Dead of Winter: BGG Crossroads Promo Cards
Dead of Winter: BGG Crossroads Promo Cards Rulebook
Table of Contents
Table of Contents
Board Games
If the player performs a search with a survivor at the school or library: "Hey guys, look what I found! Let's take these games back home! Seems perfect to lighten up those long, silent evenings. Anybody in for a game of Monopoly?"
Option 1: You take the boardgames to the colony. Roll a die. On a result of 3 or higher, everyone has a fun, relaxing time while playing a few games. Gain 1 morale. On a result of 1 or lower, tensions rise as dominant personalities argue about rules and sore losers pout. Things quickly get out of hand if someone gets accused of cheating. Lose 1 morale.
Option 2: You leave the games where you found them. Nothing happens.
Sherlock
If the player performs a search with a survivor at the library: As you go down the aisles of books you jump as your light shines on two yellow eyes peering through the shelves! You reach for a weapon when suddenly the eyes jump down from the shelf and sprint to the end of the aisle - you can see the creature clearly now: it's Sherlock - the library's cat!
Option 1: You bet he would come if you offered him tuna. Players must collectively remove one food card from the game to equip Sherlock to the survivor who performed the search. At the beginning of the colony phase, if Sherlock is at the colony, he keeps the mice out of the food. Add 1 food to the supply. If Sherlock and Sparky ever share a location, remove this card from the game.
Option 2: "Scat!" Nothing happens.
Alternative: If Alexis Gray or Emma Han are at the library, the cat recognizes the familiar face and races to her, circling and rubbing her legs. "Sherlock!" Equip this card to Alexis/Emma. At the beginning of the colony phase, if Sherlock is at the colony, he keeps the mice out of the food. Add 1 food to the supply. Sparky doesn't effect Sherlock.
Damsel Dilemma
If a survivor the player controls is at the colony and there are 1 or more helpless survivors at the colony: A disheveled young woman limps to the doors of the colony. "Please," she calls weakly. Her jacket is tattered and her wrists are bruised and rope burned. She falls limply against the door. Sobs wrack her body.
Option 1: You step outside and help her to her feet. She looks at you with gratitude and begins to tell you a disturbing tale that is interrupted when she glances over your shoulder. She pushes away from you. "You're with them?!" she accuses. She points to an injured member of your colony and says, "He was with the ones who hurt me." You turn toward the accused man, placing yourself between him and her. The man's eyes fill with fear. "She's lying. I've never seen her before." His words lose importance as you feel a blade at your throat. "You men are all the same. Always looking to rescue the damsel. Idiots. Put the food in the bag." Remove all food from the food supply.
Option 2: Leave her outside. Some of the other survivors are stunned by your inaction. Lose 1 morale.
Fourth Wall
If a survivor the player controls is at the colony and there are 1 or more helpless survivors at the colony: Wilson's conspiracy theories are starting to become annoying. His latest one is even crazier than the rest: "Hey man, do you ever feel like we're all just pieces being moved around in some game? If only we could change the rules! Or find our way out!"
Option 1: You sit and listen. It all starts to make sense. Wilson is right! The zombies, your fellow survivors, the supplies you've been finding - it's as if everything follows a set of rules. Hell, even venturing outside is like rolling a die to survive. For the remainder of the game, when moving survivors your control you may set the exposure die to a face of your choosing.
Option 2: "Crazy fool," you mutter to yourself as you walk away. The next morning, Wilson is nowhere to be seen. Was he right? Did he actually escape from the game? Or did he just wander off and get bitten? Either way, things are a lot quieter around here now. Gain 1 morale and remove a helpless survivor token from the colony.
The Other Colony
If there are more survivors in play than in the survivor deck and there are at least 4 cards remaining in the survivor deck: Food is growing scarce. Winter is becoming harsh. People are getting desperate. One of the colony's scouting parties returns with an interesting discovery and a grisly proposition. A ragtag group of survivors were spotted in a tumbled-down shelter on the outskirts of town. They appear weak and disorganized. The following choice belongs to the player whose leader has the highest influence.
Option 1: Resort to the unthinkable. Remove the entire survivor deck from the game and place 10 food tokens in the colony supply. Lose 2 morale.
Option 2: Safety in numbers. Distribute all survivors in the survivor deck equally among players. A wound token is placed on every survivor that is dealt.
Option 3: They won't last in this weather but there's simply no way to accommodate them. Let them be. From now on, at the end of a player's turn, the top 2 cards from the survivor deck are removed from the game.
Notes on the Printed Cards
- The sheet shows five Crossroads cards, each with a title, an italic trigger line, and one to three numbered options (or an "Alternative" block on Sherlock).
- Sherlock's Option 1 refers to a card named Sparky, which is not part of this sheet; the wording is transcribed as printed.
- The Board Games and Damsel Dilemma triggers are printed as shown; the sheet does not print any other conditions for them.
- Option 1 and Option 2 labels appear on the card face as printed. The "Alternative" label appears only on Sherlock.