Carnival Zombie: 2nd Edition
Carnival Zombie: 2nd Edition Rulebook
Table of Contents
Table of Contents
Introduction
CARNIVAL ZOMBIE is a simple game to learn, but very difficult to master.
Don't worry about the length of the rulebook: there are a lot of examples of play and only a few things to keep in mind.
This rulebook explains the rules for the basic version of the game that we call the Campaign mode and will allow you to live an epic journey fighting in Venice's alleys. But the adventure does not end there.
CARNIVAL ZOMBIE 2ND EDITION also includes Scenarios with specific and different settings, rules and goals. Each Scenario is a different game experience than the Campaign and unique in different ways. For more information on Scenarios, see p. 29.
Game Overview
In CARNIVAL ZOMBIE the Players guide a Group of Characters fleeing Venice towards the mainland, far away from the terror emerged from the Lagoon and unleashed on the Carnival's teeming crowd. CARNIVAL ZOMBIE is a cooperative game in which the Players win or lose together because the game itself is the opponent. The Group of Characters must leave the city making their way through putrescent hordes of Infected. The Characters must however hurry: the Leviathan, on which rest the foundations of Venice, is awakening and it's only a matter of time before the city sinks into the dark waters of the Lagoon.
Each game is divided into several Day and Nights. During the Night, the Characters take refuge behind improvised barricades to withstand the assaults of Infected. During the Day, they move through the city shaken by tremors, when the Infected are called back by the groans of the Leviathan in the abyss, to move and free their abyssal master from the stilts nailing him down to the Lagoon's bottom. The Characters have several ways to leave the city, but little time to achieve it. Moreover, their path will be hindered by Bosses, the most relentless servants of the Leviathan.
Object of the Game
Players have two ways to win the game: flee Venice or kill the Leviathan.
Fleeing is the obvious and clearest way to win, as killing the Leviathan is more difficult and requires them to find "the Holy Bomb" during the game.
There are three ways to leave the city:
- A) run towards the mainland on the Freedom Bridge while being pursued by the Infected
- B) navigate the dark and foggy waters of Venice Lagoon by Boat, trying to reach the shore before the un-deads swarming the water succeed in sinking it
- C) contact the Airship pilot from St Mark's Campanile to get picked up at Dawn on San Michele Island
Scenarios or Campaign
Various Scenarios are included in CARNIVAL ZOMBIE 2ND EDITION.
Scenarios are missions that can be played instead of the Campaign Mode.
If you don't want to play the full game but want to play a Scenario instead, follow the general rules of the game but look closely to the Scenario sheet for Setup, Victory Conditions, Turn Sequence and Special Rules.
Components Breakdown
The Characters
They are controlled by the Players. Each Character is represented by a miniature. These miniatures are used on the Tactical Map during the Night resolution (see p. 20).
Character Sheets
Each Character is also described by a Sheet containing the following information:
- CHARACTER ID: the name and the illustration that identify the Character.
- ASSAULT: this represents the Wounds inflicted in an Assault Action.
- NIGHT ABILITY: the ability available to the Character during the Night. This ability is always active and its use does not require spending Actions. Characters abilities are explained in the Reference sheet.
- DAY ABILITY: the ability available to the Character during the Day. To use this ability the Character must perform 1 Action during the Day. Characters abilities are explained in the Reference sheet.
- WEAPON HELD: this is the Firearm available to the Character at the start of the game. This Weapon is used for Fire Actions.
Item Cards
Each Item card has the following information:
- ITEM ID: the name and the illustration that identify the Item.
- DESCRIPTION: This area gives all the information needed to use the card. There are two types of Item cards: Equipment and Weapons (see below). Some specific icons may also be present beside the illustration:
- SINGLE-USE: this indicates that, once used, the Item must be discarded (removed from play).
- STARTING ITEM: this indicates an Item to assign to a Character during setup for a game on Easy level of difficulty.
- ITEM TO USE AT THE START OF AN HOUR: this indicates an Item to use at the start of a new Hour of the Night (Step 1, at any Hour of the Night).
- ITEM TO USE AT THE START OF THE NIGHT: this indicates an Item to use at the start of the first Hour of the Night (Step 1, but only the first Hour of the Night).
- There are also icons for an Item that may be used during the Day, and an Item that may be used during the Night.
Item Cards – Weapons – Firearms
In CARNIVAL ZOMBIE every shot is a hit: Infected are dumb... Unfortunately, they are also countless and relentless...
To use a Firearm card, you must perform a Fire Action. They substitute the standard Firearms statistics any character has on his sheet. A Firearm card contains the following information:
- HITS: the number of Hits the Weapon can grant in a single Fire Action.
- WOUNDS: the amount of Wounds inflicted by each Hit.
- RANGE: how many spaces away from the shooter a target may be selected. (1 = an adjacent space)
- EXPLOSIVE AMMO: the Wounds are inflicted to all Infected/Bosses present in the space of the target.
Item Cards – Weapons – Assault
To use an Assault Weapon card you have to perform an Assault Action. They substitute the standard Assault statistics that any Character has on his sheet.
ASSAULT: each number represents the amount of Wounds inflicted for each Hit of an Assault Action.
(1/1 means 2 Hits each dealing 1 Wound during the same Assault Action).
Item Cards – Equipment
The Equipment cards contain a description of their effect. Whenever an Item card contradicts the rules, the Item card takes precedence.
Pile of Corpses / Boat Tile
The Pile of Corpses is used during the Night.
The Boat is used to flee the city from one of the Ports (see the Boat Finale Sheet). The Characters who are on the Bridge of the Boat are placed on this tile. The space is used to place the Group Marker on the Boat Tile at the start of the Finale.
Boat Tokens: Used in the Boat Finale.
Bosses
The most formidable foes that the Group has to face. Each Boss is represented by a Tarot card of the Boss Tarots deck.
- NAME: the name of the Boss.
- ATTACK: the amount of +1 Stress the Boss causes with an Attack.
- LIFE: the amount of Wounds the Boss has to suffer to be eliminated. (see p. 25)
- MOVEMENT: the number of spaces that the Boss can enter during its Movement.
- POWER: Bosses Powers are explained in the Reference Sheet.
- MINIATURE: Each Boss is also represented by a Boss Miniature.
Nightmare Cards
Nightmare cards are used to randomly determine some parameters of the game and the events that take place during the game.
Each card contains the following information:
- EVENT: it describes the Event that will affect the Characters during the Day.
- RANDOMIZATION BOXES: they allow to determine randomly:
- A) a Character
- B) a Location on the Venice Map
- C) a Search result
- D) a Cave/a Ring
Group Marker / Foundering Tokens
Group Marker: It represents the Group's position on the Map of Venice.
