Evil Dead 2: The Board Game
Evil Dead 2: The Board Game Rulebook
Table of Contents
Table of Contents
Component List
- 1 Folding Game Board
- 6 Player Boards
- 3 Cursed dice
89 Punchboard tokens
- 56 Item tokens (+2 spare)
- 30 Wound tokens
- 1 Start Player token
- 5 Barrier tokens
- 3 Trap tokens
47 Playing Cards
- 6 Character cards
- 3 "Deadite" Corruption cards
- 21 "Human" Corruption cards
- 13 Event cards
- 4 Boss reference cards
12 Plastic Character Miniatures
- 1 Ash / 1 Evil Ash
- 1 Linda / 1 Evil Linda
- 1 Annie / 1 Evil Annie
- 1 Ed / 1 Evil Ed
- 1 Jake / 1 Evil Jake
- 1 Bobby Joe / 1 Evil Bobby Joe
34 Plastic Enemy Miniatures
- 1 Henrietta
- 1 Hand
- 1 Killer Tree
- 1 Rotten Apple Head
- 2 Rotten Apple Head Arms
- 28 Deadite Minion minis
Component Overview
Game Board
The board is divided into areas, marked by solid lines. When moving around, crossing an area line counts as one movement.
The track along the top of the board also shows how many pages we need to find to seal the portal, or open it if you've gone bad.
Player Boards
A guide to all the various items you might find. Any items you acquire over the course of the game will be placed on this card.
Item Tokens
- Alcohol (x3) — Discard to gain 2 bonus Actions.
- Pendant (x3) — Human players only. Discard before you make a Virtue Check instead of rolling the dice.
- Running Shoes (x3) — Discard to gain +1 speed for all your Move Actions this turn.
- Necronomicon Page — Collect these to cast the spells below.
- Cooked Chicken (x3) — Discard to remove 3 Wounds from your Character.
- Flashlight (x3) — Discard to flip tokens face-up in any 2 areas adjacent to your current area. You may choose your own area as one of the 2.
- Chainsaw (x1) — You have a permanent +1 attack success every time you attack as long as you hold the Item token.
- Leather Gloves (x3) — Discard to steal an Item from another player in your area.
- Barricade (x5) — Discard to place a Barrier token over a door or window that borders your area.
- Kandarian Dagger (x1) — Before rolling for your attack, Discard to gain 2 successes.
- Rabbit's Foot (x3) — Discard to reroll any number of Cursed dice you just rolled.
- Holy Water (x3) — Reveal 1 Corruption card for any player and leave it faceup. This can force a player to become a Deadite player.
- Axe (x2) — You may reroll 1 die per Axe you have whenever you attack. In addition, removing a Barrier token can be done without spending an Action.
- Wooden Spikes (x3) — If there are no Deadite Minions in your area, discard this to place a Trap token in your area. The first Deadite Minion entering the area is killed and the trap is discarded.
- Shotgun Shells (x3) — Discard to attack your current area or an adjacent area, ignoring any Neutral or Failure results. You may not use this in combination with the Axe, Chainsaw, or Kandarian dagger.
Necronomicon Page spells
- Open/Close Portal (1 page) — In the Portal's area, place any/all of your pages onto one side of the Portal track. Win the game if your side is full!
- Speed Boost (1 page) — Gain +3 Speed this turn, then make a Virtue 1 Check.
- Identify Deadite (1 or more pages) — Choose 1 player anywhere and roll dice equal to pages you have. Look at 1 of their Corruption cards per success. Make a Virtue Check = Failure results.
- Command Deadite (3 pages) — Choose any number of Deadite Minions within 2 Areas and move each of them 1 Area. Then, make a Virtue 2 Check.
- Bend Time (3 pages, 1/turn) — Roll 1 die. If not Failure, take +3 Actions this turn. Then, make a Virtue 3 Check.
- Summon Deadite (3 pages, 1/turn) — Deadite players only. Roll 3 dice: For each success, take 1 Wound & Place 1 Deadite Minion in an adjacent area (if you survive).
Character Cards
Character cards keep track of your Wounds, Attack, Speed and Virtue stats.
Corruption Cards
If you get too close to the evil, you might have to draw a Corruption card. If it says "Deadite", you've gone bad.
Cursed Dice
Cursed dice are needed for combat and for attempting to resist corruption. They have the following faces:
- Success (Chainsaw)
- Neutral (Blank)
- Failure (Deadite)
Event Cards
These cards are how the evil changes every turn. If the Event cards run out, it will be too late, for Deadites and Humans alike!
