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Huida de Silver City

Huida de Silver City Rulebook

Table of Contents

Table of Contents

  • Objectives, and End of the Game
  • Game Elements
  • Preparing the Board Game
  • Game Sequence
  • Player Turn
    • Actions phase
      • Move (1 point of stamina per space)
      • Push (1 point of stamina)
      • Check doors (no cost of stamina)
      • Open doors (no cost of stamina)
      • Add/Remove Barricades (1/3 points of stamina per Barricade)
      • Organize equipment (no cost of stamina)
      • Attack (1 point of stamina per attack)
      • Looting (1 point of stamina per box)
      • Initiate exchange/register corpse (1 point of stamina)
      • Use Medkit (1 point of stamina)
      • Become a zombie (1 point of stamina)
      • Fresh meat (1 point of stamina)
    • Zombie phase
  • Equipment and Character Sheet
  • Infection Cards and Several Things About the Undeath
  • Injury and Death
  • Turn Indicator
  • No Time Cards
  • Event Cards
  • Exploration Tokens
  • Fleeing From the City
    • Bridge
    • Helicopter
    • Pier
  • Single-Player Games
  • Alternative Missions
    • Very Important Person (1-3 players)
    • "Freedom" (4 Players)
    • Watch your back (2-4 Players)
    • Not without my daughter (1-4 Players)
    • Keep running (1 player)
  • FAQs
  • Actions Summary

Objectives, and End of the Game

When the game begins, all the players are on the same side trying to escape from the city before it's too late, however, along the game one or more players may end up on different sides and thus having different conditions of victory. Here are the types of players as well as their objectives:

  • Living player or not infected, which from now on we will simply call them living player. This is the initial state of all the players who are not in possession of any "You are infected" cards. Your goal is to escape the city preventing the flee of any infected player from the city, spreading the epidemic any further.

  • Living infected, who from now on we will refer as infected player. Any player with at least one card of "You are infected" and who has not revealed any of them yet. Your goal is to get out of town in time, and only that.

NOTE: Usually, all actions and situations affecting a living player will make an equal impact on an infected player, unless it is specifically indicated otherwise.

  • Undead, which from now on we will refer to as zombie player. Any player who has revealed one of his "You are infected" cards. Zombie players, unlike the previous two, have two ways to win: The first one is that no player gets out of town alive, and the second one is, in case one or more players get away, at least one becomes an infected player.

A dead player (whose hit points have been reduced to 0) is completely dead and therefore has lost the game, no matter on which side they where or how the game ends.

To keep the suspense of the game, if a player who was able to flee the city still has own any Infection cards without disclosing, they must save it secretly until the end of the game.

The game ends when any of the following circumstances happens:

  • All players who are not zombie players have died or fled the city.
  • The Rounds Counter has reached the final turn and the shellfire card has been unveiled (No Time cards).

It is now when the unrevealed Infection cards are discovered and the victory conditions for each player are verified. The following situations may occur:

  • One or more players are able to flee the city and none of them have any "You are infected" cards. In this case the living players who had manage to escape from the city win the game.
  • No player has managed to flee the city in time and/or at least one zombie player is still alive. In this case the zombie players win the game.
  • One or more players are able to flee the city, and at least one of them has one of the "You are infected" card. In this case the infected players who have managed to flee the city and the zombie players would have won the game.
  • There is no zombie player remaining and no other player has managed to escape when the Shellfire card reveals. In this case everyone loses. The game has beat you all.
  • None of the three exits is viable. In this case, everybody loses. The game is the winner.

Game Elements

Here we will show the different elements of the game:

  • Game board: Represents the city where the events will take place in the game, an area for different types of cards and a Rounds Counter.
  • Character Sheets: A total of 7 sheets representing the characteristics and capabilities of each of the characters eligible for the game.
  • Health tokens: A total of 28 tokens representing the player's health.
  • Event Cards: A total of 10 cards represent the unexpected situations that arise throughout the game.
  • Indoor Cards: 23 cards indicating the number of objects and zombies inside a building which the player has just entered.
  • Looting Cards: 18 cards in total representing the objects found by searching a building.
  • Infection Cards: There are 21 cards, of which 3 are "You're infected" and 18 are "You're not infected", indicating if the current player is infected or not. The amount needed in a game depends on the number of players.
  • No time Cards: A total of 6 cards that represent the delay from the time appointed for the bombing until the effective moment of its execution. They consist of 5 cards of "Approaching the target ..." and 1 of "Bombs away!"
  • Heliport Cards: A total of 3 cards representing the helicopter parked in the hospital. Players shall only play with one, chosen at random, before starting the game.
  • Pier Cards: A total of 4 cards depicting the availability of a boat at the dock. The players shall only use 3 of the cards that were randomly chosen previous to the game.
  • Bridge Cards: A total of 4 cards representing the viability of the bridge as a way to get away from the city. The players shall only use 2 of the card chosen randomly previous to the game.
  • Exploration Tokens: 12 tokens representing areas of the city unkown by the players (blocked zones or infested by zombies).
  • Dice: One of 8 sides for live players attacks and a 6 sides for zombies, zombies players, and to check door status.
  • Jet fighter token: A token that is used to mark the current turn for the game.
  • Closed Box/open box tokens: A total of 30 tokens representing closed or open boxes in an existing building.
  • Objects tokens: They represent the various objects in the game. The amounts of each type would be:
ObjectUnits
Rifle4
Shotgun4
Gun4
Ammo16
Ax4
Bat4
MedKit8
Barricade material24
  • Triangle: A total of 4 triangle shaped templates, used optionally and voluntarily by players to determine distances (for firearms, apparition of zombies, etc).
  • Special token: A token used during alternative missions to indicate the fulfillment of certain requirements of the same.
  • Zombies and Survivors Standups: A total of 30 cardboard tokens (23 zombies and 7 survivors) representing the zombies and players on the board.