Foundering Tokens: They are placed on the Map of Venice to indicate the Locations sunken because of the tremors of the Leviathan. The Group cannot stop during the Night in these Locations!
Terrain Tiles
Obstacle Tiles: They represent some terrain features that hamper the Refuge defense during the Night. The colored edge and the number are used to determine when and where they must be placed.
Fortification Tiles: They are placed in the Refuge spaces and represent the Refuge features which help the Characters defend the Refuge during the Night.
Bridge – Cemetery Tile: The Bridge Tile is placed on the Refuge during the Bridge Finale. The Cemetery Tile is placed on the Refuge during the Airship Finale.
Trackers and Markers
Calendar Marker: It moves on the Calendar Tickets to keep track of the inevitable passage of time.
Clock Marker: It is placed on the Clock to indicate the current Hour.
Ransom Marker: Used in the Fantalozzo Finale.
Stress Markers: They are used on the Terror Track to indicate the Stress level of the Characters.
The Bag
This is the bag (called from now on the Abyss) in which are placed the Infected, the Survivors found and the Wounds cubes used in the game.
Carnival Zombie contains 195 wooden cubes of different colors, which represent:
- 45 green Vermin Infected
- 35 white Barghest Infected
- 35 violet Moloch Infected
- 25 grey Goliath Infected
- 10 blue Survivors
- 15 red Wounds
- 24 brown Barricades
- 6 black Paranoia
Order Tokens / Scenario Tokens
Order Tokens: They are used during the Night by the Player controlling Capitan Spaventa.
Scenario Tokens: These are used in some Scenarios.
Finale Sheet
Each Finale Sheet contains the special rules you need to follow in order to face the final challenge and escape the doomed city of Venice. A Finale is played under specific circumstances at the end of the game. They can also be played as independent Scenarios (See p. 29). Each sheet has on its back a full example of play.
Scenario Sheets
These sheets are used if you decide to play a specific Scenario instead of the Campaign game. Each sheet has on its back a full example of play. (See p.29)
Component List
- 6 Character Miniatures
- 10 Boss Miniatures
- 6 Character Sheets
- 4 Scenario Sheets
- 4 Finale Sheets
- 1 Reference Sheet
- 1 Cloth bag (Abyss)
Cards
- 60 Item cards (10 cards per Character)
- 18 Nightmare cards
- 10 Boss Tarot cards
- 1 Carnifex Tarot card
Cardboard parts
- 1 Calendar Marker
- 1 Clock Marker
- 1 Group Marker
- 1 Holy Bomb Marker
- 6 Stress Markers
- 1 Pile of Corpses/Boat/Tile
- 1 Bridge/Cemetery Tile
- 4 Boat Tokens
- 4 Fortification Tiles
- 6 Foundering Tokens
- 8 Obstacle Tiles
- 3 Order Tokens
- 6 Scenario Tokens
Wooden parts
- 45 green cubes
- 35 white cubes
- 35 violet cubes
- 25 grey cubes
- 10 blue cubes
- 15 red cubes
- 24 brown cubes
- 6 black cubes
Reference Sheet
The Reference Sheet contains the rules about any Character, Boss and Location in an immediately accessible format.
- CHARACTER ID: this information identifies the Character.
- DAY ABILITY: explanation of the Character Abilities available to this Character during the Day.
- NIGHT ABILITY: explanation of the Character Abilities available to this Character during the Night.
- BOSS ID: this information identifies the Boss.
- BOSS POWER: the Power available to the Boss during the Night. This power is active until the Boss is eliminated.
- LOCATION ID: this information identifies the Location's position on the Venice Map.
- LOCATION DESCRIPTION: the thematic description of the Location (all are real places).
- LOCATION ABILITY: The rules affecting the Group facing the Night in this Location.
Game Board Overview
The board is composed of, among other elements: the Venice Map, the Basic Infected area, the Tactical Map, the Refuge (at the center of the Tactical Map), the Setup box, the Calendar Tickets, the Clock, the Storage, the Bosses area and the Terror Track.
Terror Track
On this table you will keep track of the Stress that the Characters get.
When a Character gets a +1 Stress, his marker goes further away from the number under his starting position on the track. When he recovers Stress, the marker will move back. When the Stress Marker enters the red area the Character is in Terror (see p. 19).
The Stress Track also determines the Turn Order for the Characters, starting from the Character that is in the position 1, who is also the First Player (see p. 16).
If it goes off the track, the Character is Incapacitated (see p. 19).
Venice Map
The map of Venice is divided in different locations connected with alleys.
- REFERENCE NUMBER: it's the identification for the Location (see the Reference Sheet). If beside the number there is also the Special Action icon, it means it's possible to perform a Special Action in that Location.
- TERRAINS: the colored dots around the Location space represent the Terrains (Obstacles or Fortifications, see p. 20-21) that will be placed in the Tactical Map during the Night if the Group spends the Night there.
- ALLEYS: the connections between Locations. The Group can move between two Locations only if they are connected with one Alley.
- DIFFICULT ROUTES: if an Alley is shown with a modifier on the side (+1 or +2) it means that those are difficult routes. Movement through them takes more than 1 Hour.
- STARTING POSITIONS: the 3 possible starting positions related to the Difficulty Level.
- FINALES: these icons show where the Locations are to start one of the Finales (see the chart below).
- COMPASS: the compass is used to recognize the exit direction from Locations.
- PORTS: where you can try to escape engaging the Boat finale
- BRIDGE: where you can try to escape engaging the Bridge finale
- HOLY BOMB: where you can try to kill the Leviathan engaging the Holy Bomb finale
- CAMPANILE DI SAN MARCO: where you can call the Airship pilot, in order for him to show up in Location 3
- AIRSHIP: where the Airship will show up if you call its pilot in Location 5. From here you can try to escape engaging the Airship finale
Tactical Map
The Tactical Map is divided into Spaces that are grouped in sections:
- REFUGE: the central disk divided in 4 Spaces and surrounded by Barricades boxes.
- OUTSIDE: the Spaces Outside the Refuge, from the Barricades boxes on.
- CAVE: the Outside is divided in 8 Caves. Each Cave has 3 Spaces that go further away from the Refuge. Each Cave is identified by a cardinal direction and a number (e.g.: N1 = North 1).
- RING: the Outside is also divided in 3 Rings, identified by the roman number increasing the further you go from the Refuge (I, II, III)
- BARRICADE BOXES: In Ring I you can find the Barricade boxes. This is where the Characters fortified the Refuge with Barricade cubes trying to defend themselves from Infected and the Bosses. These boxes are also where the Infected/Boss will go when they destroy the Barricades and break into the Refuge.
