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If I'm Going Down...

If I'm Going Down... Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • Object of the Game
  • Choose a Scenario
  • Scenario Layout
    • Other important terms
  • Character Cards
  • The Fate Deck
  • Making a Fate Check
  • Resource Cards
  • Weapons
    • Weapon Types
    • Weapon Icons
  • Items
  • Other Resources
  • Tracker Cards
  • Game Tokens
  • Game Setup
  • The Phases of a Turn
  • Zombie Entrance Phase
    • Resolve Occurrence Cards
  • Player Phase
    • Search for a Resource
    • Manage Resources
  • Use a Resource
    • Using an Item or Other Resource
    • Using a Weapon to Attack
    • Resolving an Attack
    • Example: Using a Weapon to Attack
  • Zombie Attack Phase
    • Zombie Attack Phase (continued)
  • Zombie Movement Phase
    • Movement Example (The Shack Scenario, 1 player layout)
  • Zombie Cards
    • Zombie Abilities
    • Other Effects
    • Pop-Up! Zombies
  • How to Win
    • Scoring Points
  • Expanding for 3 to 4 Player Games
    • Separating the Cards Back Into Two Sets After the Game
  • Zombie Player Variant
    • Before the Game Begins
    • Zombie Entrance Phase
    • Zombie Attack Phase
    • Zombie Movement Phase
    • Who Wins?

Game Contents

  • Zombie Deck (55 cards)
  • Fate Deck (41 cards)
  • Characters (6 cards)
  • Inventory Trackers (6 cards)
  • Game Tokens (50 tokens)
  • Scenario Cards (3 Large Cards)
  • Turn Reference Card (2 Large Cards)
  • Zombie Ability Reference Card (1 Large Card)
  • Scenario Stories Booklet
  • Rule Book (this booklet)

Object of the Game

You ARE going down... so kill as many Zombies as you can to score points. Also, complete special actions to score bonus points. Score as many points as possible and see how you rank on the scenario's Kill-O-Meter. If, after you die, your final score is above the High number on the meter, you win!

Choose a Scenario

Choose one of the Scenario Cards and decide whether you want to play a standard game with no story elements or an optional scenario story from the Scenario Story Book. Scenario stories add some variety, flavor, and suspense!

The example Scenario Card, "The Shack," shows the number of players, the Scenario Layout, the Setup Information (Starting Resources and Ground Spaces, listed per player count), and the Kill-O-Meter (with the Advanced Game note: Add 5 per player).

Scenario Layout

Each square on the layout represents a card space on the table or playing area.

  • Entry Point - place a pile of face down Zombie Deck cards here during game setup
  • Initial Space - cards drawn from the Entry Point(s) are placed here each turn
  • Normal Space - these spaces have no special characteristics
  • Danger Zone Space - any space adjacent to one or more characters
  • Character Space - indicates where a player's Character Card is placed during setup; Unless a Zombie, Character Cards always remain stationary

Other important terms

  • Range - the number of card spaces from your character to a card space, including that space (see page 18 for more)
  • Adjacent Space - any space connected to a card including diagonally
  • Common Space - any space that is adjacent to more than one character

Character Cards

There are 6 character cards. Each character has different modifiers and a special ability. The back of the card has a Zombie version similar to the Zombie cards. Each player chooses a character before the game and places it according to the scenario layout.

  • Z-Number - When a character becomes a Zombie, this is the Zombie's Z-Number
  • Name - The character's name or alias
  • Description - A small tidbit of information about the character
  • Special Ability - A special ability unique to the character. It may be a powerful once per game ability or an ability that lasts throughout the game
  • Special Modifiers - Weapon Modifiers. Use the provided Tokens to keep track of the modifiers

The Fate Deck

In If I'm Going Down... you'll have resources at your disposal throughout the game. The brown Fate Deck is filled with resource and No Luck cards. If the Fate Deck is ever out of cards, shuffle the discard pile and replenish the Fate Deck.

Making a Fate Check

All of the cards in the Fate Deck fall into one of five categories. The Fate Icon in the upper left corner of the card graphically portrays the category of the card.

You will be required to make Fate checks throughout the game. To make a Fate Check, simply draw the top card from the Fate Deck. Look at the Fate Icon and if it is a No Luck "X" icon, the check fails. If the icon is anything else, the check passes.

