Zombie Dawn
Zombie Dawn Rulebook
Table of Contents
Table of Contents
Summary and Basic Concepts
ZOMBIE DAWN (Amanecer Zombi) is a competitive game for 1 to 4 players who control a group of surviving Characters. Players also control the Zombies, or adversities, that affect their Opponents.
Interaction Game
This is a game with a lot of interaction, where you will constantly be playing, whether or not it is your Turn.
There are a number of actions that you can only perform in your Turn, but the rest can be done at any moment, interrupting your Opponents, whether or not it is their Turn.
The text on the cards prevails over the text of the rules.
Game Components
- 1 Rulebook.
- 1 Start Player token.
- 24 Season cards (6 of each season).
- 24 Character cards (Pj).
- 4 Group tokens (1 of each color).
- 4 Starting Map Zones / Tent.
- 12 Map Zones.
- 100 Action cards.
- 8 Special Item cards.
- 32 green Item cards.
- 32 blue Item cards.
- 28 Mission cards.
- 20 Skill cards.
- 40 Experience Point (Xp) tokens.
- 80 Searched tokens (20 of each color).
- 20 Damage cards.
- 20 black dice.
- 10 white dice.
(The component descriptions below give slightly different card counts for the Action, green/blue Item and Mission decks than this list; both are as printed in the manual.)
Component Description
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1 Rulebook.
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1 Start Player token: Indicates the Player who starts the Round.
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24 Season cards (6 Spring, 6 Summer, 6 Autumn and 6 Winter): They are used to keep track of the length of the game and add an effect to each Round.
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24 Character cards (Pj): Survivors that make up the Groups controlled by the Players. Each Character has its own ability.
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4 Group tokens (1 of each color): Token that marks the location of the Group on the Map Zones.
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4 Starting Map Zones / Tent: Tiles of 5x5 squares with a Tent of each Player's color. Each Group starts its adventure from this square.
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12 Map Zones: The remaining tiles that make up the game board. Each has a colored margin that indicates its type of terrain. Yellow is Field, Green is Forest and Grey is City.
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80 Action cards: There are three types:
- Zombies: Used to attack a Group of Survivors.
- Vehicles: Used so that a Group can move.
Icons
Some cards have Icons. These cards can affect other cards of their same type.
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Cards with the Mechanical, Electrical, Fuel and Ammunition icons can be turned or straightened by other cards of their type that say so.
Ex. A Vehicle card that has been turned (used) can be straightened with an Item card of type Fuel.
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Items with the Medicine or Food icon can Discard a Damage (of the same type) from a Pj.
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Items with the Light icon do NOT take up carrying space. The Pj can carry as many as they want.
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The number inscribed in the Zombie Trophy icon indicates the Zombie Trophy Points obtained when winning the Combat.
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The One Player icon indicates that the card applies its effect in the 1 Player game mode. See the section "Rules for 1 Player".
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The number inscribed in the Victory Point icon indicates the Victory Points obtained for this card.
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The squares with these Icons are Locations. The number inscribed in these Icons indicates the number of Items that are revealed when Searching the Location. The color indicates the Deck from which the Item cards will be taken.
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In some Play Zones the following Icons appear: these icons represent special Locations where missions can be carried out.
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The Highway Exit Icon indicates that these squares are considered adjacent to each other, including those of the Maps of the rest of the Players.
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These Icons indicate which type of Special Zombie is active in the Map Zone. When a Zombie card of the indicated type is played against a Group in this zone, the extra Effect boxed on the card is applied, since another Zombie of the same type is considered to be in play in this zone.
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Cards with the expert icon can be removed from the game during the first games and included in expert games.
Special Zombies
There are 5 types of Special Zombies: Nurses, Policemen, Clowns, Workers and Soldiers. When the second or third Zombie of the same type is played in the same combat, its special effect is activated. The text of this effect is boxed on the card. The first Special Zombie played does NOT activate its Special Effect.
Card Examples
- Breakdown (Avería): Turn it and cancel the effect of a card of the indicated type. Description of the effects of Action cards.
- Blocked Access (Acceso Bloqueado): In a Location: Discard a Zombie card in Combat, or, you cannot Flee. Ignore with Unblock 6+.
