Dead Of Winter: A Crossroads Game Rulebook - 1jour-1jeu

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OBJECT OF THE GAMEMAIN OBJECTIVE CARDSIn Dead of Winter, players are a colony of survivors tryingto survive a hazardous winter in the aftermath of thezombie apocalypse. The colony has an objective they aretrying to complete, but each player also controls a groupof survivors that has a secret objective. Often this secretobjective requires that a player help complete the colonyobjective. Only players who have completed their secretobjective when the game ends will win. The game can endin a variety of ways: If the morale track reaches 0, if theround track reaches 0, or if the main objective is completed.1 WE NEED MORE SAMPLESSET UP2MORALE STARTS AT 6.ROUND TRACK STARTS AT 6.Add 1 zombie to all non-colony locations.VICTORY3Every time a zombie is killed roll a die. If it is a4 or higher place it on this main objective card.Accumulate 3 zombies on this main objectivefor each player that started the game.At the start of the game readsection MO10 on page 17.COMPONENTS –Dual-Sided Main Objective CardsSecret Objective CardsBetrayal Secret Objective CardsExiled Secret Objective CardsSurvivor CardsPlayer Reference SheetsFirst Player TokenStarting Item CardsPolice Station Item Deck CardsGrocery Store Item Deck CardsSchool Item Deck CardsGas Station Item Deck CardsLibrary Item Deck CardsHospital Item Deck CardsCrisis CardsCrossroads CardsWound TokensHelpless Survivor TokensFood TokensNoise TokensBarricade TokensStarvation TokensTrack MarkersZombie StandeesZombie Tokens (use if you run out of standees)Survivor StandeesPlastic Standee StandsColony BoardLocation CardsRulebookAction DiceExposure Die4TIMESHORTName: This is the name of the main objective.2. Setup: How to set up the board for this scenario.3. Goal: The task(s) that must be accomplished in order to1.complete the main objective.4. Time: An estimate of how long this main objective willtake to complete. Short 45-90 minutes. Medium 90-120minutes. Long 120-210 minutes.SECRET OBJECTIVE CARDS12HUNGERYOU WIN THE GAME IF ALL OF THE FOLLOWING IS TRUE:1. The main objective has been completed.2. You have at least 3in your hand.Name: This is the name of the secret objective.2. Goal: The task(s) that you must accomplish in order to1.win the game.Note: Cards in this Dead of Winter game are marked with acrossroads icon in the lower right corner to help distinguishthem from cards included in possible expansions.

SURVIVOR CARDS1FOREST PLUMMall SantaITEM CARDS14325425136ANYWHERE: At the beginning of yourturn you may remove Forest from thegame to raise morale by 1.WASTE PILE: Play this card when moving asurvivor you control. Do not roll for exposurefor that move.74Name: This is the name of the survivor.2. Occupation: The survivor’s occupation before the zombie1.apocalypse (This has no game effect).3. Influence Value: The survivor’s place within the hierarchyof the colony.2FUELPOLICE STATIONName: This is the name of the item.2. Symbol Type: There are 7 different types of item cards.3. Ability: A unique effect the card has when played.4. Location: This determines what deck this item card starts1.in at the beginning of the game.4. Attack Value: The survivor’s proficiency in a fight.item card SYMBOL TYPES5. Search Value: The survivor’s proficiency at finding items.6. Ability Location: The location the survivor must be at to usetheir ability.WeaponAbility: A unique effect the survivor has on the game.FuelEducationFoodMedicineToolSurvivorPLAYER REFERENCE SHEET1ROUND SUMMARYPLAYER TURNS PHASE1. Reveal Crisis2. Roll Action Dice3. Player Turns1.2.3.4.5.6.7.36Pay FoodCheck WasteResolve CrisisAdd ZombiesCheck Main ObjectiveMove Round TrackerPass First Player