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Zombie Game Round Rules Summary

The document outlines the rules and phases of a game involving Survivors and Zombies, detailing the actions players can take during their turns and the Zombies' responses. It includes specifics on targeting priorities, activation steps, and various skills that Survivors can utilize to enhance their gameplay. The rules emphasize the importance of strategy in managing actions and interactions between players and Zombies throughout the game rounds.

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William Brand
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0% found this document useful (0 votes)
42 views2 pages

Zombie Game Round Rules Summary

The document outlines the rules and phases of a game involving Survivors and Zombies, detailing the actions players can take during their turns and the Zombies' responses. It includes specifics on targeting priorities, activation steps, and various skills that Survivors can utilize to enhance their gameplay. The rules emphasize the importance of strategy in managing actions and interactions between players and Zombies throughout the game rounds.

Uploaded by

William Brand
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

GAME ROUND SUMMARY

GAME RULES OVERRIDE THIS ROUND SUMMARY RULES.


1 – FIRST STEP
Choose the first player at the beginning of the game. He receives the
“first player” token.

3 – ZOMBIES’ PHASE
STEP 1– ACTIVATION: ATTACK OR MOVE
2 – PLAYERS’ PHASE All Zombies spend one Action doing one of these two things:
• Zombies in the same Zone as at least one Survivor attack them.
The first player activates all of his or her Survivors, one after the • The Zombies which didn’t Attack, Move.
other, in any order. When he or she’s done, the next player’s Turn Each Zombie favors visible Survivors, then noise.
begins. Play clockwise. Each Survivor has three Actions to spend, Necromancer follow special rules.
chosen from the following list. Unless stated otherwise, each Action
Choose the shortest path. If several paths share the same length,
may be performed several times per Activation.
split the Zombies in equal groups.
• Move: Move one Zone.
• Search (1x/Activation and per Survivor): Building Zone only. NOTE: Runners get two Actions per Activation, Wolfz get three
Draw a card in the Equipment deck. Actions per Activation. Once all Zombies have taken their first Action,
• Open a door: Melee weapon required. Spawn Zombies inside a Runners and Wolfz go through the Activation step again to resolve
building if it’s the first door. their second Action. Then Wolfz resolve their third Action.
• Reorganize/Trade: Equipment exchange with another Survivor STEP 2– SPAWN
standing in the same Zone is possible. You can trade everything for
• Always draw Zombie cards for all Spawn Zones in the same order
nothing.
(play clockwise).
• Combat Action: • Magic Action: Equipped Combat spell required
• Danger Level used: highest Danger Level among active Survivors.
• Melee Action: Equipped Melee weapon required
• No more minis of specified type? All Zombies of specified type get
• Ranged Action: Equipped Ranged weapon an extra Activation!
required
• Enchantment Action: Equipped Enchantment required END PHASE
• Take or activate an Objective in the Survivor’s Zone.
• Make Noise. Put a Noise token in the Survivor’s Zone. • Remove all Noise tokens from the board.
• Do Nothing. All remaining Actions are lost. • The next player receives the “First Player” token (play
clockwise).