- Tough (Correoso), Zombie 2: Attack: 1D6. After its first attack, 1 Pj must make a Life or Death roll. The number in the Zombie icon is the Zombie Trophy Points. The boxed text is the special effect.
- Nurse (Enfermero), Special Zombie: Attack: 1D6. All Characters have Life or Death -1. If there is already a Nurse in play, Noise 2.
- Ammunition (Munición): Discard to straighten 1 Item of the type shown. Discarding an ammunition straightens a Weapon with that icon.
- Rifle (Fusil): Ranged weapon. Turn so that 1 Character has Attack: 5D6. Noise: 2.
- Fuel (Combustible): Discard to remove 1 Damage of the type shown. (Discarding Fuel straightens an Item with that icon.)
- Car (Coche), Vehicle: Turn to move a maximum of 4 Pjs up to 6 squares in which no Zombie can be played against you.
- Food (Comida): Discard to remove 1 Damage of the type shown. Discarding Food or Medicine allows you to Discard those Damages.
- Season card effects, e.g. Cold Blood (Sangre Fría): Once per Round you may spend an Xp to Draw 2 Action cards.
- Negative modifiers to "Life or Death" rolls appear on Damage cards.
Object of the Game
Obtain the largest number of Victory Points at the end of the game. This is achieved by acquiring Skills, completing Missions and Searching Locations in different Map Zones. The death of Characters of the Group means a loss of Victory Points.
Game Setup
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The Starting Map Zones are distributed among the Players (1 per player). They place them in front of themselves, forming their first play zone. Any remaining Starting Map Zones are removed from the game.
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The same number of Map Zones is dealt to each player.
- 2 players: 1 Starting Map Zone and 6 Map Zones per player.
- 3 players: 1 Starting Map Zone and 4 Map Zones per player.
- 4 players: 1 Starting Map Zone and 3 Map Zones per player.
Each Player places these Maps next to their Starting Map.
Map Zones must be placed next to each other, always matching all 5 squares of one of their sides. They are placed in whatever way best suits the Player, and road squares or water squares do not need to match. (The manual shows a correct and an incorrect placement of Map Zones.)
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The Group token of the corresponding color is placed on the "Tent" square.
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The Character, Special Item, Green Item, Blue Item, Damage, Action, Mission and Skill decks are shuffled separately. The decks are placed in a place accessible to all Players.
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2 cards of each Season are taken randomly without reading them and the deck is formed as follows: 2 Winter cards at the bottom of the deck, on them the 2 Autumn cards, on top the 2 Summer cards and finally at the top of the deck the 2 Spring cards.
SPECIAL RULE FOR 3 PLAYERS: In 3-player games, 2 cards of each season are taken except for Winter, of which 3 are taken. Therefore in the 3-player mode 9 Rounds are played.
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Each Player is dealt, at random, 2 Characters, 1 Special Item, 6 Action cards and 5 Missions.
- One of the Characters is chosen and the other is discarded, returning it to the bottom of the Character deck (hereafter Pj). The chosen Pj is placed near each player's play zone, equipped with the Special Item.
Round of Play
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Replenish the hand: Players receive Action cards until their hands are completed to 6 cards.
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Reveal Season: The Start Player reveals the top card of the Season Deck and reads its effect. This effect remains active until the end of the Round.
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Players' Turns: in their own turn, the player may do the following:
- Move (by playing, discarding actions and/or using Vehicles).
- Search a Location.
- Acquire Skills by spending Experience Points (Xp).
In addition, at any moment, any Player, whether or not it is their Turn, may do the following:
- Play an Action card affecting another player's Group of Survivors or their own Group.
- Activate the effect of an Item, Character or Skill.
- Flee with their Group from a combat (discarding Action cards or an Xp).
- Exchange Items between the Characters of the Group.
- Complete missions.
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End of Round: When all Players have finished their Turn and declare that they play no more Actions, the Round ends.
At that instant, the Player with the most Zombie Trophy Points receives an additional Xp.
The Start Player token passes to the player on the left and the next Round begins.
Development of a Round
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Replenish the hand: Players receive Action cards until their hands are completed to 6 cards.