Fate IconCategoryFate Check
Melee Weapon iconMelee WeaponPass
Ranged Weapon iconRanged WeaponPass
Item iconItemPass
Other Resource iconOther ResourcePass
X iconNo LuckFail

The No Luck card reads: "Sorry... you did not find anything. Discard this card." Flavor text: "'No, No, NO! There has to be something around here. Please, please, please, come on, come on, come on, YIEEEEEEE! NOOOOOO!!!!"

Resource Cards

Resource Cards are cards from the Fate Deck that are in any category besides No Luck. They can help you in your mission to destroy the living dead. When a resource is acquired, it MUST be placed on an open inventory tracker (see page 10). If no space is available, a resource must be trashed. You can trash either the newly acquired resource or one you already have on a tracker (see page 16 for more on trashing a resource).

Weapons

Weapon Types

  • Ranged Weapon - A ranged weapon may be used to attack targets at any range unless otherwise specified on the card. The farther a Zombie is from your character, the harder it will be to kill.
  • Melee Weapon - A melee weapon may only be used to attack a Zombie in a space adjacent to your character.

The example card, Assault Rifle (Ranged Weapon), illustrates the card layout: Fate Icon/Weapon Type, Game Text ("When you kill a Zombie with this weapon you may apply 2 points of damage to a Zombie in a connected space behind it."), Flavor Text (in italics), and Weapon Icons.

Weapon Icons

  • Uses Icon - Each weapon has a Uses number (or infinity sign). When you initially place the weapon on the tracker, make sure the corresponding number on the tracker remains visible. Each time you use the weapon, move the card up one to keep track of how many Uses are remaining. A weapon may not be used if it is aligned to the Empty space.
  • Attacks Per Use Icon (APU) - This is the number of separate attacks you may make each time you use the weapon. Think of it as the number of shots you can take with a ranged weapon or the number of times you can swing a melee weapon. You are not required to use all of the attacks.
  • Attack Rating Icon - The Attack Rating represents both the power and accuracy of an attack made with the weapon. When an attack's Fate Check is successful, this is the number of Kill points that are applied to the target Zombie. If the icon has a letter "A" in the crosshairs, a successful attack kills Zombies automatically according to the card text.
  • Hand Icon(s) - Indicates if one or two hands are needed to use the weapon. If a weapon requires two hands, place it horizontally across the hands tracker to use it. You MAY place a two-handed weapon vertically on ANY tracker, but in this case you are only carrying the weapon and may NOT use it. Changing a two-handed weapon to be held in one hand (vertically) and vice versa does NOT require an action, but to lay it horizontally both Hand Tracker spaces must be available.

Tip: When using a weapon, icons will be referenced from left to right: Uses, APU, Power.

Items

Items are Fate Deck resource cards in the Item category. The example card, Camera, shows these parts: Fate Icon (Item), Uses, Game Text, Flavor Text (in italics), and Bonus Points.

  • Fate Icon - Item - An Item may be used from your own hand or body tracker unless noted on the card. An item is trashed after its final use unless stated otherwise.
  • Uses - Items generally may only be used once. If an item may be used more than once, the Uses icon will be present in the upper right corner of the card.
  • Game Text - The card's ability. (The example Camera reads: "Once per turn you may use one action to take a snapshot as long as there is no Zombie in any adjacent space to your character. Put this card in your bonus pile after the third use.")
  • Flavor Text - Italic text with no game effect.
  • Bonus Points - Some items may earn you bonus points. Each card will explain the requirements to earn the points. Place earned bonus cards or tokens in a pile to be added to your score at the end of the game.

Other Resources

A blank Fate Icon identifies the resource as an Other Resource. Follow the instructions on the card. One of the Other Resource cards is a Story Item card that is only used in some of the scenario stories.

Tracker Cards

If I'm Going Down... uses a card system to track inventory. Resource Cards are placed on top of Tracker Cards, which are used to hold resources and keep track of how many more times a resource may be used. When a resource is first acquired, place it on an available tracker. If there is a Uses icon on the Resource Card, align the card to the tracker accordingly.

