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Last Night on Earth: Survival of the Fittest

Expansion for Last Night on Earth: The Zombie Game

Last Night on Earth: Survival of the Fittest Rulebook

Table of Contents

Table of Contents

  • Game Contents
  • New Tokens
    • Grave Weapon Tokens
    • Barricades
    • Fortification Tokens
    • Supply Tokens
    • Sewer Tokens
    • Ammo and Armour Tokens
  • New Cards
    • Survival Decks
      • Unique Items
      • Survival Tactics
      • Grave Weapons
  • New Rules
    • Two-Handed Items
    • Sacrifice
    • Sewer Movement
    • Supply Cards
    • Combining Items (Weapons)
  • Special Scenario Rules
    • Survival Decks
    • Mansion Deck (10)
    • Shared Hero Card Pool (X) / Half X
    • Number Tokens
    • Starting Hero Cards (1)
    • Starting Hero Cards (2)
    • Barricades
    • Townsfolk (X)
    • Heroes Replenish Their Ranks
    • Heroes Become Zombies
    • Grave Weapons
    • Lights Out (X)
  • New Optional Rules
    • Scenario Cards and Starting Cards
    • To Pieces
    • Using Grave Weapons and Survival Decks in All Scenarios
    • Applying the Heroes Replenish Their Ranks and Heroes Become Zombies Rules in Any Scenario
    • Applying Special Rules in Existing Scenarios
  • Scenario Notes
    • Pursuit of Supplies
    • In Search of the Truth
    • Dig In
    • Rescue Mission
  • Questions and Clarifications
  • Overview of New Rules
    • Sacrifice
    • Survival Decks (Unique Items / Survival Tactics)
    • Grave Weapons
    • Barricades
    • Sewers
    • Combined Items
  • New Terms
    • Fully Barricaded
    • Fully Fortified
    • Two-Handed Items

Game Contents

  • 1 full-colour rulebook
  • 20 Unique Item cards
  • 20 Survival Tactics cards
  • 8 new Hero deck cards
  • 8 new Zombie deck cards
  • 4 large scenario cards
  • 4 sheets of tokens:
    • 14 single-section barricades
    • 14 double-section barricades
    • 2 triple-section barricades
    • 20 Grave Weapon tokens
    • 10 ammo/armour tokens
    • 25 supply/fortification tokens
    • 4 sewer entrance tokens
    • 2 sewer tokens

New Tokens

Grave Weapon Tokens

Zombies now have access to powerful grave weapons, which can be attached to a specific Zombie. When a Zombie receives such a weapon, place the matching token under its miniature to show which weapon that Zombie carries.

Barricades

In some scenarios Heroes can build barricades to stop Zombies from entering buildings. Barricade tokens are placed along the walls of buildings to show that the wall is barricaded.

Fortification Tokens

A built barricade can be reinforced with matching fortification tokens.

Supply Tokens

These tokens represent supplies that Heroes find.

Sewer Tokens

Some cards and scenarios now allow Heroes and Zombies to pass under the city's streets, using the sewers to shorten their route. There are two types of sewer token:

  1. Sewer entrance tokens (2 pieces). These are placed outside buildings, at 2 locations on the board.
  2. Sewer token. This is placed beside the game board and is used when a Hero or Zombie moves through the sewers.

Ammo and Armour Tokens

Some new types of card allow Heroes to gain a number of ammo and armour tokens. The rules for these tokens are written on the cards themselves, and the tokens are placed on the card.

New Cards

The Survival of the Fittest expansion includes new cards for both the Hero deck and the Zombie deck. Shuffle them into the base decks, as they add new game elements.

The game also includes 3 new decks. These are shuffled separately from the Hero and Zombie decks and are placed beside the game board.

The new decks are called Unique Items and Survival Tactics (together, the "Survival Deck"), and Grave Weapons, which strengthens Zombies. The rules for these decks are given later in the Special Scenario Rules section, under Survival Decks and Grave Weapons.

It is important to note that the Unique Items and Survival Tactics decks are not considered Hero deck cards, and Grave Weapons are not considered Zombie deck cards. This means their effects cannot be cancelled by cards that cancel effects of Hero or Zombie deck cards.

Survival Decks

Unique Items

This deck contains powerful items that Heroes can find in the town. All of these cards are unique and have no duplicates. They include not only new weapons, but also items that only one particular character can use, as well as mysterious records that help reveal the secrets of Woodinvale.

