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Escape from Sunset Island: Zombie Apocalypse Simulator

Escape from Sunset Island: Zombie Apocalypse Simulator Rulebook

Table of Contents

Table of Contents

  • Overview
    • Objective
    • Contents
  • Quick Reference: Humans
    • Setup
    • Basic Gameplay
      • Player Movement
      • Resource Items: Food, Water, Gas
      • Character Cards
  • Quick Reference: Zombie
    • Zombie Movement
    • Zombie Attack
      • Player Grouping Bonus
    • Escaping
    • Other Items (don't slow you down)
  • Setup
  • Player Movement
  • Zombie Movement
  • Zombie Attack
  • Player Grouping Bonus
  • Items
    • Resource Items
    • Weapons
      • Additional Weapons Notes
    • Medi-kit
  • Items Cont.
    • Abandoned Jeep
    • Bicycle
    • Zombie Spawn
    • Zombie Spawn Wearing Hockey Gear
    • Grenade
    • Shopping Cart
    • Emergency Stim
    • Doggie
  • Game End
  • Additional Rules
    • Human on Human Attacking
    • Zombie Spawn Counter
    • Zombie Talk
    • Incomplete Zombie Transformation
  • Characters
    • Dr. Fabergé
    • Grunt Stockwell
    • Paul Regret
    • Zombie
    • Ace Striker
    • Stuart Grimsby
    • Dkembe Eto
    • Bobby Barone
    • Razor Hone
    • Juniper Dune
  • Motive Cards
    • Alternate Motive Cards (8)
    • Standard Escape Cards (7)

Overview

After the zombie apocalypse swept through civilization, Sunset Island has remained one of the last uninfected human settlements, until now...

Start as the zombie or one of nine unique characters whose survival depends on the locating and transporting of food, water and gas to the airport or marina in order to escape the doomed town. Carrying these resource items slow you down however, making you an easier catch for the zombie player. Get caught and you may be surprised how swift and complete the transition to zombiehood is.

Weave cooperative and individual play, get behind closed doors for temporary refuge, and find special items throughout to aid in the effort to save at least a strand of what's left of humanity.

Objective

Humans: Escape via the marina or airport with one food and one water (per escapee), as well as one gas, (which may be shared with any amount of escapees at any one time).

Zombie/s: Brains/Human flesh. (Keep players from escaping).

Contents

  • 10 character cards
  • 21 character pieces: 9 Humans, 4 Zombie Pieces, and pieces for humans who become zombies
  • 1 player die
  • 1 zombie die (custom: 2's, 3's and 4's)
  • 26 item tokens: 5 food, 5 water, 2 gas, 3 weapons (+3 kid friendlier alternatives), 2 medi-kits, 1 abandoned jeep, 1 bicycle, 2 zombie spawns, 1 stim, 1 shopping cart, 1 grenade, 1 zombie spawn wearing hockey gear, 1 dog
  • +5 blank item tokens
  • 3 bitten tokens
  • 15 motive cards
  • Rule book
  • Game board

Quick Reference: Humans

Humans: Escape from the Airport or Marina with food, water and gas (a food and water item for each player, gas can be shared).

Setup

  1. Pick a character card (randomly or not). If playing 'auto-zombie', leave out the Zombie card.
  2. Shuffle and place the item tokens face down on the board, on the spaces marked with a halo.
  3. Everyone starts in the hospital, including the Zombie. The zombie piece is placed lying down.
  4. Play starts left of the Zombie and continues in clockwise order. The Zombie uses their first turn to stand their zombie piece up, thus allowing everyone two turns before the zombie gets rollin'.

Basic Gameplay

Player Movement

Players start their turn by rolling the white die for AP (Action Points).

Players can use all, part or none of their AP on their turn. No diagonals, and you can run past zombies in your path.

It uses 1 AP to reveal an item (turn it over) and another 1 to pick it up, if you want it. Place picked up items on your character card.

Resource Items: Food, Water, Gas

Subtract 1 from your roll for each resource item you are carrying at the start of your turn.

If you drop resource item/s before using any APs on your turn, you incur no movement penalty for those items that turn.

Ex. Fabergé has 1 gas in her possession and rolls a 5, so has 4AP that turn (unless she drops it before moving).

It takes no AP to drop items and you may do so at any point during your turn (except after attacking). In which case, place the item face up where you are. It may be picked up again by yourself or another player.

