IntroduCtIon ObjeCtIve Components - Fireside Games

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8 Character Zombietokens If a player dies,he or she returns asa Character Zombieand attacks his or herformer allies.TMfiresidegames 12 Injury tokensThese tokensare used to trackplayers’ health andto indicate CharacterZombie abilities.Number of players: 2 to 6Ages: 13 and upIntroductionAt first it didn’t seem real. The dead couldn’t actually return to life, could they? Thenyou saw it for yourself: Zombies attacking the living! You and a few others have foughtyour way to the woods and found shelter in this abandoned hunting Cabin. But theliving dead aren’t far behind. You’ll have to search the Cabin for useful items to defendyourselves and hold out until you can call for rescue and escape this Dead Panic!ObjectiveTo work together to collect and assemble 3 radio pieces, call therescuers, and make it into the vanComponents 1 game board 1 Cabin deck (29 cards)Players search the Cabinfor these cards anduse them to fight offZombies. 1 Events deck(23 cards)These cardsbring Zombiesand effects intoplay. 8 Charactersand standsEach Characterrepresents 1player in thegame. MoreCharacters thanneeded areprovided forvariety of gameplay. 8 player boards Eachboard provides aCharacter name, formeroccupation, illustration,special ability, healthtracker, and a helpfulreminder of possibleactions. The back sideprovides an illustrationof the Character asa Zombie, standardabilities, and specialabilities to choose from. 24 Zombie tokens(3 Creepers,10 7-point Shamblers,4 Sprinters, 4 Brawlers,3 Brutes) These are theundead that attack theCabin. 3 Survivor tokensThese are other humansrunning from theZombies. Each one carriesa Radio piece that theplayers need to collect. 6 Cabin Wallsand standsThese Walls keepthe Zombies outof the Cabin andcan be repairedor rebuilt ifdamaged. 6 Crack tokensThese tokens areused to showdamage to Walls. 3 Radio piecesPlayers mustcollect thesepieces to callfor rescue. 1 Rescuer tokenThe players’ onlymeans of escape! 1 Bait tokenThis token is used toindicate the startingplayer each round andto break ties. 1 Zombie draw bagThis bag is used todraw the Zombies andSurvivors randomly forplacement on the board. 2 6-sided dice One die isused for Zombie placement, and bothare used for hand-to-hand combat withZombies.

Set Up1. Unfold game board.2. Insert Cabin Walls in stands and set onCabin perimeter lines on game board.The Wall with the door is placed on theliving room perimeter line.3. Have each player choose a Characterto play, insert the Character piece in astand, and roll to place the Characterin an arc in the Cabin. Have eachplayer then select the player board forhis or her Character.4. Put all of the Zombie tokens (but noneof the Survivor tokens) in the drawbag. Draw 6 Zombies. Place 1 in theWoods ring of each arc, beginning witharc 1. Place with the highest healthpoints pointed toward the Cabin.5. Add the Survivor tokens to the drawbag and shake the bag.6. Shuffle the Cabin and Events decksseparately and set them beside thegame board.7. Set the Radio pieces, Rescuer token,and Crack tokens beside the gameboard as well.8. Set 1 Injury token and the respectiveCharacter Zombie token on each playerboard in use for the game.9. Roll 1 die to determine first player,and pass that person the Bait token.Order of PlayOVERVIEWOn each round, players will complete thefollowing 5 steps:1. Perform Actions EACH playerperforms 2 actions, beginning with thefirst player and progressing clockwise.2. Draw 1 Event Card Place the numberof tokens indicated on the card. Then,follow the directions for the Event.3. Move Zombies Survivors on theboard move 1 space toward the Cabinfirst. Then, the Zombies move.4. Fight Zombies If 1 or more Zombiesare in the same space as a Survivor orCharacter, a fight takes place.5. Pass Bait Token After the fight phaseis complete, the Bait Token is passed tothe left.2

