Day Night Z
Day Night Z Rulebook
Table of Contents
Table of Contents
- 1. Contents
- 2. Game Turn
- 3. Previous Concepts
- 4. Actions
- 4.1 Use Search Card (free)
- 4.2 Use Ammo, Battery and Supplies (free)
- 4.3 Rest (complete turn action)
- 4.4 Set Traps (1 AP)
- 4.5 Combine Card (1 AP)
- 4.6 Reorganize Inventory (1 AP)
- 4.7 Search Zone (complete turn)
- 4.8 Search Corpse/Item (1 AP)
- 4.9 Move (1 AP)
- 4.10 Jump (1 AP)
- 4.11 Explore (free)
- 4.12 Hand to Hand/Ranged Combat (1 AP)
- 4.13 Hiding Among Corpses (1 AP)
- 4.14 Defensive Position (1 AP)
- 5. Weapons Rules
- 6. Travel Phase
- 7. Shelter Phase
1. Contents
- 1 two-sided game board. Key: 1) City's access/exit points; 2) Space for Location card; 3) Space for surprise card; 4) Street "Area"; 5) Alley "Area"; 6) Day-Night counter; 7) Threat Indicator; 8) Stalk Area; 9) Threat Level adjustment tables.
- 10 two-sided tiles. Key: 1) Zone code; 2) Zone search values; 3) Access point; 4) Exit point; 5) Dice numbers and values (used by the zombie AI, terrain markers placement, etc.); 6) Subzone (5x5 cm square); 7) Special terrain subzones (cover).
- 1 Campaign map, 1 Shelter map, 1 Rule booklet, 1 Campaign book.
- 4 Survivor miniatures: Marie Lebeu, Shigura Kenji, Kevin Swift, Jorgen Olsson.
- 31 Zombie miniatures: 17 Walkers, 4 Howlers, 4 Crawlers, 3 Leaders, 2 Bulkers, 1 Hunter.
- 4 two-sided survivor sheets. Key: 1) Survivor name; 2) Survivor portrait; 3) Survivor attributes: hand to hand, ranged, defense, agility, strength, perception, will, first aid and mechanisms (yellow value by day, white value by night); 4) Stress, Infection, Health and Survival Points control wheels; 5) Cards equipped in hands (main hand, off hand, both hands); 6) Cards equipped in body (head, body, arms, legs); 7) Supply use: indicates the number of supplies you need to use as shown in the Day-Night counter.
- 20 Zombie spawn cards. Key: 1) Enemies spawned in the GREEN threat level area; 2) Enemies spawned in the YELLOW threat level area; 3) Enemies spawned in the RED threat level area.
- 24 Skill cards. Key: 1) Skill name; 2) Skill description; 3) Skill level; 4) Purchase cost in survival points.
- 75 Search cards. Key: 1) Object's name; 2) Object's illustration; 3) Object's CC or DD (for "weapon" type objects only); 4) Object group: Weapon, Improvised, Tools, Health, Food and Equipment; 5) Space required if stored in backpack; 6) Object that requires ammo; 7) Object that requires one hand to be used; 8) Body localization encumbered by object; 9) Object that may be used in combination with traps; 10) Zone that can be combined with traps; 11) Zone that can be combined with suppressor; 12) Noise effect (if any) when attacking with weapon; 13) Object's value in terms of supplies; 14) Weapon traits; 15) Weapon damage according to survivor's strength (hand to hand); 16) Weapon's damage (ranged); 17) Object's capacity; 18) Object's duration in turns.
- 5 Surprise cards. Key: 1) Card's name; 2) Background info; 3) Card's effects.
- 10 Ally cards. Key: 1) Type of ally; 2) Ally rules.
- 10 Location cards. Key: 1) Location name; 2) Zones that make up a location; 3) No. of Spawn cards to steal when exploring a zone (if so indicated by the Exploration card); 4) Type of terrain markers to be placed in the zone (if so indicated by the Exploration card).
- 50 Threat cards. Key: 1) Side A of the Threat card (Zombie Attack); 2) Side B of the Threat card (Threat); 3) Type of Zombie attack (normal attack, frenzy, special ability, etc.); 4) Threat name; 5) Rules for the Zombie AI Attack; 6) Threat conditions; 7) Background text; 8) Card effects in case of meeting Threat conditions; 9) Various icons with game effects (day-night advance indicator, Hunter, Infection card).
2. Game Turn
In Day Night Z, the turn sequence is as follows:
- ACTIONS PHASE
- CITY ENCOUNTER PHASE
- THREAT PHASE
1) Actions Phase
The player with the "LEADER" marker chooses the activation order for each survivor in this PHASE. Next, the rest of the players activate their survivors in the stated order until all have been activated. A survivor's activation ends when he uses all of his AP's or if he chooses to stop his activation, keeping his AP's in Reserve.
Each survivor has a number of Action Points (AP's) to spend during his activation. The AP's available number is indicated on the survivor's health indicator and will depend on his health level.
Example: Kevin Swift is wounded (health 5), so he has 2 AP's to spend during his activation.
The actions that a survivor can make during his activation are indicated in the Action/Combat summary card (for example: explore, shoot, move, etc.). These actions may have a different AP cost and be noisy or not.
Example: Kevin Swift decides to spend 1 supply to recover 1 health point (free action); next, he decides to use his 2 AP's to move through 2 ZONES on the city board. After this, his activation ends.
NOTE: A survivor doesn't need to spend all his AP's during his activation and may keep some of them in Reserve to be used in an eventual CITY ENCOUNTER PHASE.
2) City Encounter Phase
If any survivor drew a City Encounter card during his activation, it is time to solve it. Otherwise, go directly to the THREAT PHASE.
3) Threat Phase
Draw a THREAT card from the lower part of the deck and follow the next sequence:
3.1 Zombie Activation
Every zombie in the game will be activated according to the conditions stated on side A of the THREAT card (action order, primary objective, body part that is attacked, etc.). All of this is explained in detail in section 3.14 "Enemy activation".
3.2 Threat
The B side of the THREAT card shows a number of conditions that, if met, will activate the THREAT described in the card.
EXAMPLE: Kevin Swift, during his activation, shot his pistol and still has some ammo; therefore, the card's conditions are met and the threat is activated.
3.3 Adjustments
The adjustment icons on the B side of the THREAT CARD are implemented (as well as any derived effect), onboard noise markers are updated as well as, if necessary, the Threat Indicator.
NOTE: The combat summary card includes a turn summary, which can be consulted by the players during the game.
3. Previous Concepts
3.0 Zones and Subzones
In Day Night Z, many rules affect Zones and Subzones:
- ZONE:
- Tile (Example 1)
- Space between crosswalks in the City board (Example 2)
- STOP sign in the City board (Example 3)
- SURPRISE in the City board (Example 4)
NOTE: Letters A, B and C on the City board are Access and exit ZONES, but all game affects are still applied.
- STREET ZONE: Space between two crosswalks (Example 2)
- ALLEY ZONE: STOP sign in the City board (Example 3)
- SURPRISE ZONE: Area with the "?" sign on the City board. Normally it's also a street zone (Example 4)
- CITY ZONE: Street zone, Alley zone and Surprise zone
- SUBZONE: A 5x5 cm square of a tile (Example 5). May contain a maximum of 4 miniatures.
SUBZONE CODES:
- The structure of a tile is explained in section 1. "Contents" of this rulebook.
- In this section we will explain the use of the colored numbers and icons in the lower part of the subzones. Their function is as follows:
- Terrain and other markers placement (see 3.10 "Previous Concepts - Terrain").
- Enemy miniatures placement when they spawn (see 3.12 "Previous Concepts - Enemy spawn and placement").
- Zombie artificial intelligence (see 3.14. "Previous Concepts - Enemy Activation").
3.1 Day and Night
In Day Night Z, everything turns around these key elements: day and night.
During the daytime, zombies are drowsy and erratic, while by night they are lethal and dangerous. In addition, many of the survivor's attributes will be impaired by night, unless they have any source of light.
To represent this, every zombie profile card has 2 sides: one for daytime and the other for the night hours. Each side will be used in the game accordingly.
If we have a look at both sides of the Walker enemy profile card, we see that it has more actions, health and an evasion penalty by night, etc.
Likewise, the survivor's attributes come in 2 colors: yellow, representing the attribute value by day, and white, representing its value by night.
In this sheet, Swift's values for hand to hand combat, ranged, agility and perception are impaired by night.
Day and night periods are set in the game by the Day-Night indicator. This is how this element, located in the City board, works:
- The starting time of a game is always set in the adventure.
- The Day-Night counter will advance as shown on the B side of the Threat cards, defined by an hourglass icon (in the Adjustment phase, within the Threat phase).
- This icon indicates 1 hour advance with the Day-Night indicator.
- Some hours of the Day-Night counter show activation icons. They are as follows:
- 07:00 AM (beginning of the day): All survivors gain 1 survival point.
- 12:00 AM and 12:00 PM: All infected survivors must make a Strength test. Those who fail increase the infection level by 1 point.
- 9:00 PM and 06:00 AM (beginning and end of the night): Threat is increased by 1 point.