Boss Cards
These are for special evil monsters so powerful they need their own set of rules. These cards keep those rules handy.
Item Tokens
Once you gain an Item token, place it on your Player Board. Note: Artistic differences on Necronomicon pages have no impact on gameplay.
Trap Tokens
Play these to slaughter any Deadite Minion who walks into it. Doesn't work on the bosses though — they're too strong or too smart, or both.
Barrier Tokens
The last line of defense against the evil lurking in the woods.
Setup
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Place the gameboard in the middle of the table.
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Setup Item Tokens. Take all the Item tokens and remove a number of Necronomicon page tokens according to the number of players.
- 3 players: Remove 6 Necronomicon page tokens.
- 4 players: Remove 4 Necronomicon page tokens.
- 5 players: Remove 2 Necronomicon page tokens.
- 6 players: Remove 0 Necronomicon page tokens.
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Place Item Tokens. Mix up the Item tokens and place a number of tokens facedown in each square spot as indicated by the number inside the square. A couple of these token placement zones have a player count on them, which means they only gain a token if you have that many players or more. Note: After the tokens have been distributed, you should have no leftover tokens except for Necronomicon tokens returned to the box based on the number of players.
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Form the Supply. Place the rest of the tokens, the Cursed dice, the Boss reference cards, the Deadite Bosses, and the Deadite Minions in a general supply near the gameboard.
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Choose Characters. Each player takes a player board, then chooses a Character, taking the corresponding Character miniature and card. Each player places their Character miniature anywhere inside the cabin (not on the Porch).
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Assemble the Event deck. Set aside the "We're Gonna Die" Event card. Shuffle the remaining Event cards. Deal 4 cards facedown into a pile. Place the "We're Gonna Die" card facedown on the pile, then place the remaining 8 cards facedown on top. This completes the Event deck.
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Create the Corruption Deck. Add cards according to the following table and shuffle them together. Place the Corruption Deck face down on the table and return any unused Corruption cards to the box.
Players Deadite Cards Human Cards 3 1 11 4 2 14 5 2 18 6 3 21 -
Starting Corruption. Deal each player one Corruption card. Players are not allowed to look at this card until they gain a second Corruption card or pick up a Necronomicon page.
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Start Player. The last player who read (or pretended to read) a Latin phrase is the start player, and takes the Start Player token.
Gameplay
Objective
The Human players win when they spend enough Necronomicon pages to seal the portal. The number of pages needed to seal the portal is P + 3 where P is the number of players.
The Deadite players win when they spend enough Necronomicon pages to summon Kandarian demons. The number of pages needed to summon is P + 3 where P is the number of players. They can also win if the human players need to draw a Corruption card and there are none.
All players lose during the Event Phase if you need to draw and Event card and there are none.
Round Sequence
The game is played over several rounds. During each round, the following phases occur:
- Event Phase
- Player Phase
- Deadite Turn
1. Event Phase
At the beginning of every turn, including the first turn, draw a card from the Event deck and resolve it. First, spawn the Deadite Minions listed on the card. The Deadite Minions that spawn will be dependent based on the number of players. Spawn a Deadite Minion at each location that is less than or equal to the number of players.
Example: In a 5-player game, areas A, C, E and G will each receive 1 Deadite Minion.
Once those are on the board, read the card. Always perform as much of the card text as possible, then discard the card. If you can't spawn any more Deadite Minions because you ran out of minis, either you're very lucky or very unlucky depending on the situation. Either way, ignore those Deadite Minion spawns.
If the Event card has a continuous effect that lasts for the remainder of the round, place it face-up on top of the event deck as a reminder.
2. Player Phase
Once the Event is finished, players take turns beginning with the start player and going clockwise around the table. A player takes their entire turn before play proceeds to the next player. Once all players have taken a turn, the Player Phase is complete.
On a player's turn, they have multiple Actions. The number of Actions each player receives is dependent on the number of players in the game. Refer to the following table to determine how many Actions each player receives on their turn:
| Players | Actions |
|---|---|
| 3-4 | 3 |
| 5-6 | 2 |
Player Actions may be any of the following Actions and there is no limit to the number of times a player can perform a specific Action in a single turn.
Move
When a player moves, they may move a number of adjacent areas up to their speed. You do not need to use your full speed and may stop at any time.