1. PerformING ActionsEACH player performs 2 actions, beginning with the firstplayer and progressing clockwise. Note that action types canbe repeated on a player’s turn. For example, a player may draw1 Cabin card for his or her first action and draw another Cabincard for his or her second action. The possible actions are asfollows:Draw 1 Cabin Card When inside the Cabin, playersmay use this action to search for useful items and weapons.Maximum hand size is 5. (Barbara is the exception to this rule.She has a maximum hand size of 6. See Character Abilities onp. 5.) Cards may be discarded for free. This deck cannot bereshuffled. Once the last card is drawn, there are no more itemsor weapons to be found in the Cabin.Use 1 Cabin Card The cards in the Cabin deck consistof ranged and melee (hand-to-hand) weapons as well as itemsfor fighting the Zombies.Ranged Weapons The ranged weapons are Shotguns,Pistols, Rifles, an AK-47, an Elephant Gun, a Cross Bow, anda Flare Gun. They have a crosshair icon and damage numberin the top left, a range icon and number in the top right, andat least 1 number in the top center to indicate the shots theweapon starts with.To use a rangedweapon, a playerdeclares whichweapon he or sheis using and which Zombie he or she is shooting. Shots alwayshit the target, immediately causing 1 point of damage to 1Zombie within range. (See Ranges of Basic Guns on this page.)The player rotates the Zombie token clockwise so that the activenumber of health points is pointed toward the Cabin and rotatesthe weapon card so that the number of shots left in the weaponis on top.Clubs After all of the shots in a ranged weapon are spent, thatweapon may be used as a club in melee combat. Turn the cardover to indicate that it is a club. A club breaks after a meleebattle, regardless of the outcome and is discarded. Likewise, ifan unloaded Cross Bow is used as a club, it is discarded.Melee Weapons These weapons are used to fight Zombiesin the same space as the players and are usually used during theFight Zombies phase at no action cost. However, players mayalso use melee weapons to engage in deliberate hand-to-handcombat during the Perform Actions phase for 1 action per use.To use a melee weapon, a player declares which card he or sheis using and which Zombie he or she is fighting. Then, the playerRanges of Basic GunsShooting From Inside the CabinA player can shoot a Zombie in the same space as his/her Character, into the rooms 1 space right or left ofthe Character, and within the same arc as the Character,depending on type of gun.Shotgun: YardPistol: Yard and ClearingRifle: Yard, Clearing, and WoodsShooting From Outside the CabinA player can shoot a Zombie in the same space as his/herCharacter as well as within the same arc (including theCabin) and into the arcs adjacent to the player’s Characterat a distance dependent on the type of gun.Shotgun: up to 1 space awayPistol: up to 2 spaces awayRifle: up to 3 spaces awaySpaces cannot be counted diagonally, and Zombies cannotbe hit in the adjacent arcs inside the Cabin.rolls the 2 dice. If the result is greater than the fight number onthe Zombie token (see Standard Zombie Abilities on p. 8), theplayer wins the fight. The Zombie takes damage or is killed, asindicated on the weapon card, and is rotated clockwise to reflectthat damage. If the last point of damage is dealt, the Zombie isdiscarded. Unlike a club, the melee weapon is kept after a win.See Fight Zombies on pp. 9–10 for more details on the possibleoutcomes of melee fights.Items The item cards have various uses designed to helpplayers fight Zombies, move, and heal. Items can be used onlyon a player’s turn or when Father Michael gives a cardholderan action as a part of his special ability (see Character Abilitieson p. 5). Some cards are free to use (as indicated on the cards),but these cards cannot be played when Father Michael gives thecardholder an action.3

Ranged WeaponsSpecial Cabin CardsAK-47 The AK-47 is a singleuse weapon with the same rangeas a Rifle. It distributes up to4 points of damage among asmany Zombies as the playerchooses. When used duringmelee combat, up to 4 points ofdamage are distributed to anyZombies within range and eachZombie hit does not need to befought again during that FightZombies phase.Elephant Gun The Elephant Gun is a single-use weaponwith the same range as a Rifle. The Elephant Gun kills aZombie in range but not in the same space as the player’sCharacter.Flare Gun The Flare Gun is a single-use weapon with thesame range as a Rifle. The Flare Gun can be used to signala Survivor for placement in the Woods (with a die roll) or todamage 2 Zombies in the same space for 1 point each.Cross Bow The