There are three kinds of tracker:

  • Gray Ground Tracker - Resources may be placed on the ground. Ground spaces are shared between all players unless otherwise noted. Ground Trackers are shared between players. No resource may be used from a Ground Tracker unless the card text specifically states otherwise.
  • Brown Body Tracker - Each player has two body Tracker spaces. Certain resources may need to be on the Body to be used. Always align resources with the corresponding number of USES visible just above. If there's no USES icon on the card, simply place the resource over one side of the tracker.
  • Blue Hands Tracker - These represent your hands. A weapon must be in one or both of your hands to use it. If the card is aligned to Empty it may not be used. To USE a weapon, move it up one space (unless it has infinite uses). Weapons with a horizontal card orientation require two hands to USE (place the card horizontally on the tracker).

Tip: Feel free to arrange your tracker cards as space allows.

Game Tokens

If I'm Going Down... uses token counters to keep track of various things during the game. The tokens are double sided and some may have a different front and back. Be careful to place the token on the appropriate side. A brief description of how each type of token is used may be found below.

  • Bonus Points - These are used to keep track of bonus points earned during the game. If Bonus Points are earned, place the specified amount in your bonus pile.
  • Kill Points - When a successful attack is insufficient to kill a Zombie, place Kill Point tokens on the Zombie equal to the modified Attack Rating of the weapon. Remove all Kill Point tokens at the end of the Player Phase.
  • Modifiers - Some cards, abilities, or occurrences may modify weapon ratings or even the Z-Number of a Zombie. These may be positive or negative modifiers. Place tokens on your affected weapon(s), your character, or a Zombie as needed.
  • Biohazard - When a character is first bitten or scratched place a Biohazard token on the character card. The turning process has begun...
  • Held and No Move - The Held token is placed on a Zombie to indicate it was held back last turn. The No Move token is placed when an effect prevents a Zombie from moving during the next Zombie Movement Phase; remove the token instead.

Tokens from resource cards or RIP Occurrence effects are removed if the card leaves play. Tokens from 1-time, immediate Occurrences are permanent. (See pg. 14 for Occurrences.)

Game Setup

The following explains how to set up a standard game. When playing a Scenario Story, be sure to check the Scenario Story Book for additional rules and setup requirements.

  1. Each player chooses a character card, and places it in a blue player space as the scenario card shows. Next, take the hands and body tracker cards and place them next to each other in front of you. Then take ground trackers with spaces equal to the amount specified on the scenario card. Ground trackers are shared between players, so place them where each player can reach them.
  2. Now shuffle the black Zombie deck and place relatively equal piles face down at each entry point according to the scenario layout. These piles represent the points where the Zombies will enter play.
  3. Take the brown Fate deck and remove the Story Item card and put it aside. Shuffle and draw random resources until you have the specified amount listed on the scenario card. Ignore any No Luck cards. Place the remaining cards in the Fate deck face down on the table and place any No Luck cards that were drawn in a discard pile next to it. Place your starting resources on your inventory tracker cards as you choose. If there are 2 players, decide how to divide the resources before placing them. Players will not always start with an equal number of resource cards.
  4. Lastly, separate and place all the game tokens within reach, but outside of the play area.

YOU ARE NOW READY TO MAKE A STAND!

Tip: If no weapon is drawn, it is recommended to redraw starting resources.

Tip: For an easier game, remove 2 No Luck cards before you begin.

The Phases of a Turn

If I'm Going Down... is played in turns, which are broken down into 4 phases:

  1. The Zombie Entrance Phase
  2. The Player Phase
  3. The Zombie Attack Phase
  4. The Zombie Movement Phase

Each phase is explained in detail below.

Zombie Entrance Phase

Take cards from the entry piles and place one face up in each initial space identified in yellow on the scenario card. If there is already a Zombie or another card in an initial space, DO NOT place one in that space. If more cards are needed to fill all of the initial spaces, shuffle the Zombie deck discard pile (including Occurrence Cards) and put a relatively even amount face down at the bottom of each entry pile.

IMPORTANT! Count and record the number of Zombies killed before shuffling to replenish the Entry piles! (see Scoring Points on page 27)

Resolve Occurrence Cards

Mixed in the Zombie deck, there are Occurrence cards that will come into play during the Zombie Entrance Phase. When an Occurrence card comes into play, leave it in the initial space until all cards are placed.

Once the cards are in place, draw a card from the Fate deck to determine what occurrence has happened. Look at the Fate Icon in the upper left corner of the Fate card, match it to the corresponding occurrence, and read it aloud. The impacts of the occurrence are described on the card. Some occurrences will help you... but many will make things more difficult.