Some Unique Items are notes with key words. These are plot items. In the upper right corner of such cards there is a letter A, B or C. This letter code is used only in some scenarios and does not affect the card's effect.

Survival Tactics

Survival Tactics are powerful cards that Heroes can use to survive this terrible night. They can be used to help any member of the Hero team, or sometimes the whole team, to gain global bonuses in the fight against the Zombies, to build extra barricades. They can even allow the use of the sewers to move quickly across the board.

Grave Weapons

This deck allows the Zombie player to give new dangerous weapons to individual Zombies in their horde. These weapons can be ordinary pitchforks or axes, or dangerous features such as "Bloated Belly" or "Blood Spatter".

New Rules

Two-Handed Items

Some Hero items are marked as Two-Handed. Two-Handed items take up the space of 2 items when the Hero's item limit is 4. If a Two-Handed item is a weapon (whether melee or ranged), it counts as 2 Weapons. This means the Hero cannot carry another weapon, because the limit is 2 Weapons.

Sacrifice

Some Zombie cards have a Sacrifice cost in their text. These cards can only be played at the start of the Zombie turn. To use such a card, the Zombie player must pay the Sacrifice cost shown in grey on the card. If the Sacrifice cost requires removing a Zombie from the board, that Zombie is returned to the supply (this Zombie is not counted as killed by a Hero).

Sewer Movement

The effect of some cards allows Heroes to move through the sewers under the town. The sewer consists of two tokens (manholes), which are placed on the board to show the sewer entrances, and one large token, which is placed beside the game board and represents the sewer itself. This large token counts as a single location (space) that connects both manholes. Any model that enters one of the sewer manholes may move into the sewer, and from there exit at any of the entrances. A model may also end its movement inside the sewer. The sewer's interior space is not a building (you cannot Search or build barricades there). Neither manhole is an obstacle, and they do not block line of sight or line of fire.

Sewers may be used by both Heroes and Zombies.

If there are several sewer lines in the game, they are treated as independent of each other, unless the scenario states otherwise. Both sewer entrance tokens, as well as the sewer's interior space, are marked with letters to tell the two sets of tokens apart.

Also, if Gasoline is combined with Old Betsy, she can place a Gasoline token on the board wherever you need it. Dynamite can be combined with Old Betsy, and if this Hero has Fire (a lighter or torch), Old Betsy can deliver lit Dynamite to the location of your choice in order to try to blow up Zombies. Old Betsy is not affected by Dynamite or Gasoline explosions.

Supply Cards

Some of the new Hero cards add a Supply Cache to a random building on the game board. This is an additional option for Searching, which a Hero can use in the same way as Search. There is a chance that after each use of this card, the supplies will run out and the card will be discarded. The conditions under which this happens are printed on the card.

Combining Items (Weapons)

Some new cards, such as "Duct Tape" in the Survival Tactics deck, allow Heroes to combine any two items. In this case, take any two of the Hero's items and place them on top of each other, showing that they are combined. These TWO items now count as ONE item for the item carrying limit (if either item is a weapon, the two items now count as one weapon). Now, if either of the items is discarded, BOTH must be discarded. If at any point one of the cards must be discarded for any reason (it breaks, runs out of ammo, etc.), the player rolls a D6. On a roll of 4+ the item is not discarded. For example, if a Hero uses Duct Tape to combine a chainsaw and a shotgun, then when the shotgun runs out of ammo, or the chainsaw is lost in a fight against a Zombie, the Hero may roll the D6 and prevent the discard on a roll of 4+. Heroes may take only one of the lost weapon types because of the weapon carrying limit. A combined item may be combined again if the Hero receives another card that allows items to be combined.

There are some special combinations of items that a Hero can obtain.

Firearms. If any two firearms are combined, both can fire as one weapon during one Hero attack phase, at one target or at different targets.

Old Betsy. If the Old Betsy card is combined with another item, the Hero may pass that item to any Hero at a distance, using the card's game text.

Two-Handed Items. If you have to discard a Two-Handed item because of the carrying limit, you may combine it with another item instead. The resulting item still counts as Two-Handed. It is also possible to combine two Two-Handed items (for example, Fence Post + Garden Shears), and they will count as one Two-Handed item.