CrossBow has the same range asa Pistol and can be usedto damage 1 Zombie for 1point once per turn. After itis used, the card is rotatedso that Unloaded showsat the top. The Cross Bowautomatically reloads at thestart of the player’s nextturn and should be rotatedupright. If the Cross Bowis used unloaded as a clubduring melee, the CrossBow must be discarded after the fight, as per usual for clubs.Melee WeaponsChainsaw The Chainsaw is a melee weapon that slays 1Zombie but that can be used only twice. (The card is rotateddown with use.) Each use can be thought of as burning gas.If there is at least 1 use remaining, the card may be usedin a melee roll for 1 point of damage without burning gas.After both uses are gone, the card may be used as a club. (SeeRanged Weapons on p. 3 for details on clubs.)4Hammer and Nails/Hammer The Hammer and Nailsside of this card can be used as either a melee weapon todamage 1 Zombie for 1 pointon a melee win or once torebuild the Wall in the arc theplayer is in. After building theWall, rotate the card 180 sothe Hammer side is upright.The Hammer side of the cardmay be used only as a meleeweapon to damage 1 Zombiefor 1 point on a melee win. It isdiscarded only when droppedas the result of lost combat.ItemsGrip Tape Place on a melee weapon for 1 action to add 1 to melee rolls made with that weapon. If the weapon isdropped due to a loss, the grip tape is discarded with theweapon.Zombie Muck Use to move through spaces with Zombiesand avoid fighting them for 1 round. This means that anyCharacters in the same space with the Character using ZombieMuck must fight those Zombies without the help of thatCharacter. If holding the Bait Token, pass it to the left whenusing this card.Julie and Graaaaagh! When Julie uses her specialability (drawing 2 Cabin cards, keeping 1, and giving the otherto another player) and 1 of the cards drawn is Graaaaagh!,she decides whether to keep or give that card away. If shedecides to give it to another player, that player must be inthe Cabin. Regardless of who the recipient is, that player willplay Graaaaagh! as usual. That is, a Zombie will be drawn andplaced in that player’s space and the player will draw a newCabin card.Rope This card allows a player to move another player’sCharacter or a Survivor up to 2 spaces. If a Character ismoved into a space with a Zombie, that Character must fightthe Zombie immediately.Shooting into a Space with Another CharacterCharacters can shoot Zombies even if the Zombie is in thesame space as another Character. Players always hit theirintended targets and never injure each other.

Move 1 Space Movement mustbe forward, backward, left, or right (notdiagonal).Character Abilities Players move through Walls at noaction cost.repair 1 Crack in the same arc for free Inside the Cabin, Characters cannotcross the center. When moving into a space with 1 ormore Zombies, the Character mustfight the strongest Zombie (movementcheck), as determined by fight number,unless a Character Zombie (a Characterwho has died and turned into aZombie) is present. In that case, theCharacter Zombie must be fought. (Ifmore than 1 Zombie is present and thefight numbers are equal, the playerchooses which Zombie to fight.) Duringthis combat, the player may use CabinCards at no action cost. After combat,the player may continue moving ifthere are actions remaining. If in the same space, a Character canmove a Survivor with him/her 1 spacefor 2 actions. If a player is in the same space as theRescuers, it takes 1 action to move intothe van. Upon entering the van, theplayer discards all cards and ends his/her turn. For future actions, see MoveVan and Shoot from Van on this page.Trade, Give, or Get 1 Card/Radio Piece Characters must be inthe same or adjacent space unless 1 ofthe Characters involved in the trade/gift/receipt is Maria. (See Character Abilitieson this page.) If a gun is traded, maintainthe current number of shots remaining.If a trade/gift/receipt exceeds the normalhand size, the player must discard a card(at no action cost).Repair 1 Crack Walls may beCracked by Zombies. (See also ZombieMovement at Walls on p. 7.) Charactersmay repair 1 Crack for 1 action if in thesame arc as the Wall. (Al can repair aCrack once per turn at no action cost.)Al (Construction Worker) Once per turn (during Perform