- 03:00 PM: all survivors must "eat", i.e., must spend as many supplies as indicated in their survivor sheet. The survivor loses 1 health point per supply point not satisfied. NOTE: Each consumed supply this way grants 1 Health point to the survivor.
3.2 Threat
Threat is the difficulty key element in a Day Night Z game. It is controlled through the Threat Indicator and shows 3 consecutive levels: green, yellow and red. The higher the threat level, the harder the game is (more enemies spawning, worse consequences in the city encounters, etc).
Threat can increase because of different factors:
- Presence of noise markers: In the Turn Adjustment phase, within the Threat phase, the presence of any noise marker will cause a Threat marker advance of 1 point. The increment is always the same no matter if there are one or more sources of noise.
- Card effects: Some City Encounter, Threat etc. cards cause an increment of 1 or more Threat points as a consequence of the decisions that have been taken so far, failing attribute checks, etc.
- Exit tiles with enemies: Whenever the last survivor in a deployed tile exits it to move to another zone of the city, he'll have to check if there is a Threat increase. For it, add the survival points of every enemy miniature in the abandoned tile and compare the result with the Threat level adjustment of the city board. The Threat indicator will be updated as necessary.
Swift decides to exit the tile. First, the tile is discarded (as there is no other survivor on it) and then he checks any possible Threat increase: When having a look at the Walker enemy profile card, we can see that every Walker grants 1 Survival point, so as there are 5 of them, we have a total of 5 Survival points. Next, we check the Threat Level Adjustment table and see that 5-9 Survival points mean a Threat increase of 2 points. Assuming that the Threat level of the game is set at 14 GREEN, the new Threat level would be 1 YELLOW.
1.- In this other example, Swift (last survivor of this location) exits the location FIRE STATION, thus discarding all the tiles.
2.- When checking the Enemy Profile cards, we see that the Survival Points total is 13 (4 for the Walkers, 2 for the Howler, 4 for the Crawlers and 3 for the Leader), so, according to the Threat Level Adjustment table, the Threat Indicator must show an increase of 3 points.
Should any of the tiles of the location had any other survivor, the tiles wouldn't be discarded, nor would the Threat level rise.
- Day-Night indicator: At the beginning (09:00 PM) and the end (06:00 AM) of the night, the Threat level rises 1 point (see 3.1 "Previous concepts - Day/Night").
Likewise, the Threat can be reduced when the survivors use survival points:
- The survivors will have to spend the amount of survival points indicated in the Threat Level Adjustment table of the City board. This may be done by one survivor or shared among several of them.
- The survivors may spend survival points to reduce the Threat level at any moment within the game turn, without any limit in terms of level. Nevertheless, it is not possible to reduce the Threat level between levels (go from red to yellow or from yellow to green) nor in red colored units (units 5, 10 and 15 in green; units 3, 6, 9, 12 and 15 in yellow).
Example: Figure 1 shows the survival points that need to be invested to lower the Threat Indicator by 1. The cost in Green level is lower than in Yellow. In Red level, any reduction is impossible.
3.3 Health
SURVIVORS' HEALTH
- Each survivor has a wheel shaped health indicator in his sheet showing his present health points.
- Survivors can't make actions or fight in the same way if they are in full health or on the brink of death. To represent this, the health indicator is divided in 3 colored levels: green, yellow and red, representing the survivors' health deterioration. The color of each level indicates the color of the icon the survivors need to obtain in combat. Each level determines as well how many AP's are available during the survivor's activation.
Example: Swift has 3 health points left. He therefore will only have 1 AP available during activation and will need to obtain the following icon in combat: (yellow/red combat icon).
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HEALING A SURVIVOR: During the game, survivors can heal in different ways (using supplies, search cards, card effects, adventure rules, etc.). When a survivor recovers any amount of health, he will move the health control marker to the new value accordingly.
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RECEIVING DAMAGE: In the game, survivors may receive damage in different ways (fighting zombies, from card effects, adventure rules, etc.). Every time a survivor loses health points, he will move the control marker to the new value accordingly.
NOTE: When a survivor receives damage from fighting zombies, he additionally gains 1 stress point (see 3.6 "Previous concepts - Stress").
- DEATH OF A SURVIVOR: When the survivor's health control marker reaches the skull icon, he is eliminated from the game following these steps:
- Remove the survivor miniature from the game area.
- Put aside the backpack and all the search cards that belonged to the survivor.
- Put the survivor marker (crossed-off token), in the space he was occupying when he died, showing the crossed off side:
- If he was on a tile that is still occupied by more survivors (or if they are in other tiles of the location), put the survivor's marker in the subzone where his miniature was.
- If he was on a tile without any other survivor (or if they occupy other tiles of the location), don't put the survivor's marker: his equipment is lost.
- If he wasn't on a tile, don't put the survivor's marker: his equipment is lost.
- The marker doesn't count as a miniature when counting the maximum number of miniatures in a subzone.
- The crossed out survivor marker will help to retrieve his equipment (point 3) by any other survivor, in the same subzone or an adjacent one, who spends 1 AP.
ENEMIES' HEALTH
- The health value of the enemies is shown on their profile cards.
- Enemies are damaged mainly from survivors, though it can also be from traps, terrain markers, special rules, etc.
- Damage is cumulative. Damage markers will be used beside the miniature in order to show how much damage the enemy has accumulated so far.
- When an enemy's health reaches zero, its miniature will be removed from the game zone and replaced by a corpse marker. Additionally, the survivor who killed it obtains the survival points indicated in the enemy Profile card.
Damage marker (heart icon) / Corpse marker (body silhouette + "iOKKK!" tag).
3.4 Attribute Checks
In Day Night Z we'll have to make attribute checks quite often. To make an attribute check, the survivor rolls the appropriate dice pool, in order to obtain at least 1 success. NOTE: The color of the success icon has to be the same as the survivor's stress level (see 3.6 "Previous concepts - Stress").
To calculate the dice pool, follow the next steps:
- The player selects the survivor's attribute most suitable for the check. This value indicates how many dice are rolled.
- Next, he can add as many additional dice as the survival points he chooses to spend (see 3.5 "Previous concepts - Survival points").
- Then he applies any possible modifiers.
- The final result is the dice pool.
THE "MINIMUM 1 DIE" RULE Players must always roll at least 1 die, even if, once the previous steps are completed, the calculated dice pool results in a negative value.
In addition, attribute checks can grant the survivors survival points (see 3.5 "Previous concepts - Survival points").
Example 1: Swift must make a FIRST AID check (attribute 2) with a -2 penalty. If he decides to spend 1 survival point in the roll, his dice pool will have a single die (attribute 2, -2 penalty, +1 survival point = 1 die; without the survival point, the result would be 0, but the "Minimum 1 die" rule grants him that die). Therefore, he should invest more than 1 survival point for his dice pool to be higher than 1.
Example 2: Swift must make a FIRST AID check without penalties. Given that he's not especially good at it, he decides to spend 1 survival point to obtain a dice pool of 3 (attribute 2, +1 survival point = 3 dice). If on a red stress level he got this roll he only would get 1 success, which would mean an equally successful check.
3.5 Survival Points
Survival points are like the usual "experience points" in Day Night Z. They are controlled with a wheel on the survivor's sheet, and limited to a maximum of 15 during the game (no further quantity allowed).
This is how you earn survival points:
- Eliminating enemies: Each enemy has a number of survival points (shown on his profile card). Eliminating an enemy of that kind grants the survivor who killed it those survival points.
Example: Eliminating a Crawler grants 2 survival points.
- Attribute checks: Each time a survivor makes an attribute check with at least 1 success, he earns 1 survival point.
Example: Swift tries to heal her level 2 infection with a vaccine. The card indicates that she must make a FIRST AID test. She obtains 2 successes: in addition to curing her level of infection, Swift earns 1 survival point.
- Card Effects: Some cards grant survival points as a consequence of decisions, effects, etc.
- Adventure Notes: In some cases, adventures grant survival points depending on the degree of success with which the mission was accomplished.
- Day-Night Counter: On the first hour of the day (07:00 AM), every survivor gains 1 survival point (see 3.1 "Previous concepts - Day/Night").
This is how you lose survival points:
- Spending them to improve rolls: The survivors may try to improve the success chance of any roll (attack, attribute check, etc.). This is how you do it:
- It must be decided before rolling.
- You can spend a maximum of 1 survival point.
- The bonus is applied before the rule "Minimum 1 die".
Example 1: Swift must make a FIRST AID check (attribute 2) with a -2 penalty. If he decides to spend 1 survival point for the roll, his dice pool will be of just 1 die (attribute 2, -2 penalty, +1 survival point = 1 die; without the survival point the value would be 0, but because of the "Minimum 1 die" rule he'd roll 1 die). Therefore, he should spend more than 1 survival point for his dice pool to be higher than 1.
Example 2: Swift must make a FIRST AID check without penalties. As he is no good at it, he decides to invest 1 survival point in order to get a dice pool of 3 (attribute 2, +1 survival point = 3 dice).
