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Z Horde

Z Horde Rulebook

Table of Contents

Table of Contents

  • Contents
  • Scenario Card
  • Setup
  • Gameplay
    • Energy Phase
    • Character Phase
      • Movement
      • Attack
      • Range
      • Line of Sight
    • Monster Phase
      • Movement
      • Attack
    • Character Death
  • End of Level and Start of a New One
  • Crates
  • Market
  • Items
    • Large Medkit
    • Smoke Bomb
    • Zombie Blood
    • Lucky Dice
  • Weapons
    • Flamethrower
    • Crossbow
    • Machete
    • Chain
  • Characters
    • Clint Northwood
    • Dwayne Cooper
    • Lora Crawford
    • Wang Jin-Woo
  • Victory

Contents

  • 2 Scenario cards (double-sided)
  • 1 brown Character die
  • 1 red Shot die
  • 6 green Monster dice
  • 4 white Ability dice
  • 5 Character cards
  • 5 Weapon cards
  • 3 black Energy dice
  • 2 yellow Crate dice
  • 5 Item cards

Scenario Card

The Scenario card contains all the information needed to face each level. It shows: the Monster starting tiles (based on the level and monster type), Crates, Obstacles, the Character starting tile, Monster Health, Monster Range, the Scenario levels, and Monster Movement, Monster Attack and Monster Defense.

Setup

A. Place the Scenario card on the table with the level 1 indicator in the bottom-left corner.

B. Choose 3 Character cards to use during the adventure. Then choose which Character to start with and place the brown die on the tile with the flag, setting it to the base Health value indicated in the top-left corner of the chosen Character's card.

C. Place the four white Ability dice just below the Scenario card, under the icons for Movement, Attack, Defense, and Range. Set Movement, Attack, and Defense to 1, and Range to 2. Modify any Abilities according to the instructions in the top-right section of the chosen Character card.

D. Place the two different green Monster dice (D6 and D4) on each tile with a "1" in the top-left corner. Put each die on its matching color tile and set it to the Health value shown on the card. The Monster in the upper section is represented by the D6, and the Monster in the lower section is represented by the D4.

E. Place all Item and Weapon cards to one side; these represent the Market.

F. Roll the two yellow Crate dice and, without changing the results, place them on the tiles with Crate icons in any order you prefer.

Gameplay

Each level is played by repeating a series of phases in order until all the Monsters in the level are defeated, or all Characters run out of Health and the game is lost. The phases are:

  • Energy Phase
  • Character Phase
  • Monster Phase

Energy Phase

Roll the three black Energy dice. Place one die under each of your Abilities: Movement, Attack, and Defense, showing the value rolled. The assigned Energy dice are added to each Ability's value to determine the total points for each Ability this turn. No Energy die is assigned to Range; this is always a fixed value.

Your total Movement, Attack, and Defense points will be "spent" in the following phases.

Example: You have Movement 1, Attack 1, and Defense 2. You assign rolls of 3, 5, and 2, resulting in total values of Movement 4, Attack 6, and Defense 4.

Character Phase

During the Character Phase, you will spend your total Movement and Attack points to Move and Attack Monsters. You may perform multiple movements and attacks during this phase, in any order, as long as you have enough points to spend.

Movement

Moving to an orthogonally adjacent tile costs 2 Movement Points. Moving to a diagonally adjacent tile costs 3 Movement Points.

You cannot move through or end your movement on a tile occupied by a Monster or an Obstacle. You may choose not to spend all of your Movement points, but you can never spend more than your total. You may also choose not to spend any Movement points and remain in place.

Attack

When you attack a Monster, your Character must be within Range and have Line of Sight to the target. If so, you may spend a number of Attack points equal to the Monster's Defense Ability to reduce its Health by 1. Track each Monster's Health using the value shown on its die; if a Monster's Health is reduced to 0, remove its die.