Actions), mayBarbara (Convict) Has a hand size of 6David (Personal Trainer) During unarmed melee combat (during PerformActions and Fight Zombies), damages a Zombie for 1 point on winsFather Michael (Priest) May give 1 action to another player for immediateuse on his turn (during Perform Actions) Note: Cannot give an action to Al to usehis special ability but can give to Julie, Maria, Ray, and Sandra to use theirsJulie (Delivery Driver) Once per turn, (during Perform Actions) may draw 2cards for 1 action, keep 1, and give the other to another playerMaria (Business Woman) May trade with another player at any distancewhether it is her turn or the other player’s (during Perform Actions)Ray (Paramedic) May spend 2 actions to move the Injury token back 1 onhimself or another Character in the same space (during Perform Actions)Sandra (Police Officer) Once per turn (during Perform Actions), may use 1action to spend 2 shots The weapon must have at least 2 shots remaining.(No free shots!)Collect 1 Radio PieceCharacters collect Radio pieces bymoving into the same space as a piecefor 1 action and picking it up for anotheraction. Survivors bring Radio piecesinto play. After Survivors are drawnand placed (see Drawing 1 Event Cardon p. 6), they move toward the Cabin(see Moving Zombies on p. 6). At thispoint, each Survivor provides a randomlyselected Radio piece to Characters in 1 of3 ways:1. The Survivor moves into the Cabin anddrops the Radio piece.2. The Survivor is killed by Zombiesbefore reaching the Cabin and dropsthe Radio piece. (See When SurvivorsDie on p. 8).3. A Character enters the same space asa Survivor and takes the piece. (ThatSurvivor will not drop another Radiopiece in the Cabin or if killed.)Each Radio piece takes up 1 card spacein a player’s hand. If the player has a fullhand, the player must discard a card (atno action cost) to collect the Radio piece.Assemble Radio When a playerhas 2 or 3 pieces, they may be assembledto take up just 1 space in his/her hand.After all 3 have been assembled and theRescuers have been called, the Radio maybe used as a club.Call Rescuers As soon as theRescuers are called, 1 die is rolled todetermine which arc they arrive in. TheRescuers are placed in the Woods.Move Van Once per turn, the playerwith the Radio may move the van 1space left or right only. The player losesthis ability if the Radio is discardedor another Character reaches the vanfirst (in which case the player for thatCharacter may move the van). If movingthe van into a space with 1 or moreZombies, the first player in the van maychoose 1 to take 1 point of damage.Shoot from VanEach player whomakes it to the van after the first playermay shoot 1 Zombie up to 3 spaces away(following Rifle rules) for 1 point ofdamage (once per turn).5

2. DrawING 1 Event CardDraw the number of tokens indicated on the card. Tokens canbe Zombies or Survivors. The symbol # means “the number ofplayers.” If this symbol appears alone on the card, it indicatesthat a number of Zombies equal to the number of players mustbe drawn. If the symbol appears with plus or minus anothernumber, add or subtract that number from the total number ofplayers and draw that many tokens. Players who have becomeZombies or are already inside the van are not counted as partof this total. If a specific number appears on the card, draw thatnumber of tokens. If a die icon appears on the card, roll the dieand draw that number of tokens. If an asterisk appears on thecard, place only the number of tokens indicated in the Eventtext. If the Zombie bag is empty and additional Zombies need tobe drawn, place all discarded Zombies back into the bag and mixthem up.Always placeZombies in theAttracted by GunfireWoods ring byand Special Weaponsrolling the die todetermine the arc,AK-47 Count the number of pointsunless otherwiseof damage distributed toward theindicated. Placebullet count.Zombies with theCross Bow Does not count as ahighest numberedbullet fired.corner pointingtoward the Cabin.Flare Gun Counts as 1 bullet fired.Then, follow thedirections on thecard for the Event, and discard the Event card. If the directionsindicate movement that affects Sprinters or Creepers, they aremoved only the specific number of spaces stated on the EventCard, not the number dictated by their usual rules.3. MovING ZombiesDuring this phase, any