Preparing the Board Game

  • Place the board properly on a flat surface.
  • Shuffle the 3 Heliport cards, choose one randomly and place it on the board in the space reserved for this purpose, face it down so no one can see it. The rest will be removed from the game without being disclosed.
  • Shuffle the 4 Pier cards and place 3 of them on the board in the space reserved for this purpose, face them down and do not reveal them to anyone.
  • Shuffle the cards of the Bridge, pick two randomly and place them on the board in the space reserved for this purpose, face them down and without being revealed to anyone. The rest will be removed from the game without being disclosed.
  • Create the deck for the Infection cards and place them face down in the reserved area of the board. The deck of Infection would include a series of cards like "You're not infected" and "You are infected" in the proportions indicated in the following chart:
Players"You're not infected" Cards"You are infected" Cards
261
3122
4183
  • Shuffle the Exploration tokens, and place them face down in each one of the designated areas. The remaining cards would be removed from the game without being disclosed.
  • Shuffle the No Time cards and place them face down on the board in the space reserved for this purpose.
  • Shuffle the Event, Indoor and Looting cards, and place them face down on the board in the space reserved for this purpose.
  • Place the Jet fighter token position 0 of the Rounds counter.
  • Place a Closed Box token in each of the unique locations, wich they are: Gun Shop, Police Station, Hospital, Fire Station, Veterinary Clinic, Pub, Pharmacy, Sports Shop, Hardware Store.
  • Place 4 Closed Box tokens in the Warehouse, marked on the map with the symbol of a closed box.
  • Place next to the board, in an area of easy access, all the object tokens except for the rifle, we will only use 2 of them, and the ax, we would only use 3. The remaining tokens will be returned to the box and will not be used throughout the game.
  • Each player will select a character sheet, then he or she will take as many health tokens as the value "health" indicates in the selected sheet. If the character's skills includes the ability to start with certain equipment, the player will also take the corresponding tokens.

NOTE: As for the Looting cards won by the geek character, he will only obtein the objects from generic areas, and the "Zombie in the closet" card will be considered like a "Nothing special" card.

  • The starting player is chosen, and the characters miniatures are distributed among the 4 spaces of the starting zone, always trying to place the characters with less stamina as close as possible to the street corner.

Game Sequence

The game consist in a total of 36 rounds, at most, divided into as many turns as participating players (ie not killed). The order of play will be clockwise, starting with the first player and ending with the player on his right. A round ends when the last player has played his entire turn.

During each round, each player may use his stamina so his character perform a series of actions. In addition, at the end of each player turn and end of each round, the player must make another series of actions that have an effect on the game environment.

Each round of the game will be in the following order:

  1. The first player plays his turn, divided in two parts (Zombie phase and actions phase) which will be described later.
  2. The next player, in the clockwise, play his entire turn, as did the first player.
  3. The second step is repeated until all players have played their entire round, at which point concludes the turn.
  4. Every standing zombie that have been inactive for 3 or more rounds will be remove from the board, so we do not crowd unnecessarily the board and there will always be zombies availables.
  5. The Jet fighter token moves one space and a special action for the current round which will be active during this new round, described below. If the Jet fighter token is already on round number 30 (and therefore can not move forward), the players will bring out the No Time cards from round to round as described below.
  6. When the the current round is completed, start over step 1 again.

Player Turn

Each player turn will be split in two consecutive stages, which are:

Actions phase

During this phase, the player can perform a number of actions limited by your location, line of sight and mostly by your character's stamina.

The stamina of the person is reflected in its character sheet and represents your physical ability in general (skills, strength, agility, etc..).

During the Actions phase, a player may spend as many points as they need of stamina without exceeding the value indicated on the sheet of your character. The stamina points are renewed at the beginning of the player's turn.

Here is a list of the possible actions and its costs of stamina:

Move (1 point of stamina per space)

This action allows the player to move the standup to an adjacent space, horizontally or vertically (never diagonally) for each point of stamina spent.

EXAMPLE: Player A has a character with 5 stamina points, and during his first turn he spends 4 to move 4 spaces and 1 point for a shot (4+1=5). At this point, you cannot take further action involving the expenditure of stamina and will have to wait for his next turn in order to have another 5 points of stamina.

The player is not able to cross any area blocked by walls (marked by a thick line on the board), Barricade doors (labeled with the corresponding Barricade token) or streets blocked (crossed on the board).

You may not pass through the standup of a zombie or zombie player, but you can via other living player.

Finally, no player may end its move on a space occupied by another player.

If due a move action an exit card (Heliport, Pier or Bridge) or an Exploration card enters the line of sight of the standup, the card must be unveiled (in case you haven't done it previously).

NOTE: The pilot's ability allows you to view, in secret, the Heliport card available as long as the Hospital is in your line of sight.

Push (1 point of stamina)

A living player who is in a space occupied by another player, can spend 1 point of stamina to push the other player to an adjacent space in any direction, as long as they respect the rules of normal movement (ie, you can't push the player through a wall, Barricade, blocked area or a space occupied by another player).

NOTE: You must remember that a player's move cannot end in a space already occupied by another player, therefore, to enter a space occupied you shall keep moving, or push the other player to an adjacent space.

Check doors (no cost of stamina)

Before the player can enter a location for the first time, two things must be checked: if the building is fortified (ie with Barricade tokens on the doors) and what's inside. Both actions have a stamina cost of 0 points.

To see if the doors are locked, the player taking the action must be in a space adjacent to an entrance of the building, then roll of a 6 sided die:

  • If the result is 1, 2 or 3: the door is not locked.
  • If the result is 4 or 5: 1 Barricade token is added in each door.
  • If the result is 6: 2 Barricade tokens are added at each door.
Dice scoreBarricade items
1 - 30
4 - 51
62

You shall place all the tokens indicated in ALL the entrances of the building (always inside the building). This process is performed only once per building, meaning that if a player had already explored some of the entries in the same building on previous turns, it won't be necessary to check again if there is a Barricade or not.

Open doors (no cost of stamina)

If the entry has no Barricades, because it whas determined by the die roll or they were destroyed (see Set/Remove Barricades), the player can now check in what's inside the location. To do this, the player must be in a space adjacent to one of the entrances to the building and declare that the door is open.