Adjacent areas. Two areas are considered adjacent if they share an area border (orange line) and are completely not separated by a black wall. Areas separated by a window or a barrier token are still considered adjacent, although the window or barrier may affect movement.
Moving away from enemies. If you are trying to leave an area with more enemies than allies, your effective speed for that movement (after modifiers) is 1. You may always leave an area, regardless of how many enemies are in it. If you move to an area without enemies and take a second movement Action, your speed is normal for that second movement. Note: Players who cast Speed Boost before moving are not affected by this rule.
Moving through windows. If you move from one area to a neighboring area through a window, it costs all of your remaining speed. Your Move Action ends on the other side of the window.
Move Example: From the Bedroom, Ash can use his 2 Speed to move to the Sitting Room, Hallway or Cellar Trapdoor, then move a second area after that. He can also move through the window to head outside, though doing so will end his Move Action.
Attack
A player may attack an enemy (or an ally) in the same area as their character mini. In order to attack, roll a number of dice equal to your attack rating. The results vary depending on the target of the attack.
If you are attacking Deadite Minions, remove a number of minions equal to the number of successes.
If you are attacking another player (Deadite or Human), either you take one Item token per success or inflict one Wound per success. Players do not roll defense if they are being attacked by another player.
In either case, if the dice result shows an equal number of failures and successes, you must make a Virtue 1 Check. If you're unlucky and roll more failures than successes, you suffer 1 Wound and must make a Virtue 1 Check. See "Virtue Checks" on page 14.
Attack Examples: Ash Attacks a Deadite in the Bedroom. He rolls 3 Cursed Dice for his Attack stat, and gets 2 successes and 1 failure. He removes the deadite because he rolled at least 1 success, and he does not make a Virtue Check because he rolled more successes than failures.
Jake Attacks a pair of Deadites outside, rolling 2 Cursed Dice for his Attack stat and gets 1 neutral and 1 failure — ouch. Without any successes, he doesn't remove any Deadites. Since there are more failures than successes Jake takes a Wound, and must make a Virtue 1 Check.
Scavenge
In order to find the pages of the Necronomicon, players will need to scavenge locations in the woods and surrounding buildings. When you take a Scavenge Action, pick up all the tokens in your current area. Keep one of the tokens, placing it face-up on your Player Board. If there are any additional tokens, return them to the board facedown.
There is no limit to the number of Item tokens a Character can carry, but all tokens you own must be kept faceup on your Player Board at all times.
For example, Annie searches the woods outside, picking up a pair of tokens and secretly looking at them. She chooses 1 to keep and places it faceup on her Player Board for everyone to see. She returns the other facedown, but can say whatever she likes about what she saw.
Trade
Players may trade with any other player in the same area. During a trade, you may take any number of tokens from a player or give them any number of tokens. Both players must agree to the trade, but it can be one player gifting tokens to another.
Cast a Spell
Once players have acquired pages of the Necronomicon, they may attempt to use them. Refer to "Pages of the Necronomicon" on page 13 to see the possible spells that may be attempted and the potential results. Regardless of which magic is attempted, casting any spell takes an Action.
Remove a Barrier Token
Any player may remove a Barrier Token in their area for one Action. Place the barricade Item token back in the box. Players need to remove a Barrier Token before they can move past it.
Use a Token
Players may use tokens without spending Actions. You may use any number of tokens during your turn and may use a token as soon as you pick it up. In most cases, the token is returned to the game box after being used and gaining the temporary benefit. See "Appendix: Tokens" on page 18.
Barrier Token Example: Annie suspects Ash is a Deadite and wants to limit his options. She discards her barricade Item token during her turn to place a Barrier Token over the Living Room window.
On Ash's turn, he won't be able to move into the Living Room; he can either move over and enter through the Kitchen, or use an Action to remove the Barrier Token first, then use his second Action to Move through the window into the Living Room.
3. Deadite Turn
Once all players have moved, it is time for the Deadites to act. The Deadites are trying to injure the players and keep them from assembling the Necronomicon. All Deadites Minions move, then all Deadite Bosses move. After all Deadites have moved, they each attack if able.
Deadite Movement
If there is a Character in the Deadite's area, it does not move. Otherwise it will move 1 area toward the nearest area containing a character, following the shortest path possible. If there are multiple shortest paths, the player with the Start Player token decides where the Deadite moves.