You may choose not to spend all of your Attack points, but you can never spend more than your total. If you have enough Attack points, you may use them to attack multiple Monsters at the same time or the same Monster multiple times.

Range

Range to a target is calculated in the same way as Movement. Therefore, a Monster orthogonally adjacent to you is at Range 2, while one diagonally adjacent is at Range 3. Calculate the minimum number of Movement points you would need to spend to reach the Monster's tile; this is the Range.

Attacks cannot be made against Monsters that are farther away than your Range.

Example: If your Character has Range 2, they can only attack orthogonally adjacent Monsters.

Line of Sight

If you can draw a line from any corner of your tile to any corner of a Monster's tile without passing through an Obstacle tile or a tile occupied by another Monster, you have Line of Sight.

Example: Monster A is in your Character's Line of Sight, even though it is at Range 7, since there are no Obstacles or other Monsters blocking it. Monster B is at Range 6, but its Line of Sight is blocked by the Obstacle separating it from your Character. Monster C is at Range 3 with a clear Line of Sight, making it an easy target. If your Character had Range 3, they could attack Monster C without needing to move.

Monster Phase

During this phase, Monsters will attempt to move toward your Character and attack them.

Movement

Each Monster will move to be as close as possible while staying at its maximum Range from your Character. Move each Monster one at a time, starting with the one closest to your Character. Find an empty tile at the Monster's maximum Range from your Character (with Line of Sight), and move the Monster toward that tile. If there are no empty tiles at maximum Range, move it toward a tile within a shorter Range; if that is not possible, simply move it as close as possible to the Character.

Monsters will always prioritize being within Range and Line of Sight over being at maximum Range. However, their main priority is to attack with as many Monsters as possible; therefore, if needed, they will move, giving up maximum Range, to make space for other Monsters. Monsters spend Movement points in the same way as your Character: moving orthogonally costs 2 Movement points, and moving diagonally costs 3. Monsters cannot move through the Character or Obstacles, but they can move through (though not end their movement on) tiles occupied by other Monsters.

If there are multiple equally valid movement paths, you may choose which one each Monster takes. Once all Monsters have moved, they attack.

Example: Monster A uses all 4 of its Movement points to get closer and be within Range. Monster B uses its 5 Movement points and moves to the closest possible tile to your Character. In this way, even though it is not at maximum Range, it makes space for Monster C, which moves into the only available tile that allows it to be within Range and able to Attack. In this way, all 3 Monsters will be able to attack your Character, as they are all within Range and have Line of Sight.

Attack

Add together the total Attack points of all Monsters that are within Range and have Line of Sight to your Character. Monsters that are out of Range or without Line of Sight do not attack.

Deal Damage to the Character equal to the total Monsters Attack divided by the Character's total Defense (Ability die + Energy die), rounded down. If the total Attack is less than the Character's total Defense, no Damage is dealt.

Reduce your Character's Health by the amount of Damage inflicted.

Example: Monster A is within Range and has Line of Sight. Monster C is also within Range and has Line of Sight, being adjacent to your Character. Monster B, although within Range, does not have Line of Sight, as it is blocked by Monster C below it and by the Obstacle to its left. Monsters A and C attack with a total of 7 Attack (4 + 3) against your Character's Defense of 3, therefore dealing 2 Damage. Since your Character has 2 Health, it reaches zero and dies.

Character Death

If a Character reaches zero Health, they die. Discard that Character's card and, if you still have any available, bring a new Character into play from those chosen during setup and place the Character's die on the starting tile with the flag, setting it to their base Health value. Reset the initial values of Movement, Attack, Defense, and Range: Movement, Attack, and Defense are set to 1, and Range is set to 2. Modify any Abilities according to the instructions in the top-right section of the chosen Character card. Then, increase Ability points as you choose based on the current level number, divided by two, and rounded down. Any Items, Weapons, and opened Crates are not discarded; they remain available to the new Character. If all Characters die, the game ends.