Token5FOLLOWERS21.PLAYER TURN ACTIONS { Attack (zombie or survivor)} SearchBarricadeClean Waste (3 cards)Attract (2 zombies) Play a CardAdd a Card to the CrisisMove a SurvivorSpend Food TokensRequestHand OffVote to ExileACTIONS THAT DO NOTREQUIRE AN ACTION DIEREMEMBER!The player to your right mustdraw a Crossroads card at thebeginning of your turn!Round Summary: This reminds players of theorder in which things happen each round.2. Player Turn Actions: This reminds a player whatactions are available to him on his turn.ACTIONS THATREQUIRE AN ACTION DIE47SECRET OBJECTIVECOLONY PHASEGROUP LEADER7.3. Group Leader: The player’s group leader isplaced face-up in this area.4. Secret Objective: The player’s secret objectiveis placed face down in this area.5. Followers: The player’s remaining survivorsare placed in this area.6. Unused Action Dice Pool: After rolling actiondice the results are placed here.7.Used Action Dice Pool: When a player uses anaction die it is placed here.3

CRISIS CARDSCROSSROADS CARDS12HUNTEDIf at any point during the player’s turn that playerreceives a non-frostbite wound as the result of rollingfor exposure after moving: “They shot me! It wasno accident either. I saw them! They wereall decked out in camouflage and they had nointerest in the zombies in the area. They werehunting me, and I tell you what – they don’t lookas rough as us. They look well fed. We’ve gotarmed cannibals in our backyard.”OPTION 113BLIZZARD3OPTION 22 number of non-exiled playersFor the remainder of the game, whenever anyplayer moves a survivor, in addition to rolling theexposure die they must roll a regular die. On aresult of 2 or lower that survivor receives 1 wound.FAIL: Non-exiled survivors cannot move untilthe end of the next round. Lose 1 morale.4You hunt down the hunters. Roll for exposuretwice on each survivor you control.Optional: Add 2 additional cards ( )to gain 1 morale for preventing the crisisName: This is the name of the crisis.2. Prevent: This shows the type of items a player mustName: This is the name of the crossroad.2. Trigger: The italicized text is the trigger. It is the event1.1.contribute to the crisis to prevent its effect fromhappening.that must happen for this card to take effect.3. Options: The options given to choose from when the cardtriggers.3. Effect: The negative effect that happens if the crisis is notprevented.Important Note: Some crossroads cards have mature themes likesex, language, suicide, alcohol use, etc. These cards are markedwith this symbol: . Players may choose to remove these cardsprior to the game.4. Optional: Players may contribute these items to the crisis,in addition to the required items, to gain this specifiedeffect.ADDITIONAL COMPONENTSFirst Player Token: This tokenBarricade Tokens: UsedHelpless Survivor Tokens: These representidentifies who is the firstplayer. The first playergoes first in a round andbreaks all ties.when barricadingentrances.members of the community that areeither very old or very young and cannotcontribute but take up space and eat food.Wound Tokens: These areFood Tokens: These are added to anddouble sided. One side isa regular wound and theother is a frostbite wound.removed from the food supply byvarious game effects.Noise Tokens: These are addedto locations to representnoise that was made there.Survivor and Zombie Standees: Theserepresent the survivors andzombies on the game board.Insert the bottom of the standeesinto the plastic standee stands.4Exposure Die: This is rolledby various game effects todetermine if a survivor has beenwounded, frostbitten, or bitten.Action Dice: These areStarvation Tokens: These arerolled each round andused to perform certaintypes of actions.added to the food supplywhen there is not enoughfood to feed the colony.