The Occurrence card lists five occurrences, one per Fate Icon:

  • Eat your spinach (Melee Weapon icon) - Choose one character. that player may hold back 2 zombies per turn. RIP
  • Persistant search (Item icon) - each player may ignore one No Luck card per turn when searching. RIP
  • Not much left (Ranged Weapon icon) - When searching, each player MUST discard the first resource card drawn and draw again. RIP
  • Fumble (No Luck icon) - One player must move a resource from their Hand Tracker to a Ground Tracker. Trash a resource if needed.
  • Accidental discharge (Other Resource icon) - One player must move one Ranged weapon up the Hands Tracker as though it was just Used.

If the occurrence is followed by the initials RIP (remains in play), the effects last until the next one takes effect. Otherwise, it is an immediate and permanent one time effect. If more than one Occurrence card is placed in the same turn, they must be resolved one at a time (some perhaps with no effect). Only one RIP Occurrence card - the last to be resolved - may remain in play. Discard all expired occurrences to the Zombie Deck discard pile.

Some Occurrence cards have a Biohazard icon in the upper right corner of the card. If a character has been previously bitten or scratched (has a Biohazard token) the character immediately becomes a Zombie when the occurrence enters play (see page 21).

Player Phase

Now you get to kill some Zombies! Each player may take up to 2 actions during the Player Phase. No character action requires moving the character card. You may take an action to do any of the following:

  • Search for a resource
  • Manage resources
  • Use a resource

Actions may be used in any order, and that includes all players. For Example: You may take an action, another player then takes an action, and so on. All players must finish their actions before the game moves to the next phase. Unused actions do NOT carry over to the next turn.

Search for a Resource

You may search with one or both of your actions.

When you use an action to search, make a Fate Check. If successful, you may place the drawn card on an open tracker space, otherwise you find nothing. If you have no available space, you may trash a resource from one of your trackers. Otherwise, trash the resource card that you drew.

Tip: As more and more Zombies surround you, it will become increasingly dangerous to search. Try to acquire resources early in the game if possible.

Manage Resources

Effectively managing your inventory is an important part of efficient Zombie killing. When you Move, Swap, or Trade a resource make sure to align it with the same number of Uses showing on the new tracker as it had before you moved it.

Move Resources

  • A Move is defined as the movement of one resource card to an empty tracker space that you control or share
  • Use one action to Move up to 2 resources

Swap Resources

  • A Swap is when you move 2 resources, each to the space the other occupied
  • A player may use one action to make a Swap
  • You may Swap to and from any of your trackers

Trade Resources

  • A Trade is a Move or Swap between two players
  • A Trade costs the initiating player one action
  • Each player involved in the Trade must agree
  • You may not Trade if there is a Zombie in a common space between the characters

Trash Resources

  • You may Trash one or more resource(s) any time during the Player Phase for NO ACTION COST
  • Remove the Trashed resource from play. It does NOT go in the Fate Deck discard pile

Tip: Sometimes you may want to keep an empty weapon because you may find ammo to reload it.

Use a Resource

Using items, weapons, and other resources costs one action. The category, icons, and game text will help you determine how the resource is used.

Using an Item or Other Resource

Using an Item or Other Resource always costs one action unless otherwise noted on the card. Follow the instructions on the card. They generally only have one use, but if an item or other Resource may be used more than once there will be a Uses icon in the upper right corner of the card. Immediately trash the card after its final use unless it says otherwise.

Using a Weapon to Attack

  1. First, move the Weapon card up the tracker to reflect 1 Use.
  2. Next, look at the APU number on the Weapon card. This is the number of attacks you get. For example, if the APU is 3, you may attack 3 times for that use. You MUST choose one target at a time unless noted on the card.

Tip: Consider the Weapon Type, Power, and APU of a weapon when deciding which is best for the current situation.

Resolving an Attack

  1. Choose a Zombie to target. If using a Melee weapon, you may only choose from Zombies that are adjacent to your character card (range of 1).
  2. To determine if an attack was successful, make a Fate Check. If successful, apply the weapon's Attack Rating plus or minus any modifiers in Kill Points to the Zombie.
  3. If the total Kill Points (including any existing Kill point tokens on the Zombie) are equal to or more than the Z-Number PLUS the Range, you killed the Zombie. Place it in the Zombie deck discard pile. If not, place Kill Point tokens on the Zombie card equal to the modified Attack Rating.

Critical Hit - some cards in the Fate deck have a red blood splatter on the Fate icon. If one of these is drawn for an attack, you automatically kill the target.

