RulesPal
Chat
Rulebook
Happy DayZ: Woodstock Fever thumbnail

Happy DayZ: Woodstock Fever

Combines with
Happy DayZ: American Dream

Happy DayZ: Woodstock Fever Rulebook

Table of Contents

Table of Contents

  • Object of the Game
  • Contents
    • Anatomy of Survivor and Zombie cards
    • Anatomy of Power cards
    • Anatomy of the board
  • Setup
  • Playing a Round
    • Turn Overview
    • Playing a Trick
    • Playing a Mini-van
    • Triggering the Faction Power
    • Resolving Zombie Tricks
    • End of Round
    • Optional Rules
  • End of the Game
  • Details on Powers
    • Soldiers
    • Dogs
    • Hippies
    • Preachers
    • Scientists (End of round)
    • Children (End of round)
    • Mini-van
    • Zombies
    • Bunker
    • Promo Cards: Patient Zero
  • American Dream Campaign
    • Mix the Factions
    • Mixed Scenarios

Object of the Game

Happy DayZ is a trick-taking game in which you play Communities trying to survive in a world overrun by Zombies. Win tricks with Survivors to trigger their powers and grow your Community. Leave strategic tricks to your opponents to avoid suffering damage from the Zombies!

The originality of Happy DayZ is its board: if the trick is played on the + side, the highest card value wins. If it is played on the - side, the lowest wins. It is up to you to play your cards in the right place to gain the advantage!

The Community with the most Survivors wins the game.

Play a single round for express games, or campaign mode (the game ends after 4 rounds or as soon as a Community loses its last Survivor).

Contents

  • 6 Factions of 13 cards (78 Survivor cards)
  • 20 Zombie cards
  • 5 Survivor counters (to be assembled before your first game)
  • 3 Mini-van cards
  • 1 board
  • 15 Power cards
  • 3 Patient Zero Promo cards for the second box, American Dream

Anatomy of Survivor and Zombie cards

  • Card value
  • Faction icon
  • Gain or loss of Survivors

Anatomy of Power cards

  • Faction
  • Advanced powers
  • Description of the Faction's Power

Anatomy of the board

To the left of the board (- side), the card with the lowest value wins the trick (except specific Faction Powers).

To the right of the board (+ side), the card with the highest value wins the trick (except specific Faction Powers).

The Reserve stays face down. It is made up of the remaining cards that were not dealt.

Setup

  1. Place the board within reach of all Communities, in the centre of the play area.

  2. Always place the Mini-van and Zombies Power cards next to the board, then choose 3 Power cards of different Factions and place them in any order, one below the other.

    Note: For a first game, we recommend playing with the Hippie, Soldier and Dog Factions. You may also play the scenarios of the "Woodstock Fever" campaign, p. 14, or shuffle all the Power cards and draw 3 different ones at random.

  3. Each Community takes a Population counter.

  4. Turn the wheels to show 66: this is the number of Survivors in your Community at the start of the game.

    Take the 13 Survivor cards matching each Power card you chose and shuffle them with the 20 Zombie cards and the 3 Mini-van cards.

    Deal cards to each Community according to the number of players:

    • 2 players: 16 cards
    • 3 players: 14 cards
    • 4 players: 12 cards
    • 5 players: 10 cards
  5. The remaining cards are placed in a face-down pile in the Reserve, in the middle of the board.

  6. Transfer: Each Community looks at its cards and chooses 2 to place simultaneously, face down, in front of the neighbouring Communities (1 to its right and 1 to its left). You may transfer any card. All Communities reveal simultaneously the 2 cards placed in front of them.

    With 2 Communities, transfer 2 cards to your opponent.

    Note: The cards in your Transfer zone are part of your hand! They stay visible and you may play them to open a trick or when their Faction is requested.

    The Community holding in front of it the card of highest value according to the order in which the Power cards are arranged (Mini-van > Zombies > Faction 1 > Faction 2 > Faction 3) starts the game. It is the active Community for the first turn.

Playing a Round

A round represents an expedition that takes place over several turns until all the cards have been played.