When you open the door of an unexplored building, it must draw the top card from the deck of Interior. This card indicates the number of boxes and if there are zombies in the building, as well as their relative position. To interpret properly the Interior chart, it must be oriented on the map so that the entry represented in the card matches the building entrance in question.

The zombies would be placed on the map as they are indicated on the Interior chart. If one or more zombies remain outside the building because of the distribution of the chart and the real shape of the building, they will be placed as the current player choose to.

Be added, always inside the building, as many zombies as indicated at the end of the text of the card (if there is any indication of this) and on the spaces the current player decides. In case that there is no more room, the remaining zombies will be discarded.

Finally, you must places as many box tokens as indicated in the card (in addition to those existing in the case of a unique building). The box tokens are not placed in a particular space, they simply must be placed in the building because you will not need to go to its position to open.

In the card taken as an example, we can see 2 zombies placed outside the entrance, 1 zombie per Infection Level (rounded down) wherever the current player wants (always inside the building), and 3 box tokens.

EXAMPLE: Player A aims to enter a building, so first, and after standing adjacent to one of the entrances, he makes a 6 sides die roll to confirm the number of Barricade tokens on the doors. The die rolls a 4 and, therefore, places a Barricade token in each one of the doors of the building. After destroying the Barricades, player A decides to open the door. Once the building is open, take an Exploration card and place 2 zombies as shown in the image of the card.

In addition, the text indicates 1 zombie for each Level of Infection (shown in the card as 1 zombie x Level of Infection). In this case we'll suppose that the Level of Infection is 2, therefore it will be 2 zombies within the building (1x2 = 2), which the player A will choose to place as far as possible from the door. And finally, the text of the card also indicates that there are 3 boxes, therefore, be placed 3 boxes tokens inside the building.

NOTE: If your Exploration card indicates that there are no boxes, the open box side of the token will be placed to indicate that the building has already been explored.

NOTE: Once you open a door, you cannot close it again, but you can spend a Barricade token to block it, and the stamina necessary to do so (see Add/Remove Barricades).

Add/Remove Barricades (1/3 points of stamina per Barricade)

For 1 point of stamina, a player who is next to a door is able to use one of his/her Barricade tokens from the pack to block that door, placing the new one over the Barricade token already used.

There are two methods to eliminate a Barricade: the quickest one, but not sure of success, would be to attack the door as if it were an enemy (see Action Attack). If the attack is succesfull, the Barricade token would be eliminated from the door.

NOTE: A door can only have a maximun of two Barricade tokens.

The second method (effective, yet expensive) is to place your character next to the door you want to unblock and spend 3 stamina points for each Barricade token for elimination.

NOTE: The ability of the thug allows to drop to 1 the value of stamina needed to remove a Barricade token.

Organize equipment (no cost of stamina)

With this action, a player can move the objects inside the backpack, equip it with weapons or throw objects (eliminate them) with no cost of stamina. This can be done at any moment, even when is not the player's turn.

Attack (1 point of stamina per attack)

This action costs a stamina point per attack.

The objectives of an attack may be: a player (alive or zombie), a zombie or a Barricade that is in a space in the line of sight and at a distance equal to or less than the range of the weapon in any direction (including diagonal).

The line of sight of a player consists of all spaces where, by drawing an imaginary line from the center to the center of the space of the player, this does not pass through any obstacle to vision (wall, Barricade token or blocked area).

EXAMPLE: Suppose that player A had equipped a gun with a range equal to 3. In the picture we see in green the spaces on which to open fire.

NOTE: If it's not clear whether the imaginary line to the target crosses a visual obstacle, get this in mind: only straight 45º or more (ie passing through corners of the grid) are considered sightline free obstacles.

NOTE: The player standups or zombies and doors already open are NOT considered vision obstacle.

To make a successful attack, players shall throw the 8 sided die and must obtain a value equal or higher to the hit value of the equipped weapon. If successful, the target automatically loses 1 health point.

NOTE: The zombies only have 1 health point, therefore they die on one successful hit.

Hit values, range and ammo are shown in firearms tokens. Other weapons will not appear. The melee weapons range 1, and obviously, do not use ammo.

NOTE: Having no equipped weapons means you will be fighting with fists. These have a hit value of 7 + and its range is 1, meaning, you can only attack on an adjacent space to the player.

Firearms weapons work slightly different to melee weapons, such as the bat or the ax. They have a longer range, but run on ammo to work. A player must have at least one token of ammo on their backpack to use a firearm during a turn.

If after making a hit roll with the die, the player gets a value less than or equal to the "no ammo" of the weapon equipped, he automatically loses an ammo token of the backpack. If you're out of ammo tokens in he backpack, you can't shoot until you get a new token in your backpack.

NOTE: All the firearms value for "no ammo" is 1, except for the rifle, which is 1 or 2.

EXAMPLE: Player A has equipped a shotgun in his backpack and takes an ammo token. There are two zombies in your line of sight and within range of the weapon. It has not moved yet, so he has all of his stamina points to spend. So he decides to destroy the zombies as follows:

  • In his first shot rolls a 7, eliminating his first piece of the day.
  • In his second shot rolls a 2, but as he is carrying a gun with ammo value of 1, he does not lose its token of ammunition and can keep shooting.
  • In his third shot, he rolls a 1, which means he fails and is out of ammo tokens. Player A has no ammunition in his team, and therefore will not be able to keep firing his gun until he finds more ammo.

Player A is left with a weapon that can not be used, only 1 stamina point for the rest of their turn and a zombie at an unpleasantly short distance... Good luck buddy ...

Looting (1 point of stamina per box)

To loot a location, the player must be inside a building free of zombies or zombie players, in which there is at least one closed box token. If all conditions gather, the player may spend 1 point of stamina to open a box. When opened, it automatically will flip to show the open box side of the token to indicate that it has been open (face-up image of open box).

The player can repeat this action as long as some of the requirements listed in the beginning are present (closed boxes, have stamina points without spending, etc.)