Repeat steps 3 through 5 as many times as you wish up to the APU number of the weapon used. You may use additional attacks on the same Zombie.

Kill Points are cumulative within the same turn, but do NOT carry over to the next turn. Remove all Kill Point tokens at the end of the Player Phase.

Calculating Range - Count the spaces from your character to and including the target space. Take the shortest path including diagonals.

Applying Kill Points - Attack Rating + Attack Mods = Kill Points. Kill Points ≥ Z-Number + Range = KILL.

Example: Using a Weapon to Attack

You're playing as Jessie and have the Handgun (APU = 3, Attack Rating = 4) and decide to spend your 2nd action this turn to use it. You decide to attack a Zombie at range 2 that has a Z-number of 1. You need 3 Kill Points to kill the Zombie. Jessie has a modifier that adds +1 to the Attack Rating of the Handgun, so you will apply 5 Kill Points if the attack succeeds. (4 Attack Rating + 1 Modifier). You make a Fate Check and... success! You apply the 5 Kill Points to kill the Zombie. You place it in the Zombie Deck discard pile.

Now you still have two more attacks (remember the APU is 3) and decide to attack a strong future threat with a Z-number of 4 that is back at range 3. You'll will need 7 Kill Points to kill it. You know you can only apply 5 damage per successful attack, so you are hoping to hit twice, which would result in enough Kill Points to kill the Zombie. For the first attack you make a successful Fate Check. You apply 5 in Kill Point tokens since it is not quite enough to kill it. You use your last attack on the same Zombie, but this time you fail the Fate Check. You missed the Zombie and are unable to apply any more Kill Points for this Use. Since you can't attack again the Zombie lives. Kill Points do NOT carry over so the tokens are removed from the Zombie.

But suppose... the Fate Check for the second attack had a blood splatter on the Fate Icon! Jesse would automatically kill the Zombie and still have the third attack to use on another Zombie!

Or... If you were also playing with a 2nd player, he could use an action to attack the Zombie and finish it off! It's possible that the Kill Point tokens already on the Zombie may be equal to or greater than the Z-Number plus the range for a Character. A successful attack resulting in the application of at least 1 Kill Point is STILL REQUIRED.

Zombie Attack Phase

This is the phase where Zombies attack! To determine if you are scratched or bitten by a Zombie, follow these steps:

  1. Assess - Check for Zombies in the Danger Zone, which is all spaces adjacent to the character(s). If there are no Zombies in the Danger Zone, STOP HERE and proceed to the Zombie Movement Phase.
  2. Hold Back - Each player may choose one Zombie in an adjacent space to their character to automatically Hold Back.
    • You may not Hold Back any Zombie with the No Hold Back ability
    • You may not Hold Back any Zombie that was held back the previous turn
    • Place a Held token on the Zombie card to signify it was held back
    • There is no action cost to Hold Back a Zombie
    • The Zombie will still move during the Move Zombie Phase if able
  3. Get Bitten or Scratched - If there is a Zombie in an adjacent space to your character that was not held back, you are bitten. This is automatic. If you have avoided being bitten, scan the Zombies just outside of the Danger Zone at range 2. If any Zombie at range 2 from your character has the Reach ability, it reaches around the Zombie you held back and scratches you.

If a Zombie in a common space was not held back, the players in range of the Zombie may decide which of them was bitten. If they can't agree they must each make a Fate Check. If necessary, repeat until one and only one of them fails the check. That player's character is bitten. Discard all drawn cards to the Fate Deck discard pile.

Zombie Attack Phase (continued)

If you have NOT been bitten or scratched and...

You get bitten or scratched. It is not the end, but your fate has been sealed. You could turn into a Zombie soon. Place a Biohazard token on your character card to signify that the change process has begun.

If you previously HAVE been bitten or scratched and...

You get bitten. You have been killed and the Zombies feast on your entrails. Count the number of Zombies with the Moan ability and subtract the number from your score. If no characters remain, the game is over.

You get scratched. Additional scratches do not kill you. It hurts like hell, but there is no game effect.

An Occurrence with a Biohazard symbol enters play. This occurs during the Zombie Entrance phase. Your character immediately becomes a Zombie. Flip the Character Card over revealing the zombified character. Count the number of Zombies with the Moan ability and subtract the number from your score. You do NOT control the Zombie. It moves and attacks the same as the others.