Once the Monsters have attacked, if at least one of your Characters has survived, begin a new turn with the Energy Phase.

Example: Dwayne Cooper dies at Level 5 and, after discarding him, you replace him with Angel Herrera. After resetting Abilities, you adjust Defense to 2 (as shown on the Character card), then choose to add 1 point to Attack and 1 point to Defense. You keep all Items, Weapons, and opened Crates.

End of Level and Start of a New One

After your Character has defeated all the Monsters in a level, they may take a moment to rest and recover before facing the next level. After each level, your Character visits the Market to purchase Items and/or Weapons using the Coins obtained by opening Crates during the completed level. Then set up the new Scenario, with the next level indicator in the bottom-left corner (for example, Level 2 after completing Level 1).

If the Flag of the new level has an arrow printed above it, you may increase one of your Abilities (Movement, Attack, Defense, or Range) by 1.

Finally, roll the Crate dice and place them, along with your Character and the Monster dice for that level, as indicated on the card. The level begins with a new turn starting from the Energy Phase.

Example: You have completed Level 1. After making purchases at the Market, place the Scenario card with Level 2 indicated in the bottom-left corner. Since the Flag shows an arrow above it, you may increase one of your Abilities (Movement, Attack, Defense, or Range) by 1.

Crates

At the start of each level, roll the two yellow Crate dice and, without changing the results, place them on the tiles with Crate icons in any order you prefer.

The results shown on the dice represent their Defense values and the Coins you will obtain once each Crate is opened. To open a Crate and gain the Coins, you must attack it as you would a Monster. You must spend Attack points equal to the value shown on the Crate. Once opened, take the die and, without changing its result, set it aside.

Until they are opened, Crates are considered Obstacles within the Scenario for the purposes of Movement and Attack. This means they cannot be moved through and can also block the Line of Sight.

Important: To open two Crates, there must be at least two Monsters still alive in play. If only one Monster remains alive, it is only possible to open one Crate. It is never possible to open Crates after all Monsters have been defeated.

Market

You may spend Coins at the Market between levels to purchase Items and/or Weapons. The cost of each Item or Weapon is shown in the top-left corner of its respective card. Each time you visit the Market, you may purchase at most one Item and one Weapon, if you have enough Coins to spend. Any unspent Coins between levels are lost.

Example: You previously opened a Crate with Defense 6 and set it aside, gaining 6 Coins. There is still a Crate with Defense 4 in the Scenario. If you want to obtain those 4 Coins as well, you must open the Crate before the last Monster is defeated. In this way, you would have a total of 10 Coins to spend at the Market at the end of the level, before starting the next one, to purchase Items and/or Weapons.

Items

Items can be purchased at the Market between levels. Their cost in Coins is shown in the top-left corner of their respective cards.

During the game, whenever needed, you may use one or more Item cards at any time. Each card describes its immediate effect in detail. Each Item can only be used once; after use, discard the Item card, it will no longer be available for the rest of the game.

Example: You purchased the Small Medkit at the Market for 5 Coins. You may use it at any time to restore 2 Health points. However, you can never exceed your starting Health limit. This means that if your Character begins with 5 Health, it can never go above that value. Once used, discard the Small Medkit, it will no longer be available.

Large Medkit

Cost: 8. Restores Health to its maximum value, returning it to the Character's starting Health.

Example: Using it with Angel Herrera, you restore his Health to 5.

Smoke Bomb

Cost: 4. After all Monsters have moved, they do not attack you for the current turn. Proceed directly to a new Energy Phase.

Zombie Blood

Cost: 4. You become a Zombie! After being killed, your Character drinks Zombie Blood and returns to life with 1 Health. However, you can no longer use Items and/or Weapons. If, later on, a new Character is brought into play, that Character will again have access to any Items and/or Weapons.