Dynamite + Dynamite. Combining two Dynamite cards is very unstable. It is both good and bad. On the one hand, the Hero can now discard the dynamite to make a ranged attack (discarding this card cannot be prevented), and the Hero does not need Fire, because such dynamite will explode when it falls, and the explosion of such dynamite is much more powerful than usual. All models in the blast area are considered killed on the spot, and you must roll a D6 for each model that is in the area adjacent to the blast. On a roll of +2 the model is wounded. On the other hand, if a Hero holding a bundle of dynamite loses a melee fight, or tries to throw the dynamite in a ranged attack, roll a D6. If a 1 is rolled, the bundle of dynamite immediately explodes in the Hero's hands, as if he were the target of a ranged attack.

Special Scenario Rules

All new scenarios in the Survival of the Fittest expansion use some special rules. These are marked in red text at the top of the "Scenario Objectives" paragraph on the relevant card.

Survival Decks

The special scenario rule "Survival Decks" gives Heroes access to the Unique Items deck and the Survival Tactics deck for the whole game.

If a Hero has a Movement value of 5 or higher, they may take a special card from the Survival Deck when Searching in a building, instead of an ordinary card from the Hero deck.

The Survival Decks from which a Hero may take a card (the Unique Items deck and the Survival Tactics deck) are based on a random number. The numbers indicate the building in which the Heroes are Searching (the numbers are printed in the corner of buildings):

  • (1, 2, 3) or (1, 2): the Hero may take a Unique Item card.
  • (4, 5, 6) or (5, 6): the Hero may take a Survival Tactics card.
  • (3, 4): the Hero may choose which deck to take the card from.

The numbers are also printed on the cover of the card, for convenience.

A Hero may always perform an ordinary Search and take a card from the Hero deck, regardless of the Movement roll result. (It will always be correct to roll the movement die, whether you wish to continue moving or to stay in the building to search, simply to see what the roll allows.) Note also that the result of 5 or higher needed for Movement does not have to be reached by rolling a 5 or 6. For example, Billy may add +1 to his movement each turn. This also gives +1 to the chance of drawing a card from the Survival Decks. Conversely, if a Hero has -1 to Movement, this means -1 to the chance of drawing a card from the Survival Decks.

Mansion Deck (10)

This deck may only be added when using a scenario that uses the Mansion board. At the start of the game, blindly take the top 10 cards of the Hero deck. This is the Mansion deck. Heroes inside the Mansion may Search for as long as there are cards in the deck. When searching inside the Mansion, cards are taken from this deck, not from the Hero deck. The Mansion deck has no discard pile of its own, and all used cards go to the common Hero discard pile. Cards that allow players to look at Hero deck cards (for example, "Just What I Needed") cannot be used on Mansion deck cards.

When using the Survival Decks, Heroes may take a special card as usual on a Movement roll of 5+ when Searching in the Mansion (if there is at least one card left in the Mansion deck). Because the Mansion deck has no random set of numbers, a Hero may take a card either from the Unique Items deck or from the Survival Tactics deck.

Shared Hero Card Pool (X) / Half X

At the start of the game, the Heroes take a number of cards equal to X (stated in the scenario) from the top of the Hero deck and look at them. The Heroes may divide these cards among themselves in any way they like (the Heroes are not obliged to divide them equally). If this rule is chosen using the rating system, (X) must be an even number (2, 4, 6). The rating will equal half of X (for example, if the Hero card pool is 4, it has a rating of 2). If any scenario item falls into this pool, return it to the deck, shuffle the deck, and draw another card.

Number Tokens

If a scenario uses the special rule "Number Tokens", take the tokens numbered 1 to 6, shuffle them, and place them face down, at random, in 6 buildings (limit: 1 per building). These tokens affect the whole building, not a single space. The number on this token cannot be changed by any modifier. A Hero in a building may choose to forgo moving and searching in the building, and instead reveal the token. The effect of the "token number" at the moment of revealing is described in the individual scenario for which this rule applies.

Starting Hero Cards (1)

This replaces the Starting Hero Cards (X) rule from the "Growing Hunger" expansion.

All Heroes begin the game with 1 additional free Hero card, in addition to the cards they are given by default. This also applies to Heroes who do not start the game at the beginning of the scenario. The starting Hero cards are taken from the top of the Hero deck, so abilities such as "Resourceful" can be used. If a scenario item card is among the starting Hero cards, it is shuffled back and a card is drawn again.