GAME BOARD:The game board is made up of 7 different locations,including the colony board and 6 location cards.1362489101157COLONY BOARD2.NameEntrances: Numbered entrances.3.Entrance Spaces: Spaces where zombies and barricades1.Zombies placed at thecolony are placed in order of entrance number.may be placed.4.5.Survivor Spaces: Spaces where survivors may be placed.Morale Track: This track shows where the colony’s moraleis. Morale is affected negatively when a survivor dies,when there are too many cards in the waste pile, whenthere is not enough food and sometimes as the result ofa crisis or crossroads card.6.7.Round Track: This track shows how many rounds remain.Food Supply: Food tokens are added here by various gameeffects.8.Main Objective: This is where the main objective card isplaced.Waste Pile: Cards are placed here when they are played.10. Crisis Deck: This is where the crisis deck is placed.11. Crisis Contributions: This is where cards contributed to the9.crisis are placed.GROCERY STORE16LOCATION CARDS1.Name: This is the2name of the location.2. Survivor Spaces:Spaces wheresurvivors may beplaced.3. Entrance Spaces:Spaces wherezombies andbarricades may beplaced.344. Item Deck: Item cards that player draw fromwhen searching the location.55. Noise: Noise tokens are placed here. Only 4 noise tokensmay be placed at any single location during a round.6. Item Symbols: The order from left to right is the likelihoodof finding items of this type when searching at thislocation.5

GAME SETUP1. Place the colony board in the center of the play areaand place the 6 location cards around it as shown or asbest accommodates your table.2. Each player collects a player reference sheet.3. Players may decide which standard main objective9. Deal 4 survivor cards to each player. Each player thenchooses 2 to keep and returns the others to the deck.Re-shuffle the survivor deck.10. Each player makes 1 of those 2 survivors her groupleader, placing it in the respective space on herreference card.they would like to play or pick 1 randomly.WE NEED MORE SAMPLESSET UPMORALE STARTS AT 6.ROUND TRACK STARTS AT 6.Add 1 zombie to all non-colony locations.Note: We suggest the first timeyou play you choose the “We NeedMore Samples” main objective.11. The other survivor is placed in the player’s following,below their player reference sheet.12. The corresponding survivor standees for each player’ssurvivors are added to the colony.Place the main objective card inits space on the colony board andset up the game board accordingTIMEto the main objective’s setupinstructions. See Adding Zombieson page 13 for more details on adding zombies tocolony entrance spaces.VICTORYEvery time a zombie is killed roll a die. If it is a4 or higher place it on this main objective card.Accumulate 3 zombies on this main objectivefor each player that started the game.At the start of the game readsection MO10 on page 17.To add A survivor standee to the colonySHORT4. Shuffle the non-betrayal secret objective cards and setaside 2 (facedown) per player. Return the rest of thenon-betrayal cards to the game box. Shuffle the betrayalsecret objective cards and add 1 of them (facedown) tothe non-betrayal cards that were set aside. Return theremainder of the betrayal secret objective cards in thegame box. Shuffle all of the set aside cards togetherand deal 1 to each player. Return the remaining secretobjective cards to the game box without looking atthem. A player cannot reveal his secret objective cardto other players.5. Shuffle the crisis cards and place the deck on its spaceon the colony board.6. Shuffle and make decks of the survivor, exiled objectiveand crossroad cards and place the decks off to the sideof the play area.Survivor standees are placed onthe dashed circles in the “ColonyOccupants” section of the colony board.13. Separate the remaining standees and tokens placingthem within easy reach of all players.14. The player whose groupleader has the highestinfluence value receives thefirst player token and willtake the first turn of the game.Important Note: Some crossroads cards have maturethemes like sex, language, suicide, alcohol use, etc.These cards are marked with this symbol. Players maychoose to remove these cards prior to the game.7. Shuffle all of the starter item cards and deal 5 to eachplayer. Return any remaining cards to the game box.8. Separate the remaining item cards into separate decksaccording to their location. Shuffle each deck and placeit on its corresponding location card.6“I’ll give the end of theworld one thing – it’s neverboring. Just when youthink you know what thenew normal is, it goes andchanges. Every day isdifferent than the last.”Loretta Clay