NOTE: It is NOT necessary for the player to move to the space occupied by the box token in order to open it, just to be on the inside of the building is enough to open it.

To know the contents of a box that has just been opened, the player who performed the action takes the first card from the Looting deck and, after showing it to the other players, acquires the objects written. Subsequently, the card will be placed next to the Looting deck, forming a new stack of discarded cards. If there are no cards here, the discarded cards are shuffled and put back, face down, on the site of the board where they belong.

Looting cards are divided into two parts: the first will indicate the objects found, regardless of the building in which the player is. In the second part, it indicates what additional object will be available if the player is in a specific building (police, fire station, etc....)

To obtain the object of the card, the player must have enough space in his backpack or equip it directly in case it is a weapon (see Equipment and character sheet below), otherwise the object will be lost. Remember that a player can, at any time and even out of turn, remove any object from his backpack, and exchange weapons from the hand to the backpack, and viceversa, without spending extra stamina.

NOTE: If the object is a firearm and is out of stock, you'll get an ammo token in place. If it's about any other kind of objetct and is out of stock, the player will get nothing.

If the selected Looting card is the one of "zombie in the closet", place a zombie standup in an adjacent space to the player (chosen by the player himself) and the zombie will immediately attack the player who drew the card. Then the player will continue with his/her turn.

NOTE: The position of the boxes inside the building is irrelevant, because to open them you don't need to go into position, but to simply take action as described in the relevant Looting section.

Initiate exchange/register corpse (1 point of stamina)

For the cost of 1 stamina point, a living player who is adjacent to another, may initiate an exchange with him. During this action both players are able to exchange all the objects they want to. When the player who initiated the exchange performs another action or ends his turn, the exchange will end.

For the cost of 1 stamina point, any player who is in the same space as the body of another player, can pick any object wanted from the deceased.

Use Medkit (1 point of stamina)

For the cost of 1 stamina point, a player may remove one of the Medkit tokens from the backpack to recover 2 health points. A player can never have more health points than shown on his character sheet.

NOTE: The doctor's ability allows him to apply one of his Medkits to an adjacent player. In case he apply it to himself, the player will recover 3 health points instead of 2.

Become a zombie (1 point of stamina)

This action can only be performed by those infected players, meaning those with a "You are infected" card in their possession and have not disclosed it yet.

For the cost of 1 stamina point, the infected player reveals his "You are infected" card. Just then, the new zombie player may declare an attack on an adjacent player, following the rules for a zombie player attack (see Infection cards and several things about Undead below). If this attack is successful, besides the normal damage, the target player will receive all the unrevealed Infection cards the attacking zombie player possesses.

From this moment, and for the rest of the game, the player who has revealed his "You are infected" card will be considered a zombie player.

Fresh meat (1 point of stamina)

This action can only be performed by zombie players. If the player is in the same space as another player's body, you can spend 1 stamina to regain 1 health point, but not to exceed the maximum health of his character. This action represents a zombie feeding on a corpse, leading to increased vitality.

Zombie phase

As the current player indicates that his Actions phase has ended, he shall immediately proceed to Zombie phase. This phase is controlled largely autonomously, as described below:

First, we must check if new zombies appear on the board. New zombies only appear if the current player is outside a building and at 5 or less spaces from an non visible Danger Zone. The maximum number of zombies that will be generated per round is 1 + Level of Infection rounded down.

We will call Danger Zone to the first spaces belonging to a street or hole perpendicular to the path in which the player is active and has not passed in this round. These zones will represent blind spots and corners from which new zombies can appear.

EXAMPLE: In this image we can see that player A has two Danger Zones.

A Danger Zone is visible IF any living player is within the arc formed by the diagonals of the spaces of the Danger Zone towards the street where the player is. In other words, a Danger Zone will be visible when the closest space thereof is within the line of sight of the player. Otherwise, it will be an invisible Danger Zone, or as we will call from now: a hot spot.

If we number the hot spots, from the closest to farthest, and within each one of them we number the spaces following the same pattern, we will place the new zombies one by one, starting with the first space of the first hot spot and ending with the first space of the last hot spot as long as they are not already occupied.

If there were more zombies to place than hot spots, the cycle begins again, but this time occupying (if possible) the second spaces of each hot spot until there are no more zombies or any empty space within these hot spots.

NOTE: The general idea is to try to place the zombies as close to the current player, and as uniform as possible so the they appear in the hot spots.

NOTE: If you have to choose between two or more hot spots that are at the same distance, the current player will decide where to place the zombies.

EXAMPLE: Suppose Player A has just finished his turn for actions after moving 6 spaces.

In the first picture on the right we can see the figures representing player A and player B, and the path made by the player A to get to the current point. Zombies that were already on the board are shown and, finally, we have listed and marked in red all Danger Zones for player A.

The spaces marked in green are not Danger Zones because, as we can see by the arrow indicating the movement of player A, he has gone down the street to which they belong during this turn.

Now is time for Zombie phase, so examine each of the Danger Zones in the range of 5 spaces of player A, to check if they are hot spots:

  • Danger Zone 1: This Danger Zone is not in the line of sight of any player and therefore it is a hot spot.
  • Danger Zone 2: This Danger Zone is not in the line of sight of any player and therefore it is a hot spot.
  • Danger Zone 3: This Danger Zone is not in the line of sight of any player and therefore it is a hot spot.
  • Danger Zone 4: This Danger Zone is in the viewing area of player A and therefore this will NOT be a hot spot.
  • Danger Zone 5: This zone is in the viewing area of player B and, therefore, this will NOT be a hot spot.

Therefore, we have 3 hot spots enumerated as 1, 2 and 3.

