Dawn of the Zeds (First Edition)
Dawn of the Zeds (First Edition) Rulebook
Table of Contents
Table of Contents
Using These Rules
The instructions for this game are organized into major "Rules" sections as shown in large green CAPS font, and represented by the number to the left of the decimal point (e.g., Rule 4.0 is the fourth rule). These Rules generally explain the game's components, procedures for play, the game's core systems and mechanics, how to set it up, and how to win.
With each Rule, there can be "Cases" that further explain a Rule's general concept or basic procedure. Cases might also restrict the application of a Rule by denoting exceptions to it. Cases (and Subcases) are an extension of a Rule shown in the way that they are numbered. E.g., Rule 4.1 is the first Case of the fourth Rule; and Rule 4.1.2 is the second Subcase of the first Case of the fourth Rule.
Important information is called out directly. References to examples of a Rule or Case are set apart in their own text. Text in shaded boxes provides the voice of the game's designer, who is addressing you to explain an idea or concept that is not, itself, a Rule or a Case.
1.0 Introduction
Dawn of the Zeds is a States of Siege™ series solitaire game of survival after the world has gone crazy – apparently some kind of virus or poison has turned ordinary people into vicious, zombie-like killers. It is not clear how the disease spreads (though it seems that physical contact is one way) but it is obvious what the illness does to its victims.
And now the undead, nicknamed "Zeds," are converging on your corner of the world.
As best as you can tell, you have been left to your own devices to stop them while the National Guard organizes a relief column and fights its way to you – but that could take days, maybe even weeks. You must coordinate the defense of the town of Farmingdale and its surrounding villages, taking the good citizens and emerging heroes of these communities to halt the Zeds' advances by (re-)killing them, discovering and implementing a cure to this vile scourge, and preserving as much of the area and as many of its inhabitants as possible.
2.0 Game Equipment
Parts Inventory
- One 11" x 17" map
- 12 3/4" square game pieces
- 16 5/8" square game pieces
- 10 1/2" x 1" rectangular game pieces
- 28 5/8" round game pieces
- 48 Event cards
- 20 Fate cards
- 8 Hero cards
- 1 Player Aid sheet
- 1 Rules booklet
Not included are at least two 6-sided dice.
2.1 The Game Map: The game map depicts the town of Farmingdale and its surrounding communities with the Town Center as the central hub that belongs to all four Tracks emanating from it. These Tracks are the avenues down which Zeds units conduct their inexorable march to capture the Town Center. Each Track is named for its predominant terrain feature: Highway, Forest, Suburbs and Mountain.
Important Map Definitions
There are four Town (#1) spaces on the map along with a number of Terrain spaces: these include the five Villages (Lefty's Pass, St. Thomas, Beauxville, East Irek, and Ingeburg), along with the University, Farm, Nuclear Plant, Mine, Gap and Bridge. All others (i.e., non-Town, unnamed) without a Barricade marker are "Clear" spaces. (Barricades create "Terrain" in a Clear space.)
Each Track's Start space is neutral; all units can coexist there without effect unless stated otherwise.
The map also shows the Laboratory and Hospital areas, Supplies & Ammo and Infection Tracks, Actions Available, and other useful play aids.
2.2 Event Cards: These medium-size cards drive the story and game turns.
2.3 Fate Cards: These small-size cards occasionally supplement the story with plot twists to enrich the gameplay experience.
2.4 Hero Cards: These large-size cards describe each Hero unit's special abilities.
2.5 Player Aid Sheet: This sheet includes the Fighting Table, Sequence of Play and list of Player Actions.
2.6 The Playing Pieces: There are many different shapes and sizes of units and markers among the playing pieces.
Zeds: The twelve large playing pieces represent disorderly Zeds hordes with a need to feed on the living. Each Zeds unit has a Strength value, with a full-strength side (the larger number, in white) and a reduced-strength side (in yellow).
Heroes and Civilians: The eight Hero and seven Civilians units form the core of your defense. Each represents either one Hero (and that Hero's entourage or sidekicks) or a group of armed and quasi-organized locals prepared to fight for their homes and loved ones. Like Zeds units, each of these units has a Strength value, with a full-strength side (the larger number, in white) and a reduced-strength side (in yellow). Hero units also have that Hero's name. Refer to the Hero cards for his or her special abilities.
Refugees: These rectangular units represent mobs of people (some already infected) fleeing from the Zeds hordes in an attempt to reach the relative safety of the Town Center. It is important for you to try to safely shepherd them into town and not let the Zeds catch up with them and wipe them out.
Heroes and Civilians are Player units. Player units and Refugees are collectively known as Friendly units.
Markers: Various status markers, plus a few event-specific units, are also included and explained in detail in their appropriate sections of the Rules.
3.0 Set Up
Prepare for play by following these Steps:
- You begin the game with a random number of Supplies and Ammo. Roll two dice, and add them together; this is your starting number of Supplies. Place the Supplies marker in the corresponding space of its Track (using its "+10" side if ten or more Supplies are rolled). Then roll one die, using its result to obtain your starting amount of Ammo. Place the Ammo marker on that space of its Track.
- On the Infection Level Track, the Infection Level marker begins in the 0 box.
- On the Research Track (located on the top right corner of the map), the Research marker begins in the 0 box.
- On the Actions Available Track, the Player Actions marker begins in the 0 box with its "can Speech" side up.
- Place the five Villagers units (on the back of the Refugees units) in their respective Village spaces (as shown on the units themselves).
- Place the Zeds units in an opaque container (e.g., a coffee mug or empty skull), called the Zeds Cup, and randomly select four Zeds units. Place them randomly, one in the Start space on each of the four Tracks, with their full-strength sides showing. The Zed Cup is used throughout the game to place new, randomly-drawn Zed units.
