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Eat Zem All

Eat Zem All Rulebook

Table of Contents

Table of Contents

  • Concept and Mechanics
    • 1 - Zombie Attack Phase
    • 2 - Human Retaliation Phase
  • Components
    • Board Legends
    • Structure of Human and Trait Tiles
    • Structure of Mutation Cards
  • Setup
  • How to Play
    • Goal of the Game
    • Principle
    • Turn Order
    • Phase 1: Zombie Attack
      • Resolving the Chosen Card
      • Structure of Zombie Cards
      • Card Resolution Example
      • Zombie Card Effects
      • Description of Zombie Actions
      • Zombie Card Resolution Example (House)
    • The Feast
      • Feast Example
  • End of the Game
  • Examples
    • Examples of Human Movement in the House
    • Examples of Human Movement in the Cemetery
    • Setup Example: The House (4 Hordes, pages 14-15)
    • Setup Example: The Cemetery (4 Hordes, pages 16-17)
  • Board Details
  • FAQ
    • Mutations
    • Human Abilities
  • Summary
    • Summary of a Turn
    • Summary of a Feast
    • Zombie Effects
    • Human Effects
    • Special Effects of Events
    • Your Game, Your Rules

Concept and Mechanics

You each embody a Zombie Horde. The generic term Horde is used to refer to the players.

Starting with the active Horde and continuing clockwise, each of you performs a Zombie Attack phase, then a Human Retaliation phase.

1 - Zombie Attack Phase

During its turn, the active Horde chooses a Zombie card from the board. This card gives all Hordes a main effect and grants a bonus effect to the active Horde.

2 - Human Retaliation Phase

The Humans are controlled by the Human card deck at the end of each active Horde's turn. They can, among other things, shoot at you or run... until you have eaten them all, or until they have managed to escape.

To win Eat Zem All, you must make the most Bites, finish off Humans and be the majority Horde at Feasts.

NOTE: be the first Horde to bite a human so that once dead, he or she joins you. This does not give you a victory point (VP), but gives you more Zombies and therefore more opportunities.

Components

  • 1 double-sided board (House / Cemetery)
  • 16 Event cards (8 cards for the House and 8 for the Cemetery)
  • 2 Human card decks (23 cards for the House and 19 for the Cemetery)
  • 5 basic Zombie cards
  • 23 Mutation cards: Instant Mutation (green) and Permanent Mutation (red)
  • 1 Human card dispenser for the active Horde (to assemble before the first game)
  • 1 Current Action token
  • 8 double-sided Human tiles
  • 8 double-sided Trait tiles
  • 8 Human pawns
  • 30 Defense cubes (House only)
  • 27 Tombstone tokens (Cemetery only)
  • 104 Bite tokens (12 to 14 per Human, including 1 white "Contamination" token)
  • In each Horde colour: 6 Zombie cards, 10 Zombie pawns, 1 double-sided player aid

You choose the board side: House or Cemetery. However, playing with the Cemetery is quicker and easier for understanding the mechanics. The House is an inverted "tower defense": the Humans stay there until death ensues. The Cemetery is a race by the Humans trying to escape. You do not lose if they manage it, but it earns you fewer VP.

Board Legends

House structure: Obstacles; room change symbols; cell number; Defenses; impassable wall; exit: door; exit: window. Room types: Entrance, Kitchen, Dining room, Bedroom, Bathroom, Living room. Eve's movement direction: white, black, or black/white arrows.

Cemetery structure: open tomb; closed tomb (with a token); intersection (cell with a statue); obstacles; common grave; Human escape cells; path.

Structure of Human and Trait Tiles

  • Starting cell in the House, and the side of the board concerned (House or Cemetery).
  • Name.
  • Colour: the colour determines an archetype. Promotional Humans allow you to replace the Humans in your stories.
  • Number of Bite tokens depending on the number of Hordes (2/3/4 Hordes).
  • Special ability.
  • Condition for obtaining the tile: majority at the Feast. VP value.
  • Human's Trait. Effect of the Trait, triggered when the Human dies. Condition for obtaining the tile: finish the Human off. VP value. Effect icon.

Structure of Mutation Cards

Name, power, and Permanent (infinity symbol) or Instant (green) indicator.

Setup

(Example setup for 4 Hordes on pages 14-15 for the House and 16-17 for the Cemetery.)

  1. PLACE THE BOARD on the side you want to play (HOUSE OR CEMETERY).

    • 1A. If you are playing with the HOUSE side, place 2 Defense cubes on each window and 3 Defense cubes on the front door.
    • 1B. If you are playing with the CEMETERY side, place 1 Tombstone token on each open tomb.
  2. TAKE THE HUMAN CARD DISPENSER.

    • 2A. TAKE THE HUMAN CARD DECK matching the chosen board side (House or Cemetery). You will not use the other deck during this game; leave it in the box.

    • 2B. SELECT EVENT CARDS. Draw 2 cards at random or choose them according to the desired difficulty level:

      • EASY: 2 Zombie Events.
      • HARD: 1 Zombie Event + 1 Human Event.
      • EXPERT: 2 Human Events.

      Shuffle the 6 remaining cards and set them aside, face down. Shuffle the 2 chosen Event cards with the Human cards and place the whole deck, face down, in the dispenser.

  3. PLACE THE 8 HUMAN TILES closest to the board, on their side corresponding to the board side (House or Cemetery). Each tile tells you the number of Bite tokens to place depending on the number of Hordes (2/3/4 Hordes). One of these tokens must be the CONTAMINATION token (white background).

