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Zombie Tsunami

Zombie Tsunami Rulebook

Table of Contents

Table of Contents

  • Components
  • Introduction
  • Setup
  • Game Play
  • Important Rules
  • Street Cards
    • Jump Cards (Carte Salto)
    • Push Cards (Carte Spinta)
    • Coin / Zombie Cards (Carta Moneta / Zombie)
    • Civilian / Bomb Cards (Carta Civile / Bomba)
    • Parachute Jump Cards (Carta Salto con il Paracadute)
    • Gold Jump Cards (Carta Salto Oro)
  • Civilians
  • Bombardments
  • Purchases
    • Important Rules (Purchases)
  • Secret Bonus Cards (Carte Bonus Segreto)
  • End of Game
  • Zombird Expansion
    • Zombird Setup
    • Zombird Game Play
    • Zombird Reference Sheet
  • Reference: Secret Bonus Cards
  • Reference: Shop Cards

Components

  • 1 Street board (game board)
  • 19 Street cards
  • 7 Secret Bonus cards
  • 20 Shop cards, of which 2 are Permanent Shop cards
  • 3 Shop cards (Zombird expansion, as printed on the component list)
  • 72 Zombie dice
  • 18 Vote tokens (red, yellow and blue)
  • 6 Tie-break tokens
  • 12 Civilian tokens
  • 12 gold coins
  • 10 Event cards (Zombird expansion)
  • 20 Zombird cards (Zombird expansion)

Introduction

Zombie Tsunami is a party game for 3–6 players lasting about 30 minutes. Each player must lead their own horde of Zombies through the streets of the city. The winner is the player with the most Zombies at the end of the 3rd round of play.

Beware, humans are everywhere and will not let you win without a fight!

You will need to manage cooperation and betrayal to win the game!

Setup

  1. Give each player 3 Vote tokens.
  2. Give each player 1 random Secret Bonus card and place it face down (see SECRET BONUS CARDS).
  3. Place the 2 Permanent Shop cards in the upper right part of the game board.
  4. Shuffle the remaining Shop cards together and place them in the upper part of the board. Reveal a number of cards equal to the total number of players plus 3.
  5. Form the Street Deck:
    • Permanently remove 1 Bus card from the deck. "Oops! One of our Zombies got confused!"
    • Shuffle the Round 1 cards.
    • Remove the Bus and Airplane cards from the Round 2 & 3 cards.
    • Shuffle the remaining Round 2 & 3 cards, forming 2 separate piles of 5 cards each.
    • Add the Bus card to the first pile and shuffle it.
    • Add the Airplane card to the second pile and shuffle it.
    • Stack the piles so that the pile with the Airplane is the last (bottom) pile, the pile with the Bus is in the middle, and the pile with the Round 1 cards is on top.

After these steps the Street Deck will consist of 18 cards. Take them and place them to the left of the board.

Note: at the end of setup, 1 Round 2 & 3 card is left over. Put it back in the box and use it in your next game.

Game Play

The game lasts 3 rounds. Each round consists of the following steps.

  1. Initial phase:
    • Each player adds 1 Zombie to their horde.
    • After shuffling the Secret Bonus cards, give 1 to each player.
  2. Street Deck: One player of choice manages the Street Deck and must draw and reveal 1 card at a time. Since all participants play simultaneously, the effects of one card must be fully resolved before moving on to the next.
  3. Extra Zombie: When the area of the board separating two Street card spaces shows the Zombie symbol, each player automatically receives 1 extra Zombie to add to their horde before the next card is revealed.
  4. Shop: When the Shop star is reached, all players automatically receive 1 gold coin and may make purchases before the next card is revealed (see PURCHASES).
  5. End of round: All Civilians are automatically transformed into Zombies, and all Secret Bonus cards must be discarded. Shop cards not purchased by any player must be discarded before the Shop is restocked.