Now we place the zombies that will enter the game. Suppose the current Level of Infection is 3, which indicates that we should add, if possible, 4 more zombies (1+3=4). According to the ruleset, the placement order would be:

  • First zombie: The first zombie should be placed in the hot spot number 1 or 3 (where the current player chooses to), being the closest, but being already occupied by a zombie, would spend the next nearest hot spot, that is spot number 1.
  • Second zombie: Now, we would place a zombie in the next unoccupied hot spot, that is number 2.
  • Third zombie: As we have completed all the valid hot spots, we would pass to the next spaces starting again from the nearest hot spot. In this case, the closest ones would be number 1 and 3, so the current player will choose where to place the zombie, and in this case player A choose to place it in the hot spot number 3.
  • Fourth zombie: Now, the next and nearest hot spot with a viable adjacent space is the hot spot 1, and therefore this is where we would put the last zombie.

If it where neccesary to place more zombies, these will not be added to the game in this turn, since there are no more viable spaces to do so.

In the second picture on the left we can see the final placement of the zombies added. Now it's time to act. In this case, all the zombies would move a space, approaching to player A.

Author's Note: Well, this part about adding zombies to the game, is by far the most difficult to explain on paper, so I add this note trying to clarify a bit my intentions. Basically, the idea is that there will be zombies everywhere as players progress, because the zombies have a nasty habit of appearing right where you are not looking and if you are not trying to go in a semi-organized way (covering streets, watching the corners, etc..) players will soon be overwhelmed (which, in my experience, often end up in delirious situations). So, if you have doubts about whether this is a hot spot or not, or where to place either a zombie, do not make your life complex and have common sense, or just come to an agreement among all players. This is a game in which it is assumed that the characters are going to be up to his neck most of the time (or at least that's the spirit), but mostly it's a game for fun, not to spend one hour with brainy calculations of each millimeter rule (well, unless it amuse you, of course).

After placing the new zombies (if needed), we move to their Actions phase. The zombies only have 1 point of stamina, therefore, they can only be able to attack or move and always in that order of preference.

The first thing a zombie will try to do, whenever possible, will be to attack an adjacent living player (never a zombie player), if this is not possible it will move towards the nearest living player, less than 5 squares distance by the shortest route, dodging other zombies or entering other buildings if necessary (as long as the building has been previously opened by the players).

If the nearest player is inside a building with Barricades, the zombies will go to the door and attack to destroy it and gain entry.

If in the range of 5 or less spaces from a zombie there is no living player, it simply will not move. If this situation continues for 3 rounds or more, the zombie can be removed from the board.

NOTE: The zombies can not pass through walls, Barricades and obstacles, but feel their prey through them.

To run a zombie attack, the player on the right of the target player must throw the 6 sided die. On a result of 5 or 6, target player loses 1 point of health and also, if the result is 6 must take a card from the corresponding Infection deck.

Once all the zombies have moved or attacked, Zombie phase has finished and it is next player turn. Then the turn goes to next player. When the turn goes again to the first player, the round is over.

NOTE: In case of dispute over who should be attacked or in which direction to move, the current player is the one to choose.

Equipment and Character Sheet

There are different in-game tokens that will be useful for players survival and that could generally be divided into two types: weapons and extras.

The weapons are used to improve the ability of the player's character to attack, while the extra offers a varied assistance during the game (recover health points, locking doors, etc..).

Players will be collecting equipment throughout the game and use them in the most opportune moments. However, the ability to carry weapons and extras has a limit.

On the first place, a character can only use one weapon at a time. To indicate the weapon the player is using at any given time, he/she will place the chosen token on the reserved area of the Character sheet to indicate the weapon equipped.

Second, the weapons and extras that are not in use, should be kept in the reserved area on the chart, called backpack. The backpack is divided into a grid of different sizes depending on the character and to indicate that an object is stored, must be placed COMPLETELY WITHIN that grid.

NOTE: Any object that is not equipped (in the case of a weapon) or inside the backpack, automatically will be considered removed.

The character sheet shows the character's health, stamina per round, skills and backpack grid.

Infection Cards and Several Things About the Undeath

When a zombie or zombie player, gets a 6 on an attack roll, in addition to normal damage, the player will receive a card of Infection.

IMPORTANT: When only one player remains alive in the game, this one will stop receiving Infections cards when a zombies or any zombie players attacks.

Infection cards are private and only to be seen by the player who receive it, unless otherwise indicated.

There are two types of cards of Infection: "You are infected" and "You're not infected". The first is simple, the player just got lucky and the wound is not contagious... the second, however, does not bring such good news for the player who has been injured.

Okay, I've been bitten and won one of those "You are infected" card, now what? If a living player has one of these cards at any time during his/her turn and for the cost of 1 point of stamina, the player can perform the action of becoming a zombie, described in the chapter about Actions, and immediately became a zombie player.

In addition, every 5 turns, all players with Infection cards should reveal one of them, the one they want, and if that one revealed is "You are infected" the player will automatically become a zombie player (yes, without making an attack by revealing the card, as would happen if he/she did in his turn).

Once the player is turned into a zombie, it will have the same stamina that he/she had as a living player, the same health points availables at the time of becoming a zombie, and the only actions allowed are those to move, attack and fresh meat (see the chapter about Actions phase).

The player can't use any object, nor can take one from a corpse.

When attacking, the zombie player will act like any other zombie, ie, using the standard six-side die and will impact with a 5 or 6. Also, if the player gets a 6 on the roll, the target player will receive a card of Infection.

All the equipment the player had at the time of transformation will remain in his possession and can only be recovered if the player is killed and looted as in the case of a dead player.

A zombie player can not flee the city.

At the end of the Actions phase of a zombie player, the Zombie phase is skipped and the next player's turn begins.

Injury and Death

Each time a zombie hits a player, it receives a point of damage that is indicated by removing one health token of the character sheet.

A player can recover his health points by using a Medkit (see Actions phase) or through the skill of the doctor.

If at any time a player (zombie or not) lose all his/her health, the player will be dead and therefore, the game is lost for him/her.

If the unfortunate player was not a zombie player, he/she must reveal his Infection cards and if there are any "You are infected" card among them, he/she will become a NON-PLAYER zombie, being controlled by the rules of the Zombie phase described above. On the other hand, if the player has no "You are infected" cards, he/she will just be dead without becoming a zombie and his standup on the board will be replaced with a health token to indicate the place of his death.

