We Are Dead: Zombie Mall Massacre
We Are Dead: Zombie Mall Massacre Rulebook
Table of Contents
Table of Contents
Contents
- 1 Double-Sided Game Board
- 1 Rulebook
- 94 Card Deck:
- 64 Zombie Attack cards
- 25 Hero cards
- 5 Horde cards
- 110 Tokens
- 5 Zombie Player role cards
- 5 Zombie Player tokens
- 5 Zombie Player score tokens
- 2 Horde tokens
- 1 Horde score token
- 66 Shopper tokens
- 20 Infection tokens
- 10 Damage tokens
Object of the Game
As the walking undead the players will attempt to convert as many humans as possible. The player who turns the most humans into zombies wins!
Set Up
Place the game board in the center of the play area. Shuffle the deck of cards and set the deck where all players can reach it. Next, have each player choose a zombie role token – This can be done by players taking turns choosing or by blind draw. Then take the corresponding zombie token and score token. Each player places their scoring token (the smaller of the two) and the horde score token on the "0" space on the scoring track. Next, each player places their zombie token on the hotdog cart in the middle of the game board (this space counts as one square and players can move from it on any side, but not diagonally). For now, set aside the 2 zombie horde tokens.
Turn all shopper tokens facedown and mix the pile. Players must agree on a method they would prefer to place the shoppers on the game board.
- Method 1: Players, as a group, place the tokens randomly at the same time (this is the faster method).
- Method 2: Players take turns placing tokens on the board one piece at a time.
Shopper tokens may be placed in any open space on the board including the 3 spaces in each store. However, they may not be placed in the escalator or maintenance tunnel special spaces. Be careful not to overload one area, it could send all of the zombies in that direction! If the first method is chosen make sure all players agree on the placement of the tokens before beginning the game.
Deal out 6 cards and 2 infection tokens to each player. If any player has a horde card in their opening hand that player discards it and draws a new card. The player who last visited a mall starts (ties go to the youngest player) and play proceeds clockwise.
Victory Point Goal
| Number of Players | Victory Point Goal |
|---|---|
| 2 | 50 |
| 3 | 45 |
| 4 | 35 |
| 5 | 30 |
Rules
On a player's turn they may perform each step in order (see complete rules in the Game Play section):
- Movement: Move up to 3 spaces. +1 for each card discarded or infection token.
- Attack: Flip shopper token, defeat heroes, and attack the shoppers.
- Discard/ draw cards back up to 6. Reveal all horde cards drawn.
- Resolve horde attacks (if any).
Card Deck and Infection Tokens
In the deck there are three card types: attack, heroes, and horde.
Attack card (Bite, Claw, and Spit): These cards are used to slay heroes and mall shoppers so the player may score points. The attack number on these cards is used to beat a hero's toughness. If the card is used to slay a shopper on a token, this attack number is ignored. Each shopper requires one attack card to slay regardless of which card type (bite, claw, or spit) or attack number.
Hero card: Heroes are played against opposing players while they are attempting to slay mall shoppers. If a hero is not defeated it always damages the zombie player for 1 and triggers hero card's negative effects.
Horde card: The horde token and horde card represents the massing group of zombies that will grow as humans are slain during this outbreak. All horde tokens will attempt to eat the group of shoppers closest to it (this includes moving up or down the escalators). Drawing and playing a horde card triggers horde tokens. If this is the first time the card has been drawn during the game, place 1 horde token on the hotdog cart. Then follow the rules listed in the "Stopping the Horde" section. After the deck of cards has been played through once and the next horde card is drawn place the second horde token on the hotdog cart.
Additionally, players will use a resource in the form of infection tokens.
Infection tokens: Infection tokens can be spent in 3 ways:
- Move 1 additional space during the movement step
- +1 to attack while fighting a hero
- Slay a shopper.
Players can use as many of their infection tokens as they want during their turn. Players each gain 1 infection token every time a horde card with an infection symbol on it is drawn.
Game Play
1. Movement
On their turn, each player may move up to 3 spaces. If a player ends their movement on a space with a shopper token they may flip it over and proceed to the attack step. Players may occupy the same square with each other. Players may not move diagonally.
Escalators: When a player moves onto an escalator space they automatically move their token up or down the escalator and may continue their movement. Moving onto the escalator counts as one space and puts the player in one of the non-diagonal adjacent spaces at the top or bottom (depending on which way they were going).
Maintenance Tunnel: These spaces represent the tunnels running throughout the mall. Players may use the maintenance tunnel to come out of the other maintenance tunnel on the same short side of the board. Moving into a maintenance tunnel counts as one space.
In addition to the 3 spaces, a player may discard cards (while keeping at least one in their hand) and spend infection tokens during their movement step. That player may move one additional space for every card discarded or infection token spent in this way, and must complete this extra movement before proceeding to the attack step.