Survivors on the board move 1 spacetoward the Cabin first. If a Survivor makes it into the Cabinwithout dying, the Survivor drops a Radio piece in the first roomhe/she enters. (The Survivor remains in that room, fighting anyZombies that move into the space, and turning into a Zombiewhen all health points are depleted.)Cabin, see the Woods, Clearing, and Yard on their half of theboard regardless of Walls, and move toward the closest Survivoror Character.Then, the Zombies move. Sprinters always move 2 spaces duringthe movement phase, Creepers move 1 space only on a die rollof 4 or more (1 die roll for all Creepers), and all other Zombiesmove 1 space. Zombies DO NOT move if in the same space as aSurvivor or Character.The direction Zombies move depends on what is in their sightline. Zombies can see anything on their half of the board unlessa Wall obstructs their view. That is, they can see anything inthe Woods, Clearing, and Yard in the same arc as them and inthe arcs to their immediate right and left. They can see intothe Cabin in their arc if the Wall is gone. However, they cannotsee into the other rooms in the Cabin from outside (because ofthe interior Walls). If a Survivor or Character is standing withina Zombie’s sight line, the Zombie will advance toward thatSurvivor or Character even if it means moving backward.Once inside the Cabin, Zombies can hear throughout the entire6If a Zombie is moving towarda Survivor or Character in adifferent arc, the Zombie movessideways in the arc with theSurvivor or Character beforeadvancing forward. See SpecialMovement Conditions on thenext page for other situations.Otherwise, the Zombie willadvance toward the Cabin ring.

Special Movement ConditionsIF . . .THEN . . .a Zombie (or Character Zombie) is in thesame space as a Survivor or Character,the Zombie does not move.more than 1 Survivor and/or Character isin the Zombie’s sight line/hearing,the Zombie advances toward the closestone.a Survivor and a Character are inthe Zombie’s sight line/hearing andequidistant from the Zombie,the Zombie advances toward the Survivor.more than 1 Survivor is in the Zombie’ssight line/hearing and equidistant fromthe Zombie,the players choose which Survivor theZombie advances toward.more than 1 Character is in the Zombie’ssight line/hearing and equidistant fromthe Zombie,the Zombie advances toward theCharacter played by the person with theBait token or next person clockwise fromthat player.a Zombie is progressing toward aSurvivor or Character in a different arc,the Zombie moves sideways into the arcwith the Survivor or Character beforeadvancing forward.a Character has turned into a Zombie,the player determines the direction andmay move up to 2 spaces.a Zombie is in the Cabin and noCharacters are in the Cabin,the Zombie in the Cabin advances towardthe nearest arc containing a Characterand then advances toward that Character(running into Walls, if present).a Zombie is in the Cabin, no Charactersare in the Cabin, and the Rescuers havearrived,the Zombie in the Cabin advances towardthe arc with the Rescuers and thenadvances toward the Rescuers (runninginto Walls, if present).Zombie Movement at WallsZombies can hit and/or destroy Walls ontheir movement phase or as a part of anEvent Card. Most Zombies Crack a Wallwith 1 hit. The exceptions are Creepers,who never hit Walls but slip right throughthem into the Cabin, and Brutes, whodestroy a Wall with only 1 hit. Sprintersare no exception. They Crack a Wall with1 hit even if the Wall prevents them frommoving their second space. Zombies donot take damage when they hit walls.When a Wall is Cracked, a Crack tokenis placed on the Wall. If a player doesnot repair the Crack (see Repair 1 Crackon p. 5) and the Wall is hit by a Zombiea second time, the Wall is destroyed(removed from the board). The Wallis also destroyed if 2 Zombies hit theWall at the same time. After hitting ordestroying a Wall, Zombies remain in theYard. They don’t advance into the Cabinuntil the next movement opportunity.(This is true for Sprinters as well, evenif they otherwise would have moved asecond space.)Using the Bait Tokento Break Ties When morethan the 1 Character is in a positionto attract Zombies, fight them, ormake a group play decision, theBait token is used to determinewhich player will attract theZombies, act first in a fight, ormake the decision. If 1 of theplayers involved in the tie holds theBait token, that person wins the tie.If none of the Characters involvedin the tie has the Bait token, thenext person clockwise from theperson with Bait Token wins the tie.7