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Acquiring Abilities: Survivors can spend survival points to acquire abilities during the Shelter phase. Abilities have a cost (indicated in the lower left corner) and a level (in the lower right corner):
- The cost indicates how many survival points must be spent for the survivor to buy the ability.
- The level indicates the ability rank. All the abilities of lower level must be bought (1) to gain access to the next level (2) and so on.
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Spending to reduce Threat: Survivors can spend survival points to lower the Threat Indicator (see 3.2 "Previous concepts - Threat").
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Card Effects: Some cards may cause the loss of survival points as the consequence of decisions, effects, etc.
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Adventure Notes: Survival points may also be lost on a failed mission at the end of an adventure or as a result of the decisions taken during the game.
3.6 Stress
- Each survivor sheet shows a wheel shaped stress indicator to depict its level.
- Checks differ depending on if the survivors are relaxed or completely stressed. To represent this, the stress indicator is divided in 3 colors: green, yellow and red, representing the increment of stress level. Each color corresponds directly to the color of the icon the survivor must obtain in the attribute checks.
STRESS ATTRIBUTE CHECKS GREEN: (green or gold star icon) STRESS ATTRIBUTE CHECKS YELLOW: (gold or red star icon) STRESS ATTRIBUTE CHECKS RED: (red star icon only)
Example: Swift has 7 stress points (stress level red), therefore he will need the red star icon to succeed in the attribute checks.
- When a survivor gains or loses stress points, he'll move the marker to the corresponding level.
- Besides affecting attribute checks, stress has also some indirect influence on survivors:
- Some cards (infection, threat, etc.) activate only when the survivor reaches a certain stress level (Example 1).
- Some attribute checks suffer penalties if the survivor has any stress.
- Etc.
This is how you earn stress:
- Receive damage from enemies in combat: Every time a survivor receives damage when fighting zombies, he earns 1 stress point. He gains just 1 point per damaging attack, no matter the value of the damage.
Example: Swift receives damage from two adjacent Walkers and one Bulker. The first Walker deals no damage, so nothing happens. The second Walker deals damage, so in addition to the lost health, Swift gains 1 stress point. The Bulker's attack also deals damage: even though the latter causes more damage than the Walker, Swift earns just 1 stress point from this attack.
- Cards Effects: Some cards may grant stress points as the consequence of decisions, effects, etc.
- Adventure Notes: Some adventures grant stress points for accomplishing a mission. Likewise, some decisions may cause the gain of stress points.
This is how you lose stress:
- Rest: See 4. Actions - "Rest".
- Cards Effects: Some cards may cause a stress reduction as the consequence of decisions, effects, etc.
- Adventure Notes: Some adventures reduce stress points for ending a mission with some degree of success. Likewise, some decisions may cause the reduction of stress points.
3.7 Infection
- Each survivor has a wheel shaped infection indicator in his sheet showing his present level of infection. Level 0 is the lowest ("not infected"), while the skull icon indicates the survivor's death.
- Any gain or loss of infection levels by the survivor must be reflected accordingly in the indicator.
This is how you gain infection:
- Receiving damage from enemies in combat: Each time a survivor receives damage when fighting zombies, if any of the dice results is the infection icon, he is considered to be infected (infection level 1). If the survivor was already infected, he ignores the result icon.
Example: Swift is not infected and is attacked by a Crawler with this combination (skull/infection, skull/noise, skull/infection results). As a result of this attack, Swift receives the amount of damage indicated in the Crawler's profile card, gaining 1 stress point and a level 1 infection. If in the same situation Swift was already infected with 1 level, he would ignore the icons (i.e. he would remain at infection level 1 without reaching level 2).
- Infection when searching corpses: Occasionally, survivors can take the action "search corpse", with corpse markers showing a value of x1, x2, or x3. When this happens, the survivor rolls as many dice as the value indicated on the corpse marker: if the result is the infection icon, the survivor is infected (level 1). Unlike what's mentioned in the previous section, if the survivor was already infected, his infection level increases 1 point.
- Infection while hiding among corpses: Sometimes, survivors who must "hide among corpses" may get infected or increase their infection level (see 4. Actions "Hide among corpses"): if in the infection check (roll 3 dice) he gets any infection icon result, the survivor becomes infected. If he already was, his infection level increases by 1 point.
- Day-Night indicator: At 12:00 AM and 12:00 PM, all infected survivors must make a Strength check, to know if the infection increases 1 level (see 3.1 "Previous Concepts - Day/Night"). If the survivor fails, the infection level is increased by 1 level.
- Cards Effects: Some cards cause infection levels as the consequence of decisions, effects, etc.
- Adventure Notes: Some decisions during the game may cause the gain of infection levels.
This is how you reduce infection:
- Healing: During the game, survivors can heal using vaccines, staying in the shelter, etc.
- Cards Effects: Some cards can grant an infection reduction as the consequence of decisions, effects, etc.
- Adventure Notes: Some decisions during the adventure can reduce the infection level.
INFECTION EFFECTS:
- Besides possible death, the infection cards can cause other important effects on the survivors:
- During the Adjustment phase (within the Threat phase), if when checking the B side Threat card icons the infection icon is shown, each infected survivor will draw an infection card and will resolve immediately the infection section for his level.
Example: In the Adjustment phase, within the Threat phase, "infection" icon appears. Consequently, every infected survivor must draw 1 infection card. In this example, the only infected survivor (infection level 2), resolves immediately the card's effects for his level of infection.
3.8 Leader Mechanics
- The leader is the player in possession of the "leader" marker.
BENEFITS OF LEADERSHIP:
- The leader chooses the survivors' activation order: At the beginning of every Action phase, the leading player decides the activation order for the rest of survivors (who acts first, second…). This order may vary in successive turns.
- The leader has the last word in case of a draw in group decisions: In Day Night Z, many cards (city encounters, threats, exploration, travel, etc.), force the group to vote for a decision; if a draw persists after voting, the leading player can decide which option wins.
WHO IS LEADING?:
- Follow the next steps in order. If several candidates meet condition 1, go to the next, and so on:
- The survivor with the highest leadership points when exiting the shelter to play the adventure.
- The survivor with the higher survival points when exiting the shelter to play the adventure.
- Randomly amongst the survivors meeting condition 1 and 2.
- In the case of a starting adventure, the leader is selected randomly.
- Leadership points are granted by the survivor's allies joining him during the adventure.
- A player is considered as the leader since he exits the shelter towards the adventure until he returns, no matter if another player obtains more leadership points during the game.
Example: The Teenager, Physiotherapist and War Veteran ally cards each grant 1 leadership point — these 3 cards grant a total of 3 leadership points.
3.9 Noise
NOISE GENERATION:
These are the ways to generate noise:
- Using noisy weapons:
- Noisy weapons are identified with a "noise" icon, while those that make no noise are portrayed with a "silent" icon.
- Each time a noisy weapon is used, a noise counter is gained and will be placed in the subzone where the weapon was used.
Example: Shooting a Colt 1911 makes noise; attacking with a knife doesn't.
- Enemy attacks:
- Every time a zombie gets a noise icon in his attack roll, noise is made no matter if the attack was or wasn't successful.
- Place 1 noise counter in the subzone where the enemy made the attack.
- No matter the number of noise icons in the attack roll, only 1 noise counter can be generated per attack.
- Cards Effects:
- Some cards generate noise as the consequence of decisions, effects, etc.
- The amount and place of noise counters are indicated in the card itself.
- Adventure Notes:
- Some decisions during adventures may generate noise.
- The amount and location where to place the noise counters will be indicated in the adventure note itself.
EXAMPLE: When activated, Swift makes 3 attacks with his Colt 1911. As it's a noisy weapon, Swift generates 3 noise counters that will be placed in the subzone where the shots were made.
Next, each zombie (Swift failed and they're still "alive") makes its own attack:
ATTACK 1: The zombie generates 1 noise counter that will be put in the subzone where the attack was made.
ATTACK 2: The zombie makes no noise.
ATTACK 3: Even though there's more than 1 noise icon, the zombie generates only 1 noise counter during its attack, that will be placed accordingly.
NOISE EFFECTS AND REDUCTION:
- The only way to reduce the generated noise is by dispersion. This is represented by the noise counter's evolution from the red side to the yellow side, and then complete removal from the game board during the Threat Adjustment phase.
Noise counter progression: red side to yellow side to removed from the board.
- Noise has the following in-game effects:
- Increases Threat: Every time there are noise counters on the board at the beginning of the Threat Adjustment phase, the Threat indicator rises 1 level (see 3.2 "Previous Concepts - Threat").
EXAMPLE: TURN 1: Swift shot 3 times with his Colt, while the zombies generate noise on 2 of 3 attacks (2 counters in total). Additionally, given the noise generated in the previous turn, we have 2 noise counters on the yellow side (1). Next, during the Threat Adjustment phase, all noise counters are flipped to the yellow side (5 counters in total), while the 2 counters that were already on the yellow side are removed from the board. Moreover, the Threat indicator increases 1 level (2). TURN 2: Assuming that no additional noise has been generated in this turn, in the Threat Adjustment phase the 5 yellow counters are removed from the board. Additionally, the Threat indicator rises 1 point (3).