2. Attack
Once a player has moved their token onto a space with mall shoppers they flip over that token. The number on the token represents the number of shoppers (potential victims) in that group. Now their opponents have the opportunity to play hero cards. Each opponent may place a hero face down in front of them. Once each opponent has placed a card or passed, the active player chooses one face down hero to fight. The face down heroes not chosen may be revealed. Any hero revealed this way is added to the attack. The added heroes' toughness and effects are ignored. However, every additional hero played on the first adds +1 toughness to that hero. If all players pass then the active player may attack the shoppers on the token without fighting a hero.
Hero cards have a toughness number (the number in the shield icon in the upper left corner). This number must be met or beat by the active player in order to defeat them and negate the hero's damage and effect. Here players use the attack number on their attack cards to reach or exceed the toughness of the hero. If the total attack number plus infection tokens spent cannot meet the toughness of the hero the active player must take damage and apply the negative effect of that hero. Then they may attempt to attack any shoppers, if able. NOTE: Players do not have to defeat the hero in order to attack the mall shoppers; they apply all damage and negative effects then proceed normally. When a hero is defeated, the player who defeated them earns one point on the score track. Only one point is earned regardless of how many extra heroes were added on.
Some heroes are Stubborn. Stubborn heroes have their effect triggered immediately (when revealed) regardless if they are defeated or not.
Shopper tokens: The number shown on the bottom of a shopper token represents the number of normal potential victims in that group. Once heroes are slain or ignored, or their opponents pass, the current player may slay as many shoppers as they can from that group. To slay shoppers the player must use an attack card (bite, claw, spit). Each shopper from a shopper token requires one attack card, regardless of that attack card's power (this number is only used to fight heroes) or an infection token. Any shoppers who are not slain in that group are considered to have fled and are successfully hiding from the zombies. Each shopper slain by players earns those players one point on the score track. Once an attack is resolved, the player removes the token from the board and proceeds to the discard step.
Example: On Josh's turn he flips over a shopper token with a group number of 3. Brynna plays the Fire Fighter hero card face down, which is the hero Josh chooses. The Fire Fighter's toughness is 7. Kevin reveals the hero he played, the Protective Mother, and plays her to increase the Fire Fighter's toughness by +1 bringing his total to 8 (the Protective Mother's toughness and effects are ignored). Josh has five attack cards in his hand. He uses a "Bite 4", "Bite 3", and "Claw 2" for a total attack of 9 to defeat the Fire Fighter. He then uses the rest of his attack cards, a "Claw 2" to slay one of the shoppers, and a "Spit 0" to slay another. He will score 3 points (2 for the shoppers and 1 for the hero) and ignore the effects of the slain Fire Fighter.
Wounded/ Significantly Damaged: Players can receive wounds from hero cards. If a hero is not slain the player takes 1 damage token and performs the negative effect described on the hero card. A player becomes significantly wounded if they receive a total of 3 or more damage tokens. When a player becomes significantly wounded that player's turn is immediately over and they return their zombie token to the hotdog cart at the center of the game board. They may not attack any of the shoppers they just revealed and must remove the shopper token from play. The player also returns all damage tokens to the pile, loses 2 points on the scoring track (players cannot have a negative score), and discards all cards in their hand. Players retain any unspent infection tokens. At the beginning of their next turn, that player draws a new hand of six cards and plays their turn normally.
3. Discard/ Draw
After attacks are resolved, players may discard down to one card. Players draw back up to 6 cards at the end of their turn. Starting clockwise after the active player has drawn their cards, players who revealed hero cards may draw 1 card. When the last card is drawn from the deck reshuffle the discard pile and place it face down as the new draw pile and continue drawing cards as normal. When the first horde card is drawn from the reshuffled deck, add the extra horde token to the center of the board.
4. Stopping the Horde
Whenever a player draws a horde card they must immediately lay it face up on the table. If more than one horde card is revealed during the same player's draw step ignore all but the first revealed horde card. If this is the first time the card has been drawn, place 1 horde token on the hotdog cart. When the deck has been reshuffled add the second horde token to the hotdog cart when the next horde card is drawn. The active player continues drawing until they have the correct amount of cards. If the horde card has an infection icon in the lower left corner every player immediately gets 1 infection token.
When a horde card is revealed move all horde tokens, currently on the board, up to 10 spaces each to the nearest shopper tokens. The horde(s) will even move up and down the escalator to catch their prey. Additionally, they will not go for the same shopper token. If there are any ties for distance (in direction or with the other horde token) the active player decides where they go. Flip over the shopper token(s). The players now have the chance to stop the horde(s). Starting clockwise from the active player each may play a hero card or pass. This continues until all players have passed. Players may play more than one hero card if they choose. The horde receives points equal to the combined number shown on the shopper token(s) minus the number of hero cards played against the horde. Each hero card reduces the points received for the horde by 1. Their toughness and effects are ignored unless their effect is targeted against the horde; e.g. the S.W.A.T. hero card reduces the horde points by 2. The horde(s) use the same score token while earning points.