- Place one randomly selected Civilians unit with its full-strength side showing in each of the five Village spaces with the above-placed Villagers units; rotate these Civilians units 180 degrees because they are not yet "released" (see 10.2.3). Place the remaining two Civilians units in the Town Center (#0) space (these units do not need to be released; they're free from the start).
- You begin play with four Hero units. First, choose any one Hero unit you wish to begin the game with. Next, you receive three more Heroes chosen at random. These four Hero units are then placed in the Town Center (#0) space.
- Take the Hero cards for your four starting Heroes and place them where you can easily reference their information.
- Set aside all remaining units, markers and the Hero cards for the Hero units that were not picked in step 8.
- Take the 20 Fate cards, shuffle them, and place them, face-down, to one side of the map, forming the Fate Draw pile.
- Remove from the Event deck and set aside cards #40 to 48 (with the "different looking" backgrounds on their face).
- Shuffle the remaining cards (#1 to 39) together and deal out, face-down, seven cards into a pile. Add the "National Guard Arrives!" card, face-down, to those seven; shuffle all eight of those Event cards together and place them, face-down, within easy reach to one side of the map. This small stack of cards forms the bottom of the Event Draw pile.
- Divide the remaining thirty-two Event cards into two equal stacks of sixteen cards. Shuffle two "Brains!" cards and two of the other (#44 to 47) set aside cards into each of those two stacks. Then place each of these prepared stacks on top of the Event Draw pile (formed in Step 13, above).
The news has just arrived that Zeds are coming to Farmingdale! Begin the game.
4.0 Sequence of Play
Each Game Turn consists of six Phases that are conducted in order until the game ends:
- Event Card Phase: Draw the top card on the Event Draw pile and place it, face up, as the top card in the Event Discard pile next to the Draw pile. This card becomes the Current Event card and guides activities for this Game Turn.
- Refugees Phase: Refugees units are moved as listed on the Current Event card.
- Outbreak Phase: Consult the Current Event card to determine if an Outbreak occurs and, if it does, immediately conduct the Outbreak procedure (8.2).
- Supplies Consumption Phase: Consult the Current Event card to determine if a Supply Point is consumed and, if so, adjust the Supplies marker accordingly.
- Zeds Phase: The Current Event card indicates which Zeds unit(s) is moved one (or more) space(s) toward Town Center. Resolve resulting fighting immediately.
- Action Phase: You may conduct up to the indicated number of Actions as per the Current Event card. Each Action is completely resolved before the next is performed.
A game of Dawn of the Zeds continues until victory or defeat occurs (see 15.0).
5.0 Event Cards
Event cards drive the game forward. Each Game Turn, once revealed, their instructions are performed as per the Sequence of Play (see 4.0).
5.1 Asterisk*: The Current Event card will usually have an asterisk (*) after one of the above Phase listings to indicate when that card's Event occurs during the Sequence of Play, with a full explanation of that Event at the bottom of the card. Each Event card shows its card number, its Event title, a graphic, the Sequence of Play activities listed in order, an asterisk denoting when the Event occurs that turn, and the Event instructions.
5.2 Events: All Event rules take precedence over these game Rules when there is a conflict. If an Event cannot be performed for any reason (e.g., there is no such available unit to move), that activity is skipped without effect.
5.3 National Guard: When you reveal the "National Guard Arrives!" card, follow the instructions as listed on the card. If the game is over, you've won (see 15.0).
6.0 Fate Draw
Occasionally, you will be instructed to make a Fate Draw. This draw serves the dual purpose of determining which Track an activity takes place on, as well as another Event being triggered. These cards are discarded after play unless otherwise stated. Each Fate card shows the "Where" location, the Fate Event title, a graphic, whether to Play (bad) or Hold (good) the card, and the Event instructions.
6.1 Where?: Along the top of a Fate card is the Track location that fate has determined for the Event which triggered the Fate Draw. After dealing with the "Where?" part of the card, the player then deals with the Event part of the card by following its instructions.
To determine on which Track the Zeds are "strongest" (or "weakest"), compare the total Zeds unit strengths on each Track. If tied, it is the player's choice among those tied Tracks. If the location is "Player's Choice," you may choose any of the four Tracks for the location of the Event that compelled the Fate Draw.
7.0 Villagers/Refugees
Refugees are villagers who have been driven from their homes by Zeds attacks.
Villager/Refugees units are:
- "stacked for free" (see 12.2.4)
- not considered "player units"
- unable to participate in fighting and are eliminated if forced to take a Hit from an Event
- defiantly immobile until released (i.e., flipped over; see 10.3.1)
7.1 Release: A Villagers unit abandons its home and is thus released (i.e., flipped over, thus becoming a Refugees unit) when a Zeds unit controls its Village space (see 10.3.1).
7.2 Fleeing: Refugees units "flee" toward the Town Center space. This can occur during the Refugees Phase and, if desired, the Action Phase.
7.2.1 Refugees Phase Movement: The Current Event card will indicate how many Refugees units (0, 1 or 2) must each move, simultaneously, one space closer along their Track to the Town Center space. Thus, when "2" must move, these have to be different Refugees units. Exception: You never have to move a Refugees unit into a Zeds-occupied space. A Refugees unit can coexist in a Start space with Zeds units (as Events occur).
7.2.2 Action Phase Movement: You may also move a Refugees unit once per turn by spending 1 Action to do so (see 12.2).
7.2.3 Attrition: If a Refugees unit enters a space with a Chaos marker, increase the Infection Level by 1. Refugees units do not remove the Chaos marker.
