Dawn of the Dead
Dawn of the Dead Rulebook
Table of Contents
Table of Contents
1. Introduction
Dawn of the Dead is a game best for 1 or 2 players but can support up to 5, in theory. There are two modes of play supported, Competitive and Solo/Co-Op. In the competitive version, the player(s) control the human characters, while another controls the zombies. In the solo/Co-Op game, the player(s) controls the characters while the zombies function in accordance with the solo rules.
2. Game Components
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The GAME MAP represents the shopping center where the battle occurs.
- Also included is a map key explaining the symbols used in showing the walls, glass doors, solid doors, and other structural details of the shopping center.
- The map is divided into squares. Some squares are larger than others, but for all purposes they are equal, and are considered adjacent to another only if the two squares share a side.
- Two squares are not considered adjacent if they only meet at a point.
- Each square has a three digit identity number.
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The CHARTS & TABLES are used to resolve certain game functions.
- The Human Movement Point Cost Chart sums up the various costs of actions.
- The Shot Modifier Chart sums up how certain map features effect shooting zombies.
- The Zombie Attack Table is used when resolving a zombie attack.
- The Zombie Entrance Table is used to determine where additional zombies enter the mall.
- The Hidden Zombie Table is used only in the solitaire game.
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The PLAYING PIECES represent characters and groups of zombies.
- The numbers on the counters represent character and zombie strengths and attributes.
- Each character is represented by two counters. Each side of the two counters represent a different status of the character: Normal, Stunned, Infected, or Super Zombie.
- Only one of these is used at any one time.
- Fire Rate is the number of times a character can shoot while being moved.
- Panic Level is a measure of a character's ability to withstand terror.
Each copy of Dawn of the Dead should include the following parts:
- Game Box
- Game Board
- Rules
- 3 Six sided dice
- 50 Zombie Tokens
- 12 Closed/Destroyed Tokens
- 8 Character Tokens
- 8 Berserk Tokens
- 2 Hunting Rifles
3. Setup
The components should be spread out on a table with the player(s) sitting around the board.
The tokens should be separated and divided. The pieces are then set up on the map.
The Zombie player sets up his units first.
- The player mixes together all 50 zombie units, with the value side face down. They then take 45 units and randomly place 1 unit on each of the Zombie Placement Symbols. Neither player should know the value of the units.
- Then secretly write down 5 identity numbers of squares on the map in which they wish to place Hidden Zombies. The squares must follow these restrictions.
- Can not be placed in hall squares.
- Can not be assigned or adjacent to a Character Placement Symbol, unless separated by a wall.
- Can not be assigned to another hidden zombie square, but may be assigned to a square occupied by an openly placed zombie unit.
- No more than 1 hidden zombie may be assigned to Edwin's Sport Center.
Place the 5 remaining zombie tokens in the designated area on the game board, Value side down.
The Human player sets up his characters second.
- The tokens representing the four characters at normal status are placed in the squares containing a Character Placement Symbol, in any manner the player chooses. However, only 1 or 2 characters may be set up in a single square at start.
- They then place the two hunting rifle markers in square 177 (Edwin's Sport Center).
- The other tokens are set aside for use as the game proceeds.
All doors in the shopping center are open at the start of play.
Zombie and Character Placement Symbols have no effect in game once the setup is complete.
4. Summary of Play
Dawn of the Dead is played in game turns. Each game turn is divided into a Human Player turn and a Zombie Player turn. Each Zombie Player turn is divided into five phases.
Human Player Turn
- The human player may move all, any one, or single stack of characters up to the limit of the character's Movement Allowance, or lowest if stacked.
- Any Character that was moved in the previous turn, may NOT move this turn.
- A moving character may pause to shoot equal to their fire rate.
- Under certain conditions, a character must check for PANIC, if they panic their turn ends.
- Movement may be interrupted by the appearance of hidden zombies.
Zombie Player Turn
- A. Berserk Phase: Check every zombie unit that is currently berserk to see if its status remains, then check one normal zombie unit of choice to see if it goes berserk.