Starting with the active player, each player draws to his or her maximum hand size. Any additional horde cards drawn are discarded and replaced.
Pass the turn.
Scoring
Players score one point for each shopper and hero they slay.
Winning
The first player to reach the needed victory points wins. Alternately, the game can end when all of the shopper tokens have been flipped over; the player with the most points wins. If the zombie horde has more points than each player they are the victor and all players have lost.
Card Effects
This section explains the effects of the hero cards in detail. Refer to this section for any questions during play.
Jax, Dupre, & Hunt 3 "Live" Crew (Skaters) – Toughness 4 – If a Skaters card is revealed as the main hero, any opponent may reveal (from their hand or the non-chosen facedown heroes) a Skaters to combine with the main one. Any amount of Skaters may be played during the attack. The active player must defeat the Skaters as one hero with toughness equal to the total of all Skaters played this turn. Two Skaters equal 8 toughness; three Skaters equal 12 Toughness etc... If the player defeats the Skaters, the player scores 1 point. If the player cannot defeat the Skaters they receive 1 Damage token. Skaters only add +4 toughness if a Skater was the first hero played. Other heroes still only add +1 to the toughness and Skaters only add +1 to non-Skater heroes.
Example: Kevin is attacking a group of shoppers. After revealing Brynna's Skaters as the main hero, Josh reveals his facedown card as a Police Officer, which he includes in the attack giving +1 toughness to the Skaters. Additionally, Josh reveals Skaters from his hand and adds it to the main Skaters for a total of 9 Toughness. NOTE: If Brynna and/or Josh had more Skaters in their hands they can be added to this play as well. Regardless of how many Skaters/ hero cards played, Brynna and Josh will only draw one card at the end of turn.
Skip Sealy (Gun Nut) – Toughness 6 – The active player receives 2 extra damage tokens if they cannot defeat Gun Nut.
Sofia "Brainbasher" Bengtsson (Mall Security Guard) – Toughness 6 – All shoppers get away (and cannot be slain) if the active player cannot defeat Mall Security Guard.
Bert the Moose (Sporting Goods Clerk) – Toughness 6 – For this turn the player must use 2 attack cards to slay each shopper if the active player cannot defeat the Sporting Goods Clerk.
Harley Baconstein (Restaurant Chef) – Toughness 6 – The active player may only draw to a maximum hand size of 4 at the end of this turn. If the player has more than 4 cards, they must discard down to 4.
Officer Will McAdoo (Police Officer) – Toughness 7 – Stubborn (this effect occurs regardless if this hero is defeated or not). The active player immediately loses a card from their hand at random. This effect happens before the player attempts to defeat the Police Officer.
Sweetchuck (Panicked Human) – Toughness 7 – Panicked Human may be played normally as a hero and the active player will receive the normal 1 damage token if Panicked Human is not defeated. Alternately, Panicked Human may be played by the active player to remove any hero card played against them this attack. The active player receives no points for either hero this turn. Panicked Human also cancels any Stubborn effect during the turn in which it is played. The player may attack shoppers normally.
Argiefire (Fire Fighter) – Toughness 7 – The active player has -3 movement during their next turn if they cannot defeat Fire Fighter. The player may still discard cards and spend infection tokens normally to move during their movement step.
Leone "0 dB" (S.W.A.T) – Toughness 7 – S.W.A.T. may be played normally as a hero and the active player will receive 1 damage token if S.W.A.T. is not defeated. If S.W.A.T. is played during a horde attack reduce the number of points received by 2.
Dawn of the Pens (Protective Mother) – Toughness 8 – Stubborn (this effect occurs regardless if this hero is defeated or not). Once all attacks are made, reduce the number of slain shoppers (heroes and shoppers) by 1.
Sven "Doc" Berglow & 1st Squad (National Guard) – Toughness 8 – The active player receives 1 extra damage token if they cannot defeat the National Guard.
Carnival Game Board
The carnival game board was a special addition to the game thanks to the generous Kickstarter backers. We will eventually release additional heroes in an expansion that is themed for the carnival setting. For now the board can be used as an alternate way to play the game. This game board provides a different look and feel to the way We Are Dead is played. This game board is more linear and provides a flow for zombie players to work their way across the map.
The game rules are exactly the same except that instead of visiting shops, players will go on rides in the park. Two of the major changes are the starting location and the sky bucket ride.
Starting Location: Players begin the game outside of the carnival and have to travel through the parking lot to enter at the ticket booth.
Attractions: Many of the attractions at the carnival can be occupied by the normal humans (shopper tokens). This means the zombie players can also go on the rides and attractions to slay them. Some of the rides can be entered from either direction. Others have arrow guides on the game board to show where players can enter and exit the ride.
Sky Buckets: This ride works in the same way as the maintenance tunnels in the mall. A player may spend one movement to move from one sky bucket to another.