  4. ADD A RANDOM TRAIT TILE TO EACH HUMAN.

  5. PLACE THE HUMAN PAWNS ON THE BOARD:

    • HOUSE: place each pawn on its starting cell in the house, shown at the top left of their tile.
    • CEMETERY: place 4 pawns at random on each of the 2 starting cells.

How to Play

Goal of the Game

To win a game of EAT ZEM ALL, you must BITE HUMANS, FINISH THEM OFF AND TRY TO BE THE MAJORITY AT FEASTS.

Principle

Each turn, the active Horde chooses a Zombie card that applies to all Hordes and gives itself a Bonus. Once all Hordes have acted, the surviving Humans retaliate using a deck of cards that simulates their actions and resistance.

Even though you share the same objective, to bite and eliminate as many Humans as possible to become the dominant Horde, THIS GAME IS NOT COOPERATIVE.

Turn Order

YOU PLAY CLOCKWISE starting with THE ACTIVE HORDE. Perform the following two phases:

  • PHASE 1: ZOMBIE ATTACK (see below)
  • PHASE 2: HUMAN RETALIATION (see below)

Then, the Horde to the left of the active Horde becomes the new active Horde.

THE GAME ENDS WHEN THE LAST HUMAN IS DEAD or has left the board, after everyone has resolved their effect(s).

Phase 1: Zombie Attack

CHOOSE 1 AVAILABLE ZOMBIE CARD on the track and place it on the active card pile.

Resolving the Chosen Card

The active Horde APPLIES BOTH THE MAIN EFFECTS AND THE BONUS EFFECTS in order, from left to right and from top to bottom. Optionally use the Current Action marker to help you follow the order of resolution of the effects (very useful when a Feast is triggered). Then, clockwise, each other Horde APPLIES ONLY THE MAIN EFFECTS.

During the game, the Zombie cards of the Hordes will be added to the track of available cards. IF YOU CHOOSE A ZOMBIE CARD OF ANOTHER HORDE'S COLOUR, that Horde also applies the bonus effects on its turn.

Helping someone by choosing their card can allow you to thwart another person's plans!

Structure of Zombie Cards

Basic card or a Horde's card; main effects; bonus effects; order of resolution of the effects; Horde colour.

Card Resolution Example

Tifany chooses a Zombie card of Loïc's yellow Horde from the Zombie card track.

SHE FIRST APPLIES THE MAIN EFFECT and activates 3 of her Zombies, performing 2 actions with the first (1), then 3 actions with each of the 2 others (2 and 3). THEN, SHE APPLIES THE BONUS EFFECT and frightens 1 Human (4).

Then, clockwise, the other Hordes apply the main effects (1, 2 and 3). In his turn, Loïc also applies the bonus effect (4), since the chosen card is his colour.

NOTE: If you must apply an effect that activates Zombies but have no more Zombies to activate, ADD 1 OF YOUR ZOMBIES.

If you must add a Zombie but have none left in your reserve, you may TAKE BACK ONE OF YOUR ZOMBIES FROM THE BOARD to do so.

WHEN ONE OF YOUR ZOMBIES BENEFITS FROM SEVERAL ACTIONS, you may perform identical or different actions, in any order you like, observing the following:

  • YOU ARE NOT OBLIGED TO RESOLVE all the actions of your Zombies;
  • you must FINISH ALL THE ACTIONS of one Zombie before activating another;
  • each Zombie can be ACTIVATED ONLY ONCE per card;
  • YOU CANNOT ACTIVATE Zombies that have just been added by the Active card;
  • the BITE A HUMAN action is the only one that can be performed ONLY ONCE PER ACTIVATION.

NOTE: If there are no more cards on the track when it is time to choose one, place 5 new cards from the Zombie draw pile. Then, EACH HORDE DRAWS 2 MUTATION CARDS, KEEPS ONE AND PLACES IT FACE UP IN FRONT OF IT, AND DISCARDS THE OTHER.

IF THE ZOMBIE CARD DRAW PILE IS EMPTY, shuffle the active card pile and form a new face-down draw pile.

IF THE MUTATION CARD DRAW PILE IS EMPTY, shuffle the discard pile and form a new face-down draw pile.

When all Hordes have applied their effects, GO TO THE HUMAN RETALIATION PHASE.

Zombie Card Effects

  • ADD 1 ZOMBIE (House): onto a cell of a room where there is no Human, or outside. (Cemetery): onto a tomb cell (closed by a Tombstone token or open).
  • ADD 1 ZOMBIE (second icon) (House): outside. (Cemetery): onto a tomb cell (closed by a Tombstone token) or into the Common Grave.
  • ADD 1 OF YOUR ZOMBIE CARDS: draw 2 from your reserve, choose 1 to place on the board's Zombie draw pile and put the other under your reserve.
  • MUTATE (maximum 2 cards in front of you): draw 2 Mutation cards, choose 1 and discard the other. If you already have 2 in front of you, you may discard 1 to take a new one.
  • PANIC: lay down a Human pawn of your choice. It is frightened. It will stand up with the next card that activates it instead of performing its effects.
  • 1 ZOMBIE BENEFITS FROM 1/2/3/4 ACTIONS.
  • 2 ZOMBIES BENEFIT FROM 1/2/3 ACTIONS EACH.
  • 3 ZOMBIES BENEFIT FROM 1/2 ACTIONS EACH.
  • ALL YOUR ZOMBIES BENEFIT FROM 1 ACTION EACH.