- PIT: the whole map is divided in 4 Pits. A Pit is made of 2 Caves and 1 Refuge space. The Pits are identified by the cardinal directions (N, S, W, E).
Calendar Tickets
On the Tickets you will keep track of the passing of days and nights.
- DAY POSITION: put here the Calendar Marker when you are playing the Day.
- NIGHT POSITION: put here the Calendar Marker when you are playing the Night.
- BOSS: shows the number of Boss Tarot cards you will draw during the Night, according to the Difficulty Level.
There are 3 Tickets, the Calendar Marker will move from the Day Position on Ticket 1 at the top to the last Night Position on Ticket 3 at the bottom.
During the third Night the Leviathan will rise, destroying the city. If the Players are not engaging a Finale on the last Night Hour, the game ends immediately with their defeat.
Ticket 3 shows the Finale Icons.
A cute mini-Leviathan is also below there to remind you that you will never see another Sun.
The Clock
The Clock shows the hours of Day and Night. There are 4 hours in the Day and 4 hours in the Night. Use the Clock Marker to show the current Hour. There is also the Sunset position and Sunrise position. These two are used to show that the Night or Day has finished and that preparations are needed for the next step. The last hour of the Night is called Dawn, it works differently and thus it's marked with a different Icon.
- HOUR: Every space represents 1 Hour.
- DAY HOUR: the light spaces with the Sun Icon are used during the Day. Each Day lasts 4 Hours.
- NIGHT HOUR: the dark spaces with the Moon Icon are used during the Night. Each Night lasts 4 Hours.
- DAWN: special rules apply at Dawn.
- ITEM USE: a reminder to the Players that at the start of each Night Hour the Characters can use Items.
- FIRST NIGHT HOUR: this Icon reminds the Players that some Items can be played only at the start of the First Night Hour.
- SUNSET: when the Day ends put the Clock Marker here and perform the Sunset Rituals for the Night.
- SUNRISE: when the Night ends put the Clock Marker here and perform the Sunrise Rituals for the Day.
Basic Infected
In this area you will find all the information you need to have handy about the Basic Infected, your most frequent enemies.
They are disposed from the left to the right in order of strength (the one furthest left is the strongest, the Vermin is the weakest).
- NAME: the name for this type of Infected.
- CUBE: the color of the cube used to represent the Infected.
- ATTACK: the amount of +1 Stress the Infected causes with an Attack.
- LIFE: the amount of Wounds the Infected has to suffer to be eliminated. (see p. 25)
- MOVEMENT: the number of spaces that the Infected can enter during its Movement.
Boss Area
The Boss Area is where you will put the Boss Tarot cards after drawing them from the Deck.
Their disposition from top to bottom is a reminder of which Boss comes first (always the upper one).
Storage
In this space you will keep Barricades, Survivors and other stuff available to the Group.
Campaign Setup
Here is described the setup phase for the Campaign Mode. If you want to play a Scenario, see page 29 and look at the corresponding Scenario Sheet for its setup. If this is your first game, we heartily suggest to start playing "The Plague in Venice" Scenario.
When you start a new campaign of CARNIVAL ZOMBIE:
- lay the board in front of you;
- shuffle the Nightmare deck and put it beside the board;
- shuffle the Boss Tarot deck and put it beside the board;
- assign to every player one or more character:
- 1 player: 6 Characters;
- 2 players: 3 Characters each
- 3 players: 2 Characters each
- 4 players: 1 Character each + 2 Group Characters
- 5 players: 1 Character each + 1 Group Characters
- 6 players: 1 Character each
- shuffle the Item decks that belong to the Characters in play and put them separated beside the board;
- each player takes the Character Sheet and the Miniatures belonging to the Characters he controls and puts them in front of him;
- choose the Activation Order by putting in any order you want on the starting boxes of the Terror Track all the Character's Stress Markers;
- put the Group Marker in the Starting Place, according to the Difficulty Level (see next page);
- put the Clock Marker in the Dawn position of the Clock;
- put the Calender Marker on the Day position of the Ticket 1;
- put the Pile of Corpses next to the board;
- put all the Infected in the Abyss along with a number of Survivors and Paranoia according to the Difficulty level (see next page);
- put the remaining Survivors, the Founding Tokens, the Wounds and the Terrains next to the board;
- resolve "the Story so far..." for every Character following the Activation Order.
- Start the game
Group Characters
Group Characters can be controlled together by the players or can be given to a specific player in addition to the characters he already controls.
Activation Order
Characters always take Action following a numeric order that matches their position on the Terror Track.
Quick Playtest
For a quick test of the game core you can skip the Campaign Setup step 14 "The Story so far..." Place 8 Barricades into the Storage, move the Clock Marker to the first Hour of the Day, and jump to "Carrying out the Day" (see p. 17).
The Story So Far...
In the hustle of the first night the city is overwhelmed by panic, while the epidemic spreads the Characters have to choose between finding a hide-out waiting for the night or venture into the alleys looking for resources...
When you have to resolve a Character's "Story so far...":
Step I - Draw 1 cube from the Abyss and apply the effect as follows:
- Vermin: The Character gets +1 Stress, put 1 Barricade in the Storage.
- Barghest: If in a following Keep looking step the Character gets Stress by drawing an Infected or a Boss, that Character gets +1 Stress for each Barghest he has drawn.
- Moloch: The Character gets +2 Stress, put 1 Barricade in the Storage.
- Goliath: The Character gets +1 Stress.
- Survivor: Put the Survivor cube in the Storage. Nothing happens to the Character.
- Paranoia: At the end of this step you have to choose Hiding.
Now, you have to choose if the Character is going to hiding or if he keeps looking for resources:
- Hiding: the Character finds shelter and will stay hidden. Your preparation is finished, put the cubes drawn (except any Survivor cube) back in the Abyss. It's now the next Character's turn.
- Keep looking: the Character continues to search the alleys. Continue to Step II.
Step II - Repeat Step I following the same rules. If you choose to keep looking a second time, continue to Step III.
Step III - The Character is testing his fate for the third time. Draw a card from the Boss Deck, the Character gets Stress equal to the Boss Attack value as it's shown on the card. Then, you can decide whether to draw a Character's Item Card or put 1 Barricade in the Storage.
Now your preparation is finished. Put the cubes drawn (except any Survivor cube) back in the Abyss. It's now the next Character's turn.
When you have resolved the "Story so far..." for all Characters in play, the game starts with the first Hour of the first Day.