Starting Hero Cards (2)

Identical to the conditions of the Starting Hero Cards (1) rule, except that the Hero is given 2 cards.

Barricades

This rule allows a Hero to build and reinforce barricades along the walls of a building to hold back Zombies.

Building a Barricade. Each time a Hero in a building has a Movement value of 4 or more, they may take a special action to build or reinforce a barricade. To build a barricade, choose any wall the Hero is touching and place a barricade token along the entire length of that wall (the internal wall of the building). Barricades do not affect Hero movement (unless they are reinforced, see below), even if the wall has a door that has been barricaded. Barricades also do not block line of sight through walls (through windows) for ranged attacks, if placed in the normal way.

If a barricade along a wall has been built, it remains in that place until the end of the game and cannot be removed.

Barricades cannot be placed on the corner walls in the Mansion. Internal walls (such as the walls around a fridge or a morgue) may have barricades. Barricades can be built on either side of such a wall. This can be a good tactic for slowing the spread of Zombies inside a building.

Reinforcing a Barricade. If a barricade has already been built, a Hero standing at the wall may use their movement phase and, with a Movement value of 4 or higher, reinforce the barricade with a fortification token (place a fortification token on the barricade). A barricade may have up to 3 fortification tokens on it at any one time. A Hero who wants to pass through a reinforced barricade must spend movement points before passing, removing 1 fortification token for each step taken through it.

Heroes Who Sacrifice Themselves to Build or Reinforce Barricades. By the end of a Hero's movement phase, the Hero may wound themselves in order to automatically build or reinforce a barricade on a wall they are touching.

A Hero may do this several times in a row, and may even inflict a fatal wound on themselves (building a barricade at the cost of their life). Thus, by spending some health, a Hero or a group of Heroes can very quickly raise a barricade. This tactic works especially well with Students, who can heal themselves with their "Youth" ability.

Effect of Barricades on Zombie Movement. A Zombie player trying to move a model through a barricade, either straight or diagonally (both in the case of the Zombie Hunger effect and in the case of ordinary movement), must first roll a D6. On a roll of 4+ the Zombie is able to break through the barricade and then cross the wall as normal. If the Zombie does not roll 4+, it remains on the space in front of the walled barricade and cannot move further. If the barricade has at least one fortification token, then instead of breaking through on a 4+, the Zombie remains in place and simply removes one fortification token.

If a Zombie tries to pass diagonally through a corner with barricades on both walls, it may pass if it rolls 4+ and if neither of the two barricades has fortification tokens. (Otherwise, it removes a fortification token from one of the barricades of its choice.)

The Hero player moving the Zombie models (for example, using the Fire Extinguisher) may ignore barricade rules, since this is non-standard movement. Zombies moving under special rules (such as "Unstoppable Advance" or "Brains!") make the barricade check in the same way as during ordinary movement.

Fully Barricaded Building. A building counts as fully barricaded if every wall of that building that is not on the edge of the board has a barricade (not counting the walls of internal rooms that lie entirely within the building, for example the Morgue inside the Hospital). A fully barricaded building cannot be captured, and a Zombie Spawn Point cannot be placed in it (if the location of the Spawn Point is determined by a dice roll, re-roll).

Townsfolk (X)

Some scenarios allow Heroes to use townsfolk as allies, using townsfolk tokens (you may use any townsfolk token). Townsfolk event cards do not relate to these tokens (allies).

Each townsfolk token placed starts the game in a random building (re-roll the die if the building contains a Zombie Spawn Point), unless the scenario specifies a fixed building for the townsperson.

At any time during the Heroes' turn, except during the combat phase, each townsfolk token may attack a Zombie that is on the same space as it or on an adjacent space. It may also try to build or reinforce a barricade on the wall next to which it is standing. Roll a D6. On a roll of 5 or 6, you wound the target (Zombie), build a barricade, or add a fortification token. These allies cannot move independently, cannot Search, and cannot use items or weapons.

Any Zombie on the same space as a townsfolk token may attack it during the Heroes' combat (if there is no Hero on that space). Roll a D6. If a 5 or 6 is rolled, the townsperson is killed (remove the townsfolk token from the board). This can be prevented by a card that protects from wounds, although this is not considered a fight.