Lucky Dice

Cost: 4. Take 2 Monster dice of your choice from those placed on the Scenario card of the current level. Roll them; the result of each die becomes the new Health of the corresponding Monster. Then return the dice, with their new values, to their previous positions.

Example: During Level 8, you take two Monster dice with Health 5 from the Scenario card, roll them and get a 3 and a 4. These become the new Health values of the two Monsters (one 3 and one 4). You then return the dice to their positions and continue playing.

Weapons

Weapons can be purchased at the Market between levels. Their cost in Coins is shown in the top-left corner of their respective cards.

Unlike Items, Weapons can only be used during the level in which they are purchased. Once the level ends, they are not discarded but returned to the Market, where they can be purchased again in later levels.

Some Weapons have a limited number of Shots available. Place the red die in the bottom slot showing the number of Shots. Each time you use the Weapon, decrease the die's value; once all Shots have been used, you can no longer use that Weapon during the level. If you do not use all available Shots during the level, they are lost.

Other Weapons instead provide a fixed bonus for the entire level, as long as their extra Ability described on the card is not activated.

Important: Only one Shot can be used per Attack.

Example: You purchased the Shotgun at the Market between Level 6 and 7 for 5 Coins. You can use it in Level 7; place the red die in the designated slot showing a value of 4. At the end of Level 7, whether you used all available Shots or not, remove the red die and return the card to the Market.

Flamethrower

Cost: 6. Shots: 2. When used, add +2 to Attack and +1 to Range.

Crossbow

Cost: 3. Shots: 5. When used, add +2 to Range.

Machete

Cost: 5. No Shot limit. Always add +1 to Attack. In addition, if you discard this card, you gain +1 Attack and also +2 Range; however, you will no longer have this Weapon available for the entire level.

Chain

Cost: 3. No Shot limit. Always add +1 to Range. In addition, if you discard this card, you gain +1 Range and also +2 Attack; however, you will no longer have this Weapon available for the entire level.

Characters

Each Character has a unique ability that can be used during the game. Unique Abilities are described in the bottom-right corner of their respective cards. In the top-right corner, instead, the starting Ability or upgrade is shown, which is activated once when the Character is placed into play. Next to the Character illustration, the base Health value (starting and maximum) is shown.

Example: When you put Angel Herrera into play, set the Health die to 5 and increase the Defense Ability to 2. His unique Ability allows him, once per level, to ignore Monster movement restrictions. This means he can move through one or more Monsters, but he still cannot end his movement on top of one.

Clint Northwood

Health: 5. Starting Ability: Attack 2. Whenever he takes 2 or more Damage from a Monster attack, he deals 1 Damage to all Monsters that attacked him.

Dwayne Cooper

Health: 6. Starting Ability: when placed into play, draw a random Item from the Market without paying for it (if any are still available). When purchasing a Weapon from the Market, he adds +1 to the number of Shots available.

Example: When buying the Shotgun, it would not have 4 Shots available but 5 instead.

Lora Crawford

Health: 5. Starting Ability: Range 3. Once per level, she can turn a rolled Energy die showing 1 into a 6.

Wang Jin-Woo

Health: 4. Starting Ability: Movement 3. Whenever he makes purchases at the Market, he has 2 extra Coins available to his total budget, to spend on Items and/or Weapons.

Example: During a level, he opened a Crate worth 3 and one worth 5, gaining a total of 8 Coins. Adding the 2 extra Coins, he has a total of 10 Coins to spend at the Market.

Victory

If you successfully complete Level 12 by defeating all Monsters, you win!

You have managed, for now, to save humanity from a zombie apocalypse. Of course, some of your companions will have fallen, but their deeds will not be forgotten. They will echo among the ruins of burning cities, and people everywhere will celebrate your victory. Streets, schools, and possibly a questionable fast-food chain will bear your names. You'll be elected president, because clearly surviving zombies qualifies you, and you'll rebuild the world in your image... let's just hope you have a plan.