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Reveal Season: The Start Player reveals the top card of the Season Deck and reads its effect. This effect remains active until the end of the Round.
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Players' Turns: in their own turn, the player may do the following:
IMPORTANT: After each Action performed by a Player in their Turn, their Opponents have the option to play one or more cards in response. If more than one Opponent wants to play actions, the order of preference will be clockwise starting from the active Player.
Move
You can move up to 2 squares by Discarding an Action card. Movement is between squares adjacent to the Group's position. Movement must be orthogonal and must not cross or end on Water squares.
Squares with the "Highway Exit" Icon are considered adjacent to each other, and you may move between them.
IMPORTANT: You can never be on the same square as another Group, although you may move through it.
(The manual illustrates correct orthogonal movement, incorrect diagonal movement, and movement between Highway squares.)
Search a Location
You can Search a Location by Discarding an Action card. For each Action card Discarded, as many Item cards are revealed as the Number inscribed in the Location's Icon indicates.
In Locations with the green Icon, cards of the green deck are revealed. In Locations with the blue Icon, cards of the blue deck are revealed.
The Items found are placed face up on the table and enter play straightened, but they cannot be used or equipped until the Search finishes and the Searched token is placed.
You can Search the same Location repeatedly as long as Action cards are Discarded, accumulating the items found on the table.
Before discarding each Action to Search, the Opponents have the opportunity to Play cards against the Group. When it is decided not to Search any more, this is announced, the Location is marked with a Searched token of the Group's color, 1 Xp is received, and the items that cannot be used or equipped are discarded.
The Player cannot Search a Location that contains a Searched token of their color.
Exception: Survivors found apply their effect immediately when revealed. They grant Missions or join the Group before any Opponent can interrupt with their Actions.
IMPORTANT:
In case of combat in that Location, no found item can be taken or used for the moment. Once the Zombies are defeated and it is decided not to keep Searching and the Searched token is placed, we take as many items as we have carrying spaces available and, if possible, use the rest at that moment.
If the Location is abandoned, whether voluntarily or by having to Flee, the Location is marked with a Searched token and 1 Xp is received. When Fleeing, the Group may take only one of the items found in the Location; the rest are discarded.
Acquire Skills
During their Turn, a Player who wants to acquire skills takes 2 Skill cards from the top of the Skill deck, chooses one of them by paying the corresponding Xp, and returns the other to the bottom of the Skill deck. The chosen Skill is assigned to one of the Pjs of the Group.
As long as there are enough Xp to pay the cost of the Skills, this action can be repeated as many times as desired.
Cost of Skills: Acquiring the Group's first Skill costs 1 Xp, the second 2 Xp, the third 3 Xp and so on.
NOTE: When a Character dies or is Discarded, their Skills go to the Victory Points Pile and no longer count towards the acquisition of subsequent ones. Ex. If the Player has 3 Skills in the Victory Points Pile and none on active Pjs, the next Skill acquired will again cost 1 Xp.
At any moment (any Player, whether or not it is their Turn)
Play an Action card
Action cards can affect another player's Group or one's own Group. The text of the card is applied and it is Discarded (Exception: Vehicles may remain in play without being discarded).
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Putting Vehicles into Play: they are played by placing them straightened on the table near the Group. From this moment on it is no longer considered a card in the Player's hand, nor an Action card. To use a Vehicle, the card is Turned and its effect applied. Each Group can only have one vehicle, which remains in play until it is replaced by another. The replaced vehicle goes to the Discard Deck.
The capacity to carry Characters with vehicles is limited. If a Group of 3 Characters has a motorcycle, they cannot use it, although they are not obliged to Discard it. They may keep it for as long as they see fit.
When the Player declares a new action, a movement with a Vehicle made previously can no longer be cancelled.
NOTE: Although a Vehicle can be put into play at any moment, its movement can only be used during one's own Turn.
The interruption of movement with a Vehicle by an Action card can occur at any point of the trip at the choice of the Player who interrupts that movement.
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Playing Special Movement Cards: these cards allow an extra movement when played.
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Playing Cards from the Hand with their Effects: the card is shown, announcing its title and on which Target its effects are applied.
