Last Night on Earth: The Zombie Game
Last Night on Earth: The Zombie Game Rulebook
Table of Contents
Table of Contents
- 1. About These Rules
- 2. Game Overview
- 3. Game Components
- 3.1 Rulebooks
- 3.2 Game Boards
- 3.3 Game Board Features
- 3.4 Rolling a Random Building
- 3.5 Game Displays
- 3.6 Character Sheets
- 3.7 Champion Record Sheets
- 3.8 Scenario Cards
- 3.9 Cards
- 3.10 Playing Pieces
- 3.11 General Markers
- 3.12 Terrain Feature Markers
- 3.13 Townsfolk/Allies/Crowds/Animals Markers
- 3.14 Game Status Markers
- 3.14.1 Barricades
- 3.14.2 Cone of Light
- 3.14.3 Door/Locked Door Markers
- 3.14.4 Experience Tokens
- 3.14.5 Fire Markers
- 3.14.6 Grave Weapon Markers
- 3.14.7 Green Ooze
- 3.14.8 Infected Markers
- 3.14.9 Landing Site Markers
- 3.14.10 Lights Out
- 3.14.11 Martian Command Points
- 3.14.12 Power Tokens
- 3.14.13 Reinforcement/Supply Markers
- 3.14.14 Spawn Tokens
- 3.14.15 New Spawning Pit
- 3.14.16 Taken Over
- 3.14.17 Wound Markers
- 3.14.18 Zombie Hero Markers
- 3.15 Item Markers
- 3.16 Templates
- 3.17 Dice
- 3.18 Last Night on Earth Soundtrack
- 4. Definitions and Glossary
- 5. Setting Up
- 6. The Game Round
- 7. Card Play
- 8. Movement
- 9. Items
- 10. Ranged Attacks
- 11. Fights
- 12. Fire
- 13. Heroes
- 14. Zombies
- 14.1 Zombies in Alternate Settings
- 14.2 Spawning Zombies
- 14.3 Standard Zombies
- 14.4 Zombie Grave Dead
- 14.5 Zombie Champions
- 14.6 Grave Weapons
- 14.7 Zombie Heroes/Martians
- 14.8 Placing Zombies on Spawn Pits
- 14.9 Zombie Experience
- 14.10 Zombie Upgrades
- 14.11 Advanced Abilities
- 14.12 Experience Tokens and Other Abilities
- 16. Special Rules
- 16.1 Special Rules Always in Effect
- 16.2 Adding Special Rules to Existing Scenarios
- 16.3 Hero Special Rules
- 16.3.1 Hero Card Pool (x) x/2 times ●
- 16.3.2 Extra Doors (x) x times ●
- 16.3.3 Hero Starting Cards (1) ●●
- 16.3.4 Manor Deck ●●
- 16.3.5 Well Stocked Buildings ●●
- 16.3.6 Constructing the Hero Team ●●
- 16.3.7 Townsfolk Allies (x) x times ●●
- 16.3.8 Townsfolk Heroes (x) x times ●●
- 16.3.9 Free Search Markers ●●●
- 16.3.10 Hero Starting Cards (2) ●●●●
- 16.3.11 Hero Unique Advanced Abilities ●●●●
- 16.3.12 Extra Heroes (x) x times ●●●●●
- 16.4 Zombie Special Rules
- 16.4.1 Zombie Pillage ●
- 16.4.2 Lights Out (x) x times ●
- 16.4.3 Lights Out - Choice (x) x times ●●
- 16.4.4 Taken Over (x) x times ●●
- 16.4.5 Zombie Advanced Abilities - Random (x) x times ●●
- 16.4.6 Airstrike (x) x times ●●●
- 16.4.7 Taken Over - Choice (x) x times ●●●
- 16.4.8 Zombie Advanced Abilities - Chosen (x) x times ●●●
- 16.4.9 Extra Zombie Move (+1) ●●●●
- 16.4.10 Zombies Auto Spawn ●●●●
- 16.4.11 Zombie Hand (6) ●●●●
- 16.4.12 Zombie Horde (21) ●●●●
- 16.6 Other Special Rules
- 17. Optional Rules
- Appendix IV, Special Rules Roster
1. About These Rules
1.1 Version and Copyright
This is version 2.0 of the Complete Rulebook for Last Night on Earth with Invasion from Outer Space. Compared to version 1.1 it adds the rules from Invasion from Outer Space as well as a number of clarifications.
The original Last Night on Earth (LNOE) and Invasion from Outer Space (IFOS) Games were designed by Jason C. Hill and published by Flying Frog Productions. These rules were re-written, edited and updated by Mattias Elfström with support from Thomas Gustafsson, James Hébert and Martin Stegmark during 2017 and 2018 based on the original works and no permission to publish them has been obtained. This is not to be seen as a challenge to their copyright, but rather as a service to the players of these great games.
The solo rules were written by Thomas Gustafsson and edited by Mattias Elfström.
All photos of painted models in these pages were taken by Jeanette Utell Elfström or Mattias Elfström and the models were painted by Mattias Elfström.
1.2 The Games and Expansions
The rules from the following games, expansions and supplements are worked into the Complete Rulebook:
- Last Night on Earth: The Zombie Game (2007)
- "We've Got To Go Back!" web scenario (2007)
- All Hallows Eve web scenario (2007)
- Stock Up supplement (2007)
- Last Night on Earth Special Edition Soundtrack CD (2007)
- Growing Hunger expansion (2008)
- Revenge of the Dead supplement (2008)
- Zombie Pillage supplement (2009)
- Run For It! web scenario (2009)
- Radioactive Grave Dead supplement (2009)
- Zombies with Grave Weapons miniature set (2010)
- Survival of the Fittest expansion (2010)
- Hero Pack 1 expansion (2010)
- All Hallows Eve II: The Ritual web scenario (2010)
- LNOE Advanced Abilities supplement (2010)
- Radioactive Zombies with Grave Weapons miniature set (2010)
- Invasion from Outer Space: The Martian Game (2010)
- IFOS Advanced Abilities supplement (2010)
- Invasion from Outer Space: Zombie-Martians set (2010)
- Cloaked Martian Scouts supplement (2011)
- Last Night on Earth: Timber Peak stand-alone expansion (2012)
- Darkest Night web scenario (2012)
- Blood in the Forest expansion (2013)
- "Hold the Line!" supplement (2013)
- Airstrike supplement (2014)
- Last Night on Earth: The Zombie Game – 10 Year Anniversary Edition (2017)
- Hero Pack 2 expansion (2017)
FAQ and errata from various sources (including the expansions, supplements, the FlyingFrogWiki and the BoardGameGeek site) have also been incorporated.
1.3 Using These Rules
These rules were written with the assumption that all expansions and supplements are used at the same time. For this reason many optional rules have been worked into the text.
Generally, brevity has given way to completeness. This means that these rules are quite lengthy, even if the game is not especially complex. If you desire a simpler game with fewer options refer to the original rules.
The Complete Rulebook is intended for experienced players and no attempt has been made to arrange the rules for easy learning. The Complete Rulebook should however serve as a handy reference for those who are already familiar with how the game works.
1.3.1 Rules Integrity
The Complete Rulebook should play according to the official rules in all but a few cases. In a few instances there are however no official rules to cover certain situations. In these cases rules have been invented and noted in the footnotes.
1.3.2 Always in Effect Special Rules
Many of the later expansions in the series add a few of the Special Rules to all earlier scenarios. For these complete rules the following Special Rules are considered to be in effect for all scenarios where they are applicable:
- Heroes Replenish
- Survival Decks
- Barricades
- Always Zombie Heroes
- Zombie Grave Dead
- Zombie Champions
- Zombie Grave Weapons
- Cloaked Martian Scouts
Since the addition of Special Rules may affect scenario balance players may wish to compensate some scenarios using the "Dot method" (see rule 16.2).
Note: Adding the Dots for the Special Rules that are "always in effect" when using the Complete Rulebook means that the Zombies have a few Dots to their advantage and the Martians may be a few Dots behind. In many scenarios one side or the other may however already have one or more of the "always in effect" rules added to their side. In many cases this will cancel any perceived advantage, but in some cases these rules suggest that additional balancing may be required. Some of the rules with Dot-values really should not stack their Dots since they don't provide additive benefits; this is particularly true concerning the various special Zombie types. In some cases on the Random Scenario Table (see 5.1.1) the balance provisions have been shifted somewhat to account for scenarios that are known to have balance issues.
1.3.3 Use of Cases and Specific Words
In the Complete Rulebook the rules are numbered in rules cases. This allows for cross references throughout the rules and should make finding the relevant rules easier.
All rules references are hyperlinked if you read these rules on your iPad.
The words "die" and "dice" are not used the same way throughout the original rules and on the cards. In the Complete Rulebook the word "die" denotes a single die (singular) while the word "dice" is used when several dice are involved (plural).
The word "turn" is used loosely in the original rules. The game is actually played in "Rounds", each Round consisting of a Zombie or Martian Turn and a Hero Turn (and sometimes a Zombie, a Martian and a Hero Turn). All scenario cards stipulate game length in "Turns", but this should actually be "Rounds".
The use of the term "Phase" is not consistent in the original rules. In these rules "Phase" only refers to the Fire (see rule 6.3) and Crowd Phases (see rule 6.5), while the different steps of the Zombie, Martian and Hero Turns are always referred to as "Steps".
1.3.4 Printing the Complete Rulebook
The Complete Rulebook has been designed to be printed on A3 or A4 paper, four pages to a sheet, and then folded to create an A4 or A5 leaflet. The Complete Rulebook is also a joy to read on an iPad. A version without the page backgrounds can also be supplied to those wishing to save printer ink.
1.4 Mature Themes
Last Night on Earth, The Zombie Game and Invasion from Outer Space, the Martian Game contain some graphic horror-movie imagery (though it is most often depicted in a tongue-in-cheek fashion). For this reason, this combined game is aimed at an audience aged 12 and up.
2. Game Overview
Last Night on Earth, The Zombie Game and Invasion From Outer Space, The Martian Game are fast-paced games of brain-eating Zombies, fiendish Martians, Small Town and Carnival Heroes and Horror and Sci-Fi B-movie action. Players take on the role of either the Heroes, Zombies or Martian invaders. To survive, Hero players must use their cunning and ingenuity (as well as a bit of luck) to make it through the night. Only by working together can the Heroes hope to fend off the hordes of Zombies and find some way to stop them or escape or fight off the invasion with waves of Martian Soldiers and Flying Saucers, blasting Humans with Ray Guns and unleashing their vile alien technologies upon the Earth.
With a cast of Horror and Sci-Fi movie archetype Heroes and hordes of blood-thirsty Zombies and Martians, each Scenario is designed to play out like the plot of a movie; desperate Heroes racing against time to accomplish their goals... sometimes it's as simple as just trying to live through the night.
With the combined games players can have Zombies or Martians invade the small towns of Woodinvale or Timber Peak, attack the Carnival, or even play a massive game with up to three independent factions (Heroes, Zombies and Martians). The possibilities are endless.
So put down that popcorn, grab your shotgun, strap on your jumpsuit and hide your brain - the Zombies and Martians are coming, the Invasion From Outer Space has begun and this could be your Last Night on Earth!
The game is played in Game Rounds. Each Game Round is normally split into two Turns, the Zombie or Martian Turn and the Hero Turn. There is also a short Fire Phase between the two Turns and a Crowd Phase after the Hero Turn. During the Zombie or Martian Turn, that player gets to move, Blast and Fight with her Zombies or Martians as well as possibly add new Zombies or Martians to the Board. During the Hero Turn, each Hero gets to take a Move Action (move, Search (if in a building) or Build a Barricade), make a Ranged Attack and Fight. The order in which Heroes are activated is up to the Hero players. The game ends when either the objectives of the scenario are completed or when the game round marker reaches the end of the track.
Note: The original rules used two Zombie or Martian players at some player counts. The Complete Rulebook changes this in order to provide a more interesting game for the Zombie or Martian player. If desired it is still possible to play two Zombie or Martian players in accordance with the original rules. The changes required for this are described in the Optional Rules (see rules 17.1 and 17.2).
2.1 Number of Players
The Game can be played by two or more players. There are always at least one Zombie or Martian player and one Hero player and at least 4 Hero Characters (regardless of how many players are playing as the Heroes). One scenario (#41 The Earth Overrun) allows play with three factions at the same time.
The total number of players determines how many Heroes each of the Hero players will play. Consult the chart below.
Player Assignment
- 2 Players: 1 Zombie or Martian player; 1 Hero player with all four Heroes
- 3 Players: 1 Zombie or Martian player; 2 Hero players with two Heroes each
- 4 Players: 1 Zombie or Martian player; 2 Hero players with one Hero each and 1 Hero player with two Heroes
- 5 Players: 1 Zombie or Martian player; 4 Hero players with one Hero each
- More Players: 1 Zombie or Martian player; 5 or more Hero players with one Hero each (the Zombie or Martian player will get to choose one or more balancing Special Rules using the "Dot system" (see rules 16.2 and 16.3.12)). Alternately there can be two Zombie or Martian players (see rules 17.1 and 17.2) or you can play the three faction scenario (see Appendix II).
2.2 Winning the Game
The game is won by either the Zombies, Martians or Heroes. When one side completes their Objectives as listed on the Scenario Card (Heroes, Zombies or Martians), they win and the game immediately ends.
2.2.1 Automatic Zombie or Martian Victory
In addition to the normal objectives, in any scenario (unless specifically stated otherwise) the Zombies or Martians automatically win the game if:
- Four (4) Heroes are killed for any reason (this includes turning Heroes into Zombies)
- A Zombie or Martian Card discards the last Hero Card from the deck (or would discard the last card, even if there are none left). Note that if a Hero draws the last Hero Card from the deck, the Heroes do not automatically lose.
Note: Since the Small Town Hero deck is quite large when playing with all supplements combined it is rather unlikely that the Small Town Hero deck will run out. Any players wanting to increase the likelihood of this may implement the optional Reduced Hero Deck rule (see rule 17.3).
2.2.2 Automatic Hero Victory
In addition to the normal objectives, in any scenario (unless specifically stated otherwise) the Heroes automatically win the game if the Martians are the opponents and there are no Martians at all on the Board (not including Flying Saucers).
3. Game Components
Playing Last Night on Earth using the Complete Rulebook assumes that all games and supplements in the series are available. If you don't have all parts of the complete game you may have to ignore some rules.
The 10 Year Anniversary Edition doubles up most components from the base game. It is not necessary to have both the Anniversary Edition and the base game in order to use these rules.
A complete list of all Last Night on Earth and Invasion from Outer Space components (including all expansions and supplements) is available in Appendix V of the Complete Rulebook.
3.1 Rulebooks
Most expansions and supplements in the series add rulebooks or rules sheets. The Complete Rulebook replaces them all and they should be ignored when playing with these rules.
3.2 Game Boards
The game is played over a Board consisting of a center piece and a number (usually four) of Outer boards that are chosen randomly. Other configurations are possible using special scenario rules.
There are three sets of boards that are not intended to be mixed with one another (except for the Forest and Town Ring, see rules 16.6.5 and 16.6.6), but rather to have a game either take place in the Small Town (from Last Night On Earth or Timber Peak), at the Carnival (from Invasion From Outer Space) or in the Forest (from Blood in the Forest). There are several reasons for this, not the least of which is that it would be thematically very strange to have the Bear Tent right next to the Hospital or the High School.
There are two types of game boards in each set, the Center boards and the L-shaped Outer boards. The Straight Connector boards can be used with either set.
3.2.1 The Town Center
The Town Center board belongs to the Small Town set and is usually used as the center of the Board and has larger spaces to allow for faster movement across the middle of the Board. These spaces work exactly like other smaller spaces, there are just fewer of them.
3.2.2 The Manor House
On the reverse side of one Town Center board is the Manor House. The Manor House belongs to the Small Town set and is only used if indicated in the scenario rules (as it is in the Defend the Manor House, Burn it to the Ground, Supply Run and Run For It! scenarios).
The Manor House counts as a normal Building in every way, with the following exceptions:
- Heroes may NOT Search in the Manor House (unless the Manor Deck Special Rule is in effect, see rule 16.3.4)
- The Manor House may never be chosen when rolling a Random Building.
3.2.3 Radio Station
On the reverse side of one Town Center board is the Radio Station. The Radio Station belongs to the Small Town set and is only used if indicated in the scenario rules (as it is in the Radio for Help and Mountain of the Dead scenarios).
Similar to Town Center: The Radio Station board works very similar to the normal Town Center, but has smaller size spaces, just like the Outer boards, and has a large structure that is the Radio Station.
Two Buildings: The Radio Station is actually two buildings next to one another, that are connected by a door at the center. These are normal buildings in every way, with one exception - they have no Random Number Set, and so will never be selected as a Random Building. These two buildings can be Lights Out and/or Taken Over independent of one another, and are considered two separate buildings in every way.
Rooms: The Radio Station buildings are subdivided into several "rooms". These generally have no effect on gameplay, but are occasionally called out for thematic purposes (such as the Sound Booth room in the Radio for Help scenario). The various thematic rooms of the Radio Station are Reception, Break Room, Sound Booth, Weather Room and Storage.
Heroes may Search in the Radio Station buildings just like any other building.
3.2.4 Airfield
The Airfield belongs to the Small Town set and is only used if indicated in the scenario rules (as it is in the Escape in the Plane and Salvage Mission scenarios).
3.2.5 The Big Top Center
The Big Top Center board belongs to the Carnival set and is usually used as the center of the Board.
Big Top Tent: The Big Top Tent is the large building on the Big Top side of the Center board. Unlike normal buildings, Heroes may NOT Search in the Big Top Tent. Instead, the Big Top has a special ability listed on the board that allows any Hero inside to use a Power Token to draw a card. This may be used multiple times per turn.
Corner Blockers: Another unique aspect of the Big Top Tent is the four greyed out corner Blockers of the building. These mark the large bleachers and tent poles and provide a certain amount of protection for anything in the center space of the Big Top Tent. Nothing may ever cross these Blockers. No movement, Ranged Attacks, the Human Cannonball (unless he rolls a 6, see rule 10.6.1), the Cannon/Death Ray Template or even Martian Flying Saucers are allowed to move through these Blockers.
3.2.6 The Fair Grounds
On the reverse side of one Big Top Center board are the Fair Grounds. The Fair Grounds belong to the Carnival set and is only used if indicated in the scenario rules (as it is in the Unleashed scenario).
3.2.7 Forest Center
The Forest Center belongs to the Forest board set and is only used if indicated in the scenario rules (as it is in the Lost in the Woods scenario).
3.2.8 Outer Boards
There are 14 L-shaped Outer boards in the Small Town set, 6 L-shaped Outer boards in the Carnival set and 4 L-shaped Outer boards in the Forest set. These boards represent the surrounding buildings and various areas of the town, the various structures and tents that make up the carnival or the forest. Generally, at the start of each game, 4 of the Outer boards are chosen at random and placed around the Center board to form the complete, square game Board.
3.2.9 Straight Boards
The 4 rectangular Straight boards are double-sided, with Forest on one side and open grass on the other. They don't belong to either board set. These are mainly used for alternate board arrangements such as the Forest Ring (see rule 16.6.5), Town Ring (see rule 16.6.6) or Forest Only (see rule 16.6.7) board setups.
3.3 Game Board Features
The following describes the various features found on the Board.
3.3.1 Spaces
The Board is divided into a number of spaces that the Heroes, Zombies and Martians move through. Every space is either an Outdoor Space or a Building Space (those within building walls). Note that even though some areas are open air, such as the Lumber Yard or Power Relay Station or temporary structures like tents, they are treated the same as any other building for game purposes.
Stacking Limit: There is no limit to the number of Heroes and/or Zombie models that can be in a space at once. Heroes, Zombies and Martians may be in the same space. The only restriction is that there may not be more than one Martian Pack in a space at a time.
Large Spaces: Some spaces are significantly larger than others. These spaces are treated exactly the same. The larger spaces just allow models to move across the Board much faster.
3.3.2 Walls
Walls run along the edge of certain spaces to show the border of a building. Walls block Hero and Martian (except the Zard Beast) movement but not Zombie movement as well as Line of Sight for Ranged Attacks (see rule 10.3).
Corner Walls: Some of the walls in the Manor House and Radio Station extend out beyond the normal corners. These extra bits of wall are called Corner Walls. There is also a plus-shaped Corner Wall in the center of the Manor House and Radio Station.
Corner Walls prevent Heroes and Martians (except the Zard Beast) from moving diagonally around a corner (or across the center in the case of the plus-shaped Corner Wall). They do NOT have any effect on line of sight for Ranged Attacks.
Hard Walls: Some Walls are marked with Red and Black striped lines; these are Hard Walls. Hard Walls work exactly the same as normal Walls, except that models cannot see through them, even if they are Adjacent to the Hard Wall.
3.3.3 Doors
Doors are marked by a break in the Wall and allow a Hero or Martian to move through that Wall in a given space. Heroes and Martians may not move diagonally through a Door.
3.3.4 Zombie Spawning Pits
The red X's on the L-shaped Outer boards of the Small Town board set represent Zombie Spawning Pits. These spaces are where the Zombies enter the Board and are usually exactly where the Heroes don't want to hang out (unless of course they are thinking of becoming a Zombie). Most Outer boards have one Zombie Spawning Pit on them.
Optional Yellow Spawn Pits: The L-shaped Forest boards have an alternate type of Zombie Spawning Pit on them, marked as a yellow "X". These are Optional Zombie Spawning Pits. Zombies may double up on red Spawning Pits before Spawning on the Optional yellow Spawn Pits. Note that you may NOT double up Zombies on a yellow Spawn Pit until every other Spawning Pit (red and yellow) has at least one Zombie on it as normal.
3.3.5 Landing Site Start Spots
On each of the Carnival Outer boards there is a faded circular area with a swirl pattern and surrounded by a dotted line; these are Martian Landing Site start spots. At the start of the game, place a Landing Site marker on each of these start spots if the Martians are in the game.
3.3.6 Forest Spaces
Any space that is predominantly filled with trees is considered a Forest Space (as well as an Outdoor Space). These spaces increase the danger level for any model in them as Heroes run through the dark woods and Zombies or Martians lay in wait behind every tree and shadow. The Thrasher's Mill building space also counts as a Forest space.
Extra Fight Die: Every model in a Forest Space rolls an extra Fight Die. This means that Zombies are more likely to win a Fight as they will generally get two Fight Dice (and they win on ties), but Heroes are more likely to kill a Zombie that they beat as they are generally rolling three Fight Dice (and are more likely to get doubles).
Blocks Line of Sight: Another aspect of Forest Spaces is that they block Line of Sight for Ranged Attacks. Heroes and Martians may see into and out of a Forest Space, but they may not count Line of Sight through a Forest Space.
Random Number Set: Some Forest Spaces are marked with a Random Number Set in the corner of the space (just like a building). These spaces are large, thick forested areas and can be selected when rolling for a Random Building (or when choosing a "building"). It is assumed that the Forest is thick enough here that it can be overrun with Zombies and Taken Over or be especially dark and foreboding to count for cards such as Lights Out. These Forest Spaces may be chosen for card effects that target buildings or for the Hero's/Zombie's/Martian's Choice result for a Random Building. Note that these spaces do not count as buildings in other regards and Heroes may not Search there.
3.3.7 Trees
A feature that appears on some of the Outer boards is trees. These trees always appear at the center point between 4 spaces and have a small "plus-shape" wall in the middle. Trees block Heroes and Martians (except the Zard Beast) from moving diagonally through them. They DO NOT block Line of Sight or Zombie movement in any way.
3.3.8 Single Space Buildings
The L-shaped Forest boards have single-space buildings on them. These are the Ranger Station, Old Cabin, Thrasher's Mill, Mine Shaft and Tower Relay.
Counts as Normal Buildings: These single-space buildings count as normal buildings in every way, so Heroes may Search there, they can be Taken Over, etc. Because these buildings are only a single space, every edge and corner of the space automatically counts as a Wall as well as a Door. As such, Heroes and Martians may enter the building from any side (as well as diagonally), and may make a Ranged Attack into or out of the building in any direction. It does, however, also mean that Zombies may use cards like Locked Door to prevent a Hero from entering or leaving a single-space building and a Hero may not trace a Line of Sight for a Ranged Attack through a single-space building to the other side.
3.3.9 Pick Up:
Although Heroes can Search in any building (except the Manor House and Big Top Tent) to draw a Hero Card, some buildings have the ability to instead pull a specific card out of the Hero discard pile. These buildings are noted as having a "Pick Up:".
For example, the Police Station building says "Pick Up: Pump Shotgun". This means that a Hero Searching in the building may either draw a card off of the top of the Hero deck as normal, or they may search the Hero discard pile and just take a Pump Shotgun card (if there is one).
Card in Discard: The most important note about the Pick Up: ability is that to be able to use it, the listed card must already be in the Hero discard pile (you do NOT get to pull it out of the deck).
No Unique Items: Pick Up:s do NOT apply to the Unique Items Survival deck.
3.3.10 Special Areas and Buildings
Some buildings and areas of the board have Special Rules associated with them. Some rules are listed on the board.
The Antenna: At the center of the Radio Station board, there is a large Radio Antenna taking up a full space. This Antenna space is outlined in red to show that it is a blocked space. No model may ever enter this space, Line of Sight may NOT be traced through this space, and no marker or Fire may ever be placed there.
Carnival Cannons: You'll notice that there is a Cannon on each of the L-shaped Outer Carnival boards. These Carnival Cannons do not have any built-in abilities, but rather are used in conjunction with a Hero's Special Rules or cards.
Cliff Wall: The Cliff Wall on one of the L-shaped Forest boards is a massive rocky cliff face that is impassable by both Heroes, Zombies and Martians alike. It is marked on the board with a red edge along the space edges that cannot be crossed. The Cliff Wall does not, however, block Line of Sight like a normal Wall would; models may see across it for Ranged Attacks. Note that a Hero with the Climbing Rope Item may use it to cross the Cliff Wall or allow another Hero to cross the Cliff Wall as described on the card.
The Cornfield: In the Cornfield, it is always the Hero's choice as to whether they want to hide or not. Zombies can't use the Cornfield to hide from Heroes or Martians.
The Cornfield Special Rules apply to Martians trying to Fight a Hero in a Cornfield space as well as to Ray Gun Attacks on a Cornfield space. Martians must first roll a 4+ on a D6 before they can make a Ray Gun Attack on a Hero in a Cornfield space. If failed, the Ray Gun Attack is canceled. Note that this has no effect on other forms of Blast like a Death Ray or Saucer Blast.
The Cornfield Special Rules apply to Zombies trying to find Martians just like Heroes.
The Fun House: The Fun House is a large, special building on one of the L-shaped Outer boards that is comprised of several small, colorful rooms that all have Hard Walls. Each room has a large number in it as well as a potential special bonus for Heroes Searching there.
Whenever a Hero Searches in a room of the Fun House, they must first roll a D6 and immediately move to an empty space of the room rolled. They may then complete their Search as normal (drawing a Hero Card). This represents the Hero slipping through secret passages behind the mirrors and trapdoors as they explore the Fun House. If the Hero rolls the room number that they are already in, they do not move, but instead immediately gain the special bonus of that room in addition to their normal Search.
For example, if the Hero is in the room numbered 5 and they roll a 5 on the D6, they do not move, but instead immediately get the bonus for room 5 as well as drawing a Hero Card for their normal Search.
There is one drawback however. If the Hero rolls a room number that currently has no empty spaces (each space of that room already has one or more models in it), the Hero's Search is immediately canceled (they do not get to draw a Hero Card) and they are automatically moved to the Outdoor Space with the large Clown Head at the front of the building.
Road Out of Town: Note that there are Road Out of Town spaces on some boards where the art is made to look as if these roads are fairly long. The Road Out of Town space is still only considered the one that is actually named as such.
3.3.11 Buildings Touching Corners
When the L-shaped boards are placed in a non-standard configuration as with some scenarios, frequently buildings will be touching corners diagonally with each other. These touching corners are called Pinch Points because they are narrow passages between buildings (or between a building and the edge of the Board).
Heroes and Pinch Points: If a Hero wants to move through a Pinch Point, they must first pass an Agility Test (see below). If successful, the Hero may move through the Pinch Point without problem and continue on their way. If the test is failed though, the Hero's move immediately ends in the space before passing through the Pinch Point.
To pass an Agility Test, the Hero must roll equal to or higher than their Agility with one die.
Small Town Heroes Agility: See rule 13.2 for the Small Town Heroes Agility.
Zombies and Pinch Points: Zombies may move through Pinch Points as normal.
Martians and Pinch Points: Martians may move diagonally through a Pinch Point with no problem (they are small and the Zard Beast can easily smash his way through walls anyway).
Note: This Pinch Point rule was taken from Invasion from Outer Space, done in order to have one rule that can be used for all scenarios. If playing a LNOE scenario vs Zombies and players prefer, they may instead use the simpler rule outlined in the Run For It! scenario: "Heroes may NOT move diagonally through a Pinch Point unless they have the Keyword Student. It is assumed that Students are smaller, thinner, and generally more agile than the adult characters and so may squeeze through a Pinch Point and continue moving." In the 10 Year Anniversary Edition there is yet a third option: Heroes that have more than two Health Boxes may not move through a Pinch Point.
3.4 Rolling a Random Building
Many times players will need to roll for a Random Building. To do this, roll a die and look at the arrows arrayed around the edges of the Center board. This roll determines which L-shaped Outer board the Random Building is on (note that a roll of 1 is Hero's Choice which means that the Heroes may choose any building available and a roll of 6 is Zombie's or Martian's Choice).
Once you have determined which Outer board the building is on, roll another die. In the corner of each building, there is a Random Number Set (Ex. 1-2 or 4-5-6 etc). The building that corresponds to the second die roll is your Random Building. With Hero's Choice or Zombie's/Martian's Choice, you may only choose a building with a Random Number Set.
3.4.1 Unusable Building
If the Random Building rolled cannot be used for any reason, roll another building on the same Outer board. If none of the buildings on that Outer board may be used, roll again entirely.