7.2.4 We Made It!: When a Refugees unit reaches the Town Center space, the Infection Level is increased by 1. The player must then decide what to do with these people, either:
A) Equip them and send them back out to fight. Remove the Refugees unit from the map. You may then replenish up to two Civilians units (only) by either:
i) Flipping that Civilians unit, located anywhere except the Hospital, from its reduced-strength side to its full-strength side (keeping any Casualties marker on it) or;
ii) Transferring that Civilians unit from the Hospital to the Town Center on its reduced-strength side.
Note that you may spend both of these "Equip Them" on the same Civilians unit, first removing it from the Hospital to Town Center, and then increasing it to full-strength.
B) Protect them and save humanity. Move the Refugees unit to the Refugee Camp area on the map. If you win the game, this will enhance your victory. Later, if you're desperate, at the start of an Action Phase, you may take a Refugees unit from the Camp and Equip it (as above) at no Action cost.
Refugees Movement Example: During the Refugees Phase, the Current Event card indicates "1" Refugees move, and the player selects a Refugees (i.e., fleeing Villagers) unit on its #3 space and advances it to its #2 space just outside of Town.
Needing replacements badly for the myriad wounded Civilians units still fighting, during her Action Phase the player decides to spend 1 Action to move that Refugees unit once again, this time to its #1 space in Town. Since Mayor Hernandez is there "directing traffic" (see "Traffic Control" on his Hero card), the Town Center space can be entered for free, and so the Refugees unit is placed there without further ado and has been brought safely home!
The player quickly opts to replenish her depleted Civilians units, in this case flipping one reduced-strength unit on the Forest Track back to its full-strength side (using 1 of her replacements to do so) and Healing a second unit from the Hospital and placing it in the Town Center (on its reduced-strength side).
7.3 Slow Food: If a Zeds unit completes its move (and any resulting fighting) and finds itself alone in the same non-Start space with a Refugees unit (e.g., its protecting Hero or Civilians unit could have been eliminated or has Retreated, abandoning these poor fleeing villagers to their fate), then each Refugees unit there is devoured (exception, see 10.3.1). When devoured, that Refugees unit is removed from play and the Infection Level is increased by 2. Note that this is not Hand-to-Hand Combat and therefore does not qualify as combat for "Brains!" card purposes.
8.0 Infection
Infection Level represents numbers of living persons in your community poisoned (through bites, scratches, etc.) and the resulting threat that those affected will morph into dangerous, full-fledged Zeds.
8.1 Outbreaks: During the Outbreak Phase, if the "Outbreak?" section of the Current Event card indicates a number-plus (e.g., 5+ or 9+), compare that value to the box number where the Infection Level marker resides on the Infection Track:
- If the box number is less than the number-plus on the card, there are no Outbreaks of Zombie Epidemic Disease (or "ZED" for short) that turn, meaning there is no effect.
- If the box number is equal to or greater than the number-plus on the card, an Outbreak of ZEDs immediately occurs according to the procedure below:
8.2 ZEDs Outbreak Procedure: First, the Infection Level is decreased by 5. This decrease in the Infection Level represents previously infected persons becoming active Zeds. Consequently, there are fewer infected people around.
Second, make a Fate Draw (see 6.0) to determine where (i.e., on which Track) the Outbreak occurs. Perform its Event after the Zeds unit placement.
Third, draw a Zeds unit from the Zeds Cup and place it, with its full-strength side showing, on the fated Track's Chaos space that is closest to Town Center. If there is no Chaos space on that Track, place the new Zeds unit on any Village space on the Track. If the resulting space already has two Zeds units in it, this newly-placed Zeds unit is placed in the next higher-numbered space. If that space is occupied by a player unit, an immediate Hand-to-Hand Fight ensues (see 11.0). If occupied by a lone Refugee unit, the Refugees are eliminated.
Infection Outbreak Example: During her Outbreak Phase, the player reads the Current Event card and notes a perilously low number of "5+" on the "Outbreak?" row. The Infection Level is currently at 6, which equals or exceeds the Current Event card's Outbreak value of 5+, so an Outbreak of ZEDs occurs.
First, the player reduces the Infection Level by five and places the Infection Level marker in the 1 box on its Track.
Next, she makes a Fate Draw and the question of "Where?" is found to be the Highway Track. A Zeds unit is drawn from the Zeds Cup and placed on the Village space on that Track (since there are no Chaos markers), which in this case is space #6, Ingeburg. Since there is a Civilians unit there also, Hand-to-Hand fighting ensues (see 11.0), after which the fated Event, Zeds Mutate a Supertoxic Stench, is performed. The Infection Level also rises by +1, due to Hand-to-Hand Combat.
9.0 Supplies & Ammo
Supplies refer to subsistence resources (i.e., food, water, clothing, etc.) for the population, plus medical and other emergency supplies consumed at the Hospital and Laboratory.
Ammo refers specifically to ammunition needed to load the firearms of your Heroes and Civilians.
Lacking these necessities is bad.
Note: The Supplies and Ammo markers have a "+10" side on their reverse. Whenever you acquire more than 9 of either of these resources, flip its marker over to the +10 side, place it in the 0 box, and keep counting. When it drops below 10, flip it to its other side and place it in the 9 box counting from there.
Supplies: During the Supplies Consumption Phase, check the "Consume Supplies?" section of the Current Event card:
- If it reads "No," then there is no effect and this Phase is over.
- If it reads "Yes," then one Supply Point is consumed and the Supplies marker is moved one space downward on its Track.