Example: Tommaso is resolving "The Story so far..." for Brighella. He draws the first cube from the Abyss; it's a Vermin, Brighella gets +1 Stress and Tommaso puts 1 Barricade cube in the Storage. He decides to Keep looking: he draws a Paranoia cube. This means he must choose to go Hiding, finishing this step for Brighella; he then puts his miniature in the Refuge.
It's now Letizia's turn with Arlecchino. The first cube drawn is a Barghest. Nothing happens for now so Letizia chooses to Keep looking and she draws another Barghest.
Again, nothing happens but she decides that Arlecchino has tested his fate enough and chooses to go in Hiding. She puts Arlecchino's miniature in the Refuge.
Now it's Andrea's turn with Pantalone. The first cube drawn is a Barghest too. Andrea decides to Keep looking again.
The second cube is a Moloch: Pantalone gets +2+1 Stress (+2 for the Moloch and +1 for the Barghest) and Andrea puts 1 Barricade in the Storage. Fearless, he decides to keep looking again and draws a random card from the Boss deck. It's the Joker, Pantalone gets +1 Stress again and Andrea chooses to take a random Item card. He then puts Pantalone's miniature in the Refuge.
It is now Sabrina's turn with Medico della Peste. The first cube is a Goliath. Medico della Peste gets +1 Stress without putting any Barricade to keep looking and the second cube is a Survivor. She puts the cube in the Storage. Sabrina chooses to keep looking again and draws a card from the Boss deck. It's the Martyr. Medico della Peste gets +3 Stress and Sabrina decides to put 1 Barricade in the Storage and then she puts the Medico della Peste miniature in the Refuge.
Now it's Clara and then Marco's turn with the last two Characters...
Difficulty Level
The difficulty level of a game determines the starting position for the Group Marker, the number of starting Survivors and Paranoia in the Abyss and special bonus/malus.
| Level | Start | Survivors | Paranoia | Special |
|---|---|---|---|---|
| Easy | (starting position icon) | 2 | 4 | Each Character starts the game with Starting Item Cards |
| Medium | (starting position icon) | 1 | 5 | — |
| Difficult | (starting position icon) | 0 | 6 | Game starts with a random Foundering (see p. 16) |
First Player
The duty of drawing cards and placing Infected on the board falls to the Player who controls the Character on position 1 of the Terror Track. He is also the one that has the last word on every decision in case the Group stalls due to arguing.
Game Turn
Every game turn in CARNIVAL ZOMBIE is divided in the following phases:
- Day: the Group moves through Venice Locations then the Characters can take various Actions to prepare for the fight that awaits them in the night.
- Night: the Characters are now in the Refuge and try to resist the assaults of a horde of Infected lead by fearful Bosses: in this phase the Group fights.
Day
By day the Infected are called back to the Lagoon, shaken by the tremors of the Leviathan which they help to awaken...
During the Day, the Group moves through the sinking city, seeking a way out and better preparing themselves to face another night behind the barricades.
Put the Clock Marker on the Sunrise position of the Clock and read the following instructions.
Sunrise Rituals
When the Clock Marker is on the Sunrise position follow these instructions:
1) Nightmare Deck
Take the Nightmare deck and the Nightmare discard pile, shuffle them together to form a new deck.
2) Foundering of the City
Place a Foundering Token in a random Location (Nightmare card). If the Location is already sunken, sink the Location with a higher reference number. If all the higher reference number Locations are already sunken, sink the first available Location with a lower reference number.
- The Group cannot face the Night in a Sunken Location.
- Leaving a Sunken Location requires +1 Hour.
In the unlikely case the Group must face the Night in a Sunken Location, the game ends immediately in defeat.
3) Event of the Day
Draw the first card on top of the Nightmare deck and apply the Event described.
After this, move the Clock Marker on the first Day Hour and carry out the Day.
To prepare to face the Day:
- Reshuffle the Nightmare deck (p.16)
- Foundering of the City (p.16)
- Draw the Event of the Day (p.17)
Now move the Clock Marker to the first Day Hour and carry out the Day.
Carrying out the Day
The Day is divided into 4 Hours in which you will:
- Perform Group Movement (p.17)
- Perform Characters Actions (p.18)
Group Movement
Firstly, the Group decides how many Hours will be spent in Movement. Each Hour spent in Movement allows you to move the Group Marker from one Location to another Location connected through an Alley.
In some cases 1 move costs more than 1 Hour:
- Difficult route: +1 or +2 on the Venice map next to an Alley or a Road means that you will need +1 or +2 Hours in order to pass through that Alley.
- Moving out a sunken Location: you will need +1 Hour (as shown on the Foundering Token).
Starting from the second Day, the first Movement has to be in the same direction where the Group managed to flee from the Horde at the end of the night fight, during the Night Exit step of the Dawn.
After performing the Group Movement, move accordingly the Clock Marker on the Clock. If there are no more available Day Hours, skip the Character Actions step, move the Clock Marker to the Sunset and go on.
Example: At the start of the Day, the Group is in Location 4. They decide to invest 3 Hours moving away from that. Their first move is from Location 4 to Location 7. This move takes 1 Hour. Location 7 is sunk and moving away from that Location will cost +1 Hour, moving from there to Location 6 costs 2 Hours while moving to Location 9 will cost 3 Hours (1 for the movement +1 for the Foundering Token +1 for the Difficult route). The Group therefore decides to move to Location 6 and move the Clock Marker to the last Day Hour.
Characters Actions
Each Player will choose, for each Character he controls, one Action for every remaining Day Hour.
The Actions are:
-
Rest: lower your Stress by 2 on the Terror Track
-
Barricades: put 3 Barricades in the Storage
-
Ability: use your Day Ability
-
Search: draw 1 Nightmare card from the deck. Look at the result in the Search box on that card:
- Item: draw 1 Item card from your Item deck
- Survivor: pick 1 Survivor cube from the supply and put it in the Abyss. If there are no more Survivor cubes in the supply, do as if this was an Item result
- Infected: get +1 Stress and then choose the Item or Survivor result
-
Special Action: activate this Location Special Action. This action is available only if the Location where the Group stopped has the Special Action Icon.
-
Reanimate: put the Stress Marker of another Character that is Incapacitated on the fifth space of his Terror Track (the first space of the Terror Area). That Character is not Incapacitated anymore and his Player can now put his miniature back in the Refuge in a space of his choice.
When all Characters have chosen and carried out their Action for the Hour, move the Clock Marker 1 Hour. If the Clock Marker is in the last Day Hour, move it onto the Sunset space and proceed to the Sunset step. Otherwise, repeat the Action step until the Clock Marker moves onto the Sunset space.