TARGETING PRIORITY ORDER


When several targets share the same Targeting Priority Order, the players choose which ones are eliminated first.
TARGETING MIN DAMAGE EXPERIENCE
PRIORITY NAME ACTIONS TO DESTORY POINTS
1 Murder of Crowz (1) 1 1 1
Walker /
2 Deadeye Walker (2) / 1 1 1
Notoriously Plagued Character (3)
Fatty /
3 Abomination (Any kind) (4) / 1/1/3 2/3/3 1/5/5
Wolfabomination & Abominalpha
4 Runner 2 1 1
5 Zombie Wolfz 3 1 1
6 Necromancer (5) 1 1 1
(1) Murder of Crowz: Moves 3 Zones per Move Action. Ignores obstacles and maintains course to target Zone during Move. (2) Deadeye Walkerz:
Performs Zombie Attacks at Range 0-3. (3) Notoriously Plagued Character: Act as Standard Walkers. Collect five different NPC Zombies to
exchange for a chosen Vault Artifact Card from the Vault Deck and freely reorganise inventory. (4) Abomination (any kind): Ignore Armor rolls
(unless equipped card effect allows). Ablobination: Attacks whenever activated within Line Of Sight on a Survivor at Range 0-1. Perform Attack on
Survivors in ALL zones at Range 0-1 on which they have Line Of Sight. Abominatroll: Can only be killed by Dragon Fire (or Dragon Fire effects), 3
Actions when activating in Line Of Sight of a Survivor. Abominotaur: Each Attack inflicts 2 wounds to its target. Can smash through closed doors
and walls to get to target Zone (if building sealed, resolve Zombie Spawns). Abominalpha: While active (on the board) spawn Wolfz instead of
Runnerz. Abominarat: Spawns 1 Zone away from the noisiest Zone on the board in a Zone with an open passage to it (if several options are available,
players choose). (5) Necromancer: Spawns with an additional Zombie Spawn token (resolve Zombie Spawn immediately). Ignores Survivors and
heads for nearest Spawn Zone (if in the same zone as a survivor during Zombie Phase, resolve a Walker Attack). If the Necromancer flees the board
the additional Zombie Spawn becomes permanent. Necromancer Cabal: Necromancers standing within Range 0-1 at the end of a Zombie Phase,
act as if they fled. Guest boxes/KSE Necromancers: See specific Necromancer Zombie card/s for special rules regarding each unique Necromancer.
Mana rain – When resolving a Magic Action, the Survivor may substitute the
Dice number of the Combat spell(s) he uses with the number of Zombies
Skills standing in the targeted Zone. Skills affecting the dice value, like +1 die: Magic,
still apply.
Ambidextrous – The Survivor treats all Combat spells, Melee and Ranged Marksman – The Survivor may freely choose the targets of all his Magic and
weapons as if they had the Dual symbol. Ranged Actions. Misses don’t hit Survivors.
Barbarian – When resolving a Melee Action, the Survivor may substitute the Matching set! – When a Survivor performs a Search Action and draws an
Dice number of the Melee weapon(s) he uses with the number of Zombies Equipment card with the Dual symbol, he can immediately take a second card of
standing in the targeted Zone. Skills affecting the dice value, like +1 die: Melee, the same type from the Equipment deck. Shuffle the deck afterward.
still apply. Point-blank – The Survivor can resolve Ranged and Magic Actions in his own
Blitz – Each time the Survivor kills the last Zombie in a Zone, he gets 1 free Move Zone, no matter the minimum Range. When resolving a Magic or Ranged Action
Action to use immediately. at Range 0, the Survivor freely chooses the targets and can kill any type of
Bloodlust: X – Spend one Action with the Survivor: He Moves up to two Zones Zombies. His Combat spells and Ranged weapons still need to inflict enough
to a Zone containing at least one Zombie. He then gains one free X Action. Damage to kill his targets. Misses don’t hit Survivors.
Born leader – During the Survivor’s Turn, he may give one free Action to Reaper: X – Use this Skill when assigning hits while resolving a X Action. One of
another Survivor to use as he pleases. This Action must be used during the these hits can freely kill an additional identical Zombie in the same Zone. Only
recipient’s next Turn or it is lost. a single additional Zombie can be killed per Action when using this Skill. The
Break-in – In order to open doors, the Survivor rolls no dice, and needs no Survivor gains the experience for the additional Zombie.
equipment (but still spends an Action to do so). He doesn’t make Noise while Regeneration – At the end of each Game Round, remove all Wounds the
using this Skill. However, other prerequisites still apply (such as taking a Survivor received. Regeneration doesn’t work if the Survivor has been
designated Objective before a door can be opened). Moreover, the Survivor gains eliminated.
one extra free Action that can only be used to open doors. Roll 6: +1 die X – You may roll an additional die for each “6” rolled on any X
Charge – The Survivor can use this Skill for free, as often as he pleases, during Action. Keep on rolling additional dice as long as you keep getting “6”. Game
each of his Turns: He moves up to two Zones to a Zone containing at least one effects that allow re-rolls (the Plenty of Arrows Equipment card, for example)
Zombie. Normal Movement rules still apply. Entering a Zone containing must be used before rolling any additional dice for this Skill.
Zombies ends the Survivor’s Move Action. Rotten – At the end of his Turn, if the Survivor has not resolved a Combat Action
Collector: [Zombie type] – The Survivor gains double the experience each time (Melee, Ranged or Magic) and not produced a Noise token, place a Rotten token
he kills a Zombie of the specified type. next to his base. As long as he has this token, he is totally ignored by all Zombies
Destiny – The Survivor can use this Skill once per Turn when he reveals an and is not considered a Noise token. Zombies don’t attack him and will even walk
Equipment card he drew. You can ignore and discard that card, then draw past him. The Survivor loses his Rotten token if he resolves any kind of Combat
another Equipment card. Action (Melee, Ranged or Magic) or makes noise. Even with the Rotten token,
Free reload – The Survivor reloads reloadable weapons (Hand Crossbows, the Survivor still has to spend extra Actions to move out of a Zone crowded with
Orcish Crossbow, etc.) for free. Zombies.
Frenzy: Combat – All weapons and Combat spells the Survivor carries gain +1 Scavenger – The Survivor can Search in any Zone. This includes street Zones,