- Enemy AI: Normally, the noisiest survivor is the preferred attack option for the enemy AI.
- Threat cards activation: Some threat cards activate if noise is made (e.g. "They Arrive" activates if there are survivors in an area with noise).
ELIMINATING NOISE FROM WEAPONS: SUPPRESSORS
- Some noisy weapons can be "turned" silent using a "Suppressor".
- The only weapons that can be combined with a "Suppressor" card are those with black and blue strips on the left side. This zone indicates where to place the "Suppressor" card.
- While the "Suppressor" card is combined, the weapon will make no noise when used.
- The card "Suppressor" can be combined with different weapons, i.e., unequipped from a weapon and equipped in another one.
The left blue border indicates that this weapon can be equipped (with a suppressor).
3.10 Terrain
TYPES OF TERRAIN:
Different terrains have different effects on LoS, movement, noise, etc:
- BLOCKED TERRAIN:
- Blocked terrain is represented with a red line surrounding all the subzone or a terrain marker with the blocked-terrain icon.
- Blocked terrain prevents LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
- Some blocked terrain markers (vehicles) allow passage once inside (see Actions "Search item").
- Sometimes the red lines only affect the edge of the subzone. Miniatures have no LoS nor will they be able to move through that edge.
EXAMPLE: (1) Blocked terrain with terrain markers. (2) Red lines only affect some edges in the subzone.
- IMPASSABLE TERRAIN:
- Impassable terrain is represented with a red broken line surrounding the whole subzone.
- Impassable terrain allows LoS but not movement (see 3.11 "Line of Sight" and Actions "Move").
- Sometimes, the red lines only affect some edges of the subzone. Miniatures have LoS but can't move through them.
EXAMPLE: (1) The broken red lines only affect the edges of the subzone.
- FIRE TERRAIN:
- Fire terrain is represented with a terrain marker with a fire icon.
- It has the same effect as blocked terrain.
- In addition, at the end of the Threat phase, every adjacent miniature rolls 1 die: if the result is the skull icon, the miniature loses 1 health point.
EXAMPLE: Every miniature present in any subzone marked with the fire icon (see example), rolls 1 die at the end of the Threat phase to check if it loses any health. Additionally, it prevents LoS and movement.
- COVER TERRAIN:
- Cover terrain is represented with a subzone with the cover shield icon, and may be part of the tile itself as an illustration or be added with a terrain marker.
- It grants the survivors within a +1 bonus to the Hand to Hand or Agility attribute when defending against enemies (in hand to hand and ranged combat respectively) (see Actions "Combat").
- Cover terrain allows LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: (1) Cover terrain in the shape of terrain marker. (2) Cover terrain as an illustration. (3) In addition, Swift defends against a Walker attack with a -1 bonus to his passive defense.
- HIGH TERRAIN:
- High terrain is represented with a subzone with a binoculars icon, which is part of the tile itself as an illustration.
- It grants all the survivors within a +1 bonus to Ranged combat when this type of attack is made (see Actions "Combat").
- High terrain allows LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: (1) High terrain as an illustration. (2) In addition, when Swift makes ranged attacks against the Walker his Ranged attribute is 5 (4+1).
- FLOODED TERRAIN:
- Flooded terrain is represented with a subzone with a water-drop icon, which can be part of the tile itself as an illustration or added to it with a terrain marker.
- To move to a subzone of this kind costs 1 additional AP (2 AP in total) (see Actions "Move").
- If a survivor hasn't got enough AP's, he may do it spending just 1 AP, but gaining 1 stress point in exchange.
- Zombies are not affected by this kind of terrain.
- It's usually used on indoor tiles.
- Flooded terrain allows LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: (1) Flooded terrain as a terrain marker. (2) Flooded terrain as an illustration. (3) If Swift wants to move to a flooded subzone, he'll have to spend 2 AP's. If short of AP's (because he is in a red health level for instance), he'd just spend 1 AP but would gain a stress point in exchange. The Walker would not be affected by the flooded terrain, so he would spend 1 AP to move towards that subzone as normal.
- HOLLOW TERRAIN:
- Hollow terrain is represented with a terrain marker with a distinctive dark icon.
- It works exactly as flooded terrain.
- It's usually used on outdoor tiles.
- Hollow terrain allows LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: Hollow terrain as a terrain marker.
- NOISY TERRAIN:
- Noisy terrain is represented with a terrain marker with a noise icon.
- Entering a subzone with this icon generates a noise marker in it (see 3.9 "Noise" and Actions "Move").
- Zombies are affected by this kind of terrain.
- Noisy terrain allows LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: Noisy terrain as a terrain marker.
- WALLS:
- Walls are represented with illustrations on the tiles themselves. Unlike the rest of terrain types, they don't have a distinctive icon or color, and it is up to common sense to identify them as what they are.
- They prevent LoS and movement (see 3.11 "Line of Sight" and Actions "Move").
EXAMPLE: Walls as an illustration.
TERRAIN MARKERS PLACEMENT:
Occasionally, when placing a tile for any given reason (a city encounter, threat, movement to location, exploration, etc.), the card forces the placement of a terrain marker. When this happens, do as follows:
- Terrain markers will be placed only if so required by the card.
- The terrain markers placement will be done through a die roll, placing the marker on the subzone matching the die icon.
EXAMPLE: (1) As a consequence of placing a city tile, it's necessary to also place a FIRE terrain marker. (2) A die is rolled and the result is a green target mark. (3) The terrain marker is placed on the tile's subzone containing the same icon that was rolled.
- Terrain markers negate the icons contained in the subzone where they are placed, but the rules of the terrain marker are applied as normal (see "Types of Terrain" in this section).
EXAMPLE: In the previous example, the placement of the FIRE marker would negate the green success and target mark icons, 1 yellow and 2 red.
- All terrain markers except FIRE and BLOCKED have a code "0 0 0" (green, yellow, red). This will be used in terms of enemy placement, zombie activation, etc. (see 3.12 "Enemy Spawn and Placement" and 3.14 "Enemy Activation").
EXAMPLE: (1) Terrain markers with code 0 0 0 (noisy, cover, hollow, noisy, flooded, and high terrain markers). (2) Terrain markers without a code (blocked terrain, fire terrain, impassable terrain/vehicle).
3.11 Line of Sight
- The line of sight (henceforth LoS) will only be applicable on the tiles, but never on the city board.
- In order to make an attack, the target miniature must be in the LoS of the attacking one.
- To determine if a target is in the LoS, the attacker chooses a corner of the subzone he occupies and traces uninterrupted straight lines towards two different corners of the subzone occupied by the target. These lines cannot superpose on each other and can't go through subzones containing 4 miniatures, terrain markers with the blocked-terrain icon, blocked terrain (solid red lines) or walls (illustration).
EXAMPLE: Swift can draw a LoS towards any of the Walkers (1). But he has no LoS towards the Walker placed behind (2), as it's interrupted by a subzone containing 4 other miniatures.
EXAMPLE: Swift has no LoS towards Walker (1) because of the terrain marker with the blocked-terrain icon. Swift has no LoS towards Walker (2) because of a Wall or blocked terrain (solid red line). Olsson has LoS towards Walker (3).
EXAMPLE: Swift has LoS towards both Walkers and vice versa (despite the wall).
- There is no LoS distance limit in the subzones, including adjacent tiles.
EXAMPLE 1: Swift can draw a LoS from any subzone of the tile without distance limits (in addition, in this example he has LoS towards the Walkers).
EXAMPLE 2: LoS can be drawn from adjacent tiles (additionally, in this example Swift has LoS towards the Walker).
- A LoS can't be drawn through the diagonal intersection of any combination of subzones containing 4 miniatures, terrain markers with the blocked-terrain icon, blocked terrain (solid red lines) or walls.
EXAMPLE 1: Swift has no LoS towards Walker (1) nor Walker (2), because he can't draw it through a diagonal intersection of any combinations of subzones containing 4 miniatures and terrain markers with the blocked-terrain icon. Olsson has no LoS towards Walker (2) because he can't draw it through a diagonal intersection of any combinations of subzones containing 4 miniatures and blocked terrain (solid red lines).
EXAMPLE 2: Swift has no LoS towards Walker (1) because he can't draw it through a diagonal intersection of any combinations of subzones containing 4 miniatures and walls.
- It is possible for one miniature to have a LoS towards another that, in turn, has no LoS towards the former. This usually happens when a miniature is placed behind a wall.
EXAMPLE 1: Swift has LoS towards any of both Walkers.
EXAMPLE 2: None of both Walkers have a LoS towards Swift, as they can't go through walls nor overlap. Sometimes, a LoS may be drawn towards a miniature (Walkers) that can't draw it back (Swift).
3.12 Enemy Spawn and Placement
ENEMY SPAWN
Enemies can spawn for the following reasons:
- Cards Effects:
- Some cards cause the spawn of enemies as the consequence of decisions, effects, etc.
- The city encounter, threat, exploration and surprise cards can cause the spawn of enemies.