A Dead Character's Resources. Any Resource cards a character had remain on the tracker cards, all of which are now considered shared ground spaces. Do NOT reset the Uses of any resource.

Zombie Movement Phase

Any Zombies that were not killed during the Player Phase now move 1 space toward the character(s). Before moving any cards, check for Zombies with the Stride ability (2 green arrows). If possible, always move Zombies that have more than 1 move first. If a Stride Zombie is unable to move because another Zombie is in the way, move it, and then move the Stride Zombie twice. Then move the rest of the Zombies starting with the ones closest to the character(s).

Tip: Usually, the Zombies simply move straight forward toward you. Don't over think it.

Do not move a Zombie in such a way that prevents another Zombie from moving forward. There will be times it is unavoidable that a Zombie will block another, but it may not be done intentionally. Zombies may also move diagonally or laterally, but will always move toward the characters. A Zombie will never move away from the character(s) unless forced to by a game effect.

A Zombie will not move if...

  1. There are already Zombies that cannot move in the spaces in front of it
  2. A No Move token has prevented the Zombie from moving this turn
  3. The Zombie is in the Danger Zone AND has reached the edge or center of the play area

After the Zombies have been moved the turn ends. Begin the next turn... if you are still alive!

Movement Example (The Shack Scenario, 1 player layout)

  1. The Zombies at range 2 are in the way of a Stride Zombie.
  2. Move one of the Zombies that is in the way forward (1). Move the Stride Zombie twice. Don't block a Zombie intentionally (2). Move the remaining Zombies, starting with the ones closest to you (3).
  3. After the Zombies have moved, the current turn ends and the next begins.

Zombie Cards

Most of the cards in the Zombie deck are Zombie cards. The Zombie cards have important information on them in the form of icons. Understanding the Z-Number and abilities of the different Zombies will help you decide on the most efficient way to kill as many Zombies as possible.

The example Zombie card, "Darren," shows the Z-Number, Zombie Abilities, Stride Arrows, and Other Effects.

  • Z-Number - Each Zombie has a Z-Number in a yellow circle icon at the top of the card. The Z-Number is part of the equation used to determine how difficult the Zombie is to kill.

Zombie Abilities

  • Short Stuff - This Zombie cannot be targeted by a ranged weapon if there is a Zombie in any adjacent space in front of it; the spaces must be empty. This ability does NOT apply if the Short Stuff Zombie is adjacent to your character.
  • Instant Kill - If you are bitten once by this Zombie you are killed.
  • Loved One - This Zombie was someone that you cared for very much in life. You can't bring yourself to attack it until you have held it back or it has bitten you. The Zombie is a Loved One of the closest character when it enters play. If it is equally close to two or more players, it is a Loved One to each of them. Loved One Zombies are quickly identified by the green background glow.
    • Killing another player's Loved One - If another player kills your Loved One, you may not take ANY actions next turn.
  • Reach - This Zombie will scratch you from range 2 if you have to hold back a Zombie in the Danger Zone. A scratch will start the change process, but will NOT kill you. Reach Zombies have a yellow background glow.
  • No Hold Back - This Zombie can't be held back. Even if it is the only one left in the Danger Zone, you are bitten.
  • Hated One - This Zombie was someone that you despised. If you have a Ranged Weapon in your hand(s), you must attack it, and it alone, until it is killed. You may not change weapons to avoid targeting the Hated One. If you only have Melee Weapons in your hand(s), you may still attack other Zombies in adjacent spaces until the Hated One is also in an adjacent space. The Zombie is a Hated One to the player it is closest to when it enters. If it is equally close to two or more players, it is hated by each of them. Hated One Zombies have a red background glow.
  • Moan - When a character dies, subtract 1 from the score for each Moan icon on the Zombie cards in play.

Other Effects

  • Acquire - If you kill the Zombie when it is in an adjacent space, you may search the Fate Deck discard pile and take the named resource (if one is available). The resource may not be placed on a Tracker until after all players have completed their actions.
  • Shared Hunger - This Zombie modifies the Z-Number(s) of the named Zombies that are adjacent to it. Place a Z-Number modifier token on each Zombie. When this Zombie leaves play remove any associated tokens.