Turn Overview

At the start of each turn, begin by revealing the top card of the Reserve. This Encounter card will be taken by the Community that wins the trick (it is not part of the trick).

The active Community plays first (it "opens the trick"). For the following turns, the Community that wins the trick becomes the active Community.

Playing a Trick

The active Community chooses a card from its hand or its Transfer zone and plays it face up on the side of the board of its choice.

  • - side: the card of the lowest value of the requested Faction wins the trick.
  • + side: the card of the highest value of the requested Faction wins the trick.

The other Communities must then, one at a time and clockwise, play a card from their hand or Transfer zone of the requested Faction (or a Mini-van) on the same side of the board.

Note: If you have no card of the requested Faction in your hand or Transfer zone, you may play any card, including Zombies.

When all Communities have played their card, the player who played the card of the requested Faction of highest value (+ side) or lowest value (- side) wins the trick. They take all the cards of the trick, together with the Encounter card from the Reserve, and place them face down in their Expedition zone.

Example of a trick: Nessy chose to play the 9 Hippie on the - side of the board. Benoit, who has no Hippie, gets rid of a Zombie card. Finally, Tatiana plays a 3 Hippie, which is the smallest card of the requested Faction. So Tatiana wins the trick. She takes the three cards of the trick together with the Encounter card (3 Soldier) from the top of the Reserve. She turns these cards face down and adds them to her Expedition zone.

You may not look at the cards in the Expedition zones until the end of the round, not even your own (unless a Faction Power asks you to choose a card there).

Note: The active Community may look at the cards of the trick it has just won until it has started a new turn.

Playing a Mini-van

You may play a Mini-van in place of any card, even if you have cards of the requested Faction. It has no value and therefore never wins a trick. If you win a trick that contains one or more Mini-vans, keep them face up in your Expedition zone.

In campaign, Mini-vans are kept for the next round by the Communities that win them. If you have any, take them into your hand and receive one card fewer per Mini-van you own when cards are dealt.

You may start a trick with a Mini-van. You always choose the side of the board, but the Community to your left determines the requested Faction by playing its card.

Triggering the Faction Power

At the end of a trick, the Community that won the trick triggers the Power of the requested Faction, that is, of the first card played in the trick.

Only the Community that won the trick benefits from its effect (unless the Power specifies otherwise).

If the Power indicates End of round, it has no immediate effect and will be taken into account during the count of Survivors at the end of the round.

Details on the Faction Powers are given on pages 12-13.

Reminder: The cards in your Transfer zone are part of your hand! You may choose them when a Power asks you to give, discard or play a card from your hand. In that case, they are added to your hand and not to your Transfer zone.

Resolving Zombie Tricks

Zombies are also considered a Faction.

When a Community opens the trick with a Zombie card, everyone must play Zombie cards, if possible.

Warning! When you launch a Zombie trick, you trigger a horde that can attack several Communities: the Zombie cards of the trick will be redistributed among the Communities!

The Community that won the trick first takes the cards that are not Zombies (if there are any), together with the Encounter card from the top of the Reserve, which it places in its Expedition zone.

Then, starting with itself and going clockwise, each Community takes the remaining Zombie card that causes the most losses (bottom right of the cards), until all the Zombie cards of the trick have been distributed.

Note: Some Communities may take none if there are fewer Zombie cards than Communities.

Example of a Zombie trick: In turn order, Nessy chose to play the 1 Zombie on the + side of the board. Benoit plays the 15 Zombie and Tatiana, who has no more Zombies, plays the 1 Hippie. Benoit wins the trick. He places the Hippie and the 20 Zombie (the Encounter card from the top of the Reserve) in his Expedition zone, then takes the 15 Zombie, which is the card causing the most losses. Jessica takes the 1 Zombie and Nessy takes nothing, since there are no more Zombies to distribute.

End of Round

The round ends when all the cards have been played.

Each Community looks at the cards in its Expedition zone, adds up all its Survivors and subtracts all its losses from the Zombie cards (and from any potential end-of-round Powers).

Update your Population counter:

  • Each Survivor card adds 1 to its Community (except specific Factions, see the Powers on pages 12-13).
  • Each Zombie card makes you lose as many Survivors as shown on the card: -3, -6 or -9.