3.4.2 Forest or Town Ring Random Building
When using the Forest Ring (see rule 16.6.5) or Town Ring (see rule 16.6.6) board setup, the process for rolling a Random Building is slightly altered. Roll one die and consult the Random Board numbers marked on the Center board as normal, but then roll another die for inner or outer corner before rolling to determine the exact Random Building.
Inner/Outer Board Selection
| D6 Roll | Result |
|---|---|
| 1–3 | Inner Corner Board |
| 4–6 | Outer Corner Board |
3.4.3 Random Number Sets on Straight Boards
Note that the Straight boards also have Random Number Sets in some of the Forest Spaces. These can never be rolled normally, but may be chosen for Hero's/Zombie's/Martian's Choice or for effects that choose a building rather than rolling for it randomly.
3.4.4 Forest Only Board
When using the Forest Only board setup, the process for rolling a Random Building works exactly like with a normal board setup; simply ignore the Straight boards when rolling the Random Building using the markings on the Center board. The spaces on the Straight boards that have Random Number Sets can still be chosen for Hero's/Zombie's/Martian's Choice results as normal.
3.4.5 Placing Spawning Pits
When a Random Building result is Hero's Choice for a New Spawning Pit, the Zombie player decides which space of the building the pit is actually placed in.
3.5 Game Displays
3.5.1 Sun Track
There are three Sun Tracks available. Only one is used in each game. The Sun Track marks the Rounds of the game and counts down to zero at the bottom of the track.
Note: The original rules made use of "The Black Zone" on the Sun Track, but this rule is no longer used since Always Zombie Heroes is always in effect.
3.5.2 Invasion Track
This track replaces the Sun Track if the Martians are in play instead of the Zombies. It marks the Rounds of the game and counts down to zero, which is shown as the Earth at the bottom of the track.
3.5.3 Martian Command Console
The Martian Command Console is used by the Martian player to help run the invasion. The orange side is used when there is one Martian player, while the light blue side is used when there are two (see rule 17.2.2). Note that the console is considered to have an additional button to land Cloaked Martian Scouts that is not shown (see rule 15.1.6).
3.6 Character Sheets
There are 40 Large Hero Character Sheets. Each of the different Character Sheets represents a Hero and lists her unique Special Rules, abilities and information.
3.6.1 Small Town Heroes
There are 32 Small Town Heroes.
3.6.2 Carnival Heroes
There are 8 Carnival Heroes.
3.7 Champion Record Sheets
3.7.1 Zombie Champions
Each of the two Zombie Champion types has a Record Sheet detailing their rules and abilities.
3.7.2 Martian Champions
Each of the two Martian Champions is represented by a Martian Champion Token that lists their unique abilities, cost, and information.
3.8 Scenario Cards
There are several different official Scenarios, each represented by a large Scenario Card (or scenario sheet) that lists all of its important information and objectives.
Note that the number of Turns indicated on the scenario cards actually refers to Game Rounds.
See Appendix II of the Complete Rulebook for a complete listing of scenarios.
3.9 Cards
There are several different types of cards in the game. The cards are divided into a number of different decks:
- 200+ card Hero deck
- 62 card Carnival Hero deck
- 200+ card Zombie deck
- 62 card Martian deck
- 20 card Unique Items deck
- 20 card Survival Tactics deck
- 22 card Grave Weapons deck
- 23 card Melee Hero Upgrade deck
- 23 card Ranged Hero Upgrade deck
- 23 card Special Hero Upgrade deck
- 24 card Zombie Upgrade deck
- 4 card Zombie Advanced Abilities deck
- 2 card Martian Advanced Abilities deck
There are also 24 Hero Advanced Abilities cards and a number of Reference cards that are not "decks" per se.
Note: Apart from the 200+ cards in the Small Town Hero deck and the Zombie deck (assuming all expansions are combined) there is also a number of alternate image promo cards available. These can also be added to the decks if the players desire. It may happen that both Hero decks are in play at the same time (if using the Forest or Town Ring with the Carnival board set for example). In these cases it is enough to run one of the Hero decks out in order for the Zombies or Martians to win.
3.9.1 Hero Cards
There are two different Hero Card decks; the Small Town Hero deck (Green backed) and the Carnival Hero deck (Red backed). The Small Town deck is used while Searching the Small Town or Forest board set and the Carnival deck is used while Searching the Carnival board set. In this way, the cards in the deck will match the location of the game (for Pick Ups and Townsfolk/Allies etc). Other than the difference in contents the decks are used the same way.
Hero Cards represent Items and Weapons that the Heroes can find throughout the game as well as Events used to surprise your opponent. Just below the card image are the Keywords. The first Keyword is always either Item or Event.
Items: When found through Searching, Items (Green bordered, or Grey/Grey-Blue bordered for Weapons) are cards that are immediately played face-up on the Hero who found them.
Events: Events (Gold bordered) are taken into the player's hand and kept secret from the Zombies/Martians. The Hero players may show each other what cards they have in hand. The Events can be strategically played on any Hero to give them an edge or save them from a grizzly fate. Each Hero player has an unlimited capacity for keeping Event cards on hand.
Discard Inspection: The Hero deck discard pile is open to inspection at any time.
Never Reshuffled: The Hero Card deck is not reshuffled if it runs out, instead the Heroes lose the game (see rule 2.2.1).
Note: Although the original rules do not allow the discard pile to be counted the Complete Rulebook changes this. Most players don't like to remember what cards have been played and the complete Hero deck is so large that a Zombie victory from running the deck out is highly unlikely anyway.
3.9.2 Zombie Cards
Zombie Cards work a little bit differently than the Hero Cards. The Zombie player has a hand of cards at her disposal to use against the Heroes and Martians as she sees fit. She also gets to draw back up to a full hand at the start of each new Zombie Turn. There is really only one kind of Zombie Card and that is the Zombie Event (Wood bordered). These represent a host of different abilities that the Zombies can use to attack, torment, and generally terrorize the Heroes and Martians.
Zombie Card Hand: Zombie cards are taken into the player's hand and kept secret from the other players. The Zombie player has a four card hand limit when drawing Zombie cards.
Discard Inspection: The Zombie deck discard pile is open to inspection at any time.
Reshuffle: If the Zombie deck runs out of cards, immediately re-shuffle the discard pile back into the deck.
3.9.3 Unique Items and Survival Tactics Cards
Unique Items and Survival Tactics card decks are collectively referred to as Survival decks. The Unique Items and Survival Tactics cards are not considered Hero Cards and are not canceled by cards that cancel Hero Cards.
Unique Items: The Unique Items represent powerful Items that the Heroes can find scattered around town. These cards are all unique (no duplicates) and feature not only weapons but also character based items and mysterious records that reveal further clues to the secrets of Woodinvale. Like other Items they are immediately played face-up on the Hero who found them.
Some Unique Items are Keyword Records and represent story driven Items. These cards have a letter code in the upper right-hand corner of the text box to show that they are "A", "B" or "C" Records. This letter code is only used in some scenarios and has no inherent meaning to the card effect.
Survival Tactics: Survival Tactics are powerful Event-like cards that the Heroes can use to help stay alive. They can be used to help out any member of the Hero team or sometimes even the team as a whole; to give global bonuses in fighting Zombies and Martians, to build extra Barricades (see rule 8.6) or even to allow the use of Sewers (see rule 8.7) to move around the Board faster. Like Events they are added to the player's hand.
Discard Inspection: The Survival decks discard piles are open to inspection at any time.
Never Reshuffled: The Survival decks are not reshuffled if they run out.
Note: It is the intention of the Complete Rulebook that the Survival decks be used regardless of scenario, board set or Hero group in play.
3.9.4 Grave Weapons Cards
The Grave Weapons deck allows the Zombie player to spawn dangerous new Weapons onto individual Zombies within their horde. These range from traditional weapons like an Old Pitchfork or Rusty Axe to various physical traits that can be used as a weapon such as Bloated Body or Blood Spray. The Grave Weapons cards are not considered Zombie Cards and are not canceled by cards that cancel Zombie Cards.
Immediately Played: When drawn, Grave Weapon cards are immediately played face-up on the table.
3.9.5 Hero Upgrade Cards
Hero Upgrades are a set of cards that represent a Hero learning new skills as they fight, to help keep them alive. In any situation, when using Upgrade card abilities against Martians replace the word "Zombie" on the Upgrade card with "Martian".
The Hero Upgrades are split into three Upgrade decks – Melee, Ranged, and Special. These decks each have a different icon on the back and should be individually shuffled and set out on the table near the Hero players.
Immediately Played: Hero Upgrades are played face up next to the Hero when drawn.
Note: It is the intention of the Complete Rulebook that the Hero Upgrade decks be used regardless of scenario, board set or Hero group in play.
3.9.6 Zombie Upgrade Cards
Similar to the Heroes, the Zombies also have a set of Zombie Upgrade cards that represents the Zombie horde getting more aggressive as they smell fresh blood. Unlike the Heroes though, the Zombie Upgrades are only a single deck of cards to draw from and many of them are marked as One Use Only, meaning that they must be discarded to use their effect.
Immediately Played: Zombie Upgrades are played face up when drawn.
3.9.7 Advanced Abilities Cards
These cards represent the Heroes, Zombies and Martians gaining experience over time as they become more adept at fighting the Zombie horde or hunting the living survivors. Note that not all Heroes have an Advanced Ability.
Immediately Played: These cards are played face up when gained.
3.9.8 Reference Cards
The Reference cards are kept by the players to remind them of the game sequence and other rules. There are separate cards for games with Zombies and Martians. The original Reference cards from Last Night on Earth are less useful compared to those from Timber Peak and the 10 Year Anniversary Edition and should be put aside.
3.10 Playing Pieces
The plastic models are used to position the Heroes, Zombies and Martians on the Board. Total number of Figures available:
- 32 Unique Grey Small Town Heroes
- 8 Unique Grey Carnival Heroes
- 21 Green Zombies
- 21 Brown Zombies
- 7 Red Zombies
- 7 Green Zombies with Grave Weapons
- 7 Brown Zombies with Grave Weapons
- 7 Red Zombies with Grave Weapons
- 7 Radioactive Grave Dead
- 7 Radioactive Grave Dead with Grave Weapons
- 6 Dark Grey Feral Dead Zombies
- 2 Dark Grey Giant Zombie Behemoths
- 9 Blue Martian Soldiers
- 9 Purple Martian Soldiers
- 1 Dark Grey Martian Leader
- 1 Dark Grey Zard Beast
- 9 Crystal Light Blue Cloaked Martian Scouts
The Grey Hero models each match one of the Hero Character Sheets.
The Green and Brown Zombies are used to form the Zombie Pool, the Red and Radioactive Zombies represent Grave Dead, the Zombies with Grave Weapons are used as replacement pieces when Grave Weapons are acquired and the Feral Dead and Behemoths are Zombie Champions. With all these models available scenarios that use the Red Zombies may also use the Grave Dead Special Rule (such as the Plague Carriers scenario).
The Blue and Purple Martians are used to form the Martian Pool, the Crystal Light Blue Martians are Cloaked Martian Scouts and the Martian Leader and Zard Beast are Martian Champions.
3.11 General Markers
A host of different die-cut markers are available in the complete game:
3.11.1 Sun, Invasion and Objective Track Markers
A Sun or Invasion Track Marker is placed on the Sun or Invasion Track at the start of the game and moved down the track one space each Round to keep count of how many Rounds have been played (and how many are left). Objective markers are the other donut-shaped markers used to track Scenario Objectives when needed. Number available: 9+2 plastic.
3.11.2 Number and Letter Markers
The Number Markers are used if indicated by the scenario card (see rule 16.6.8). The letter markers are not used in any currently available scenario. Number available: 40.
3.11.3 Exploration Markers
Exploration Markers represent additional supplies, Heroes or Zombie attacks and are used as a Special Rule (see rule 16.6.10) or if indicated by the scenario card. Number available: 20.
3.11.4 Salvage Tokens
Similar to Exploration Markers, Salvage Tokens represent possible supplies, survivors or even Zombie ambushes and are used for scenario objectives if indicated by the scenario card (see rule 16.6.11). Number available: 16.
3.12 Terrain Feature Markers
3.12.1 Cannons
Occasionally the Carnival Heroes will gain an extra circus cannon that can be positioned on the Board. Number available: 2.
3.12.2 Sewer Entrance Markers
These markers are placed at two outdoor spaces on the Board when called for by cards or scenarios (see rule 8.7). Number available: 4.
3.12.3 Sewer Interior
These are placed next to the Board and used when models enter the sewers. Number available: 2.
3.12.4 Other Terrain Feature Markers
These are placed according to set up rules in scenarios. Generally they can't be moved. The following are available:
- Airplane (1): Used in the Escape in the Plane and Salvage Mission scenarios
- Camp Site (1): Used in the Lost in the Woods scenario
- Crashed Saucer (1): Used in the Unleashed scenario
- Detonator (1): Used in the Blow Up the Town! scenario
- Fork Lift (1)
- Generators (8): Used in the Radio for Help and Mountain of the Dead scenarios
- Meteorite (1): Used in the "It Fell from the Sky" scenario
- Motor Cycle (1)
- Ritual Circle (1): Used in the All Hallows Eve II: The Ritual scenario
- Ritual Table (1): Used in the All Hallows Eve II: The Ritual scenario
- Statue (1)
- Tractor (2)
- Trees (6)
- Truck (1+1 model): Used in the Escape in the Truck, "We've Got To Go Back!", Hunt for Survivors, Broken Down and Earth Overrun scenarios
3.13 Townsfolk/Allies/Crowds/Animals Markers
3.13.1 Allies/Townsfolk
The Allies (IFOS) and Townsfolk (LNOE) markers are equivalent and have no direct use together with the respective Allies and Townsfolk Event cards. They are used on the Board to show the position of Townsfolk Allies (see rule 16.3.7) or Townsfolk Heroes (see rule 16.3.8). They are used in the Abduction, All Hallows Eve, Darkest Night, Hunt for Survivors, Rescue Mission and Run for It! scenarios. Number available: 6+19.
3.13.2 Crowd
These markers are used when a Scenario calls for Crowds to be in play (see rule 16.6.12). They are used in the "Wipe Them Out!" scenario.
The black reverse of these markers are used to mark destroyed buildings (see rule 12.4). Number available: 5.
3.13.3 Lions
Currently not used in any official scenario. Number available: 2.
3.13.4 Old Betsy
Old Betsy, the farm dog, comes into play through a Hero Card. She is not considered a Hero or a model (even if the plastic figure is used to represent her). She is immune to all forms of damage and attacks and does not trigger Zombie Hunger. Number available: 2+1 plastic.
3.14 Game Status Markers
3.14.1 Barricades
These markers are placed along a building wall to show that a wall has been Barricaded. Number available: 33.
3.14.2 Cone of Light
Sometimes during the game a building will have a saucer descend on it with a cone of light. These markers show which buildings are affected by such things.
The black reverse of these markers are used to mark destroyed buildings (see rule 12.4). Number available: 3.
3.14.3 Door/Locked Door Markers
These allow for the addition of Extra Doors (see rule 16.3.2) and for the Zombies to permanently Lock Doors. Number available: 7.
Remains in Play: The Zombie Card Locked Door is considered Remains in Play. When Locked Door is played during the game, place a Locked Door Marker over that doorway; the door has been locked and Heroes may NOT move through it. If the Locked Door card is canceled, remove the marker as you would with any other Remains in Play card.
Ignore Locked Door: Items that allow a Hero to "ignore the effects of Locked Door" (such as Keys or Fire Axe) also let that Hero discard any Locked Door Marker moved through (as well as the corresponding card). The Hero card Escape Through the Windows, however, does not cancel Locked Door, instead it simply allows the Heroes to move through Locked Door Markers for the Turn just like any other wall.
Note: This Locked Door rule was an Optional rule in Growing Hunger that has been made standard in the Complete Rulebook. Note that this does NOT allow the Heroes to place additional doors as originally described in Growing Hunger.
3.14.4 Experience Tokens
These tokens are used to track the Experience gained by each Hero or the Zombies or Martians. On the backside of the token is a Boost marker to indicate when the Boost effect of an Upgrade has been activated. Number available: 51+20 plastic.
3.14.5 Fire Markers
These markers are used when a Fire breaks out on the Board and are dangerous to move through. New Fires use the side without the direction arrows, while Existing Fires use the side with the direction arrows. Number available: 24+8 plastic.
3.14.6 Grave Weapon Markers
When a Zombie gets a Grave Weapon the appropriate marker can be placed underneath the model to show which weapon it has. Alternately the Grave Weapon models may be used (see rule 14.6.2). Number available: 22.
3.14.7 Green Ooze
Used to mark where Radioactive Grave Dead have liquified (see rule 14.4.3). Number available: 6.
3.14.8 Infected Markers
Sometimes a Hero or Martian will become Infected by the Zombie plague. An Infected marker is placed on the Hero or Martian, and from that point forward they are in trouble (see rule 11.6.2). Number available: 10.
3.14.9 Landing Site Markers
The Martians have come to Earth in Flying Saucers. These Landing Site markers represent a saucer floating above the tabletop and are spots that Martians can teleport into play. As they are Flying Saucers, these Landing Site markers can be moved around the Board during the game (see rule 15.1.2). Number available: 6.
3.14.10 Lights Out
When the Zombies or Martians cut the power (usually by tripping over something or chewing through the lines), you know you're in trouble. Lights Out markers are placed on buildings to indicate this as directed by certain card effects.
Note that Lights Out only affects Hero movement and has no impact on Searching, Ranged Attacks, Zombies or Martians. A Fire inside a building does not in any way negate the effects of Lights Out.
The black reverse of these markers are used to mark destroyed buildings (see rule 12.4). Number available: 14.
3.14.11 Martian Command Points
The Martians get these Command Points to spend using the Command Console in order to manage their invasion of Earth (see rule 15.1). Number available: 20.
3.14.12 Power Tokens
These tokens are a resource that the Carnival Heroes need to spend in order to use their powerful special Talents. Each Carnival Hero starts the game with 1 Power Token, but can get more as the game progresses (see rule 13.3.1). Number available: 16.
3.14.13 Reinforcement/Supply Markers
Once a Barricade has been built by the Heroes it can be further reinforced by adding Reinforcement Markers to it. The reverse side has Supply Markers that are used in some scenarios to represent important supplies that the Heroes can recover. Number available: 25.
3.14.14 Spawn Tokens
These tokens are used to mark how many Spawn Points the Zombie player has built up on a Zombie Champion toward paying its cost. This allows the Zombies to build more expensive Champions over a number of Turns. They can also be used during Spawning to keep track of available Spawn Points (see rule 14.2). Number available: 8.
3.14.15 New Spawning Pit
Occasionally the Zombies will gain additional Spawning Pits which are used to bring new Zombies onto the Board. This is usually caused by a card effect. Number available: 8+6 plastic.
When a Random Building result is "Hero's Choice" for a New Spawning Pit, the Zombie player decides which space of the building the pit is actually placed in.
A Fully Barricaded building (see rule 8.6.5) may NOT have a new Spawning Pit placed in it (re-roll if selected randomly).
Note that there are more Spawning Pit markers on the reverse side of some of the Infected markers.
3.14.16 Taken Over
Sometimes a building will be overrun with Zombies to the point that the Heroes can't enter it anymore. This is usually caused by a card effect. When this happens, a Taken Over marker is placed on the building. Number available: 15.
A building with a Number Counter or a Fully Barricaded building (see rule 8.6.5) cannot be Taken Over; re-roll if such a building is selected randomly.
The black reverse of these markers are used to mark destroyed buildings (see rule 12.4).
3.14.17 Wound Markers
Several red Wound Markers are included to keep track of damage that models take during the game. These markers are placed on the Hero Character or Zombie/Martian Champion Sheets to show when they have been wounded. In some cases Zombies can also take more than one Wound. If needed, place Wound Markers under the Zombie models to indicate such wounded Zombies. Number available: 64+24 plastic.
3.14.18 Zombie Hero Markers
Often when a Hero or Martian Champion is killed they will be turned into a Zombie. When this happens, a Zombie Hero marker is placed under the figure and moved with them as a reminder that the former Hero or Martian Champion is now a brain-hungry Zombie (see rules 13.10 and 15.11.2). Number available: 11.
3.15 Item Markers
3.15.1 Flares
Used in the Airstrike scenario to mark where the Heroes have placed Flares and created a safe zone that will not be bombed. Number available: 4.
3.15.2 Gas Markers
Gas Markers are extremely explosive and are placed on the Board by a Hero with a Fuel Can Item (see rule 9.5.3). Number available: 14+6 plastic.
3.15.3 Kerosene
Highly flammable, these Kerosene Markers can be positioned around the Board to set off a chain reaction of fire and destruction (see rule 9.5.4). Number available: 12.
3.15.4 Scenario Item Markers
Generally these markers are only used if called for by the scenario card.
- The Amulet (1): Used in the All Hallows Eve II: The Ritual scenario
- Bio Canister (4): Used in the "We've Got to Go Back!" scenario
- The Book (2): Used in the All Hallows Eve and All Hallows Eve II: The Ritual scenarios
- Book of Death (1): Currently not used in any official scenario
- The Briefcase (1): Currently not used in any official scenario
- The Cross (1): Used in the All Hallows Eve II: The Ritual scenario
- Crystal Ball (1): Currently not used in any official scenario
- Explosives (4): Used in the Blow Up the Town! scenario
- Explosives (4 with alternate backs): Used in the Blow Up the Town! scenario
- Fish (3): Currently not used in any official scenario
- Flight Plans (2): Used in the Escape in the Plane scenario
- Martian Pylons (4): Used in the Beacon scenario
- Money (4): Currently not used in any official scenario
- Proto Bomb (2): Currently not used in any official scenario
- Repair Parts (2 with alternate backs): Used in the Radio for Help scenario
- The Safe (1): Currently not used in any official scenario
- The Skull (2): Currently not used in any official scenario
- Tools (3, two with alternate backs): Used in the Radio for Help and Broken Down scenarios
- Unicycle (1): Currently not used in any official scenario
- Toxic Waste (2): Currently not used in any official scenario
Important Items: In many cases these markers represent important items that stay in play even if the Hero carrying them is killed. Generally, these markers can be carried by a Hero and do not count against the Hero's Carrying Limit. They may be dropped in a space or freely passed between Heroes in the same space. If dropped they may be picked up for free by any Hero moving through that space. The exact rules used are noted in the scenario.
3.15.5 Use Markers
Several Hero Items come into play with markers on them giving the Item a limited number of uses. The following markers are available:
- Ammo/Dynamite (9)
- Armor/Ammo (10)
- Fuel/Bandages (9)
- Pilot/Faith (8)
The Pilot markers are used in the Escape in the Plane scenario to mark Pilot characters.
3.16 Templates
3.16.1 Cannon/Death Ray Template
This double-sided template has a Martian Death Ray on one side and the Cannon shot on the other.
3.17 Dice
The game comes with a total of 60 standard six-sided dice that should be divided amongst the players. Often cards will refer to the terms D6 and D3. D6 is just another name for a six-sided die. D3 means to roll a six-sided die and consult the following chart:
D3 Table
| D6 Roll | Result |
|---|---|
| 1–2 | 1 |
| 3–4 | 2 |
| 5–6 | 3 |
3.17.1 Modifying Dice Rolls
A die roll may never be reduced to zero (0) or less. It MAY, however, be increased to 7 or more. When a card adds a modifier to a single die, it changes that die in particular. If that die is then re-rolled, the modifier is lost.
3.17.2 D36
In some cases the Complete Rulebook makes use of a D36 for some random determinations. In these cases, roll a D6 twice, reading the first roll as the 10's digit and the second roll as the 1's.
For example, if you roll a "6" and a "2", that would be read as "62".
3.17.3 D216
The Complete Rulebook also makes use of a D216 for some random determinations. To roll a D216, roll a D6 thrice, reading the first roll as the 100's digit, the second roll as the 10's and the third roll as the 1's.
For example, if you roll a "3", a "5" and a "1", that would be read as "351".
3.18 Last Night on Earth Soundtrack
Last Night on Earth, The Zombie Game and Invasion from Outer Space come with their own CDs of original soundtrack music to listen to while you play the game. It is not necessary and does not affect the game play in any way, but you may find that it enhances the experience.
4. Definitions and Glossary
The following words are used throughout the rules and on the cards to refer to specific game functions. When they appear in the rules they have been Capitalized.
Adjacent - Two spaces are Adjacent if they share a common border or meet at a corner. Adjacent includes diagonals and is NOT blocked by walls.
Agility - Agility is a trait used for moving through Pinch Points (see rule 3.3.11) and for Dodging Ray Guns (when playing against Martians). The Agility value for Small Town Heroes is based on the starting number of Health Boxes that a Hero has (see rule 13.2).
The Black Zone - The area toward the top of the Sun Track (from Round 14 and higher). The Black Zone has no bearing on the game when playing with the Complete Rulebook.
Blast - Any Martian Ranged Attack including a Death Ray, Saucer Blast, or the Ray Gun Attacks from a single Martian Pack.
Board - The term Board is used to refer to the entire game Board, often made up of a Center board and several L-shaped Outer boards.
Boost - An enhancement on a Hero Upgrade card (see rule 13.6).
Break Test - A separate die roll needed for many Hero Hand Weapons to see if they are discarded after each use. Referred to on cards as "Breaks on X" (see rule 9.2).
Cancel - When a card is Canceled, it is immediately discarded without further affect. If a Remains in Play card is Canceled, any markers on the Board placed by that card are also removed.
Carnival Board Set - The center and Outer boards from Invasion from Outer Space belong to the Carnival board set.
Carnival Hero - The Heroes from Invasion from Outer Space are Carnival Heroes.
Carrying Limit - The maximum number of Items that a Hero may possess (see rule 9.1).
Combat Bonus: - A Hero Card's special ability for use during a Fight (see rule 11.3.3).
Combine - Some cards allow a Hero to Combine two Items in one in order to increase their effect (see rule 9.3).
Command Point Cost - Number of Martian Command Points needed to Build a Martian Tech or Call a Martian Champion into play.
Crowds - A Special Rule (see rule 16.6.12). Crowds have 4 Health Boxes. Any time a Crowd is killed, Martians gain a bonus 2 Command Points in the following turn. Roll for each Crowd during the Crowd Phase.
Double-Handed - Double-Handed Items count as 2 Items toward a Hero's carrying limit of 4. If the Double-Handed Item is a Weapon, it counts as 2 Weapon Items.
Empty Space - An Empty Space is a space with no Heroes, Zombies or Martians in it.
Except during a Fight or Blast - A card or ability that cannot be used while a Fight or Ray Gun Blast attack is being worked out. May be used between Fights or Ray Gun Blast attacks.
Fended Off - If a Hero or Martian beats a Zombie in a Fight, but does not roll doubles, the Zombie is Fended Off (see rule 11.4.1). The Zombie is left in the space.
Fight - A single hand-to-hand combat between a Hero, Zombie or Martian (see rule 11). The Fight starts as soon as the Fight Dice are rolled and only ends after the Fight has been Resolved and any Wounds have been applied. Note that Ranged Attacks are not Fights.
Fire, Existing - A Fire marker that has been flipped to show its side with arrows. All New Fires are flipped at the end of the Fire Phase (see rule 6.3.3).
Fire, New - A Fire marker that has been created since the previous Fire Phase ended (see rule 12.2). Plain Fire side up (no arrows).
Forest Board Set - The center and Outer boards from Blood in the Forest, all covered in trees, belong to the Forest board set.
Full Martian Pack - Three Martian Soldiers in the same space are considered a Full Pack (see rule 8.2.1).
Fully Barricaded - A building with a Barricade on every wall that is not a Board edge or interior wall (see rule 8.6.5). A Fully Barricaded building may NOT be Taken Over or have a Spawning Pit placed inside.
Fully Reinforced - A Fully Barricaded building with 3 Reinforcement markers on every Barricaded wall (see rule 8.6.6).
Grave Dead - A special type of Zombie with a special ability determined randomly before the game (see rule 14.4.3). Each Grave Dead is one use only and will not return to the Grave Dead Pool once killed.
Hard Walls - Walls with red and black stripes. Block Line of Sight for Heroes and Martians, even when Adjacent.
Hero Card - Combat Bonus: - A Hero Card's special ability for use during a Fight (see rule 11.3.3).
Hero Group - There are two Hero Groups - one consisting of the Small Town Heroes from Last Night on Earth and its expansions and one consisting of the Carnival Heroes from Invasion from Outer Space.
Heroic Cards - Some cards are Heroic. A Hero with a Heroic card that Remains in Play may not have another Heroic card played on them.
Hit - A single Wound caused to a target (usually from a Ranged Attack).
Instantly Killed - When a model is Instantly Killed, it immediately fills all of its Health Boxes with Wound markers. These Wounds MAY be prevented as normal. If not, the model is removed and any Fight they were in is ended without being resolved. If a weapon Instantly Kills on a certain roll during a Fight (on the roll of 6 for example), the Instant Kill must be worked out before any other Fight cards are played to re-roll, add dice or cancel the Fight, etc.
Item - Many Hero Cards (and all Unique Item cards) represent Items that the Heroes can find. Items are always played next to the Hero who has them. The Carrying Limit limits the number of Items a Hero can possess (see rule 9.1).
Keyword - All Hero, Survival, Zombie and Martian cards have Keywords listed just below the card image. Hero Character Sheets and Martian Champion Tokens also have Keywords listed. Keywords generally do not have any inherent meaning to them, they are just there to let you know the type of the card or to be played off of by other cards or abilities. Some Hero Cards have an icon in the upper right corner of the text box to emphasize a certain Keyword (like Gun or Fire).
Kill/Killed - Placing a Wound Marker in all remaining Health boxes of a target. This will remove a model from the Board unless one or more Wounds can be prevented.
Line of Sight - Line of Sight is needed for Ranged Attacks (see rule 10.3).
Martian - This word is used to refer to all types of Martians; standard Martians, Cloaked Martian Scouts and Martian Champions.
Martian Champion - A special type of Martian (Leader or Zard Beast). Each Martian Champion can be Called again if killed.