Pop-Up! Zombies

Some Zombies seem to appear out of nowhere! These Zombies can be identified easily as the picture is a close up of a Zombie's face. When a Pop-Up enters play immediately place it in any space adjacent to the character it was closest to when it entered play. If all of these spaces are occupied, place it in any space adjacent to the next closest character, and so on. If it is the first turn or there are no Danger Zone spaces available place it in the Initial space as normal.

Note: Leave the initial space the Pop-Up was meant for empty. Do not place another Zombie.

How to Win

Scoring Points

Keeping score is simple. Write it down or use a couple spare 10-sided dice (not included). Just count the number of Zombies you killed. So you are not constantly counting, you should take a count before you shuffle Zombies back into the Entry piles and again one final time at the end of the game. Add the value to the previous total each time and keep a running tally.

  • Bonus Points - you may get bonus points during or at the end of the game. Place cards and/or tokens that earn you bonus points in a pile as you earn them.
  • Moan Reduction - Each time a character dies or becomes a Zombie, count the Zombies in play with the Moan icon and immediately subtract that number from your score. Prevent point loss by killing Moan Zombies when the end is near!

To calculate the final score: Start with your score from Zombie Kills, subtract the final Moan value and then add your Bonus points.

Each scenario will have a Kill-o-meter that will help you determine how well you did. If you beat the High number for the scenario, you win! BUT remember, the game does not end until you are dead. When playing a scenario story, the number of points will directly effect what happens in the story.

Note: Play until you die because Moan reduction may drop you back below a score threshold.

Expanding for 3 to 4 Player Games

Included with this game there is a Scenario Card for 'The Intersection' with layouts for 3 and 4 players. A second copy of the game (or cards from future expansions) is recommended since you will likely need additional game Tokens, Zombie cards, and Resource cards.

  • Zombie Cards - Add Zombies to the original deck so that you are not constantly reshuffling the Zombies. You may prefer to only add the standard Zombies that have multiple copies or you may choose to add duplicates of the unique Zombies. Keep in mind that this will affect the difficulty level. It is recommended to have Zombies at least 3 times the number of spaces in the layout.
  • Occurrence Cards - add an Occurrence card for every 10 Zombies you add to the Zombie Deck.
  • Fate Deck Cards - add the 40 additional Fate Cards to the Fate Deck.

Games with 3 or 4 players may take a bit longer. For a quicker game, you can play such that players are killed after only one bite. A scratch still starts the turning process.

Separating the Cards Back Into Two Sets After the Game

  • Zombie Deck - The named Zombies all have only one copy. The standard male and female Zombies each have 14 copies. The Occurrence cards are numbered 1 - 6 in the bottom right hand corner of the card.
  • Fate Deck - The No Luck cards are numbered 1-12 in the bottom right corner of the card. Ammo has 3 copies. Dead Weight, Hand Gun, Assault Rifle, Machete, Rifle, and Shotgun all have 2 copies. The remainder each have only one copy.

Zombie Player Variant

Before the Game Begins

The Zombie player draws a hand of 6 Zombie Deck cards at the start of the game.

Zombie Entrance Phase

The player must choose and place 3 or more of the Zombie cards from his hand to the initial spaces as he sees fit. Once he is done placing cards from his hand, he takes cards from the entry piles and places them directly in any remaining initial spaces.

  • The player may never hold more than 1 Occurrence. If he has more than 1 he must play all but 1. The biohazard effect is ignored unless 2 are played at once.
  • The player may not play more than 1 Loved One per player and, if more than one is played in a single turn, each must be placed as a Loved One to a different character.
  • The player may not play more than 1 Pop-Up Zombie per player and each must be placed adjacent to a different character.

At the end of the Zombie Entrance Phase, the player must draw Zombie Deck Cards from the entrance pile(s) until he again has 6 cards in hand.

Zombie Attack Phase

The player should enforce the Zombie Attack rules. The player may choose which character is bitten if a Zombie in a common space is not held back. The same goes for a scratch if the Zombie is at a range of 2 from multiple characters that are subject to being scratched.

Zombie Movement Phase

The player must move all Zombies that are able to move. The player may choose how Zombies move. He may not move Zombies away from the character(s). He may, however, move Zombies strategically and in any order he chooses.

Who Wins?

The humans win if they score higher than the High number on the Kill-O-Meter. The Zombie player wins if they don't. A second option is to take the number exactly between the High and Low values on the Kill-O-Meter and use that value as the win/lose line.

  • Stride - This signifies the Zombie has a longer than average stride and therefore moves twice per turn if able.