When a player dies, his corpse will retain all his objects; it can be pillaged, as described in the Actions phase chapter.

NOTE: It is important to note that, if the player has become a zombie, he/she will get objects and, until it is killed, he/she can not be sacked.

NOTE: If the starting player dies, the next player will be considered the starting player.

Turn Indicator

The turn indicator shows the passage of time in Silver City. It represents the remaining time before the shellfire and the Level on infection inside the city. In addition, it marks how often to check the infection status of players as well as the revealing of an Event card. The current turn is indicated by the position of the fighter plane.

Turns 5, 10, 15, 20 and 25 are specially marked with a series of instructions to follow. These instructions include:

  1. Increase the Level of infection at the Level indicated by the current turn (non-cumulative). This value is maintained until a new value is indicated.
  2. Reveal and put into play the top Event card. All players must follow the instructions of the Event card.
  3. All living players who have Infection cards must reveal one of them. If it's a "You are infected" card, the player automatically becomes a zombie player. The cards are then discarded.

NOTE: When a player becomes a zombie in this way, he has no free attack as it would happen if he/she spend an action point in their turn to reveal it.

When the turn indicator reaches Level 30, players will no longer follow the previous instructions, but will use No Time cards (the Level of infection will not continue to increase, so no new Event cards will be used. Also, Infection cards are no longer revealed).

No Time Cards

These cards represent the laps in time between the scheduled time of the shellfire and the actual time of it. This period can happen between round 0 through 5.

If the card "approaching the target..." is revealed the fighter plane has not yet arrived and the round will play normally.

If the card revealed is "bombs away!" the fighter plane has destroyed Silver City. Any living player who has not succeeded in leaving the city will be dead and the game is over.

Event Cards

Every 5 turns, as shown by the turn indicator, players should reveal an Event card and follow its directions, unless:

  • The card Heliport or Pier is drawn and is no longer viable. In this circumstance ignore the effect and draw a new Event card.
  • If the unveiled card refers to the Heliport, the Pier or the Bridge, and these are no longer a viable exit, then ignore the effect and nothing happens.
  • Zombies appear in any of the exits (zombies must stay close to the exits). If there is any dispute the first player has the final say.

Exploration Tokens

These Exploration tokens represent areas of the city on which the players have no prior information. In them we can find passageways, blocked areas, and even hordes of zombies.

The way to use these cards is as follows: If a card enters the line of sight of a living player he will flip the card. If it's an area with obstacles then the card will be left on the board to indicate the locked spaces. However, if the card flipped shows a horde of zombies then the card is replaced by the number of zombies as indicated. Lastly, if a passage is open then simply remove the board.

Fleeing From the City

NOTE: These rules only apply to living players (infected or not).

There are three possible ways out of the city, each of which have certain rules for use, rules that are detailed below:

Bridge

When one of the spaces that hold the Bridge cards enters into the visible area of a player it will be revealed. You may draw a straight line from the player to any space that holds the card to check which obstacles are in the path.

In order to flee across the bridge it must not have been previously destroyed (ie: that the "bridge destroyed" card was not revealed). The player must enter the card zone to be considered saved. If any or all players finish their turn inside the "the bridge is still there" card zone will have successfully fled the city.

Helicopter

If the Hospital building is within the vision of the pilot player (unimpeded by any buildings or blocks) then the pilot player can view the card in secret and return it to the top of the deck upside down.

NOTE: The player with the role of the pilot can decide whether or not to reveal the content of the card. He can also lie about the card if he deems it necessary.

When a player reaches a space adjacent to the helicopter card through the interior of the hospital, it must be revealed.

To successfully flee across the Heliport the player must be inside of the card (as if it were a space) when it is activated. Each card has a maximum number of seats that can be occupied.

NOTE: The card, for all purposes of combat, counts as one space. For example, a zombie in an adjacent space to the card can attack an inside player, or a player within 3 or fewer spaces from a target inside the helicopter (counting the card as a space) could fire a gun at an occupant.

Only the pilot who has made it inside the Heliport card during her turn can activate it for 2 points of stamina. Once the card is activated it is removed from the game and the players inside have successfully fled from the city. From this moment on the Heliport is no longer a viable solution of escape for other players.

Pier

If the Pier building is within the vision of a player (unimpeded by any buildings or blocks) then it will be revealed.

To flee across the Pier the player must be inside the card (as if it were a space) when it is activated. Each card has a maximum number of seats that can be occupied.

NOTE: The card, for all purposes of combat, counts as one space. For example, a zombie in an adjacent space to the card can attack an inside player, or a player within 3 or fewer spaces from a target inside the Helicopter (counting the card as a space) could fire a gun at an occupant.

To activate the Pier card the player must be on the card and spend 2 points of stamina. Once the card is activated it is removed from the game and the players inside have successfully escaped.

The remaining Pier cards will be remove from the game. From this moment on the Pier is no longer a viable solution for the other players who were unable to escape.

NOTE: Remember that any Event card ceases to apply, because the card has already been disclosed. Under this circumstance discard the Event card and draw a new one.

Single-Player Games

Huida de Silver City has the chance to play solo. The rules and objectives of the game are the same, with the exception that there is no deck of Infection, and therefore the player will never become infected or zombie.

Alternative Missions

Below are different options to the basic game where victory conditions vary, as well as the selectable characters, etc ....

Preparation rules and game are the same as the basic mode unless it specifies the contrary.

Very Important Person (1-3 players)

Description: Players form a special force command sent to Silver City to rescue a civilian (represented by the Special token) with crucial information about the infection. Its mission is to safely evacuate the city before its destruction.

Modifications in the game preparation:

  • Placement of the Heliport card face up to four passengers in its corresponding place.
  • Only one card is placed face down on Pier.
  • The Special token will be placed in the Pub.
  • Players start the game within the Heliport card.
  • Only the following characters can be choosen: Military, Pilot and Doctor.
  • The pilot starts with a gun and ammo tokens.
  • The doctor will start with gun and ammo tokens.