Description of Zombie Actions

You may spend one of a Zombie's actions to:

  • MOVE IT TO 1 ADJACENT CELL where there is no Human and no 4 occupants. If the Zombie crosses an OBSTACLE, it falls and becomes a Crawling Zombie. Crawling Zombies cannot cross obstacles and do not block Human movement.
    • Note (Cemetery): the Common Grave is one single large cell. It has no occupant limit. When a Zombie (or a Human) leaves this cell, it can go to the cell of its choice among the 8 surrounding it.
  • STAND IT UP, if it is a Crawling Zombie;
  • REMOVE 1 ADJACENT DEFENSE CUBE (House board only);
  • BITE 1 ADJACENT HUMAN (MAX. 1/ZOMBIE). When you bite a Human, take one of its Bite tokens. Yes! Crawling Zombies can also bite Humans, except through an obstacle.
    • If you are the first Horde to bite a Human, take its Contamination token. It indicates that when it dies, this Human will turn into a Zombie of your Horde.

IF YOU TAKE THE LAST BITE TOKEN OF THE HUMAN, you finish it off but lose any remaining actions of your Zombie (it is too busy eating). Immediately resolve a Feast (see The Feast below).

Zombie Card Resolution Example (House)

Loïc is the yellow Horde. He chooses this Zombie card.

  • His first Zombie benefits from 2 actions. He uses them to remove 2 Defense cubes.
  • Then, 2 of his Zombies benefit from 3 actions each. Loïc uses 1 action to move his first Zombie into the house, but it falls because of the obstacle. Then, he uses 1 action to bite Eve (taking one of her tokens) and 1 other to stand his Zombie up.
  • With his third Zombie, Loïc uses 1 action to remove the last Defense cube on the door, then 1 action to enter the house and 1 other to bite Harry and take one of his tokens.
  • Then, as the active Horde, Loïc applies the bonus effect. He frightens Adèle (because he is convinced she may be dangerous).

The Feast

As in zombie films, when a human falls, all the zombies nearby jump on them. In EAT ZEM ALL, this moment is called THE FEAST.

You only have one brain for a whole Horde... Sending a Zombie to bite Humans first is risky; it could cause its loss. However, it is a way to enlarge your Horde since these Humans turn into Zombies of your colour when they die. Think about it! The outcome of a Feast can be greatly affected by the number of Zombies of each Horde taking part in it. Do not neglect it!

Each Human starts with a quantity of available Bite tokens. WHEN THE LAST ONE IS TAKEN BY A HORDE, THE HUMAN DIES. Several things then happen:

  1. Place the Current Action token on the effect of the Zombie card that has just been resolved. THE TURN IS INTERRUPTED AND THE ACTIVE ZOMBIE loses any actions it had left (it takes part in the Feast but does not have the concentration to do anything else).
  2. FATAL BLOW: the Horde that finished off the Human takes its Trait tile and applies its effect. IT WILL GAIN THE VP INDICATED ON IT at the end of the game.
  3. FEAST: check which Horde takes the dead Human's tile. To do so, total your Bite tokens (reminder: the Contamination token is a Bite token) and your Zombies located on the same cell or on adjacent cells. Even Crawling Zombies take part, unless they are behind an obstacle. THE TOTAL OF BITES AND ZOMBIES taking part in the Feast determines which Horde obtains the majority and TAKES THE HUMAN'S TILE. That Horde gains the VP indicated at the top right of the tile at the end of the game. IN CASE OF A TIE, the tied Horde with the most Zombies in the Feast takes the Human's tile. If the tie persists, nobody takes it.
  4. TRANSFORMATION: did you know that a bitten human turns into a zombie when it dies? The Humans of EAT ZEM ALL do not escape this rule. When a Human dies, THE FIRST HORDE TO HAVE BITTEN IT (the one that holds its Contamination token) replaces its pawn with one of its Zombies, which it lays down. NOTE: This new Zombie cannot be activated during the turn in which it is placed (the transformation is not immediate).
  5. CONTINUATION OF THE TURN: the Horde that triggered the Feast resumes the effects of the Zombie card if any remain (after the Current Action token), then the turn continues normally.

Feast Example

Harry dies. (1) Tifany, who has just finished him off, interrupts her turn and (2) takes the "Adorable" Trait (which will give her 1 VP at the end of the game). She applies its effects: discard 3 Human cards and add 1 Zombie. (3) Feast: majority check:

  • Loïc has a total of 5 (4 Bites + 1 Zombie; the police Zombie in the kitchen is not adjacent to Harry);
  • Simon has a total of 5 (3 Bites + 2 Zombies);
  • Tifany has a total of 3 (2 Bites + 1 Zombie).

Loïc and Simon are tied, but Simon has more Zombies taking part in the Feast. Simon therefore takes Harry's tile.

(4) Finally, Loïc bit Harry first, as the Contamination token indicates. He replaces Harry's pawn with one of his Zombie pawns, which he lays down on the cell.

Phase 2: Human Retaliation

The active Horde takes the Human card dispenser and DRAWS 3 HUMAN CARDS. It reveals them in the order drawn, one after the other, and applies all the effects of each before moving on to the next.

IF THE HUMAN DECK IS EMPTY, add 2 new Event cards from those set aside at the start of the game. Shuffle them with the Human deck discard pile to form a new deck, which you place in the dispenser.

WHEN YOU DRAW AN EVENT, resolve it, then discard it normally. If it is a ZOMBIE EVENT, all Hordes apply its effect in turn order; if it is a HUMAN EVENT, all Humans still alive and not frightened apply the effect, then the frightened Humans stand up.

The effects of the Human cards represent realistic reactions to a threat, even if they sometimes seem irrational. It is natural for a Human to shoot into the void because of the stress of a Zombie invasion, to run into the middle of a horde to try to escape or to save a family member or friend...