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Playing Zombies: when these cards are played against a Target Group, a Combat begins, which will be resolved immediately.
IMPORTANT: After each Action performed by a Player in their Turn, their Opponents have the option to play one or more cards in response. If more than one Opponent wants to play Actions, the order of preference will be clockwise starting from the active Player.
Attack another Group
Discarding an Action card while on a square adjacent to an Opponent's Group allows you to attack it.
Activate the effect of an Item, Character or Skill
The text of the card is applied. Some Items are Turned once used and are straightened when the text of the card says so, and others remain turned until they are straightened by the effect of other cards. Example: Discarding Batteries to straighten a Car.
Flee from a Combat
Discarding an Action card or spending an Xp during a combat allows you to Flee and end the combat. The Zombies are discarded and the Group is moved to an adjacent square of the choice of the Opponent who started the combat.
Before rolling the dice of an attack that is not an Initial Attack, you may Flee.
You can always Flee by spending a single Xp, even from a "Blocked Access".
NOTE: When Fleeing from a Location, only one found Item may be taken; the rest will be discarded.
BLOCKED ACCESS: When a Group is blocked by the effects of this card, it may roll a die to Unblock. If it obtains a 6+ it can Flee; otherwise it must fight until the end of the Combat.
Exchange Items between the Characters of the Group
An Item is passed from one Character to another.
EXCHANGE OF ITEMS: The exchange of items can occur between living Characters or between a Character and the Location where there are found Items (from the Pj to the table or vice versa). Items keep the state they are in when exchanged: Turned or Straightened.
Example: If a Pistol is Turned and we leave it on the table, it will remain Turned. If we pick it up again it will stay Turned.
NOTE: The Transfer of Items between Characters can be done during a Combat before rolling the dice of any attack phase.
Complete missions
When the conditions described on the Mission card are met, it is shown to the other Players and placed in the Victory Points Pile.
When a Mission that requires Discarding some Character is completed, their skills go to the Victory Points Pile.
"Clear a Location" Missions are declared before attempting to fulfil them, and if they are not accomplished at that moment they are Discarded and a new Mission is Drawn.
When a Player has completed all their Missions, they take a new one.
DISCARDING CHARACTERS: Characters Discarded by the Effect of a Mission or a Skill (for example the Preacher's Skill) return to the Character deck, which is shuffled, and their Skills, if they had any, go to the Player's Victory Points Pile.
End of Turn
When the Active Player does not want to perform more Actions, their Turn ends. The Turn passes to the next Player.
4. End of Round
When all Players have finished their Turn and declare that they play no more Actions, the Round ends. At that instant, the Player with the most Zombie Trophy Points receives an additional Xp.
Obtaining Xp for Zombie Trophies: Each player adds up the value of the Zombies they have eliminated in the Round. The Player (or Players in case of a tie) with the highest score receives an extra Xp. The Zombie Trophies of all Players are discarded once counted.
The Start Player becomes the one to the left of the previous one and receives the Start Player token.
Combat
Combat is made up of Attacks, Ranged Attacks and Initial Attacks.
A Combat can be started in two ways:
- When one or more Players play one or more "Zombie" type Action cards against a Group.
- When two Groups are on adjacent squares and one of them discards an Action to start a Combat.
A Combat is divided into attack Phases. In each phase the Opponents roll the dice simultaneously. These attack phases continue until one of the Groups is eliminated or Flees.
Attack
The Zombies attack with as many D6 as their card indicates and each extra Zombie card adds its dice to the Combat. The Zombies score a hit for each "6" rolled, after applying modifiers.
Each hit adds a Damage card to a Character of the attacked Group, at the choice of the Player who controls the Group. If a Character receives the fourth Damage card it dies immediately unless it is cancelled or avoided by some means (Ex. Medicine).
NOTE: if any Zombie card has an Effect, it is applied until the end of the Combat.
The Group of Characters attacks with 1D6 plus 1D6 per Character in the Group. The Pjs score a hit for each result of "5 or 6" rolled, after applying modifiers. Each hit by the Group eliminates one die of the Zombie Attack.
While any Zombie Die remains, any player can add more Zombie Cards to the combat, adding the corresponding dice to the Zombie attack.