EXAMPLE: Exploration and threat cards causing the spawn of enemies.
- The number of enemies to place is indicated on each card, normally referred to as "Draw X spawn cards", although occasionally the exact type and number of enemies will be shown.
EXAMPLE: "Draw the number of Appearance cards indicated for this Zone in the Location card" — here it indicates that we must draw the number of spawn cards shown for this zone in the location card.
EXAMPLE: "Draw (NJ) cards from Appearance and place the zombies in a normal way..." — here it indicates that we must draw as many spawn cards as the initial number of players participating in the game.
EXAMPLE: "You can not dodge the attack. Place a repeater in your subzone... The crawler makes an immediate attack" — here it indicates the exact type and number of enemies to be placed, with no need to draw spawn cards. In this case, a Crawler.
- The spawn cards indicate the type and number of enemies according to the adventure's present Threat level.
EXAMPLE: This spawn card indicates the spawn of 2 Walkers at Green Threat level; 1 Walker and 1 Howler at Yellow Threat level; and 2 Walkers and 1 Howler at Red Threat level.
- Adventure Notes:
- Some decisions during the adventure may cause the spawn of enemies.
- The amount of enemies to be placed will be indicated in the adventure note itself.
ENEMY PLACEMENT
In order to place enemies, do as follows:
- Enemies can only be placed in tiles.
- The enemies will be placed in the subzones containing numbers of the same color as the game's Threat level, following a correlative number between the available numbers and respecting the 4 creature maximum limit per subzone (including survivors).
EXAMPLE: At Green Threat level, the enemies will be placed in the following order: 1 green, 2 green, 3 green, 4 green, 1 green, 2 green, etc. At Yellow Threat level, the enemies will be placed in the following order: 1 yellow, 2 yellow, 3 yellow, 4 yellow, 5 yellow, 6 yellow, 1 yellow, 2 yellow, etc. At Red Threat level, the enemies will be placed in the following order: 1 red, 2 red, 3 red, 4 red, 5 red, 6 red, 1 red, 2 red, etc.
- If there are terrain markers with the numbers 0 0 0, they will be considered as the first option to place enemies. Should there be more than one marker of this kind, players will decide which one goes first.
EXAMPLE: At Green Threat level, the enemies will be placed in the following order: 0 green (terrain marker), 1 green, 2 green, 3 green, 4 green, 0 green (terrain marker), 1 green, 2 green, etc. At Yellow Threat level: 0 yellow (terrain marker), 1 yellow, 2 yellow, 4 yellow, 5 yellow, 6 yellow, 0 yellow (terrain marker), 1 yellow, 2 yellow, etc. At Red Threat level: 0 red (terrain marker), 1 red, 2 red, 3 red, 4 red, 5 red, 0 red (terrain marker), 1 red, 2 red, etc.
- If there are more enemies to place and all the subzones with the same color as the Threat level are occupied, use the next threat color:
- Green full: YELLOW-RED
- Yellow full: RED-GREEN
- Red full: YELLOW-GREEN
Example: Let's assume that we are at Green Threat level and must place 15 zombies. Given that this tile has only 3 subzones available for enemy placement and that every subzone only allows a maximum of 4 miniatures, we still have 3 zombies to place. To solve this, we'll use the next threat color (green is full, then it's yellow): we place 1 zombie in 2 yellow, another in 3 yellow, and the last one in 4 yellow (the subzone of 1 yellow is already full with the maximum number of allowed miniatures).
- If all the subzones of the tile are full and it's impossible to place more enemies, the remaining ones will be discarded and won't be placed.
EXAMPLE: Let's assume that, because of some game effect, we must place 5 zombies in a tile as shown in the image. Given that we only have space left for 3 more zombies (marked with an X), the 2 remaining are discarded and won't be placed.
- Zombies will be placed according to the drawn cards order, i.e., first the first drawn card, then the second and so on. If a card shows different types of enemies, they will be placed according to their Initiative.
EXAMPLE: Let's assume that we are at yellow Threat level and, because of some game effect, we draw 2 spawn cards (first card "1" and then card "2"). Firstly, we must place the enemies corresponding to the first spawn card ("1"). For yellow level we have 2 zombies; as both have the same initiative value (2), they will be placed normally, as explained in the rules of this section. Secondly, we must place the enemies corresponding to the second spawn card ("2"). For yellow level we have 1 Walker and 1 Crawler; as the Crawler has the highest initiative value (5 vs 2), we will place it before the Walker.
3.13 The Hunter Mechanics
- The Hunter is the most lethal enemy in the game.
- The Hunter has special spawn conditions:
- He only appears in city zones, by night.
- It will never appear in locations, not even outdoors (park, yard, etc.).
- Its spawn is ruled by the Hunter icon (side "B") of the Threat cards (see next section).
- If it's eliminated, no other Hunter will spawn until the next adventure.
HUNTER SPAWNING:
- In an adventure, during the night cycle, the first time the Hunter icon appears during the Threat adjustment phase, the Hunter miniature will be placed in the stalk area of the board.
- From there on, next time the Hunter icon appears by night, with at least one survivor remaining in any city area, the Hunter spawns:
- If several survivors meet the conditions, it chooses one of them randomly.
- If the survivor with whom the Hunter must appear is not placed in any tile, pick a random city tile among the available ones, place the survivor in the access subzone, and the Hunter according to the normal rules of placement (see 3.12 "Previous concepts: Enemy spawn and placement").
- If the survivor with whom the Hunter must appear is placed in any city tile, place the Hunter according to the normal rules of placement (see 3.12 "Previous concepts: Enemy spawn and placement").
HUNTER'S DISAPPEARANCE:
The Hunter disappears when:
- It's eliminated (won't respawn until the next adventure).
- 07:00 AM is reached in the Day-Night indicator: remove immediately the Hunter miniature from the game zone. It may return later if spawn conditions are met again.
- All survivors sharing the same city tile with the Hunter exit from it: remove immediately the Hunter miniature (apply Threat rise according to "3.2 Previous Concepts - Threat") and place it in the stalk area.
NOTE: The damage suffered by the Hunter during the same adventure is cumulative, i.e., if for any circumstance it returns to the stalking zone, it will maintain any damage suffered until that moment. It will only recover its full Health level on every Night cycle or in a new adventure.
3.14 Enemy Activation
On every turn with enemies present, you'll have to determine their artificial intelligence (AI from now on). To do that, during the zombie activation of the Threat phase (see 2 "Game Turn"), you will follow the instructions on the A side of the Threat card:
- Enemies will activate on a group basis, according to Initiative. If there are several enemies of the same group, the leading player will determine which activates first.
Example: The Howler has Initiative 4 while the Walker has Initiative 2. In this case, all the miniatures in the "howler" group will activate before the "walker" group. If there are more miniatures of the same group, the leading player will determine which activates first within every group.
- For each action, the enemy will follow the AI described in the Threat card in decreasing order until any of the described conditions is met. Once this happens, if the enemy still has some actions left, it will repeat the process, starting again from the first condition.
Example: A Howler has 2 actions. For its first action he starts with the condition described in the upper part and descends until meeting one of them (in this case: "moves towards the closest survivor in LoS"). For its second action, he starts again from the first condition and descends until one is met ("attacks an adjacent survivor and advances").
SEVERAL OPTIONS TO MOVE A ZOMBIE If an enemy must move to a subzone and has several options, it will have to move towards the less favorable subzone for the survivors (example: the shortest, noisiest way, etc.). If any doubt arises on this subject, the leading player decides to which subzone it moves.
- Sometimes, more than one survivor can meet the enemy conditions. In this case, the priority objective order stated in the card will be followed.
Priority objective: Indicates who is the priority objective survivor among those who meet the same AI condition.
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The Threat card shows in the lower right corner the body location that is hit in case an enemy attacks a survivor as a consequence of its AI.
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The zombie AI can vary: normal, use of enemies' special abilities, more aggressive, more active, less harmful, etc. (for example, cards named "Zombie Attack", "Fury", "Zombie Excitement", "Special Ability").
"ADVANCE" In some Threat cards, one of the conditions shows the word "ADVANCE". This means that, if and when possible, the enemy attacks and moves towards the subzone in which the survivor is placed. If for any reason it couldn't move, the enemy will only attack, but the condition would still be met anyway.
4. Actions
In DNZ survivors can make a wide variety of actions. They are shown in the Action Summary chart and are as follows:
- Explore
- Use a search card
- Use ammo, battery, supplies
- Rest
- Search zone
- Search corpse/item
- Hide among corpses
- Move
- Jump
- Hand to hand attack/shoot
- Defensive position
- Reorganize inventory
- Set traps
Actions have different costs in AP's (free, 1 AP, complete turn) and may be noisy or not (see 3.9 "Previous concepts - Noise").
4.1 Use Search Card (free)
- Many search cards obtained in DNZ are consumables (painkillers, first aid kit, flares, bandages, etc.). In order to use this kind of card, the survivor only has to declare his intention.
- Occasionally, the use will be conditioned by an attribute check (example: first aid kit), special duration (example: flare), etc.