- If it reads "#+", then count the number of full-strength (only; that is, those with their white value-number showing) Civilians units in play (even if they have a Casualties marker on them – it only matters that they're still full-strength) and compare it to the number indicated. If the count is less than the number-plus on the card, then there is no effect and this Phase is over. If the count is equal to or greater than the number-plus on the card, then one Supply Point is consumed and the Supplies marker is adjusted downward by one space on its Track.
9.1 Supplies Shortage: If you are instructed to consume a Supply Point and have none at that time, then you must apply one Hit to any unit that is still fighting on the map (i.e., not removed from play or in the Hospital area). See 11.5 for how to apply Hits.
Thus, early on, you will have all seven of your Civilians units at full-strength and Supplies consumption will be voracious. Later, as Civilians units are worn down, Supplies consumption becomes less of a problem.
9.2 Voluntary Supplies Consumption: Besides the mandatory Supplies consumption of the populace (above), you can also voluntarily spend Supply Points to build Barricades (see 12.3) and perform Actions in the Laboratory or Hospital (see 12.6 & 12.7). Such voluntary expenditures cannot be made, however, if you do not have sufficient Supply Points to pay for them!
Ammo: Ammo Points are similarly recorded on the Supplies and Ammo Track. One Ammo point is expended each time you make a Gunfire attack. When you are out of Ammo Points, you cannot make Gunfire attacks (see 11.0).
9.3 Gaining Supplies and Ammo: In addition to the occasional fortunate Event, Supplies and Ammo are gained through successful Forage actions (see 12.5).
10.0 The Zeds Phase
During the Zeds Phase, Zeds units move closer to the Town Center space. This triggers Hand-to-Hand fighting if the spaces they attempt to enter are defended by the player's units.
Activating Zeds Units: Refer to the Zeds section of the Current Event card and advance all Zeds units, simultaneously, on the indicated Tracks one space to the next-lower numbered space (i.e., toward Town Center).
Relentless: When Zeds units are instructed to move "x2" or they are denoted as "Fast" by an Event, they will move further than one space that turn. With a x2 indication, all Zeds units on that Track will move a second space that turn, as will the Fast Zeds unit if it is in play. (If the Fast Zeds unit receives a x2 move, it will move three spaces that turn!) Each additional space of Zeds movement is conducted separately after any fighting is resolved (10.2.2) that resulted from the previous move (if that Zeds unit survived). This means individual Zeds units could initiate multiple Hand-to-Hand fights in a single player turn – one for each move they make (a veritable "Grateful Zeds concert").
Controlled Spaces: A space is Zeds-controlled if a Zeds unit or a Chaos marker occupies it at the end of any Phase. Otherwise, a space is player-controlled.
10.1 Stacking (Zeds Mobs): A maximum of two Zeds units (a "Zeds Mob") can occupy each space except a Zeds Start space, where an unlimited number of Zeds units can stack and from which they can never be Retreated off the map. The Zeds Mob is treated as one large Zeds unit in Hand-to-Hand Fighting, but casualties are applied to individual Zeds units as you choose.
If a newly-placed Zeds unit is to be placed in a space already containing a Zeds Mob, it is placed in the next higher-numbered space instead.
If a Zeds unit Retreats to a space containing a Zeds Mob, the retreating unit must keep Retreating until it enters a legal space.
10.2 When a Zeds unit Enters a Space the following Cases apply:
10.2.1 Defeat: If it is the Town Center space, the game immediately ends in a player defeat, regardless of the overall situation. No final combat takes place in the space – the Zeds win if they just move in!
10.2.2 Fighting: If any Zeds units enter spaces with the player's non-Refugees units, Hand-to-Hand fighting (see 11.0) takes place at each of those spaces in any order the player chooses after all of the activated Zeds units have moved.
10.2.3 Released Civilians: If an unreleased Civilians unit is in that space, it is rotated back 180 degrees (so that it is facing the player, thus symbolizing it is released and free to move; see 12.2).
10.2.4 Overrun Refugees: If only Refugees units are in the space, they are immediately eliminated and the Infection Level is increased by 2 for each one so removed (but see 10.3.1).
10.3 Zeds Land: When Zeds Control a space, the following Subcases apply:
10.3.1 Fleeing Villagers: The first time a Zeds unit controls (see above) a Village space, its Villagers unit ends its defiant stand there and is released. Immediately, flip it to its Refugees unit side and move these unfortunate souls to the next lower-numbered space adjacent to that Village (i.e., away from the marauding Zeds).
10.3.2 Mayhem: Whenever a Zeds unit moves through or gains control of a Town or Terrain space (only), immediately place a Chaos marker there (if one is not already present). Player units (with the exception of Pickles) cannot enter a Chaos space except if it is to fight a Zeds unit there and/or to Restore Order (12.2.5) in that space.
Refugees units can enter a Chaos space, but this increases the Infection Level by 1; they cannot Restore Order to that space.
Chaos spaces represent hostile areas full of wandering Zeds, looting and fires. This sort of anarchy is very dangerous.
10.4 When a Zeds unit Exits a Space at this time (i.e., during normal movement; not when Retreating), the following applies:
Barricades: If there was a Barricade marker in that space, it is removed from the map and returned to the stock of available markers.
Zombie Movement Example: It is the Zeds Phase early in the game and the Current Event card reads "Highway x2." There is a Zeds unit in the #7 space and it moves to the Village space of Ingeburg. The Civilians unit that set up there is now released (10.2.3) and the player turns that unit in place to face her indicating that it is now free to move (see 12.2).
In the fighting that ensues, the Civilians unit is eliminated and now the Zeds control the village. A Chaos marker is placed in this named space and the Villagers unit there is flipped to its Refugees unit side and is immediately Retreated back to Clear space #5 (as per 10.3.1).