- B. Reaction Movement Phase: All zombie units within sight of any square entered by a character that was just moved in the human player turn must be moved towards the character in reaction; Except if a zombie unit is already on a character or a zombie on a super zombie.
- C. Free Movement Phase: Any unit moved during reaction may not be moved this phase. Roll 1D6 to determine how many zombie units may be moved one space each. All special zombie units (Berserk, Super, and zombie stacked on Super) may not move more than ONE square, and do NOT count towards the limit determined by the Di roll.
- D. Attack Phase: A zombie attack is resolved in each square occupied by characters and a zombie unit. Before resolving each attack, the human player checks the character under attack for PANIC. Those that do not panic may shoot at the attacking zombie unit. If the unit survives, it then proceeds with the attack.
- E. Generation Phase: Roll 2D6 and consult the Zombie Entrance Table, place new units in the appropriate squares. Then roll 2D6 again for each infected character currently in play to see if they become a super zombie (except if just infected). A unit or super zombie placed in a character square in this phase must immediately conduct a zombie attack.
One game turn is now complete, and a new turn would now begin. The players continue repeating this sequence until a victory condition has been met, thus ending the game.
5. Human Movement
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The player may move all, any one, or stack of eligible characters during the turn.
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A character is eligible if they did not move in the last turn, and is currently not stunned.
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Characters have a printed Movement Allowance, which is the number of squares they may move.
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Each character or stack is moved from square to adjacent square in any direction or combination of directions at the cost of one point per square.
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While moving, a character may pause to shoot or to perform other non movement actions.
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Keep track of movement points spent, when allowance is met, that characters moving is done.
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Movement Allowance may never be exceeded in a turn.
- Characters don't have to spend all points, but points do not transfer or accumulate.
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Eligible characters that begin the turn in the same square may be moved as a STACK.
- The Movement Allowance of a stack is that of the character with the lowest.
- Once the allowance has been spent, no actions except shooting may be performed.
- A stack must stay together for the duration of the turn.
- Characters that begin the turn in different squares may not be moved together.
- There is no character limit to a stack.
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Eligible characters beginning their turn in a square as any other character may CARRY them.
6. Shooting Zombies
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At any point during movement, a character may pause and shoot at a zombie unit a number of times equal to their fire rate.
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Each time a shot is announced, the player declares the target zombie unit and the following steps are conducted in order:
- Determine if the target zombie unit is within sight, if not, the character may not shoot.
- Check for panic under certain conditions, if the character panics, they may not shoot.
- Consult the Shot Modifier Chart, unless in the same square as the target.
- The player now rolls 1/2/or 3 D6, depending. The shot modifier (if any) is subtracted from the dice results.
- Reveal the target unit value. If shot result is equal to or greater than the zombie value, the unit is destroyed. If shot result is less than the zombie value, nothing happens, hide the value (unless same square).
- Move destroyed unit to a discard pile, value side down, and mix them up.
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While moving keep track of shots fired.
- When a character has shot equal to their fire rate, they're done shooting for the turn, but may continue to move.
- Conversely, one may still shoot despite spending all movement, as long as their fire rate hasn't been reached.
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A character not moving, may not shoot.
- A character can shoot if they spend movement points on actions, i.e. interacting with doors, or acquiring the hunting rifles.
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Can not shoot at a zombie unit in a square occupied by another character.
- A character in the same square as a zombie may only shoot at that zombie unit (even if another character is in the square).
7. Hunting Rifles
The player may acquire hunting rifles for Steve and Fran from Edwin's Sport Center. If one of them acquires a hunting rifle, 2D6 is rolled when shooting zombies, but their fire rate remains the same.
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Peter and Roger may never acquire a hunting rifle.
- Steve and Fran can not acquire more than one each.
- A rifle acquired by a particular character can only be used and moved with that character.
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Acquiring a hunting rifle is considered a move.
- A character can only acquire a rifle if...
- They're eligible to move.
- They begin their turn in square 177.
- If that square is not zombie occupied.
- All movement points are spent when acquiring a rifle, and the action may trigger zombie reaction.
- A character can only acquire a rifle if...