Character Cards

Dr. Fabergé: Can cure bite wounds of fellow players and herself, using 1 from her roll.

Quick Reference: Zombie

Zombie: Catch, bite, feast, thereby gaining fellow zombies and keeping people from escaping.

Mmm brains!!

Zombie Movement

The zombie player rolls the red die (with 2's, 3's and 4's on it) and must move the full amount rolled UNLESS:

  1. Encountering a human player (must attack), or
  2. A DOOR, in which case the zombie must stop even if mid-roll, and wait until their next turn in order to pass through.

Auto-zombie option: Always moves toward the closest human. If equa-distant, flip a bitten token to decide. See pg.2.

Zombie Attack

If a zombie catches a human player, it is a ZOMBIE ATTACK roll off. The zombie and the player each roll their die:

  • If the player rolls higher than the zombie = Bitten (2 turns to cure)
  • Lower than the zombie = Instant Zombification (plays rest of the game as a zombie)
  • Same as Zombie = Escape
  • 6 with a weapon = Zombie's killed (respawn in Hospital)
  • 6 w/out a weapon = Zombie's knocked down (misses next turn)

Player Grouping Bonus

If 2 players are on the same space when attacked, they both roll in defence and choose the better roll*. If the 'better' roll still results in a bite or zombification, then only the lower roller is inflicted. (If sharing the same 'bad' roll, it is a roll off between humans - lower roller inflicted).

*Max 2 defense rolls per attack.

Escaping

With a food, water and gas in the boat or plane, a player may use 1 AP to take off from there.

Here, 2 players can escape, as there is a food and water for each of them and the gas can be shared.

Survivors may add their name (and character's initials) to the 'List of Known Survivors', for posterity.

Other Items (don't slow you down)

More details pg.4.

  • Medi-kit (red cross): Cures a bite, using 1 AP. (Discard from game after use.)
  • Weapons (rifle, chainsaw and similar): 1 AP to use - ends player's turn. Unlimited. See 'Weapons' section for detail. *All players can 'shove' without a weapon.
  • Zombie spawn (skull icon): A zombie piece is placed (laid down) where revealed. *Zombie player uses same singular roll to move all their pieces.
  • Bicycle: Get 2 rolls every turn until a roll of 6 breaks it. 2AP to pick anything up. 2AP movement penalty w/each resource item.
  • Abandoned jeep: Get 3 rolls in one turn. Can carry items and people w/ no movement penalty. Stays where it ends up and can only be used again w/ a gas item which would then be discarded from game.
  • Shopping cart: No movement penalty for 1 resource item. Roll of 6 breaks it.
  • Zombie wearing hockey gear: see pg.4.
  • Stim: One time use. +3AP, and/or additional chance to attack or defend. No AP to use.
  • Dog: See pg.4.

Setup

  • Items are shuffled and placed face down on spaces indicated by the white halos.
  • Shuffle and draw/deal the character cards. *Exclude zombie card if playing auto-zombie.
  • Place all player pieces (except Paul Regret) in the hospital, including the zombie. (The Hospital is a single space. Enter/Exit through one of the 3 doors.)
  • Game begins with player to the left of the zombie, continuing in clockwise order. The zombie starts laid down, indicating that it will use its first turn 'waking up', thus allowing every player two turns before the zombie moves.

Note from the printed page: with 3 or less players, advise to use more than one character each.

Player Movement

Players begin their turn by rolling the white die. The roll indicates how many 'Action Points' (AP) the player can use on that turn. Player can use full, part or none of their AP, and can also run past zombies in their path. No diagonals.

It uses 1 Action Point (1AP) to:

  • Move a space on the board
  • Reveal an item (ie. turn an item token over)
  • Pick an item up (place on character card)
  • Give an item to another player (on the same square)
  • Use an item – see Items section for more detail
  • Attack – Attacking ends the player's turn.

Example: Grimsby rolls a 6 to start his turn. Since he is carrying a water he has 5AP. (If he drops the water before moving, he would get the full 6AP). He moves 2 spaces (1,2), flips an item (3), takes the item (4), and moves one space (5). End of turn.

Carrying resource items (food, water and gas) impedes movement. For every one of these items held at the start of a player's turn, the player must subtract 1 from that turn's dice roll.