VICTORYSOPHIE ROBINSONPilotSHORTTIMEAt the start of the game readsection MO10 on page 17.Every time a zombie is killed roll a die. If it is a4 or higher place it on this main objective card.Accumulate 3 zombies on this main objectivefor each player that started the game.DANIEL SMITHSheriffSET UPWE NEED MORE SAMPLESMORALE STARTS AT 6.ROUND TRACK STARTS AT 6.Add 1 zombie to all non-colony locations.5PLAYER TURNS PHASECOLONY PHASE2FOLLOWERS11 { Attack (zombie or survivor)} SearchBarricadeClean Waste (3 cards)Attract (2 zombies) Play a CardAdd a Card to the CrisisMove a SurvivorSpend Food TokensRequestHand OffVote to ExileACTIONS THAT DO NOTREQUIRE AN ACTION DIEPLAYER TURN ACTIONS10ANYWHERE: (4 ) Kill 2 zombies atDaniel’s current location. Only rollfor exposure once.2566GROUP LEADERPLAYER TURNS PHASEROUND SUMMARYCOLONY PHASEDoctor211ANYWHERE: Once per round you mayremove any type of wound token from asurvivor that shares a location with Olivia.Olivia may use this ability on herself.ACTIONS THAT DO NOTREQUIRE AN ACTION DIEPlay a CardAdd a Card to the CrisisMove a SurvivorSpend Food TokensRequestHand OffVote to ExileThe player to your right mustdraw a Crossroads card at thebeginning of your turn!1243ACTIONS THATREQUIRE AN ACTION DIE{ Attack (zombie or survivor)} SearchBarricadeClean Waste (3 cards)Attract (2 zombies)REMEMBER! PLAYER TURN ACTIONSHOSPITALGAS STATIONSECRET OBJECTIVE1056FOLLOWERSPay FoodCheck WasteResolve CrisisAdd ZombiesCheck Main ObjectiveMove Round TrackerPass First Player TokenOLIVIA BROWN1.2.3.4.5.6.7.1. Reveal Crisis2. Roll Action Dice3. Player TurnsLibraryPLAYER TURN ACTIONSSCHOOLACTIONS THATREQUIRE AN ACTION DIEPLAYER TURNS PHASEROUND SUMMARYGROUP LEADERPay FoodCheck WasteResolve CrisisAdd ZombiesCheck Main ObjectiveMove Round TrackerPass First Player Token1. Reveal Crisis2. Roll Action Dice3. Player TurnsROUND SUMMARY68GROCERY STORE8Mayor1.2.3.4.5.6.7.11BRIAN LEEACTIONS THAT DO NOTREQUIRE AN ACTION DIEPOLICE STATION{ Attack (zombie or survivor)} SearchBarricadeClean Waste (3 cards)Attract (2 zombies)ANYWHERE: Once per round, when Gabrielis at a location with a search deck, you mayreveal the top 4 cards of that search deck.If you revealed any outsider cards you mayplace 1 into your hand. Shuffle the remainingcards back into the search deck.1. Reveal Crisis2. Roll Action Dice3. Player TurnsSECRET OBJECTIVE923 60COLONY PHASE10634FiremanPlay a CardAdd a Card to the CrisisMove a SurvivorSpend Food TokensRequestHand OffVote to ExileGABRIEL DIAZ 862Pay FoodCheck WasteResolve CrisisAdd ZombiesCheck Main ObjectiveMove Round TrackerPass First Player Token83The player to your right mustdraw a Crossroads card at thebeginning of your turn!FOLLOWERS8REMEMBER!ANYWHERE: Once per round youmay increase an unused action dieyou control by 1.14ALEXIS GREY154146181.2.3.4.5.6.7.14GROUP LEADER1LIBRARY: Once per round, when performinga search at the library you may look at andkeep 1 additional card.17Librarian3 PLAYER GAME SETUP9Note: When settingup the game boardaccording to themain objective, usethe blue markerto keep track ofmorale and the redmarker to keeptrack of rounds.41SECRET OBJECTIVE7896ACTIONS THATREQUIRE AN ACTION DIE134REMEMBER!The player to your right mustdraw a Crossroads card at thebeginning of your turn!5841ANYWHERE: Once per round you may lookat the top card of a single location’s searchdeck. After you have looked at the card placeit back on top of that search deck.77

ROUND ORDERDead of Winter is played over a series of rounds. Each roundis divided into 2 phases that must be played in order.Player Turns Phase2. Colony Phase1.PLAYER TURNS PHASEDuring the player turns phase resolve the following 3effects in order.1.Reveal Crisis: Reveal the top card of the crisis deck.Thiscard’s effect will take place during the colony phaseif it is not prevented. Crisis cards can be prevented ifplayers contribute enough of the correct type of cardsto that crisis.2. Roll Action Dice: At this time each player removes anyaction dice remaining in her used and unused actiondice pool. Then each player receives 1 action die, plus1 additional action die for each survivor she controls(so players will start the game with 3 action dice). Eachplayer must roll all of her action dice and keep theresults in her unused action dice pool for use duringher turn. Even