Example of a count: At the end of the round, Nessy has in his Expedition zone 4 Scientists, 3 Hippies, 2 Soldiers and 5 Zombies. The Scientists have an end-of-round Power (see pages 12-13). Since he has 4 Scientists, and no more than Benoit, the losses of each of his Zombie cards are reduced by 1. He therefore gains 4 Survivors thanks to his Scientists, and 5 Survivors thanks to the Hippies and Soldiers. His Zombies make him lose 16 Survivors. In total, he has therefore lost 7 Survivors during this round. He updates his Population counter.

If the end of the game is not triggered, the Community with the fewest Survivors becomes the active Community and starts the next round. In case of a tie, the Community that lost the most Survivors during this round starts.

If a new Faction is chosen, replace the cards of the removed Faction and its Faction Power card.

Faction change: Before the new round, the Community that lost the most Survivors during this round may replace one of the Factions with another of its choice. If a new Faction is chosen, replace the cards of the removed Faction and its Faction Power card.

Optional Rules

At the start of each round, you may draw 1 Power card at random to replace a Power in play, chosen by the player who lost the most Survivors during this round. If it is the Power of a Faction already in play, it replaces the Power card of that Faction. If it is the Horde Power, it is added to the Zombies Power.

Reminder: Communities that have collected Mini-vans during the round keep them for the next round. They will be added to their hand at the start of the game. When preparing the new round, deal one card fewer per Mini-van to the Communities that own them.

End of the Game

In campaign, the game ends:

  • after 4 rounds, OR
  • as soon as a Community has no Survivors left (its Population counter has fallen to 0).

The Community with the most Survivors wins the game!

In case of a tie, the tied Communities share the victory.

In rare situations, all the Communities may be eliminated at the same time. In that case, the Zombies win!

Details on Powers

We recommend discovering Happy DayZ with the basic Powers of the Factions. However, be aware that each Power exists in a positive and a negative version (thumbs-up and thumbs-down), which you may choose to use to adjust the difficulty of your games.

Soldiers

They allow you to get rid of cards from your Expedition zone to pass them to other Communities. You are not obliged to give away Zombies: you may also give a human or a Mini-van to a Community in difficulty if you have an interest in protecting it, or if you have no Zombies.

Advanced power WEAKNESS (negative): you give 1 card of your trick, so you may not give the Encounter card you have just won.

Dogs

You choose whether you keep or give away the Encounter card of this trick.

Advanced power TRAINING (positive): the chosen card, in addition to being removed from an opponent's Expedition zone, becomes de facto the next Encounter card. Handy for breaking majorities!

Advanced power STRAY DOG (negative): allows you to redistribute cards won by your opponents. You may place it in your Expedition zone. But be careful to remember who took Zombies if you do not want to take any risks...

Hippies

You must give all the cards of the trick, but you keep the Encounter card.

Advanced power ALL EQUAL (positive): you choose who you give the cards to, including yourself.

Preachers

Always add the Encounter card to your Expedition zone before resolving the Power. The card discarded under the Reserve may be the one you have just drawn.

Scientists (End of round)

Scientists reduce the losses from Zombies. The second effect applies if you have strictly more Scientist cards than the other Communities. In case of a tie, no one benefits from this second reduction.

Children (End of round)

You only gain Survivors from a single card. The second effect applies if you have strictly more Children cards than the other Communities. In case of a tie, all the tied Communities benefit from the effect.

Mini-van

See page 7.

Zombies

See page 9.

Bunker

When you draw the Bunker, add it to the Powers and draw another Faction Power card.

Communities gain 1 Survivor per set of humans of different Factions. If you have at least 1 human of each Faction, you gain 1 additional Survivor; if you have at least 2, you gain 2 Survivors...

Promo Cards: Patient Zero

You will find 3 Promo cards (P) in this box, corresponding to the Factions of the other Happy DayZ box, American Dream. They represent Patient Zero and can make you gain or lose more Survivors.

When you play with Patient Zero, replace the 7 of that Faction with its Promo card.