Martian Pack - All Martians in the same space belong to a Martian Pack (there is a limit of up to 3 Martians in a Pack).
Martian Pool - The Martian Pool is where the Martian player keeps his Martian models while they are not on the Board. Different types of Martians are in different Pools. The standard Martian Soldiers and Martian Champions return to their Pool when killed, while Cloaked Martian Scouts are removed from the game (see rule 15.5.2).
May Not Be Killed - If a model May Not Be Killed that means that they may not be killed or turned into a Zombie Hero in any way. The model may still be wounded, they just cannot take their last Wound. A model that May Not Be Killed may not self-inflict a Wound that would normally kill them (Father Joseph's Strength of Spirit ability for example).
Move Action - A Hero's Move Action can be used for movement, Searching or to Build or Reinforce a Barricade (see rule 8.3).
Natural Roll/Natural Doubles - An unmodified die roll (with at least two dice showing the same result).
Pick Up: - The ability in certain Buildings to take a specific Item from the Hero deck discard pile rather than draw from the top of the Hero deck (see rule 8.5.3).
Pinch Points - Buildings that are touching corners diagonally with each other (see rule 3.3.11).
Random Building - A Random Building on the Board is selected using a specific method (see rule 3.4).
Random Number Set - The white on black numbers printed on buildings on the boards (see rule 3.4).
Round - The game is played in Rounds. Every Round consists of a Zombie or Martian Turn and a Hero Turn with a short Fire Phase in between and a Crowd Phase at the end.
Sacrifice - A cost that has to be paid to play certain Zombie Cards (see rule 7.1.3).
Scenario Search Cards - Some Scenarios have Scenario Search Cards listed. These are cards that are important for the Heroes to find as they relate to the objectives of the Scenario. Some cards (such as Hopeful Discovery) refer to this as they help you find these cards in the deck or discard pile during the game.
Small Town Board Set - The Center and Outer boards from Last Night on Earth and its expansions belong to the Small Town board set (except the Forest boards from Blood in the Forest). For the purist, the boards from Last Night on Earth and Growing Hunger (as listed in rule 5.3.6) depict the small Woodinvale town, while those from Timber Peak depict Timber Peak.
Small Town Hero - The Heroes from Last Night on Earth and its expansions are Small Town Heroes.
Standard Zombie - A standard Zombie is the basic type of Zombie that is in the Zombie Pool (usually 14 of them) and has one Health Box (see rule 14.3).
Start of the Turn - Any time until the first model moves in the Move Zombies or Martians Step or takes a Hero Move Action.
Sundown / Morning - This refers to the Sun Track Marker moving off of the last space of the track (the number 1).
Talents - Each Carnival Hero has one ability listed on their Character Sheet that requires spending a Power Token to use. These character abilities are called Talents.
Turn - Each Game Round consists of two Turns - the Zombie or Martian Turn and the Hero Turn (see rule 6). Every Hero gets to activate once during the Hero Turn. One scenario even has three Turns - the Zombie, Martian and Hero Turns.
Using Items - A Hero may Use an Item that they got this Turn, either through Searching or an exchange, though no Item may be Used by more than one Hero in the same Turn, even if discarded and subsequently Picked Up:. Using an Item includes the use of any card text, Keywords, symbols etc on that card. In the case of the Keyword "Fire" Item to light Dynamite, the Hero is Using the Keyword (also, thematically, it is obvious that the Hero is using the Lighter). By the letter of the rule, two Heroes would NOT be able to use the same Lighter to light Dynamite in the same Turn.
Wound - A marker placed in a Health Box (or sometimes under a model) to show damage. One Wound is enough to remove a normal Zombie or Martian Soldier from the Board.
Zombie - This word is used to refer to all types of Zombies; standard Zombies, Grave Dead, Zombie Martians, Zombie Heroes, Zombie Champions and other special types.
Zombie Champion - A special type of Zombie (Feral Dead or Behemoth). Each Zombie Champion is one use only and will not return to the Zombie Champion Pool once killed.
Zombie Hero - A Zombie Hero is a type of Zombie created from a Hero who has been killed and converted to a Zombie Hero under the control of the Zombie player (see rule 14.7).
Zombie Hunger - The need for Zombies to move into an Adjacent Hero, Ally, Townsfolk, Crowd or Martian's Space or to not move away if already with a Hero, Ally, Townsfolk, Crowd or Martian (see rule 8.1.1).
Zombie Fight: Card - A Zombie Card used to gain a bonus during a Fight. Zombies are limited to one per Fight (see rule 11.3.1).
Zombie Martian Champion - A Martian Champion killed by a Zombie, turned into a Zombie and under the control of the Zombie player (see rule 14.7).
Zombie Pool - The Zombie Pool is where the Zombie player keeps his Zombie models while they are not on the Board. Different types of Zombies are in different Pools. The standard Zombies generally return to their Pool when killed, while specialty Zombies are removed from the game (see rule 5.7).
5. Setting Up
The game is set up according to the following sequence.
Setup Sequence:
- Select Scenario (5.1)
- Select Special and Optional Rules (5.2)
- Create the Board (5.3)
- Shuffle the Card Decks (5.4)
- Prepare Game Equipment (5.5)
- Select and Place the Hero Characters (5.6)
- Create Zombie Pools (if in play) (5.7)
- Place Starting Zombies (if in play) (5.8)
- Create Martian Pool (if in play) (5.9)
- Place Starting Martians (if in play) (5.10)
5.1 Select Scenario
Each scenario has a different theme, objectives, Special Rules, and Game Round limit. The scenario can dramatically change the feel and pace of the game.
A scenario can be selected by all players in agreement or randomly as described below. Place the selected scenario face up on the table, where everyone can see it.
Note that several scenarios have more rules text in Appendix II of the Complete Rulebook.
Once it has been established which scenario to play, players select who will play Heroes and who will play Zombies or Martians.
5.1.1 Random Scenario Selection
Roll a D216 and refer to the Random Scenario Table to select which scenario to play.
If you generate a scenario that is not playable (due to component limitations or whatever) just re-roll.
In general the scenarios should go along with the 'evil' faction being used. So LNOE scenarios should usually go along with Zombies and IFOS scenarios should usually go with Martians.
You will likely find it easiest to use the Small Town Heroes on the Small Town board set and the Carnival Heroes on the Carnival board set because the respective Hero decks are designed to match the proper characters. That being said, you can cross them over and use the Carnival Heroes for games set on the Small Town Board (perhaps the circus was in town) or have the Small Town Heroes on the Carnival Board (it was a nice day out at the circus when trouble struck). It is also possible to mix the Heroes together and draw your Hero team from the mixed group of both Carnival and Small Town Heroes. This will create some strange combinations though.
By default scenarios 1-34 take place on the Small Town board set (except scenario 28, which uses the Forest set) using standard Heroes, the standard Hero deck and Zombie opponents, while scenarios 35-40 take place on the Carnival board set using Carnival Heroes, the Carnival Hero deck and Martian opponents. Scenario 41 uses all three factions and may take place on either the Small Town or Carnival board set. As an option, the Escape in the Truck LNOE Scenario may be used when fighting Martians rather than Zombies.
Random Scenario Table
| D216 | # | Scenario | Game/Expansion | Default Board | Alternate Board | Hero Balance | Zombie Balance | Martian Balance |
|---|---|---|---|---|---|---|---|---|
| 111-115 | 1 | Die Zombies, Die! | Last Night on Earth | Small Town | Carnival | - | ● | - |
| 116-124 | 2 | Escape in the Truck | Last Night on Earth | Small Town | N/A | - | ●● | * |
| 125-133 | 3 | Save the Townsfolk | Last Night on Earth | Small Town | Carnival | - | ● | - |
| 134-142 | 4 | Burn 'em Out | Last Night on Earth | Small Town | Carnival | - | ● | - |
| 143-151 | 5 | Defend the Manor House | Last Night on Earth | Small Town | Carnival | - | - | - |
| 152-156 | 6 | "We've Got To Go Back!" | web scenario | Small Town | Carnival | - | ● | - |
| 161-165 | 7 | Stock Up! | Stock Up! | Small Town | Carnival | - | ● | - |
| 166-214 | 8 | All Hallows Eve | web scenario | Small Town | Carnival | - | ● | - |
| 215-223 | 9 | Zombie Apocalypse | Growing Hunger | Small Town | Carnival | ● | - | - |
| 224-232 | 10 | Plague Carriers | Growing Hunger | Small Town | Carnival | ● | - | - |
| 233-241 | 11 | Burn It to the Ground | Growing Hunger | Small Town | Carnival | - | ●● | - |
| 242-246 | 12 | Alone in the Dark (mini-game) | Growing Hunger | Small Town | Carnival | - | - | - |
| 251-255 | 13 | Revenge of the Dead | Revenge of the Dead | Small Town | Carnival | - | - | - |
| 256-264 | 14 | Zombie Pillage | Zombie Pillage | Small Town | Carnival | ● | - | - |
| 265-313 | 15 | Run For It! | web scenario | Small Town | Carnival | ● | - | - |
| 314-322 | 16 | "It Fell from the Sky" | Radioactive Grave Dead | Small Town | Carnival | - | ● | - |
| 323-331 | 17 | Rescue Mission | Survival of the Fittest | Small Town | Carnival | ● | - | - |
| 332-336 | 18 | Hunker Down | Survival of the Fittest | Small Town | Carnival | ● | - | - |
| 341-345 | 19 | Supply Run | Survival of the Fittest | Small Town | Carnival | - | - | - |
| 346-354 | 20 | Search for the Truth | Survival of the Fittest | Small Town | N/A | - | - | - |
| 355-363 | 21 | Hunt for Survivors | Hero Pack 1 | Small Town | Carnival | - | ● | - |
| 364-412 | 22 | All Hallows Eve II: The Ritual | web scenario | Small Town | N/A | - | ● | - |
| 413-421 | 23 | Darkest Night | web scenario | Small Town | N/A | - | - | - |
| 422-426 | 24 | Learn to Survive | Timber Peak | Small Town | Carnival | - | ● | - |
| 431-435 | 25 | Blow Up the Town! | Timber Peak | Small Town | Carnival | - | ● | - |
| 436-444 | 26 | Radio for Help | Timber Peak | Small Town | N/A | - | ● | - |
| 445-453 | 27 | Mountain of the Dead | Timber Peak | Small Town | N/A | - | ● | - |
| 454-462 | 28 | Lost in the Woods | Blood in the Forest | Forest | N/A | - | - | - |
| 463-511 | 29 | Salvage Mission | Blood in the Forest | Small Town | N/A | - | - | - |
| 512-516 | 30 | Escape in the Plane | Blood in the Forest | Small Town | N/A | - | ● | - |
| 521-525 | 31 | "Hold the Line!" | "Hold the Line!" | Small Town | Carnival | - | - | - |
| 526-534 | 32 | Airstrike | Airstrike | Small Town | N/A | - | - | - |
| 535-543 | 33 | Broken Down | 10 Year Anniversary Edition | Small Town | Carnival | - | - | - |
| 544-552 | 34 | Left Behind | Hero Pack 2 | Small Town | Carnival | - | - | - |
| 553-561 | 35 | Invasion | Invasion from Outer Space | Carnival | Small Town | - | - | - |
| 562-566 | 36 | Unleashed | Invasion from Outer Space | Carnival | Small Town | - | - | - |
| 611-615 | 37 | Abduction | Invasion from Outer Space | Carnival | Small Town | - | - | - |
| 616-624 | 38 | "Wipe Them Out!" | Invasion from Outer Space | Carnival | Small Town | - | - | - |
| 625-633 | 39 | "Blow 'em Out of the Sky!" | Invasion from Outer Space | Carnival | N/A | - | - | - |
| 634-642 | 40 | The Beacon | Cloaked Martian Scouts | Carnival | Small Town | - | - | - |
| 643-651 | 41 | The Earth Overrun | Invasion from Outer Space | Small Town or Carnival | - | - | - | - |
| 652-666 | - | Re-roll | - | - | - | - | - | - |
* This scenario can optionally be played with a Martian opponent.
5.1.2 Mixing Board Sets and Hero Groups
Random Board Set Table
| D6 | Board Set |
|---|---|
| 1-5 | Default |
| 6 | Alternate |
Alternate Board Set: If desired the default board set can be changed by choice or randomly by rolling on the Random Board Set Table after scenario selection.
Random Hero Group Table
| D6 | Small Town Board Set | Carnival Board Set |
|---|---|---|
| 1-4 | Small Town Heroes | Carnival Heroes |
| 5 | Carnival Heroes | Small Town Heroes |
| 6 | Small Town and Carnival Heroes Mixed | Small Town and Carnival Heroes Mixed |
Alternate Hero Group: In a like manner, Hero selection can also be changed by choice or randomly by rolling on the Random Hero Group Table.
Note that some scenarios may not be well balanced for all variations of board sets and Hero groups (the "Blow 'em Out of the Sky!" scenario, for example, may need additional house rules in order to be playable on the Small Town board set). Refer to the scenario notes in Appendix II.
Martians in the Small Town: If the Small Town board set is in use with Martians, place a Landing Site marker on each red Spawning Pit.
Anytime the LNOE Small Town Heroes are in the same game as Martians, they automatically get the Hero Starting Cards (1) Special Rule (see rule 16.3.3). If the Scenario already uses Hero Starting Cards, this is in addition.
See rule 13.1.1 for Hero Special Rules using the word "Zombie" when playing against Martians.
Carnival Heroes in the Small Town: If Archibald the Human Cannonball is in the Small Town, he will always bring 2 spare Carnival Cannons with him. At the start of the game, the Heroes place 2 Cannon markers in any Outdoor space on 2 Random Board Sections. All of the Carnival Heroes start in Random Buildings.
See rule 13.1.2 for Hero Special Rules using the word "Martian" when playing against Zombies.
Anytime that Zombies are in the same game as Carnival Heroes or Martians, they automatically get Zombies Auto Spawn (see rule 16.4.10).
Zombies at the Carnival: If the Carnival board set is in use with Zombies, place a Spawning Pit marker on each Landing Site Start Spot.
Zombies may move through Walls as normal (including Hard Walls), but may not move directly through the Big Top Tent Corner Blockers.
Anytime that Zombies are in the same game as Carnival Heroes or Martians, they automatically get Zombies Auto Spawn (see rule 16.4.10).
Any LNOE Scenario that would use the Manor House instead uses the Big Top Tent Center board, while any other Scenario just uses the Fair Grounds Center board.
See rule 13.1.2 for Hero Special Rules using the word "Martian" when playing against Zombies.
Small Town Heroes at the Carnival: Anytime the Small Town Heroes are in the same game as Martians, they automatically get the Hero Starting Cards (1) Special Rule (see rule 16.3.3). If the Scenario already uses Hero Starting Cards, this is in addition.
All Small Town Heroes start in Random Buildings.
See rule 13.1.1 for Hero Special Rules using the word "Zombie" when playing against Martians.
See rule 13.3.2 for when Small Town Heroes get Power Tokens (through card effects or game board Pick Ups etc). Note that the Small Town Heroes do NOT start with a Power Token.
5.1.3 Hero, Zombie and Martian Balance
Since the Complete Rulebook considers a number of original Special Rules to always be in effect (Heroes Replenish, Survival Decks, Barricades, Always Zombie Heroes, Zombie Grave Dead, Zombie Champions, Grave Weapons and Cloaked Martian Scouts) this may throw the balance of some of the earlier scenarios off. To balance this the Random Scenario Table suggests a number of "Dots" be added to one side. See the Special Rules section (rule 16.2) for how these Dots can be spent.
5.2 Select Special & Optional Rules
Apart from the Special Rules indicated on the chosen scenario players may agree to select more Special Rules using the "Dots method" (see rule 16.2). The number of Dots available to each side may be based on the suggestions on the Random Scenario Table or on any agreed numbers.
Players may also agree to activate one or more Other Special Rules (see rule 16.6) or Optional Rules (see rule 17).
Special Rules in play should be noted on the Special Rules Roster (see Appendix IV of the Complete Rulebook).
5.3 Create the Board
Generally the Board is created by placing a Center board (this is usually the Town Center board or Big Top Center board depending on board set in use, unless the scenario directs otherwise) in the middle of the playing area and randomly (face down) choosing four of the L-shaped Outer boards to be placed around the Center board. Once placed, flip these boards over to create the full Board. The current scenario may alter the standard board setup as indicated.
Note: Although tempting, the Carnival boards from Invasion from Outer Space should not be mixed with the Small Town boards from Last Night on Earth since they belong to different board sets.
5.3.1 Terrain Feature Markers
Place any Terrain Feature Markers (see rule 3.12.4) on the Board as indicated in the scenario.
5.3.2 Forest Boards
Although the L-shaped Forest boards can be included in any random configuration, this should be considered optional since they do not provide the same opportunity for Heroes to Search and may unbalance some scenarios that were not designed with them in mind.
5.3.3 Forest Ring
Optionally a Forest Ring (see rule 16.6.5) can be added to most scenarios and allows more opportunities for manoeuvre.
5.3.4 Town Ring
As another option a Town Ring (see rule 16.6.6) may be added instead of a Forest Ring.
Random Board Options Table
| D6 | Board Option |
|---|---|
| 1-2 | Standard Board (Center Board and 4 random L-shaped Town/Carnival boards) |
| 3-5 | Standard Board with Forest Ring |
| 6 | Standard Board with Town Ring |
5.3.5 Random Board Options
If desired, the various Board options can be selected randomly by using the Random Board Options Table.
Random Small Town L-Board Table
| D36 | Board |
|---|---|
| 11-12 | The Bank/Gas Station/Junkyard (Last Night on Earth) |
| 13-14 | General Store/Gun Shop/The Plant (Last Night on Earth) |
| 15-16 | The Barn/Farmhouse (Last Night on Earth) |
| 21-22 | Church/Police Station (Last Night on Earth) |
| 23-24 | Airplane Hangar/Diner/Hospital (Last Night on Earth) |
| 25-26 | Gym/High School (Last Night on Earth) |
| 31-32 | Antique Shop/The Factory/Library (Growing Hunger) |
| 33-34 | Drug Store/Post Office/Supermarket (Growing Hunger) |
| 35-36 | Bowling Alley/Tavern (Timber Peak) |
| 41-42 | Refinery/Train Station (Timber Peak) |
| 43-44 | Book Store/Gym/High School (Timber Peak) |
| 45-46 | Diner/Power Relay Station (Timber Peak) |
| 51-52 | Lumber Yard/Office Trailer/Saw Mill (Timber Peak) |
| 53-54 | Hardware Store/Hospital/Police Station (Timber Peak) |
| 55-66 | Re-roll |
Random Carnival L-Board Table
| D6 | Board |
|---|---|
| 1 | Animal Pens/Shooting Gallery/Ye' Olde Curiosity Shop (IFOS) |
| 2 | Fun House/Bear Tent (IFOS) |
| 3 | Trapeze Tent/Ferris Wheel (IFOS) |
| 4 | Fire Wagon/Lion Tent/Magic Wagon (IFOS) |
| 5 | Fortune Teller/Concession Stand/House of Horrors (IFOS) |
| 6 | The Arcade/Storage Room/Second Stage Tent (IFOS) |
Random Forest L-Board Table
| D36 | Board |
|---|---|
| 11-23 | Thrasher's Mill (Blood in the Forest) |
| 24-36 | Old Cabin (Blood in the Forest) |
| 41-53 | Tower Relay (Blood in the Forest) |
| 54-66 | Ranger Station (Blood in the Forest) |
5.3.6 Random L-Board Tables
Instead of randomly drawing the L-boards players may roll a D36 or D6 and refer to the Random L-Board Tables to select which L-boards to use (this avoids the problem of some scenarios being printed on cards and some on paper, making a random draw impossible, and avoids the hassle of randomly drawing boards from a large stack). Re-roll if the same board is selected again.
5.4 Shuffle the Card Decks
It is very important to thoroughly shuffle each deck of cards before every game.
5.4.1 Hero Player Decks
The following decks should be individually shuffled and placed near the Hero players:
- Hero deck
- Unique Items deck
- Survival Tactics deck
- Melee Hero Upgrade deck
- Ranged Hero Upgrade deck
- Special Hero Upgrade deck
The Hero Advanced Abilities cards are unique to each Hero and need not be shuffled.
5.4.2 Zombie Player Decks
The following decks should be individually shuffled and placed near the Zombie player if the Zombies are in play:
- Zombie deck
- Grave Weapons deck
- Zombie Upgrade deck
- Zombie Advanced Abilities deck
5.4.3 Martian Player Decks
The following deck should be individually shuffled and placed near the Martian player if the Martians are in play:
- Martian deck
- Martian Advanced Abilities deck
5.5 Prepare Game Equipment
Place the Sun Track or the Invasion Track and Sewer Interiors near the Board where everyone can see them.
If the Martians are in play, place the Martian Command Console with the Orange glowing lights face up on the table near the Martian player.
Distribute the Reference cards among the players.
Place all of the game markers and other counters in piles that everyone can reach near the Board. Also, distribute the dice between the players. Each Carnival Hero player should have at least one white and one green die.
5.6 Select and Place the Hero Characters
The Hero players randomly draw four (or more, depending on player count, see rule 2.1) of the Hero Character Sheets to form their Hero team. Place these Character Sheets on the table face up so that everyone can see them.
See Appendix I of the Complete Rulebook for a list of all Hero Characters, their backgrounds and their abilities.
5.6.1 Survivor Heroes
Three of the Heroes (Sally, Sheriff Anderson, and Jake Cartwright) are Survivor versions of existing Heroes that have escaped Woodinvale and have become more adept at fighting Zombies and staying alive. You may not have two Heroes in the game with the same exact name. If two different versions of the same Hero are drawn randomly, the Survivor version will take priority and the other version should be removed and a new Hero drawn instead. If during the game a new Hero is drawn that is a different version of a Hero that is already in play or has been killed, it should be removed and a different new Hero drawn instead.
5.6.2 Townsfolk Hero Characters
Four of the Heroes are playable character versions of Townsfolk Event cards (Deputy Taylor, Mr. Hyde, Jeb and Doc Brody). Although these characters are full fledged Heroes, their Townsfolk Event cards are meant to remain in the Hero deck. Even if one of the characters was turned into a Zombie during play for example, the corresponding Townsfolk Event can still be played.
5.6.3 Carnival Heroes
Carnival Heroes start the game with 1 Power Token each. Place this Power Token on the Carnival Hero's Character Sheet.
5.6.4 Starting Cards
Any time a Hero starts the game with a specific card, that card is taken directly out of the deck during game setup (take the card from the Hero deck corresponding to the Hero in question), then the deck is shuffled again. Specific starting cards should be taken out of the deck before any other starting cards are drawn. If a Hero comes into play during the game, any fixed starting cards they have are pulled from the deck. If there are no copies in the deck, they are pulled from the discard pile. If there are none in the discard pile either, the Hero is out of luck and they do not get that specific starting card.
Scenario Search Cards: If a Hero gets one or more Scenario Search Cards (as indicated in the scenario) or any card that lets them take a Scenario Search Card from the deck (such as Just What I Needed) in their starting cards (for not having their Start: Location on the Board for example), they must re-draw and return those cards to the deck and re-shuffle.
5.6.5 Lights Out/Taken Over
If any of Special Rules 16.4.2, 16.4.3, 16.4.4, 16.4.7, 16.5.1 or 16.5.2 are in effect, at the start of the game before Hero placement, roll Random Buildings (see rule 3.4) (re-roll if the building has a Number Marker on it) to have Lights Out/Taken Over markers placed on them.
5.6.6 Hero Start: Location
Each of the Hero playing pieces is now placed on the Board in their Start: Location, listed on their Hero Character Sheet. The model may be placed in any space of the listed building (Hero player's choice).
No Start: Location: If a Hero's Start: Location is not present on the Board (or Taken Over) place them according to the rules for Placing New Heroes During the Game (see rule 13.11).
Multiple Same Name Locations: Sometimes there will be multiple buildings in play that have the same name (such as two Hospitals). If a Hero's Start: Location is represented multiple times on the Board, that Hero may simply choose which to start in.
Heroes on Alternate Board Sets: Any Hero starting on his or her alternate board set (Small Town Heroes on Carnival boards or Carnival Heroes on Small Town boards), starts in a random building. This applies even if playing on the Alternate board set.
5.6.7 Free Search Markers
If Free Search Markers (see rule 16.3.9), Exploration Markers (see rule 16.6.10) or Salvage Tokens (see rule 16.6.11) are in play, they are placed after the Heroes have been placed on the Board.
5.7 Create Zombie Pools
If the Zombies are in play create the Zombie Pools by grouping the following models to the side of the Board:
5.7.1 Zombie Pool
Take 14 standard Zombies of the same color (Green or Brown — using Zombies from both Last Night on Earth and Timber Peak means that the standard Zombies can be of one color) and set them in a group off to the side. This is the Zombie Pool. You can go through any number of standard Zombies during the game, but you can generally never have more than 14 standard Zombies on the Board at once. When standard Zombies are removed from the Board, they are placed back into the Zombie Pool.
5.7.2 Grave Dead Pool
Take 7 Red Zombies (or in the case of Radioactive Grave Dead use the translucent green Zombies) and place them in a separate Pool of Grave Dead. When Grave Dead are removed from the Board, they are removed from the game and will not reappear. Roll a D36 once at the start of the game to determine which ability your Grave Dead have for the current scenario (see rule 14.4.3). Note that you only roll once to determine the ability that all of your Grave Dead have for this game.
Note: Originally a Special Rule, the Grave Dead are considered to be in effect for all scenarios played using the Complete Rulebook.
5.7.3 Zombie Champion Pool
Take 2 Behemoths and 6 Feral Dead and place them in a separate Pool of Zombie Champions. Also take the two Zombie Champion Record Sheets. As with Grave Dead, when Zombie Champions are removed from the Board, they are removed from the game and will not reappear.
Note: Originally a Special Rule, the Zombie Champions are considered to be in effect for all scenarios played using the Complete Rulebook.
5.8 Place Starting Zombies
If the Zombies are in play, the Zombie player starts the game with 2D6 Spawn Points worth of Zombies on the Board. Each standard Zombie costs one Spawn Point, each Grave Dead costs two. Grave Weapons and Zombie Champions may NOT be purchased at the start of the game.
Place the Zombies on the Board from your Zombie Pools. Zombies are placed on the Board at the Zombie Spawning Pits (the big red or yellow X's on the L-shaped Outer boards) according to the rules for Spawning (see rule 14.8).
5.9 Create Martian Pool
If the Martians are in play create the Martian Pools by grouping the following models to the side of the Board:
5.9.1 Martian Pool
Take the 18 Martian Soldiers (Blue and Purple) and set them in a group off to the side. This is the Martian Pool. You may go through any number of Martian Soldiers during the game, but may not have more than 18 on the Board at once.
5.9.2 Cloaked Martian Scouts Pool
In addition to the regular 18 Martians, create a separate Pool of 9 Cloaked Martian Scouts (Crystal Light Blue). When Scouts are removed from the Board, they are removed from the game and will not reappear.
Note: Originally a Special Rule, the Cloaked Martian Scouts are considered to be in effect for all scenarios played using the Complete Rulebook.
5.9.3 Martian Champions Pool
Place the Martian Leader and Zard Beast models and Champion Tokens off to the side. The Martian Leader and Zard Beast are Martian Champions and may be unleashed by the Martian player during the course of the game.
5.10 Place Starting Martians
If the Martians are in play, place a Martian Landing Site marker on the Landing Site Start Spot on each of the four Outer boards. These Landing Sites represent a Flying Saucer hovering above the tabletop and are where the Martians land to attack. Landing Sites may move over the course of the game.
The Martian player starts the game with 2D6 Martian Soldiers on the Board. Place the rolled number of Martians from the Martian Pool onto Landing Sites on the Board (no more than three models on each Landing Site).
6. The Game Round
Each Game Round is split into two Turns, the Zombie or Martian Turn and the Hero Turn. During the Zombie or Martian Turn, the Zombie or Martian player gets to move and attack with the Zombies or Martians as well as possibly spawn new Zombies or land new Martians. After the Zombie or Martian Turn there is a Fire Phase, where effects of fires are worked out. During the Hero Turn, each Hero gets to take their actions, in any character order they wish. After the Hero Turn there is a Crowd Phase (if there are any Crowds on the Board). The game ends when either the objectives of the Scenario are completed or when the Sun Track Marker reaches the end of the track or the Invasion Marker reaches the Earth at the end of the Invasion Track.
Each Turn and the Fire Phase is further divided into a number of Steps.
In scenario #41, The Earth Overrun, both the Zombie and Martian turns are used in the same game.
Note: The scenario cards should actually refer to Rounds rather than Turns.
Game Round:
- Ia) Zombie Turn (6.1)
- Move the Sun Track Marker
- Draw New Zombie Cards
- Roll to Spawn New Zombies
- Move Zombies
- Fight
- Place Newly Spawned Zombies
- Ib) Martian Turn (6.2)
- Move the Invasion Track Marker
- Draw New Martian Cards
- Roll for Reinforcements
- Command Step
- Move Martians
- Ray Gun Attacks
- Fight
- Land New Martians
- II) Fire Phase (6.3)
- Roll for Damage to Generators
- Roll for Spreading Fires
- Flip New Fires
- III) Hero Turn (6.4)
- Move Action
- Exchange Items
- Ranged Attack
- Fight
- Repeat Steps 1-4 for each Hero
- IV) Crowd Phase (6.5)
6.1 The Zombie Turn
Each Zombie Turn has six steps that must be completed in order.
Zombie Turn Steps:
- Move the Sun Track Marker (6.1.1)
- Draw New Zombie Cards (6.1.2)
- Roll to Spawn New Zombies (6.1.3)
- Move Zombies (6.1.4)
- Fight (6.1.5)
- Place Newly Spawned Zombies (6.1.6)
6.1.1 Step 1 - Move the Sun Track Marker
In the first Round of the game, instead of moving the Sun Track Marker, the Zombie player places the marker on the track at the number equal to the Turns: listed on the Scenario Card. For example, the scenario Die Zombies, Die! is listed as Turns: 15 so the Sun Track Marker is placed on the track at number 15.