Any Hero who ends up on the same space as a townsfolk token may take it with them (but only one townsfolk token). While moving with the Hero, the townsfolk may once attempt to attack a Zombie, or build or reinforce a barricade, at any time during this Hero's turn (even attempting to wound a Zombie during the Hero's movement). The Hero may leave a townsfolk token on any space during movement.

If the Hero travelling with a townsfolk token dies, the townsfolk token remains on the board in the same place where the Hero died. Another Hero may take it with them for free. Having a townsfolk token with you does not affect the item and weapon carrying limit.

This rule may be used several times, where "X" is the number of townsfolk placed. The rating of a townsfolk token for this rule is 2 points.

Heroes Replenish Their Ranks

When a Hero dies (or turns into a Hero-Zombie), the player controlling that Hero may immediately place a new Hero on the game board in place of the dead one. This new Hero enters the game according to the rules described in the base rulebook.

Note that, unless the scenario states otherwise, the Zombies still win by killing four Heroes. Also keep in mind that if a player controls only one Hero, that Hero still turns into a Zombie after death.

Heroes Become Zombies

If a Hero is killed, they automatically become a Hero-Zombie. If a Hero was already due to become a Zombie because of the effect of some card, that Hero-Zombie cannot be wounded or killed until the start of the next Zombie turn.

Grave Weapons

Each time the Zombie player spawns new Zombies, instead of placing two new miniatures, they may give one of the existing Zombies a Grave Weapon card. This may be done several times, if you have enough spawn points to spawn new Zombies. Note that this may not be done if the text of a card tells you to place a Zombie on the game board. It applies only to spawning.

To give a Zombie a Grave Weapon, take a card from the appropriate deck, then choose any Zombie that is outside the space of a Hero or adjacent to it, and outside a Spawn Point. Place a Grave Weapon token under the Zombie's miniature (or replace a plain Zombie with a new miniature from the expansion that already has a Grave Weapon). You may add a Grave Weapon to any Zombie spawned in this phase. Place the Grave Weapon card face up on the table to show that it is active. Any Zombie, including a Hero-Zombie, may have no more than one Grave Weapon.

The Zombie player may not have more than 8 Zombies with Grave Weapons on the game board at one time (or up to 4 if two players are playing the Zombies).

If a Zombie already has a Grave Weapon, you cannot give it another. The Grave Weapon rule is especially strong when used together with the Automatic Zombie Spawning rules (see below). In this case you may hand out Grave Weapons to your Zombies using the spawning roll result each turn, even if you have no more Zombie miniatures left in the supply (but there may never be more than 8 Zombies with Grave Weapons on the game board at one time).

Lights Out (X)

At the start of the game, before the Heroes are placed, roll a die to choose a random building and place a "Lights Out" token there, showing that any Hero entering this building must end their movement there. This token may be cancelled like an ordinary Zombie card that remains in play. Otherwise the token stays until the end of the game (or until it is cancelled). This rule may be applied several times, where X is the number of applications.

Lights Out – Choice (X)

This rule is similar to the previous one, except that the Zombie player may choose a specific building in which to turn off the lights, rather than a random building. Note that the choice must not contradict the rules (for example, as during the "Zombie Choice" effect, where you determine the building by rolling a die). This rule may be applied several times, where X is the number of applications.

The rating of this rule is 2 points for each application.

Captured (X)

At the start of the game, before the Heroes are placed, roll a die to choose a random building and place a "Captured" token there, showing that the Zombies have overrun this building and no Heroes may enter it. Note that, unlike the effect of the card "Oh My God, They Took…", Zombie miniatures are not placed in this building. The "Captured" token may be cancelled as if it were a Zombie card that remains in play. Otherwise the token remains until the end of the game (or until cancelled). If a Hero must necessarily begin their game in a captured building (for example, by the scenario's instructions), that location is considered not to be on the board. This rule may be applied several times, where X is the number of applications.

The rating of this rule is 2 points for each application.

Captured – Choice (X)

This rule is similar to the previous one, except that the Zombie player may choose a specific building to be captured, rather than a random building. Note that the choice must not contradict the rules (for example, as during the "Zombie Choice" effect, where you determine the building by rolling a die). This rule may be applied several times, where X is the number of applications.

The rating of this rule is 3 points for each application.