Changes to the standard rules:

  • Placement of the Heliport card face up for four passengers in the corresponding place.
  • Only one card is placed face down on Pier.
  • The Special token is placed in the Pub.
  • Players start the game within the Heliport card.
  • Characters can only choose Military, Pilot and Doctor.
  • The pilot starts with gun and ammo tokens.
  • The doctor starts with gun and ammo tokens.

Changes during the game:

  • When you open the door of the pub, the Exploration card will not be used.
  • The first player to enter the Pub receives the Special token.
  • The player who is guarding the civilian (owning a Special token), will lose 1 stamina point each turn, as long as this token remains under his possession.
  • When two players perform an exchange action, the Special token is exchangeable too.
  • If the player who's guarding the civilian dies or is transformed into a zombie, the player closest to 5 spaces or less of this, gets the token. In case of a tie, the player who had the token decides who among the potential candidates will keep it. If there's no living player within 5 spaces or less, the civil dies and the game ends automatically.

Victory Conditions:

  • Players will win the game if they successfully leave the town guarding the civil, or if they managed to escape leaving the zombies behind.
  • The infected players win if they leave the city guarding the civil, or after this has already escaped.
  • Zombie players win if no player leaves the city in time, or one of them is infected or the civilian dies.

"Freedom" (4 Players)

Description: The Bridge has been destroyed and the helicopter is gone. There is only one viable solution "The Freedom"; a sad fishing boat that belongs to the owner of the veterinary clinic. As small as it is, it's the only chance they've got. There are only two minor problems: they do not have the keys to the boat and only 2 people fit...

Modifications in the game preparation:

  • You can't use the Heliport card.
  • Place the "Destroyed bridge" card in the corresponding position.
  • Put 2 seats from the Pier cards face up in the corresponding position.
  • Two players will start inside the Hospital and two from the Hardware (in any space inside the buildings).

Changes to the standard rules:

  • When you open the door of the Veterinary Clinic, there won't be an Exploration card, just put a zombie in front of the door.
  • The first player to get into the Veterinary Clinic will get the Special token that represents the keys to the boat.
  • When two players make the exchange action, they can also exchange the Special token.
  • To enable a player to exit the Pier, this one must possess the Special token.

Victory Conditions: The same as in the basic game.

Watch your back (2-4 Players)

Description: Before joining, the individual characters have wandered around town trying to survive. Along the way, you may have been attacked and bitten by a zombie. To represent this, all players start with cards of Infection.

Modifications in the game preparation: Shuffle the Infection cards and give each player 2 cards.

Victory Conditions: The same as in the basic game.

Not without my daughter (1-4 Players)

Description: All exits are unused, but there is a little hope. Players have received a radio call for help from a man who claims to have a helicopter with 6 seats. He's willing to evacuate the players if they help her daughter Susan (represented by the Special token) to arrive safely from the pharmacy to the helicopter.

Modifications in the game preparation:

  • Place the Heliport card 4 spaces back into place.
  • Do not place any Pier cards.
  • Place the card "Destroyed bridge" back to the corresponding output.
  • Put the Special token in the Pharmacy.

Changes to the standard rules:

  • When you open the Pharmacy door, no Exploration card will be taken.
  • The first player to enter Pharmacy will receive the Special token representing Susan.
  • The player who is guarding Susan, will lose 1 stamina point each turn, as long as this token remains under his possession.
  • When two players make the exchange action, the Special token is exchangeable too.
  • If the player guarding Susan's custody dies or is transformed into a zombie, the player 5 spaces near or less, gets this token. In case of a tie, the player who had the token decides who among the potential candidates will keep it. If there's no living player within 5 spaces or less, the civil dies and the ends automatically.
  • To activate the Heliport card, the player keeping Susan must be one of the its occupants.

Victory Conditions: The same as in the basic game.

Keep running (1 player)

Description: You have been bitten. Fever started a couple of hours ago. Not much time left. You get out, you must escape. Someone will heal you when you're out. There may be a cure. Sure there's a cure. Right... ?

Modifications in the game preparation: The player starts with 2 "You're not infected" cards and 1 "You are infected" card.

Changes to the standard rules:

  • Each time the player uses a Medkit, he'll recover 2 health points and receive a new "You're not infected" card.
  • If the player is forced to reveal the "You are infected" card, the game ends.
  • Remember that this is one single player game, it does not receive Infection cards from zombie attacks.

Victory Conditions: Flee the city before it is destroyed or the player's unveil the "You are infected" card.

FAQs

When can I attack other players? Whenever you want during your turn, even at the start of the game; however, this might not make you the most loving player among the group.

Can I shoot from inside of a building to the street and viceversa? Shooting from the inside of a building to the street: yes, as long as there is a vision line with the target. Shooting from the outside to the inside of a building: yes, as long as there is a vision line, and the building has been explored (it means that it's been already opened).

Can I push a zombie or a zombie player? No, because in order to do that you must be on the same space as your target, and as explained before: you can't be on the same space of a zombie or zombie player.

Every living player can generate new zombies at the end of each round? Every player can generate zombies at the end of THEIR round. For example, after player A's round is finished, it must be checked whether zombies have emerged according to his position - not worrying about the rest of the player's positions, and so on in every payer's turn...

Can a recently found object be exchangeable? If you just found an object after performing the looting action, this object must go directly to your character sheet. If there's no room, there are only two possible options: discard it, or discard other of your owned objects to make room. It's NOT allowed to give that object to a player in an adjacent position. As soon as the object is in the token, then it will be allowed to perform an "Exchange" with an adjacent player.

Do I have to spend 1 stamina point for each exchanged object? No. The "Exchange" action costs 1 stamina point, and objects can be exchanged all you want, until the player who initiated the exchange decides to perform another action or end your turn.

Can two adjacent players exchange objects with a wall / barricade between them? No. In order to exchange tokens, players must be adjacent and no obstructions between them.