At the start of each following Zombie Turn the Sun Track Marker is moved one space forward on the track (counting down). If this moves the marker off of the last space of the track (the number 1), the game immediately ends. This usually represents the sun setting and the Zombies coming out in full force to overrun the town (though in some Scenarios it represents the Heroes surviving till sunrise).
6.1.2 Step 2 - Draw New Zombie Cards
The Zombie player has a hand of four Zombie Cards (this may be increased to six by some effects, like the Zombie Hand (6) Special Rule, see rule 16.4.11). At the beginning of each Zombie Turn, the Zombie player draws up new Zombie cards until they have a full hand. Before drawing up, the Zombie player may discard up to one card from their hand if they wish. These cards are secret from the Hero players.
6.1.3 Step 3 - Roll To Spawn New Zombies
To see if new Zombies spawn this Turn, roll 2D6 and add them together.
Note that this roll is always made after all Play Immediately Zombie Cards are played, as they may affect the number of Zombies on the Board.
If you roll higher than the number of Zombies you have on the Board, then you get to spawn additional Zombies in Step 6 (see rule 6.1.6).
All Zombies, including Grave Dead, Zombie Heroes, Zombie Champions and any other types of special Zombies, DO count when determining how many Zombies you have on the Board.
6.1.4 Step 4 - Move Zombies
After re-filling your hand of Zombie Cards and rolling to spawn new Zombies, it's time to do what Zombies do best... mill about and try to eat some brains (see rule 8.1). Zombies affected by Zombie Hunger (see rule 8.1.1) must be moved before other Zombies.
6.1.5 Step 5 - Fight
Any Hero or Martian in a space with one or more Zombies must now Fight (see the section Fights, rule 11, for specific details on how combat is resolved).
Pillage: At the start of the Zombie Fight Step, any Zombie in a building space (with no Hero in the space) may Pillage if the Zombie Pillage Special Rule is in effect (see rule 16.4.1).
6.1.6 Step 6 - Place Newly Spawned Zombies
Once all Fights have been resolved, it is time to place newly spawned Zombies (if you did not roll high enough at the start of the Turn to get more Zombies, skip this step) (see rule 14.2).
Explosive Grave Weapons: At the end of each Zombie Turn, roll a D6 for each Explosive Grave Weapon on the Board (except for those just assigned this turn). On the roll of 6, the Zombie explodes. Any other Zombies in its space are Killed on the roll of 2+, any Hero there is Killed on the roll of 5+. Any model in an Adjacent space takes a Wound on the D6 roll of 5 or 6.
6.3 The Fire Phase
Fires often break out and spread around the Board causing havoc. After each Zombie or Martian Turn, if there are any Fires on the Board, there is a Fire Phase in which the Fires have a chance to spread or go out. Note that the Fire Phase only needs to occur if there is one or more Fires on the Board.
The Fire Phase consists of the following three Steps.
Fire Phase Steps:
- Roll for damage to Generators (6.3.1)
- Roll for Spreading Fires (6.3.2)
- Flip New Fires (6.3.3)
6.3.1 Step 1 - Fire Damage to Generators
At the start of the Fire Phase roll a D6 for each Fire space with a Generator. Generators are damaged by Fire on the D6 roll of 5 or 6.
6.3.2 Step 2 - Roll for Fires
In the Fire Phase, the Zombie or Martian player rolls a D6 for each existing Fire on the Board that has its directional arrows side up (do NOT roll for any of the New Fires on the Board).
Spreading Fires Table
| D6 | Result |
|---|---|
| 1 | Fire Goes Out |
| 2 | No Effect OR Fire Goes Out (if Heavy Rain in play) |
| 3-4 | No effect |
| 5 | Fire Spreads |
| 6 | Fire Spreads OR Single-Space building Destroyed |
Fires Going Out: When a Fire Goes Out, simply remove its marker from the Board.
Fires Spreading: When a Fire Spreads, this means a New Fire will be added to the Board. Roll another D6 and use the simple directional chart on the Fire marker itself to determine the direction the Fire Spreads to. Note that the only way that a Fire may Spread diagonally is if either Hero's or Zombie's or Martian's Choice is rolled. Place a New Fire into the space in the direction rolled. Fires may Spread through Walls, but are stopped by other Fires and Board Edges (in these cases, it simply doesn't add a New Fire to the Board).
Choice of Direction: If there are more than one possible space to Spread to in the direction rolled (for example if the Fire Spreads from one of the large Center board squares to the smaller Outer board squares), the Zombie or Martian player may choose which of the possible squares the New Fire is placed in.
Fire Limit: There may never be more Fires on the Board at any time than there are Fire markers (the original rule limited this to eight Fires, but why not use all that are in the complete game?). If all Fire markers are already on the Board and a New Fire needs to be placed during the Fire Phase, the Zombie or Martian player may choose any existing Fire marker on the Board that has its directional arrows side up (not a New Fire) to remove. This marker is then used for the New Fire that needs to be placed.
Fires and Crowds: If a Fire starts or spreads into a Crowd's space, the Crowd will take 1 Wound on the D6 roll of 4+, and will then automatically move one space in a Random direction.
No Fire Spaces: Fires may not start or spread into a space with a Destroyed Building (see rule 12.4), the Antenna or the Old Truck. If a Gas Marker explodes in the space with the Old Truck, Fires will still spread out from that space.
6.3.3 Step 3 - Flipping Over New Fires
At the end of each Fire Phase, any New Fires currently on the Board should be flipped over to show their directional arrows side (including New Fires placed during this Fire Phase).
6.4 The Hero Turn
During the Hero Turn, each of the Heroes is activated in any order they wish. However, only one Hero is activated at a time and must finish before the next Hero begins. During their activation, each Hero individually (or, if they are in play, the Townsfolk Heroes as a group, see rule 16.3.8) completes all of the following Steps in order.
Hero Turn Steps:
- Move Action (6.4.1)
- Exchange Items (6.4.2)
- Ranged Attack (6.4.3)
- Fight (6.4.4)
Repeat Steps 1-4 for each Hero activation.
6.4.1 Step 1 - Move Action
The Hero's Move Action allows them to either move around the Board (see rule 8.4), Search if they are already in a building (see rule 8.5) or build a Barricade if they are touching a wall (see rule 8.6).
Townsfolk Heroes: If the Special Rule Townsfolk Heroes (see rule 16.3.8) is in effect, at the start of the Hero Turn, roll a number of dice based on the total number of Townsfolk Heroes that you started the game with to determine their movement.
End of Movement: If the Hero's movement ends in a building with a Free Search Marker (see rule 16.3.9), Exploration Marker (see rule 16.6.10) or Salvage Token (see rule 14.6.11) the Hero may use that marker. At the end of a Hero's Move Action Step they may take a Wound on themselves to automatically Build or Reinforce a Barricade on a wall that they are touching (see rule 8.6.3). They may also burn a Green Ooze, if they have a Fire Item (see rule 14.4.3).
6.4.2 Step 2 - Exchange Items
After a Hero has completed his Move Action, he may exchange any number of items with other Heroes in the same space.
This is a back and forth exchange, so all Heroes in the space may both give and receive Items with the Hero who is currently activated.
Note however that a single Item cannot be used more than once in the same Turn (see rule 9). This means that a Hero cannot use an Item received from another Hero who has already used that Item this Turn during his activation.
Power Tokens may not be exchanged.
6.4.3 Step 3 - Ranged Attack
If the Hero has one or more Items with a Range: listed on it, they may now use one of them to make a Ranged Attack (see rule 10). They may alternately start a Fire if they discard a Fire Item (see rule 10.5).
6.4.4 Step 4 - Fight
At the end of a Hero's activation, they must fight EVERY Zombie and Martian Pack in their space.
See the section Fights (rule 11) for specific details on how Fights are resolved.
At the end of the Hero Turn, after all Heroes have been activated, Becky the Nurse can use her First Aid ability.
6.5 The Crowd Phase
The Crowd Phase only needs to occur if there are one or more Crowd markers in play.
Crowd markers are used in some Scenarios to represent the hordes of screaming civilians running about in terror, trying not to be vaporized by the Martian invaders or eaten by Zombies. When Crowds are being used in a game, there is a Crowd Phase at the end of the Hero Turn.
There can never be more than one Crowd in a space at a time and Crowds do stop Martian movement, just like a Hero would.
During the Crowd Phase, roll a D6 for each Crowd marker on the Board to see what it does.
Crowd Table
| D6 | Result |
|---|---|
| 1 | Crowd Heals |
| 2-4 | No Effect |
| 5-6 | Crowd Moves |
6.5.1 Crowd Heals
When a Crowd Heals, remove one Wound marker from that Crowd.
6.5.2 Crowds Moving
If the Crowd moves, roll another D6 and use the simple directional chart on the Crowd marker itself to determine the direction moved. Note that the only way that a Crowd may be moved diagonally is if either Hero's or Martian's Choice is rolled.
Movement Restrictions: Crowds ignore Walls (unless fully Reinforced) when moving, but are stopped by Fires, fully Reinforced Walls, Board Edges, and other Crowds (in these cases, it simply doesn't move). Crowds never enter Sewers.
If there are more than one possible space to be moved to in the direction rolled (for example if the Crowd is moving from one of the large Center board squares to the smaller Outer board squares), the Hero players may choose which of the possible squares the Crowd moves to.
Note: The full rules for the Martian Turn (step 6.2 of the Game Round) — resolved in parallel with the Zombie Turn when Martians are the opposing faction — are in the companion document, last-night-on-earth-expansions.md.
7. Card Play
7.1 Playing Event Cards
Unless noted otherwise Event Cards (whether Hero, Survival, Martian or Zombie) can be played at any time or when they are relevant during the Game Round. Additional specific card notes are in Appendix III of the Complete Rulebook.
7.1.1 Using Cards and Abilities
Unless stated specifically otherwise, cards may be used or played after the fact to alter the results of a roll or Fight (etc.).
For example, if a Hero rolls and is currently losing a Fight, he may then use a Hand Weapon's Combat Bonus: or play a card to cancel that Fight or to roll extra Fight Dice, etc.
A Fight is only resolved after all players have decided not to use any more cards or abilities.
Some cards and abilities say that they may be played at any time, Except During a Fight. This means you may not play the card from when the Fight Dice are rolled to when the Fight is resolved. You may play the card between fighting two different Zombies. Also see rule 7.4.1 for Blast attacks.
7.1.2 Canceling Cards and Fights
Many times a card will allow you to cancel another card or ability. When a card is canceled, it is immediately discarded without further effect.
Rolled Dice: A card may NOT be canceled after it has already caused dice to be rolled (or re-rolled).
Fights: If a card is used to cancel a Fight, that Fight immediately ends without being resolved (no one wins or loses the Fight).
Remains in Play: If a Remains in Play card is canceled, any markers on the Board placed by that card are also removed.
Martian Tech: Martian Tech cards represent advanced technology and are generally a little harder to cancel because of it. Most things that cancel cards will also allow you to instead attempt to cancel a Martian Tech card on the D6 roll of 4+. This may be used on Tech cards that are fully built, or on Tech Cards that are still face-down being built. If this roll is passed, the Tech is canceled and discarded from play. Any Command Points currently on it are removed and placed back into the counter pool. If the roll is unsuccessful, the Tech stays in play and the effort was wasted.
Blasts: If a Blast is canceled, the entire Blast immediately ends and has no further effect.
7.1.3 Sacrifice
Some Zombie cards have a Sacrifice cost in their text box. These cards may only be played at the Start of the Zombie Turn and to play the card, the Zombie player must be able to pay the Sacrifice cost listed in the grey bar. A Sacrifice cost that removes Zombies from the Board returns them to the player's Zombie Pool (they do not count as having been killed).
Note: Zombies that are "never returned to the Zombie Pool" (such as Zombie Heroes or Plague Carriers) cannot be used for a Sacrifice. This rule is not in the official rules, but it is inferred by the ruling regarding Coach Packer.
7.1.4 Running Out of Cards
If the Zombie or Martian deck runs out of cards, immediately re-shuffle the discard pile back into the deck. However, if the Hero deck runs out of cards, the Heroes are out of luck. The deck is not re-shuffled and the Heroes must make do with what they have. This is of course unless a Zombie or Martian Card caused the last Hero Card to be discarded – in which case, the Heroes automatically lose (see rule 2.2.1).
7.2 Event Cards and Timing
Some Event Cards take effect at specified times or have a specified duration.
7.2.1 Play Immediately
Some cards are listed as Play Immediately. As it sounds, these cards must be played as soon as they are drawn. If more than one Play Immediately card is drawn at the same time, you may choose in which order to resolve them (as long as they are all resolved before moving on to the next Step in the current Turn).
7.2.2 Start of the Turn
Some cards are played "at the Start of a Turn". The Start of the Turn is defined as: Any point up until the first model moves in the Move Zombies or Martians Step or takes a Hero Move Action. Thus, in the Zombie Turn, moving the Sun Track Marker, Drawing New Zombie Cards and Rolling to Spawn New Zombies (Steps 1, 2 and 3) are all part of the Start of the Turn. The Start of the Turn does not end until the first Zombie is moved in the Move Zombies Step (Step 4). In the Martian Turn, Moving the Invasion Track marker, Drawing Martian Cards, Rolling for Reinforcements and the Command Step are all part of the Start of the Turn. In the Hero Turn, the Start of the Turn ends as soon as the first Hero takes a Move Action (either moves or declares that he is Searching or Building/Reinforcing a Barricade).
7.2.3 Instantly
Sometimes a card effect or ability will happen Instantly. This means that no other card effects or abilities may interrupt it. The only exceptions to this are that cards and abilities that prevent Wounds may be used to prevent damage from an instant effect.
If a Zombie is Killed instantly during a Fight, that Fight immediately ends without being resolved.
If a Martian Soldier is Killed instantly during a Fight, he is not only immediately removed, but the Hero may also choose any one of the Martian Pack's Fight Dice to instantly cancel (that die no longer counts as part of the Fight).
7.2.4 Remains in Play
Some cards are listed as Remains in Play. As it sounds, this means that the card stays in play, face up on the table, and continues to affect the game until something causes it to be discarded. They do not count as being in a player's hand of cards, and there is no limit to the number of Remains in Play cards that can be in play at one time.
7.3 Zombies at the Carnival
If Zombies are used on the Carnival board set there is one general change for all the Carnival Hero cards:
Zombies at the Carnival: Replace the word "Martian" on any Carnival Hero card or ability with the word "Zombie".
Note: The rules for using Martians against the Small Town (rule 7.4, "Martians in the Small Town") are in the companion document, last-night-on-earth-expansions.md.
8. Movement
Movement is carried out over the game Board. Zombies and Martians may move up to their movement allowance (often one space). Zombies have to observe the rules for Zombie Hunger (see rule 8.1.1). Heroes have a Move Action that can be used for movement, Searching (see rule 8.5) or Building Barricades (see rule 8.6).
8.1 Zombie Movement
Generally you may move each of your Zombies a number of spaces on the Board in any direction (forward, back, sideways, or diagonally). Unlike Heroes, Zombies may even move through Walls and Hard Walls (crawling through windows or up through floor boards), but they may be stopped by Barricades (see rule 8.1.2) and cannot cross red space borders (like the Cliff Wall, see rule 3.3.10).
Standard Zombies and most Grave Dead may move up to one space, Feral Dead and Crawling Torsos may move up to two spaces, Freshly Dead Grave Dead, Zombie Behemoths and Zombie Heroes may move up to D3 spaces while Recently Dead may move up to D3+1 spaces.
8.1.1 Zombie Hunger
One restriction to Zombie movement is that Zombies have an unquenchable appetite for human or Martian flesh. As such, a Zombie may never move out of a space with a Hero, Ally, Townsfolk, Crowd or Martian, and if Adjacent to a Hero, Ally, Townsfolk, Crowd or Martian, the Zombie must move into the Hero, Ally, Townsfolk, Crowd or Martian's space if capable (if there is more than one Adjacent Hero, Ally, Townsfolk, Crowd or Martian, the Zombie player may choose).
Zombie Hunger: Zombies may never move out of a Hero, Ally, Townsfolk, Crowd or Martian's space and must always move into a Hero, Ally, Townsfolk, Crowd or Martian's space if Adjacent.
Zombies affected by Zombie Hunger must be moved before other Zombies (this can affect the victory conditions in some scenarios, notably Defend the Manor House; it was officially clarified on BoardGameGeek).
Some Zombies may move more than one space and sometimes a card will allow a Zombie to move several spaces (such as the card Shamble). Zombies moving more than one space are still restricted by Zombie Hunger (if during their move they become Adjacent to a Hero, Ally, Townsfolk, Crowd or Martian, any additional movement must take them into the space with that Hero, Ally, Townsfolk, Crowd or Martian).
8.1.2 Effects of Barricades
Any Zombie wanting to move through a Barricaded wall (see rule 8.6) directly or diagonally (for Zombie Hunger or normal movement) must first roll a D6. On the roll of 4+, the Zombie is able to break through the Barricade and move through the wall as normal. If the Zombie does NOT roll a 4+, they are stopped in their space before the Barricaded wall and the Zombie may not move any further. If a Barricade has any Reinforcement markers on it, instead of moving through on a 4+, the Zombie stays where it is and simply removes one of the Reinforcement markers.
Zombies must roll 4+ to break through a Barricade.
If a Zombie is trying to move diagonally through a corner with a Barricade on both walls, they may only move through on a 4+ if there are no Reinforcement markers on either of the two Barricaded walls (otherwise just remove a Reinforcement marker from either wall on a 4+, Zombie's choice).
Zombies inside a Barricaded building must still roll to move through the wall to get back outside.
A Hero that moves a Zombie model (using the Fire Extinguisher for example) may ignore Barricades for this special "out of sequence" movement. A Zombie moving itself out of the normal turn sequence (such as with Relentless Advance or The Smell of Brains) may test against a Barricade at that time as well as during its normal move.
Note: The full rules for Martian Movement (rule 8.2 — Martian Packs, the Zard Beast, and Martian movement restrictions) are in the companion document, last-night-on-earth-expansions.md.
8.3 Hero Move Action
Each Hero starts their Move Action by rolling a D6 to see how far they could move. (In the original Last Night on Earth rules the movement roll was optional. The Complete Rulebook follows the rule set out in Timber Peak; making a movement roll is mandatory before selecting the Move Action.)
Carnival Heroes roll a separate green die at the same time as they roll their movement die to see if they gain a Power Token. If the Green die rolls a 5 or 6, the Carnival Hero gains one Power Token.
After the roll the Hero player may choose to use the Move Action for ONE of the following:
- Movement
- If in building may Search (may only choose to draw from Survival decks if 5+ movement available)
- If touching wall and 4+ is available for movement may Build or Reinforce a Barricade
A Hero can use his Move Action to Move, Search OR Build/Reinforce a Barricade.
8.3.1 Exerting to Build or Reinforce Barricades
At the end of a Hero's Move Step they may take a Wound on themselves to automatically Build or Reinforce a Barricade on a wall that they are touching (see rule 8.6.1).
8.3.2 Burning Green Ooze
Any Hero with a Fire Item that ends their move in the same space as a Green Ooze may burn it to destroy it. A Hero may only burn one Green Ooze per Turn.
8.4 Hero Movement
The Hero player may Move the Hero a number of spaces up to the number rolled (you do not have to move the full amount).
Note that unlike in the Zombie Turn, each Hero ending in the space will have to fight all of the Zombies there (after all, the Hero chose not to move somewhere else).
8.4.1 Facing
Heroes have no facing and may move in any direction or combination of directions (forward, back, sideways, or diagonally). Only a few things stop a Hero's movement; Zombies (see rule 8.4.2), Martians (see rule 8.4.2), walls (see rule 8.4.3), Reinforced Barricades (see rule 8.4.4) and red space borders (see rule 8.4.5).
8.4.2 Moving into a Zombie or Martian Space
If a Hero enters a space with one or more Zombies or Martians in it, the Hero's move immediately ends. That Hero will most likely be fighting this Turn. A Hero who starts in a space with one or more Zombies or Martians may move away.
Entering a space with a Zombie or Martian ends the Hero's movement.
Crawling Torso: A Hero in the same space as a Crawling Torso Zombie must have rolled a 4 or higher for movement to be able to move away.
8.4.3 Walls and Doors
Unlike Zombies, Heroes may not move through walls, they must go around them. Heroes can however move through a wall using a Door (the openings cut into the walls). Heroes may NOT move diagonally through a Door, they must go straight through.
8.4.4 Barricades
Barricades have no effect on Hero movement (unless Reinforced, see rule 8.6.2), even if there is a Door in the wall that has been Barricaded over.
Reinforced Barricades: A Hero or Martian that wants to move through a Door with a Reinforced Barricade must first pay movement points on a one for one basis to remove any Reinforcement markers from that Barricade before moving through it.
8.4.5 Impassable Spaces
Some spaces have red borders (the Antenna and the Cliff Wall for example) that cannot be crossed by any model.
8.4.6 Free Search, Exploration and Salvage
If the Hero's movement ends in a building with a Free Search Marker (see rule 16.3.9), Exploration Marker (see rule 16.6.10) or Salvage Token (see rule 16.6.11) the Hero may use that marker, provided the Hero's Move Action was used for movement.
8.5 Search
Instead of moving, a Hero that is already in a Building Space may use their Move Action to Search. Searching allows the Hero to draw a Hero Card from the top of the deck, use a Pick Up: (which often means taking a card from the Hero deck discard pile) or take a special Survival deck card (if the Hero has a 5 or higher for Movement).
8.5.1 Event Cards
If the card drawn is an Event, the player keeps it secret and may play it whenever it is appropriate. Note that Events are not associated with any one Hero, but instead are held by the player to be used whenever is appropriate. Some cards are listed as Play Immediately - these cards often have an effect that is used for the currently activated Hero.
Event Cards are taken into the player's hand, unless marked Play Immediately.
8.5.2 Item Cards
If the card drawn is an Item, it is placed on the table face up next to the Character Sheet of the Hero who found it.
Item Cards are immediately played next to the Hero who finds them.
The number of Item cards that a Hero can have is limited by the Carrying Limit (see rule 9.1).
8.5.3 Pick Up:
Although Heroes can Search in any building (except the Manor House, see rule 3.2.2, or if in the same space with a Generator, see rule 16.6.9) to draw a Hero Card, some buildings have the additional ability to instead pull a specific card out of the Hero discard pile. These buildings are noted as having a Pick Up:.
For example, the Police Station building says "Pick Up: Pump Shotgun". This means that a Hero Searching in the building may either draw a card off of the top of the Hero deck as normal, or they may search the Hero discard pile and just take a Pump Shotgun card (if there is one).
The most important note about the Pick Up: ability is that to be able to use it, the listed card must already be in the Hero discard pile (you do NOT get to pull it out of the deck).
Stockpile: Some Hero cards add a Stockpile to a Random Building on the Board. These are additional Pick Up:s that can be used by a Hero in that building as a Search (like any other Pick Up: on the Board). There is a chance after each use that the Stockpile will be exhausted and get discarded. If this is the case, it is listed on the card.
Antique Shop Pick Up: The Pick Up: in the Antique Shop allows a Hero to Shuffle up to 2 cards from the discard pile back into the Hero deck. This can be any 2 cards from the Hero discard pile.
Library Pick Up: The Pick Up: in the Library allows a Hero to reveal cards from the top of the Hero deck until you find an Event card (this includes Townsfolk Events); the Hero player then takes that Event card into hand and shuffles the other cards revealed back into the Hero deck. Abilities such as Jake Cartwright's Resourceful ability or the Flashlight may NOT be used with the Library's Pick Up: as the cards are being revealed, not drawn.
Supermarket Pick Up: The Pick Up: in the Supermarket allows a Hero to discard the top 3 Hero Cards and then draw 2 Hero Cards to keep. This is a great way for a Hero to stock up quickly, at the cost of ransacking the Hero deck a bit. The 2 Hero Cards you keep are drawn from the Hero deck so Jake Cartwright MAY use his Resourceful ability. As a Pick Up:, it is also considered Searching, so Items like Flashlight MAY be used to discard and re-draw.
8.5.4 Survival Deck Cards
Any time a Hero has a 5 or higher for movement, they may take a special Survival deck card when Searching in a building instead of the normal Hero deck card. (Originally a Special Rule, the Survival decks are considered to be in effect for all scenarios played using the Complete Rulebook.)
Heroes may take a Survival deck card when searching if they have 5 or higher for movement.
The Survival deck that the Hero can draw from (Unique Items or Survival Tactics) is based on the Random Number Set of the building they are currently in (located in the corner of the building) as follows:
- (1, 2, 3) or (1, 2) the Hero may take a Unique Item
- (4, 5, 6) or (5, 6) the Hero may take a Survival Tactic
- (3, 4) the Hero may take either a Unique Item or Survival Tactic
This Random Number Set is listed on the back of each of the Survival decks for ease of reference during the game.
A Hero may always Search normally and take a regular Hero deck card, regardless of what their Movement roll is. Also note that the Hero needs to have a 5 or higher for movement, not necessarily to have actually rolled a 5 or 6 on the die.
For example, Billy can add +1 to his movement each Turn. This also gives him +1 to his chance of being able to draw a Survival deck card. Conversely, if a Hero had -1 to their Movement, they would be -1 to their chances of being able to draw a Survival deck card as well.
Unique Items are Items and immediately played on the Hero who found them. Survival Tactics are taken into the player's hand and can be played like Events.
When Searching in the Radio Station, a Hero may NOT draw a Survival deck card (Survival Tactics or Unique Items) as there are no Random Number Sets for the Radio Station buildings.
8.5.5 Generators
A Hero in a space with a Generator may NOT Search.
8.6 Barricades
The Heroes may Build and Reinforce Barricades along building walls to try and keep Zombies (and to some degree Martians) out of that building. (The rules for how Barricades interact with Martians were invented for the Complete Rulebook. Originally a Scenario Special Rule from Survival of the Fittest, Barricades are in effect for all scenarios played using the Complete Rulebook.)
8.6.1 Building Barricades
Anytime a Hero has a 4 or higher for Movement, they may take a special Move Action to Build or Reinforce a Barricade. To Build a Barricade, choose any wall that the Hero is touching and place a Barricade marker along the entire length of that wall (on the inside of the building).
Corner Walls: Corner Walls (see rule 3.3.2) in the Manor House and Radio Station cannot have a Barricade specifically placed on them. Interior walls (such as those around the Freezer or Morgue) may have Barricades built on them on either side of the wall (it acts the same regardless of the side of the wall that the Barricade is built on).
Permanent Barricades: Once a Barricade is built on a wall, it remains in place for the rest of the game and may not be removed.
8.6.2 Reinforcing a Barricade
If a Barricade is already on a wall that a Hero is touching, the Hero may instead use their special Move Action (with Movement of 4 or higher) to Reinforce the Barricade by placing a Reinforcement marker on it. A Barricade may have up to 3 Reinforcement markers on it at a time.
8.6.3 Exerting to Build or Reinforce Barricades
At the end of a Hero's Move Action Step they may take a Wound on themselves to automatically Build or Reinforce a Barricade on a wall that they are touching. This may be done multiple times by the same Hero and they may even take their last Wound in this way (finishing the Barricade with their last breath). In this way a Hero or group of Heroes can rapidly Build or Reinforce Barricades at the cost of their own health. This tactic works especially well for Students that can heal themselves with their Youth ability.
Heroes who take their last Wound exerting do count for Zombie or Martian victory, but they are never turned into Zombie Heroes and they give no experience to the Zombies or Martians.
8.6.4 Barricades and Movement
Barricades affect Zombie and Zard Beast movement (see rules 8.1.2 and 8.2.4), but not Hero or Martian movement unless Reinforced (see rules 8.4.4 and 8.2.3).
8.6.5 Fully Barricaded Building
A building is considered to be Fully Barricaded if every wall of that building that is not on a Board edge has a Barricade on it (not including interior walls that are fully inside the building — like the Morgue inside the Hospital). A Fully Barricaded building may NOT be Taken Over and may NOT have a new Spawning Pit placed in it (re-roll if selected randomly).
8.6.6 Fully Reinforced Building
A Fully Reinforced building is a Fully Barricaded building (see rule 8.6.5) with 3 Reinforcement markers (see rule 8.6.2) on every Barricaded wall.
8.7 Sewers
Some cards will allow the Heroes to open the sewers for movement. A sewer has two markers on the Board to represent its two entrances as well as a small board that is off Board to represent the interior of the sewer itself.
8.7.1 Hero and Zombie Use
Once the sewer is placed on the Board, both Heroes, Zombies and Martians (but not the Zard Beast) may use it for movement. (The rules for how Sewers interact with Martians were invented for the Complete Rulebook.)
8.7.2 Sewer Interior
The interior sewer space is considered to be a single space that is Adjacent to both of the sewer entrance spaces. Any model (except the Zard Beast) that moves onto one of the sewer entrances may move to the interior sewer space and from there can continue moving back out of either entrance. A model MAY end its move inside the sewer interior. The interior sewer space is NOT a building (you may not Search nor build Barricades there) and can only draw Line of Sight to the two entrance spaces.
8.7.3 Multiple Sewers
If there is more than one sewer in play, they are considered to be independent of one another unless specifically stated by the scenario. Both the sewer entrance markers as well as the sewer interior space are labeled with an A or B to form two separate sets of markers.
9. Items
Items are found in the Hero Card deck and in the Unique Items deck and represent different weapons and gear that a Hero can use to fight Zombies and Martians.
When a Hero finds an Item (usually through Searching), it is immediately placed on the table face-up next to the Hero's Character Sheet. Any player may examine any Item on the table at any time (they are fully public).
A Hero may use an Item that they got this Turn, either through Searching or an exchange, though no Item may be used by more than one Hero in the same Turn, even if discarded and subsequently Picked Up:.
A Hero may NOT discard Items (or Events) unless they have to (or it is part of using the card's text). (Not only would this abuse the mechanics with Pick Up:s and the like, but it also goes against the theme.)
