Last Night on Earth: Airstrike
Last Night on Earth: Airstrike Rulebook
Table of Contents
Table of Contents
New Cards
Partly illegible. This paragraph is on the sheet's top edge and in a blurred photo of the overview. Only the fragments below could be read, and the sentence breaks are not certain.
[illegible] … [partly illegible] … The new cards in the Airstrike Supplement are designed to be shuffled into the existing Hero and Zombie decks respectively. [partly illegible] … [partly illegible] … [illegible] … [partly illegible] … [illegible] … [illegible] … [partly illegible] … [illegible]… Card / 1 Hero Card. This allows you to add in all of the cards or select which cards to add in or take out (it also allows you to add more cards in a balanced way if you get a second set of Airstrike for instance).
The paragraph starts above the top edge of the photo. Its opening words, including the start of the card-type line ("… Card / 1 Hero Card"), are [illegible]. The sentence "The new cards in the Airstrike Supplement are designed…decks respectively" is the best reading of a blurred photo and should be checked against the printed sheet if one becomes available.
New Rules
Scenario Special Rules: Standardized Scenario Special Rules have been introduced in several expansions and are listed at the top of a Scenario in Red text. These Scenario Special Rules have a predefined meaning which allows for a scenario to be a little more in depth without having to re-list all of the same game text. Each of the Scenario Special Rules for the Airstrike scenario are defined below.
Heroes Replenish: Whenever a Hero is killed during the game, the player may ALWAYS draw a new Hero character to replace them with.
Number Counters (6): At the start of the game, take the Number Counters marked 1-6 and shuffle them up. Without looking, place them face down, each into a different Random Building. These counters are on the entire building, not just one space. A building with a Number Counter may not be Taken Over (Re-roll). A Hero may give up their Search to reveal a Number Counter on the building they are in.
Always Zombie Heroes: Any time a Hero is Killed, they are automatically turned into a Zombie Hero.
Zombies Auto Spawn: The Zombie Player(s) may ALWAYS Spawn new Zombies at the end of the Zombie Turn (during step 6 - Place Newly Spawned Zombies). Because of this, you may skip step 3 - Roll to Spawn New Zombies as there is no need to roll.
Airstrike (x)
Printed header: "Airstrike (x)", with a set of three white dots and the word "EACH" (see the Dots cost below).
When an Airstrike hits the town, roll a Random Building. That building is immediately Destroyed (place a Lights Out marker on that building face down to show it has been Destroyed). Any Heroes or Zombies in that building immediately take a Wound and are moved by their controller to an adjacent space that is not in the building (or 2 spaces if needed). Any model in a space adjacent to that building when it is hit, takes a Wound on the D6 roll of 3+.
Once a building is Destroyed, no Heroes or Zombies may enter that building for the rest of the game and any Scenario counters (such as Number Counters) that were on that building are moved to a new Random Building. When rolling for the Random Building, if Hero's Choice or Zombie's Choice is rolled, instead this means that the Center Board has been hit! Every model on the Center Board immediately takes a Wound on the D6 roll of 3+.
Airstrikes always hit the town at the start of a Zombie Turn (as noted in the Scenario). When adding the Airstrike Special Rule to another existing Scenario using the Dots system, Airstrikes cost 3 Dots each and the Zombie player may have up to one Airstrike hit per turn.
Scenario Notes
When an Emergency Flare card is discarded to place a Flare on the board, the card [partly illegible] the Hero discard [partly illegible] pile [illegible]. You can use [illegible] [illegible] are markers [illegible] [illegible] … Forest … cut … [partly illegible] markers [illegible].
The lower part of this note is covered by the card stack and the sheet's fold. Only the fragments above are readable. The fragments "Forest", "cut" and "markers" are the only legible words in the last lines, and their sentence structure is not recoverable.
Airstrike Scenario Card
The Airstrike scenario card, as printed. The photograph is legible. The copyright line is omitted.
Title: Airstrike
Turns: 14
Scenario Objectives
Hero: Heroes Replenish, Number Counters (6) Zombie: Always Zombie Heroes, Zombies Auto Spawn, Airstrike (7)
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Place the number counters marked 1 through 6 face down into Random Buildings (Limit 1 per building, may not be placed in a building with a Hero). These number counters represent possible locations of extra Emergency Flares in town.
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When a Hero reveals a number counter, roll a D6. If the roll is greater than the number on the counter, the Hero may take an Emergency Flare from the Hero Cards discard pile or directly from the Hero Deck (reshuffle).
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The Heroes must find and place 4 Emergency Flares in the four corner spaces of the Center Board to create a 'safe zone' that the military pilots will avoid bombing. A Hero with an Emergency Flare must use a Move Action and discard the Flare to place it in their space. Once a Flare is placed, it cannot [be] affected by Heroes or Zombies.
The printed word "be" is not clearly visible in the photograph. It is bracketed here because the sentence is otherwise intact. Treat the bracket as a reading uncertainty, not a rule change.
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Beginning on Turn 7, at the start of every Zombie Turn, an Airstrike will hit the town! (as covered in the Airstrike Scenario Special Rule).
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The Heroes win by having all 4 Flares placed with at least 2 Heroes in the 'safe zone' (anywhere on the Center Board). The Zombies win by killing 3 Heroes or if the entire town is destroyed in the final airstrike (Turn 0).
Scenario Search Items: Emergency Flare