Important Rules

  • If at any point a player has no Zombies in their horde, they may take 1 Zombie from the reserve.
  • If at any point two or more players with the same number of Zombies are eligible to resolve the effect of a rule, those players must each take a Tie-break token. The player who gets the highest result may act first.
  • There is no limit to the number of Zombies or Civilians that each player may possess.

Street Cards

During each round you will reveal and resolve the effects of 6 Street cards.

The types of Street cards are described below: Jump cards and Push cards, followed by the other Street card types (Coin / Zombie, Civilian / Bomb, Parachute Jump, Gold Jump).

Jump Cards (Carte Salto)

When a Jump is revealed, all players must roll their dice. Those that land with the Zombie face up must be eliminated and returned to the common reserve.

Jump cards show a value that represents the maximum number of Zombies that can be lost. Jump cards show values of 1, 2 and 3. A Jump card with the warning symbol and no number indicates that there is no limit to the number of Zombies that could be eliminated while resolving a Jump.

Example: Suppose the Jump card with a value of 2 is drawn. Andrea rolls all her 3 dice and all 3 land with the Zombie face up. Since the card has a limit of 2, Andrea must discard 2 Zombies (instead of 3), eliminating them from her horde.

Push Cards (Carte Spinta)

When a Push is revealed, the players must divide into teams to push the obstacle shown on the card. To do this, each player must secretly choose 1 Vote token, hiding it in their right hand. The 2 remaining tokens are hidden in their left hand. When all players are ready, they must open their hands at the same time and reveal their choice. Players who have Vote tokens of the same colour are in the same team.

Push cards show a value (4, 8, 12 or 16) that represents the number of Zombies needed to move the obstacle.

Each team must count the total number of Zombies at its disposal. If the team has a number of Zombies equal to or greater than the value shown on the Push card, there are no consequences. Otherwise, each player in the team who does not have enough Zombies to move the obstacle loses 2 Zombies (the source icon shows 2 Zombie dice).

NOTE: Players are allowed to negotiate alliances before expressing their vote. It is possible to show the chosen token secretly to only some opponents, give advice or provide misleading information. It may be interesting to bluff about your voting intentions if you have the Secret Bonus cards Tsunami or Ninja.

Coin / Zombie Cards (Carta Moneta / Zombie)

When a Coin / Zombie card is revealed, each player receives a gold coin or 1 Zombie.

Civilian / Bomb Cards (Carta Civile / Bomba)

When a Civilian / Bomb card is revealed, each player must decide whether to obtain 1 new Civilian token or to Bomb an opponent. The player with the highest number of Zombies chooses first, and the others then proceed clockwise.

In case of a tie, all players with the highest number of Zombies must take a Tie-break token: the player who gets the highest result will be the first to choose.

Parachute Jump Cards (Carta Salto con il Paracadute)

When a Parachute Jump card is revealed, all players must roll their Zombie dice. If at least 1 die lands with the Zombie face up, that player gets 1 additional die.

Gold Jump Cards (Carta Salto Oro)

When a Gold Jump card is revealed, all players must roll their Zombie dice. If at least 1 die lands with the Zombie face up, that player receives a gold coin.

Civilians

During the rounds, players will have the opportunity to gain new Civilian tokens. At the end of each round, surviving Civilians will automatically be transformed into Zombies.

Bombardments

When a player is Bombed, they lose all their Civilian tokens. If the player has no Civilian tokens, they lose 1 Zombie instead.

Purchases

Once the Shop has been reached, all players automatically receive a gold coin. The player with the fewest Zombies is the first to be able to buy Shop cards by paying the relevant cost (see the gold coin costs shown in the upper left corner of each card). Afterwards, the players make their purchases in clockwise order.

In case of a tie, all players with the fewest Zombies must take a Tie-break token: the player who gets the highest result will be the first to choose.

When a Shop card is purchased, it is not automatically replaced: the Shop will be restocked only at the end of the purchase phase. Each time the Shop is restocked, place in the upper part of the board a number of cards equal to the total number of players plus 3.

