections.

For each survivor, flip over the top card of the sections stack.

  • If the card is an attachment, you may play it to a survivor at that location (if possible). It may not be used until the following turn.
  • If the card is a survivor, you may play it to the location. That survivor may not scavenge this turn.
  • Any other card is immediately returned to the top of your discard pile.

When all of the sections of a scavenging location have been flipped, all of the survivors are immediately returned to the stronghold (if possible). Once the survivors have returned to the stronghold, the scavenging run is considered complete. Completed scavenging locations are removed from the game.

Most scavenging locations will specify that you should recover cards when they are complete. These cards are taken from the bottom of your discard pile and placed on the bottom of your deck.

Hints For A Successful Scavenging Phase

Don't wait for your deck to be at a desperate level before playing your scavenging locations. If you have very few cards, you won't have enough time to complete the location and replenish your deck.

If you have multiple scavenging locations out on the table, stagger your clearing of them. If you clear a scavenging location and there aren't enough cards to fulfill the reward, you've wasted it.

Use your scavenging locations as places for excess characters. This allows you to bring reinforcements to your stronghold if necessary without having to hold those characters in your hand.

Phase 4: Combat

Combat takes place at every location where you have raiders. As the aggressor, you may choose the order in which attacks occur.

Every location has a certain number of access points. You can break your raiders into up to X groups where X = the access points. You may break up your raiders into fewer groups if you like. It all depends on your combat strategy.

Once your raiders have been organized into attack groups, your opponent will organize his or her survivors into defense groups.

At a stronghold, survivors can be sent to fight or left in the background. Each defense group will meet an attack group head on in what's called an engagement. Unengaged raiders will attack the stronghold directly.

At a scavenging location, either all of the raiders or all of the survivors (or both) must be engaged.

For each engagement, you must determine the attack totals, defense totals, and casualty totals. The defender may choose the order in which engagements are resolved.

  • The attack total for each side is the sum of the Attack attributes of all of the characters on that side of the engagement.
  • The defense total for each side is the sum of the Defense attributes of all of the characters on that side of the engagement.
  • The casualty total for each side is the difference between the attack total for one side and the defense total for the other.

In order to assess casualties, you must assign wounds to your characters equal to the casualty total. The wounds are assigned to a character's value. When assigning wounds, select a character and assign as many wounds as its value can hold. If the value has not been reduced to 0, the character is wounded. Recycle the card (and any attachments) to the bottom of your (or the appropriate) deck at the end of the combat phase. If the value has been reduced to 0, then the character has been killed. Immediately place it on top of the discard pile. If there are remaining wounds, assign them to another character. Continue this process until all of the wounds have been assigned. Wounds only go to multiple characters if there are more wounds than one character's value can absorb.

If, at a stronghold, the defender chooses not to meet one or more of the attacker's attack groups, each raider in those groups damages the stronghold. For each raider, the defender must consume X resources where X = the stronghold's damage attribute.

Raiders attack through (and subsequently block) access points. The number of blocked access points is equal to the number of raider attack groups. There are 2 ways those access points may open up. If the attacking player reconfigures his or her attack on the next turn, the number of blocked access points may change. If all of the raiders in an engagement are removed during combat, that access point is considered open. If all of the access points remain blocked after the attacker's combat phase, the defender may not move any of his or her survivors from the location during his or her next turn.

Combat Example at a Stronghold

In this example, a group of gang members are attacking a police station.

The police station has 4 access points, allowing the gang player to split up his force into up to 4 groups.

The defending player must now break up his defenders into defense groups. Each group must meet an attack group head on in an engagement.

Each engagement is resolved separately.

  • The attack and defense totals for the policeman are both 1.

  • The attack and defense totals for the gang members are both 4, because each one has an attack and defense of 2.

  • In the first engagement, the gang attack (4) minus the police defense (1) equals 3 wounds. The difference between the gang attack and the police defense is 3, leaving the policeman with a casualty total of 3. Since his value is 3, he is killed and sent to the discard pile.

  • The police attack (1) minus the combined gang defense (4) equals 0 wounds. The police attack is less than the combined gang defense so the gang warriors will take no wounds. The gang warriors will remain in play and attack again during that player's next turn.