Automatic Zombie Spawning

The Zombie player ALWAYS places new Zombies at the end of the Zombie turn (by dice roll, according to step 6, Placement of New Zombies). Therefore, you may skip step 3, Roll the Die for Zombie Spawning, as it is not needed.

New Optional Rules

One or more of the following rules may be used in "Last Night on Earth", but only with the general agreement of all players.

Scenario Cards and Starting Cards

Sometimes you may notice that Heroes in their starting card sets are given one or more scenario item search cards. Because of this, the game may be too easy and short for them. In this case, you may introduce a condition that if a Hero receives such a card at the start of the game (for example, with the card "Just What I Needed"), they shuffle it back into the deck and draw a new card.

To Pieces

You may add a rule that a Hero killed by explosives cannot be turned into a Hero-Zombie (since nothing of them is left).

Using Grave Weapons and Survival Decks in All Scenarios

These two rules are specially balanced against each other. Therefore you may add them to any existing scenario.

Applying the Heroes Replenish Their Ranks and Heroes Become Zombies Rules in Any Scenario

These two rules are specially balanced against each other. Therefore you may add them to any existing scenario.

Applying Special Rules in Existing Scenarios

You may have noticed that each of the new rules is given its own rating, marked with points (●), which is shown in the scenario's title. 1 ● means the least influence on the game, and 4 ●●●● the greatest.

The value of this rating should match on both the Heroes' side and the Zombies' side. Of course, these are only approximate calculations, so any changes must be made with the agreement of ALL players before the game begins.

Example: Adding a rule with a rating of 3●●● for the Zombies means the Heroes' chances must be balanced. This can be done by introducing one rule rated 3●●●, or several rules whose ratings add up to that value.

Heroes may use only the Hero Special Rules (with a green line), and Zombies may use only the Zombie Special Rules (with a dark blue line).

Also note that some rules have a rating of X. This means that the rating of the rule equals the number of times the player applied it (X = how many times the player applied the rule). These rules also have a rating based on the value of X.

For example, if you choose to apply the "Lights Out" rule twice (turning off the lights in two houses), then X in this rule will be 2 and your total rating will also be 2. If a rule contains several Xs, this means the rating is multiplied by the total number of Xs. For example, if you apply the rule "Captured (X) XX" 2 times, then (X) will be 2 and the total rating will be 4.

Scenario Notes

Pursuit of Supplies

In this scenario all Heroes begin the game in the Mansion, not in their usual starting location. They do not receive an extra Hero card for this. At the start of the game the Mansion is fully barricaded, so a barricade token must be placed along each wall. Since all players must know that the Mansion is fully barricaded, you may remove the barricade tokens that cover the entrances, so that it is clear where they are. Note that the status "Fully Barricaded" does not mean there are any fortification tokens.

A Hero who discovers a numbered token may also take a supply token in the same building during the Item Exchange phase. Supply tokens are not subject to the item limit. Heroes who enter the game not at the start may appear in a randomly chosen building, as well as in the Mansion.

In Search of the Truth

In this scenario the Heroes must find 2 unique items, which are Records with key words. These Records have a special letter code in the upper right corner (A, B or C). When the first Record is found by the Heroes, immediately refer to the scenario card to determine the task for the game. When the second Record is found, again refer to the Scenario Card to determine the destination the Heroes must reach to complete the task. Once the destination has been determined, remove the "Captured" token from that building (if there is one there). The destination cannot be captured.

If the destination is not shown on the card, roll a D6 to determine a random corner of the card (use the random building table on the central board; the choice of Hero/Zombie also has an effect). Take the corresponding L-shaped board section and place it according to the rolled result (see the illustration).

If all 5 spaces leading to the destination are blocked by buildings (5 spaces marked in red), re-roll the die. At least one space leading to the destination must be free so that the Heroes can get in there.

Dig In

In this scenario the Heroes must fully barricade at least two buildings. These barricades do not have to be reinforced. Use the red circle token from the base game to keep count of the turns.

Rescue Mission

In this task the Heroes must place 4 townsfolk tokens in any spaces of a randomly chosen building. All the tokens may be in one space or divided, as you wish. Note that the townsfolk begin the game in a building that is fully barricaded, and also fully fortified. This means that at the start of the game each barricade must have 3 fortification tokens on it. The Heroes' base at the start of the game is fully barricaded without fortifications. In these buildings, and in rooms inside buildings (for example, if it is the Morgue of the Hospital), a Zombie Spawn Point must not be placed (re-roll the die).