Important Rules (Purchases)

  • No player may ever possess more than the limit shown by the gold coin pile icon. (Translator's note: the source prints this limit as an icon of a pile of gold coins; no number is printed in the text.)
  • Players may buy at most 2 cards (provided they have enough gold coins to pay).
  • Shop cards must be used immediately, unless the card shows the hand symbol. In that case, the owner must keep it in front of them until they decide to use it.
  • After using a Shop card, discard it, unless it is one of the 2 Permanent Shop cards (which bear the "do not discard" symbol).
  • Players may always decide not to buy anything and keep their gold coins.

Secret Bonus Cards (Carte Bonus Segreto)

Secret Bonus cards allow players to obtain Rewards in exchange for reaching certain Objectives during a single round. At any time, players may reveal their Bonus card. If this happens immediately after reaching the Objective specified on the card, the player receives the relevant Reward. Revealed cards cannot be used again, unless the Shop card "Rotate a Secret Bonus" is purchased.

NOTE: Players may reveal their Secret Bonus card even if they have not yet reached the specific Objective. Even in these cases the card cannot be turned face down again, unless the Shop card "Rotate a Secret Bonus" is purchased.

The Secret Bonus cards to use vary according to the number of players. The cards for each player count are shown on page 7 of the source and are listed below as they appear in the illustration. Once all players have received their card, one card must always remain. Place the surplus card aside until the end of the round. Players may look at their own card at any time.

  • 3 players: UFO, Quarterback, Giga Z, Tsunami.
  • 4 players: Ninja, UFO, Quarterback, Giga Z. (Translator's note: the illustration for 4 players shows four cards, while the rule above requires one card to remain after dealing. The fifth card, if any, is not legible in the source image.)
  • 5 players: UFO, Quarterback, Giga Z, Tsunami, Dragon's Head, Dragon's Tail.
  • 6 players: Ninja, UFO, Quarterback, Giga Z, Tsunami, Dragon's Head, Dragon's Tail.

End of Game

At the end of the third round of play, return all Secret Bonus cards and convert all Civilian tokens into Zombies.

The player with the most Zombies is the winner!

In case of a tie, the players who are not tied must shout "Launch, launch, launch, ..." while the tied players roll their dice and discard those that land with the Zombie face up. The player who still has the most Zombies is the winner.

Zombird Expansion

NOTE: This expansion introduces a new type of card: the Zombird. Players may use this new type of card during their games. If you want more interaction between players and greater depth of play, you can use this expansion from the start.

Zombird Setup

  1. Shuffle the Zombird deck and the Event deck, and place them beside the Street board.
  2. Add 3 Zombird Shop cards to the Shop deck.
  3. Assign 1 Zombird card to each player.

Zombird Game Play

At the start of each round, reveal 1 Event card. Event cards represent tasks that players may complete to obtain new Zombird cards.

There are 2 types of Event cards:

  • "Immediate": Events of this type are resolved as soon as the card is revealed.
  • "During the round": Events of this type may be resolved at any time during the round.

Players may obtain only a single Zombird card by completing the tasks specified by the Event cards of this type.

Zombird Reference Sheet

Zombird cards

  • Banker (Banchiere): Get 1 gold coin.
  • Brain (Cervello): Get 1 Zombie at the end of the game.
  • Pterodactyl (Ptero): Steal 1 Zombie from another player.
  • Robot: Cancel the effects of a Bombardment you suffer.
  • Super Fairy (Super Fata): Prevent the death of 2 Zombies eliminated following a Jump or a Bombardment.
  • Bomb (Bomba): Bomb another player.
  • Fairy (Fata): Prevent the death of 1 Zombie eliminated following a Jump or a Bombardment.
  • Punk: Act as if you had 3 more Zombies when performing a Push.
  • Super Bird (Super Uccello): Act as if you had 10 more Zombies when performing a Push.
  • Magnet (Magnete): Steal 1 gold coin from another player.