9.1 Carrying Limit
A Hero may only carry up to 4 Items at a time. Only 2 of these Items may be Weapons.
Both Hand Weapons and Ranged Weapons are both Items and Weapons.
9.1.1 Double-Handed Items
Some Items are marked as Double-Handed. These Items count as 2 Items toward a Hero's carrying limit (or 2 Weapons if the Double-Handed Item is a Weapon).
9.1.2 Over Limit Discard
If a Hero ever has more Items than they can carry (or more than two Weapons), they must immediately discard Items down to their limit. If there is more than one Hero in the same space, they may exchange Items (out of the normal turn sequence) before discarding.
Example: If you have four Items including Old Betsy, and you gain a fifth item, you can immediately use Old Betsy to avoid having to discard an Item or you could immediately hand off an item to any other Hero in your space.
9.2 Break Tests
Some Items require the Hero to make a Break Test after each use. This means the Hero will need to roll a separate D6 and if the numbers listed on the card are rolled, the Item breaks, meaning that it must be discarded. It is important to note that whether or not the weapon Breaks, the Combat Bonus still takes effect.
9.3 Combining Items
Some cards such as the Survival Tactic Duct Tape allow a Hero to Combine any 2 Items. When this happens, choose any 2 Items the Hero has and stack them on top of each other to show that they have been Combined. These 2 Items now count as a single Item for the Carrying Limit (if either Item is a Weapon, they now count as a single Weapon Item for the Carrying Limit). From now on, if either Item would be discarded, both must be discarded. However, anytime one of the cards would have to be discarded for any reason (broken, out of ammo, etc) roll a D6. On the roll of 4+ it does not have to be discarded.
Combined Items: Counts as one Item for the Carrying Limit. Does not have to be discarded on the roll of 4+.
For example, if a Hero used Duct Tape to Combine a Chainsaw and a Pump Shotgun, then anytime the Shotgun would run out of ammo or the Chainsaw would be lost in a Fight against a Zombie, the Hero would get to roll a D6 and prevent the discard on a roll of 4+. They would also only take up a single Weapon Item slot for the Hero's Carrying Limit.
A Combined Item may be Combined again if the Hero gets another card that would let them Combine Items.
9.3.1 Guns
If any 2 Gun Items are Combined, then they may both be fired as a single Ranged Attack during the Hero's Ranged Attack Step, at the same or different targets.
9.3.2 Old Betsy
If the card Old Betsy is Combined with another Item, the Hero may deliver that other Item to any Hero in the space that Old Betsy is deployed to using her card's game text. Alternatively, if Gasoline is Combined with Old Betsy, you may place a Gas marker in the space that Old Betsy is deployed to; or if a Hero Combines Dynamite with Old Betsy and that Hero has a Fire Item, then Betsy may deliver the lit Dynamite to the space in which she is deployed to try and blow up the Zombies or Martians there (as always, Betsy is unaffected by Dynamite or Gas Marker explosions). The Old Betsy card is always discarded when used for her card effect (no roll to prevent discarding may be used).
9.3.3 Double Handed Items
A Double-Handed Item may be Combined with another Item before having to discard based on the Carrying Limit. Together these Items are still considered Double-Handed. This may even be used to Combine 2 Double-Handed Items (Fence Post/Garden Sheers anyone?). This still only counts as a single Double-Handed Item card.
9.3.4 Dynamite with Dynamite
If 2 Dynamite cards are Combined together, they become very unstable. This is good and bad. A Hero may now discard the Dynamites to use them as a single Ranged Attack (no roll to prevent discarding may be used). The Hero does NOT need a Fire Item as they will explode on impact. Also, it will create a much larger explosion. Anything in the target space is automatically Killed, and you must roll a D6 for every model Adjacent to the target space. On the roll of 2+, the model takes a Wound. Also, once Combined, anytime the Hero loses a Fight or tries to throw the Dynamite as a Ranged Attack, roll a D6. On the roll of 1, the Dynamite immediately explodes as though the Hero's space was the target of the Ranged Attack.
9.4 Items with Markers
Some Hero Items have markers placed on them when they come into play. These markers act as extra uses for that Item as described on the card.
9.4.1 Accomplishing Objectives
When playing a scenario that requires a Hero to discard an Explosive to accomplish an objective (such as Burn 'em Out), a Hero may discard a single marker from an Explosive card such as Crate of Dynamite.
9.4.2 Combined Items with Markers
If an Item with markers is Combined (using Duct Tape for example), you only get to roll to see if the discarding of the card is prevented when the card itself would be discarded, not the individual tokens.
9.5 Explosives
Dynamite, Bombs, Gasoline and Kerosene are Items called Explosives. These can be very powerful, but usually require other cards to make them work (often a Fire card like Matches, Lighter or Torch). Some Scenarios also utilize these Explosives.
9.5.1 Dynamite
Dynamite is a very effective item with a Ranged Attack that can blow up whole hordes of Zombies or Martians at a time. The only downside is that you must have something to light it with.
9.5.2 Bomb
A Bomb is a very effective Item with a Ranged Attack that can blow up whole Packs of Martians or Zombies at a time. The only downside is that you must have something to light it with.
9.5.3 Gasoline
Gasoline is used for a variety of things from refueling a Chainsaw to gassing up an old truck. Gasoline also allows the player to place a Gas Marker on the Board which can be used to cause a big explosion. Gas Markers use the following rules:
Gas Marker: A Gas Marker may be ignited as a Ranged Attack using a Ranged Weapon (roll to Hit as though it were a Zombie or Martian) or by throwing (discarding) any Item with Keyword Fire at it using — Range: 2 Spaces, Hits on 3+.
Gas and Fire: A Gas Marker that is in an Adjacent space to a Fire will also be immediately set off, automatically. This is very dangerous when placing a Gas Marker into a space with a Fire marker or even Adjacent to a Fire marker, as it will immediately explode, likely catching the Hero in the blast (the dangers of pouring gas on a fire).
Effect: Any Zombies, Martians, Crowds or Heroes in the space are immediately Killed; any in Adjacent spaces are Killed on the roll of 3+. If there are 2 Gas Markers in the same space, and they explode, all those affected have to roll twice to check if they are Killed. Remove the Gas Marker from the Board and place a New Fire Marker in its place (note that this may cause several Adjacent Gas Markers to all explode in a massive chain reaction). Walls do NOT block explosions.
Gas Explosion: A Gas explosion Kills any Zombies, Martians, Crowds or Heroes in the space and any in Adjacent spaces are Killed on the roll of 3+.
9.5.4 Kerosene
Kerosene allows the Hero to place Kerosene Markers on the Board which can be lit on Fire. There is a limit of one Kerosene Marker per space. Kerosene Markers use the following Rules:
Kerosene Marker: A Kerosene Marker may be ignited as a Ranged Attack using a Gun (roll to Hit as though it were a Martian or Zombie), or by using a Fire Item to light it from an Adjacent space (the Fire Item does not need to be discarded, but this counts as a Ranged Attack). As with Gasoline it can also be lit by throwing (discarding) any Item with Keyword Fire at it using — Range: 2 Spaces, Hits on 3+.
Kerosene and Fire: A Kerosene Marker will also automatically be lit by any Fire marker in the same or Adjacent space.
Effect: When a Kerosene Marker is lit, it is immediately replaced with a Fire marker. In this way, you can create a chain reaction by placing several Kerosene Markers in Adjacent spaces so that once one of them is lit, it will immediately light all of them in sequence down the row.
9.5.5 Explosives and Fires
If a Hero has an Explosive Item with a Ranged Attack that requires a Fire Item to use (such as Dynamite or a Bomb), but they do not have a Fire Item, they may attempt to light the Explosive by throwing it into or through a space with a Fire marker! If thrown into a Fire marker's space, the Explosive will automatically be set off immediately in that space.
If the Hero is feeling more risky, they may instead throw the Explosive through the space with the Fire marker in the hopes that it might be lit along the way. If a Ranged Attack Explosive travels through a space with a Fire marker on its way to the target space, the Explosive will be lit on the D6 roll of 4, 5, or 6, exploding when it reaches the target space. If not lit, the Explosive does not go off and is simply discarded.
9.5.6 Not Much Left
Any Hero or Martian killed by an Explosive will never turn into a Zombie — there is simply not enough of them left in one piece.
9.6 Other Item Rules
9.6.1 Fire Extinguishers
All Fire Extinguisher Hero Items should have the additional ability "Discard to remove any number of Fires from the same and/or Adjacent spaces to the Hero". (This text is absent from the original Fire Extinguishers, but noted on those from Timber Peak and the 10 Year Anniversary Edition.)
10. Ranged Attacks
Generally a Hero may make one (and only one, regardless of the number of Items with Range: that they possess) Ranged Attack per Hero Turn during the Ranged Attack Step if they have a suitable Item. If any 2 Gun Items are Combined (see 8.4), then they may however both be fired as a single Ranged Attack during the Hero's Ranged Attack Step, at the same or different targets.
A Hero may make a Ranged Attack with an Item that they got this Turn, either through Searching or an exchange, though no Item may be used by more than one Hero in the same Turn.
A Ranged Attack does not count as Fight in any way.
10.1 Making a Ranged Attack
Choose a target within Line of Sight (see rule 10.3) and a number of spaces equal to or less than the Range: of the Item being used and follow the instructions on the Item card to see if the attack is successful. Range may always be counted using the shortest possible number of spaces.
Range, die roll required to hit and other effects of the attack are noted on the Item card being used for the attack.
Note: The full rules for Martian Ray Gun Attacks (rule 10.2) are in the companion document, last-night-on-earth-expansions.md.
10.3 Line of Sight for Ranged Attacks
A model must be able to see the enemy or space that they are going to target with their attack; this applies to both Hero Ranged Attacks as well as Martian Ray Gun Blasts. Other models do not block sight, but walls do, even if there is a Door (as shown in the diagram on the next page). A model may however see through any Wall (except a Hard Wall, see rule 10.3.1) that they are touching (it is assumed that there are windows or such that the model can attack through if close enough to the wall).
A model may always make a Ranged Attack at a target in the same space.
Note: Some players feel that a more detailed definition of Line of Sight is needed. For their benefit the following is suggested: "Line of Sight is drawn from the center of the originating space the model is in to the center of the target space. Line of Sight will pass through any wall the model is orthogonally adjacent to (even if Line of Sight passes through the wall in another space than that of the model), but will be stopped by any portion of any other wall. Line of Sight will also be stopped by any portion of a Forest space (or the Antenna space), unless that Forest space is the target space or the model's own space."
10.3.1 Hard Walls
Models cannot see through Hard Walls, even if they are Adjacent to the Hard Wall. The only exception to this is that a model may draw a Line of Sight straight through a Door that they are Adjacent to in a Hard Wall.
A Hero cannot see through a Hard Wall, but may draw Line of Sight straight through an Adjacent Door.
Note that neither Heroes nor Martians are allowed to see through Hard Walls, so Martians may NOT fire their Ray Guns at an Adjacent Hero that is on the other side of a Hard Wall (unless firing straight through a Door in that Hard Wall as noted).
10.3.2 Forest Spaces
Forest Spaces block Line of Sight for Ranged Attacks. Models may see into and out of a Forest Space, but they may not count Line of Sight through a Forest Space.
10.3.3 Barricades
Barricades do NOT prevent the model from seeing through the wall for Ranged Attacks if they are touching it as normal.
10.3.4 Terrain Feature Markers
Terrain Feature Markers (see rule 3.12.4) do NOT affect Line of Sight.
10.3.5 Sewer
Models in the Sewer interior (see rule 8.7.2) can only see models in the same space and in the two entrance spaces. Models in the Sewer entrance spaces can see models in the Sewer interior in addition to any other Line of Sight they have.
10.3.6 Antenna
The Antenna space (see rule 3.3.10) blocks Line of Sight that crosses the red space borders.
10.3.7 Cliff Wall
The Cliff Wall does not block Line of Sight like a normal wall would; models may see across it for Ranged Attacks.
Line of Sight Examples: A Hero may see out of any wall they are touching. Only walls not touched block line of sight. Note that doors block line of sight just like any other wall. A Hero at the exterior corner of a building is not touching either wall, so may not see through either. A Hero touching one wall can see into the building as well as off to either side along that wall. A Hero can see a Zombie through a wall they are touching, or through either of two walls they are touching at a corner, but cannot see a Zombie through a wall (even one with a door) that they are not touching. A Hero can see out of a Forest space they are in, and can see into a Forest space, but cannot see through a Forest space to a target on the far side.
10.4 Successful Ranged Attacks
When a Ranged Attack is successful, the Item will say whether the target is Hit or Killed. These are defined as follows:
10.4.1 Hit
The Target Takes one Wound (enough to remove a standard Zombie or Martian Soldier from the Board).
10.4.2 Killed
Fills up all remaining Health boxes of the Target with Wound markers (this only matters if the Target has more than one Health box, but is especially effective against Zombie and Martian Champions that usually have more than one Health Box).
10.5 Starting Fires
Any Hero Item with the Keyword Fire may be discarded by a Hero in their Ranged Attack Step to automatically start a Fire in an Adjacent space (except in spaces where Fires are not allowed, see rule 12.2.1). Place a New Fire marker in the space. This counts as the one Ranged Attack allowed. (Not completely clear in the original rules, the Invasion from Outer Space rulebook notes this.)
This is a good way to attack a group of Zombies or Martians at once or block off an area, but is a little dangerous as Fires can easily spread out of control over time.
Heroes that have an ability that lets them always count as having a Fire Item (such as Mr Goddard or Hannah, the Firebreather) may NOT "discard" their ability in this way. (This seems like a strange ruling, but it is taken verbatim from Timber Peak, where the Fire rules were introduced.)
10.6 Cannons and the Human Cannonball
Each L-shaped Outer Carnival board section has a Carnival Cannon on it. These Cannons may be used for certain card effects or Hero abilities. One such card is called "Fire the Cannon!". This allows a Hero that is in a space with a Cannon to fire that Cannon as a Ranged Attack. It also requires that the Hero pay 1 Power Token to use. All of the details for firing Cannons in this way are listed on the card itself.
The facing of a Carnival Cannon doesn't matter — the Cannons are assumed to rotate.
A Cannon may not be used in any way while there are one or more Martians in its space.
10.6.1 Archibald's Fire Me!
Archibald, The Human Cannonball also has a Talent called Fire Me! that allows him to fire himself out of a Cannon, moving across the Board to crash down in a space some distance away. This ability uses the Cannon Template to determine the distance traveled by Archibald. The Cannon Template is described in detail in rule 10.6.2.
When Archibald rolls for distance using the Cannon Template, he may be positioned in any space touched by a section of the template, up to the distance rolled. If a 6 is rolled, he may be placed in any space on the Board. He must always move at least one space though. As noted below, the Cannon Template ignores all Walls, Fires, and other models. It does NOT require Line of Sight like a normal Ranged Attack.
So for example, if Archibald fired himself out of a Cannon and rolled a 4 for distance, he could land in any space touched by the Cannon Template sections marked 1+, 2+, 3+, or 4+.
10.6.2 The Death Ray/Cannon Template
Some cards and abilities call for the Death Ray Template or Cannon Template to be used. This is the long, double-sided Template that has a small hole in one end. Use the side with the flying cannonball on it when a card or ability requires the Cannon Template and the side with the green energy blast on it when a card calls for the Death Ray Template (the Martian faction's attack — see the companion document for Martian Death Ray rules).
Using the Template: To use the Cannon/Death Ray Template, position it over the Board so that one corner of the firer's space (usually either a Flying Saucer or Carnival Cannon) can be seen through the small hole in the template. This should always be one of the leading-edge corners of the space (so that the template is not crossing its own space). The Template may be swivelled around and positioned at any angle desired by the firing player. Once they have it positioned exactly as they want, any space touched by the Template may be affected by it (depending on the card or ability being used). The only exception is that the space that the Template is being fired from is never considered to be touched by the Template.
The Cannon/Death Ray Template ignores all Walls and Fires, but may NOT be positioned so that it touches the grayed-out corner Blockers of the Big Top Tent (as nothing can cross these Blockers).
11. Fights
The term "Fight" is only used to refer to hand-to-hand combat with an enemy (not Ranged Attacks).
Every Fight is a one-on-one between a Hero, a Zombie and/or a Martian Pack (all the Martians in the space). During the Zombie Turn multiple Fights are assigned before fighting starts (see rule 11.1.1).
Fight Sequence:
- Roll Fight Dice (11.2)
- All sides play cards and abilities (11.3)
- The Fight is resolved and any Wounds taken (11.4)
- Experience is awarded (11.5)
11.1 Who Has to Fight?
When a Hero, Zombie or Martian end in the same space, they will need to Fight. This happens both in the Zombie Turn, the Martian Turn and the Hero Turn (so it is possible that a model will have to Fight twice or more before they get to move again).
11.1.1 Fights During Zombie Turn
There are three possible cases during the Zombie Turn; there may be fights between Zombies and Heroes, Zombies and Martians or between all three factions (see rule 11.1.4).
Zombies vs Heroes: During the Zombie Turn, Heroes and Zombies in a single space are paired off as evenly as possible. If there is an uneven amount (or Zombies of different types — it was not specified in the original rules who decided which Zombie when multiple types are involved), the Hero players choose which Heroes in the space will have to Fight the extra Zombie(s).
If there are more than one Hero in the same space with a single Zombie, the Heroes may choose which one of them has to Fight.
In the case that there are more than one Hero and more than one Zombie in the same space, they are paired off as evenly as possible. If uneven, it is the Hero's choice as to who has to fight more Zombies.
The Hero player(s) may always choose in what order fights take place.
For example, if the Hero has 2 Zombies in his space, he must fight each of them. If there are 2 Zombies and 2 Heroes in the same space, each Hero must fight one Zombie. If there are 3 Zombies and 2 Heroes, each Hero must fight one Zombie, and one of the Heroes must fight a second Zombie (the Heroes may choose who has to fight the second Zombie).
Zombies vs Martians: During the Zombie Turn, each Zombie will Fight a Martian Pack in its space individually. These models are NOT paired off in any way, but rather the entire Martian Pack always Fights as a single unit (part of their Pack Tactics). If there are more than one Zombie in the space, the Zombie player may choose in which order they Fight. (This is not actually spelled out in the IFOS rules, but seems to be the intention based on the rules for a three faction fight.)
11.1.2 Fights During Martian Turn
There are three possible cases during the Martian Turn; there may be fights between Martians and Heroes, Martians and Zombies or between all three factions (see rule 11.1.4).
Martians vs Heroes: In the Martian Turn, a Martian Pack will Fight EVERY Hero in its space individually. These models are NOT paired off in any way, but rather the entire Martian Pack always Fights as a single unit (part of their Pack Tactics). The larger the Martian Pack, the more dangerous it is to Fight. If there are more than one Hero in the space during the Martian's Fight Heroes Step, the Hero players may choose in which order they Fight.
Martians vs Zombies: During the Martian Turn, a Martian Pack will Fight EVERY Zombie in its space individually. These models are NOT paired off in any way, but rather the entire Martian Pack always Fights as a single unit (part of their Pack Tactics). If there are more than one Zombie in the space, the Martian player may choose in which order they Fight. (This is not actually spelled out in the IFOS rules, but seems to be the intention based on the rules for a three faction fight.)
11.1.3 Fights During Hero Turn
There are three possible cases during the Hero Turn; there may be fights between Heroes and Zombies, Heroes and Martians or between all three factions (see rule 11.1.4).
Heroes vs Zombies: During the Hero Turn, a Hero that ends in a space with one or more Zombies has to Fight EVERY Zombie in their space. This can be very dangerous, so Heroes may want to try and avoid moving into a space with more than one Zombie.
Heroes vs Martians: During a Hero's Activation, that Hero must Fight the entire Martian Pack that is in his space during the Fight Martians Step.
11.1.4 Fights Between Three Factions
If there is a Martian, Zombie and Hero in the same space during a Fight Step, the models whose turn it is will have to Fight each opponent sequentially. The player whose turn it is may choose the order to resolve the Fights within a given space.
For example, say there is a space with 3 Zombies, a Full Martian Pack, and 2 Heroes. The Zombies would be paired off with the Heroes as normal for the Fights, but each Zombie would still need to Fight the Full Martian Pack.
11.2 Roll Fight Dice
To Fight, both players roll a number of dice for their model involved as listed below. These are called Fight Dice. When rolling Fight Dice the players use their highest die roll to determine who wins. Zombies win on a tie.
- Heroes roll 2 Fight Dice
- A Hero or Martian in a space with one or more Radioactive Grave Dead (or Green Ooze remains) rolls one less Fight Die
- A Hero or Martian Fighting an Old Pitchfork Grave Weapon Zombie rolls one less Fight Die
- Every Hero or Martian within 2 spaces of a Stench of Death Grave Weapon Zombie rolls one less Fight Die
- Most Zombies roll 1 Fight Die
- Ravenous Grave Dead roll an extra Fight Die
- Machete, Rusty Axe and Sickle Grave Weapon Zombies roll an extra Fight Die
- Martians roll 1 Fight Die for each Martian Soldier currently in the Pack
- Martian Leaders roll 2 Fight Dice
- The Zard Beast rolls 3 Fight Dice
- Every model in a Forest Space rolls an extra Fight Die
The highest single die wins a Fight. A Hero rolls two Fight Dice. A Zombie rolls one Fight Die — they win on a tie. Martians roll 1 Fight Die for each Martian Soldier currently in the Pack.
The number of Fight Dice a model rolls can never be reduced to less than one.
11.3 Play Cards and Abilities
Many cards and character abilities can be used during a Fight to add more Fight Dice, re-roll, etc.
Unless stated otherwise, cards and abilities may always be used after the Fight Dice have been rolled to change the outcome. This is especially useful for some Weapons that may be exhausted when used.
11.3.1 Zombie Fight: Cards
Some Zombie Cards are listed as Fight: in their game text. These cards are used by a Zombie during a fight to give them some sort of bonus. Zombies are however a fairly mindless bunch and have trouble holding more than one thought in their head at a time. Because of this:
Maximum ONE Zombie Fight: card per fight.
11.3.2 Martian Fight: Cards
Some Martian Event cards are listed as Fight: in their game text. These cards may be used by a Martian Pack or Martian Champion during a Fight to gain a bonus. There is no limit to the number of these cards that may be played per Fight.
11.3.3 Hero Combat Bonus: Cards
Many Hero Cards (usually weapons) have a Combat Bonus: as part of their game text. These cards may be used by the Hero during a Fight for the listed Combat Bonus: effect. A card's Combat Bonus: may only be used by the character that has the Item for a Fight that they are involved in.
Unless stated otherwise, a Combat Bonus: may only be used once per fight (you may however use more than one Combat Bonus:).
11.4 Resolving the Fight
A Fight is only resolved after all players have decided not to use any more cards or abilities.
Once both players have chosen their highest Fight Die roll and are done using cards and abilities, the fight is resolved as follows.
When the Fight has been resolved, that particular Fight is over unless some card or ability forces the Fight to continue (like the Machete Grave Weapon or the Relentless Feral Dead may do).
11.4.1 Resolving Hero vs Zombie
- If the Zombie wins (has a higher roll or is tied for highest), the Hero takes one Wound (see rule 11.6.1)
- If the Hero has a higher roll, the Zombie is Fended Off and both the Hero and Zombie remain in the space, unaffected
- If the Hero has a higher roll and has rolled doubles on ANY of their Fight Dice (two 5's for instance), the Zombie takes one Wound (normally removing it from the Board) (see rule 11.6.5)
Zombies are not hard to Fend Off as the Heroes usually get more dice, giving them a better chance to roll higher. But, it can be a challenge to kill a Zombie without the use of a weapon or ability.
Example Fight: Billy is fighting a single Zombie and rolls a 3 and a 5 on his two Fight Dice. The Zombie rolls a 4 on its single Fight Die. Billy chooses the higher roll of 5 against the Zombie's roll of 4. Unless any other cards or abilities are used, the Zombie will be Fended Off and both models will remain in the space, unharmed.
Say in the example above, Billy had a Baseball Bat allowing him to roll an extra Fight Die using its Combat Bonus:. Seeing that he is already winning, Billy decides he wants to go for the kill. Rolling the extra Fight Die he rolls another 3. Success! The Zombie will now take a Wound and be removed as Billy has won the Fight using his roll of 5 and also having rolled the double 3's.
11.4.2 Resolving Hero vs Martians
- If the Martian Pack wins (has a higher roll), the Hero takes one Wound (see rule 11.6.1)
- If the Hero wins (has a higher roll), one Martian in the space is Wounded (Hero's choice) (see rule 11.6.7) and the Fight ends. A Wound is usually enough to remove a normal Martian Soldier from the Board
- If the Hero and the Martians Fight Dice rolls are tied, the Fight is a draw and neither side wins or loses. Note that the Zard Beast Martian Champion actually wins on a Tie.
If both sides have something that would let them win on a Tie, then it is returned to just being a Tie result.
11.4.3 Resolving Zombies vs Martians
- If the Zombie wins (has a higher roll or is tied for highest - unless their opponent would win on a Tie), one Martian in the space is Wounded (see rule 11.6.7)
- If the Martians have a higher roll, the Zombie is Fended Off and both the Martians and Zombie remain in the space, unaffected
- If the Martians have a higher roll and has rolled doubles on ANY of their Fight Dice (two 5's for instance), the Zombie takes one Wound (normally removing it from the Board) (see rule 11.6.5). Note that this means that a single Martian Soldier will not be able to Wound a Zombie.
11.5 Experience
Generally Heroes, Zombies and Martians gain one Experience Token for each Wound they cause (see rules 13.4, 14.9 and 15.8).
Heroes, Martians and Zombies gain one Experience Token for each Wound caused.
No one gains Experience Tokens for indirect Wounds (Zombies moving into Fire markers for example) or self-inflicted Wounds (Exertion for example).
Zombies DO gain Experience Tokens for doing Wounds to a Generator, just as if it was a Hero.
Note: There were no rules for giving Experience Tokens to Martians in the original IFOS rulebook. These rules were invented for the Complete Rulebook, but follow the general principles of gaining Experience in LNOE.
11.6 Wounding and Healing
When models are Wounded they generally get a Wound Marker. For many Zombies, one Wound is enough to kill them.
11.6.1 Wounding Heroes
Anytime a Hero takes a Wound, place one Wound Marker on one of their empty Health boxes.
Wounds from Carrier Grave Dead: Whenever a Carrier Grave Dead Wounds a Hero or Martian, roll a D6. On the roll of 5 or 6, the Hero or Martian is immediately turned into a Zombie/Zombie Hero (see rule 14.7). This effect may be canceled as though it were a Zombie Card, even after the roll has been made.
11.6.2 Infected
Sometimes a card will call for an Infected marker to be placed on a Hero or Martian. This is not good for the Hero or Martian. It basically means that they have been infected by the Zombie plague. Place an Infected marker on that Hero or Martian. From now on, anytime the Hero or Martian takes a Wound, roll a D6. On the roll of 1 or 2, they take an additional Wound for being Infected. This is only triggered once per source of damage. Also, a Wound caused by the Infected marker DOES NOT trigger an additional roll.
So, for instance, if a Zombie were to play the Vicious Attack card during a Fight, doing 2 Wounds to a Hero that has an Infected marker on them, the Hero would only roll once to see if they take an additional Wound for the Infected marker.
Infected Heroes and Martians take additional Wound on a roll of 1 or 2. If Infected a second time Hero or Martian becomes a Zombie/Zombie Hero.
Double Infection: If a Hero or Martian ever has 2 Infected markers at the same time, they immediately become a Zombie/Zombie Hero (see rule 14.7). There are not many ways to remove an Infected marker, so once a Hero or Martian has one, their days are likely numbered!
Generators and Infected: A Generator (see rule 16.6.9) cannot be Infected.
11.6.3 Killed Heroes
When their last Health box is filled, a Hero is killed.
Heroes killed by Zombies are turned into Zombie Heroes (see rules 13.10 and 14.7).
Heroes killed by Martians, Exertion (see rule 8.6.3) or an Explosive (in which case there is not enough left of them to become a Zombie Hero, see rule 9.5.6) are NOT turned into Zombie Heroes.
If Martians kill a Hero, the Martian player gains an extra 2 Command Points in their following Command Step as a bonus for defeating a Hero character.
Draw New Hero: A Hero player whose character is killed (for any reason) gets to draw a new random Hero to control from the remaining unused Hero Character Sheets. Immediately place the model for the new Hero on the Board (as detailed in the section Placing New Heroes During the Game, see rule 13.11).
11.6.4 Healing
Sometimes a Hero or Martian Champion will be able to Heal a Wound. When this happens, just remove a Wound Marker from the Hero Character Sheet or Martian Champion Token. If the Hero or Martian Champion is allowed to Fully Heal, remove ALL Wound Markers from the Hero Character Sheet or Martian Champion Token.
It is important to note that a model may not Heal during a Fight or Blast (such as a Ray Gun Attack). They may however Heal before or after a Fight or Blast attack. This can be important as a Hero does have the opportunity to use a card or ability to Heal after one Ray Gun Attack finishes, but before the next one is rolled.
11.6.5 Wounding Zombies
When a Zombie takes a Wound, it is generally removed from the Board. If the Zombie can take several Wounds (like Brainthirsty Grave Dead, Zombie Heroes or Champions), place Wound Markers under the model (or on the Hero sheet in case of a Zombie Hero) until it is killed.
11.6.6 Killed Zombies
Killed standard Zombies are returned to the Zombie Pool, most other Zombie types (like Grave Dead, Champions and Zombie Heroes) are removed from the game when killed.
Killed Explosive Grave Weapons: When an Explosive Grave Weapon is killed, it explodes. Any other Zombies in its space are Killed on the roll of 2+, any Hero or Martian there is Killed on the roll of 5+. Any model in an Adjacent space takes a Wound on the D6 roll of 5 or 6.
Killed Blood Spray Grave Weapons: If a Blood Spray Grave Weapon Zombie is killed while in the same space as a Hero or Martian, transfer the Grave Weapon card to that Hero or Martian (if more than one, Zombie's choice). Once transferred, the card counts as a Remains in Play Zombie Card. Next time that Hero or Martian takes a Wound, they are instead turned into a Zombie/Zombie Hero/Zombie Martian Champion (see rule 14.7).