Example: The Group used 2 Hours for the Movement and is now in Location 2 (Arsenal). Brighella is Incapacitated (his Stress Marker is off the board).
Starting from the First Player each Character will take 1 Action.
The First Player controls Capitan Spaventa and decides to use this Location Special Action - Arsenal Search. He names Colombina, draws the Spyglass from her Item deck and gives the card to her.
Colombina decides to take advantage of her new Item and uses her Exploration Day Ability. She removes 2 Obstacles from the Location, preparing for the Night.
Arlecchino performs a Reanimate Action on Brighella, who now puts his Stress Marker back on the board on the 5th space of his Terror Track.
Brighella is not Incapacitated anymore and can then take an Action. His Player chooses to do a Search Action and draws a Nightmare card. The result is an Infected so he gets +1 Stress and decides to put a Survivor in the Abyss.
Pantalone is next and chooses the Rest Action and recovers 2 Stress from his Terror Track and is not terrified anymore.
Then Medico della Peste decides to use his Treatment Day Ability and cures Brighella recovering 3 Stress.
After everyone has taken their Action, Capitan Spaventa moves the Clock Marker to the next Day Hour (which is also the last one). Now, following the same order each Character will take another Action.
When all Characters have chosen and carried out their Action for the Hour, move the Clock Marker 1 Hour. If the Clock Marker is in the last Day Hour, move it onto the Sunset space and proceed to the Sunset step. Otherwise, repeat the Action step until the Clock Marker moves onto the Sunset space.
Stress
When a Character gets Stress, his Stress Marker on the Terror Track move away from the starting position one space for each +1 Stress he takes. When a Character recovers Stress, the marker is moved towards the starting position.
You Get Stress:
- When you are the target of an Attack. Move your Character's Stress Marker away from its actual position towards the end of the Terror Track an amount of +1 Stress equal to the Attack value.
- When you decide to do an additional Action in a Night Hour (max once per Hour), you get +1 Stress.
- When one or more Infected fall off the Pile of Corpses, you get +1 Stress.
- When a Nightmare card says so.
- When a special rule says so (e.g. Boss Power).
There are two areas on the Terror Track.
If a Stress Marker enters the red area, that Character is in Terror. If the marker goes off the track, that Character is Incapacitated (remove the marker from the Terror Track).
Terror
If a Character is in Terror his Player must be very careful when he is about to drop Infected on the Pile of Corpses.
If a Player causes one or more Infected to fall off the Pile of Corpses when his Character is in Terror, every Character gets +1 Stress.
Terror has no effect during the Day.
Incapacitated Character
When a Character is Incapacitated he cannot make Actions both during Day and Night. In order to get back in play another Character has to do the Day Action Reanimate.
When a Character is Incapacitated remove his miniature from the Refuge and his Stress Marker from the Terror Track.
If all Characters are Incapacitated the game ends with the Group's defeat.
Night
In the night the dead rise from the lagoon...
During the Night the Group entrenches behind the Barricades and defends themselves from the Infected Horde and the Bosses who guide them.
Sunset Rituals
When the Clock Marker is on the Sunset space, resolve the various steps of the Night setup.
Steps of the Night setup:
- Discover the Terrains (p.20)
- Place the Barricades (p.21)
- Character's Entrance (p. 21)
- Boss Entrance (p.21)
Now, move the Clock marker onto the first Night Hour and carry out the Night.
1) Discover the Terrains
On the Venice map each Location shows if and which type of Terrains will be present in the Night. Firstly, put the Obstacles, then the Fortifications.
For each Obstacle/Fortification draw the corresponding tile and a Nightmare card.
When you are placing an Obstacle:
- flip the tile until it shows the right color border (black or blue)
- put it in the printed Ring of a random Cave (use the Nightmare card).
When you are placing a Fortification:
- put it in the Refuge space of a random Pit (use the Nightmare card)
- If the space where you should place the Terrain is already occupied by a Terrain, put it in the closest free space clockwise.
Here is a Terrain description.
OBSTACLES
Building (Ring I): you can choose your Fire Action targets only in Ring I
Catacomb (Ring I): Infected/Boss can enter any vacant Barricade box directly instead of waiting for all the Caves' Barricades to be destroyed.
Pier (Ring III): in this Cave any Infected or Boss start in Ring II instead of Ring III
Manhole (Ring II): in the Infected Entrance step, draw and put 1 additional Infected on this space.
FORTIFICATIONS
Altar (Refuge): any Infected that is eliminated in this Pit is put back in the Abyss and not on the Pile of Corpses.
Belltower (Refuge): you can target Caves that are adjacent to this Pit.
Jerrycans (Refuge): eliminate 1 Barricade to treat any Hit of a Fire Action as if they were all Explosive.
Alley (Refuge): in this Pit only Infected and Bosses on the Barricade boxes can Attack the Characters.
Example: The Group is facing the Night in Location 4. In this Location should be placed 2 Black Obstacles, 2 Blue Obstacles and 1 Fortification. Mark is the First Player and places the Blue Obstacles first. He takes 1 Obstacle Tile and draws 1 Nightmare card. The tile shows the Pier on its blue side and the card shows East 1. Mark places the Pier in Ring III of the East 1 Cave. He then takes another tile and another card. The blue side of the tile shows the Manhole and the card shows North 2. Mark places the Manhole in Ring II of the North 2 Cave. He still has to place the Black Obstacles. He takes 1 tile and 1 Nightmare card. The black side of the tile shows the Building and the card shows South 1. Mark places the Building in Ring I of the South 1 Cave. He then takes the last Obstacle Tile and 1 card. The black side of the tile shows the Catacomb and the card and the card shows South 1 again. Since that space is occupied Mark has to place the Catacomb in the closest available space clockwise. Mark then places the Catacomb in Ring I of the West 2 Cave.
Finally, he has to place the Fortification. He takes a random Fortification Tile and he gets the Jerrycans. He draws a Nightmare card and gets the "choice" result. This means he can put the Fortification wherever he wants. He decides to place it in the North Pit.
2) Place the Barricades
Place in the boxes around the Refuge any available Barricade in the Storage.
Each box can accomodate only 1 Barricade.
3) Character's Entrance
Following the Activation Order, each Player places his controlled Characters in Refuge spaces of his choice.
4) Boss Entrance
For each Boss Tarot in the Boss area of the Gameboard, put the corresponding boss miniature in Ring III of a random Cave (use the Nightmare card).