Effects must be applied in order, from left to right and from top to bottom. If an effect cannot be applied at the moment, you cannot play it later, even if the next effect makes it possible.

Structure of Human Cards

Human card effects are resolved in order. A special ability reminder indicates a secondary effect when the main effect is not possible.

Actions of Dead Humans

IF YOU DRAW THE CARD OF A HUMAN WHO IS NO LONGER IN PLAY (DEAD OR ESCAPED), banish that card (set it aside and do not shuffle it back in with the discard pile when the deck is empty).

The active Horde then chooses ONE (STANDING) HUMAN WHO WOUNDS A ZOMBIE or ONE FRIGHTENED HUMAN TO STAND UP.

EVENT EFFECT: DRAW AN ADDITIONAL CARD from the dispenser and add it to the Human cards you must resolve. Play it last.

SOME HUMANS HAVE SPECIAL ABILITIES. MAKE SURE YOU KNOW AND UNDERSTAND THEM BEFORE STARTING THE GAME. FOR EXAMPLE:

  • IN THE HOUSE, EVE HAS A PARTICULAR WAY OF MOVING. WHEN SHE REACHES AN INTERSECTION, FOLLOW HER DIRECTION ARROWS (example 3 on page 12 and Eve's tracks on page 18).
  • IN THE HOUSE, KATE BARRICADES IF THERE IS NO ZOMBIE.
  • OMAR IS NEVER BLOCKED BY STANDING ZOMBIES (ex. 2 on page 13).

After resolving the Human cards of your turn, PASS THE HUMAN CARD DISPENSER TO THE HORDE ON YOUR LEFT. It will be the active Horde for the next turn.

Human Card Effects

HUMAN MOVEMENT:

  • Unless they have a special ability, Humans cannot move ONTO CELLS OCCUPIED BY STANDING ZOMBIES, but they can move onto a cell containing Crawling Zombies.
  • They cannot move ONTO A CELL ALREADY CONTAINING 4 OCCUPANTS (Zombies and/or Humans).
  • They ARE BLOCKED NEITHER BY OBSTACLES NOR BY DEFENSE CUBES; they always manage to make their way through. They do not fall when passing them either, since they are able to jump over.

MOVE (+/-N, House): MOVE THE HUMAN TO ANOTHER CELL IN THE SAME ROOM. Add or subtract the indicated number to the number of the cell the Human is in and move the Human to the cell matching the result. NUMBERS LOOP: if the sum must go below 1 or exceed the room's highest number, continue as if the numbers followed each other (e.g. 3-4-5-1-2-3...). (See example 1A on page 12.)

MOVE ALONG THE PATH (Cemetery): MOVE THE HUMAN AND ALL OTHER HUMANS on the same cell (except frightened ones) TO AN ADJACENT CELL following the path.

  • If they are at an INTERSECTION, split them into two equal groups (if there is an odd number, the extra Human moves with the activated Human) and continue the movement only with the activated Human's group (see example 1 Intersection and attack priority on page 13). The second group will go in the other direction on its next movement.

CHANGE ROOM (House): MOVE THE HUMAN TO A NEW ROOM. If the Human is on a cell that has another room's symbol under its number, it moves to the cell of the corresponding room bearing the same number as its current cell (see example 2 Moving a Human to a new room on page 12).

HUMAN ATTACKS:

  • Unless otherwise indicated, to be killed or wounded, a Zombie must be IN THE SAME ROOM (House) OR ON AN ADJACENT CELL (House/Cemetery) and not behind a wall (House).
  • KILL A CRAWLING ZOMBIE: if there is none, wound a Standing Zombie (lay down its pawn); it then becomes a Crawling Zombie. Ignore this attack if there are no Zombies.
  • KILL A STANDING ZOMBIE: if there is none, kill a Crawling Zombie. Ignore this attack if there are no Zombies.
  • When several options are possible during a Human attack, the active Horde chooses the target.
  • WARNING: you cannot use a "kill a Crawling Zombie" attack on a Crawling Zombie if you could kill a Standing Zombie, even if it belongs to you. Of course, if you have the choice between 2 Standing Zombies, you may choose whichever you want.
  • (Cemetery, kill-Standing-Zombie attack): target in priority the Standing Zombies that block the Humans' advance.

REMINDER: A CRAWLING ZOMBIE IS A ZOMBIE WHOSE PAWN IS LAID DOWN BECAUSE IT CROSSED AN OBSTACLE, WAS WOUNDED, OR IS A HUMAN WHO JUST DIED.

End of the Game

The game ends WHEN THE LAST HUMAN IS FINISHED OFF or HAS FLED.

  • IN THE HOUSE, Eve escapes if she reaches the Car cell. Gabriel escapes if he is adjacent to an exit and no Standing Zombie blocks his way. The other Humans fight to the death.
  • IN THE CEMETERY, each Human who reaches one of the two Car cells is out of danger.

At the end of the game, each Horde totals the following:

  • +1 VP for each Bite token,
    • the FEAST VP indicated on the Human tiles collected,
    • the FATAL BLOW VP indicated on the Trait tiles collected.

IN CASE OF A TIE, the Horde with the most Zombies on the board wins. If the tie persists, the two Hordes merge and win the game together.

Examples

Examples of Human Movement in the House

Legend: Large circle: Standing Zombie. Small circle: Crawling Zombie.

1A - Moving a Human within the same room. Adèle's card shows: kill a Standing Zombie, move +2, kill a Crawling Zombie. Adèle first kills the Standing Zombie behind the window. Then she moves +2. She is on cell 4 and therefore moves to cell 1 (4 + 2: 4 -> 5 -> 1). Finally, she kills the Crawling Zombie in the kitchen.