though a player receives 1 action die persurvivor she controls, the action die does not belong tothat survivor, but to that player’s group of survivors. Aplayer can spend multiple action dice on performingmultiple actions with a single survivor.3. Player Turns: During the player turn phase, each playerstarting with the first player will take a turn. At thebeginning of a player’s turn the player to her right drawsa crossroads card (applying its effects to the player takingthe turn if, at anytime during that turn, they meet thetrigger requirement). On a player’s turn she may performmultiple actions. Once a player has performed all of theactions she wishes (or if she runs out of actions she isable to perform) on her turn, play passes to the player onher left. Play will continue clockwise around the tableuntil each player has taken a turn. Once each playerhas taken a turn the player turns phase is over and thecolony phase begins.8PLAYER TURN ACTIONSSome actions require spending an action die and othersdo not. To spend an action die, a player removes theappropriate die from his unused action die pool and movesit to his used action die pool. Some actions require that theaction die be a specific result (from having rolled it duringthe roll action dice step).Actions that require an Action Die Attack: To perform an attack, a player must choose asurvivor he controls and spend an action die equal to orhigher than the attack value of that survivor. That playermay then choose a target for that attack. The target mustbe a zombie or a survivor that shares a location with theattacking survivor.If a zombie is chosen, kill it and remove it from the gameboard. Roll for exposure on the survivor that attacked(see Rolling for Exposure on page 11 for details). SeeExample: Attacking a Zombie on page 9.If a survivor is chosen, roll the spent action die. If the resultis equal to or less than the chosen survivor’s attack valueplace a wound marker on the chosen survivor and take acard at random from the hand of the player that controlsthat survivor. See Example: Attacking a Survivor on page 9.Note: The exposure die is not rolled when attacking anothersurvivor.“ Everybody quiet! Didanyone else hear that? I saidbe quiet! There it is. Yeah,we’re not alone. They musthave heard the truck pullup. You two keep searching,and I’ll draw them off andtry to drop a couple. Youguys better find something tomake this worthwhile.”Thomas Heart

Example: Attacking a zombie11SCHOOLASHLEY ROSS2Construction WorkerASHLEY ROSS522Construction WorkerSCHOOL2531. Player one controls thesurvivor Ashley Ross.Ashleyis at the school andANYWHERE: Once per round youplayerone choosesattackmay performa barricadetoactionan action die.a withoutzombieusingin thatlocationwith Ashley.2. Ashley has an attack valueof 2 . Player one spends anaction die with a value of 4which is equal to or higherthan her attack value.ASHLEY ROSSConstruction Worker52254SCHOOLMIKE CHO52Ninja 330SCHOOL251. Ashley Ross is back atthe school and player onechooses to have Ashleyattack Mike Cho, a survivorANYWHERE: Once per round youthatplayertwo controls.mayperforma barricadeactionwithout using an action die.24MIKE CHONinja30424ANYWHERE: When performingan attack with Mike do not rollfor exposure.2. Ashley has an attack valueANYWHERE: When performingan attack with Mike do not rollof 2 . Player one spends anfor exposure.action die with a value of 3,which is equal to or higher than her attack value.ANYWHERE: Once per round youmay perform a barricade actionwithout using an action die.3. The zombie is killed and removed from the school.However, player one must now roll the exposure die.4. Player one rolls a wound on the exposure die, andplaces 1 wound marker on Ashley’s survivor card.A player may attack multiple times with the samesurvivor in a single turn. An action die equal to orhigher than the attack value of that survivor must bespent each time that survivor attacks. A player cannothave a survivor he controls attack another survivor hecontrols. A player cannot attack a helpless survivor. Example: Attacking a SURVIVORSearch: A player can search at any location except thecolony. To perform a search, a player must choose asurvivor he controls and spend an action die equal to orhigher than the search value of that survivor. He maythen draw 1 card from the item deck of the location that3. Player one then rolls an action die. He rolls a 1, which isless than Mike’s attack value of 2 .4. Player two must place 1 wound