*If an item is picked up during a player's turn it does not effect that turn's movement, except for the 1AP to pick it up.

It takes no AP to drop an item and they can be dropped at any time during a player's turn.

*If a resource item is dropped before a player moves any spaces on their turn, they may move the full amount rolled without any movement penalty. This decision can be made after rolling (but before moving).

Zombie Movement

  • Roll the red die, numbered 2, 3, 4. May not double back (touch the same space twice) within one turn. No diagonals.
  • Must move full amount rolled, unless: 1) Catching a human player. (See "Zombie Attack", next page.) 2) Stopping at a door/fence, which the zombie player must do in order to pass through it on the next turn.

Doors [indicated with red rectangle]: The Zombie must stop and end their turn, even if mid-roll, at any door/fence they may wish to pass through. With their next turn starting at the door, the zombie player may pass through it, moving their full roll (unless, as mentioned, encountering another door or player).

  • Zombie spawns (see in Items) all move with the same single roll as the original zombie. Ex. Zombie player rolls a 3 and moves the original zombie as well as any zombie spawns 3 spaces each.

Auto-zombie option: Always moves toward the closest human. If equa-distant, flip a bitten token to decide.

*First player zombified takes control of original zombie/s.

Zombie Attack

Zombies cannot pass through human players and cannot leave a space on which there is a human player. ie. must attack until the player is a zombie or leaves the space.

If a zombie catches a human player (lands on a player's square) it is a zombie attack. The zombie and player each roll their die:

  • If player's roll is lower than zombie's, the player instantly becomes a zombie and plays as a zombie the rest of the game. Drop all items on square and replace human character piece with corresponding zombie piece in fallen position. New zombie player spends their first turn standing their piece up = waking up to their new 'life'.

    Zombified players continue to play in the normal turn order, using the red zombie die. They lose any special ability their character had.

  • If player's roll is higher than zombie's, player is bitten. The Zombie player gives the human player a 'bitten-counter token'. The player then has 2 turns to be cured, either with a medi-kit (see in "Items") or at the hospital (1AP in Hospital). If not cured after first turn, flip over the 'bitten-counter' token. If not cured before the end of 2nd turn, character piece lies down but can still be cured by another player before the beginning of their third turn. Player becomes a zombie at beginning of 3rd turn, which is spent waking up as a zombie = Drop all held items on the square and replace character piece with corresponding dark piece standing up.

    *Being bitten multiple times before being cured has no added effect beyond the first bite.

  • If player rolls same number as zombie, player escapes unscathed.

    *If multiple zombies attack in one turn, repeat the roll-off for each one.

  • If player rolls a 6 and has a weapon, zombie is killed. Zombie respawns in the hospital laid down = misses first turn 'waking up'.

  • If player rolls a 6 w/out weapon, zombie is knocked down. Zombie lays down on the spot and misses next turn to get up.

    *Zombies cannot attack on stand-up turn.

Player Grouping Bonus

If 2 players occupy the same space and are attacked, they both roll in defense and choose the more favorable.*

If that more favorable roll results in being bitten or zombified, the player who rolled lower is the only one inflicted.

If the two players share the same lowest roll, then it's a roll-off between those players - lower roller inflicted.

*Limit of 2 rolls may defend a zombie attack. If there are more than 2 players (or if Grimsby is involved), they must decide amongst themselves who will roll in defence - if no consensus, zombie/s shall attack each player individually, no grouping bonus.

Printed examples: in one, the roller of the 2 is only bitten and the roller of the 5 is safe. In a second, all escape.

Items

When on the same space as an item token, it takes 1AP to reveal it (turn it over) and 1AP to pick it up (if you want it). Picked up items are placed on the owner's character card in front of them (face up) and can be dropped anytime without AP.

Resource Items

Food, Water, Gas: These items are needed to escape. They also slow you down by 1AP each when carrying them. (See "Carrying Resource Items" under "Player Movement".)

Weapons

Shotgun (range 3): Grey numbers 3, 4 = knock down; red numbers 5, 6 = headshot.

Sniper Rifle (range ∞): Grey number 4 = knock down; red numbers 5, 6 = headshot.

Chainsaw (range 1): Grey number 3 = knock down; red numbers 4, 5, 6 = headshot.