The attacks are simultaneous and the combat ends at the moment all the Zombie dice are eliminated or the Characters have died or fled. Only when the Player eliminates all the Zombie Dice do they keep the Zombie cards as a Trophy.
If someone plays a Zombie card after that moment, a new combat begins.
Ranged Attack
The Ranged Attack is made without response from the Opponent. If the Opponent also makes a Ranged attack, these will be simultaneous.
This Ranged Attack can end for the following reasons:
- All opponents (Zombies or Characters) are eliminated.
- The opponents flee, ending the combat.
- An Initial Attack by the Opponent occurs, so the combat becomes simultaneous (melee).
- There are no straightened ranged weapons left.
RANGED WEAPONS USED IN MELEE: If we use Ranged Weapons in a melee combat, the weapon's dice replace the combat die of the Character carrying it.
Ex. 2 Characters attacking, one of them equipped with a Rifle, will roll 5 Dice: 1 Group die + 1 die of the unarmed Pj + 3 dice of the Pj equipped with the Rifle.
Initial Attack
The Initial Attack is made only once and before any other Attack and without response from the Group or the Zombie. Once resolved, one proceeds with the simultaneous (melee) attacks.
If during a combat a new card with Initial Attack is played, this attack is resolved and the combat continues.
NOTE: Remember that an Initial Attack does not prevent the use of Ranged Weapons, but these will have a simultaneous response from the Opponent, since melee combat is now taking place.
Combat between Groups
Discarding an Action card while on a square adjacent to an Opponent's Group allows you to attack it. The combat will be ranged or melee depending on the Weapons of each Group.
If both Groups have ranged weapons the attacks will be simultaneous until one runs out of straightened weapons or they decide to go to melee. If a Pj dies, the Opponent may keep their items. Those they do not want or cannot equip are Discarded. If one of the Groups decides to Flee, the combat ends normally.
NOISE: In these combats Noise is not applied. See the "Noise" section.
NOTE: You may Negotiate, offering Items, in exchange for an Opponent not attacking you.
Noise
The effect "Noise: X" indicates the number of cards to be revealed from the Action Deck. Of these cards, those that are Zombies start a combat or are added to the combat in progress. The rest of the revealed cards, which are not Zombies, are discarded without effect.
Noise is applied only once per card, but it is cumulative with other Noise cards.
The Noise of each weapon is applied only once per Combat.
Examples of Noise:
If a Rifle is used its Noise effect is applied once, but if during the combat we use another weapon with a Noise effect, it will also be activated. If any of the revealed Zombies has Noise, it will also be applied.
If an Axe is used to Unblock, its Noise effect is triggered. If any Zombie is revealed, a combat begins.
Damage
Each time a Group receives a Damage, a card from the Damage deck is revealed. The Player who controls the Group places the Damage on one of their Characters of their choice. Accumulating 4 Damage cards the Character dies.
Some Damage cards can be removed during the game with Medicine or Food. Damages that can be removed with Food contain the Food icon, while those that can be removed with Medicine contain the Medicine icon.
The "Bite" Damage cannot be removed by Food or Medicine.
Life or Death
Some of the Damages have the text "Life or Death" followed by a negative number.
This effect is activated by some Action cards. Ex. the card "Does it hurt?", "spoiled food", etc. The Target Character must roll 1D6 for the Damage card of "Life or Death" with the highest negative value.
If the result obtained, after subtracting this negative value, results in zero or less, the Character dies.
Ex. A Character has 3 Damages: one of "Hunger" with no negative value, another of "Cut" with a value of -1 and one of "Fracture" with a value of -3. An Opponent plays an Action of "Does it hurt?" against this Character, so the Target must roll a die and subtract the value of the "Fracture".
If the result is 3 or less the Character will die.
Death of Characters
A Character dies under any of the following circumstances:
- It accumulates 4 Damages.
- It fails a Life or Death roll.
Dead Characters, together with their Skill cards, go to the Victory Points pile. The Items they carried may be distributed among the other Characters of the Group if they can equip them, except in combats between Groups. See the section "Combat between Groups". The rest are Discarded.