marker on Mike Cho’ssurvivor card, and player one gets to take a card atrandom from player two’s hand. Player one doesNOT roll the exposure die (that die is not rolled whenattacking a survivor).survivor is on, looking at it but not yet adding it to hishand. He may then choose to either: add that card to his hand and end his search action, or make noise by placing a noise token on an emptynoise space at his location to draw and look at anadditional card. He may draw additional cards aslong as there are still empty noise spaces for thecorresponding noise tokens.When the player has decided he has made enough noiseor can no longer make any more noise, he must keep 1 ofthe drawn cards, adding it to his hand, and place the rest9

GAS STATIONExample: search a location1on the bottom of that item deck. A player may searchmultiple times with the same survivor in a single turn.An action die equal to or higher than the search value ofthat survivor must be spent each time that survivorsearches. See Example: Search a Location to left.GAS STATION FOREST PLUMplayer must choose a survivor he controls andspend an action die of any result to place abarricade token on any empty entrance spaceat the chosen survivor’s location.14Mall Santa2 STATION 2GAS5 Clean Waste: A player may perform a clean waste actionif he controls at least 1 survivor at the colony. To performa clean waste action, that player must spend 1 action dieof any result and remove the top 3 cards of the waste pilefrom the game.3LIGHTERANYWHERE: At the beginning of yourturn you may remove Forest from thegame to raise morale by 1. Attract: To perform an attract action, a player mustchoose a survivor he controls and spend an action die ofany result to move 2 zombies from any location to anyempty entrance spaces at chosen survivor’s location.EQUIP:Once perround, wperfo rmhen th iss an attacsu rv ivo rk, you mto kill 4ay play azom biesfu el ca rdinstead offo r expojus t 1. Dosu re. Dono t rollno t evokthe fu ele the ab ilica rd.ty onGAS STATION FUELgaen movinsurethis card whIGHSTTEEPIRLEu:coPlantenyrothl. isDosunorvtivroorrdll for expoLWAr yo hcasurvivoa fu elund, wper ro move.ay playroll: Once for thatyou mD o notju st 1.EQUIP s an atta ck,onofyditmsteae ab ilthperfor zom bies ineevok4to kill su re. D o notGAS STATIONpofo r ex ca rd.elNthe fuIOGAS STATActions that do not require an Action Die 1. Player one controls the survivor Forest Plum. Forest isat the gas station and player one chooses to search withhim. Player one is hoping to find a fuel card.2. Forest has a search value of 5 . Player one spends anaction die with a value of 5, which is equal to or higherthan Forest’s search value.3. Player one draws the top card from the gas station’s itemdeck, and finds a lighter card.4. Still hoping to find fuel, player one continues his searchaction by making some noise. He places a noise markeronto an empty noise space on the gas station locationcard, and then draws another card from the gas station’sitem deck and finds a fuel card! Player one adds thefuel card to his hand, and places the lighter card at thebottom of the gas station’s item deck.Survivor Ability: Some survivor abilities require an actiondie to be spent. When this is the case it will be signifiedby a number in front of the ability’s text. The action diespent must meet or exceed that number in order for it to beused. A player may use the same survivor’s ability multipletimes in a single turn, unless the ability says otherwise.An action die equal to or higher than the ability’s numbermust be spent each time it is used.410Barricade: To perform a barricade action, aPlay a Card: As many times as he likes during his turn, aplayer may play a card from his hand. To play a card,place it on top of the waste pile.Reminder: For every 10 cards in the waste pile during the checkwaste step the colony will lose 1 morale.A card with an equip ability is not placed in the wastepile, instead a player may equip it to any survivor hecontrols by placing that card next to that survivor.That survivor now has the effect listed on that itemcard. Once a card is equipped it cannot be unequippedunless it is being added to a crisis or is being handedoff. If a survivor with 1 or more equipped cards diesat the colony the equipped cards are added back tothe controlling player’s hand. If a survivor with 1 ormore equipped cards dies at a non-colony location theequipped cards are shuffled into that location’s item deck.A player can only play cards during his turn.