If multiple Characters are the same distance away from a Deadite, the Deadite moves toward the Character holding the most Necronomicon pages. If there's still a tie, the Deadite moves toward the player with the Start Player token or closest to it in a clockwise direction.
Tracking Movement. If you have difficulty keeping track of which Deadite Minions have moved, we recommend laying them down on their side after moving them. Once all Deadite Minions are on their sides, set them back up.
Barrier Tokens. Deadite Minions and Bosses cannot move through Barriers. If the target Character mini is on the other side of a barricade, the Deadite will move up to the Barrier and remain there until another Character mini becomes the target or the Barrier is removed.
Windows. Only one Deadite Minion may move through a window per turn. If multiple Deadite Minions would try to move through the window, one moves through and the other wait on the other side, pawing until they get their chance to come through.
Deadite Attacks
After all Deadites have moved, see if any are in the same area as a Character. If so, they will attack that Character. Each player rolls a number of Cursed dice equal to the number of Deadite Minions in their area. Grouping up can be dangerous because Deadites will attack every player in their area!
If more than 3 Deadite Minions attack you, each extra Deadite Minion in the area automatically inflicts 1 Wound. This happens before rolling.
If you rolled at least 1 Neutral or Failure result or have more than 3 Deadite Minions attacking you, you must make a single Virtue 1 Check. Regardless of how many Deadite Minions attack, you only ever make a single Virtue 1 Check as a result of Deadite attacks every round. If you suffer too many Wounds, you must still make the check. See "Virtue Checks" on page 14.
Deadite Attack Example: Ash decided to be brave and charge into a clump of Deadite Minions and attempt to take them out. Unfortunately, his attack did not go too well, and he's stuck in an area with five Deadite Minions. On their turn they attack. First Ash takes 2 Wounds because there are five Deadite Minions in his area. Then he has to roll all 3 Cursed dice. He rolls 2 successes and 1 neutral. Because of the neutral result, he doesn't take any more Wounds, but he does need to drop a Necronomicon page if he has any. Now that the Deadite Attack is complete, he must immediately make a single Virtue 1 Check.
End of the Round
After all Deadites have attacked if able, begin a new round by drawing a new Event.
Boss Monsters
As if the onslaught of the undead minions was not enough, there are some Deadites that are so strong, so powerful, they can't be considered minions. They have special rules to follow. This section covers these powerful horrors.
Deadite Bosses are not affected by items or effects that specify Deadite Minions.
Henrietta
Henrietta is one of the strongest and most terrifying deadites of all time. She acts like a normal Deadite Minion in terms of movement and attack rules. However, when she attacks, she does so with the strength of 3 Deadite Minions. In order to defeat Henrietta, players need to get three successes on a single attack. Yes, that means some Characters will just need to stay away from her or seek out certain items to strengthen their attacks.
Killer Tree
The Killer Tree is what happens when evil spirits and vegetation mix. Once the Killer Tree spawns, it never moves. However, it has long roots and branches it can use to ensnare nearby players. When the Killer Tree would move, any Human player within two areas outside or an adjacent inside area is dragged into the area with the Killer Tree. The Killer Tree will not drag any players into its area if it already has a Human player in its area. The Killer Tree counts as 2 Deadite Minions when it attacks.
In order to kill the Killer Tree, a player needs to get two combat successes in a single attack.
A player cannot leave the area with the Killer Tree if they are the only Human player in the area. If another Human player enters the area, everyone can leave except for one Human player.
The Hand
After The Hand spawns, it skitters around with frightening speed. During the Deadite Turn, The Hand will move up to 3 areas toward the nearest Human player. It cannot go through windows and will treat them as walls. However, it can skitter through barriers. When it attacks, it counts as a single Deadite Minion.
In order to defeat it, a player only needs a single combat success. Once defeating it, it is not destroyed. Instead, the player moves it five areas away. The hand can never be destroyed for good. Once it goes bad, it's always around somewhere!
Rotten Apple Head
The monster known as Rotten Apple Head is represented by three different miniatures: two arms and a head. This is a physical manifestation of the Kandarian Demon, and it will do whatever it can to stop the humans from sealing the portal. When Rotten Apple Head spawns, place the Head on the porch in the same spot as The Portal. Place one of the arms in the hallway and the other in the study.
Rotten Apple Head cannot be killed. If you successfully attack Rotten Apple Head's arms or head, remove the mini as if it was killed. During the next Event phase, before the Event is drawn, respawn the removed Rotten Apple Head minis in the areas where they were defeated.