American Dream Campaign

Source note: The page 14 heading is printed as "Campagne American Dream". Its scenarios use only Woodstock Fever Factions, and the setup note on page 4 refers to this section as the "Woodstock Fever" campaign (p. 14). The heading is kept as printed here.

Wonder13 was supposed to be humanity's salvation. Instead, this vaccine condemned a majority of the population. Everyone has undergone changes... The government is trying to find a solution, while we are just trying to survive.

Play with the cards of the Factions indicated in each scenario.

"Schkrr... App - schkrr... Call to the entire population. A state of emergency has been declared. A virus has contaminated - schkrr... If you have not yet stocked up, it is time to get organised... schkrr... Barricade yourselves in groups! Schkrr..."

Hippies, Soldiers, Dogs

18 June: We managed to pick up a radio signal last night. Military survival rations would be available a few kilometres from our community. We need food. We set off in a small group this afternoon.

Soldiers (positive), Dogs (positive), Children

3 July: On arriving on site, we discovered a small school sealed up tight. While exploring the building, we found some rations, but the dogs suddenly picked up another trail. Following them, we realised that a group of children had been taking refuge there alone for some time. We could not leave them. They joined the community a few weeks ago.

Dogs, Children (negative), Preachers

12 July: The children have adapted well to community life. We had to rethink our organisation to try to provide for everyone's needs. The younger ones attend a few lessons at the makeshift school we set up when they arrived. The older ones, for their part, quickly asked to receive training to defend themselves. At first we were rather reluctant, but many of our comrades never came back from their missions. It is our duty to teach them to defend themselves.

Children, Preachers (negative), Scientists

5 September: No news on the radio for several months, until this morning. The government is said to have launched a vaccine testing campaign that is beginning to bear fruit. From what we heard from the government, a bunker a few days' walk away has been turned into a protected containment zone. If they have really found a solution, perhaps this hell will soon come to an end?

Preachers, Scientists (negative), Hippies (positive)

4 October: Still no further news about a potential vaccine. We knew it would take time, but many of us are losing hope. We are at the end of our strength and our food reserves are too low. Despite the distance separating us from the bunker, some have even decided to leave the community in a hurry to try to reach it. The rest of the community is meeting in a few days to find a way to reach the bunker all together, taking as few risks as possible.

Scientists, Hippies, Soldiers + Bunker

10 October: The day has been eventful... The community set out a few days ago to reach the bunker. The most fragile among us travelled in the truck, while the others moved on foot. We tried to travel making as little noise as possible, and we finally arrived at the bunker this morning. We were welcomed by armed soldiers and scientists, who put us through a whole battery of tests before directing us to large dormitories. We do not know exactly what is going to happen now, but we are safe together. At least for the moment.

Mix the Factions

Bikers, Cheerleaders, Police Officers, Nurses, Governors and Survivalists: discover the 6 other Factions and their Powers in the Happy DayZ: American Dream box. You may mix the Factions of the two boxes, or use the mixed scenarios (see next page). Each box is a standalone game.

Note: The source prints "Amercican Dream" here; it is rendered as "American Dream".

Mixed Scenarios

Soldiers (negative), Bikers, Governors

23 December: There are more and more tensions among the survivors. New communities join the bunker almost every day, and the government seems overwhelmed by events. In an effort to structure the containment zone, we have been split into groups and given tasks to "help the community run smoothly". Many of us feel stripped of our free will.

Scientists (positive), Survivalists, Nurses

31 December: A first wave of vaccination began yesterday. We are all terrified at the idea that it will not work... as the first time... but we want to believe. We are surrounded by a team of skilled caregivers. Vaccinations are given in order of arrival. It should be our turn in a few days.

Children (positive), Police Officers, Cheerleaders

3 February: The vaccine seems to work. Convoys have been organised from the bunker to relocate the vaccinated people to other communities outside. We are getting better and better at helping one another and training to defend ourselves. Not everything is over yet, but things are getting better...

Reminder: In campaign, Happy DayZ is played over 4 rounds (or fewer, if one of the Communities has no Survivors left). At the end of the game, the Community with the most Survivors wins.