4. FightING ZombiesIf 1 or more Zombies are in the samespace as a Survivor or Character, a fighttakes place. In general, the order ofcombat starts with Survivors, moves tothe player with the Bait Token, and thenproceeds clockwise. A fight doesn’t endin a space until all of the Zombies havebeen fought (although not necessarilykilled). (For the number of Zombies tofight during movement checks, see p. 5)That may require momentarily skippinga player to end a fight when 2 or moreplayers are in the same space (see HowCharacters Fight on p. 9).How Survivors Fight Survivorsfight by simultaneously taking damagepoints equal to the Zombie’s health andby giving damage to the Zombie equalto the Survivors’ health. For example, ifa Zombie has 1 point of health left andis in a space with a Survivor who has 2points of health left, the Survivor takes1 point of damage from the Zombie andgives 2 points of damage to the Zombie.Because the Zombie has only 1 healthpoint remaining, the Survivor kills theZombie. The Survivor token is rotatedclockwise to keep the current healthpointed toward the Cabin.Standard Zombie AbilitiesCreepers Move only on a roll of 4 or more (), slip throughWalls, have a fight value of 6, and have 1 point of healthShamblers Numerous, have a fight value of 7,and have 1 point of healthSprinters Move 2 spaces at once (and have 2 points of healthBrawlers Win on ties during melee combat (have a fight value of 8, and have 2 points of healthBrutes Destroy Walls with 1 hit (and have 3 points of healthIf more than 1 Zombie is fighting aSurvivor, players decide how to distributethe damage among the Zombies.Likewise, if more than 1 Survivor isfighting 1 or more Zombies, playersdecide how to distribute Survivor andZombie damage.How Survivors FightAlongside Characters If aCharacter and a Survivor are in the samespace with 1 or more Zombies, the playerfor that Character decides whether theSurvivor or the player fights first. If morethan 1 Character is in such a space, usethe Bait token to determine who makesthe decision (see p. 7).When Survivors Die If aSurvivor is killed, the Survivor drops apiece of the Radio (randomly selected) inthe same space and turns into a Zombie(through a flip of the Survivor token).Any Characters in the same space withthe Survivor Zombie when it turns do nothave to fight the Zombie that phase.8), have a fight value of 7,), have a fight value of 9,),

How Characters FightCharacters fight with guns or melee(hand-to-hand) weapons. WhenCharacters fight with guns, they usethe weapons at no action cost and winautomatically, spending shots as normal.When Characters Win To beata Zombie, the player must roll a numbergreater than the Zombie’s fight value.If the player is successful, the playerrotates the Zombie token clockwise toshow that the Zombie has 1 less healthpoint. (Some melee weapons provide for2 points of damage. See the text on thecard for the actual amount to take.) If theZombie has no more health points, theZombie is discarded into a pile that isadded back into the Zombie bag when itis empty. Zombies are never completelygone.To separate and track whichZombies you have fought but thatare remaining on the board in thesame space as you, stack thoseZombies behind your Character.It can also be helpful to stackZombies by type.When Characters Lose Ifa player loses a melee fight, his or herCharacter must take an Injury or drop theweapon he or she fought with. The firsttime a Character is injured, the playerplaces an Injury token on the “Injured”space of his or her player board. Anytime he or she is injured after that, heor she moves the Injury token one spacecloser to the skull space. If he or shemoves his or her Injury token onto theskull space of his or her player board, theCharacter becomes a Zombie. See WhenCharacters Die on p. 10.When Characters fight with meleeweapons, their players roll 2 6-sided diceagainst a Zombie’s fight value (found onthe Zombie token).If the Character fights with a club, theclub is discarded after a single useregardless of the outcome of the fight.Use the Bait token to determine whofights first. (See Using the Bait Token toBreak Ties on p. 7.)Tip: Tracking ZombiesWhen Characters Tie Ifthe player ties the Zombie fight value,nothing happens. The Zombie remainsin the same space with the same numberof health points and does not need to befought again that turn. One exception,however, is the Brawler. The Brawler winson ties unless the Character fights witha Pipe Wrench, which allows Charactersto win on ties. In that case, nothinghappens.9