1B - Moving a Human within the same room. Simon has the choice between 2 Zombies: his green one adjacent to Adèle and the yellow one in the same room. The green one being his own, he prefers that Adèle kills the yellow one first. Then he resolves the move +2 action. Adèle is on cell 2 and therefore moves to cell 4 (2 + 2: 2 -> 3 -> 4). The green Zombie is no longer adjacent to Adèle and there is no Zombie in her room. Her last action has no effect.

2 - Moving a Human to a new room. Harry must move to a new room. He is on a cell 1 of the bathroom, which is connected to the entrance. He therefore moves to cell 1 of the entrance.

3 - Moving Eve. Eve only moves by following the black or white arrows according to her card. In this example, she advances by following the black arrow twice. (Arrows that are both black and white are both black and white.)

Examples of Human Movement in the Cemetery

1 - Intersection and attack priority. Eve must apply her effects one after the other, in order: move, attack, move, attack, move.

  • She moves to the adjacent cell with all the Humans on her current cell.
  • Then she attacks, but there is no Zombie within her reach. This action has no effect.
  • She then advances from an intersection. The active Horde chooses to move Eve and Adèle to the next cell, leaving Kate at the intersection.
  • Next, she attacks: there is 1 Standing Zombie and 2 Crawling Zombies on adjacent cells. Since Simon is the active Horde (the green Zombie), it is up to him to decide who to kill. He opts for the yellow Zombie.
  • Then Eve finishes her move on her cell, leaving Adèle at the intersection.
  • When they next move, Adèle will have to go left and Kate down. Orient their pawns in that direction to remind you.

2 - Special movement: Omar. Omar must advance. He would normally be blocked by the Standing Zombie, but his ability (on his Human tile) says he is never blocked by Zombies. He therefore advances onto their cell, but without the other Humans accompanying him. He then kills the 2 Zombies on his cell and continues his last move alone.

3 - Movement: occupancy limit. Kate must advance with her group but there is already a Crawling Zombie on her arrival cell. Even if it does not block their movement because it is crawling, the occupancy limit of 4 Humans/Zombies maximum per cell must be respected. Tifany chooses Omar and Eve to advance with Kate and leaves Adèle behind.

Setup Example: The House (4 Hordes, pages 14-15)

The example shows the House board with the 8 Human tiles (with their Trait tiles) above it, each Human on its starting cell, the Zombie card track with the 5 basic Zombie cards, the Zombie draw pile and active card pile, and each of the 4 Hordes with its Zombie cards, player aid and 10 Zombie pawns (the active Horde also holds the Human card dispenser).

  • SETUP: ADD 2 EVENTS to the Human deck. EASY: 2 Zombie Events. HARD: 1 Zombie Event + 1 Human Event. EXPERT: 2 Human Events.
  • SETUP: EACH HORDE draws 2 Mutation cards, keeps 1 face up and discards the other.
  • SETUP FOR A 4-HORDE GAME: starting with the last Horde in the reverse direction of a clock's hands, ADD 1 STANDING ZOMBIE ON AN EMPTY OUTSIDE CELL until each Horde has 3 Zombies in play. With 3 Hordes, place 4 Zombies (one at a time). With 2 Hordes, place 5 Zombies (one at a time).
  • Zombies can never enter or appear on the marked cell (the corner cell next to the car, Eve's escape cell).
  • ZOMBIE CARD TRACK: only add cards when the track is empty. Each time this happens, each Horde draws 2 Mutation cards, keeps 1 face up and discards the other. WARNING! YOU ARE LIMITED TO 2 MUTATIONS PER HORDE.

Special board rules (House)

  • ZOMBIES (p.8) - DEFENSE: only affects Zombies. Zombies are blocked by Defenses. They cannot attack across them. They can remove 1 Defense for 1 action.
  • ADD 1 ZOMBIE in a room where there is no Human OR outside.
  • ADD 1 ZOMBIE outside.
  • HUMANS (p.11) - DEFENSE: Humans can attack or pass through Defenses. ESCAPE: Eve and Gabriel can escape (see special ability on their tile). ATTACK: Humans attack adjacent Zombies or those in the same room. MOVEMENT: in the same room / change room.

Setup Example: The Cemetery (4 Hordes, pages 16-17)

The example shows the Cemetery board with Human pawns placed 4 per starting cell, the Human tiles above, and the same Horde and Zombie card layout as for the House.

  • SETUP: EACH HORDE PLACES 2 STANDING ZOMBIES IN THE COMMON GRAVE. Then, for a 4-HORDE GAME, starting with the last Horde in the reverse direction of a clock's hands: ADD 1 STANDING ZOMBIE ON A CLOSED TOMB CELL (removing its Tombstone token). With 3 Hordes, add 2 Standing Zombies (one at a time) for a total of 4 Zombies per Horde. With 2 Hordes, add 3 Standing Zombies (one at a time) for a total of 5 Zombies per Horde.
  • ZOMBIE CARD TRACK: only add cards when the track is empty. Each time this happens, each Horde draws 2 Mutation cards, keeps 1 face up and discards the other. WARNING! YOU ARE LIMITED TO 2 MUTATIONS PER HORDE.

Special board rules (Cemetery)

  • ZOMBIES (p.8) - ADD 1 ZOMBIE in the Common Grave or in a closed tomb (remove the Tombstone token).
  • ADD 1 ZOMBIE in an open or closed tomb (if the tomb is closed, remove the Tombstone token).
  • HUMANS (p.11) - ATTACK: Humans only attack ADJACENT ZOMBIES. MOVEMENT: Humans move following the paths. When a Human moves, move ALL THE HUMANS on its cell with it. INTERSECTION: when a group of Humans must advance and is on an intersection, split it into 2 equal groups. ONLY ADVANCE THE ACTIVE HUMAN'S GROUP in the chosen direction. The other group will take the other path when one of the Humans composing it is activated.