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Once acquired, a hunting rifle remains with a character as long as they're in play and controlled by the human player.
- The character no longer has the pistol they used previously.
- If a character is killed or becomes a super zombie, the hunting rifle is removed from play.
8. Zombie Movement
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During the Reaction Movement Phase:
- The player checks every square entered by a character or stack during any point of their movement in the immediately preceding turn. Every zombie unit within sight of any square must be moved one space towards the square currently occupied by that character(s).
- If two or more zombie units are directed to move into the same square, only one unit of the player's choice is moved.
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During the Free Movement Phase:
- The player rolls 1D6, then moves that many zombie units of their choice in any direction.
- A zombie unit moves square to adjacent square. They do not possess or spend movement points, can not move through walls, can not open or close doors, and can not be moved outside the mall.
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Normal zombie units move one square per turn.
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A zombie unit is exempt from moving in reaction under the following conditions:
- ...if in a character occupied square.
- ...if the move would require it to go through a closed door.
- ...if the move would be into a zombie occupied square.
- ...if the unit is a super zombie or is in the same square as a super zombie. (under this condition, the unit may, but is not required to move in reaction)
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Any action taken by a character triggers zombie reaction.
- This includes moving, opening/closing doors, acquiring a hunting rifle, or shooting zombies.
9. Zombie Attacks
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During the zombie attack phase, an attack is conducted in every square that contains one or more characters and a zombie unit.
- Under certain circumstances, attacks must also be conducted in the zombie generation phase.
- An attack may result in the elimination of the attacking unit; or one or more of the attacked characters becoming stunned, infected, or in some cases killed.
- In each square where a zombie attack occurs, the following steps are undertaken.
- The character(s) in the square may attempt to shoot the attacking unit. If this results in the elimination of the unit, the zombie attack is not conducted.
- If there is more than one character in the square, the zombie player declares how many of the characters (but not which) the unit is attacking.
- If the zombie player declared not all the characters in the square are being attacked, the human player names an equal number of characters to be attacked.
- The value of the attacking unit is divided by the number of characters under attack to arrive at the strength which each character will be attacked. Round down.
- The attacks against each character are resolved separately, in any order the zombie player wishes. For each attack, roll 2D6 and consult the Zombie attack table. The dice result is cross referenced with the calculated zombie strength to yield an attack result, which is immediately applied to the character under attack.
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All characters in a square being attacked, may shoot at the zombie unit before the attack.
- The zombie shooting procedure is used and the restrictions of that section apply.
- A character not in the same square as the zombie attack may not shoot.
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The Zombie attack table is referenced for every zombie attack.
10. Hidden Zombies
In the beginning of the game, the zombie player assigned hidden zombies to 5 squares. The hidden units can either be revealed when a character moves into the square, or by the zombie player during their turn. Once in play, the hidden unit acts like a normal zombie unit.
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When a hidden unit is revealed, the player picks 1 of the 5 hidden tokens on the board (not from the eliminated), and places it in its assigned square (value up with a character, or value down if empty).
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That square can no longer spawn another hidden unit.
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A hidden unit must be revealed the moment its assigned square has been entered by a character.
- This event may occur at any point during character movement.
- The square is now considered zombie occupied.
- The character may shoot at the just revealed unit, but must first check for panic.
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The zombie player MAY reveal a hidden unit during the reaction or free movement phases of their turn.
- A hidden unit may only be revealed during the reaction phase if it would be eligible to be moved in reaction once placed.
- A hidden unit revealed during the free movement phase may (but need not) be moved as one of the zombie player's allowed free moves.
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A hidden unit can not be revealed in a square with another zombie unit.
- When the square is no longer zombie occupied, the hidden unit may be revealed.
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Until hidden units are revealed, they are not on the map, do not affect play, and occurrences in game do not affect them.
- However, if all units on the map are eliminated, the player must reveal all his remaining hidden units at the earliest possible time.
11. Berserk Zombies
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Zombie units may go berserk during the course of the game.
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Under certain conditions, they may attempt to destroy a closed glass door.
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A character must always check for panic when shooting at a berserk unit.