4.2 Use Ammo, Battery and Supplies (free)
- Every weapon with the ammo icon consumes ammo every time it's shot. Use the backpack's ammo indicator to keep control of the ammo used by the survivor during the game.
- Every object with the battery icon consumes battery when used. The chart indicates the duration (in turns) given by a battery unit. Use the backpack's battery indicator to keep control of the available power during the adventure.
- Supplies can be used to recover health, "eat" when the Day-Night indicator reaches 03:00 PM, etc. Use the backpack's supply indicator to keep control of the available supplies during the adventure.
Example: (1) Ammo counter. (2) Battery counter. (3) Supply counter.
4.3 Rest (complete turn action)
- Allows the survivor to reduce 1 stress point (see 3.6 "Previous concepts - Stress").
Example: After using the "rest" action, the stress indicator lowers 1 point (from the red arrow to the green arrow).
4.4 Set Traps (1 AP)
- With this action, a survivor may try to combine a "stuff for traps" card with other search cards. To do it he will need to succeed in a Mechanisms check.
- The only search cards that can be combined with "stuff for traps" are those with the corresponding icon.
- The maximum number of cards to combine is limited by the free black and green strips on the "stuff for traps" card.
- If the action is successful, the survivor will place a trap marker (with the corresponding damage value) in his subzone or an adjacent one. When an enemy enters a subzone with this marker, he'll receive the indicated damage and the trap marker is immediately discarded.
Example of cards that can be combined with "stuff for traps": Fireman Axe, Knife.
4.5 Combine Card (1 AP)
- With this action, a survivor can discard several combinable cards to create a combined card. Example: Bat + Nails = Nailed Bat.
- Combined cards indicate the necessary components for their manufacture, as well as combinable cards indicate what combined card can be manufactured with them.
4.6 Reorganize Inventory (1 AP)
With this action, the survivor can:
- Reorganize his inventory (change search cards between hands, backpack, defensive equipment, etc.).
- Exchange object cards and backpack elements (supplies, battery and ammo) with other survivors. To do this, the survivors willing to exchange must share the same subzone (if they are on tiles) or zone (if they're not on tiles). The AP is only spent when the survivor declares the action, no matter if more than one survivor takes part in the exchange.
4.7 Search Zone (complete turn)
- You can only search location zones (tiles), never in city zones (tiles), free from enemies.
- You can only search once per zone.
- The survivor can search from any subzone.
Any survivor undertaking this action must follow the following steps:
- Draw randomly a number of search cards corresponding to the Perception attribute.
- Choose one of the drawn cards and discard the rest.
- Calculate the dice pool applying the search modifiers indicated in the selected search card and the location tile.
- Make a Perception check; if successful, he finds the object and keeps the search card. If he fails, the card is discarded.
Example: After eliminating all the enemies of the cellar in the previous turn, Swift decides to spend one complete turn searching the zone. He can do this from any of its subzones. As it is indicated in his survivor sheet, his perception value by day is 2, so he draws 2 search cards. He decides to try to find the knife, discarding the crowbar. Next he calculates the dice pool for the attribute check: Perception: 2 dice; Search card modifier: 0 dice; Zone modifier: -1 dice. He finally makes a Perception check with 1 die.
- A survivor can freely reorganize his inventory if the search was successful.
- To remind that the zone was searched, a search marker is to be placed showing the crossed out side.
4.8 Search Corpse/Item (1 AP)
SEARCH CORPSE
- To search a corpse marker the survivor must be in the same subzone or adjacent to the marker.
- When he makes the action, the survivor turns the corpse marker from the hidden side, checks what he found and discards the marker.
- A corpse marker may have the following results:
- OHHH!: The survivor found nothing.
- Ammo icon: The survivor found ammo. Increase the backpack's ammo indicator by 1 point.
- Battery icon: The survivor found battery. Increase the backpack's battery indicator by 1 point.
- Supplies icon: The survivor found supplies. Increase the backpack's supplies indicator by 1 point.
- Infection icon: The survivor rolls as many dice as indicated on the marker. If any of the results shows the infection icon, the survivor increases his infection level by 1 point (even if he was already infected) - see 3.7 "Previous Concepts - Infection".
SEARCH ITEM
- Some tile illustrations and terrain markers show a search icon; again, as the consequence of encounters, Exploration cards, etc. can generate search markers that can be searched.
- To search an item, the survivor must be placed in the same subzone or an adjacent one and follow the following steps:
- Draw a search card.
- Calculate the dice pool applying the search modifiers indicated in the selected search card.
- Make a Perception check. If successful, he finds the object and keeps the card. Otherwise, the card is discarded.
- A survivor can freely reorganize his inventory if the search was successful.
- To remind that the item was searched, a search marker is to be placed showing the crossed out side.
- An item can only be searched once.
4.9 Move (1 AP)
In Day Night Z movement is divided into two scales: city board level and tile level.
CITY BOARD LEVEL MOVEMENT
This kind of movement shows a series of peculiarities:
Movement from street zone to street zone
- A survivor spends 1 AP per Street zone he went through. If he ends his movement in a street zone free of other creatures and where no tile is deployed, he draws a city encounter card, which will be resolved in the appropriate phase.
Example: Moving from point 1 to point 2 costs 3 AP's. In addition, if in point 2 there's no tile or miniatures deployed, the survivor draws a city encounter card which will be resolved during the appropriate phase.
Moving from street zone to alley zone
A survivor will reach the STOP sign and his activation will end (even though he has AP's remaining). Afterwards, if the zone is free from creatures, he draws a city encounter card, which will be solved during the corresponding phase.
Example: The survivor has 3 AP's remaining. He decides to spend 1 AP to move from point 1 to the adjacent zone. Next, he spends another AP to move to the alley zone (STOP). Even though he still has 1 AP (he spent 2 AP's from 3), he must immediately end his activation and, if in this zone there is no tile deployed, nor any creature, the survivor draws a city encounter card, which will be solved in that phase (and, if possible, he'll use the remaining AP).
Moving from alley zone to street zone
- Follow the same steps as Moving from street zone to alley zone.
Example: The survivor starts his activation from the ALLEY (STOP). From that zone he has access to 3 street zones spending 1 AP: point 1, point 2 and point 3 zones.
Moving from street zone to surprise zone
- A survivor must end for a moment his activation and resolve the card. Then, if it is possible, he will continue his activation.
Example: The survivor has 3 AP and spends 2 in moving from point 1 to the surprise zone. Once placed the miniature in that zone he must end his activation, turn the surprise card and apply its rules (HORDE). After placing the tile and enemies indicated by the card, the survivor activates again, having still 1 AP available.
NOTE: Once the card is solved for the first time, consider the surprise zone as a normal street zone.
Moving from street zone to location
- Locations are only accessible from street zones with a distinctive location-access icon.
- The survivor turns the location card and deploys the access tile to the location, which is identified with the initiative-style access icon.
- The survivor spends 1 AP to place his miniature in the deployed tile's access subzone.
- The survivor draws one exploration card and will follow its rules (see 4. "Actions - Explore").
- The survivor may continue his activation, if possible.
Example: (A) The survivor has 3 AP's and spends 1 AP to move from the street zone of point 1 to the street zone adjacent to the location (point 2). (B) Then he decides to move into the location, so he turns the location card (Fire Station) and deploys the "Parking" tile. (C) Next, he places the survivor miniature in the tile's access subzone (costs 1 AP). (D) Afterwards he draws an exploration card and resolves its rules: 1) Place the fire marker (see 3.10 "Previous Concepts - Terrain"). 2) Place a search marker. 3) The corresponding spawn cards are drawn and enemies are placed according to section 3.12 "Previous Concepts - Enemy spawn and placement".
Example: At Green Threat level and with one single player in the game, the location card indicates 2 spawn cards showing 3 Walkers that will be placed on the subzones with no. 1, 2 and 3 green. Finally, the survivor can get newly activated and use his remaining AP's.
ENTERING ALREADY VISITED LOCATIONS: If during the adventure any survivor decides to enter again into an already visited location, the same rules described in this section will be applied, except that no exploration cards will be drawn for that location, but just the number of spawn cards indicated in the location card. Already visited locations will be identified with the "explored" marker on the board.
Example: The survivor decides to enter again the Fire Station location (already visited during the adventure). Next, he applies normal rules (placing the Parking tile as well as the miniature in the access subzone, spending 1 AP, etc.), but he doesn't draw an exploration card, but the number of Spawn cards indicated in the location card (2 cards). Lastly, he applies the rules of section 3.12 "Previous concepts - Enemy Spawn and Placement".
Moving from a street zone to a deployed city tile
- If, during his own movement through the city board, a survivor gets into a city zone with a deployed tile, he places his miniature on its access subzone or, otherwise, on any other free adjacent subzone.
NOTE: A deployed city tile can belong to a street, alley and surprise zone.
Example: Swift has 3 AP's and wants to move from point 1 to point 3, but in the zone of point 2 there's a deployed tile (where in this moment Olsson is fighting alone), so when Swift reaches the zone (1 AP cost), he is placed in the access subzone of that tile. Now Swift has 2 AP's remaining (he only used 1).