Unfortunately for the player, the Zeds units on this Track get to move a second space this turn (due to the "x2" on the card). It enters space #5 with the lone Refugees unit, eliminates it, and the player increases the Infection Level by 2, shaking her head and remarking that those poor people "never had a chance."
11.0 Fighting
When a Zeds unit enters a space that has a non-Refugees player unit or, conversely, when such a player unit voluntarily (i.e., by spending an Action, see 12.2) enters a space with one or more Zeds units, then a Hand-to-Hand fight ensues in that space.
Alternatively, the player may spend one Action and one Ammo Point to initiate one Gunfire attack between (usually adjacent) spaces, which is resolved similarly (12.1).
The Fighting Sequence (below) is performed at each such space (in whatever order the player desires should more than one fight break out simultaneously).
Fighting Sequence
- The Infection Level is increased by 1 for each Hand-to-Hand fight (only) – OR – spend 1 Ammo Point for a Gunfire attack.
- Determine the initial column on the Fighting Table based on the Fighting Value or FV (i.e. the unit's Strength).
- That column on the Fighting Table is then shifted to the left or right, as appropriate, to determine the final column used to resolve that fight.
- Two dice are rolled and the results from the fighting are read.
- The fight results are applied. First the Hits to the Zeds unit(s), then the Hits are applied to the player unit(s). Finally the losing side (red result) Retreats one space after Hand-to-Hand fighting.
11.1 Skin in the Game: Regardless of which side initiated it, each Hand-to-Hand fight automatically increases the Infection Level by 1. Gunfire attacks do not increase the Infection Level but consume 1 Ammo Point.
11.2 Determining the Initial Column on the Fighting Table: The active (moving) side (Zeds or Player) is considered the attacker in a fight, while the other side is the defender.
Gunfire Column: Note the FV of the attacking unit firing at the target space (Casualties markers do not affect their FV). On the Fighting Table, use the Gunfire column corresponding to that FV.
Hand-to-Hand Column: Compare the Fighting Value (i.e., the unit's large number) of the attacking unit(s) in the fight over that space to the FV of the defending unit(s). Note that Dead Zeds and Casualties markers do not affect the FV of units bearing them.
On the Fighting Table, use the Hand-to-Hand column indicated below:
- One Third: the attacker has one-third (or less) the FV of the defender
- One Half: the attacker has at least half the FV of the defender, and more than one-third
- Less Than: the attacker has a smaller FV than the defender, but more than half
- Equal To: both sides have an equal FV
- Greater Than: the attacker has a larger FV than the defender, but less than twice as much
- Double: the attacker has at least twice the FV of the defender, but less than three times as much
- Triple: the attacker has at least triple (or more) the FV of the defender
Example: In the following illustration, an attacking Zeds unit (with a 2 Dead Zeds and a Smart marker on it) has an FV of 4. The proper Hand-to-Hand column versus each of these four sample defending units' FVs, before shifting for the Smart marker and terrain, etc., would be "Equal To," "Greater Than," "Double," and "Triple," respectively, against defending units of FV 4, 2, 1 and less than 1.
11.3 Shifting Columns on the Fighting Table: After the initial Fighting Table column is found on the appropriate row (either Hand-to-Hand or Gunfire attack), that column is then shifted to the left or right to determine the Final Fighting Column as listed below:
Gunfire Column
- Shift 1 column to the left: If firing at Long Range (i.e., two spaces instead of an adjacent space)
- Shift 1 column to the left: When firing while the Super Weapon is available
- Shift 2 columns to the right: If firing Heavy Weapons
- Shift as indicated: Depending on the Current Event card or Event marker in play involved in that fight or Hero (e.g., Mayor: Citadel)
Hand-to-Hand Column
- Shift 1 column to the right: When player units attack while the Super Weapon is available
- Shift as indicated: Depending on the Current Event card or Event marker in play involved in that fight or Hero (e.g. Schmidt: Eagle Scout)
- Shift 1 column to the right: If a player unit is defending in a round Terrain space*
- Shift 2 columns to the right: If a player unit is defending in a square Town space*
- Shift 2 columns to the right: If a player unit is defending in any round space with a Barricade marker*
* Only the single best shift applies.
Example: A Zeds attack is made on the Hand-to-Hand "Double" column. The contested location is a player-defended Town space (the Zeds are getting close!). Therefore, the attack is shifted by 2 (two columns to the left), the fighting is resolved using the "Equal To" column.
11.4 Reading the Fight Result: Roll two dice and add them together. That sum is cross-indexed with the Final Fighting Column to obtain the fighting result. That result indicates how many Hits are inflicted on the attacker (the number to the left of the slash) and the defender (the number on the right). After Hits are applied, the side whose loss result was in red must also Retreat from that space.
11.5 Applying the Fight Result: After obtaining the fighting result, apply the indicated number of Hits to the affected Zeds unit(s) first. Then any Hits are applied to your units. Finally, the Retreat result is performed, where applicable.
Applying Hits to Zeds Units: Each Zeds unit has a total of six Steps. Each Hit reduces it by one Step, implemented as follows:
- No Hits: Full-strength side, no marker
- One Hit: Full-strength side, plus a 1 Dead Zeds marker
- Two Hits: Full-strength side, plus a 2 Dead Zeds marker
- Three Hits: Remove marker; flip to its reduced-strength side
- Four Hits: Reduced-strength side, plus a 1 Dead Zeds marker
- Five Hits: Reduced-strength side, plus a 2 Dead Zeds marker
- Six or more Hits: Remove marker, return that eliminated unit to the Zeds Cup.