Event cards

  • Jump (Salto) (Immediate): You may lose at most 2 Zombies.
  • Gift (Dono) (Immediate): Each player immediately receives 1 extra Zombird card.
  • Glance (Occhiata) (Immediate): Show your Secret Bonus card to the player on your left.
  • Zombie Gift (Dono Zombie) (During this round): Give 1 Zombie to another player.
  • Bomb (Bomba) (During this round): Successfully Bomb another player.
  • Bonus (During this round): Complete the objective specified on your Secret Bonus card.
  • Red Pill (Pillola Rossa) (During this round): Use the red Vote token for a vote.
  • Coin (Moneta) (During this round): Discard 1 gold coin.
  • Zombie (During this round): Do not lose any Zombies during a Jump.

Reference: Secret Bonus Cards

  • UFO: Reveal this card if, at the end of the round, you have at least 1 Civilian token. Get 2 Zombies. Civilian tokens you own will be transformed normally into Zombies.
  • Giga Z: Reveal this card if you successfully Bomb the Civilian tokens of an opponent. Get 2 Zombies.
  • Tsunami: Reveal this card if you are in the most numerous team (not counting any ties) during the resolution of a Push. Steal Zombies from the other members of your team. You may steal from a single player, or take 1 Zombie each from 2 different players.
  • Quarterback: Reveal this card when you suffer a Bombardment. The Bomb has no effect and, in addition, you may steal a Zombie from the player who Bombed you.
  • Dragon's Head (Testa del Drago): Reveal this card and name the player who, in your opinion, has the Dragon's Tail. If you guess correctly, get 2 Zombies. Otherwise, the player holding the Dragon's Tail may reveal it to get 2 Zombies.
  • Dragon's Tail (Coda del Drago): Reveal this card and name the player who, in your opinion, has the Dragon's Head. If you guess correctly, get 2 Zombies. Otherwise, the player holding the Dragon's Head may reveal it to get 2 Zombies.
  • Ninja: Reveal this card if you are in the most numerous team (not counting any ties) during the resolution of a Push. Thanks to this card, if your team does not reach the minimum number of Zombies required to resolve the Push, you do not have to eliminate 2 Zombies from your horde.

Reference: Shop Cards

Each Shop card shows its cost in gold coins in the upper left corner. Cards marked PERMANENT are the 2 Permanent Shop cards.

  • 1 Civilian (PERMANENT) – Cost 1 gold coin. Get 1 Civilian token.
  • Steal 1 Die – Cost 1 gold coin. Steal 1 Zombie from another player.
  • 2 Civilians – Cost 1 gold coin. Get 2 Civilian tokens.
  • Bomb – Cost 1 gold coin. Bomb another player.
  • +2 Dice – Cost 2 gold coins. Get 2 Zombies.
  • Bomb (PERMANENT) – Cost 2 gold coins. Bomb another player.
  • Steal 2 Dice – Cost 2 gold coins. Steal 2 Zombies from another player.
  • 3 Civilians – Cost 2 gold coins. Get 3 Civilian tokens.
  • Mega Bomb – Cost 2 gold coins. Bomb any number of players.
  • Rotate a Secret Bonus – Cost 1 gold coin. Rotate a Secret Bonus card. The card may be deactivated (rotated face up) or reactivated (rotated face down). Deactivated Secret Bonus cards may not be used again unless they are reactivated.
  • Save 1 Zombie – Cost 1 gold coin. Keep 1 Zombie that you would otherwise lose through a Jump or a Bomb.
  • Save 2 Zombies – Cost 2 gold coins. Keep 2 Zombies that you would otherwise lose through a Jump or a Bomb.
  • +1 Die – Cost 1 gold coin. Get 1 Zombie.
  • Exchange – Cost 1 gold coin. Exchange 2 Secret Bonus cards that have not yet been revealed.