During the Deadite Turn, the head will not move. The arms will move to any room in the house with a door or window facing outside. However, two arms cannot be in the same area. They follow the normal rules for targeting Human players. If there is no valid area for them to move to, they will not move. When the Deadites attack, Rotten Apple Head automatically inflicts a Wound and forces a player to both drop a page of the Necronomicon and make a Virtue Check.
Human players cannot use the power of the Necronomicon if they are in the same area as Rotten Apple Head. This includes the "Seal the Portal" spell.
Pages of the Necronomicon
Holding at least 1 page of the Necronomicon enables a player to attempt to use the power of the Necronomicon for their benefit. The following spells may be attempted as an Action.
Seal the Portal (requires 1 page; must be in The Portal area)
Dedicate any number of your Necronomicon pages toward sealing the portal. Take all of the page tokens from your Player Board and place them on the Sealed side of the portal track. These pages are removed from the game, and you are that much closer to your goal. If you filled up the track to the appropriate spot indicated by the number of players, you and your allies close the portal and win the game! Unlike other spells, this one does not require a Virtue Check.
Summon Kandarian Demon
This functions the same as Seal the Portal, but if you are a Deadite player, you must choose this option. Rather than placing your pages on the Sealed side of the portal track, you place them on the Summon side. When the track is filled, you summon the Kandarian hordes to conquer the world and win the game!
Speed Boost (requires 1 page)
Your speed is increased by 3 for the remainder of this turn, then make a Virtue 1 Check. Alternatively, if your character is surrounded by enemies, you can use this spell to move as if you had a Speed of 3 and are not affected by enemies.
Identify Deadite (requires 1 page)
Choose another player in any area and roll a number of Cursed dice equal to the number of Necronomicon pages in your possession (maximum of 3). Total the number of successes rolled and look at that many of the target's Corruption cards at random.
If you roll at least 1 Failure result, make a Virtue X Check where X is the number of Failure results you rolled.
Command Deadite (requires 2 pages)
Choose any number of Deadite Minions within 2 areas of your character, and move each of them 1 area. Then, make a Virtue 2 Check.
Bend time (requires 3 pages)
Roll a single Cursed die. If the die comes up as anything but a failure, you may take an additional turn after you finish your current turn. Whether or not the spell succeeds, you must make a Virtue 3 Check. Each player may only cast this spell once a round.
Summon Deadite Minion (requires 3 pages)
Only Deadite players may cast this spell. Roll 3 Cursed dice. For each success, take 1 Wound and place 1 Deadite Minion in an adjacent area. If the player gains too many Wounds, they don't get an opportunity to summon Deadite Minions before suffering the penalties under Taking too many Wounds below. Each player may only cast this spell once a round.
Virtue Checks
Certain Actions require players to make a Virtue Check. When this happens, you roll a number of Cursed dice equal to your Virtue value and count the number of successes. The number of successes you need depends on the Action causing you to make a Virtue Check; they are written as "make a Virtue X Check" where X is the number of successes you need. If you do not roll at least that many successes, you must draw a Corruption card from the Corruption Deck.
The table below lists all of the possible effects that can cause you to make a Virtue Check:
| Action | Virtue Check |
|---|---|
| Deadites successfully attack you | 1 |
| Virtue Check from an unsuccessful attack | 1 |
| Casting Speed Boost | 1 |
| Casting Identify Deadite | 1 per Failure result |
| Casting Command Deadite | 2 |
| Casting Bend time | 3 |
Virtue Check Example: Continuing the example from page 11, Ash must make a Virtue 1 Check after being attacked by the Deadites. His Virtue stat is only 1, so he rolls 1 die and gets a Neutral result. To pass a Virtue 1 Check, he needed 1 Success, so this is a failure and Ash draws a Corruption card.
Now that Ash has drawn a Corruption card, he can also look at the one he was dealt at the start of the game.
Corruption Deck
The Corruption Deck represents the dark forces trying to take over good people. When players make a Virtue Check, they might be told to draw a card from the Corruption Deck. These cards can never be discarded and stay with you for the rest of the game.
There are two types of cards in the Corruption Deck: "Human" and "Deadite". If you have one or more Deadite cards, you have embraced the darkness and become a Deadite. It doesn't matter how many Corruption cards you have, it only matters if at least one of them says "Deadite". If you gain multiple "Deadite" cards, you are still just a single "Deadite", just really committed to being corrupt.