When there are two Zeds units in the same space, you may distribute Hits between them as you desire.
Applying Hits to Your Units: No Hits are applied to attacking units making a Gunfire attack. Only defending units are affected by Gunfire attacks.
In all Hand-to-Hand fighting, after applying all Zeds' Hits to participating Zeds units, any Hits suffered by your unit(s) are applied.
Each Civilians unit has a total of four Steps. Each Hit reduces it by one Step, symbolized as follows:
- No Hits: Full-strength side, no marker
- One Hit: Full-strength side, plus a Casualties marker
- Two Hits: Remove marker; flip to its reduced-strength side
- Three Hits: Reduced-strength side, plus a Casualties marker
- Four or more Hits: Remove marker, place reduced-strength, eliminated unit in the Hospital area of the map. Civilians units are never permanently eliminated.
Civilians units in the Hospital area are, in effect, "set aside" and take no active part in the game until released from the Hospital and returned to play through a successful Heal Action (see 12.6.1).
Each Hero unit has a total of two Steps. Each Hit reduces it by one Step, implemented as follows:
- No Hits: Full-strength side, no marker
- One Hit: Flip to its reduced-strength side
- Two Hits: That Hero is killed and permanently removed from play.
Exception: Pickles has only one Step and is killed after only one Hit.
Note that Hero units on their reduced-strength side can do a Map Move to the Hospital and be Healed back to full-strength (see 12.6.1).
Each Refugees unit has zero Steps and cannot receive Hits. Instead, it is overrun (eliminated) when caught alone by a Zeds unit (see 10.2.4) or a Hit is inflicted by an Event.
Applying Retreats: Units engaged in Hand-to-Hand Fighting do not remain together in that same space. In this case, the side whose fighting result is in red must Retreat one space, regardless of what happens to the opposing unit. For player units, Retreating is involuntary and therefore is not considered a Move (12.2).
Zeds units Retreat toward the Start space of their Track.
Player units Retreat towards the Town Center space when defending, or back to the space from which they came when attacking.
If units are forced to Retreat into a space with another enemy unit, or cannot complete their Retreat from the current space, a new fight immediately ensues at that just-Retreated-into space (and at no additional Action cost if this occurs during the Action Phase).
If a unit's Retreat causes it to overstack (see 10.1 and 12.2.4), that Retreating unit must keep Retreating one additional space until it reaches a legal space.
Retreating from Gunfire: Units do not Retreat from Gunfire attacks with these exceptions: If a unit suffers more than one Hit from a Zeds' "Stench" Attack (see Fate Events) or a player's Super Weapon (12.7.1) Gunfire attack, that does compel them to also Retreat one space to avoid the horror.
Hand-to-Hand Fighting Example: As the Action Phase begins, the player notes that a Zeds Mob (10.1) with no Dead Zeds(s) markers is on the 3 space of the Forest Track and poses the biggest immediate threat.
Fortunately, Sheriff Hunt is in the 2 space and has a great value for a Gunfire attack. Unfortunately, the player notes that she is out of Ammo points, and so Sheriff Hunt charges in to conduct Hand-to-Hand fighting!
First, the Infection Level is increased by one for contact with Zeds, then Fighting Values (FVs) are compared. At 5 to 5, they are equal, and so Hunt attacks on the "Equal To" column for a Hand-to-Hand fight. Rolling two dice and obtaining a 4 and a 6 for a total of 10, the result is found to be "1 / 3." So first, three Hits are applied to the Zeds units (and the player decides to flip the 3-value Zeds unit over to its reduced-strength side). Then one Hit is applied to Sheriff Hunt, who makes a Tough roll, but fails to negate that Hit. Consequently, his piece is flipped over to its (yellow-numbered) reduced-strength side.
Finally, the result shows that the defender in this fight must Retreat, and so the Zeds Mob shuffles back to the Farm space (#4).
12.0 The Action Phase
During the Action Phase at the end of each turn, you get your chance to help ensure the survival of Farmingdale and its local inhabitants by spending precious "Actions" to accomplish vital tasks.
Determine Your Action Allowance: You receive a number of Actions each turn as shown on the "Actions" row of the Current Event card. You may place the Player Actions marker on that numbered space on the Actions Track so that you can count them down as they are spent. When you have no more Actions remaining, that turn is over and the next Event card is revealed.
Spending Actions: Actions are spent to make Gunfire attacks, move your units, search for supplies and a cure to this plague of Zeds, treat the sick, etc.
Unfortunately, much needs to be done and Actions are scarce. Units can be tasked with multiple Actions each turn and, in many cases, the same Action may be performed more than once per turn. You may spend your Actions in any order and combination you desire as long as each Action is complete before the next is commenced, and the total number of Actions available that turn is not exceeded.
12.1 Gunfire Attack: The use of Gunfire attacks allow you to damage Zeds units "at range" without risking loss or infection. Follow Rule 11 (Fighting), noting the special Gunfire attack sections there, along with the following:
- Reduce your Ammo points by one each time you initiate a Gunfire attack. When you have no Ammo points, you cannot initiate Gunfire attacks.
- Gunfire attacks are conducted against Zeds units in adjacent (i.e., next-consecutively numbered) spaces. Exception: Some Heroes can also make Long Range attacks from two spaces away. Note: Sheriff Hunt has a 1 penalty when making Long Range attacks, but Captain Piazza, who is a sniper, does not.
- A player unit can make multiple Gunfire attacks per turn (as long as the Ammo holds out).
- No Gunfire attacks can be made into a Zeds' Start space.