Board Details

Human paths in the Cemetery: the board shows the paths Humans follow from the 2 starting cells to the Car cells on the left, with the intersections marked by orange arrows.

Eve's movement (House): Eve follows black or white arrows (as shown on her card): black arrow, white arrow, or arrows that are black or white (either). The arrows on the House board lead from the rooms toward the Car cell at the top left.

FAQ

If a card contradicts what is stated in the rules, follow the card's instructions.

  • EVERY TIME A CHOICE MUST BE MADE, the active Horde decides.
  • WHICH BOARD SIDE SHOULD YOU CHOOSE? If you are used to board games, you can start directly with the House. If you already know this game but want to play with people who do not, opt for the Cemetery so they can start quickly while learning the mechanics more easily. However, some people prefer the House while others are more comfortable with the Cemetery; so it is better to form your own opinion.
  • WHAT HAPPENS IF A HUMAN'S EFFECT CANNOT BE RESOLVED? Nothing, unless the special ability on its Human tile handles this situation.
  • AS THE ACTIVE HORDE, CAN I CHOOSE WHICH ZOMBIE TO KILL? Humans always use the best way to kill Zombies (even more so if the Zombies block their way). However, if despite the priority order there are several options, it is up to you to decide.
  • IN THE CEMETERY, IF A STANDING ZOMBIE BLOCKS THE PATH BUT A CRAWLING ZOMBIE IS BEHIND THE HUMAN, WHICH ZOMBIE MUST BE TARGETED WITH THE ATTACK? The Crawling Zombie. Humans always optimize their attacks to kill Zombies.
  • I FINISHED OFF A HUMAN WHO TURNED INTO A ZOMBIE OF MY COLOUR. CAN I ACTIVATE THIS ZOMBIE DURING THE SAME TURN? Not with an effect of the card currently being resolved; it takes time to transform. However, if you draw a Zombie Event during the Human phase, then yes.
  • CAN A HUMAN ATTACK THROUGH A DEFENSE? Yes, every Defense has holes and Zombies are easy to trap.
  • CAN A ZOMBIE ATTACK THROUGH A DEFENSE? No, it simply does not understand why it is blocked and must first destroy the Defense.
  • CAN A HUMAN PASS THROUGH A DEFENSE OR GO TO A NEW ROOM IF THERE IS A DEFENSE CUBE ON THE DOOR SEPARATING THEM FROM IT? Yes, they are able to open doors and windows.
  • WHY CAN'T A CRAWLING ZOMBIE TAKE PART IN A FEAST (OR BITE) THROUGH AN OBSTACLE? Because obstacles are taller than a Crawling Zombie. However, Humans can attack them, because they can lean over an obstacle to kill a Zombie.
  • I CAN ADD A ZOMBIE, BUT I HAVE NONE LEFT IN MY RESERVE... In that case, you may take one of your Zombies from the board and add it onto another cell. This is not mandatory but may allow you to bring back a stray Zombie.
  • WHAT HAPPENS IF ALL THE ROOMS IN THE HOUSE ARE OCCUPIED BY HUMANS? Nothing special; you must add your Zombies outside the house.

Mutations

Important information about Mutations:

  • you cannot have MORE THAN 2 MUTATION CARDS at the same time. If you gain 1 while you already have 2, you must discard 1 of your choice among the 3;
  • Mutations are always PLACED FACE UP in front of you;
  • PERMANENT Mutations stay in play until you discard them. INSTANT Mutations are discarded after use;
  • you can gain Mutations in 2 ways:
    • when a HORDE TAKES ONE OF YOUR CARDS WITH A Mutation EFFECT,
    • when you renew the board's Zombie card track, each Horde DRAWS 2 MUTATIONS, KEEPS 1 WHICH IT PLACES FACE UP IN FRONT OF IT AND DISCARDS THE OTHER.

Human Abilities

  • HARRY'S SPECIAL ABILITY (House) SAYS TO PLACE HIM WITH THE NEAREST HUMAN IF HE CANNOT MOVE. DOES THIS ABILITY ALLOW THE USUAL LIMIT OF 4 OCCUPANTS PER CELL TO BE IGNORED? No, this limit must always be respected. Try to find the nearest Human with whom this can work. If no Human allows it, Harry stays where he is.
  • GABRIEL'S SPECIAL ABILITY SAYS "NOTHING HAPPENS". WHAT DOES THAT MEAN EXACTLY? It means that this card has no effect until at least 1 Human has died.
  • GABRIEL'S SPECIAL ABILITY SAYS HE REPEATS HIS EFFECTS AS MANY TIMES AS THERE ARE DEAD HUMANS. HOW DO YOU PROCEED? Repeat the sequence KILL > MOVE as many times as there are dead Humans.
  • ODILE'S SPECIAL ABILITY SAYS SHE MUST LEAVE HER PATH IF SHE CANNOT MOVE. DOES SHE SIMPLY TAKE THE SHORTEST ROUTE TO THE CAR, AS LONG AS SHE ONLY MOVES IN ORTHOGONAL DIRECTIONS? Yes, but if she is surrounded by Standing Zombies, she does not move.
  • ADÈLE'S SPECIAL ABILITY SAYS TO ADD A BITE TOKEN TO EACH HUMAN ON HER CELL. CAN A HUMAN HAVE MORE TOKENS THAN AT THE START? Yes. If a Human has not yet been bitten, it still gains a Bite token to represent a boost of energy given by the grandmother's motivation (within the limit of available tokens).
  • EVE'S SPECIAL ABILITY SAYS SHE "ATTACKS IN PRIORITY THE ZOMBIES BLOCKING HER PATH". DOES THIS MEAN SHE WILL PRIORITIZE CRAWLING ZOMBIES ON HER PATH BEFORE OTHER ZOMBIES? Crawling Zombies do not block Humans. She will kill any Standing Zombie on her path before attacking any other Standing Zombie.
  • KATE'S SPECIAL ABILITY SAYS SHE ADDS A DEFENSE IF SHE CANNOT WOUND A ZOMBIE. IS THAT ONLY ON THE WINDOWS AND THE OUTER DOOR? No, it is on all windows and doors, including interior ones. You must not exceed 3 Defense cubes on the front door and 2 on the windows and interior doors (but you can of course place more if you find Kate is not strong enough). If there are no more cubes, it means there is no more wood. She does not place any Defense until cubes are available again.
    • IF KATE ADDS DEFENSE CUBES, THERE CAN BE A MAXIMUM OF 3 ON THE FRONT DOOR, AND 2 MAXIMUM ON THE WINDOWS AND INTERIOR DOORS.
    • INTERIOR DOORS BLOCK ZOMBIES IF DEFENSE CUBES ARE ON THEM.