Heroes who enter the game not at the start are placed in a randomly chosen building, as well as in the centre of the town in the usual way (although if there are three Spawn Points in the centre of the town, this may be dangerous).

Questions and Clarifications

Q: If Gasoline is combined with another item, and then discarded in order to place a Fuel token, do I need to roll a die to be allowed not to discard the Gasoline on a roll of 4+ during the combining? If it can be kept, do I have the option to place a Fuel token?

A: Yes, you may roll the die. The Fuel token is placed regardless of whether the Gasoline is discarded or not. This is also true for cards such as Dynamite or Signal Rocket. Normally these are discarded after use. However, if they are combined with other items, they work as usual but, in addition, have a chance not to go to the discard pile.

Q: Do I need to roll a die when the Grave Weapon card "Explosive" enters play? And how does this card work with Rotting Corpses?

A: No, there is no need to roll a die in this case. If the Explosive Zombie bursts during the effect "Zombie cannot be killed in any way", it is removed from the card, but the explosion does not affect other Zombies.

Q: Can the Survival Tactics card "Building Reinforcement" be played even if the scenario does not use the special Barricade rule?

A: Yes, Barricades/Fortifications are still built and used. Heroes may choose not to build a new barricade or reinforce an existing one with this card.

Q: What happens if the Unique Item "Johnny's Jacket" has a wound token and is passed to another Hero?

A: The wound token is passed along with the item. The wound may be healed as if it were on the Hero.

Overview of New Rules

Sacrifice

Played at the start of the Zombie turn. For the card to take effect, pay the Sacrifice cost.

Survival Decks (Unique Items / Survival Tactics)

The Search special option is performed on a Movement roll of 5+. It is based on a random set of numbers indicating the building in which you are located.

  • (1, 2, 3) and (1, 2): Unique Items
  • (4, 5, 6) and (5, 6): Survival Tactics
  • (3, 4): Unique Items or Survival Tactics

Grave Weapons

Spawning cost: 2 Zombie spawns = 1 Grave Weapon. May be given to any Zombie that is outside a space with a Hero or adjacent to it, and outside a Spawn Point. Limit: 1 Grave Weapon per Zombie; 8 Grave Weapons in play.

Barricades

Special action when a Hero has a Movement roll of 4+. Place a barricade along the whole inner side of the wall the Hero touches, or place a fortification token on an existing barricade. Limit: 3 fortification tokens per barricade.

Heroes may also take one wound at the end of the Movement phase to build or reinforce a barricade.

Zombies cross a barricade on a roll of 4+. On a failure they remain in place; on a success they pass through the barricade or remove 1 fortification token for 1 movement.

Sewers

Place the sewer interior token beside the game board and the sewer entrance tokens on the game board. The interior token connects the two entrances, and both Heroes and Zombies may move through it.

Combined Items

When carried, they count as one item. If one of them is discarded, the second must also be discarded, but its discard can be prevented with a 4+ on a die roll.

  • Two firearms may fire simultaneously at one or two different targets.
  • Old Betsy may carry items from one Hero to another, or deliver Fuel tokens or lit Dynamite to the required place.
  • The combination of two Two-Handed items counts as one Two-Handed item.
  • The combination of two Dynamite sticks does not require a Fire card to detonate. It automatically kills everyone in the target space. Models in adjacent spaces are wounded on a roll of 2+. It explodes in a Hero's hands if the Hero loses a fight, or if the Hero's attempt to throw the Dynamite results in a 1 on a D6 roll.

New Terms

Fully Barricaded

This status is gained by a building with a barricade along every wall that does not adjoin the edge of the board and is not a wall of an internal room.

A fully barricaded building cannot be captured, and a Zombie Spawn Point cannot be placed in it.

Fully Fortified

A building is considered fully fortified if each barricade in it has 3 fortification tokens on it.

Two-Handed Items

They take the space of 2 items when the Hero's limit is 4 items. If a Two-Handed item is a weapon (whether melee or ranged), it counts as 2 Weapons. This means the Hero cannot carry another weapon, because the limit is 2 Weapons.

  • Lights Out – Choice (X)
  • Captured (X)
  • Captured – Choice (X)
  • Automatic Zombie Spawning