When the last Character of a Group dies or is discarded, all its Items and Vehicle go to the corresponding discard decks. Uncompleted Mission cards, Experience Points and Zombie Trophies are kept.
A new Character and a new Special Item are given.
Finally, the Group token is placed on the "tent" square of its color or on any Location that has a Searched marker of its color, and the Player can continue playing normally.
Combat Example 1
We have the Gangster (Pandillero) with a "Pistol" and some "Medicine", and 4 Action cards in the Player's hand. On entering a Location, he Discards a card to search and finds "Gasoline" (he now has 3 cards in hand).
Another Player plays a "Trio" card against him, so if he wants to keep searching he must fight.
He uses the "Pistol" and, since it is a Ranged weapon, the zombies cannot attack him yet.
He rolls 3 Dice and gets a 2, 5 and 6, so he eliminates 2 Zombie dice.
By making Noise with the pistol, 2 Action cards are revealed and one of them is a pair of zombies, so 2 Zombie dice are added to the combat.
Now that the pistol has been Turned, he has to fight in melee. Zombies (Opponent Player) and Gangster (Player's Group) roll the dice simultaneously. The result is: Gangster 3 and 5 and Zombies 2, 3 and 6. One Zombie die is removed and the Gangster receives a damage, in this case an "Infection".
The Player discards the "Medicine" to remove the damage. The Dice are rolled again and the result is: 5 and 5 for the Gangster and 2 and 4 for the Zombies, so all the Zombie dice are removed and the Group has won the Combat. Now the Player keeps the Zombies as a Trophy and continues Searching the Location.
Combat Example 2
In the following example the Gangster equipped with a Rifle, and the Kid (Niño) equipped with a Pistol and with Ammunition, declare that they will try to carry out the Mission "Clear the Central Hospital".
4 Zombie dice are taken and 4 Action Cards are Revealed (2 per Pj), of these, 2 are Zombies. The Stealthy Zombie will make an Initial Attack of 3D6 immediately and afterwards will add 1D6 to the 4 dice of the Mission. The rest of the revealed Action cards are Discarded.
First the Initial Attack of the Stealthy Zombie is resolved with a result of 2, 4 and 6. A Damage is Added to the Group. The player who controls the Group decides to place it on the Gangster.
Next the melee Attacks will be resolved (since an Initial Attack has been received, weapons can no longer be used as Ranged Attacks).
The Group rolls 1D6 + 3D6 of the Pistol + 4D6 of the Rifle. The Zombies roll 5D6. The result is: 2, 3, 3, 5, 5, 6, 6 and 6 for the Group and 1, 2, 3, 5 and 6 for the Zombies. A Damage is Added to the Group. The player who controls the Group decides to place it on the Kid.
With the 5 hits all the Zombie dice are eliminated, but the combat has not finished since now the Noise must be resolved.
By using the "Pistol" and the "Rifle" (both with Noise 2) 4 Action cards are revealed.
One of the revealed cards is "in pairs", so 2D6 are added to the combat.
The Kid Discards the "Ammunition" to straighten the "Pistol".
In this Attack Phase the Group rolls 1D6 + 1D6 of the Gangster + 3D6 of the Pistol. The Zombies roll 2D6.
The result is: 1, 1, 3, 5 and 6 for the Group and 3 and 4 for the Zombies.
NOTE: Although the "Pistol" has Noise 2, it is not applied since the Noise of each Weapon only applies once per combat.
With the 2 hits all the Zombie dice are eliminated and the Group has won the Combat. Now the Player keeps the Zombies as a Trophy and manages to complete the Mission.
End of Game and Victory Points
The Game takes place over 8 Rounds (2 Rounds per Season). 9 Rounds with 3 Players.
At the end of the last Round, the Game ends. All the Skills of surviving Characters go to the Victory Points Pile. The remaining cards and surviving Characters are Discarded.
Counting Victory Points
Each Player adds one point for each Map Zone that contains at least one Searched Token of their color. They also add the Points in their Victory Points Pile and subtract one Point for each "dead" Character in it.
The Player with the highest score wins the game. In case of a tie it is resolved in this order:
- Highest number of unspent Experience Points.
- Highest number of Searched Tokens on Locations on the map.