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During the berserk phase, the player checks all berserk units, then picks one unit on the map to see if it goes berserk.
- The player checks each unit that is already berserk to see if they remain berserk. Roll 1D6. If result is 5 or 6, that unit is no longer berserk.
- Then pick an eligible unit, Roll 1D6. If result is 4 or less the unit goes berserk. A berserk token is placed on the unit.
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A unit can not go berserk if was just so in the current berserk phase.
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A berserk unit must be moved in reaction if required.
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Moves two squares when eligible.
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A berserk unit that is moved during the free movement phase does not count towards the limit of zombie moves the zombie player is allowed.
- A berserk unit moved in reaction can not be moved this free phase.
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A berserk unit may attempt to destroy a closed glass door if any character is within the unit's sight through the door.
- A closed glass door may be destroyed only if the berserk unit begins its move in the same square.
- The attempt is considered a move for the unit.
- During the reaction phase, the attempt will happen only if the units reaction move is blocked.
12. Super Zombies
- An infected character may become a super zombie thus switching sides.
- A super zombie may be moved and perform actions but is solely controlled by the zombie player.
During the zombie regeneration phase the zombie player rolls 2D6 for each infected character in play.
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If the result is 2 or 12, the character becomes a super zombie; Any other result, nothing happens.
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The player may roll for infected characters in any order they wish; however, they may not roll for a character that just became infected in the current turn.
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A super zombie may stack with a zombie unit, during or at the end of movement.
- The player may inspect the value of every unit in a square that the super zombie moves through.
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Moves 3 squares.
- Any unit that begins the turn in the same square as a super zombie may also be moved three squares, as long as they stay together.
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Has a value of 2.
- Values of a super zombie and a regular unit in the same square are added together.
- If a character wants to shoot a super zombie stacked with a regular unit, both must be shot at.
- 1D6 result equal to or greater than their combined values eliminates both units. Less than has no effect.
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Can be moved in the reaction phase or the free movement phase, but not both.
- A super zombie and any unit stacked with it, is never required to move in the reaction phase, and does not count towards the limit of moves allowed the zombie player in the free movement phase.
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A character must always check for panic when shooting at a super zombie.
- 1 is added to the character's panic level for the check.
13. Random Zombie Entrance
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Eliminated units may be brought back into play through any of the four main doors in the mall.
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During the generation phase, the player rolls 2D6 and consults the entrance table to determine if 0, 1, or 2 units will come back, and through which main doors they are placed.
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A result that calls for a unit to enter a closed door or a zombie occupied square is ignored.
- The table is not used again until the next generation phase.
- The table is not used if all four main doors are closed and/or all squares are zombie occupied.
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New zombie units that are generated are taken from those previously eliminated.
- Randomly draw a new unit from the discard pile and place it value side down.
- Do not use the hidden zombie tokens.
- If no zombie units are available, no new units are placed.
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If a new unit is placed in a character occupied square, a zombie attack immediately occurs.
- This attack is conducted the same as a normal zombie attack.
14. How To Win
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The zombie player wins if any three characters are killed and/or become super zombies.
- If Fran becomes infected or killed, only one other character need be killed or turn super zombie to win.
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The human player wins if all the following conditions are fulfilled.
- All four main doors are closed.
- Steve and Fran each possess a hunting rifle. This requirement does not apply to a character who has become a super zombie or is killed (It does if infected).
- All zombie units and super zombies are eliminated.
- The zombie player's victory conditions have not been fulfilled.
15. Solo/Co-Op Rules
In the competitive version of Dawn of the Dead, the human player is faced with many more strategy decisions than the zombie player. In fact, many players enjoy playing the game solo or co-op, attempting to win with the characters while moving the zombies around in the spirit of the rules. The game is quite enjoyable when played this way; however, without the following amendments to the rules, it requires a bit of split personality. These changes are suggestions; as you play the game solo or co-op.
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Hidden zombies are not assigned to squares at the start of play.
- The five hidden zombies are mixed together with the eliminated units during play.
- A hidden zombie may appear at the beginning of each zombie player turn, in accordance with the hidden zombie table.