Moving from a deployed city tile to a city zone
- The survivor spends 1 AP to move from the exit subzone of the deployed tile to the adjacent city zone, continuing his activation unless it's an alley zone (STOP), in which case the Moving from street zone to alley zone rule will be applied.
NOTE: A deployed city tile can belong to a street, alley and surprise zone.
- Follow normal rules for Threat increase explained in 3.2 "Previous Concepts - Threat".
Example: Swift, after seeing how his buddy Olsson is devoured by a zombie, decides to flee. For this he'll have to use 1 AP in order to move towards the subzone's exit. From there, he decides to exit the tile, spending another AP to move his miniature towards any of the zones adjacent to the city (points 1 and 2), before withdrawing the deployed tile. If Swift still has AP's remaining, he can continue his activation.
Moving from a location to a city zone
- Follow the same rules as with Moving from a city deployed tile to a city zone, except that you can only exit the location through the tile that works as the access point to the location.
Moving from street deployed tile to location
- The survivor spends 1 AP to move from the deployed tile's exit subzone to the location's tile access subzone, before continuing the activation if possible.
- Threat increase rules will be applied as normal (described in 3.2 "Previous Concepts - Threat"), as well as those of Moving from a street zone to a location concerning the placement of tiles.
Moving from city deployed tile to city deployed tile
- The survivor spends 1 AP moving from the exit subzone of the deployed tile to the access subzone of the deployed tile he is moving to, continuing with his activation if possible.
- Threat increase rules will be applied as normal (described in 3.2 "Previous Concepts - Threat").
NOTE: Even if the deployed tiles belong to adjacent city zones on the board, they're not considered to be interconnected (they represent different parts of the city).
4.9.2 Tile Level Movement
Moving inside a tile
- The survivor can move towards any adjacent subzone, including diagonals.
- A subzone is considered to be adjacent to another when they share at least one of the sides or a vertex.
- Forbidden movements:
- Towards subzones occupied by 4 miniatures.
- Through blocked terrain (solid red lines) and impassable terrain (broken red lines).
- Through walls.
- Through terrain markers with the blocked-terrain icon.
- Through the diagonal intersection of any combination of previously mentioned subzones.
- In connected location tiles, the exit subzone of one tile and the access subzone of the other are considered to be adjacent.
- The survivor sharing a subzone with enemies will have to make a successful Agility check in order to exit from that subzone. If successful, he'll be able to spend AP's in order to move towards other subzones. If he fails, he'll have to use new AP's to try it again (if he so wishes). The penalty for the check is the higher Evasion level of the enemies with which he is sharing the subzone.
- One can only access or exit a tile through the access and exit subzones, never from those adjacent to these.
Example: Swift wants to move towards one of the following subzones: 1, 2 or 3, but before, as he is sharing a subzone with zombies, he'll have to make an Agility check. We see on the Crawler and the Walker profile cards that, by day, their penalties are -1 and 0 respectively. Swift has an AGILITY value of 2, but he will check it with just one die (2 from the attribute, -1 penalty).
Let's assume that Swift was successful. Now he has to decide towards what subzone he moves to (1, 2 or 3): POINT 1: Swift can't move to this subzone because it's occupied by the maximum number of miniatures (4). POINT 2: Swift can't move either to this subzone because, besides being occupied by the maximum number of creatures, it's impassable terrain (solid red line). POINT 3: Swift spends 1 AP to move towards this subzone. Once there, he'll have to decide if he tries to move again (making another successful Agility check) or fight, etc.
On the other hand, Olsson won't be able to move to the point 4 subzone because moving through any combination of subzones containing 4 miniatures, terrain markers with the blocked-terrain icon, blocked terrain (solid red lines), impassable terrain (broken red lines) or walls is forbidden.
Example: POINT 1) From the point "1" subzone you can't move towards subzones "1a" and "1b" (blocked terrain), but you're allowed to do so towards the rest of adjacent subzones. POINT 2) The point "2" subzones are impenetrable because, on one side, we have blocked terrain (solid red lines) and, on the other, walls. POINT 3) From the point "3b" subzone you can't move towards the point "3" subzone as there is a wall.
These 2 subzones (the exit subzone of one location tile and the access subzone of an adjacent, connected location tile) are considered to be adjacent.
Moving between location tiles
- See EXPLORE.
4.10 Jump (1 AP)
- In order to do this action, the survivor must make a successful Agility check from a subzone with the jump icon.
- In case of success, he places his miniature in the street zone with the location-access icon and proceeds with the same rules as for Moving from a location to a city zone. If he fails, he loses 1 AP and, if so wanted, may use new AP's to try it again.
- If there are enemies in the subzone, the survivor will make an Agility check applying the evasion penalties granted by the enemies.
Location tile with subzone to jump. The action has a penalty of -2 against the attribute check.
4.11 Explore (free)
- This action allows the survivor to explore a new location (tile) zone.
- To do this, the survivor must be on an exit zone of the tile and declare his action.
- Once the action is declared, follow the next steps:
- Check the location card to determine the new deployed zone (tile). If in the location there still are unexplored zones, the die roll will normally determine which is deployed. If there's only one unexplored zone, that's the one that has to be deployed. If none of the location zones is unexplored, exploration can't go on.
- Draw an exploration card and apply the rules.
NOTE: Exploration cards can indicate enemy spawns, narrative encounters, attribute checks, special rules, etc.
- The survivor can go on with the activation if possible.
Example: At the beginning of his turn, Swift decides to spend 1 AP to move towards the exit subzone of the "Parking" tile and, from there, start exploring (free action). He has 2 AP's remaining.
Once declared the explore action, the player checks the location card to determine which tile to deploy. Since in the Fire Station location only the "parking" has been explored, the new zone can be either of the remaining ones (office and locker room). After checking the location card, we know that the new tile will have to be determined by a die roll: Swift's player rolls the die and obtains the target-mark icon, so the new deployed tile will be "office".
Next, draw an exploration card and we solve it. In the example, the card shows: Place the indicated terrain markers for this zone (noise marker) following 3.10 "Previous Concepts - Terrain". Let's assume that the result is the target-mark icon. Place a search marker as per 3.10 "Previous Concepts - Terrain". In this example we will assume that the result is the infection icon. Draw the number of spawn cards indicated for this zone. Assuming that the game is for one player only, 2 spawn cards must be drawn. Place the indicated enemies according to 3.12 "Previous Concepts - Enemy Spawn and Placement" (in this example we assume that Threat level is green).
Finally, Swift can continue his activation with the 2 AP's he has remaining because the exploration card has no rule stating otherwise.
4.12 Hand to Hand/Ranged Combat (1 AP)
SURVIVORS ATTACKS
- When a survivor declares an attack, he first chooses an objective miniature. Then he rolls his dice pool in order to get at least 1 success. NOTE: Remember that the success icon color must match the survivor's Health level (See 3.3 "Previous Concepts - Health").
- To calculate the dice pool follow the next steps:
- The player checks the appropriate attribute level for the pertinent survivor (hand to hand or ranged). This value indicates the number of dice to roll.
- He can add more dice if he decides to spend survival points in the roll (see 3.5 "Previous Concepts - Survival points").
- Add any terrain bonus (high ground…). See 3.10 "Previous Concepts - Terrain".
- Subtract the enemy passive defense.
- The final result is the dice pool.
"MINIMUM 1 DIE" RULE If, once applied the previous steps, the calculated pool is zero or a negative value, you roll 1 die anyway.
- Attacks may be hand to hand or ranged. Hand to hand attacks may only be made against miniatures in the same subzone or adjacent to the attacker while in LoS. On the contrary, ranged attacks can be made against any miniature in LoS, including the same subzone (see 3.11 "Previous Concepts - Line of Sight").
- After rolling the dice pool, in addition to the combat successes, you'll also have to consider the star icons, as many weapons have special abilities.
- Survivors can attack other survivors.
- Every time a survivor attacks with a weapon with the ammo icon, reduce the ammo indicator by 1 point (see action "Use ammo, batteries and supplies").
- Every time a survivor attacks with a weapon with the noise icon, place 1 noise counter in the subzone where the weapon was used (see 3.9 "Previous Concepts - Noise").
Example: Swift decides to attack an adjacent Walker with his Colt 1911. Assuming that it's during the night, the dice pool is as follows: 3 dice for the survivor's ranged attack; 0 dice because he decides not to use any survival point; +1 die for high ground; 0 die for the Walker's hand to hand passive defense. Therefore, the dice pool for this attack is: 3.
If he got a green star, a silent icon, and a red target result at yellow health level: The Walker suffers the damage indicated in the weapon's card (damage 1). In addition, as he obtained the star icon, he could activate the "Gun Butt, Rapid Fire" special ability (Pierce).
ENEMY ATTACK
- Enemies will attack according to their AI (see 3.14 "Previous Concepts - Enemy Activation").
- Enemies roll their dice pool, and must obtain at least one skull result.
- To calculate the dice pool of an enemy, follow the next steps:
- Take into account the attacking attribute value of the enemy. It indicates the number of dice to roll.