  • In the next engagement, there are 2 police officers and only 1 gang warrior. The police officers together have attack and defense totals of 2, while the gang warrior alone has the same totals. After calculations, the casualty totals for both sides are 0. All characters in the engagement are unharmed and remain in play.

When Lord Brawn faces off against Patsy McNally, the results are very different.

  • Patsy McNally's attack is a 1 while Lord Brawn's defense is a 2. She doesn't have enough to do any wounds to him.

  • Lord Brawn's attack, however, is a 4, while Patsy's defense is a 3. Lord Brawn inflicts 1 wound on Patsy.

  • With Patsy's high value of 5, a single wound is not enough to send her to the discard pile. Instead, she is recycled to the bottom of the deck.

  • One of the gang warriors was not engaged during the combat. This gang warrior attacks the stronghold directly.

  • The stronghold has a damage value of 2. The defending player must now consume 2 resources. If other gang members had broken through, he would need to consume 2 resources for each of them. Consumption of these resources is handled as described earlier. He may discard cards from his hand, deck, or survivors from his stronghold.

Combat Example at a Scavenging Location

In this example, a group of gang members are attacking scavenging survivors at a supermarket.

The supermarket has 3 access points, allowing the gang player to split up his force into up to 3 groups.

The defending player now has a choice. He must either engage all of the attack groups or he may choose to use all of his survivors (or both).

In this example, he has chosen to use all of his survivors against the lone gang member.

The 4 police officers will be more than enough to kill the gang member.

The player will be unable to scavenge there during his next turn because of the remaining raiders. He may have reinforcements ready to come in or he may have chosen to remove the 1 gang member in order to clear an access point so he could move his officers out.

Hints For A Successful Attack

In ApocalypZe, combat isn't necessarily about taking your opponent's characters off the table. When defining your strategy, you need to set realistic goals. If you attack multiple access points, you'll force your opponent to divide his or her forces. Even if you lose raiders in the process, this can be a very effective strategy. If your opponent can't block all of your attackers, you'll damage the stronghold or, if at a scavenging location, prevent scavenging next turn.

Your combat decisions have far reaching effects both for you and your opponent. In addition to doing damage, the placement of raiders and survivors often drives the decision making process for subsequent turns.

Hints For A Successful Defense

Don't allow your opponent's attacks to force you into a position where you must defend every turn. Each turn, if you are playing and feeding survivors only to lose them in combat during your opponent's turn, then you'll spiral your way into defeat.

Sometimes it's worthwhile to take damage to the stronghold in order to either save some survivors or rid yourself of some of your opponent's raiders.

Sometimes it's worthwhile to send a single survivor to block an overwhelming force of raiders. It prevents damage to the stronghold and gives you time to reinforce.

Sometimes, even when your opponent is overwhelming you at your stronghold, it's worth it to go on the offensive. Even though you may take damage, your own attack will force your opponent to begin playing cards to his own stronghold instead of constantly attacking you.

Phase 5: Consumption

At the end of your turn, you must consume 1 resource for each survivor at your stronghold. You do not need to consume for survivors at other locations.

  • Moving the top card from your draw deck to your discard pile counts as consuming 1 resource.
  • Moving any 2 cards from your hand to your discard pile counts as consuming 1 resource.
  • Moving a survivor from your stronghold to your discard pile counts as consuming X resources where X = the survivor's value. You may consume a character whose value is greater than your consumption obligation, but you can't get back the extra. It just means that your gluttonous survivors feasted that night.

Some cards will grant you the ability to consume fewer cards. Determine the number of cards you would consume normally and then figure in the modifier(s). You must always consume at least 1 resource.

The Church allows you to consume 1 less resource during the consumption phase as long as you have a civilian there. If you have 1 civilian there, your consumption would be 1. Subtracting the 1 from the Church would bring it down to 0, but you would still be forced to consume the minimum of 1.

If, at any point during the game, you cannot fulfill a consumption obligation, you are out of the game.

Hints For Not Eating Yourself To Death

Some of the game's most difficult strategy revolves around consumption. Maintain a strict balance of just how many survivors you keep at your stronghold. While each survivor brings added defense, each survivor also has to eat. Move survivors away from the stronghold when possible (and safe) and don't be afraid to consume survivors.