Killed Radioactive Grave Dead: When killed, instead of removing the Radioactive Grave Dead from the game, replace it with a Green Ooze marker to show that it has liquified.
11.6.7 Wounding Martians
Martian Soldiers only have a single Health Box so anytime they take a Wound; they are simply removed from the Board and returned to the Martian Pool. Martian Champions on the other hand have multiple Health Boxes.
11.6.8 Killed Martians
Martian Soldiers are simply removed from the Board and returned to the Martian Pool when killed. Cloaked Martian Scouts are single use and therefore removed from the game if killed. Anytime a Martian Champion takes a Wound, place a Wound marker in one of their Health Boxes. When the last Health Box is filled, the Champion is killed and removed from the Board. A killed Martian Champion MAY be Called again by the Martian player by simply using Command Points to pay for its cost again in future turns.
Martian Soldiers Killed By Zombies: Martian Soldiers killed by a Zombie in a Fight are replaced with a Zombie from the Pool or from anywhere else on the Board (becoming a Zombie Martian; if you have the Zombie Martian models they can be used for this — note that the Pool of Standard Zombies shouldn't be increased while turning Martians into Zombies). These new Zombies do NOT Fight in the same Step they entered play.
Martian Champions Killed By Zombies: Martian Champions killed by Zombies automatically become Zombie Martian Champions (see rule 14.7). Use any spare model with a Zombie Hero Marker to represent the Zombie Martian Champion so that the original model can be Called again. (This rule was invented for the Complete Rulebook.)
12. Fire
Fires can be started throughout the game. Fires will damage both Heroes, Zombies and Martians and may spread to other locations. Fires may also ignite Gasoline Markers.
12.1 Fire Markers
Fire markers have two sides, a New Fire side which is plain with the word Fire printed on it, and an existing Fire side that has a set of directional arrows (these arrows are used when the Fire Spreads as detailed below). It is generally best to rotate the Fire markers so that the "Fire" text on the marker lines up in the same orientation as the text on the Center board. This helps to avoid confusion later when the Fires start to spread out in random directions.
12.1.1 Fire Markers and Line of Sight
Fire markers do NOT block Line of Sight and have no effect on Searching or Fighting in their space (though the models will still have to roll to take damage as noted below).
12.1.2 One Fire Marker per Space
There may never be more than one Fire marker in a single space.
12.1.3 Maximum Number of Fires
There may never be more Fires on the Board at any time than there are Fire markers (the original rule limited this to eight Fires, but why not use all that are in the complete game?). If all Fire markers are already on the Board and a New Fire needs to be placed, the player who started the New Fire may choose any existing Fire marker on the Board that has its directional arrows side up (not a New Fire) to remove. This marker is then used for the New Fire that needs to be placed. The Zombie or Martian player always chooses which Fire marker is removed if this occurs during the Fire Phase.
12.2 Starting Fires
When a Fire starts in a space, place a New Fire marker in that space (the side of the marker that does NOT have the directional arrows should be face-up to show that it is a New Fire). New Fires usually start during either the Hero, Zombie or Martian Turns, or if existing Fires spread during the Fire Phase itself.
Note: This rule was changed since Fires can never spread diagonally when spreading randomly. The original text was "It is generally best to rotate these Fire markers so that the arrows on the marker line up to the same orientation as the Random Board Number Arrows on the Center Board", which would have meant that they always spread diagonally.
12.2.1 No Fire Spaces
Fires may not start or spread into a space with a Destroyed Building (see rule 12.4), the Antenna or the Old Truck. If a Gas Marker explodes in the space with the Old Truck, Fires will still spread out from that space.
12.3 Damage From Fires
Anytime a Fire starts in a model's or Crowd's space, or when a model or Crowd enters a space with a Fire, or ends their move in a space with a Fire, they must roll a D6. If it is a Hero, Crowd or a Martian, on the roll of 4, 5, or 6, they immediately take 1 Wound from that Fire. If it is a Zombie, they only take a Wound on the roll of 5 or 6 (on a 4, part of them simply catches fire or burns off. They don't really notice).
A Fire Wounds a Hero, Crowd or Martian on 4+, a Zombie on 5+ and a Generator on 5+.
After rolling to see if a Crowd is Wounded, the Crowd will automatically move one space in a Random direction.
So for example, if a Zombie or Martian Pack moved into a space with a Fire marker, it (or each Martian in the Pack) would have to roll to see if it is Wounded for moving into the Fire space, but also, if it survives, it would have to roll a second time for ending its move in the Fire space.
12.3.1 Burning Down Buildings
If there is ever a Fire marker in every space of a building, that building is immediately Destroyed in a fiery blaze and all of those Fires are removed from the Board. See the section on Destroyed Buildings below for details.
12.3.2 Single-Space Buildings
Unlike normal buildings, single-space buildings are NOT automatically destroyed if there is a Fire marker in every space (since there is only one space). Instead, during the Fire Phase, if a Fire in the single-space building ever rolls a 6 to Spread, the building is simply destroyed instead of the Fire spreading.
12.3.3 Green Ooze
If a fire starts in, or spreads to, the same space as a Green Ooze marker, remove the Green Ooze.
12.4 Destroyed Buildings
Sometimes an entire building will be Destroyed. When this happens, place one of the large circular counter (Lights Out / Taken Over / Cone of Light / Crowd) face down in the building to show that it is Destroyed. No models or Crowds may enter a Destroyed building.
12.4.1 Effect on Heroes
Any Heroes already there are immediately pushed to an Adjacent space of their choice that is not inside a Destroyed building (if there are none, the Hero is pushed two spaces to get out).
12.4.2 Effect on Crowds
Any Crowds already there are immediately pushed to an Adjacent space of their choice that is not inside a Destroyed building (if there are none, the Crowd is pushed two spaces to get out).
12.4.3 Effect on Zombies
Any Zombie in a building when it is Destroyed is automatically crushed (Killed). Surviving Zombies are moved by their controller to an Adjacent space that is not in the building (or two spaces if needed). (Moving surviving Zombies is a rule added in the Complete Rulebook to cover cases where Zombies can cancel Wounds.)
12.4.4 Effect on Martians
Any Martians already there are immediately pushed to an Adjacent space of their choice that is not inside a Destroyed building (if there are none, the Martian is pushed two spaces to get out).
12.4.5 Other Effects
If the building Destroyed had any cards or Fires played on it, they are discarded. If the building was part of an objective or has a Number Counter (see rule 16.6.8) on it, roll a new Random Building for that objective or Number Counter. Fires may not start or spread into a Destroyed building.
13. Heroes
There are two groups of Heroes; the Small Town Heroes and the Carnival Heroes. Generally the two groups follow the same rules and are collectively referred to as "Heroes". In a few cases they have slightly different abilities as described below.
13.1 Hero Special Rules
All Heroes have Special Rules and Talents listed on their Character Sheets. These Special Rules and Talents can only be used involving the character themselves unless specifically stated in the Special Rule or Talent description.
13.1.1 Small Town Heroes vs. Martians
Any Small Town Hero Special Rules using the word "Zombie" works the same against Martian opponents. Regardless of the board set/Hero deck being used, anytime the LNOE Small Town Heroes are in the same game as Martians, they automatically get the Hero Starting Cards (1) (see rule 16.3.3) Special Rule in addition to any other rules they would use based on the Scenario being played. If the Scenario already uses Hero Starting Cards, this is in addition. (This rule was invented for the Complete Rulebook.)
13.1.2 Carnival Heroes vs. Zombies
Any Carnival Hero Special Rules using the word "Martian" works the same against Zombie opponents. (This rule was invented for the Complete Rulebook.)
13.2 Agility
Each Carnival Hero has an Agility listed on their Character Sheet.
The Agility value of Small Town Heroes is based on the starting number of Health Boxes (+) that a Hero Character has.
For example, Johnny the High School Quarterback has 2 Health Boxes so his Agility value is 2+ whereas Sam the Diner Cook has 4 Health Boxes so his Agility value is 4+.
Agility is used by Heroes mainly to Dodge Ray Gun Blasts (see rule 10.2.2) and move through Pinch Points (see rule 3.3.11).
13.3 Power Tokens and Talents
Power Tokens are a resource that the Carnival Heroes have and must spend to use their most powerful abilities. Each Carnival Hero has one ability listed on their Character Sheet that requires spending a Power Token to use. These character abilities are called Talents.
When a Hero spends a Power Token to use a card or ability, simply remove that token from their Character Sheet and return it to the counter pool.
Heroes CAN spend multiple Power Tokens in the same turn. For example, Jojo can pump up one of his Fight Dice with multiple Power Tokens (+1, +2, etc) as long as he has the Tokens to spend.
13.3.1 Gaining Power Tokens
Each Carnival Hero starts the game with 1 Power Token. Each Carnival Hero also gets to roll a Green die at the start of each of their Move Actions to see if they gain an additional Power Token this turn (on the roll of 5 or 6).
A Hero may never have more than 3 Power Tokens at one time.
13.3.2 Small Town Heroes and Power Tokens
When using LNOE Small Town Heroes on the Carnival boards, occasionally they will get Power Tokens (through card effects or game board Pick Ups etc). Normally only the IFOS Carnival Heroes can get and use Power Tokens, but if a Small Town Hero finds themselves with one or more Power Tokens, they may be used for any card or Board abilities as normal (such as drawing cards in the Big Top Tent). Alternatively, the Small Town Hero may use a Power Token to Re-roll any Move roll, To Hit roll with a Ranged Attack, or a single Fight Die the Hero just rolled in a Fight.
Note that the Small Town Heroes do NOT start with a Power Token and are still limited to no more than 3 Power Tokens on a Hero at one time.
13.4 Hero Experience
The Experience system allows the Heroes to gain experience during a game (marked by Experience Tokens) and get Upgrades along the way.
13.4.1 Gaining Experience
A Hero gains 1 Experience Token any time they do a Wound to a Zombie or a Martian. Place an Experience Token on that Hero's Character Sheet.
There is no limit to the number of Experience Tokens a Hero may gain during a Turn, and no limit on how many they can have at a time.
A Hero gains 1 Experience Token any time they do a Wound to a Zombie or a Martian.
13.4.2 Prevented Wounds
Wounds that are prevented, in any way, cancel any Experience Token that the Hero would have gained.
13.4.3 Indirect Wounds
Note that no Experience Tokens are gained by an individual Hero for Wounds done indirectly to Zombies or Martians (using cards such as Miles, the Blast Miner or if a Zombie moves itself into a Fire marker).
Note: These are the official rules that replace the previous method for getting Experience on the original version of the Advanced Abilities Rule sheet (it was originally that Heroes could only collect up to 1 Experience Token per Turn — this was to slow down the system a bit when there were fewer Upgrades to be had, and when there weren't other normal Hero cards to support the system). The Heroes in Timber Peak and Blood in the Forest do not have Advanced Abilities yet.
13.5 Hero Upgrades
A Hero may spend their Experience Tokens at any time to gain a Hero Upgrade. Hero Upgrades cost 3 Experience Tokens plus an extra 1 Experience Token for each Upgrade (and Advanced Ability) the Hero already currently has.
So if Alice already has 2 Hero Upgrades, her third Hero Upgrade would cost her a total of 5 Experience Tokens (3+1+1).
13.5.1 Choosing Upgrades
The Hero removes the spent Experience from their Character Sheet and chooses which Hero Upgrade deck they want to draw from — Melee, Ranged, or Special (or the Advanced Ability). Draw the top card from the selected deck and place it face up on the table next to the Hero's Character Sheet. The Hero now has the ability listed on that Upgrade card in addition to the abilities they already have.
13.5.2 Upgrades are Not Hero Cards
Hero Upgrades (and Advanced Abilities) are NOT considered Hero Cards and may not be affected or canceled as such.
13.6 Hero Upgrade Boosts
Every Hero Upgrade card has a Boost effect listed at the bottom with an Experience Token cost. The Hero may pay the listed Experience Token cost at any time to instantly activate the Boost effect for that Upgrade. Place a Boost marker (the back side of the Experience Token) over the cost to show that it has been permanently activated.
13.6.1 Double Upgrades
In addition, if a Hero ever has two of the exact same Hero Upgrade card, it automatically counts as though the Boost effect has been activated. This also occurs if a Hero gets a Hero Upgrade that has the exact same name of a character ability that they already have.
For instance, if Jake Cartwright gets the Resourceful Hero Upgrade card, he already has the ability called Resourceful, so the Upgrade's Boost effect is automatically activated.
13.7 Advanced Abilities
The Advanced Abilities are a special type of upgrade that can be purchased with Experience Tokens.
13.7.1 Hero Advanced Abilities
A Hero's Advanced Ability works just like a normal Hero Upgrade — get enough Experience Tokens to get an Upgrade and you can choose to take a Random card from the top of an Upgrade deck (Melee, Ranged, or Special), or you can take the Hero's unique Advanced Ability that is only available to them. Hero Advanced Ability cards count exactly like Hero Upgrades in every way (other than that they are unique to a specific Hero).
Hero Upgrades and Advanced Abilities cost 3 Experience plus an extra 1 for each Upgrade already purchased.
13.8 Experience Tokens and Other Abilities
Some abilities or cards require the Hero to spend Experience Tokens to use. How many Experience Tokens they cost and when they can be used will be noted on the individual card or ability.
13.9 Death of a Hero
When a Hero is killed, they are either removed from the Board and will take no further part in the game or turned into a Zombie Hero. The Hero player that controlled the killed character may immediately draw a new random Hero from the unused Hero Character Sheets to enter play (see rule 13.11).
Any Items a killed Hero had are immediately discarded. Any Event cards the player has in hand are unaffected.
13.10 Zombie Heroes
When a player's Hero character is killed by Zombies, the Zombie player takes control of that Hero's Character Sheet and the character is turned into a Zombie Hero (see rule 14.7). Do the following:
- Discard any Items the Hero had (in some special cases a marker is placed to indicate a dropped Item, usually by scenario rules such as in the All Hallows Eve, All Hallows Eve II: The Ritual, "We've Got to Go Back!" and Radio for Help scenarios)
- Discard any other cards that Remain in Play on the Hero (any Event cards the player has in hand are unaffected)
- Remove any previous Wound markers from the Character Sheet
- Place a Zombie Hero Marker under the playing piece to remind everyone that the model is now a filthy Zombie
- Hand the Character Sheet to the Zombie player
- The player gets to draw a new Hero (see rule 13.11)
13.11 Placing New Heroes During the Game
Occasionally a Hero player will get to draw a new random Hero Character to enter play during the game in progress. A new Hero comes into play with anything they would normally start the game with (based on abilities or Scenario Special Rules). New Carnival Heroes enter play with 1 Power Token as normal.
13.11.1 New Hero Start Location
When a new Hero enters play mid-game (or when the Hero's Start: Location is not on the Board at game start, see rule 5.6.6), they do NOT use the new Hero's Start: Location, but rather have the choice to either enter play in the center space of the Center of Town board (or Forest Center) with a free bonus Hero Card, or in any space of a Random Building (without a bonus Hero Card).
If the Manor House is being used the new Hero may start anywhere in the Manor House with a free bonus Hero Card.
If the Radio Station Center board is in play, they may instead start in any space of the Radio Station buildings, but do not get a bonus free Hero Card.
New Heroes start in the center space or in a Random Building.
13.11.2 Scenario Search Cards
If a Hero gets a Scenario Search Card or any card that lets them take a Scenario Search Card from the deck (such as Just What I Needed) for their bonus free Hero Card, they must re-draw and return that card to the deck and re-shuffle.
13.11.3 No Step Participation
A Hero entering play mid-game like this does not participate in the current Step of the Turn. Once the current Step is over though, the new Hero fully participates in every way from that point forward. They may even be activated this Turn if it is currently the Hero Turn.
For example, if a Hero is killed during the Zombie's Fight Heroes Step, the new Hero that enters play does not need to Fight any Zombies during the current Zombie Turn.
As another example, if a Hero is killed during the Martian Ray Gun Attack Step, the new Hero that enters play may not be the hit by any Ray Gun Blasts this turn. They would however, need to Fight any Martians in their space during the Martian Fight Step that comes next.
14. Zombies
The following rules describe the abilities of the different Zombie types and how they are brought into play.
14.1 Zombies in Alternate Settings
14.1.1 Zombies vs. Carnival Heroes or Martians
Regardless of the board set/Hero deck being used, anytime that Zombies are in the same game as Carnival Heroes or Martians, they automatically get the Zombies Auto Spawn Special Rule (see rule 16.4.10).
Also note that Zombies may move through Walls as normal (including Hard Walls), but may not move directly through the Big Top Tent corner Blockers.
14.2 Spawning Zombies
To Spawn Zombies the Zombie player rolls a D6 and collects that many Spawn Points. The Spawn Points may then be used toward the following:
- Spawning standard Zombies
- Spawning Grave Dead
- Spawning Zombie Champions
- Assigning Grave Weapons to Zombies
If there aren't any more Zombies available in the Zombie Pools, no more Zombies can be Spawned.
Spawn Points have to be used when gained, they cannot be accumulated from Round to Round (except for those on the Zombie Champion Reference Cards, see rule 14.5.1).
As they are Spawned, new Zombies are placed on the Spawning Pits (see rule 14.8).
14.2.1 Zombies at the Carnival
If the Carnival board set is in use with Zombies, place a Spawning Pit marker on each Landing Site Start Spot. (This rule is actually not in the official rules, but seems necessary.)
14.3 Standard Zombies
Standard Zombies come from the Zombie Pool (normally consisting of 14 models).
14.3.1 Standard Zombie Spawn Cost
Each standard Zombie costs one Spawn Point.
14.3.2 Return to Zombie Pool
Standard Zombies are returned to the Zombie Pool when killed.
14.3.3 Standard Zombie Abilities
Standard Zombies can move one space and take one Wound.
14.4 Zombie Grave Dead
The Grave Dead Zombies are a limited supply (7 models) of specialty Zombies. Grave Dead may only be brought into play when Spawning New Zombies or when placing your starting Zombies at the beginning of the game. Grave Dead may NOT be placed with cards that do not actually "Spawn" (such as "My God, They've Taken the..." or Surprise Attack). Grave Dead do count toward the number of Zombies you have on the Board when rolling to Spawn.
14.4.1 Grave Dead Spawn Cost
Each Grave Dead Zombie costs two Spawn Points.
14.4.2 Grave Dead One Use
When Grave Dead are killed, they are removed from the game. They are NOT returned to the Grave Dead Pool. Each Grave Dead model is ONE USE ONLY.
14.4.3 Grave Dead Abilities
Grave Dead have a dangerous ability rolled for at the start of the game (see rule 5.7.2).
Grave Dead Abilities
| D36 | Ability |
|---|---|
| 11-15 | Very Rotten |
| 16-24 | Brainthirsty |
| 25-33 | Freshly Dead |
| 34-42 | Ravenous |
| 43-51 | Pack Mentality |
| 52-56 | Carrier |
| 61-65 | Radioactive |
| 66 | Re-roll |
Very Rotten: Very Rotten Grave Dead may ignore any Wound on the roll of 4+ (except from an Explosive).
Brainthirsty: Brainthirsty Grave Dead have 2 Health Boxes. When a Grave Dead takes a Wound, place a Wound Marker under their base to show that they have taken damage.
Freshly Dead: Freshly Dead Grave Dead move D3 spaces instead of just 1.
Ravenous: Ravenous Grave Dead roll an extra Fight Die.
Pack Mentality: Pack Mentality Grave Dead may be spawned into any space that already has at least one Zombie.
Carrier: Whenever a Carrier Grave Dead Wounds a Hero or Martian, roll a D6. On the roll of 5 or 6, the Hero or Martian is immediately turned into a Zombie/Zombie Hero (see rule 14.7) (the Hero player may draw a new Hero). This effect may be canceled as though it were a Zombie Card, even after the roll has been made.
Radioactive: Any Hero or Martian in a space with one or more Radioactive Grave Dead (or their Green Ooze remains) rolls one less Fight Dice than normal (minimum of one). When killed, instead of removing the Radioactive Grave Dead from the game, replace it with a Green Ooze marker to show that it has liquified. Any Hero with a Fire Item that ends their move in the same space as a Green Ooze may burn it to destroy it. A Hero may only burn one Green Ooze per Turn. If a fire starts in, or spreads to, the same space as a Green Ooze marker, remove the Green Ooze.
14.5 Zombie Champions
Zombie Champions are specialized Zombies that are more powerful than your average brain-thirsty Zombie and are Spawned onto the Board using Experience Tokens. There are two types of Zombie Champion — the savage Feral Dead and the Massive Zombie Behemoth. Each of these types of Champion has a reference card that notes their Spawn Cost, move, Fight Dice, Health Boxes and abilities.
14.5.1 Zombie Champion Spawn Cost
Each Zombie Champion has Spawn Cost that requires not only Spawn Points, but also Experience Tokens.
Spawning Zombie Champions costs both Spawn Points and Experience Tokens.
Using Spawn Tokens: Anytime you are Spawning Zombies you have the additional option to place Spawn Point Tokens onto one or more of your Zombie Champion reference cards. These Spawn Tokens stay on the Zombie Champion Reference Card until that Zombie Champion enters play. You may never have more Spawn Tokens on a Zombie Champion reference Card than the Spawn Cost of that Champion (in other words, you may not pre-build multiples of the same Zombie Champion type).
Spawning Champions: Anytime you are Spawning Zombies, you may also choose any Zombie Champions that have Spawn Tokens on them equal to their cost and pay the listed amount of Experience Tokens to place them on a Zombie Spawning Pit. This must follow the normal rules and restrictions for Spawned Zombie placement (see rule 14.8). When a Zombie Champion is Spawned, remove any Spawn Tokens that were on its Reference Card. Zombie Champions may have Spawn Tokens assigned to them and be brought into play on the same Turn (assuming the full cost has been paid).
Number of Champions in Play: Note that you may have any number of Zombie Champions in play at once (limited by the number available in the Zombie Champion Pool of course), in addition to your standard Zombies, Zombie Heroes etc, even multiple copies of the same type of Zombie Champion.
14.5.2 Zombie Champion One Use
When a Zombie Champion is killed and removed from the Board, it is also removed from the game. Each Zombie Champion is ONE USE per game.
14.5.3 Zombie Champion Abilities
Zombie Champions have the following abilities:
Zombie Behemoths: Zombie Behemoths are perhaps the most brutal Zombies around, monstrously tall Lumber Jacks that drag their still-running chainsaw along behind them, swinging them wildly as they smash all that stand in their way. Behemoths move D3 spaces and roll two Fight Dice. The Chainsaw ability can rip Heroes or Martians apart as the Behemoth does one extra Wound for each natural 6 they roll on their Fight Dice (assuming the Behemoth wins the Fight). Behemoths have 3 Health Boxes and are Tough (ignore any Wound on a roll of 4+).
Feral Dead: Feral Dead are Zombies that have been out in the woods for days, starving for the flesh of the living. This has made them particularly vicious. Feral Dead move 2 spaces. They have the Relentless ability, forcing any Hero or Martian they beat in a Fight to immediately Fight them again. This continues until the Feral Dead loses a Fight or until the Hero or Martian is killed.
14.6 Grave Weapons
Whenever Spawning new Zombies, at a cost of 2 Spawn Points each, a Zombie on the Board may instead be given a Grave Weapon. This can be done multiple times if you have enough Spawn Points. Note that this does NOT count when a card tells you to "place" Zombies on the Board, only when actually Spawning new Zombies.
Assigning a Grave Weapon costs two Spawn Points.
14.6.1 Eligible Zombies
Any standard Zombie, Grave Dead, Zombie Hero or Zombie Martian Champion may be given a Grave Weapon, but Zombie Champions may not (although not specifically mentioned in the original rules, it seems prudent not to allow Grave Weapons on Zombie Champions). No Zombie may have more than one Grave Weapon assigned to them.
14.6.2 Assigning a Grave Weapon
To give a Zombie a Grave Weapon, draw a card from the Grave Weapons deck and then choose any Zombie on the Board that is on a Spawning Pit or that is NOT in the same or Adjacent space as a Hero or Martian and replace the model with the corresponding Grave Weapon model (or add a Grave Weapon marker — for some Grave Weapons: Blood Spray, Explosive, Recently Dead and Stench of Death, there are no models). Place the Grave Weapon card face up on the table to show that it is active and for reference and place the removed Zombie model (if any) on that card (this ensures that the Zombie Pool is not enlarged by adding Grave Weapon models). When the Grave Weapon Zombie is killed and removed from the Board, return the Zombie model from the card to its Pool.
A Grave Weapon can be assigned to a Zombie on a Spawning Pit or one that is NOT in the same or Adjacent space to a Hero or Martian.
- You may assign a Grave Weapon to a Zombie that has just been Spawned in the same Step.
- If a Zombie already has a Grave Weapon, you may not assign another to them.
- There may not be more than 8 Grave Weapons total on the Board at a time.
- Generators (see rule 16.6.9) do NOT prevent a Zombie from having a Grave Weapon Spawned onto them (like nearby Heroes or Martians do).
14.6.3 Effects of Grave Weapons
The various Grave Weapon effects are summarized below:
Barbed Wire: The Zombie is tangled in barbed wire. If a Hero or Martian rolls a 1 on any of their Fight Dice while in a Fight with the Zombie, that Hero or Martian instantly loses the Fight.
Bloated Body: Any time the Zombie would take a Wound, roll a D6. On the roll of 3+, prevent that Wound. This cannot prevent Wounds done by an Explosive.
Blood Spray: If this Zombie is killed while in the same space as a Hero or Martian, transfer the Grave Weapon card to that Hero or Martian (if more than one, Zombie's choice). Once transferred, the card counts as a Remains in Play Zombie Card. Next time that Hero or Martian takes a Wound, they are instead turned into a Zombie/Zombie Hero/Zombie Martian Champion.
Crawling Torso: The Zombie may now move 2 spaces instead of its normal move. Also, Heroes or Martians in the same space as the Zombie must roll a 4 or higher for movement to be able to move away.
Explosive: At the end of each Zombie Turn (except the Turn when the Explosive Zombie is assigned), roll a D6. On the roll of 6, the Zombie explodes. If the Zombie is killed it also explodes. Any other Zombies in its space when it explodes are Killed on the roll of 2+, any Hero or Martian there is Killed on the roll of 5+. Any model in an Adjacent space takes a Wound on the D6 roll of 5 or 6.
Machete: The Zombie rolls an extra Fight Die. In addition, if the Zombie has doubles on any of its Fight Dice, the Hero or Martian must Fight this Zombie again after the current Fight is Resolved (unless the Zombie is killed).
Old Pitchfork: Any Hero or Martian Fighting the Zombie rolls one less Fight Die than normal.
Recently Dead: The Zombie may move D3+1 spaces instead of their normal move.
Rusty Ax: The Zombie rolls an extra Fight Die. In addition, before Fight Dice are rolled, the Zombie player may choose one of a Hero's Hand Weapons that they may not use during this Fight.
Sickle: The Zombie rolls an extra Fight Die. In addition, once per Fight, the Zombie may force the Hero or Martian to re-roll one of their Fight Dice.
Stench of Death: Every Hero or Martian within 2 spaces of the Zombie rolls one less Fight Die than normal (minimum of 1).
14.7 Zombie Heroes/Martians
When Heroes or Martian Champions are killed by Zombies they become Zombie Heroes or Zombie Martian Champions.
14.7.1 Zombie Heroes
Zombie Heroes work just like normal Zombies with the following exceptions:
- Zombie Heroes move D3 spaces instead of just one
- Zombie Heroes have multiple Health boxes (equal to what the Hero had when they were alive). Anytime a Zombie Hero takes a Hit, they place one Wound marker in one of their empty Health boxes. Just like a living Hero, when the last Health box is filled, the Zombie Hero is killed and removed from the game (Zombie Heroes are never placed in the Zombie Pool)
- Note that Zombie Heroes do NOT retain any of the Hero's special abilities and are never considered to be a Hero in any way
14.7.2 Zombie Martian Champions
Zombie Martian Champions lose all Special Rules, but have the same number of Health Boxes and move D3 spaces – just like Zombie Heroes – they do retain their original number of Fight Dice though.
14.7.3 Killed Zombie Hero/Martian Champion
If a card used on a Zombie Hero/Martian Champion says that the Zombie is Killed, automatically fill all of their remaining Health boxes with Wound markers.
14.7.4 Counting Zombie Heroes/Martian Champions
Zombie Heroes/Martian Champions DO count when determining how many Zombies there are on the Board.
14.8 Placing Zombies on Spawn Pits
Newly Spawned Zombies are taken from the Zombie Pool(s) and placed onto the Board at the Zombie Spawning Pits.
14.8.1 Placement Limitations
When placing new Zombies, they must be divided as evenly as possible amongst all of the red Zombie Spawning Pits on the Board.
Different Spawning Actions: Zombies only have to be evenly distributed within each action of placing new Zombies. Spawning new Zombies at the end of the Turn is one action, and placing new Zombies with a card is another action, so they may double up before necessarily putting a Zombie on each pit.
Optional Spawning Pits: Zombies may be doubled up on red Spawning Pits before Spawning on the Optional yellow Spawn Pits. Note that you may NOT double up Zombies on a yellow Spawn Pit until every other Spawning Pit (red and yellow) has at least one Zombie on it.
14.8.2 Placing Pack Mentality Grave Dead
Newly Spawned Pack Mentality Grave Dead may be placed into any space that already has at least one Zombie in addition to placing them in the ordinary Spawning Pits.
14.9 Zombie Experience
The Experience system allows the Zombies to gain experience during a game (marked by Experience Tokens) and get Upgrades along the way.
14.9.1 Gaining Experience
The Zombies gain 1 Experience Token any time they do a Wound to a Hero, Generator, Ally, Townsfolk, Crowd or Martian. Zombies do not gain Experience individually like Heroes, but rather have a collective total for the entire Zombie horde. Place Experience Tokens that the Zombies collect in a pile near the Zombie player.