In the box there are 4 rifle tokens, and 4 Axes. Can you use all of them during the game? Originally, the basic game is designed so that only 2 rifles are available and 3 axes. If you consider it appropriate to include the rest of weapons, you can; however, this would make things too easy and therefore, less exciting, and you do not want that, do you ...? Alternative future missions (or missions created by yourself), this option could take place without affecting the game negatively.

There are more zombie tiles than available bases, is that normal? Yes, it is normal. Each game has 10 spare zombie tiles.

When the game starts (turn 0), must I reveal an event card? No, the first event card must be shown at the beginning of round 5.

Are the zombies which are removed because they were not moved taken out at the end of the third turn or round? At the end of the third round.

Must zombies who were created by an event card remain on the board even when they were three rounds without acting? Yes, those are the only created zombies in the game which must not be removed even after three rounds without acting.

What happen if I need to generate zombies and we are run out of zombies tiles? You will not be able to generate new zombies until you had spare zombies tiles.

When a zombie attacks successfully (the zombie player gets 5 or 6 in a 6-sided dice), does the player lose 1 stamina point? No, the player loses 1 health point. This misunderstanding is due to an errata in the chapter Zombie Phase.

Is the zombie player first attack the only one that lets the player give his/her unknown Infection Cards? A zombie player is only allowed to give his/her Infection Cards to another player if he/she willingly uncover a card with "You are infected" written on it and the player performs the attack related to this action and hits on a living player (he/she gets 5 or 6 in a 6-sided dice). If this attack fails or is not carried out, the zombie player will remain with his/her cards without uncovering for the rest of the game. Furthermore, any attack performed by a zombie player (including the former one) which gets a 6 in a 6-sided dice, forces the target player to pick a card from the infection deck.

Can I throw an item to be picked by somebody else later? No, you cannot. Items which are not being used or in one's bag are removed.

Must I pay 1 stamina point for every exchanged item? No, you must not. The exchange action costs 1 stamina point, but in the same action, the player can swap every item that the involved players want. This action finishes when the player who started performs a different action or the player decides to finish his/her action phase.

I have just performed Looting and the item I've got doesn't fit in my bag, can I give it to my adjacent player by paying 1 stamina point? No, you must not. Once you perform Looting, you get some items which must be added to the character sheet or removed. It must be mentioned that, if the player so wishes, he/she can reorganise his/her equipment by moving items or even deleting them to make room for the new item.

While I'm looting I find a weapon, does it have any ammo? No, it doesn't. You only get the weapon.

Can a player be pushed from an adjacent square? No, the player cannot. To push a player, both must be in the same square.

Can I attack diagonally? Yes, the only action that you can't perform diagonally is movement.

If a zombie is on the other side of a building, do the inner squares count in the detection area? Yes, they do. Zombies have a 5 squares detection area regardless the direction or if there is any wall or obstacle. Once the player is detected, the zombie will look for the fastest way to reach the objective by bordering or going through if it's possible.

Can zombies jump over other zombie? No, they can't. Zombies will go to the nearest player through the fastest way, avoiding if it's possible other zombies or zombie players, but they will never jump over them.

To generate zombies, do the streets, blind alleys and single squares spaces count? Yes, they do.

If an Exit Card is already uncovered and an Event Card which makes a reference to this Exit is unveiled, is the indicated action in the Event Card performed? If this one is the Bridge Card: yes. If the card is the Heliport or Pier Card: no. In stead, the following Event Card must be uncover. If the exit which mentions the Event Card is not viable any more, nothing will happen.

Are the Heliport and Pier Cards considered as squares? For all practical purposes, they are considered another square; they are adjacent to the adjacent squares of the card. So, you can attack from or to the inside of one of those cards, as well as being attacked by a zombie, etc. The only exception is that zombies and zombie players cannot get into them.

What happens if the last player in the game is an infected player? He or she is the winner of the game.

Does the pilot takes one of the free seats in the Heliport Card? Yes, he does.

When I remove a barricade item from one of the doors of a building, can I remove the rest of barricades from doors in that building? No, you cannot. You can only remove the Barricade item objective.

Must I delete any barricade tile to go out from a building? Yes, you must delete any barricade tile on the board (by attacking or any action for taking out the barricade) for being able to go into a house through the barricade, it does not matter if the player is inside or outside the house.

Are the squares in the border of the board playable? No, they aren't. The playable squares are the complete ones. Some squares in the board are not completed as the ones in the border. These squares aren't considered a part of the board.

Can a zombie player go through a zombie tile or a zombie player tile? No, the player cannot.

Can a zombie player uncover an Exploration Token on the board? No, the zombie player cannot. We must mention that if an Exploration token is not uncovered, it mustn't be walked by a zombie player.

Which zombies can perform an attack against a door with a barricade? Any zombie who is adjacent to this door. We mean that it is possible to have three zombies attacking the same door.

If you don't have any hand to hand weapon or any ammo for guns, can you attack? Yes, you can. The attack has an impact of +7.

Is the line of sight infinite? The line of sight of a player is only interrupted by visual obstacles such as: walls, closed doors, barricades and crossed out zones on the board.

In the case that the door of a building you are checking has no barricades, does that mean that no doors in the building has barricades? Exactly, no doors in the building has barricades and any zombie can go through to reach his/her objective.

Must a player stop moving when he/she walks in the nearby of a zombie? No, the player can keep on moving, attack or do whatever he/she wants.

Are the squares which are directly after a hot point and out to the sight line of a living player hot points too? No, they aren't. The squares which aren't visible and which are directly located after a hot point can only be used if more zombies must be located and all the other hot points are being used with this aim. In that case, a second zombie may be added after the one located in an original hot point.

Actions Summary

ActionStamina spending
Move1 Stamina x Space
Push1 Stamina
Explore buildings0 Stamina
Open doors0 Stamina
Add / Remove barricade1/3 Stamina x Barricade
Organize equipment0 Stamina
Looting1 Stamina x Box
Exchange / register corpse1 Stamina
MedKit1 Stamina x MedKit
Become a zombie*1 Stamina
Fresh meat**1 Stamina x Health

* Only infected players ** Only zombie players