Add a Card to the Crisis: A player may add 1 or morecards from his hand and/or cards that are equipped tosurvivors he controls to the currently revealed crisiscard. Cards added to a crisis from a player’s hand areadded face down so that no other player can see them.Adding cards that match a symbol shown in the preventarea of the crisis card helps to prevent that crisis fromhappening. Each card added that does not match asymbol helps cause the crisis to happen.ROLLING FOR EXPOSUREImmediately after a survivor moves to a newlocation or kills a zombie, the player thatcontrols that survivor must roll for exposure by rollingthis die. Each die face has an effect that is triggered whenthat result is rolled.EffectsNote: Some food cards add multiple food tokens to the foodsupply when they are played. Those food cards still only countas 1 card played into the crisis. Blank: Nothing happens.Wound: The survivor receives 1 wound token.Move a Survivor: A Player may move each survivor hecontrols once during his turn. A survivor may bemoved to any location that has an empty survivorspace. After each time a player moves a survivor, hemust roll for exposure.Frostbite: The survivor receives 1 frostbite woundtoken. This is considered a wound. At thebeginning of each of your turns, each survivor youcontrol that has 1 or more frostbite wound tokenson it receives an additional wound token.Note: If the result of rolling for exposure was a bitten, when it isspread it spreads to a survivor in the location that the movedsurvivor just moved to. Spend Food Tokens: A player may spend 1 ormore food tokens by removing them from thefood supply area on the colony board. Thatplayer increases any 1 unused action die hecontrols by 1 for every food token he spends. Request: During his turn a player may request 1 or moreitem cards from other players. Other players may givethe requesting player an item card from their hand, ifthey do, that card must be revealed and immediatelyplayed. The requested card cannot be added to the crisis. Hand Off: During his turn a player may have a survivorhe controls that has an item equipped hand that itemoff to another survivor at the same location. When anitem is handed off it is unequipped from the survivorthat is handing it off and is immediately equipped to thesurvivor that it is being handed to.Note: If the item has a once per round ability and it has alreadybeen used that round it cannot be used again by handing it off toanother survivor. Bitten: The survivor is killed and the bite effectVote to Exile: Once during each of his turns a playermay choose another player and initiate a vote toexile that player. Initiating a vote forces all players tosimultaneously cast a vote of yes (thumbs up) or no(thumbs down) to determine whether or not the chosenplayer is exiled. A player cannot initiate a vote to exilethemselves. Remember all ties are broken by the firstplayer, this includes votes to exile (see the Exile sectionon page 14 for details).spreads.Spreading a Bite EffectWhen a survivor is killed as a result of a bitten roll, the biteeffect spreads to the survivor with the lowest influencethat shared a location with the bitten survivor. Each timea bite effect spreads, the player that controls the survivor itspread to must choose from the following options: Option 1: Kill the survivor that the bite effect spread to.The bite effect stops spreading. Option 2: Roll the exposure die again.On a blank result,the survivor that the bite effect spread to is not killedand the bite effect stops spreading. On any other result,the survivor that the bite effect spread to is killed and thebite effect spreads again. The bite effect will continue tospread until a player either chooses option 1, rolls a blankresult after choosing option 2, or there are nomore survivors at the location.Remember: Whenever a survivoris killed by any game effect thecolony loses 1 morale.“Bark bark!” (Translation: He wasn’tmovie material, but as people go, hewas a good one. I shall miss him.)Sparky11

COLONY PHASERESOLVING CROSSROADS CARDSAt the beginning of each player’sturn, the player to her right willdraw a crossroads card. Thatplayer must keep the crossroadscard secret, only revealing it if itst

In Dead of Winter, players are a colony of survivors trying to survive a hazardous winter in the aftermath of the zombie apocalypse. The colony has an objective they are trying to complete, but each player also controls a group of survivors that has a secret objective. Often this secret