die per Wound the Survivor suffers. Dual weapons gain a die each, for a total of Vault Zones, etc. Search: +1 card – Draw an extra card when Searching with the
+2 dice per Wound and per Dual Combat Action (Melee, Ranged or Magic). Survivor.
Hit & run – The Survivor can use this Skill for free, just after he resolved a Magic, Shove - The Survivor can use this Skill, for free, once during each of his Turns.
Melee or Ranged Action resulting in at least a Zombie kill. He can then resolve a Select a Zone at Range 1 from your Survivor. All Zombies standing in your
free Move Action. The Survivor does not spend extra Actions to perform this Survivor’s Zone are pushed to the selected Zone. This is not a Movement. Both
free Move Action if Zombies are standing in his Zone. Zones need to share a clear path. A Zombie can’t cross closed doors, ramparts
Hold your nose – This Skill can be used once per Turn. The Survivor gets a free (see the Wulfsburg expansion) or walls, but can be shoved in or out of a Vault.
Search Action in the Zone if he has eliminated a Zombie (even in a Vault or a Slippery – The Survivor does not spend extra Actions when he performs a Move
street Zone) the same Game Round. This Action may only be used to Search, and Action out of a Zone containing Zombies. Entering a Zone containing Zombies
the Survivor can still only Search once per Turn. ends the Survivor’s Move Action.
Ironclad: [Zombie type] – The Survivor ignores all Wounds coming from Spellbook – All Combat spells and Enchantments in the Survivor’s Inventory
Zombies of the specified type (such as “Walker”, “Runner”, etc.). are considered equipped in Hand. With this Skill, a Survivor could effectively be
Iron hide – The Survivor can make Armor rolls with a 5+ Armor value, even considered as having several Combat spells and Enchantments cards equipped
when he does not wear an armor on his Body slot. Wearing an armor, the in Hand. For obvious reasons, he can only use two identical dual Combat Spells
Survivor adds 1 to the result of each die he rolls for Armor rolls. The maximum at any given time. Choose any combination of two before resolving Actions or
result is always 6. rolls involving the Survivor.
Iron rain – When resolving a Ranged Action, the Survivor may substitute the Spellcaster – The Survivor has one extra free Action. This Action may only be
Dice number of the Ranged weapon(s) he uses with the number of Zombies used for a Magic Action or an Enchantment Action.
standing in the targeted Zone. Skills affecting the dice value, like +1 die: Ranged, Sprint – The Survivor can use this Skill once during each of his Turns. Spend
still apply. one Move Action with the Survivor: He may move two or three Zones instead of
Is that all you’ve got? – You can use this Skill any time the Survivor is about to one. Entering a Zone containing Zombies ends the Survivor’s Move Action.
get Wounds. Discard one Equipment card in your Survivor’s inventory for each Super strength – Consider the Damage value of Melee weapons used by the
Wound he’s about to receive. Negate a Wound per discarded Equipment card. Survivor to be 3.
Jump – The Survivor can use this Skill once during each Activation. The Survivor Starts with a [Equipment] – The Survivor begins the game with the indicated
spends one Action: He moves two Zones into a Zone to which he has Line Of Equipment; its card is automatically assigned to him during Setup.
Sight. Movement related Skills (like +1 Zone per Move Action or Slippery) are Steady hand – The Survivor can ignore other Survivors of his choosing when
ignored, but Movement penalties (like having Zombies in the starting Zone) missing with a Magic or Ranged Action. The Skill does not apply to game effects
apply. Ignore everything in the intervening Zone. killing everything in the targeted Zone (such as a Dragon Fire, for example).
Lifesaver – The Survivor can use this Skill, for free, once during each of his Swordmaster – The Survivor treats all Melee weapons as if they had the Dual
Turns. Select a Zone containing at least one Zombie at Range 1 from your symbol.
Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Tactician – The Survivor’s Turn can be resolved anytime during the Players’
Zone without penalty. This is not a Move Action. A Survivor can decline the Phase, before or after any other Survivor’s Turn. If several Survivors benefit
rescue and stay in the selected Zone if his controller chooses. Both Zones need from this Skill at the same time, choose their Turn order.
to share a clear path. A Survivor can’t cross closed doors or walls, and can’t be Taunt – The Survivor can use this Skill, for free, once during each of his Turns.
extracted into or out of a Vault. Select a Zone your Survivor can see. All Zombies standing in the selected Zone
Lock it down – At the cost of one Action, the Survivor can close an open door in immediately gain an extra Activation. They try to reach the taunting Survivor
his Zone. Opening or destroying it again later does not trigger a new Zombie by any means available. Taunted Zombies ignore all other Survivors. They do
Spawn. not attack them and cross the Zone they stand in if needed to reach the taunting
Loud – Once during each of his Turns, the Survivor can make a huge amount of Survivor.
noise! Until this Survivor’s next Turn, the Zone he used this Skill in is considered Tough – The Survivor ignores the first Wound he receives from a single Zombie
to have the highest number of Noise tokens on the entire board. If different every Zombies’ Phase.
Survivors have this Skill, only the last one who used it applies the effects. Trick shot – When the Survivor is equipped with Dual Combat spells or Ranged
Low profile - The Survivor can’t get hit by Survivors’ Magic and Ranged Actions. weapons, he can aim at different Zones with each spell/weapon in the same
Ignore him when casting a Combat spell or shooting in the Zone he stands in. Action.
Game effects that kill everything in the targeted Zone, like Dragon Fire, still kill Zombie link – The Survivor plays an extra Turn each time an Extra Activation
him, though. card is drawn from the Zombie pile. He plays before the extra-activated
Lucky – The Survivor can re-roll once all the dice for each Action (or Armor roll) Zombies. If several Survivors benefit from this Skill at the same time, choose
he takes. The new result takes the place of the previous one. This Skill stacks their Turn order.
with the effects of other Skills and Equipment that allows re-rolls.

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