Summary

Summary of a Turn

YOU PLAY CLOCKWISE. On your turn, you are the active Horde and you must perform 2 phases.

PHASE 1: ZOMBIE ATTACK

  • CHOOSE A ZOMBIE CARD from the track: apply the main effect and the bonus effect. In turn order, the other Hordes apply only the main effect. If you choose another Horde's card, that Horde also applies the bonus effect on its turn.
  • IF THERE ARE NO MORE CARDS ON THE TRACK: add new Zombie cards from the draw pile, face up. Each Horde then draws 2 Mutations, keeps 1 of its choice which it places in front of it and discards the other.

PHASE 2: HUMAN RETALIATION

  • DRAW 3 HUMAN CARDS: resolve them in order.
  • IF YOU DRAW THE CARD OF A DEAD HUMAN: banish that card. Then choose 1 Human who wounds 1 Zombie or stand up 1 frightened Human.
  • IF YOU MUST DRAW 1 HUMAN CARD AND THE DECK IS EMPTY: shuffle 2 new Event cards into the discard pile to form a new deck, then continue drawing.

THE GAME ENDS WHEN THE LAST HUMAN IS DEAD or has left the board.

Summary of a Feast

A HORDE FINISHES OFF A HUMAN WHEN IT TAKES ITS LAST BITE TOKEN. Resolve the steps in order:

  1. The turn is interrupted. PLACE THE CURRENT ACTION TOKEN on the Zombie card. THE ACTIVE ZOMBIE loses the actions it had left.
  2. FATAL BLOW: the Horde that finished off the Human takes its Trait tile and applies the effect.
  3. FEAST: THE TOTAL OF BITES AND adjacent ZOMBIES taking part in the Feast determines which Horde obtains the majority and TAKES THE HUMAN'S TILE. IN CASE OF A TIE, the tied Horde with the most Zombies in the Feast takes the Human's tile. If the tie persists, nobody takes it.
  4. TRANSFORMATION: when a Human dies, THE FIRST HORDE TO HAVE BITTEN IT (the one that holds its Contamination token) replaces the Human pawn with one of its Zombies, which it lays down.
  5. CONTINUATION OF THE TURN: the Horde that killed it resumes the effects of the Zombie card from the Current Action token, then the turn continues normally.

Zombie Effects

  • Player-aid wording for MUTATION (as printed on the setup-example pages): take as many cards as there are players +1 and choose 1. The others, in turn order, will choose from the remaining cards when they resolve this effect. Discard the last card.
  • PANIC: lay down a Human pawn of your choice. It is frightened. It will stand up with the next card that activates it instead of performing its effects.
  • ADD 1 ZOMBIE: (House) in a room without a Human or outside / (Cemetery) in a closed Tomb (with a Tombstone token) or open one.
  • ADD 1 ZOMBIE: (House) outside / (Cemetery) in a closed Tomb (with a Tombstone token) or in the Common Grave.
  • DRAW 2 ZOMBIE CARDS from your own deck, choose 1 and add it to the board's Zombie draw pile. Put the other under your deck.
  • MUTATION (MAX. 2): draw 2 Mutations, keep 1 that you place in front of you (up to a limit of 2 Mutations) and discard the other.
  • 1 ZOMBIE HAS 1 ACTION. / 2 ZOMBIES HAVE 2 ACTIONS EACH. / 3 ZOMBIES HAVE 1 ACTION EACH. / ALL YOUR ZOMBIES HAVE 1 ACTION EACH.

Actions:

  • MOVE 1 ZOMBIE to 1 adjacent cell that has no Human or 4 occupants. It falls if it passes an obstacle. Crawling Zombies cannot cross an obstacle.
  • STAND UP 1 CRAWLING ZOMBIE.
  • BITE (MAX. 1/ZOMBIE) 1 ADJACENT HUMAN. A Crawling Zombie cannot bite a Human through an obstacle.
  • DESTROY 1 adjacent DEFENSE (House).

Human Effects

  • KILL A CRAWLING ZOMBIE. If there are none, wound a Standing Zombie.
  • KILL A STANDING ZOMBIE. If there are none, kill a Crawling Zombie.