12.2 Move: Spending one Action allows one player unit to conduct one type of movement.
Important: Only one type of move can be conducted by each Friendly unit per turn, maximum. The different types of movement include: Map Movement (12.2.1), Barricading (12.3) and Search & Retrieval (12.4) of the Final Component.
12.2.1 Map Move: When the Action cost of one has been paid for movement, that player unit may perform a Map Move; that is, space-to-space. It may spend up to its Movement Allowance that turn as it traverses these spaces on the map.
12.2.2 Movement Allowances: The number of spaces your unit can move when activated to do so is as follows:
- Refugees unit: 1 space
- Civilians unit: up to 2 spaces
- Hero unit: up to 4 spaces, exception: Fast Hero unit: up to 5 spaces.
Note that you can move a Refugees unit as an Action even if it has already moved during the Refugees Movement Phase.
12.2.3 How to Move: A unit moves from its current space to an adjacent, connected space on the map. Each such space moved consumes one from that unit's Movement Allowance for the turn.
It also costs one space of movement for a unit to go from the Town Center space to the Hospital or Laboratory and vice-versa, or between the Hospital and Laboratory. Note that these locations are not considered to be adjacent for any other game purpose.
12.2.4 Crowding (Stacking): At the conclusion of each Move Action, there can be no more than one player unit in each space with these exceptions:
- There is unlimited stacking in the Town Center space.
- Villagers and Refugees units do not count against the stacking limit. As many of these units as desired can stack with other player units without penalty.
12.2.5 Restoring Order: If a player unit (other than Pickles) ends a Map Move in a Chaos marker space, you must remove that marker at the end of the Action Phase and increase the Infection Level by 1.
12.2.6 Movement Restrictions: Certain movement restrictions apply as follows:
- Villagers and Civilians units must be released by Zeds unit activity (see 10.2.3 and 10.3.1) before they can be voluntarily moved. Note that Civilians units use Supplies if at full-strength (9.0) and can still Build Barricades (12.3), Forage (12.5) and make Gunfire Attacks (11.0) while they are unreleased, just not move.
- Player units cannot enter a Zeds' Start space. Those forced to do so are eliminated instead. Refugees and VIP Survivors can coexist with a Zeds unit on a Start space when placed there.
- A player unit that enters a Zeds-occupied space ceases its movement for the turn and must conduct an immediate Hand-to-Hand attack (11.0).
- Refugees units cannot move into a Zeds-occupied space.
12.3 Barricading Move: Any player unit (other than Pickles) located in a round space can use its one allowed Move Action that turn, plus two Supply Points, to place a Barricade terrain marker in that space. Restrictions:
- You cannot perform this Action if you don't have available the two Supply Points required to build a Barricade unit.
- Only one Barricade marker is allowed per Track.
- Once placed, a Barricade marker cannot be removed from its location except by a Zeds unit exiting that space (see 10.4).
12.4 Search & Retrieval Move: When the Zeds Antidote is discovered, the Final Component marker is placed on the map and must be picked up and brought back to the Town Center space (see 12.7.2).
Any player unit located in the space with the Final Component marker in it can use its one allowed Move Action that turn to take the Final Component marker, which is implemented by placing it under that unit. That unit can then "carry" the Final Component marker with it as part of its future Map Movement Actions in an effort to bring it to the Town Center space and receive its benefits (see 12.7.2).
12.5 Forage Action: Any player unit located in a Town, Town Center, Village, Farm or Mine space can conduct a Forage Action to search for Supplies and/or Ammo.
Procedure: Spend one Action and designate the foraging unit. Roll one die and consult the Foraging for Supplies Table for the result. Increase the Supplies and Ammo Track as indicated when successful.
12.6 The Hospital: Only when a "Science" Hero is located at the Hospital can you Heal units in the Hospital.
12.6.1 Healing Action: A Healing Action is used to tend exhausted and wounded fighters, thus putting units in the Hospital area back into play.
Procedure: For each Healing Action, you must first spend one Supply if the Research marker is on space "3" or more (Healing while the marker is on spaces "0", "1" or "2" is free of Supply cost). Then roll one die and consult the Research Track. If the result is one of the green dice numbers (e.g., 5 6) showing for the current Research Level, then you may take any one Civilians unit (with its reduced-strength side up) or Hero unit (with its full-strength side up) from the Hospital and place it in the Town Center space. Any other die roll result has no effect (i.e., it is a wasted Action).
12.7 The Laboratory: Only when a "Science" Hero is located at the Laboratory can you Research the cure to this plague.
Research Action Procedure: For each Research Action, you must first spend one Supply if the Research marker is on space "3" or more (Researching while the marker is on spaces "0", "1" or "2" is free of Supply cost). Then roll one die and consult the Research Track. If the result is one of the blue dice numbers (e.g., 6) shown for the current Research Level, advance the Research marker by one space to the next-higher space. Any other die roll result has no effect (i.e., it is a wasted Action).
Note that Advancing to the round 7 space on the Research Track allows for the placement of the Final Component (see 12.7.2), while advancing to the final space on the Research Track requires that the Final Component marker be brought back to the Laboratory.
As research improves for the cure of ZED, success at Healing Actions (12.7.2) becomes more likely. There are also other benefits:
12.7.1 Super Weapon: While the Research marker is on the 6 or higher space of the Research Track, a weaponized anti-ZED drug exists. Place the Super Weapon marker in its assigned space near the town of Farmingdale on the map. While the Super Weapon is available, you receive the following fighting benefits:
Gunfire Column: Shift 1 column to the left when conducting Gunfire attacks; also Zeds units must Retreat (11.5) when they receive 2 or more Hits.