If choosing to attack, the player rolls the die (for the second time that turn). ROLL THE:

  • Red number → Headshot: Zombie piece respawns in the hospital laid down (misses next turn).
  • Grey number → Knock Down: Zombie piece is laid down on the spot, and uses its next turn to stand up.
  • Roll none of the numbers shown → Miss (nothing happens).

All players can 'shove' with or w/out a weapon: Range 1, a roll of 5 or 6 = knockdown.

You may attack once per turn using 1AP from your roll. Attacking ends your turn, i.e. you can move before attacking, but not after. (You may not even drop an item after attacking.)

Example: Juniper starts her turn with a roll of 6. She moves 2 spaces and decides to attack (1AP) using her shotgun, so she rolls her attack roll: If she rolls a 3 or 4, the zombie gets knocked down (it misses its next turn). If a 5 or 6, the zombie will respawn in the hospital, laid down. If a 1 or 2, nothing happens. Her turn is over following the attack. (Shotgun has a range of 3.)

Additional Weapons Notes

  • Attack only along pathways and not diagonally. *Except - note the trapezoidal spaces in front of Aces' farmhouse and Dr. Fabergé's mansion, allowing you to target those spaces from the side room/s.
  • Attacks can be made with no more than one wall between the zombie and the player.
  • If there are multiple zombies in range of attack, the player must declare which zombie they are attacking.
  • See "Additional Rules" for human on human attacking.

A pinch of cure is worth a pound of fight. – Dr. Fabergé

Medi-kit

Cures a bite. 1AP to use on self, or other, when on the same square. Remove from game after using.

Items Cont.

Abandoned Jeep

  • 1AP to get in/start (*make note of AP's leftover from initial roll), then roll & move 3 times in a row, bringing the jeep with you as you go. (*When 3 jeep rolls are through, you may use the leftover AP's from initial roll.)
  • Carries items with no movement penalty and can pick up fellow players and items along the way using 1AP for each. (Tip: You can pre-load the jeep with items. Said items go into the possession of occupants after jeep stops, if dispute, driver's choice who gets what.)
  • Driver can choose to knock down anyone in the jeep's path using 1AP per. Can also attack, ending that particular movement roll.
  • If found inside a room the token is immediately placed on the nearest outside square and can be used from there (you found the keys).
    • If you wish to enter a structure during the 3 roll journey you may leave the jeep at the door and come back to it (this is merely thematic).
  • The Jeep is left where it ends up and can only be used again if re-fueled with a gas item. This uses up the gas, discard from game.
  • Grunt's, Eto's & shopping cart specialties do not apply with vehicles.

Bicycle

  • Get on with 1AP and get a second roll at the end of that and every following turn. (2 rolls per turn.)
  • Roll of 6 breaks bike immediately → remove token and use your 6AP as you wish.
  • While on, it's 2AP to pick items up and 2AP movement penalty for each resource item carried - applied to each roll.

Anyone who rides a bike is a friend of mine. – Gary Fisher

Zombie Spawn

A new zombie character piece is placed lying down where the item token is revealed (uses first turn to get up), and is thenceforth controlled by the Zombie player. *Zombies cannot attack on stand-up turn.

The Zombie player uses the same, single roll to count for their original piece as well as any zombie spawn pieces they may have. Ex. roll a 3, they all move 3. (Resolve attacks after moving all pieces.)

If all 3 original zombie pieces are already in play, use a coloured zombie character piece that is not yet in use otherwise.

Zombie Spawn Wearing Hockey Gear

New zombie spawn travels atop this token with a minus 1 from attack rolls against bonus.

If killed, leave token in place where it can be picked up by any player, who then may +1 to defence rolls of 4 and under. *Continue wearing if zombified, with aformentioned zombie bonus.

Grenade

One time use. To throw beyond range 1, roll red die to determine where it lands. All zombies/humans on space it lands are killed/zombified, and all 1 space away are knocked down. *No effect if it goes off path. To use with range of 1, just do it, don't roll red die.

Shopping Cart

Carry one resource item without movement penalty. Breaks (immediately) on a roll of 6.

Emergency Stim

One time use. +3 to movement roll and/or an additional attack or defend. Use any time during turn.

Doggie

Player may re-roll rolls of 1 (except attack rolls), and dog absorbs one successful attack against, in which case player is unscathed but doggie goes to doggie heaven, remove from play (not player's choice, just happens).

