Dead Sprint
Dead Sprint Rulebook
Table of Contents
Table of Contents
Setup
Lay out the two start tiles. Horde piece is placed on the Horde Start text. Place player on the Player Start text. Players can share a space.
Each player receives one First Aid Kit tokern to start. Place the Exit tile at least 8 tiles down, randomly in the straight tile deck.
Player turn order is left up to the players.
Actions
Draw an action card. If you have two cards already, discard or use a card to get a new one. Use or save the action cards you have prior to rolling.
Roll the green movement die. If there is not enough space on the tile to keep moving, draw a new straight or corner tile and fill it acording to the icons.
Pick up any items along the way if desired, exchange an item if you're at the max limit.
Fight any zombie along the way using the red attack die if it's in your way, or go around it. Use a weapon if needed.
When damage is taken or movement is over, move on to the next player. If damage is taken reliquish a First Aid Kit token; if damage is taken without a First Aid Kit on hand, the player is out of the game.
Horde
Horde's turn. Pick a player to roll the yellow horde die. The horde stays on the center spaces of every tile, covering 3 spaces. If a player is occupying the same space as the horde they're out of the game. Every zombie the horde touches joins the horde and adds plus 1 to their current movement number. Ex: rolling a 3 and touching a zombie gives them a four this turn only. Each zombie piece can continuously keep adding to their movement until they land on an unoccupied space. After the horde is done moving, go back to the first living player in the turn order. Discard straight and corner tiles as the horde passes them.
Rules
Summary
Run for your life from a horde of zombies with other players in a zombie infested hospital!
Winning
Be the first to land on the exit or be the last player standing after the undead makes everyone else their meal! You just have to be faster than your friends!
Movement
When moving on your turn you will roll one of 3 dice, the green one is for movement. You can move in any direction except diagonally. If you move over or land on a token you can choose to take it, if you come up on a zombie you have to fight it by rolling one of the 3 dice, the one for attacking which is red.
When you need to move onto a new tile on your turn you need to decide to (based on the surface area you're using to play on) choose a Straight or Corner tile from their respective decks. Line it up with the walls of the other tile to connect them (left or right side) and fill up the tile spaces that have icons (zombies and tokens).
The Exit tile card should be placed randomly in the Straight deck before the game starts, and it's up to the discretion of the players how far up or down to put it based on how long you want the game to be (To keep games at 20-45 mins. we recommend placing it 8-10 tiles down).
After every player has taken a turn the horde of zombies (which is its own piece) that has its own start tile will get a turn to move. Any player will roll one of the 3 dice (the yellow one is for the horde with 1-3 numbers) and move the horde piece, it must always be moved along the middle aisle of tile spaces. If the horde (which is extra wide, covering all 3 spaces across) passes over a player they are dead and out of the game. If the horde passes over any zombie pieces still left on a tile they get to add +1 to their current roll, and will continue to move until it lands on a space with no zombies.
Token Items
There are 2 types of token items, Health and Weapons. Each player can hold 2 of each type, 2 weapons and 2 health tokens. When a player moves over a token on a tile they can choose to take it, if they already have 2 they can swap one and place the old token on the same space. The various tiles include token icons seen on each health and weapon token indicating it goes there.
Health tokens are First aid kits (F.A.K.) and Adrenaline shots. F.A.K. are only used & discarded when taking damage from a zombie, if you have none when damaged you die and are out of the game. Each player starts with one. Adrenaline tokens are used & discarded when a player wants to roll to move again after they finish their first roll.
Weapons are of the +1, +2, and +3 varieties. They are used & discarded when added to an attack roll to defeat a zombie that has higher HP than the roll. Ex: If the zombies HP is 6 and you roll 4, use a +2 or +3 weapon to defeat it.
Zombies
When a player tries to move over a space with a zombie they must attack it with the red die. If the zombies indicated HP number is higher than your roll (must meet/exceed) you lose and must forfeit a First Aid Kit, go back to the previous space and lose the rest of your turn. If you don't have a First Aid Kit you die and are out of the game.
Use a weapon to add to your attack roll if it's too low to defeat the zombie; you can use 2 weapons if need be. When a zombie is defeated you must remove it.
There are 4 types of zombies that get placed on tiles, each with their own unique characteristics. There are standard zombies and 3 special types. Each new tile drawn MUST have 1 special zombie placed and the rest are standard zombies. Place zombies on the "Z" icon. If there is only room for 1 zombie it must be a special.
The special types are Sploders, Crawlers and Brutes.
The Sploder is a fat zombie with low HP, when attacked it "splodes" and damages every player in a 3x3 grid around it (any adjacent space except on the other side of a wall), including the player who attacks it.
The Crawlers are the same as standard types except it takes up 2 spaces, they must be placed on the grid line occupying the 2 spaces.
The Brutes have the highest HP, requiring the player to roll a perfect 6 or have a weapon or two.
Cards
Each turn a player is allowed to draw one action card from the deck (and use cards) before rolling to move. The player can use as many action cards as they want during their turn prior to rolling to move, unless otherwise stated on the card. A single card can also be discarded per turn if you want, before rolling. Each player can only have up to 2 cards at once.
Each card has its own specific action it says the player can do, ranging from getting an item, to applying a negative effect on another player like using Trip a Player. Any card being applied to a player must be facing up for everyone to see until it has been used. In the case of Trip a Player it stays in front of them until their turn is over before being discarded.
Most cards say to use it before moving but there are exceptions such as the Deflect card that is only used when someone tries to use a card on a player, it can then be used to deflect the negative card and force it to be discarded (Deflect works on: Trip a Player, Swap a Player, Take a Peek, Card Thief, and Weapon Thief).
Cards that give tokens can be used if player inventory is full, they can swap tokens with the "bank".
Tile Icons
The guide's tile icon key labels these symbols on the tiles:
- Zombie: a "Z" icon. Zombies are placed on the "Z" icon.
- First Aid Kit: a white cross icon. The First Aid Kit token is placed here.
- Weapon: a circle icon with a "+1" symbol. Weapon tokens are placed here.
- Adrenaline: a syringe icon. Adrenaline tokens are placed here.
- Obstacle: the hatched areas on the tile. The guide gives no separate rules text for obstacles.
Zombie Types
- Shambler: 4HP. The standard zombie. Placed on the tile on any remaining "Z" icons after a special type zombie has been placed.
- Sploder: 1HP. Special type. When attacked, it "splodes", damaging every player in a 3x3 radius.
- Brute: 6HP. Special type. The most difficult undead to take down.
- Crawler: 4HP. Special type. Sprawls out across two spaces.
- The Horde: the biggest threat in the game. The horde constantly pursues. After every player has a turn, it shambles closer.
Game Components
- 36 tiles: 2 starting tiles, 21 straight tiles, 12 corner tiles, 1 exit tile
- 54 cards
- 5 player pieces
- 70 zombies: 50 shamblers, 5 sploders, 10 crawlers, 5 brutes
- 1 horde piece
- 96 tokens: 25 first aids, 15 adrenaline, 27 +1 weapons, 17 +2 weapons, 12 +3 weapons
- Dice: 1 green (movement), 1 red (attack), 1 yellow (horde)
- 85 plastic stands