When Characters FightWithout a Weapon If aCharacter fights without a weapon andwins, the player may push the Zombieback 1 space in any direction he or shechooses without damaging the Zombie.(David is the exception to this rule. Hedeals damage when he wins unarmedmelee.) On ties, nothing happens, unlessfighting the Brawler, who wins on ties. Onlosses, the Character must take an Injury.When Multiple CharactersFight Together If 1 or moreCharacters are in the same space with1 or more Zombies, use the Bait Token(p. 7) to determine who fights first. (Seealso How Survivors Fight AlongsideCharacters on p. 8) Players withCharacters in the same space then taketurns fighting the Zombies until eachZombie has been fought (regardless ofthe outcome of the fight). No Zombie isfought more than once during a singlefight phase.10When Characters DieCharacters who take enough injuries tomove their Injury token onto the skullspace of their player board die andbecome Zombies. When this happens, theCharacter token is placed on its side untilthe next Move Zombies phase. Then, theplayer replaces the Character token withthe Character’s Zombie token, turns theplayer board over to the Zombie side,and chooses 2 of 5 special abilities (usingInjury tokens to indicate them) that donot change for the rest of the game.Then, the player may move the Zombieup to 2 spaces in any direction (notdiagonally) on the first Move Zombiesphase he/she is a Zombie as well asall subsequent Move Zombies phases.Whenever the Character Zombie fightsanother Character, the player rolls 2dice against the other players. CharacterZombies fight Survivors the same wayZombies fight Survivors, distributing andtaking health points as damage. If theCharacter Zombie is in the same space asa Survivor or Character, he/she may notmove away from the fight. (See the MorePanic Rule No Time for Grief on p. 11 fora fun way to deal with dead Characters.)Character ZombieAbilitiesGiven Move up to 2 spaces in anydirection on Move Zombies phase(cannot move from fight) Roll own dice to fight againstCharactersChoose 2 Win on ties Reroll both dice once per turn 1 to all rolls Move 1 additional space Direct movement for anotherZombie (may be a differentZombie each turn)

5. Passing BaitTokenAfter the fight phase is complete, theBait Token is passed to the left. The onlyexceptions to this rule are when the EventCards Attracted by Gunfire and Shh, TheyCan Hear You are drawn. When thesecards are drawn, skip this phase of play.Ending and Winningthe GameThe game ends when each player’sCharacter has either turned into a Zombieor has made it into the van. All playerswho make it into the van win the game.Moving into the VanRemember, it takes 1 action to moveinto the van.Zombie OverlordIn this version, one player becomes theZombie Overlord, taking command of theZombies against the other players. Thechanges to the rules are as follows: During set up, the Zombie Overlorddraws a hand of 3 Event cards. Draw 1 Event Card is replaced withPlay 1 Event Card. During this phase,the Zombie Overlord plays 1 Eventcard from his/her hand. Then, he/shediscards 0 to 2 cards and draws up to afull hand. The Zombie Overlord places allZombies called for by the Event cardsin any Woods spaces he/she chooses. During the Move Zombies phase,the Zombie Overlord determines themovement direction for all Zombies.The number of spaces Zombies moveremains the same as in the core rules,with the Zombie Overlord rolling todetermine whether Creepers move. The fight numbers on the Zombiesare disregarded. Inst

for fighting the Zombies. ranged Weapons The ranged weapons are Shotguns, Pistols, Rifles, an AK-47, an Elephant Gun, a Cross Bow, and a Flare Gun. They have a crosshair icon and damage number in the top left, a range icon and number in the top right, and at least 1 number in the top center t