Then, look at the number of Bosses on the Calendar Ticket where the Calendar Marker is, according to the Difficulty level of this game. Shuffle the Boss Tarot deck and draw that number of cards from it. Place the cards one by one face up in the spaces of the Boss area starting from the topmost free space. Then, place the corresponding miniature in Ring III of a random Cave (use the Nightmare card).
After this, move the Clock Marker onto the first Night Hour and carry out the Night.
Closing Sunset (example)
After having placed the Terrains, the Barricades must be added. The Group has 05 Barricades available. After having discussed the strategy to adopt for the Night, Marco, who is the First Player, fills the boxes of the West 1, West 2 and South 1 Caves, places 2 Barricades in East 1 and North 2 and places only one of them in North 1 and South 2, leaving the East 2 Cave without Barricades. At this point the Players place the Characters they control: Capitan Spaventa is placed in the Refuge space belonging to the West Pit together with Colombina, Arlecchino is placed in the South one, Brighella in the North one, whereas Pantalone and Medico della Peste are placed in the East one. Now the Bosses are placed. First, Marco checks for any Boss that was not eliminated the Night before. The Martyr is still in the same position as the previous Night (third space from the topmost in the boss Area) and it has to enter in the first Night Hour this Night too. Marco draws a Nightmare card that shows South 1 and places the Martyr Miniature in Ring III of South Cave 1.
Now, the new Bosses arrive too. The Calendar Marker is on Ticket 2 and the game is a Medium Difficulty so 4 new Bosses will arrive.
Marco starts placing the first, draws a Boss Tarot and shows that it's the Admiral. Then, he draws a Nightmare card showing North 2. He puts the Tarot in the first free space of the Boss Area (the topmost one) and places the Admiral Miniature in Ring III of the North 2 Cave. He then proceeds with the other 3 Bosses.
The stronger comes first
The resolution order for anything involving Boss and Infected goes as follows: Resolve any Boss before any Infected. Resolve starting from the higher Attack value and then going down to the lower. In case of a tie:
- Boss: resolve first the topmost in Boss Area
- Infected: resolve first the leftmost in Basic Infected Area. Vermin always come last.
At the start of the "Boss & Infected Movement", the Barricade boxes are free. In the Ring I are 2 Moloch, 1 Vermin and the Boss Joker. Place on the Barricade boxes the Joker, the Moloch and the Vermin cannot be placed because the Joker requires the 3 free boxes.
Carrying out the Night
The Night is divided in 4 Hours.
Each Hour the game goes through the following steps:
- Use Items (p.22)
- Infected Entrance (p.22)
- Infected and Boss Movement (p.22)
- Character's Activation (p.23)
- Infected and Boss Attack (p.25)
- Time moves forward (p.26)
The last Hour of the Night is different, it's called the Dawn and is resolved on its own. (see p. 28)
1) Use Items
In this step the Characters can use any Item with the cross Icon.
The Items with the First Night Hour Icon can be used only in this step of the First Night Hour.
2) Infected Entrance
Draw 3 random cubes from the Abyss for each Ring III Space; if you draw an Infected, put it in that Space;
If you draw a Paranoia cube, see page 27.
If you draw a Survivor, see page 27.
3) Infected and Boss Movement
Infected and Bosses move a number of spaces equal to their Move value toward the Refuge space of their Pit. To avoid confusion resolve one Cave at a time, starting with Ring I, then Ring II and then Ring III.
If a Boss or Infected in Ring I has Movement to do and there are no Barricades on any Barricade box of that Cave, they enter Barricade boxes:
- 1 free box is required to accomodate an Infected.
- 3 free boxes are required to accomodate a Boss.
4) Character's Activation
Following the Activation Order each Character can now perform one Action. Just once per Hour the Character can get +1 Stress to perform a second Action.
The possible Actions are:
-
Movement: move the Character in another Refuge space.
-
Fire: the Character attacks Infected/Boss that are in the Ring spaces of the Pit that he is facing. The Character distributes between any Cave in Range a number of Hits equal to his Firearm value. Each target receives a number of Wounds according to the Wounds value of the Firearm. If a Firearm receives the "Explosive Ammo" icon, deal Wounds to all the Infected/Boss present in that target space.
An Infected/Boss can be chosen as a Target only if the following conditions are met:
- it has to be inside the Range of the Firearm.
- in each Cave you can only attack targets that are in the Ring closest to the Refuge.
- a Boss cannot be chosen as a target if there are any Infected in the same space, unless you are using a Weapon with Explosive Ammo.
- You cannot target an Infected/Boss in the Barricade boxes with a Fire Action. If there is at least 1 Infected/Boss in the Barricade boxes of your Pit, you have to get +1 Stress to be able to make a Fire Action as if those Infected/Boss were not there. If you do this, those on the Barricade boxes are not valid targets.
- you can divide the Hits between the Caves if you are respecting all the previous rules.
-
Assault: the Character attacks Infected/Boss that are in a Barricade box in the Pit that he is facing. The Attack deals an amount of Wounds according to the Assault value on the Character's Sheet (or on the Assault Weapon if any): if the Assault value shows more than one number, each number represents a single Hit dealing the written amount of Wounds to a target.
-
Survivor: take 1 Survivor from the Storage and put it on a Boss Tarot card in play. The Survivor is delaying the Boss (see p. 27); that Boss does not make Movements or Attacks and his Power is nulled until the Character's Activation step of the next Night Hour.
A Character's Night Ability is always performed/active during the "Character's Activation", it does not count as an Action, and does not require spending Actions to be performed. (See the "Reference Sheet")
Example: Marco draws 3 Infected per Cave and places them on the Tactical Map in the Ring III. He draws one additional Infected and places it on the Manhole (see Discover the Terrains, p. 20).
The Bosses and Infected now move towards the Refuge.
Two Bosses are in the Cave North 2: the Admiral and the Mistress. The Admiral has Movement 0, so he cannot move, whereas the Mistress has Movement 1, so she advances to the Ring II space of her Cave. It's now the turn of the Infected: the Barghest on the Manhole moves first. The Barghest has Movement 2, it moves to the Ring I space with its first point: it has 1 Movement left. Only one Barricade box is vacant, so it cannot occupy it: the other 2 Barricades must first be destroyed. It therefore stops in the Ring I space. All the other Infected now move according to their Movement.