Hand-to-Hand Column: Shift 1 column to the right when player units attack Zeds units during the Action Phase (i.e.; you have to go "on offense" to enjoy this Super Weapon benefit in Hand-to-Hand fighting).
If at any time the Research marker moves backward to the 5 or lower space on the Research Track, the Super Weapon is lost and its marker is removed from the map until it is rediscovered and returns when the Research marker once again is on the 6 space or higher.
12.7.2 The Antidote: Obtaining the Antidote to ZED won't be easy. Just as you're getting close (i.e., have discovered how to weaponize the vaccine), you must deduce what the Final Component is and fetch it from its location on the map, returning it safely to the Town Center.
Procedure: When the Research marker reaches the 7 space of the Research Track, make a Fate Draw to determine on which Track the Final Component is located, then place the Final Component marker on that Track as follows:
- Highway: Nuclear Plant space
- Forest: Farm space
- Suburbs: University space
- Mountains: Mine space
Then perform that Fate card's Event as usual.
Retrieving the Final Component: To "pick up" the Final Component marker, a player unit must be located in the same space with the marker and conduct a Search & Retrieval Move (see 12.4).
If the unit is eliminated on its way to Town Center, the Final Component marker is left in the space in which the unit was eliminated and, from there, it must be picked up again.
If that unit carries the Final Component marker to the Town Center space, place it underneath the Research marker on the Research Track. This allows you to conduct the last Research Action needed to finally discover the Antidote. Once discovered, flip the Research marker over to its "Eureka!" side and place it in the final space of the Research Track.
If the Research marker moves forward to the Eureka! space before the Final Component is retrieved (due to an Event, "doubles" die roll, etc.), the Final Component still needs to be brought to the Town Center normally. Once the retrieval is completed, the Antidote is discovered automatically (no die roll is needed as the marker is already in the Eureka! space).
If at any time the Research marker moves backward on the Research Track, the Antidote is lost and the marker is flipped back over to its "Research" side and you must retrieve a new Final Component.
Research Antidote Example: With the Hero Doc Seaver assigned to the Laboratory, and the Research marker on the 5 space of the Research Track, the player uses one Action that turn for Research. One Supply Point is spent, then the player rolls the die. She rolls a 6, which indicates a discovery is made and the Research marker is advanced to the 6 space on the Track. This means the Super Weapon marker is deployed on the map near Town Center. That's great news!
The player is desperate to replace her losses with the few Civilians and even fewer Hero units on the map, so she uses an Action to move Doc to the Hospital and uses the now-improved range of Healing Action outcomes in hopes of recovering an eliminated Civilians unit (or two) and put some strength back on the board. Using a third Action and another Supply Point, she rolls two dice for Doc and receives a 2 and a 3 for the Healing Action, just failing to recover one of her lost units.
13.0 Hero Abilities
In addition to their Fighting Value, each Hero has its own special abilities that you will need to take advantage of to win. These abilities are explained on their respective Hero cards.
Two Dice Abilities: Heroes with "two dice" abilities are especially adept at those tasks and roll two dice when performing them. You can choose either result (the best one, obviously) except if you roll "doubles" (ex: 5 5), in which case you receive the outcome of both dice. So, if both dice are successful you get twice as much of whatever you're rolling for!
13.1 Pickles: Pickles is a unique Hero in that he may move into, out of and through Chaos spaces with no affect (using Stealth). However, since he can't Restore Order, he also can't Forage in those spaces until the Chaos maker is removed (by someone else). Pickles may pick up the Final Component normally, including in a Chaos space.
14.0 Special Events
Most Events are explained on their card. Some require further elaboration.
14.1 VIP Survivors: The VIP Survivors unit that might enter play via the Unidentified Mob Event represents a group of highly-valued individuals who have escaped from nearby communities. This unit is treated as a normal Refugees unit in all ways except if, and when, it reaches the Town Center:
A) It must be placed in the Refugee Camp and can never be Equipped; and
B) You may choose one immediate bonus:
- CDC Lab Technician: Increase the Research Level by one space - OR - Reduce the Infection Level by three spaces;
- EMT Expert: Heal any two units in the Hospital at no cost;
- Resourceful Gatherer: Add four Supply Points and two Ammo Points.
14.2 Raiders: The Raiders unit enters play via the Raiders Event card and represents a gang of Mad Max-like anarchists bent on pillaging and killing their way across the landscape. The Raiders unit is treated as a Zeds unit, except as follows:
14.2.1 Movement: It automatically moves one space closer to the Town Center each Refugees Phase only. This does not count as a Refugees unit moved. You cannot move this unit during your Action Phase. Raiders have minds and an agenda of their own.
14.2.2 Fighting: Raiders engage in Hand-to-Hand fighting with any unit (Zeds or player) whose space it enters (during the Refugees Phase only), or when any unit enter its space (in the Zeds or Action Phases) – and yes, this does increase the Infection Level in the usual manner (11.0). When Retreated, the Raiders unit moves toward their Track's Start space. Raiders are not affected by the Super Weapon.
14.2.3 Hit Application: The Raiders unit has Hits applied to it as a Civilians unit does (11.5). However, it is permanently removed from play after suffering its fourth Hit.
14.2.4 They're In!: Upon reaching Town Center, remove the Raiders unit from play and lose half (rounded up) of your available Supply and Ammo Points (if any).
15.0 Winning & Losing
Ending the Game: If any Zeds unit moves into the Town Center, you immediately lose the game. However, if the National Guard Arrives! Event card is drawn follow the instructions as listed on it. If the game is over, you've won.
In either case, the game is over and you should immediately determine your level of Victory by consulting the proper Epilogue on the game's inside front cover.