At times when your opponent's stronghold seems impregnable, remember that the cost he or she is paying for that safety is the consumption. As a strategy, be mindful of your opponent going out to scavenge back those spent resources. Being prepared to prevent that scavenging or attack the stronghold when everyone leaves can mean the difference between victory and defeat.

Don't be afraid to consume your survivors, especially toward the end of the game. High value unique survivors can keep you alive for numerous turns when your deck begins to run low.

While consuming from your hand does result in additional card loss, it does free up space for you to draw more cards next turn. This can be a very useful strategy, especially early on in the game when you're trying to get a foothold on the table.

Multiplayer - Every Stronghold For Itself

Beginning the Game

During the first turn of the game, the first player must occupy his or her stronghold. Subsequent players can choose to attack players that went before them on the first turn. This, of course, leaves those players open to attack by later players.

Using Trumps

Players may feel free to use trumps at any time during the game, as long as the situation is appropriate to the trump.

Attacking

When playing raiders to opponents' strongholds, you must make sure not to mix factions. Different players can have raiders at a single stronghold so long as the factions are the same. Raiders at a stronghold will only attack once in between the controller's turns.

Raiders will attack a stronghold at their first opportunity. That means that on a player's turn, if that player controls raiders who have not attacked during the round, they and all of the other raiders at their location will attack.

Attacks are coordinated by the individual players. The player whose turn it is will organize his or her raiders into attack parties. Subsequent players with raiders at the same location will then move their raiders to either join the previous players' attack parties or form their own (assuming there are still access points). Defense groups are declared and combat proceeds as normal.

Elimination

If a player is eliminated from the game, his or her stronghold, locations, and all other cards are removed from the table. Raiders at that player's locations are recycled to their appropriate decks. If that player has raiders of his or her own on the table, he or she may continue to play those raiders until they are eliminated. Without a deck, they cannot be recycled. Any raider belonging to an eliminated player that would be removed from the table in any fashion is removed from the game.

Multiplayer - Team Play

Team Play best supports 4 players, but can be played with 6. Each player brings a 60 card deck and a stronghold. Duplicate strongholds are permitted.

Taking Turns

Each team takes a turn as if it was a single player. The players on the team will move through their phases in synchronization, drawing together, playing their occupation phases together, etc... Players on a team need not occupy the same location. Players may also share information about their hands and coordinate their maneuvers.

A player may choose to occupy the stronghold of another player on his or her team. That player may play survivors and attachments (even to team members' survivors) there as well as move survivors to that stronghold. Any card that references "your" may be assumed to reference team member's cards as well.

Players retain control of their own characters at all times. Though your survivors may be at a team member's stronghold, those survivors cannot be manipulated unless you are occupying the proper location.

Elimination

If a player is eliminated from the game, his or her stronghold, locations, and all cards at those locations are removed from the table. Opponents' raiders at that player's locations are recycled to their appropriate decks. Team members' survivors and attachments at that player's locations are removed. If the eliminated player has raiders or survivors of his or her own at opponents' or team members' locations, he or she may continue to play those characters until they are eliminated. Without a deck, they cannot be recycled. Any character belonging to an eliminated player that would be removed from the table in any fashion is removed from the game.

That player may still confer with the other players on his or her team, even if he or she has no cards left on the table.

Glossary

  • Access: The number of points through which raiders can attack a location.

  • Action: Any move made in the game. Unless directly responded to, an action is resolved immediately.

  • Attack: The offensive attribute of a character.

  • Attack Total: The sum of all of the attack attributes of the characters on one side of an engagement.

  • Capacity: The maximum number of survivors that can occupy a location.

  • Casualty Total: The difference between the opponent's attack total and your defense total. The casualty total determines how many wounds you need to assign to your characters.

  • Consume: A process by which resources (cards) are moved to the discard pile.

  • Damage: The number of resources a player must consume for each raider that directly attacks his or her stronghold.

  • Defense: The defensive attribute of a character.

  • Defense Total: The sum of all of the defense attributes of the characters on one side of an engagement.

Roadside Diner Deck

Card list as printed on the Roadside Diner deck page (60 cards).