- Subtract any terrain penalties (cover…). See 3.10 "Previous Concepts - Terrain".
- Subtract the survivor's passive defense value (including the one granted by the "defensive position" action - see 4. Actions "Defensive Position").
- Subtract any penalty granted by the survivor's defensive equipment, considering the body location that is being attacked.
The final result is the dice pool.
"MINIMUM 1 DIE" RULE If, once applied the previous steps, the calculated pool is zero or a negative value, you roll 1 die anyway.
- After rolling the dice pool, in addition to the enemy attack successes, consider if the attack causes infection or noise. See 3.7 "Previous Concepts - Infection" and 3.9 "Previous Concepts - Noise".
Example: According to its AI, a Hulk attacks Lebeu. Assuming it's night time, the enemy attack dice pool is as follows: 3 dice from the Hulk's attack attribute; -1 die because the target is covered; -2 dice for the survivor's passive defense (-1 for her natural attribute and -1 for a previous "defensive position" action); -1 die for defensive equipment "biker gloves", as the Hulk is attacking her arms. So the dice pool for this attack would be 1 (as the net result would be -1, but we apply the "minimum 1 die" rule).
If the enemy attack would have had a skull+infection result: Lebeu would suffer 5 damage points and, assuming she's not already infected, would raise the infection marker by 1 point.
If the enemy attack would have had a skull+noise result: Lebeu would suffer 5 damage points and a noise counter would be generated in the subzone occupied by the Hulk (without infection).
Nevertheless, as stated in the "biker gloves" card, the player could ignore all the damage suffered, and then discard it.
4.13 Hiding Among Corpses (1 AP)
- To hide among corpses, the survivor must be in a subzone with a corpse marker, or adjacent to one, and there can be no zombies in the subzone where the survivor making the attempt is placed, nor in the one containing the marker.
- When attempting this action, the survivor draws the corpse marker and places it on his sheet. Now we consider that he is "hidden among corpses".
Example: During his activation, Swift wants to hide among corpses, but, despite being adjacent to a corpse marker, the condition that there must not be a zombie in the subzone is not met. Olsson, during his activation, wants to hide among corpses. He could do it all right, as he is adjacent to a corpse marker and there are no zombies in any of the subzones, so for 1 AP he could accomplish this action.
- When making the action "hide among corpses", as well as each turn he wishes to stay "hidden" (just at the beginning of his activation), the survivor must roll 3 dice. If he gets any infection result, he becomes infected. If he already was, his infection level raises by 1 point (see 3.7 "Previous Concepts - Infection").
Example: Continuing with the previous example, just at the moment when Olsson makes the action of hiding among corpses, he places a corpse marker on his survivor sheet and rolls 3 dice. If any of them shows the infection icon, Olsson will increase his infection level by 1 point (even if he wasn't infected previously). Each turn that Olsson wants to keep hidden among corpses, during his activation phase he'll roll again 3 dice to check if the infection level increases.
While hidden among corpses, Olsson — despite the 2 Walkers present in the tile — won't be attacked by them, except if he decides to get out from the hiding spot, he attacks one of them, or any other rule determines so (enemy special ability, Threat card, etc.).
- While "hidden among corpses", the zombie AI won't take him into account during its activation, and he won't need to make Agility checks to get through subzones with zombies.
- A survivor stops being "hidden among corpses" (and will discard the corpse marker from his survivor sheet) if he meets any of the following conditions:
- The survivor declares so at the beginning of his activation.
- The survivor attacks any zombie.
- Determined by any special rule (enemy special ability, Threat card, etc.).
4.14 Defensive Position (1 AP)
- Increments the survivor's passive defense by 1 point (-1) until the end of the turn (see "Enemy Attack" in 4.12 Hand to Hand/Ranged Attacks).
- Limited to once per turn.
5. Weapons Rules
Many search cards (weapon type) have special rules. These rules and their explanation are as follows:
- SWEEP: Allows a free immediate attack when an enemy is eliminated. The new objective must be in the same subzone.
- GUN BUTT: Allows using a RANGED weapon for HAND TO HAND purposes. It deals 1 damage and doesn't allow activating the rest of the weapon's rules.
- RAPID FIRE: Allows making 2 attacks against one target in the same subzone for 1 AP. Each attack is done according to normal rules (noise generation, ammo spending, etc.).
- DIESEL: Needs diesel to work.
- MOBILE GRENADE: Choose a target subzone and make a RANGED attack as normal: If the attack is successful, it will damage all the miniatures in that subzone. If the attack fails, it will affect the adjacent subzone of lesser value. Damage ignores enemy resistance.
- SLOW: You can only shoot this weapon once per turn.
- PIERCE: Allows ignoring enemy resistance.
- BURST: Allows making 3 attacks against one target in the same subzone for 1 AP. Each attack is done according to normal rules (noise generation, ammo spending, etc.).
NOTE: Weapons can break for several reasons in Day Night Z (meeting Threat conditions, special rules, etc.).
6. Travel Phase
- Every time the survivors end an adventure, they must travel back to the shelter. Likewise, before they start a new adventure, they'll have to travel from the shelter to the city where it will take place.
TRAVEL PHASE STAGES
- Route planning:
- First of all, players will plan the route they'll follow using the Travel map. For this, they must take into account the destination (shelter or city), the type of terrain they'll travel through, possible ways blocked by events, special rules, etc.
TYPES OF TERRAIN There are 3 terrain types: mountain, plain and wood. The Travel map indicates every type with the corresponding terrain icon. These icons also determine the nature of the event that will affect the survivors.
- Events development:
- Once the route is planned, players must decide if they travel through a known (yellow color) or unknown path (red color):
- A) If they decide to use the known path, players will have to stop at every yellow colored terrain icon, draw a Travel event card, check the section with the same icon and resolve the corresponding event.
- B) If they decide to use the unknown path, players will have to stop at every red colored terrain icon and roll as many dice as the terrain icon multiplier: for every skull result, players will draw a Travel event card, check the section with the same icon and resolve the corresponding event.
- Once the route is planned, players must decide if they travel through a known (yellow color) or unknown path (red color):
After travelling through all the Travel icons, the Travel phase ends and the Shelter phase starts.
GROUP TRAVEL Survivors travel together, not individually, so the event cards affect the whole group.
TIME OF THE DAY Sometimes, events must be solved through attribute checks. To do this, use the values of the time of the day in which the adventure concluded (day or night).
Example: (1) Travel map. (2) City. (3) Shelter. (4) Type of terrain (plain): yellow = known path, red = unknown path.
NOTE: The terrain icons between points 3 and 2 (before the adventure starts) or between points 2 and 3 (at the end of the adventure) set up a TRAVEL ROUTE.
7. Shelter Phase
- After the Travel phase ends, the Shelter phase starts.
- The shelter is a "safe zone" where survivors can recover from injuries, rest, interact with the surrounding, etc. But this is a post-apocalyptic world, full of dangers, so this phase can be equally deadly for the survivors.
HOW THE SHELTER PHASE WORKS:
Every day the survivors spend in the shelter, they must do the following things:
- Each survivor visits one facility by day (if he wishes) and will make a single action among those allowed in that facility. The next survivor will do the same, and so on, until all make one action.
- Each survivor visits one facility by night (if he wishes) and will make a single action among those allowed in that facility. The next survivor will do the same, and so on, until all make one action.
- Survivors will face a Shelter event as a group (not individually). To know what happens that day in the shelter, roll once in the Shelter events table.
- Each survivor makes a feeding check.
- All the survivors exit the shelter at the same time. If any survivor doesn't want to visit any facility, he will still face the daily shelter event and the feeding check.
- The leading player must track the time that the survivors spend in the shelter.
VICTORY POINTS
Victory points allow the survivors to perform different actions in the shelter:
- Upgrade facilities
- Perform special actions in facilities
- Etc.
You earn victory points ending adventures successfully: When the adventure is accomplished, the survivors, as a group, earn 4 VP. Subtract 1 VP for every dead survivor.
Even though the victory points are earned as a group, their spending, though it might be agreed upon, is individual, i.e., each survivor can decide if he wants to spend it or not during his turn.
SHELTER UPGRADE
- A shelter has a maximum of 6 facilities (Rest zone, Warehouse, Workshop, Infirmary, Training zone, Supply zone) and a perimeter fence.
- Every facility has 2 levels: basic and advanced. The advanced level grants better bonuses to the actions performed by the survivors there.
- At the beginning of a campaign, the shelter only has 2 basic facilities: Warehouse and Rest zone.
- You can build new facilities and upgrade the ones already existing spending victory points.
- The shelter map has several "spaces" where you can place facility cards. Each facility has a basic level and an advanced level card. Each card indicates what actions can be performed in that facility.
SHELTER EVENTS
There are 2 types of shelter event:
- Shelter phase event: These events take place on a daily basis while the survivors are in the shelter. They vary a lot: zombie attacks, sabotages, murders, revolts, invaders, climate, etc.
- Adventure phase events: They take place in the shelter when the maximum duration for an adventure is exceeded (see CAMPAIGN BOOK). They take place while the survivors play their adventures in the city.