Cemetery-specific effects:

  • Humans can only attack Zombies ON THEIR CELL OR ON AN ADJACENT CELL. (Kill-Standing-Zombie attack): target in priority the Standing Zombies blocking their path.
  • MOVE THE HUMAN WITH ALL THE HUMANS ON ITS CELL (except frightened ones) to an adjacent cell following the path.
  • Unless there is a special effect, Humans CANNOT MOVE onto a cell occupied by Standing Zombies or already containing 4 occupants.
  • IF THEY REACH AN INTERSECTION, split them into groups (equal if possible) and continue the movement only with the group containing the activated Human.

House-specific effects:

  • Humans can only attack Zombies IN THEIR ROOM, ON THEIR CELL OR ON AN ADJACENT CELL (if there is no wall).
  • MOVE THE HUMAN TO ANOTHER CELL IN THE SAME ROOM. Add or subtract the indicated number to that of its current cell and move it to the corresponding cell.
  • If the HUMAN IS ON A CELL WITH A CONNECTION SYMBOL, move it to the cell with the same number in the corresponding room.
  • Unless there is a special effect, Humans CANNOT MOVE onto a cell occupied by Standing Zombies or already containing 4 occupants.

Special Effects of Events

Zombie Events:

  • SURPRISE ATTACK: in turn order, each Horde may bite 1 Human who is adjacent to one of its Zombies. If a Human dies in the process, resolve a Feast as usual.
  • In turn order, each Horde activates 1 ZOMBIE WITH 1 OR 2 ACTIONS.
  • In turn order, each Horde adds 1 ZOMBIE.

Human Events:

  • DRAW 1 ADDITIONAL HUMAN CARD (draw only one card, regardless of the number of surviving Humans or of Hordes in play).
  • EACH SURVIVING, NON-FRIGHTENED HUMAN kills a Crawling Zombie. If there are none, it wounds a Standing Zombie (a Zombie can be wounded this way, then killed by another Human during the same turn). Frightened Humans stand up.
  • EACH SURVIVING, NON-FRIGHTENED HUMAN kills a Standing Zombie. If there are none, it kills a Crawling Zombie. Frightened Humans stand up.

Your Game, Your Rules

This game belongs to you. Even though we designed it as a fun and quick game, here are some ideas for playing longer and more realistic games.

  • EVENT CARDS: start with 4 Events favouring the Humans, then replace them 2 by 2 with Zombie Events when you shuffle the Human deck.
  • SETUP (House): except for Eve and Gabriel, you can place the Humans wherever you want on the board.

The Event cards can have more or less impact depending on your choices. Do not hesitate to share your best games with us.

  • Phase 2: Human Retaliation
    • Structure of Human Cards
    • Actions of Dead Humans
    • Human Card Effects
  • EACH CHOOSE A COLOUR and take the corresponding ZOMBIE CARDS, ZOMBIE PAWNS and PLAYER AID. Shuffle your Zombie cards to form a reserve that you place face down in front of you. Keep your Zombie pawns within reach.

  • SHUFFLE THE MUTATION CARDS and place them face down next to the board. EACH DRAW 2 MUTATION CARDS AND KEEP 1. Place the chosen card face up in front of you and discard the other. Announce your power to the other Hordes.

  • PLACE THE 5 BASIC ZOMBIE CARDS (ORANGE BONUS) face up on the board's Zombie Attack track.

  • Determine THE FIRST HORDE: the player who looks the least alive (otherwise, whoever has most recently watched a zombie film). He or she takes the Human card dispenser and the Current Action token (the latter can be used to remind you of the effect currently being resolved on the cards during the Feast).

  • Each place a number of Zombies of your colour on the board, as follows:

    • 2 HORDES: 5 ZOMBIES
    • 3 HORDES: 4 ZOMBIES
    • 4 HORDES: 3 ZOMBIES

    START WITH THE LAST HORDE IN CLOCKWISE ORDER. It places one of its Zombies ON AN EMPTY CELL, then the Horde to its right does the same. Continue until you have all placed your Zombies, one by one. Starting position conditions differ depending on the board side:

    • HOUSE: during setup, Zombies must be placed on an empty outside cell, around the house.
    • CEMETERY: during setup, you must PLACE 2 OF YOUR ZOMBIES IN THE COMMON GRAVE. Place each remaining Zombie on a closed tomb, removing its Tombstone token, which you put back in the box. YOU CANNOT PLACE A ZOMBIE IN THE FIRST 2 COLUMNS in front of the Humans.
  • WHAT HAPPENS IF ALL THE TOMBSTONE TOKENS HAVE BEEN REMOVED FROM THE CEMETERY? Nothing special; you must add your Zombies in the Common Grave.
  • WHAT IS AN EMPTY CELL? A cell is "empty" when it contains neither a Human pawn nor a Zombie pawn.
  • DOES THE PANIC EFFECT HAVE UNLIMITED RANGE? Yes. It is a psychological reaction caused by fear. However, the Frighten Mutation card works differently. Your Zombie must be in the same room or on an adjacent cell.
  • HOW ARE EVENT CARDS USED? Event cards either help you or make things even harder. It is up to you to decide whether you want to play with random Events or control the difficulty level of the game. Shuffle 2 of them with the Human card deck at the start of the game and add 2 more each time the deck is empty and you must shuffle the discard pile to create a new one.
  • ON THE CEMETERY BOARD, 4 HUMANS MUST ADVANCE ONTO A CELL WHERE THERE IS A CRAWLING ZOMBIE. WHAT HAPPENS? Only 3 Humans will advance onto the cell. There can never be more than 4 occupants (Humans and/or Zombies) on a cell.