It's Arlecchino's turn and he is in the North Pit. A Barghest is in one of the Barricade Boxes. He decides to make a Fire Action but since there is a Barghest in the Barricade box in front of him he has to get +1 Stress in order to perform the action. The M16 grants 2 Hits. He cannot target the Tenor because there are Infected in its space. He chooses to target the Vermin in Ring I eliminating it with one Hit and then he assigns his second Hit to one of the Moloch in Ring II, eliminating it. He takes the cubes and drops them on the Pile of Corpses. He has the Paranoia cube on his Stress Marker and so he cannot get +1 Stress to perform another Action. (see p. 27). Next in the Activation Order is Medico della Peste, who is also in the North Pit. He performs an Assault, eliminating the Barghest and uses his Night Ability to recover 1 Stress and remove the Paranoia cube from Arlecchino's Terror Track. Now, it's Pantalone's turn who is also in the North Pit. His weapon has Explosive Ammo and he decides to Fire to Ring I of the North 2 Cave. The Hit deals 1 Wound to each target, eliminating the Barghest and dealing 1 Wound to the Tenor but it is not effective on the Goliaths since they have Life 2. But Pantalone can focus the attacks: he gets +1 Stress and immediately performs a second Fire Action targeting the same space. He eliminates the 2 Goliaths and deals another Wound to the Tenor.
Pile of Corpses
Any time a Player eliminates one or more Infected he must take them away from the Tactical Map and drop them all together onto the Pile of Corpses Tile (it doesn't apply to Bosses). You can drop those cubes from any height, close to the tile, but you must avoid to touch, with your hand and whatever it contains, the tile and the cubes that are already there.
If one or more cubes fall off the tile (or cause other cubes to fall off touching the table), they must be put back onto the Tactical Map: put them in the Ring III spaces of the Pit facing your Character. That Character also gets +1 Stress regardless of the number of Infected that come back into play.
Eliminating an Infected
An Infected is eliminated if the Wounds inflicted to it in the same Fire or Assault Action match or exceed its Life value. Otherwise, nothing happens (unless you decide to Focus the Attacks, see below).
When you eliminate an Infected, put it on the Pile of Corpses (see p. 24).
Eliminating a Boss
A Boss is eliminated when the Wounds are equal or more of his Life value. For Each inflicted Wound, place 1 red cube (Wound) on the Boss Tarot card. When you eliminate a Boss, remove that Boss miniature and put that Boss Tarot card back into the deck.
After a Boss is eliminated you can:
- recover 2 Stress and remove Paranoia to a Character of your choice (even yours)
OR
- draw an Item card of a random Character
Focus the Attacks
If the Wounds inflicted in the same Fire or Assault Action are not enough to eliminate an Infected, it's possible to add them to the Wounds inflicted in another Fire or Assault Action performed by the same Character in this Hour. It's not possible to focus the attacks of two different Characters.
Bosses
The Bosses are the most ancient servants of the Leviathan. Legend has it that they rose when its putrescent heart started to beat again, deep in the sea abyss. They seem to have a faint, diabolical awareness.
They are the Leaders of the Infected, therefore:
- you will not apply to them anything that will affect the Infected (e.g. the Fireworks card, Doge's power, etc.)
- they use the Infected as a shield. They cannot be targeted if in the same space there are other Infected, unless you are using an explosive weapon.
5) Infected and Boss Attack
All Infected and Bosses that are in Ring I (both the Barricade boxes and outside of them) perform an Attack against a Character in the Refuge space of that Pit.
The Group decides which Character is the Target for each Attack. A Character is an eligible target if he is in that Refuge space. If there are no Characters in the space that is to be attacked, the target can be chosen between all the Characters.
Eliminate 1 Barricade for each Attack performed by Infected/Boss that are not on a Barricade box. Each Barricade destroyed in this way protects the Characters from all the Stress of an Attack by a single Infected/Boss: there is no Stress to deal from these Attacks. Put the destroyed Barricades back in the game box.
It's also possible to cancel an Attack in 2 ways:
- discard an Item that belongs to the target Character.
- eliminate a Survivor from the Storage (put the cube back into the game box).
Each Attack that is not canceled adds Stress to the target Character: move his Stress Marker from its actual position toward the end of the Terror Track an amount of +1 Stress equal to the Attack value.
Example: After the Characters Action the situation is as follow:
North 1: the Moloch attack deals +2 Stress, Colombina decides to be the target and discards an Item to cancel the Attack. The Goliath deals +1 Stress, Capitan Spaventa gets it.
North 2: the Vermin attack (+1 Stress) is canceled by the Barricade that gets destroyed.
East 1: the Moloch deals +2 Stress, Vermin +1 Stress. There are no Barricades to cancel the attacks and since there are no Characters in that Pit, the Group decides to assign the Moloch Stress to Capitan Spaventa that gets +2 Stress, and the Vermin Stress to Brighella that gets +1 Stress.
East 2: the Martyr deals +3 Stress, the Barghest +1 Stress and the Moloch +2 Stress. There are no Characters in the Pit and the Group decides to assign the Martyr Stress to Medico della Peste that gets +3 Stress, the Barghest Stress to Colombina that gets +2 Stress, and the Moloch Stress to Colombina that gets +2 Stress.
South 1: the Barghest attack is canceled by a Barricade that gets destroyed.
South 2: the Moloch attack (+2 stress) is canceled by a Barricade that gets destroyed.
West 2: the 3 Infected attacks are canceled by 3 Barricades that get destroyed.
6) Time Moves On
Move the Clock Marker to the next Night Hour. If the Clock Marker enters the last Night Hour, resolve the Dawn step.
Survivors
Someone survived and is hiding in the city. Is it possible to rescue those who are still in hiding?
Rescuing Survivors
When you draw a Survivor cube from the Abyss, put it onto the Tactical Map as if it were an Infected cube.
Survivors do not move during the Night and stay still in Ring III of the Cave where they were placed. If at the end of Night no Infected or Boss is still in that Cave, the Survivors have been rescued. Put any rescued Survivor in the Storage. Any Survivor that is not rescued is eliminated and put back into the game box.
Survivor Action
The Characters can perform the Survivor Night Action that allows them to pick a Survivor cube from the Storage and put it on a Boss Tarot card for 1 Hour. That boss cannot Move, Attack and use its Power. At the start of the Characters Activation step of the following Hour, remove any Survivor from the Boss Tarot cards and put into the game box.
Survivor Sacrifice
Each Character can sacrifice a Survivor cube from the Storage and put it into the game box to cancel an Attack for which he is the target. The Survivor saves himself in a heroic surge.
The Survivor is eliminated and put back into the game box.
Paranoia
Sometimes fear is so strong that it corners madness...
When a Paranoia cube is drawn from the Abyss it has to be assigned to a Character. The First Player has to choose a Character in the same Pit where the cube should have entered had it been an Infected. If there are no Characters in that Pit, the First Player can choose any other Character.