CardCopies
Roadside Diner1
Adrenaline2
Angels1
Baseball Bat2
Crowbar2
Chain Link Fence1
Fire Axe1
Flashlight1
Gang Mark1
Hog3
Python's Python1
Searchlight1

Very defensible, the Roadside Diner is the place where Wilfred Python, Moose Tucker, and a few of their closest friends have decided to dig in. Put up a fence, arm your bikers, and go scavenging when possible, and the diner will make a very safe home.

Lord Brawn leads a group of gang warriors in raids across the city. High in power and defense, the gang members are not easily dispatched once they're in play. Use the wild cards available to force your opponent to consume resources in between turns.

To play a 45 card deck (as recommended for beginners), remove the following cards:

  • Adrenaline (1 copy)
  • Crowbar (1 copy)
  • Gang Mark
  • Hog (1 copy)
  • General Store (1 copy)
  • Mall
  • Lord Brawn (1 copy)
  • Gang Bully (1 copy)
  • Biker (2 copies)
  • Moose Tucker (1 copy)
  • Wilfred Python (1 copy)
  • Weapon Jam
  • Mugged (1 copy)
  • Quick and Easy (1 copy)

Church Deck

Card list as printed on the Church deck page (60 cards).

CardCopies
Church1
Adrenaline2
Baseball Bat2
Chain Link Fence1
Fire Axe1
Greatness Thrust Upon Him1
Illness1
Locked Doors1
Rationing1
Scent of Blood2
They're Coming Out of the Woodwork1
Zombie Horde2

Civilians make the best resource hoarders. With the Church as their stronghold, you'll be able to conserve your resources and simply wait out your opponent.

If waiting it out isn't your style, send some zombies out to feast on your opponent's survivors. Led by Trudy, a Zombie Horde is very difficult to disperse. Use your attachments and wildcards to make your opponent suffer the way a survivor of the ApocalypZe should.

To play a 45 card deck (as recommended for beginners), remove the following cards:

  • Adrenaline (1 copy)
  • Locked Doors
  • Scent of Blood (1 copy)
  • Zombie Horde (1 copy)
  • General Store (1 copy)
  • Mall
  • Trudy (1 copy)
  • Alex Bloom (1 copy)
  • Cinda Parikh (1 copy)
  • Civilian (3 copies)
  • No Escape (1 copy)
  • Surge (1 copy)
  • The Zombie Shuffle

Police Station Deck

Card list as printed on the Police Station deck page (60 cards).

CardCopies
Police Station1
Adrenaline2
Baseball Bat1
Crowbar1
Chain Link Fence1
Handgun3
Locked Doors1
Patsy's Pistols1
Sniper Rifle1
The Finest2
General Store3
Mall1

With handguns and high value, the police stave off the enemy and starvation. When attacked by the bad guys, your police officers can take a couple of hits and simply recycle back into your deck. Make sure you take head shots at the zombies and pop everyone else. Always give Patsy her guns.

For the aggressive player, there is no stronger raider faction than the cultists. With their 3 attack, they are a devastating force, killing survivors and opening the way to the stronghold.

To play a 45 card deck (as recommended for beginners), remove the following cards:

  • Adrenaline (1 copy)
  • Crowbar
  • Locked Doors
  • The Finest (1 copy)
  • General Store (1 copy)
  • Mall
  • Bishop Land (1 copy)
  • Cult Fanatic (1 copy)
  • Antonio Jones (1 copy)
  • Patsy McNally (1 copy)
  • Police Officer (2 copies)
  • Recycle
  • Take What You Need (2 copies)

Military Base Deck

Card list as printed on the Military Base deck page (60 cards).

CardCopies
Military Base1
Adrenaline2
Bitten1
Chain Link Fence1
Field Promotion2
Flashlight1
Handgun2
Sniper Rifle2
Scent of Blood2
Zombie Horde1
General Store3
Mall1

While the military base is easier to breach than any of the other strongholds, the damage is minimal. Use that and your soldiers' high attack values to help clear away raiders that might swarm you.

Throw zombie after zombie out at your opponent. Use the Juggernaut wisely. He won't last long, but he can take out 2 or 3 survivors just by himself.

To play a 45 card deck (as recommended for beginners), remove the following cards:

  • Adrenaline (1 copy)
  • Bitten
  • Field Promotion (1 copy)
  • Scent of Blood (1 copy)
  • General Store (1 copy)
  • Mall
  • The Juggernaut (1 copy)
  • Corporal Dwayne Martinson (1 copy)
  • Lieutenant Dan Killmeyer (1 copy)
  • Soldier (3 copies)
  • Recycle
  • Recon (2 copies)

Quick Reference

The printed Quick Reference page is reproduced below; the printed spelling "flippng" is corrected to "flipping".