Game End

When there are no living humans left on the board, either through escape or becoming zombies, the game is over.

  • When a player enters the boat or plane, they automatically take possession of one of each type of available resource item there at that time (excluding any of that type which they may already have in their possession upon entering).
  • With the necessary supplies (1 food, 1 water, 1 shareable gas), the player/s can escape, taking those items with them.
  • It takes 1AP to make the boat or plane go. (There is only one of each.)
  • Player/s may escape whilst bitten and also with a zombie on board (sequel?!). Remove zombie piece from game.

Example: Dr. Fabergé boards the boat with 2 food items in her possession. There are 2 waters dropped off on the boat already and no other players. So, one of those waters automatically becomes hers. Now, if another player were to arrive with gas, they could both escape with a food and water each and a gas item to share.

Escapees record their name on the 'List of Known Survivors', on the back of this booklet, for posterity.

Additional Rules

Human on Human Attacking

You may attack a fellow human, just as you would a zombie, however, the defending player gets a chance to dodge an attack by rolling as well:

  • If defender rolls same or higher = Attack fails.
  • If defender rolls a 6 = Attacker may be knocked down (if defender is within range 1 without a weapon) or killed (if attacker is within range of defender's weapon).

Group defence bonus may apply (players' choice).

  • Knock-down: drop all items and miss next turn to stand up.
  • Kill: drop items and revive as a zombie laid down.

Zombie Spawn Counter

(On character card.) Keep track on the zombie card with a zombie character piece. Every zombie turn, move up one until it reaches the 'H', then place in hospital laid flat, and start another at 0.

Zombie Talk

(Loose rule.) Zombie players may not verbally communicate with one another. Only gestures and grunt-like noises may be used.

Incomplete Zombie Transformation

In the rare case of incomplete zombie transformation: If a recently turned zombie player's allegiance to their new zombie motivations are in question (their frontal lobe is still active and swaying them from their search for fresh human brains), the original zombie may take over control of that zombie. *Usually reserved for protective parents.

Transcriber's note: the printed page reads "fresh huan brains"; "human" is assumed as the intended word.

Characters

Ability text as printed. Character backstory blurbs are omitted.

Dr. Fabergé

Can cure bite wounds of fellow players and herself, using 1 from her roll.

Grunt Stockwell

Carries one resource item without movement penalty. Ex. carrying two resource items would only subtract 1 from his movement roll.

Paul Regret

Starts the game in his remote cabin, in the room with the stove.

Zombie

The zombie player's character. No special ability is printed.

Ace Striker

Can attack 2x to end his turn (1AP each), and always has a weapon – his fists. 4 5 = knockdown, 6 = kill, Range 1. Cannot move between attacks.

Stuart Grimsby

May re-roll on defence but must stick with 2nd roll if so.

Dkembe Eto

+1 to every movement roll, unless carrying a resource item, in which case he loses his +1 and must subtract from his roll. Picking resource items up takes 2AP.

Bobby Barone

Has a powerful shove. 3 4 5 6 = knockdown, range 1.

Razor Hone

Can continue turn after attacking and starts with a weapon (throwing knives). 5 = kd, 6 = kill, range 2.

Juniper Dune

Zombies must roll the exact amount to land on her (pass by if over) unless it starts its turn within 1 space of her or a zombie is already on her space. Can cure bites using water (1AP, remove token from game after use).

Motive Cards

An optional twist. Secretly augment players' victory conditions.

  • Do not show or read aloud your motive card until game is over. You may hint and suggest, of course.
  • Shuffle and distribute motive cards amongst group. Group can decide how many 'standard' escape cards to include in the shuffle.
  • Becomes player's mandatory victory condition.
  • 'Compound' card changes game for everyone, so decide whether to include that or not.

Alternate Motive Cards (8)

  • Zombie Hunter: Kill 8 zombies and you can escape the island with only a water.
  • BFF: Escape with another player (same time and place). You need one less food or water than usual. (The worked example printed on this card is too small to read reliably in the source scan and is not transcribed.)
  • Savior: At least 2 people must escape, and not yourself.
  • The other alternate cards are only partly visible in the printed image and are not transcribed.

Standard Escape Cards (7)

  • Escape: Via the plane or boat with a food, water and gas. (Can share the gas.)
  • The other standard cards are only partly visible in the printed image and are not transcribed.