- Fewest dead Characters.
- Most Locations Searched in Map Zones of Opponents.
- Most Missions completed.
If the tie persists, the tied Players are Winners.
Rules for 1 Player
In this game mode you choose the desired Group color and set up the map as follows:
Place the Starting Map Zone (Tent) at one end. The Map Zones are placed forming columns of 3, face down and without looking at them. The last Map Zone is placed at the end opposite the Tent. Then they are revealed without changing the way in which they appear, so the map cannot be shaped to the Player's liking.
The Player takes 5 mission cards that they must have completed before the end of their last Turn.
NOTE: The Missions "Offering" (Ofrenda), "Explorer" (Explorador) and "Purifying Fire" (Fuego purificador) are removed from solo play.
The Season deck will be made up of 8 cards, 2 per season, and they will be the 8 Turns that will be played. The player takes one Character, one Special Item and 6 Action cards.
With these they may do the following:
- Discard to move up to 2 squares.
- Discard to Flee.
- Use the Effects of that card.
In this mode they play as they normally would but without Opponents to throw negative effect cards or Zombies at. Experience Points are received and Skills can be acquired.
Each time they Search a Location they will Draw as many cards from the corresponding deck as the number inscribed on it indicates, but in addition they will reveal the same number of cards from the Action Deck. Cards that are Zombies will attack them.
In addition, cards with the "One Player" icon will affect them in these Locations if they are revealed:
- Does it hurt? (¿Te duele?) - If any of the Characters of their Group has a "Life or Death" wound, the Player must make the corresponding roll.
- You make Noise (Haces Ruido) - when this card is revealed, as many cards from the Action Deck as necessary must be revealed, and those that are Zombies attack the Group or are added to the combat.
- Blocked Access (Acceso Bloqueado) - if this card is revealed, the combat cannot be Fled.
When the Player runs out of Hand cards or does not want to keep playing, the Turn ends.
If during the Game all the Characters of the Group die, the Player Loses the Game.
Difficulty and Playing Time
To play longer games, Turns can be increased by adding more Season Cards.
You can also play the usual 8 Turns, but these being the 4 of Autumn and the 4 of Winter, which are the ones that involve the most difficulty. (For 3 Players: 1 Summer, 4 Autumn and 4 Winter.)
Terminology
- STRAIGHTENED CARD: Card ready to be used.
- TURNED CARD: Used card, cannot be used.
- CARDS IN HAND OR HAND OF CARDS: Set of Action Cards available to use in the Players' Turns.
- D6: Six-sided die. It is preceded by a number indicating the quantity of dice to roll.
- DISCARD A CARD: place a card in the corresponding Discard Deck. Examples: When the card "Exhausted" (Agotado) is played on a Player, they lose two cards from their hand by discarding them. When a Player (in their Turn) uses an Action card to move one or two squares.
- DISCARD OR DISCARD DECK: Set of cards of the same type stacked face up.
- STRAIGHTEN A CARD: Change the position of a card, leaving it ready to be used again.
- TURN A CARD: Change the position of a card as the image in the manual shows, to indicate that its effect has been activated or cancelled.
- Group: Set of Characters of each Player.
- PLAY A CARD: Apply the effects described on a card. Effects of cards such as "Does it hurt?" or "Breakdown" are executed at once and discarded, while a played vehicle can be used later.
- PLAY A VEHICLE: Turn the card to apply its effect.
- DECK OF CARDS: Set of cards of the same type stacked face down.
Questions and Clarifications
Playing Zombies
Can I play Zombies on other Groups while I am fighting? Yes, but those combats will be resolved after Finishing your combat.
Blocked Access
Can I Flee when this card has been played on me and Zombies attack me? Yes, if an Unblock roll is passed or an Xp is Spent.
Flare Gun (Pistola de Señales)
Can I use the Flare Gun to attract Zombies onto my Group? Yes.
Can I use the Flare Gun to eliminate the Zombies of a "Clear a Location" mission? Yes.
Vehicle
Can I put a Vehicle into play at any moment? Yes, but you can only play it in your Turn.
Exchange of Items between Groups
Can I Negotiate with an Opponent? Yes, as long as what is exchanged are items.