At the beginning of the game, players received a Corruption card, but they are not allowed to look at it until they gain a second Corruption card or pick up their first Necronomicon page.
When either of those events happen, they may look at their initial Corruption card. This Corruption card still affects whether someone is a Deadite even if the player never looks at it.
All of these cards remain facedown next to your Character Card. Only a few very specific Actions can reveal these cards.
Playing as a Deadite
Unrevealed Deadites
Once you gain a single "Deadite" Corruption card, you are a Deadite, but your identity is not immediately revealed. You still take Actions like a normal human and play continues normally as long as you are not revealed. Note that if someone casts Identify Deadite, that does not count as revealing you. After all, they could be lying about what they saw! You are considered a Human player until you have at least one revealed "Deadite" card faceup next to your Character card.
However, once you are a Deadite, your goal has changed. Now you want to try and use the portal to summon the demon hordes rather than seal it. If the portal closes, you will lose the game!
You can always voluntarily reveal you are a Deadite player at any time by turning one of your "Deadite" Corruption cards faceup and leaving it faceup on your Character card.
If you take any of the following Actions, you must reveal yourself as a Deadite:
- Attack another player
- Cast Summon Kandarian Demon
- Choose to have Deadites ignore you
- Choose to not be affected by a card that affects Human players
Note that if you have more than one "Deadite" Corruption card, you only need to reveal one. After all, why let the other players start trusting each other?
Revealed Deadites
If you are a revealed Deadite, you still take your turn as normal, but you follow a slightly different set of rules:
- Other players are now considered your enemies and Deadites are considered your allies. That means you can no longer move freely through areas containing multiple human players, but may move through areas containing Deadites.
- Deadite Minions will ignore you - they won't attack you and won't consider you with respect to their movement rules.
- You are not affected by cards or items that target or affect Human players or Deadite Minions. However, You are affected by cards or items that target Deadites.
- You cannot gain any more Corruption cards. Anytime you have to make a Virtue Check, roll dice equal to the Virtue Check strength and gain a Wound for each failure rolled. Your Virtue score no longer affects gameplay.
Taking too many Wounds
One of your Character's stats is Wounds. That is the maximum number of Wound tokens you may receive. When you have a number of Wound tokens equal to this value, you are defeated. If you become defeated, do the following:
- Remove your Character Mini from the board.
- Put any Item tokens you were carrying facedown in the area where your mini was.
- You must reveal one of your Corruption cards.
On your next turn...
- If you are a Human player: place your Character Mini back on the board and remove any Wound tokens. If you are human, you dropped everything you had and ran back to the cabin, sheltering yourself in the basement to patch up your injuries. Place yourself in any spot in the cabin.
- If you are a Deadite player: Place your Character Mini in any of the Deadite Minion spawn areas. You need to reassemble your body where the barrier between worlds is weakest and where the Deadite Minions can break through. You have no Actions on the turn you return from the dead.
Dropping Items
Several effects may cause you to drop items. If items need to be dropped, place the Item tokens in your current area in a facedown stack. If there are Item tokens currently in the area, the dropped items are added to it. Any player may Scavenge these items according to the normal rules.
Defeating Another Player
Let's face it, with the possibility for some of the players to become Deadites, there might be some players fighting each other. If you inflict another player's last Wound, certain bonus effects apply depending on the situation. First, you may take any or all of the Item tokens the defeated player would drop in the area.
Remember that a player is considered a Human player unless they have a "Deadite" Corruption card faceup next to their Character card. All of these effects are in addition to the effects described under "Taking too many Wounds".
If a Human player defeats a Human player: The winner looks at the entire hand of Corruption cards of the defeated player and returns them facedown. They can say whatever they want about the content of those cards and do not need to tell the truth!
If a Human player defeats a Deadite player: This has no additional effect beyond another short-lived blow against evil. The winner may feel accomplished for helping to push evil back.
If a Deadite player defeats a Human player: The winner may give one of their facedown Corruption cards to the defeated player. If the Corruption card is a "Deadite" card, that player now joins the side of evil. But remember, they still are considered a Human player until that card is turned faceup. The Deadite player may choose to hand over a "Human" Corruption card to help sow the seeds of doubt. If the Deadite player chooses, they may draw a card from the Corruption Deck, look at it, and then hand it over facedown. The player receiving the Corruption card may look at it.