There is no limit to the number of Experience Tokens the Zombies may gain during a Turn, and no limit on how many they can have at a time.
The Zombies gain 1 Experience Token any time they do a Wound to an opponent.
14.9.2 Prevented Wounds
Wounds that are prevented, in any way, cancel any Experience Token that the Zombies would have gained.
14.9.3 Indirect Wounds
Note that no Experience Tokens are gained by the Zombies for Heroes or Martians doing Wounds to themselves (such as blowing themselves up with an Explosive, Exerting to build a Barricade or using an ability that requires taking a Wound).
Note: These are the official rules that replace the previous method for getting Experience on the original version of the Advanced Abilities Rule sheet (it was originally that Zombies only got an Advanced Ability by killing a Hero — this was to slow down the system a bit when there were fewer Upgrades to be had, and when there weren't other normal Zombie cards to support the system).
14.10 Zombie Upgrades
The Zombies may spend their Experience Tokens at any time to gain a Zombie Upgrade. This doesn't represent the Zombies "learning" so much as it is them getting more aggressive as they smell fresh blood (this is why most of the Zombie Upgrades are marked as One Use Only). These Zombie Upgrades are shared by the entire Zombie team (not just for one Zombie or one Zombie player).
Zombie Upgrades cost 3 Experience Tokens each.
Note that there is no additional cost for existing Upgrades that the Zombies already have in play like there is with Hero Upgrades.
14.10.1 One Use Only
Most Zombie Upgrades are marked at the bottom as One Use Only. The Zombie player(s) may use the effect of these Upgrades at any time (unless specified otherwise on the card), and then that One Use Only Upgrade is discarded.
14.10.2 Upgrades are Not Zombie Cards
Just like Hero Upgrades, Zombie Upgrades are NOT considered Zombie cards and may not be affected or canceled as such.
14.11 Advanced Abilities
The Advanced Abilities are a special type of upgrade that can be purchased with Experience Tokens.
14.11.1 Zombie Advanced Abilities
Zombie Advanced Abilities are slightly different than normal Zombie Upgrades in that they are stronger, permanent bonuses and so cost 5 Experience Tokens each (instead of the normal 3). Draw randomly from the Zombie Advanced Abilities cards.
Zombie Upgrades cost 3 Experience and Advanced Abilities cost 5 Experience.
14.12 Experience Tokens and Other Abilities
Some abilities or cards require the Zombies to spend Experience Tokens to use. How many Experience Tokens they cost and when they can be used will be noted on the individual card or ability.
16. Special Rules
Special Rules generally override other rules when there is a conflict.
The following Special Rules are in effect if specified by the scenario card. They can also be added by the players using the "Dot method" (see rule 16.2).
16.1 Special Rules Always in Effect
For the Complete Rulebook some Special Rules are always considered to be in effect. These rules have been worked into the relevant sections of the rules and do not appear below. The Special Rules always in effect are:
- Heroes Replenish (originally ●●)
- Survival decks (originally ●●●)
- Barricades (originally ●●)
- Always Zombie Heroes (originally ●●)
- Grave Dead (originally ●●●)
- Zombie Champions (originally ● to ●●●●)
- Grave Weapons (originally ●●●)
- Cloaked Martian Scouts (originally ●●)
As noted in rule 1.3.2, having these rules always in effect means that some scenarios need to be balanced by allowing the players to add Special Rules.
16.2 Adding Special Rules to Existing Scenarios
Occasionally you may want to spice up some of the existing scenarios just to make things a little more interesting. A good way to do this is by adding in one or more of the Scenario Special Rules. It is important to keep things balanced however, and to that end, the Scenario Special Rules have each been given a value marked as Dots in the Special Rule's title. One ● (Dot) is the lowest value given as it brings the smallest change to the game, more Dots bring more powerful changes.
As long as the Special Rules being included add up to the same total value of Dots for the Heroes as for the Zombies or Martians, it should remain fairly balanced. This is not an exact science and so should only be used if all players agree.
16.3 Hero Special Rules
The Hero Special Rules generally benefit the Heroes. They are listed below in Dot cost order.
16.3.1 Hero Card Pool (x) x/2 times ●
At the start of the game, the Heroes take a number of Hero Cards off the top of the Hero deck equal to "x" and look at them. These cards may be divided between the Heroes as they see fit; they do not need to be evenly distributed. If any Scenario Search Card or any card that lets them take a Scenario Search Card from the deck (such as Just What I Needed) is drawn as part of the Hero Card Pool, shuffle it back into the deck and draw again.
Dot Cost: When this rule is chosen using the Dots system, "x" must be an even number (2, 4, 6 etc). The Dots cost is half of whatever "x" is.
16.3.2 Extra Doors (x) x times ●
The Heroes may place "x" Door Markers on "x" Walls during setup (this includes on a shared Wall between two Adjacent buildings).
Dot Cost: This rule may be used multiple times where the "x" above is the number of times used. When this rule is chosen using the Dots system, the Dots cost is the same as "x". (This rule does not have a Dot cost in the original rules. Paying one Dot per extra door seems reasonable.)
16.3.3 Hero Starting Cards (1) ●●
All of the Heroes start the game with an extra free Hero Card in addition to any Hero Cards they would normally start with (such as if their Start: Location is not on the Board). This also applies to Heroes that enter play mid game.
Hero Starting Cards are drawn from the top of the Hero deck so abilities like Resourceful or Crafty may be used. They are not, however, considered a Search, so Items like Flashlight may NOT be used to re-draw and you may not use a building's Pick Up: ability or try to get a Survival deck card.
If any Scenario Search Card or any card that lets them take a Scenario Search Card from the deck (such as Just What I Needed) is drawn as a Hero Starting Card, shuffle it back into the deck and draw again. (This is the replacement rule as outlined in Survival of the Fittest.)
16.3.4 Manor Deck ●●
This may only be added to scenarios that use the Manor House board. At the start of the game, take the top 10 Hero Cards without looking to form a stack near the Manor House. This is the Manor Deck. Heroes inside the Manor House may Search there as long as there are still cards in the Manor Deck. When Searching in the Manor House, cards are taken from the Manor Deck rather than from the normal Hero deck.
The Manor Deck rule can also be used on the Carnival board set, where it works exactly the same, only it is considered a Big Top Deck.
Discards: The Manor Deck does not have its own discard pile, but rather all discards are still placed in the normal Hero deck discard pile.
Just What I Needed: Cards that let the players look through the Hero deck (such as Just What I Needed) or shuffle cards back into the Hero deck may NOT be used on the Manor Deck.
Survival Cards: Heroes MAY take a Survival deck card as normal with a movement of 5+ when Searching in the Manor House (as long as there is at least one card left in the Manor Deck so that they can still Search there at all). Because there is no Random Number Set for the Manor House, the Hero may take either a Unique Item or Survival Tactic.
16.3.5 Well Stocked Buildings ●●
When using a building's Pick Up: ability, the Hero may take the named card from the discard pile as normal, or they may search the Hero deck for the named card and take it. If taking the card directly from the Hero deck, shuffle the Hero deck afterward. (The official Dot cost of "1" for this rule seems a bit low and is therefore raised to two Dots in the Complete Rulebook.)
16.3.6 Constructing the Hero Team ●●
Hero players may choose their Hero Characters to fit their play style or tactics (instead of selecting them randomly). (This rule does not have a Dot cost in the original rules.)
16.3.7 Townsfolk Allies (x) x times ●●
Some scenarios allow the Heroes to use Townsfolk as Allies. In these scenarios, use the Townsfolk markers (if playing on the Small Town board set) or the Allies markers (if playing on the Carnival board set) to represent any Townsfolk Allies being used (they are NOT different based on which Townsfolk is represented, so you may use any of the counters for these, but remove Deputy Taylor, Mr. Hyde, Jeb and Doc Brody for thematic purposes). Townsfolk Event cards have no bearing on Townsfolk Allies in any way. Townsfolk Allies each start in a Random Building (re-roll if the building has a Spawning Pit inside it) unless specifically noted otherwise in the scenario.
Townsfolk Ally Attacks: Any time during the Hero Turn (except during a Fight), each Townsfolk Ally may either attack a Zombie or Martian in the same or Adjacent space to them, or try to Build/Reinforce a Barricade on a wall they are touching. Roll a D6. On the roll of 5 or 6, Wound the targeted Zombie or Martian or add the Barricade/Reinforcement marker to the chosen wall.
Townsfolk Ally Restrictions: A Townsfolk Ally may NOT move on their own, may NOT Search and may NOT use Items or Weapons.
Zombie Attacks on Townsfolk Allies: Any Zombie or Martian Pack in the same space as a Townsfolk Ally during the Zombie's Fight Step (with no Hero in the space) may attack him. Roll a D6; on the roll of 5 or 6, the Townsfolk Ally is Killed (removed from the Board - this may be prevented by cards that prevent Wounds, though it is NOT considered a Fight).
Heroes Moving Townsfolk Allies: Any Hero that moves into a space with a Townsfolk Ally may pick him up (a Hero may NOT carry more than one Townsfolk Ally at a time). While a Hero has a Townsfolk Ally with him, that Townsfolk Ally may still attempt to Wound a Zombie or Martian or Build/Reinforce Barricades at any time, once during the Hero Turn (even to try and Wound a Zombie or Martian during the Hero's movement). A Townsfolk Ally may be picked up or dropped off by the Hero in any space during their move. If a Hero with a Townsfolk Ally is killed, the Townsfolk Ally is left in the space and any other Hero moving through this space may pick him up for free. Carrying a Townsfolk Ally does not count against the Hero's Item Carrying Limit.
Dot Cost: This rule may be used multiple times where the "x" above is the number of times used. When this rule is chosen using the Dots system, the Dots cost is twice that of "x".
16.3.8 Townsfolk Heroes (x) x times ●●
Townsfolk Heroes are extra playable (albeit weak) Hero Characters. They are represented by their Townsfolk Event card (use Townsfolk Events if playing on the Small Town board set and Allies Events if playing on the Carnival board set) placed face up on the table. Before the game begins, remove all of the Townsfolk Event cards (except Deputy Taylor, Mr. Hyde, Jeb and Doc Brody for thematic purposes) from the Hero deck and shuffle them up. Then randomly select the "x" number of Townsfolk Heroes you will be using for this game and place them face up on the table. Then shuffle all remaining (unused) Townsfolk Event cards back into the Hero deck (except during the Run For It! scenario).
Townsfolk Heroes may NOT be canceled or re-shuffled into the Hero deck in any way. They are NOT considered Hero Cards, but rather Hero Characters.
Townsfolk Heroes count as normal Heroes in every way, with the following exceptions:
- They never count toward the number of Heroes killed for Zombie or Martian victory conditions
- If killed by Zombies, they are automatically replaced with a Zombie from the Zombie Pool (or from anywhere on the Board if there are none in the Pool). Also if killed, the Townsfolk Hero's card is removed from the game, NOT placed in the Hero deck discard pile
- In a Fight, they roll 2 Fight Dice and pick the highest, like normal Heroes, but only have a single Health Box (if they take a single Wound, they are killed)
- They may only carry 2 Items, only 1 of which may be a Weapon (note that this means that Townsfolk Heroes may NOT carry Double-Handed Weapons)
- They have NO Keywords (they are NOT Male or Female, Law Enforcement, Student, etc)
- They may always "squeeze" between diagonally touching building corners etc (this is only really used in scenarios with alternate board arrangements, see rule 3.3.11)
- They DO benefit from bonuses like Hero Starting Cards, but are never replaced when killed
- They have special movement rules
Move Actions: Townsfolk Heroes do NOT get to roll for movement normally. Instead, at the start of the Hero Turn, roll a number of dice based on the total number of Townsfolk Heroes that you started the game with (NOT the number that you currently have).
Townsfolk Hero Movement Table
| # of Townsfolk Heroes | Dice Rolled |
|---|---|
| 1-3 | 1D6 Movement Points |
| 4-6 | 2D6 Movement Points |
| 7+ | 3D6 Movement Points |
Townsfolk Hero Movement: All Townsfolk Heroes being used take their activation at the same time and the movement points may be split amongst them as you see fit. Note that although you roll for their movement points at the start of the Hero Turn, other Heroes may do their activation before the Townsfolk Heroes if you like. Townsfolk Hero movement is not affected by movement modifiers like Heavy Rain, but may be re-rolled for cards like Trip or Ruuuun!. Because all of the Townsfolk Heroes take their activation at the same time, all Townsfolk Heroes must complete their activation before moving on to the next normal Hero. Townsfolk Heroes go through all of the normal Hero activation Steps; they just all have to finish one Step before moving to the next.
Townsfolk Hero Search: Any Townsfolk Hero that starts inside a building may use a single movement point to Search instead of moving (if a Townsfolk Hero Searches, they may not have any other movement points used on them this Turn). Free Search Markers may be used by Townsfolk Heroes as normal (if they end their move inside the building, they may discard the marker to get a free Search).
Townsfolk Hero Build: Any Townsfolk Hero that starts next to a wall may use two movement points to Build or Reinforce a Barricade instead of moving (if a Townsfolk Hero Builds, they may not have any other movement points used on them this Turn). (This rule was invented for the Complete Rulebook to align with the Barricade rules.)
Townsfolk Hero Abilities: Once per Turn (Hero, Zombie or Martian), each Townsfolk Hero may use one of the special abilities on their card. This is very dangerous though. Each time a Townsfolk Hero uses their ability, roll a D6. On the roll of 1 or 2, after the ability takes effect, the Townsfolk Hero is Killed. Townsfolk cards that normally would Remain in Play (such as Lizzy, the Shopkeeper), are always in effect (they do not need to roll to see if they are Killed), however, their ability is limited to where they are on the Board. If the card is normally played on a building, the ability only works on the building that the Townsfolk Hero is currently in. Townsfolk abilities that are not Remain in Play may be used anywhere on the Board, regardless of the Townsfolk Hero's current position.
For example, Lizzy, the Shopkeeper would allow any Hero in the same building as her to automatically Kill any Zombie beaten in a Fight, even if no doubles were rolled; while Doc Brody's ability could be used to Fully Heal any Hero, anywhere on the Board.
Dot Cost: This rule may be used multiple times where the "x" above is the number of times used. When this rule is chosen using the Dots system, the Dots cost is twice that of "x".
16.3.9 Free Search Markers ●●●
Free Search Markers can not be added to any scenario that already uses the Exploration Markers (rule 16.6.10) or the Salvage Tokens (rule 16.6.11). At the start of the game, after Heroes are placed, put a Free Search marker face up in every building of the Board that does NOT have a Hero in it. These markers are placed on the building as a whole, not in any individual space.
If a Hero ends their movement in any space of a building with a Free Search marker, they may discard that marker to immediately Search there for free (draw a Hero Card or use the building's Pick Up: ability, etc). A Free Search Marker may only be used if the Hero actually moves for their Move Action (not if they Search or use some other Move Action).
If the Manor House is being used, instead of placing one Free Search marker on it, place a Free Search marker in each of the 4 two-square outer rooms of the Manor House. Any Hero ending their movement in one of these two-square rooms may discard that room's Free Search marker to use it. These markers are always placed, even if one or more Heroes start the game in the Manor House.
In a similar way, when using the Radio Station board, one marker should be placed in each of the rooms of the Radio Station buildings.
16.3.10 Hero Starting Cards (2) ●●●●
This rule works the same as Hero Starting Cards (1) above, but Heroes instead start the game with 2 free Hero Cards each.
16.3.11 Hero Unique Advanced Abilities ●●●●
All Heroes start the game or come into play with their unique Advanced Ability already active. Note that some Heroes don't have an Advanced Ability though.
16.3.12 Extra Heroes (x) x times ●●●●●
Extra Heroes are just like it sounds, extra Hero characters that are part of the Hero team. Each of these extra Heroes acts just like a normal Hero would in every way.
This Special Rule is also used for games with more than five players. For every extra Hero player beyond four, the Zombie or Martian player gets five Dots to spend on Special Rules.
Dot Cost: The Dots cost for Extra Heroes is 5 Dots per Extra Hero used. This Special Rule may not be appropriate for all scenarios, so use your best judgement when adding it to existing scenarios.
16.4 Zombie Special Rules
The Zombie Special Rules generally benefit the Zombies. They are listed below in Dot cost order.
16.4.1 Zombie Pillage ●
During the Zombie Turn, at the start of the Fight Step, any Zombie in a building space (with no Hero in the space) may Pillage. Roll a D6. On the roll of 4+, discard the top Hero Card. If this discards the last Hero Card, the Heroes automatically lose. Only one Zombie per space may try to Pillage. If there is more than one Zombie in the same space, do not roll; the single Pillage is automatically successful (any Zombie Hero also always succeeds at Pillage rolls).
Zombies may NOT Pillage in a building that is Taken Over or in a space with a Spawning Pit. Whenever a building is Taken Over, the Zombie player automatically gets a free Pillage roll (discard on 4+) for every space of that building (even Spawning Pits). If the Scenario uses a Town Deck, cards may ONLY be Pillaged from the Town Deck (NOT the normal Hero deck).
16.4.2 Lights Out (x) x times ●
At the start of the game, before Hero placement, roll a Random Building to have Lights Out. Place a Lights Out marker on the building to show that any Hero moving into a space of this building must end their move. This Lights Out marker may be canceled as though it were a Zombie card that Remains in Play. Otherwise the marker lasts until canceled.
Dot Cost: This rule may be used multiple times where the "x" is the number of times used. When this rule is chosen using the Dots system, the Dots cost is the same as "x".
16.4.3 Lights Out - Choice (x) x times ●●
This is the same as the Lights Out Special Rule above except that the Zombie player may choose which building to be Lights Out instead of rolling randomly. Note that this must still be a valid choice, the same as if you had rolled "Zombie's Choice" for the Random Building roll.
Dot Cost: This rule may be used multiple times where the "x" is the number of times used. When this rule is chosen using the Dots system, the Dots cost is twice that of "x".
16.4.4 Taken Over (x) x times ●●
At the start of the game, before Hero placement, roll a Random Building to be Taken Over by the Zombies. Place a Taken Over marker on the building to show that no Heroes may enter that building (note that unlike the "My God They've Taken the…" card, no Zombies are placed with this marker). This Taken Over marker may be canceled as though it were a Zombie card that Remains in Play. Otherwise the marker lasts until canceled. Any Hero that would start in a Taken Over building counts as though their Start: Location is not on the Board.
Dot Cost: This rule may be used multiple times where the "x" is the number of times used. When this rule is chosen using the Dots system, the Dots cost is twice that of "x".
16.4.5 Zombie Advanced Abilities - Random (x) x times ●●
The Zombies start with "x" Advanced Abilities drawn at random. If combined with Chosen Advanced Abilities the chosen ones are taken before the random draw.
Dot Cost: When this rule is chosen using the Dots system, the Dots cost is twice that of "x".
16.4.6 Airstrike (x) x times ●●●
When an Airstrike attacks the town, roll a Random Building that is hit. If Hero's Choice or Zombie's Choice is rolled, this instead means that the Center board has been hit and every model on it takes a Wound on a D6 roll of 3+. Any Heroes or Zombies in a building hit immediately take a Wound and are moved by their controller to an Adjacent space that is not in the building (or two spaces if needed). Any model in a space Adjacent to a building when it is hit, takes a Wound on a D6 roll of 3+. None of these Wounds generate experience for either side.
The building hit is then Destroyed (see rule 12.4) (place a Lights Out/Taken Over marker on that building face down to show it has been Destroyed). (The wording of this rule has been slightly changed to work better with the rules for Destroyed Buildings.)
Airstrike Timing: Airstrikes always hit the town at the start of a Zombie Turn. (The official rules make no mention of on which Game Round a Dots purchased Airstrike will occur. It is suggested that a D6 is rolled at the start of each Zombie Turn until it results in a "6". Starting with that Turn all purchased Airstrikes will then occur, once every Zombie Turn until they are exhausted.)
Airstrike Dot Cost: When adding the Airstrike Special Rule to another existing scenario using the Dots system, Airstrikes cost 3 Dots each and the Zombie player may have up to one Airstrike hit per Zombie Turn.
16.4.7 Taken Over - Choice (x) x times ●●●
This is the same as the Taken Over Special Rule above except that the Zombie player may choose which building to be Taken Over instead of rolling randomly. Note that this must still be a valid choice, the same as if you had rolled "Zombie's Choice" for the Random Building roll.
Dot Cost: This rule may be used multiple times where the "x" is the number of times used. When this rule is chosen using the Dots system, the Dots cost is thrice that of "x".
16.4.8 Zombie Advanced Abilities - Chosen (x) x times ●●●
The Zombies start with "x" Advanced Abilities specifically chosen. If combined with Random Advanced Abilities the chosen ones are taken before the random draw.
Dot Cost: This rule may be used multiple times where the "x" is the number of times used. When this rule is chosen using the Dots system, the Dots cost is thrice that of "x".
16.4.9 Extra Zombie Move (+1) ●●●●
All Zombies get to move one extra space each Zombie Turn, in addition to their normal move. This means that most Zombies will now move up to 2 spaces each Turn, instead of only 1 space. A Zombie that moves faster than normal still gets the bonus +1 move, for instance a Zombie Hero would get to move D3+1 spaces or a Zombie using Blinding Rage or Shamble would get to move D6+1 spaces. Note that Zombie Hunger still applies during this extra space of movement (unless noted otherwise on a card ability, such as with Blinding Rage). (No official Dot cost was given for this Special Rule. Since it completely changes the feel of the slowly advancing Zombie horde and the strategies surrounding the Zombie Hunger it should probably be used very sparingly.)
16.4.10 Zombies Auto Spawn ●●●●
The Zombie player may ALWAYS Spawn new Zombies at the end of the Zombie Turn (during Step 6 - Place Newly Spawned Zombies). Because of this, you may skip Step 3 - Roll to Spawn New Zombies as there is no need to roll.
16.4.11 Zombie Hand (6) ●●●●
The Zombie player has a hand of 6 cards instead of the normal 4 cards. Note that a card like Terror at Timber Peak will allow the Zombies to draw extra cards, but will not further increase their actual hand size, as it is already increased. (No official Dot cost was given for this Special Rule. Since a larger Zombie Hand is a pretty substantial advantage these rules suggest a high Dot cost.)
16.4.12 Zombie Horde (21) ●●●●
Scenarios that use Zombie Horde (21) have 21 Zombies in the Zombie Pool; use any combination of Brown and Green Zombies. This means that you can have one overwhelming horde of 21 Zombies on the Board at a time (plus any Zombie Heroes, Champions and Grave Dead)! (Contrary to the original rules Zombie Horde (21) may now be used in combination with both Grave Dead, Plague Carriers and any other rules that would have used the red Zombies.)
The extra Zombies used with Zombie Horde (21) are standard Zombies in every way.
Most scenarios that use Zombie Horde (21) also use Zombies Auto Spawn. When this is not the case, roll 3D6 and add them together when rolling to Spawn New Zombies. If the total rolled is more than the number of Zombies you have on the Board, you may Spawn new Zombies at the end of the Turn.
Note: The full rules for Martian Special Rules (rule 16.5) are in the companion document, last-night-on-earth-expansions.md.
16.6 Other Special Rules
The following Special Rules do not benefit either side in the game and therefore are not assigned Dot costs.
16.6.1 Manor House
When this Special Rule is in effect use the Manor House board instead of the normal Town Center board.
If you play a scenario using this rule on the Carnival board set, use the Big Top center board instead.
16.6.2 Radio Station
This rule can only apply to scenarios set on the Small Town board set.
When this Special Rule is in effect use the Radio Station board instead of the normal Town Center board.
16.6.3 Airfield
This rule can only apply to scenarios set on the Small Town board set.
When this Special Rule is in effect use the Airfield board instead of the normal Town Center board.
16.6.4 Fair Grounds Board
This rule can only apply to scenarios set on the Carnival board set.
Scenarios with this Special Rule simply use the Fair Grounds side of the Center board instead of the Big Top Tent side.
16.6.5 Forest Ring
The Forest Ring setup creates a much larger Board and gives the Zombies more places to Spawn from as well as giving the Heroes the option of running into the forests around the town or carnival to take a shortcut (because nothing ever goes wrong when you take a shortcut through the woods).
To create the Forest Ring, randomly set up the Board as normal using the Center board and four of the L-shaped Town boards. Then randomly place the four L-shaped Forest boards as outer corners and the four Straight boards to fill the gaps (with the Forest side up - these boards should be placed so that the trees are all pointing away from the Center board). This method can be used for any scenario that does not have a pre-set map or specifically calls for the use of Forest boards as part of the Scenario Special Rules.
Any Hero Searching in the Forest Ring draws from the Small Town Hero deck.
16.6.6 Town Ring
Like the Forest Ring, the Town Ring setup creates a much larger Board and gives the Zombies more places to Spawn from as well as giving the Heroes more room for manoeuvre and possibly more lucrative buildings to Search. (The Town Ring rule was invented for the Complete Rulebook. In the original rules the grass sides of the Straight boards are never used.)
To create the Town Ring, randomly set up the Board as normal using the Center board and four of the L-shaped Town boards. Then randomly place an additional four L-shaped Town boards as outer corners and the four Straight boards to fill the gaps (with the grass side up). This method can be used for any scenario that does not have a pre-set map. It can even be used for scenarios set on the Carnival board set.
Any Hero Searching in the Town Ring draws from the Small Town Hero deck.
16.6.7 Forest Only Board
The Forest Only setup creates a very different type of Board and is only used in scenarios that specifically call for it.
To create the Forest Only Board, place the Forest Center board with the four Straight boards on each of its edges (Forest side up with the trees pointing away from the Center board). Then Randomly place the four L-shaped boards on the four corners to create the complete rectangular shaped Board.
It is important to note that this board arrangement has very few buildings making it a bit more difficult for the Heroes to Search. Often times this setup is accompanied by an additional way for Heroes to Search and/or allowing the Heroes to start with some Hero Cards.
16.6.8 Number Counters (1-6/1-8)
When a scenario uses the Number Counters Special Rule, take the number counters indicated and shuffle them up, placing them face down in Random Buildings without looking at them (limit 1 per building). These counters are on the entire building, not just a single space. Note that some scenarios place these counters on specific board sections rather than randomly.
Revealing Number Counters: A Hero may give up their Search to reveal a Number Counter on the building they are in (note that Forest Spaces may normally not be Searched, but that revealing Number Counters is an exception). The effects of a Number Counter when revealed are described in the individual scenario they appear in.
Number Counters, Taken Over and Destroyed Buildings: A building with a Number Counter on it may not be Taken Over (re-roll). If a building with a Number Counter is Destroyed (see rule 12.4), the Number Counter is moved to a new Random Building.
Special Case: Note that in the Radio for Help scenario, the Number Counters are specifically placed 2 on each of the Outer boards (a total of 8), rather than purely random across the entire Board.
16.6.9 Generators (x)
Some Scenarios use electric power Generators as objective points that the Heroes must protect, and that the Zombies or Martians want to destroy. For some reason Zombies and Martians hate Generators — it could be the loud noise, or the vibration, or perhaps on a primal level, they know that if the Generators go down, their food will be more vulnerable. We'll never know for sure. You could try and ask them.
Placement: The number "x" listed after the word Generators is the number of Generators used in the scenario. Generators are placed on the Board by the Heroes (usually in buildings) as described on the scenario card. There is generally a limit of 1 Generator per building.
Zombie Hunger, Movement, LoS and Generators: Generators do NOT block movement or Line of Sight for Ranged Attacks and do NOT trigger Zombie Hunger for nearby Zombies (this is very important as it means that Heroes can lure Zombies away from a Generator by moving close and using Zombie Hunger to draw them away).
No Search: A Hero in a space with a Generator may NOT Search.
Attacking Generators: A Zombie or Martian in a space with a Generator, and no Heroes there, may attack that Generator during their Fight Step. The Zombie or Martian rolls its Fight Dice and may play up to one Fight: card (as normal for a Fight) as well as anything else that could be used when Fighting a Hero (such as cards like Unrelenting Attack). If the Zombie or Martian gets at least one 5 or 6 on its Fight Dice, the Generator takes 1 Wound. If no 5 or higher was rolled, the Generator is unharmed.
Generators do NOT get to roll any Fight Dice and can never hurt the Zombie or Martian that is attacking it.
Note that if there are any Heroes in the space with the Generator, Zombies or Martians there must Fight the Hero, not the Generator. Also note that the Zombies or Martians only Fight Generators in the Zombie's or Martian's Fight Step, NOT during the Hero Turn.
Zombies and Martians DO gain Experience Tokens for doing Wounds to a Generator, just as if it was a Hero.
Fire and Generators: When a Fire starts or spreads into a Generator's space, this is very bad for the Heroes. Generators are damaged by Fire on the D6 roll of 5 or 6 (they are a bit tougher when it comes to Fire, like a Zombie). You must roll for damage once when the Fire starts/spreads into the Generator's space, and again at the start of each Fire Phase.
If a building itself is Destroyed (see rule 12.4), any Generator in that building is also destroyed.
Generator Health: Generators have 2 Health Boxes. When a Generator has taken 2 Wounds, it is destroyed and removed from the Board.
Generators may NOT be Healed like Heroes can (no amount of Bandages are going to repair a Generator), so Wounds on them are fairly serious.
Ignoring Lights Out and Taken Over: As long as a Generator is in a building, that building (and any Heroes there) may ignore Lights Out and Taken Over markers. If the Generator is destroyed, any Lights Out or Taken Over markers on that building immediately take effect.
No Infection: The Zombies cannot play Infected (see rule 11.6.2) on a Generator. That would be silly.
16.6.10 Exploration Markers
Exploration Markers can be added to any scenario that does not already use the Free Search Markers (rule 16.3.9) or the Salvage Tokens (rule 16.6.11). Exploration Markers usually benefit the Heroes, but add an element of danger as well as greater potential reward.
The Exploration markers are shuffled up randomly and placed face down without looking into all unoccupied buildings at the start of the game. These markers are not in a single space, but rather on the entire building.