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The hidden zombie table is consulted at the start of every zombie player turn, before the berserk phase.
- Roll 1D6 to determine which column of the table they refer, then rolls another 1D6 to find the result of that column.
- If the result is a number, a zombie unit is placed in the square containing that number as the 3rd digit of its identity number nearest to the character that just moved. This distance is measured in movement points. If two squares are equidistant, the player should put the unit where they feel is most advantageous for the characters.
- If the result on the table is not a number, no hidden unit is placed this turn.
- Once a hidden zombie is placed, it is subject to all rules governing zombie units.
- It may be checked to see if it goes berserk in the immediate following berserk phase.
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A hidden zombie may not be placed in a hall or zombie occupied square.
- If a unit is directed to be placed in such a square, locate the next nearest square with the proper last digit and place it there.
- A hidden zombie may be placed in a character occupied square.
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During the berserk phase, check all berserk units like normal, then the zombie unit closest to the last character who moved, is checked to see if it goes berserk.
- If two or more units are equidistant, the player evenly assigns numbers to the units in question and rolls 1D6 to determine a result.
Optional three and four player versions. Dawn of the Dead may easily be played by three or four players with each person taking a character. The zombies are moved according to the solo rules. The players work together to fulfill the human victory conditions. The players discuss which character or stack will be moved each turn, and then those players controlling those characters conduct the move. If the game ends in a human victory, all the players win. If the game ends any other way, all the players lose. A fifth player could possibly be added to play as the zombies, in theory.
Charts and Tables
Human Movement Point Cost Chart
| Action | Movement Point Cost |
|---|---|
| Enter square | 1 |
| Exit zombie-occupied square | Zombie value of unit (a) |
| Open or close door (except main door) | 2 (b) |
| Close main door | Entire Movement Allowance (b) |
| Acquire hunting rifle | Entire Movement Allowance (b) |
Carry other character, if carrying character is:
| Carrying character | Movement Point Cost |
|---|---|
| Peter or Roger | 2 (c) |
| Steve | 3 (c) |
| Fran | 4 (c) |
Notes:
- a. This cost is in addition to the one Movement Point expended for moving into the square.
- b. This action may not be conducted in a zombie-occupied square.
- c. This cost is per square entered and is in addition to the one Movement Point that must be expended to enter the square. An infected character may not carry another character.
Shot Modifier Chart
| When shooting... | Reduction to shot die roll |
|---|---|
| From a square other than the square occupied by the target zombie unit | -1 per square away |
| A zombie unit in the same square | 0 (a) |
| Through an open door | -2 |
| Through a closed glass door | -3 (b) |
Modifiers are cumulative. If characters are shooting together, the modifiers are applied to each shooting character separately.
Notes:
- a. The character must be checked for panic.
- b. The door shot through is considered destroyed.
Zombie Attack Table
| Dice (2D6) | Zombie value 1 | 2 | 3-4 | 5-6 | 7-8 | 9-13 |
|---|---|---|---|---|---|---|
| 2 | I | I | I | I | I | I |
| 3 | S | S | I | I | I | I |
| 4 | S | - | S | I | I | I |
| 5 | - | - | - |
Results:
- (I) = Infected
- (S) = Stunned
- (-) = No effect
If character is already infected or stunned, they are killed.
Zombie Entrance Table
| Dice (2D6) | Main door where zombie unit enters |
|---|---|
| 2 | North and West |
| 3 | North and East |
| 4 | None |
| 5 | East |
| 6 | North |
| 7 | None |
| 8 | South |
| 9 | West |
| 10 | None |
| 11 | South and West |
| 12 | South and East |
Hidden Zombie Table (Solitaire Game Only)
| Second die | First die 1-3 | First die 4-6 |
|---|---|---|
| 1 | 1 | 6 |
| 2 | 2 | 7 |
| 3 | 3 | 8 |
| 4 | 4 | 9 |
| 5 | 5 | 0 |
| 6 | - | - |
Results:
- (#) = Last digit of identity number of the square in which a hidden zombie is placed.
- (-) = No hidden zombie is placed.