If a Deadite player defeats a Deadite player: Well, let it never be said evil was smart enough to work together. The only special effect in this case is the winner may gloat over the defeated player.
Appendix: Map Areas
Area borders are shown as thin white lines. Walls are shown as thick white lines. Red-lined areas are windows and doors. They are area borders that are also legal positions for barrier tokens.
Appendix: Tokens
- Alcohol (x3) — Discard to gain 2 bonus Actions.
- Axe (x2) — While you have the axe, you may reroll one die per axe you have whenever you attack. You must take the new result. This cannot be combined with the Shotgun shells. In addition, removing a Barricade can be done without paying an Action.
- Barricade (x5) — Discard to Place a Barrier token over a door or window to act as a barricade. You must be in an area bordering the door or window to place the Barricade token.
- Chainsaw (x1) — You have a permanent +1 attack success every time you attack as long as you hold this Item token.
- Cooked Chicken (x3) — Discard to remove up to 3 Wounds from your Character card.
- Flashlight (x3) — Discard to flip tokens faceup in any two areas adjacent to your current location. You may choose your own area as one of the two.
- Holy Water (x3) — Reveal a single random Corruption card for any player and leave it faceup next to Character card. This can force a player to become a Deadite player.
- Kandarian Dagger (x1) — Discard to gain 2 successes when you attack. This cannot be combined with the Shotgun shells. You must use this before rolling for your attack.
- Leather Gloves (x3) — Discard to steal an item token from another player in your area.
- Pendant (x3) — Human players only. Discard to ignore a Virtue Check. This can only be used on yourself; you can't use it to enable another player to ignore a Virtue Check. You must spend this before rolling.
- Rabbit's Foot (x3) — Discard to reroll any number of Cursed dice you just rolled. You can use this for any kind of roll you make, including an Attack or a Virtue Check.
- Running Shoes (x3) — Discard to gain +1 speed for all your Move Actions this turn.
- Shotgun Shells (x3) — Discard to attack your current area or an adjacent area, ignoring any Neutral or Failure results. You may not use this in combination with the Axe, Chainsaw, or Kandarian dagger.
- Wooden Spikes (x3) — Set a trap in your current area. The first Deadite Minion entering the area is killed and then this token is discarded. This cannot be used if you are in an area with any Deadite Minions.
Important Terms
- Adjacent: Areas are adjacent if they share a border and are not separated by a wall.
- Area: Any individual location on the map separated by a thin line. Each Deadite or player needs to be located in a single area.
- Attack: When a player or Deadite decides to bust some skulls.
- Boss: A very powerful Deadite with its own special rules. There are four that might be spawned over the course of a game: Henrietta, Killer Tree, The Hand, and Rotten Apple Head.
- Corruption card: Cards dealt out usually as a result of Virtue Checks which indicate whether players remain human or succumb to corruption and become Deadites.
- Deadite: A term that includes Deadite Bosses, Deadite Minions, and Deadite players.
- Deadite Minion: One of the simple Deadite characters spawned every round. Multiple miniatures sculpts represent Deadite Minions.
- Deadite player: A player who has a revealed "Deadite" Corruption card. Even if a player has a "Deadite" Corruption card, they are not a Deadite player until the Corruption card is revealed.
- Defeated: When a player suffers a number of Wounds greater than their Wounds value.
- Failure: Deadite symbol on the dice. These are always bad.
- Human: What most players start as, (relatively) good people not yet corrupted. Their goal is to close the portal and prevent the Deadite invasion.
- Item token: They represent items found in the woods or the cabin and can be used for a variety of effects. Once a player picks up a token, they are carrying the item.
- Look: When a player looks at a Corruption card, they are the only one who gets to see the value. The card is returned to the same location facedown.
- Move: The action of leaving one area and entering an adjacent one. Can be blocked or made difficult due to barricades and windows.
- Neutral: Blank face on the dice. Sometimes they're bad.
- Portal: The gateway to a hellish dimension where the Deadites come from.
- Necronomicon: The book of the dead. A passageway to the evil worlds beyond. It grants unholy power to those willing to use it.
- Reveal: When a player reveals a Corruption card, it is turned faceup for all players in the game to see.
- Speed: The maximum number of areas a player or Deadite may move with a Move Action.
- Spell: One of numerous effects players can attempt if they read the Necronomicon and use its powers. It usually results in requiring a Virtue Check to avoid Corruption.