Anytime a Hero ends their move in a building with an Exploration marker, they may flip over that marker for free with the result listed below for the type of marker revealed. Once revealed, remove the marker from the Board. An Exploration marker may only be used if the Hero actually moves for their Move Action (not if they Search or use some other Move Action).
Exploration Markers
- Free Search: The Hero may immediately draw a Hero Card or use an ability that requires a Search Action to perform (such as a Pick Up: or character ability).
- Surprise Attack: Place the number of Zombies or Martians listed (1 or 2) from the Zombie or Martian Pool into the Hero's space. The Hero has unwittingly stumbled into the clutches of the undead or the invaders.
- New Hero Found: You have stumbled across another survivor and they eagerly join you. Immediately draw a new Hero from the unused Hero Character Sheets to take control of and place their model in the same space as the Hero that revealed the Marker. This new Hero DOES come into play with a bonus Free Hero Card. As an additional character, this new Hero is NEVER replaced if killed. Also, unlike normal, this new Hero may NOT do anything on the Turn they enter play as they are focused on making contact with the group of Hero survivors (they do not need to Fight Zombies or Martians in their space this Turn).
16.6.11 Salvage Tokens
The Salvage Mission scenario uses Salvage Tokens for its Scenario objectives. Salvage Tokens can never be combined with Free Search Markers (rule 16.3.9) or Exploration Markers (rule 16.6.10).
The Salvage tokens are shuffled up randomly and placed face down without looking into Random Buildings/Forest Spaces around the Board (as noted on the scenario card) before the game starts. These tokens are not in a single space, but rather on the entire building (or Forest Space).
Anytime a Hero ends their move in a building or Forest Space with a Salvage token, they may flip over that token for free with the result listed below for the type of token revealed. Once revealed, remove the Salvage token from the Board. A Salvage token may only be used if the Hero actually moves for their Move Action (not if they Search or use some other Move Action).
Salvage Tokens
- Nothing: The Hero finds nothing and there is no effect.
- Supplies: The Hero finds valuable Supplies and automatically gains 1 Experience token for their efforts. If the Salvage Mission requires Supplies to win, this marker stays on the Hero. If the Hero is killed, the marker is dropped in their space and any other Hero moving through that space may pick it up for free.
- Free Search: The Hero may immediately draw a Hero Card or use an ability that requires a Search Action to perform (such as a Pick Up: or character ability).
- Survivor: The Hero finds a surviving Townsfolk hiding in the darkness. They may immediately take any Townsfolk Event into hand from the Hero discard pile or directly from the Hero deck (reshuffle). If the Salvage Mission requires Survivors to win, this marker stays on the Hero. If the Hero is killed, the marker is dropped in their space and any other Hero moving through that space may pick it up for free. Using the Townsfolk Event card has no effect on the marker itself (it's assumed that the Townsfolk can use their ability to help you without sacrificing themselves).
- Zombie/Martian Attack: The Hero is ambushed by a Zombie or Martian from the shadows! The Zombie or Martian player may immediately place a standard Zombie or Martian from the Zombie or Martian Pool into the Hero's space.
- Zombie/Martian Champion: The Hero comes face to face with a towering Zombie Behemoth or Zard Beast! The Zombie or Martian player may place a Behemoth or Zard Beast into the Hero's space (this does not count against the number of models in the Zombie Champion Pool, if there is no Champion in the Pool, one may be repositioned on the Board). If the Salvage Mission requires the Heroes to find the Zombie Champion token to win, it instead counts as a Super Behemoth (a Zombie Behemoth with 5 Health Boxes) that must be defeated.
16.6.12 Crowds (x)
If this rule is in effect the Scenario uses Crowd markers. The number in ( ) indicates the number of Crowd markers placed at the start of the game.
Each Crowd marker is considered to have 4 Health Boxes.
Crowds do NOT block Line of Sight.
Martians Attacking Crowds: Crowds may be attacked by Martians in the same way as a Hero would be. However, because a Crowd includes many individual people, the Martians need to vaporize several of them for it to actually count as a Wound. Therefore, Crowds are only Hit by a Martian Ray Gun on the roll of 6+, or in a Fight on each Fight Dice roll of 6+. Crowds do NOT attack back in a Fight (they do not roll Fight Dice) and do not get to Dodge Ray Gun Hits. Every Hit done to a Crowd causes 1 Wound.
Any Automatic Ray Gun Hits a Crowd would take (such as taking 2 Automatic Ray Gun Hits for a Saucer Blast) will instead each Wound the Crowd on the D6 roll of 3+. Crowds do not Fight in the Hero Turn or Crowd Phase, they are only attacked in a Fight during the Martian or Zombie Turn.
So for example, if you had a full Martian Pack move into a Crowd's space, they could fire their Ray Guns at the Crowd (3 rolls, each needing a 6 to hit) and then in their Fight Step, the Martians would roll their 3 Fight Dice against the Crowd, each hitting again on the roll of 6.
Vaporized Crowds: Each time a Crowd is destroyed (takes 4 Wounds total), the Martians gain a bonus 2 Command Points in the following turn (or 1 Command Point each for two Martian players) similar to when a Hero is killed.
Zombies Attacking Crowds: Crowds may be attacked by Zombies in the same way as a Hero would be. However, because a Crowd includes many individual people, the Zombies need to chew on several of them for it to actually count as a Wound. Therefore, Crowds are only Hit in a Fight on each Fight Dice roll of 6+. Crowds do NOT attack back in a Fight (they do not roll Fight Dice). Every Hit done to a Crowd causes 1 Wound. Crowds do not Fight in the Hero Turn or Crowd Phase, they are only attacked in a Fight during the Zombie or Martian Turn.
Crowds Wounded by Zombies: For each Wound done to a Crowd by Zombies, placed a Zombie from the Pool or from anywhere else on the Board in the Crowd's space. These new Zombies do NOT Fight in the same Step they entered play. (This rule was invented for the Complete Rulebook. There are currently no official scenarios where Crowds and Zombies appear at the same time, but the rule may be useful for unofficial scenarios.)
Protecting and Hiding in a Crowd: A Hero in the same space as a Crowd may choose to either Protect the Crowd or Hide in the Crowd (choose before each attack occurs). While Protecting the Crowd, it may not be targeted by Martian Ray Guns and any Fight in the space will ignore the Crowd. While Hiding in the Crowd, the Hero may not be targeted by Martian Ray Guns and will not take part in any Fight in the space (leaving the Crowd vulnerable).
Each Hero in the space with a Crowd may make their own individual choice for a given attack. Anything that targets all Heroes and Crowds in a space (such as a Saucer Blast) may not benefit from Protecting or Hiding.
Example A) A Crowd with a Martian Pack in its space and no Heroes — The Crowd will NOT be attacked in the Hero Turn (Crowds do not initiate an attack). The Crowd WILL be attacked in the Martian Turn.
Example B) A Crowd with 2 Heroes and a Martian Pack in its space — During the Hero Turn, each Hero will have a Fight Step with the Martians during their Activation. During each of these, the Hero will need to choose to either Hide in the Crowd (the Crowd is attacked) or Protect (the Hero Fights). During the Martian Turn, again EACH Hero will have to individually choose to Hide (the Crowd is attacked) or to Protect (the Hero Fights).
17. Optional Rules
Optional rules can be used in any scenario by the agreement of the players.
17.1 Optional Two Zombie Players
The Zombies can be divided between two players if desired. They will win or lose the game as a team. The following rules modifications are used. (In the original rules two Zombie players were used at specific player counts. Many players found that it was more interesting and challenging to always have one Zombie player. For the Complete Rulebook playing with two Zombie players is considered an optional rule.)
17.1.1 Zombie Pool
Each of the two Zombie players has a separate Zombie Pool of 7 Zombies each. One player takes 7 Green Zombies, the other, 7 Brown Zombies. Players may never use Zombies from the other player's Pool (only their own color of Zombie). The Grave Dead and Zombie Champions are in their own Pools that either player can pull from. The Zombie players start the game with 1D6 Spawn Points worth of Zombies each on the Board.
17.1.2 Zombies Horde (21)
If the Zombie Horde Special Rule is in effect add 7 Zombies of an alternate color to a communal Zombie Horde Pool that both players may use.
17.1.3 Hand of Cards
Each Zombie player has a separate hand of two Zombie cards. They may both discard one card before filling their hands at the start of the Zombie Turn. They may show each other their cards and discuss strategy.
17.1.4 Using Cards
Each Zombie player may only use Zombie Cards that say "your Zombies" on their own Zombie models. Other cards that are not specific may be used on either Zombie player (or even possibly a mix if you are choosing individual Zombie models).
17.1.5 Control of Extra Zombies
During the game, control of Grave Dead, Zombie Heroes, Zombie Champions, Horde Zombies, etc is split between the two Zombie players. The Brown Zombie player controls the extra Zombies (moves, rolls Fight Dice, counts them when rolling to Spawn, etc) during even numbered Rounds and the Green Zombie player controls the extra Zombies on odd numbered Rounds.
17.1.6 Rolling to Spawn
When rolling to Spawn New Zombies, each Zombie player rolls 1D6, needing to roll over the number of Zombies that they personally control on the Board.
If the Zombie Horde Special Rule is in effect, whoever controls the extra Zombies this Turn should roll 2D6 and add them together when rolling to Spawn New Zombies (instead of the normal D6).
17.1.7 Spawning Zombies
When Spawning Zombies, each Zombie player rolls a D3 (instead of a D6) and places the Zombies Spawned on the Board at the Zombie Spawning Pits as normal. The two Zombie players are only limited by their own color of Zombie (that is, the two players may double up Zombies on a Spawning Pit before each pit has a Zombie on it). Both Zombie players may add Spawn Points to a Zombie Champion Reference Card. There may not be more than 8 Grave Weapons total on the Board at a time (or up to 4 each for the two Zombie players).
17.1.8 Experience
The two Zombie players share a single pile of Experience.
17.1.9 Dot Compensation
Since it is harder to coordinate two Zombie players, they may also choose two Dots worth of Special Rules.
Note: The full rules for Optional Two Martian Players (rule 17.2) are in the companion document, last-night-on-earth-expansions.md.
17.3 Optional Reduced Hero Deck Games - Beta
Some players feel that the 200+ Hero Card deck removes one interesting aspect of the game. The Reduced Hero Deck rules should be considered to be in a Beta stage. (The Reduced Hero Deck rules were invented for the Complete Rulebook.)
To play with a 65 card Hero deck, create the deck by doing the following:
- Take 2 each of any Scenario Search cards noted for the scenario to be played
- Add 4 Just what I needed Event cards
- Add 16 random Weapon Item cards
- Finally, add a number of random cards selected from all remaining cards to take the Hero deck to 65 cards
17.4 Optional Random Scenario Creation
This rule will be added in a later version of these rules.
17.5 Optional Solo Game - Beta
The solo rules are compatible with every expansion up to and including the 10 Year Anniversary Edition, but are only useable with Zombies (not Martians). The solo rules should be considered to be in a Beta stage. (The solo rules were invented for the Complete Rulebook by Thomas Gustafsson.)
17.5.1 Introduction
So, your friends couldn't make it to game night? Or did you just want to brave the zombie horde by yourself? Don't worry, LNOE can be a perfectly enjoyable experience to play solo. However, since this game was not designed with solo-play in mind, you are encouraged to use your best judgement in situations not covered by these rules.
17.5.2 Game Setup
The solo game is set up using the normal set up sequence (see rule 5). Refer to rule 17.5.5 for specific solo scenario notes. For increased challenge, feel free to add any Special Rules, selecting the same amount of "Dots" for both Heroes and Zombies. Also do the following:
- Take out all of the Fight cards from the Zombie deck and put them in a separate stack. This stack will be referred to as the "Zombie Fight Deck" during the solo game.
- Assign a number token to each of your Heroes. This number will be used when rolling a random Hero in any given situation. If you roll a number that is not available, just roll again.
17.5.3 Zombie Turn
The Zombie Turn follows the standard sequence with one addition. For some of the Steps there are special considerations as described below:
Step 1 - Move the Sun Track: As in the standard game.
Step 2A - Draw New Zombie Cards: Draw 4 Zombie Cards and put them face up in front of you. Apply their effects whenever they are applicable throughout the Game Round. At the start of the next Zombie Turn, discard any Zombie Cards that were not used, and draw a new set of 4 cards. Refer to the Card List (rule 17.5.4) for when and how to use them.
When applying the effects of Zombie Cards on Zombies, there might be cases where there are multiple Zombies in the same space. If there is just one type of Zombie in that space, it doesn't matter which Zombie gets the effect. If there are more than one type however, follow the Zombie Priority List for which Zombie type gets the effect first, with 1 being highest priority and 7 being the lowest. When a Zombie Card asks you to remove Zombies, the order is reversed.
Zombie Priority List
| Priority | Type |
|---|---|
| 1 | Zombie Behemoth |
| 2 | Feral Dead |
| 3 | Grave Dead with Grave Weapon |
| 4 | Standard Zombie with Grave Weapon |
| 5 | Grave Dead |
| 6 | Zombie Hero |
| 7 | Standard Zombie |
Step 2B - Draw Zombie Upgrade: If the Zombies have the required XP, draw a Zombie Upgrade.
Step 3 - Roll to Spawn New Zombies: Roll 2D6 as normal, unless Auto-Spawn is in effect.
Step 4 - Move Zombies: When moving Zombies will move towards a target according to the following priority list. This is usually the Hero closest to that particular Zombie model, unless the Zombies have a specific objective (as in the Zombie Apocalypse scenario) where that objective will take precedence.
Target Priority List
| Priority | Target |
|---|---|
| 1 | Zombie Hunger (use priority 4 if several Zombie Hunger targets are available) |
| 2 | Scenario Objective |
| 3 | Closest Space with Hero |
| 4 | Fewest Heroes |
| 5 | Fewest total Hero Wounds remaining |
| 6 | Random roll |
If the Zombie can move to several different spaces and still move closer to its target it will move according to the following priority list:
Space Priority List
| Priority | Space |
|---|---|
| 1 | Adjacent to largest number of Heroes |
| 2 | Not in Line of Sight of Hero |
| 3 | Forest |
| 4 | Building |
| 5 | Random roll |
Step 5 - Fight: During Fights, each Zombie Model involved gets to draw one card from the Zombie Fight Deck and benefit from its effect during the Fight. Refer to the Card List further down for how to use them. Each Zombie gets a new Fight Card for each Fight (both during the Zombie Turn and during the Hero Turn).
Step 6 - Place Newly Spawned Zombies: When choosing where to spawn the new Zombies, start with the Spawning Pit on the board Section highest on the following priority list and work clockwise from there.
Spawn Pit Priority List
| Priority | Board |
|---|---|
| 1 | Most Heroes |
| 2 | Fewest total Hero Wounds remaining |
| 5 | Random roll |
To determine what type of Zombie is spawned, start by rolling a D6:
Spawn Roll
| D6 | Spawning |
|---|---|
| 1 | 1 Standard Zombie |
| 2-3 | 1 Special Zombie, with the rest being regular Zombies. Refer to the Special Spawning Table for which special type to spawn. |
| 4-5 | 2 Special Zombies. Roll once on the Special Spawning Table for which special type to spawn. |
| 6 | Zombie Behemoth. If you do not have the required XP, re-roll. |
Special Spawning Table
| 2D6 | Spawning |
|---|---|
| 2-4 | Standard Zombies |
| 5-8 | Grave Dead |
| 9-10 | Assign Grave Weapons if eligible Zombies are on the Board, otherwise re-roll |
| 11-12 | Feral Dead. If you do not have the required XP, re-roll. |
17.5.4 Card List
Listed below are the Zombie Cards, Zombie Fight Cards and Zombie Upgrade Cards and their effects in the solo game.
Some of the cards don't need any additional clarifications, but are listed anyway for the sake of having a complete list.
Zombie Cards: Whenever a Card says "any Hero", without any more specific criteria, roll a d6 to see which Hero is targeted by the effect. Whenever a Card has two alternatives, roll a d6. On 1-3, use the topmost alternative, on 4-6, use the bottom alternative. Whenever a Card tells you to roll a Random Building, if the roll is Zombie's Choice, re-roll.
- All is Lost - N/A
- Angry Dead - Sacrifice, simply shuffle the cards in hand and draw 2 at random
- Anxious to Feed - N/A
- A Town Overrun - N/A
- Bickering - If there are more than one space with several Heroes, assign numbers to the spaces and roll a d6 to decide.
- Bitten - N/A
- Blinding Rage - Play on the Zombie that is farthest away from any Hero/Objective. If more than one Zombie in a space, refer to the Priority List (Section 2).
- Blood in the Forest - N/A
- Building Overrun - If more than one building qualifies, assign numbers to them and roll a d6.
- Catfight - If there are more than one space with several female Heroes, assign numbers to the spaces and roll a d6 to decide.
- Closing In - Sacrifice, remove the three Zombies farthest away from Heroes/Objective. Choose the board section with the most Zombies on it afterwards.
- Cornered - N/A
- Dark Forest - Start spawning on section with most Heroes on it, continue clockwise from there.
- Dead End - N/A
- Deadly Instincts - N/A
- Deadly Surprise - If dice roll fails on bottom alternative, discard without effect.
- Despair - If Heroes use an Event Card during their Turn, roll the d6.
- Desperate for Flesh - Zombies get to draw 2 Fight Cards only for the first round of any Fight.
- Divide and Conquer - N/A
- Don't Go In the... - N/A
- Dragging Meat - Play on the Zombies that are farthest away from any Hero/Objective.
- Dying Slash - If more than one Hero in its space, roll random Hero.
- Exhaustion - N/A
- Falling Darkness - N/A
- Fight for Survival - Draw a card from the Hero discard pile at random. If you draw a Scenario Search Card, re-draw.
- Fire! - Place Fire next to Zombie closest to Heroes/Objective.
- Gaining Ground - Choose the board section with most Heroes on it.
- Growing Hunger - N/A
- Guilty Conscience - Play on Hero with most XP Tokens. If several Heroes have same amount, roll random Hero.
- Haunted By The Past - Roll random Hero for which Hero without keyword Student gets the effect. If only Student Heroes, discard without effect.
- Haunted Memories - N/A
- Heavy Rain - N/A
- Hopeless - Sacrifice, shuffle any RiP cards and choose at random.
- Hunger for the Living - N/A
- Hungry Dead - Sacrifice, remove the three Zombies farthest away from Heroes/Objective.
- Hysteria - N/A
- I Don't Trust 'em - If bottom alternative and no Heroes have keyword Strange, discard without effect.
- I Feel Kinda Strange - Play on first Hero that gets Wounded.
- I Have a Bad Feeling! - Play on Hero with least remaining HP. If several Heroes have same amount, roll random Hero.
- Infected - Play on first Hero that gets Wounded.
- It's Stuck! - N/A
- I've Got to Get to the... - N/A
- Knocked Away - Play on first Hero that gets Wounded. Discard Weapons first.
- Legions of the Dead - N/A
- Let's Split Up - N/A
- Lights Out - Roll Random Building. If Zombie's Choice, re-roll.
- Living Nightmare - N/A
- Lockdown - N/A
- Locked Door - Play on first Hero that moves through a door.
- Loner - N/A
- My God, He's A Zombie - If top alternative and no Townsfolk Cards are in play, discard without effect. If bottom alternative, roll random Hero.
- My God, They've Taken the... - N/A
- New Spawning Pit - N/A
- Night That Never Ends - Draw a card from the Zombie discard pile at random.
- No... It can't be! - Sacrifice, remove the four Zombies farthest away from Heroes/Objective. Draw Hero at random.
- Nowhere To Hide - N/A
- Nowhere To Run - N/A
- Oh the Horror! - N/A
- Out of Control - Move afflicted Hero towards closest Zombie.
- Out of Luck - N/A
- Outsider - N/A
- Overconfidence - N/A
- Overtaken - N/A
- Overwhelmed - If more than one space qualify, assign numbers and roll d6.
- Relentless Advance - Choose Zombies farthest away from Heroes/Objective.
- Resilient - N/A
- Risen From The Grave - Sacrifice, remove the two Zombies farthest away from Heroes/Objective. Choose Cards at random.
- Rookie Mistake - Immediately used on first Hero that initiates a Fight.
- Rotten Bodies - Choose Zombies farthest away from Heroes/Objective.
- Shamble - Choose Zombie farthest away from Heroes/Objective.
- Smoldering Dead - N/A
- Spilled Gas - N/A
- Spreading Flames - If top alternative, choose Zombie closest to Heroes/Objective. If bottom alternative and roll fails, discard without effect.
- Strength of Death - Use on first Zombie that gets Wounded.
- Strength of Hate - Use on first Zombie that gets into a Fight.
- Surprise Attack - N/A
- Teen Angst - If more than one Hero with keyword Student, roll random Hero. If no Hero with keyword Student, discard without effect.
- Terror at Timber Peak - N/A
- That's Not Good - Use on first Zombie that gets Wounded.
- This Can't Be Happening! - N/A
- This Could Be Our Last Night On Earth - If more than one space qualifies, assign numbers and roll d6. Optionally, this can be used on a space with 2 Heroes of any gender.
- The Hungry One - Choose Zombie farthest away from Heroes/Objective.
- The Line is Dead! - Use on first Hero that is Searching.
- There's No Time, Leave It! - Choose Card at random.
- There's Too Many! - N/A
- They're Coming From the... - N/A
- They're Everywhere! - N/A
- Tide of the Dead - Sacrifice, shuffle Cards and choose two at random.
- Tools of the Grave - Choose board section with most Zombies on it.
- Town Secrets - If bottom alternative, roll random Hero.
- Trapped! - Use on Hero with least remaining HP. If more than one Hero have same amount, roll random Hero.
- Trip! - Use on first Hero to roll 3+ for Movement. If no Hero does, discard without effect.
- Twisted Ankle - Use on first Hero to roll a 1.
- Unnecessary Self Sacrifice - N/A
- Unrelenting Attack - Use on first Zombie involved in a Fight.
- Unstoppable - Use on first Zombie damaged by Guns or exploding gas markers.
- We're Too Late! - Choose Card at random.
- We've Got to Reach the... - Roll Random Building. If Zombie's Choice, re-roll.
- You've Gotta be Kidding! - N/A
- Zombie Surge - Sacrifice, roll random Hero.
Zombie Fight Cards:
- Braaains! - N/A
- Caught Off-Guard - Choose weapons first, then any other.
- Chewing Through - Use on first Zombie involved in a Fight.
- Clawing Strike - N/A
- Endless Rage - Choose Card at random and shuffle it back in the Zombie Hand Deck.
- Feels No Pain - Roll a d6. On 1-3, take the top alternative, on 4-6, take the bottom alternative.
- Fighting Instincts - N/A
- Hungry for Brains - N/A
- Jagged Teeth - N/A
- Loss of Faith - If targeted Hero has a Faith Card on him/her, cancel it. If not, choose the other effect.
- Pulled Away - Weapons first, then heal items, then random.
- Savagery of the Dead - N/A
- Scratch and Claw - N/A
- The Smell of Brains - N/A
- Undead Hate The Living - Instantly used if Zombie was Fended Off or Killed.
- Uuuurrrggghh! - N/A
- Vicious Attack - N/A
Zombie Upgrade Cards:
- Beyond Reason - Instantly used if Zombie was Fended Off or Killed.
- Breakdown - Choose Hero with most Upgrades.
- Concussion - N/A
- End of the Line - N/A
- Every Man For Himself - Wound Hero with least remaining HP.
- Grave Danger - Use on first Zombie that gets Wounded.
- Instinct to Feed - N/A
- Limitless Dead - Use if there are less Zombies than double the amount of Heroes on the Board and there is enough XP.
- Mistrust - N/A
- Overcome By Fear - N/A
- Secretly Bitten - N/A
- Starving Dead - N/A
- Tainted - Choose Card at random.
- You'll Only Make Them Mad! - Choose the Zombie closest to the one who is Wounded.
17.5.5 Scenario Notes
- Die Zombies, Die! - N/A
- Escape In the Truck - N/A
- Save the Townsfolk - N/A
- Burn 'Em Out! - N/A
- Defend the Manor House - If there are no Heroes in the Manor House at any given time, the Zombies will move towards the house instead of towards the Heroes.
- We've Got To Go Back! - Whenever a Hero is holding a Bio Canister, the Zombies will always target that Hero. If two Heroes are holding Canisters, the Zombie targets the one closest to it.
- Stock Up! - As soon as there is at least one item in the Stockpile Building, the Zombies will try to go there instead of chasing Heroes around the town.
- All Hallows Eve - Whenever a Hero is holding The Book of the Dead, that Hero is automatically targeted by all Zombies.
- Zombie Apocalypse - Zombies will always try to move into position to destroy buildings (starting with the smallest and working their way up) unless Zombie Hunger compels them to go after Heroes.
- Plague Carriers - N/A
- Burn It To the Ground! - N/A
- Alone In the Dark - N/A
- Revenge of the Dead - N/A
- Zombie Pillage - N/A
- Run For It! - Whenever available, the Zombies will target the Townsfolk Heroes instead of the regular Heroes.
- It Fell From the Sky - N/A
- Rescue Mission - Whenever available, the Zombies will attempt to target the Townsfolk Allies instead of the Heroes.
- Hunker Down - N/A
- Supply Run - Once there are 5 or more Supply markers in the Manor House, the Zombies will try to enter to overrun it.
- Search For the Truth - N/A
- Hunt For Survivors - N/A
- All Hallows Eve II: The Ritual - The Zombies will always target Father Joseph, unless Zombie Hunger compels them to move away from him.
- Darkest Night - As soon as both of the Generators run out of Gas, the Zombies will always target Samantha.
- Learn To Survive - If the Zombies would have 3 XP at the Spawn Zombies Step, these are instead saved to guarantee an Upgrade during the next Zombie Turn.
- Blow Up the Town! - N/A
- Radio For Help - If a Zombie is ever closer to the Generator than a Hero, they will move toward it instead.
- Mountain of the Dead - If a Zombie is ever closer to a Generator than a Hero, they will move toward it instead.
- Lost In the Woods - N/A
- Salvage Mission - N/A
- Escape In the Plane - N/A
- Hold the Line! - N/A
- Airstrike - If a building is destroyed with Zombies in it that may survive, they are placed in a space Adjacent to any Heroes that are moved. If no Heroes were in the building, they are placed at random.
- Broken Down - N/A
- Left Behind - After the D6 roll at the start of the Zombie Turn, move the Zombies furthest away from the Heroes.
Appendix IV, Special Rules Roster
A checklist of all Special Rules, for noting which are in effect for a given game (see rule 5.2).
Hero Special Rule
| Rule | Special Rule | Dot Cost |
|---|---|---|
| ✓ | Heroes Replenish | Always in Effect |
| ✓ | Survival Decks | Always in Effect |
| ✓ | Barricades | Always in Effect |
| 16.3.1 | Hero Card Pool (x) | x/2 times ● |
| 16.3.2 | Extra Doors (x) | x times ● |
| 16.3.3 | Hero Starting Cards (1) | ●● |
| 16.3.4 | Manor Deck | ●● |
| 16.3.5 | Well Stocked Buildings | ●● |
| 16.3.6 | Constructing the Hero Team | ●● |
| 16.3.7 | Townsfolk Allies (x) | x times ●● |
| 16.3.8 | Townsfolk Heroes (x) | x times ●● |
| 16.3.9 | Free Search Markers | ●●● |
| 16.3.10 | Hero Starting Cards (2) | ●●●● |
| 16.3.11 | Hero Unique Advanced Abilities | ●●●● |
| 16.3.12 | Extra Heroes (x) | x times ●●●●● |
Zombie Special Rule
| Rule | Special Rule | Dot Cost |
|---|---|---|
| ✓ | Always Zombie Heroes | Always in Effect |
| ✓ | Grave Dead | Always in Effect |
| ✓ | Zombie Champions | Always in Effect |
| ✓ | Grave Weapons | Always in Effect |
| 16.4.1 | Zombie Pillage | ● |
| 16.4.2 | Lights Out (x) | x times ● |
| 16.4.3 | Lights Out - Choice (x) | x times ●● |
| 16.4.4 | Taken Over (x) | x times ●● |
| 16.4.5 | Zombie Advanced Abilities - Random (x) | x times ●● |
| 16.4.6 | Airstrike (x) | x times ●●● |
| 16.4.7 | Taken Over - Choice (x) | x times ●●● |
| 16.4.8 | Zombie Advanced Abilities - Chosen (x) | x times ●●● |
| 16.4.9 | Extra Zombie Move (+1) | ●●●● |
| 16.4.10 | Zombies Auto Spawn | ●●●● |
| 16.4.11 | Zombie Hand (6) | ●●●● |
| 16.4.12 | Zombie Horde (21) | ●●●● |
Other Special Rule
| Rule | Special Rule | Dot Cost |
|---|---|---|
| 16.6.1 | Manor House | N/A |
| 16.6.2 | Radio Station | N/A |
| 16.6.3 | Airfield | N/A |
| 16.6.4 | Fair Grounds | N/A |
| 16.6.5 | Forest Ring | N/A |
| 16.6.6 | Town Ring | N/A |
| 16.6.7 | Forest Only Board | N/A |
| 16.6.8 | Number Counters (1-6/1-8) | N/A |
| 16.6.9 | Generators (x) | N/A |
| 16.6.10 | Exploration Markers | N/A |
| 16.6.11 | Salvage Tokens | N/A |
| 16.6.12 | Crowds | N/A |
Note: The Martian Special Rule roster (rule 16.5) is in the companion document, last-night-on-earth-expansions.md.
Note on scope: This transcription covers the core Last Night on Earth: The Zombie Game rules in full (Sections 1–17 above). The Complete Rulebook's remaining appendices — Appendix I (Hero Profiles), Appendix II (Scenario Notes for all 41 scenarios across every LNOE/IFOS expansion), Appendix III (Card Notes), Appendix V (Complete Component List) and Appendix VI (Version History) — are card-by-card and scenario-by-scenario reference compendiums spanning the entire combined product line (including Timber Peak, Blood in the Forest, and Invasion from Outer Space content) rather than base-game rules, and are not reproduced here.