Phase 1 - Draw: Draw your hand up to 8 cards.

Phase 2 - Occupation: Choose just 1 location at which to play cards.

Phase 3 - Scavenge: Survivors at your scavenging locations clear sections.

Phase 4 - Combat: Your raiders fight.

Phase 5 - Consumption: For each survivor at your stronghold, consume 1 resource:

  • Discard the top card from your deck.
  • Discard 2 cards from your hand.
  • Discard from your stronghold survivors with value enough to satisfy consumption.

Scavenging (quick reference)

  1. Play a location from your hand.
  2. Move survivors there from your stronghold.
  3. For each section, take 1 card from the bottom of your discards and put it face down under the location.
  4. Each survivor there clears 1 section by flipping the card.
  5. Characters and attachments flipped may be played at the location.

Combat (quick reference)

Group all of your raiders into attack parties. You may not have more attack parties than there are access points at the location.

  • At a scavenging location, your opponent must meet every attack party (if possible) or fight with every survivor.
  • At a stronghold, your opponent can choose which parties to engage. Unengaged raiders damage the stronghold. Consume resources equal to the stronghold's damage.

Each engagement fights separately.

  • Attack Total = Sum of all attack
  • Defense Total = Sum of all defense
  • Casualty Total = Opponent's attack total - Your defense total.
  • Engagement: Combat between an attack group and a defense group at a location.

  • Generic: Any card whose title does not have an asterisk (*) next to it.

  • "here": Refers to the location at which the card is being or has been played.

  • Occupy: Select a location for the occupation phase.

  • Recover: Move a card from the bottom of the discard pile to the bottom of the deck.

  • Recycle: Place a card on the bottom of the deck.

  • Remove: Move a card that is in play to the top of the discard pile.

  • Resource: Each card in your deck represents a single resource. Two cards in your hand represent a single resource. Each character at your stronghold represents the number of resources indicated by its value.

  • Sections: The number of cards moved from the bottom of the discard pile to a scavenging location when it is played.

  • Unique: If a card is unique, only 1 copy can be on the table at a time. A unique card has an asterisk (*) in front of the card name.

  • Value: A character's will to live. If a character's value is ever reduced to 0 during the game, the character is immediately removed. If the value is reduced but not reduced to 0, that character must be recycled at the end of the phase.

  • Wound: Reduce a character's value. Wounded characters are recycled at the end of the phase.

  • General Store
    3
    Mall1
    Supermarket1
    Lord Brawn2
    Gang Warrior/Zombie8
    Gang Bully2
    Biker/Zombie12
    Moose Tucker, Biker2
    Wilfred Python, Biker2
    Molotov Cocktail1
    One Man Army1
    Sentry1
    Weapon Jam1
    Mugged2
    Quick and Easy2
    Thief in the Night2
    General Store3
    Mall1
    Supermarket1
    Fast Zombie2
    Trudy2
    Alex Bloom, Civilian2
    Cinda Parikh, Civilian Engineer2
    Civilian/Zombie18
    Rest In Peace1
    Stand Together2
    Sentry1
    Lurking Death2
    No Escape2
    Surge2
    The Zombie Shuffle1
    Turned2
    Supermarket1
    Bishop Land2
    Cult Fanatic/Zombie10
    Wes Trentin1
    Antonio Jones, Police Officer2
    Patsy McNally, Police Officer2
    Police Officer/Zombie12
    Head Shot2
    Molotov Cocktail1
    Pop!1
    Recycle1
    Sentry1
    Suicide Run1
    The Power of Faith2
    Desperation1
    Take What You Need2
    Supermarket1
    Fast Zombie2
    The Juggernaut2
    Corporal Dwayne Martinson, Soldier2
    Lieutenant Dan Killmeyer, Soldier2
    Soldier/Zombie18
    Head Shot1
    Killmeyer's Unit1
    Pop!2
    Recycle1
    Rest In Peace1
    Sentry1
    Lurking Death2
    No Escape1
    Recon2
    Turned2