Put the cube on that Character's Stress Marker on the Terror Track. From now on that Character cannot get +1 Stress to take a second Action. You cannot have more than 1 Paranoia cube on your Stress Marker. If the Paranoia cube gets removed during the Night, put it in the Storage. At the end of the Night all the Paranoia cubes from the Storage and the Terror Track will go back in the Abyss. It's possible to remove Paranoia using the Night Ability of Medico della Peste or after the elimination of a Boss.
Dawn
The night is about to end, a last flash of hope lightens the mood.
The last hour of the Night is different and is called Dawn.
When you resolve the Dawn:
-
The Group decides in which Pit they are going to try to flee the Location: North, South, West and East.
You can choose a cardinal direction only if on the Venice Map there is an Alley from that Location in that direction. The Group will move in that direction on the first Day Hour (see p.17).
We are at Dawn: the Players have just one Assault Action available where they can choose Infected or Bosses as targets anywhere on the Tactical Map. The Group decides to flee from West, and move to Location 8 from Location 6.
- Each Character performs an Assault Action were they can choose as a target any Infected or Boss in that Pit.
- Any Boss or Infected that are still in that Pit make an Attack against a Character. The Group decides the targets one at a time.
- At this point:
- Put all the remaining Barricades back in the Storage;
- Remove all the Infected from the Tactical Map and the Pile of Corpses and put them back into the Abyss;
- Remove all Bosses from the Tactical Map and put them next to the corresponding Tarot Card in the Boss Area;
- Put in the Storage all Rescued Survivors and remove any other Survivor from the Tactical Map and put them into the game box;
- Put all the Paranoia cubes back into the Abyss;
- Remove the Characters and the Terrains;
- Move the Clock Marker to the Sunrise space;
- Move the Calender Marker on the next Ticket to its Day Position;
The first Movement of the new Day must be in the same direction chosen for the exit.
All Characters perform an Assault. Capitan Spaventa targets the Tenor and deals 2 Wounds. The Tenor has now Life 1 because he already got 2 Wounds. Colombina eliminates it dealing the last Wound. Arlecchino eliminates the Moloch, Brighella with the Chainsaw Item eliminates 1 Goliath and 1 Barghest while Medico della Peste eliminates the Vermin.
Now, the Group gets attacked by the remaining Infected and Bosses: a Goliath deals a +1 Stress attack and the Doge deals a +2 Stress attack. The Players decide how to divide the Stress between the Characters.
Finales
The Group has two ways to win: flee Venice or kill the Leviathan.
There are 3 ways to flee Venice: get picked up by an Airship at the San Michele Cemetery, navigate the foggy waters by Boat in the Lagoon infested with Infected or cross the long Freedom Bridge pursued by a horde of Infected.
To kill the Leviathan, you need instead to find the Holy Bomb (in Pantalone Item deck) and prime it above his rotting heart, which started to beat again just under the Church of San Pantaleone.
Finales are divided into three categories: Naval, Aerial, Land
Each Finale Sheet will indicate which type of Finale it is. Each Finale follows special rules.
See the Finale Sheets.
Battle Focus (Optional Rule)
During the Night, the Players may not suggest, comment or discuss the Actions of another Player before these have been performed. The only comments allowed are the following:
- Cover this Cave! (Indicating the position)
- Move to this Pit! (Indicating the position)
- Help!
If a Player does make any suggestions or comments (making noise, drawing unwanted attention...), draw 3 Infected from the Abyss and place them in a random Cave (use a Nightmare card).
However, Capitan Spaventa may talk to the Players controlling Characters to whom he gives an Order Token.
During the Day, the Players may freely discuss and decide on a strategy for the start of the Night.
Design Note
In cooperative games like CARNIVAL ZOMBIE, in which there are no time limits to perform a move or no hidden information, a Player, particularly skillful or expert, may tend to advise others which moves they should do for the good of the group. This could turn out annoying for the other Players who would become passive spectators in the solo game of their advising companion. For this reason, we have imagined this rule which, besides solving this problem, makes the game more immersive, thrilling and ultimately a lot more difficult.
Scenarios
Scenarios are a different way to play CARNIVAL ZOMBIE. If you want to play a Scenario, follow the Setup described in this rulebook without resolving "the Story so far..." step and apply the exceptions specified in the Scenario sheet.
Each Scenario offers a different game experience from another one and from the campaign game.
Plague in Venice
It's a tutorial scenario, the Characters are corpse removers during a plague epidemic that they need to stop.
No Rest No Peace
It's an adrenaline-fueled scenario in which the Characters have to flee the city in just one long night.
The Experiments of Doctor Gorini
It's a scenario designed for those players that love agility and sleight of hand, if they can survive long enough to test it.
Just a Matter of Time
It's a scalable scenario in which one Player only controls one Character. But within the Group lies a traitor. It's a scenario for expert Players!
Each scenario has special rules that are described on its sheet. The central icon shows when the scenario takes place and the rules affecting it.
Night only: the Scenario focuses just on rules affecting the Night.
Day & Night: the Scenario focuses on rules affecting both Day and Night.
Some scenarios ignore some of the rules presented in this rulebook: to make this easy to read each scenario sheet has icons on the upper part as a reminder of what's different and what is not used.
This means that an element is not used in the Scenario.
The following icons show that this element has special rules in the scenario: Terrains, Barricades, Survivors, Paranoia, Ability, Hours, Dawn, Pile of Corpses, Bosses, Foundering, Location's Special, Number of Players, Competitive, Additional Scoring.
Scoring
In case of victory, at the end of a game or a Scenario, you can rate your level of success by calculating your score.
Keep track of each game scoring and add them together to determine your Carnival Zombie Overall Score.
Points are gained and lost according to the following list if applicable:
- +5 for each Character not Incapacitated
- +3 for each Survivor rescued
- +20 game on Hard difficulty
- +2 for each Player (it's easier to play solo...)
- -1 for each Stress point gained
- -10 game on Easy difficulty
Playing Finales as Scenarios
It is possible to play any Finale as a scenario. To do this, you just need to follow the Scenario rules previously described, resolving "the Story so far..." and consider the icons on the Finale Sheet the same way as on a Scenario sheet.
Credits
ALBE PAVO: Achille Crosignani, Matteo Santus, Jocularis.
Game design: Matteo Santus.
Joint game design: Claudio "Jones" Padovani.
Artwork: Jocularis.
Editing & Graphic: Achille Crosignani.
Translation & Revision: Flavio Mortarino.
Development: Achille Crosignani, Jocularis, Matteo Santus.
Website: Thomas Busnè.
Playtesters: to all the first edition players that sent us feedback... We love you guys!
Thanks to: "Tana dei Goblin" of Lodi, Ross Wolf, Matteo Zampini.