RulesPal
Chat
Rulebook
Les morts aux trousses thumbnail

Les morts aux trousses

Les morts aux trousses Rulebook

Table of Contents

Table of Contents

  • Objective
  • Game Setup
  • Setup
  • Breakthrough Zones (zones de déboulement)
  • Office
  • Turn Sequence
  • Zombie Movement
  • Combat (Zombies/Survivors) or (Survivors/Zombies) (successful attack = -1 hit point)
  • Survivor Movement
  • Combat Between Survivors
  • Weapons and Combat Resolution (all combats)
  • Ranged Combat
  • Melee Combat
  • Combat in Smoke
  • Combat in the Dark
  • Jumping Into a Hole, Collapse or Walkway
  • Collapse on the Head
  • Doors
  • Dead Survivors
  • Object Cards
  • Action/Event Cards
  • 5-6 Player Variant

Objective

Fetch the 1 key hidden in the office on the 1st floor, then go to the bunker (A or B).

Game Setup

  • House on 3 levels (basement / ground floor / 1st floor)
  • Elevator (for 1 person only / no zombies)
  • Place the objects on the floor (to be collected and converted at the end of the turn)
  • In the office: there are zombies (dice roll) + 2 keys (one is drawn at random)
  • Basement: it is dark (so movement = 2 instead of 3) / the bunkers are found here

Setup

  • 2 bunker cards set aside
  • 5 hit points each
  • 3 object cards each
  • 2 action/event cards each
  • Shuffle the cards (with the "skull" back) into the action/event deck
  • Designate the first player; play then proceeds clockwise
  • At the start, the survivors enter the house on the ground floor (through the white arrow)

Breakthrough Zones (zones de déboulement)

  • If the floor is blue, it is a breakthrough zone!
  • Maximum 3 zombies (beyond that, one is pushed into an adjacent room)
  • Several consecutive breakthroughs are possible!
  • During a fight between 3 zombies and 1 survivor, any new breakthrough is cancelled!
  • There is no collapse / hole in the floor / TV in a breakthrough zone

Office

  • It is the one with the light blue outline on the 1st floor (with 5 or 6 players it is the dark blue outline)
  • The first player to enter it must roll 1D6: the score obtained = number of zombies in the office (1/2 = 1 zombie; 3/4 = 2 zombies; 5/6 = 3 zombies)
  • First combat, then collection of the key (object token).
  • Plus, a choice of: either 1 hit point + 1 object card or 2 object cards

Turn Sequence

  1. Zombie action:

    • First turn of the game: each player brings in 1 zombie on the ground floor (red arrow) / 1 in the basement / 1 on the 1st floor (except the office).
    • All other turns: each player brings in 1 zombie through a red arrow on the ground floor or basement, plus activates 1 zombie (move / attack / break a door).
  2. Zombie attack: combats engaged during the previous phase are resolved.

  3. Survivor movement and confrontation if necessary.

  4. Draw: always 1 action/event card, plus possibly 1 object card (if an object token was collected).

Zombie Movement

  • 1 space per turn (doors = white marking on the floor)
  • Stairs: yes
  • Elevator: no
  • Room on fire: no
  • Never leaves a room where a survivor remains (exception: smoke)
  • Falls without damage from a floor (walkway / hole / collapse)
  • Impossible to enter a location if it already holds 3 zombies (exception: breakthrough zone)
  • Announce the movements and the action cards relating to zombie movement before the combat
  • Breaking a door: only if there is no survivor in the room / +2 for the door

Combat (Zombies/Survivors) or (Survivors/Zombies) (successful attack = -1 hit point)

Principle of combat:

  1. At range (zombies, then humans)
  2. Melee (zombies, then humans)
  • 1 zombie has only 1 hit point
  • Accumulation of zombies = combat bonus: (1 zombie = 0 / 2 zombies = 1 / 3 zombies = 2)
  • For a group of several zombies => 1 single die + bonus (accumulation)
  • Without a weapon a zombie cannot be killed / it is only pushed back
  • Zombie(s) against several survivors in one location = the victim is drawn at random
  • A zombie that survived melee blocks the continuation of the movement (as long as it has not been defeated)

Survivor Movement

Two kinds of failure stop a movement in progress:

  • When 1 zombie remains in the room

  • If a melee is lost against a human

  • Movement = 3 spaces per turn

  • Stairs: yes (entering + going up or down + leaving = 3 movement)

  • Elevator: yes (entering + going up or down + leaving = 3 movement)

  • Burning room => you may cross it without stopping = cost 1 hit point (if you stay in place, you pay 1 hit point on the next turn)

  • Jumping down from a floor: yes (cost = 1 movement + a test)

  • Smoke => no collection / no movement penalty / passage possible and combat not compulsory!

  • Darkness: movement = 2 (no collection)

  • The player whose turn it is has the initiative to fight the other players and zombies he crosses

  • At the start of your turn, you may leave a room containing survivors without having to fight

  • You encounter zombies => automatic combat / movement continues only if all are killed!

  • You encounter other survivors => each decides whether he wants to fight:

    • Melee (with a survivor) succeeded = movement continues if there is no zombie left in the room
    • Failed melee = movement stops
    • Ranged shot (failed or successful) = movement continues if there is no zombie left in the room

Combat Between Survivors

(each successful attack = -1 hit point)

  1. Ranged attack (the player whose turn it is has the initiative)
  • During a combat several ranged attacks are possible
  1. Melee
  • A survivor may make only 1 melee per engaged combat
  • Before a melee, a survivor may shoot/throw/place a smoke grenade / draw an action-event card
  • Each player announces his weapons
  • The loser = -1 hit point
  • 2 survivors (against each other) can be in melee
  • A human opponent who survived the melee blocks your movement for this turn
  • A survivor who kills another in melee automatically takes his belongings (even in the dark)
  • He may then finish his movement
  • Combat between 3 survivors = melee brawl => example: a survivor who enters a room occupied by several other survivors:
    • decides whether to fight at range?
    • may then attack 1 or more in melee Survivors who were not designated may decide to take part!

Weapons and Combat Resolution (all combats)

A) Ranged => in order: zombies, then survivors B) Melee (CC) => in order: zombies, then survivors

Ranged Combat

Possible (if):

  1. same room / adjacent room
  2. from above to below (hole / collapse / stairs)
  3. from a walkway to a walkway / ground floor, and vice versa

Principle: (player with the initiative = player A) =>

  • (A) announces the weapon and rolls the die (successful shot on 4, 5 or 6 / on 1 the weapon jams)
  • (B) the opponent may immediately strike back by reflex
  • (A) the initiator of the combat announces whether he continues, and so on...
  • die score = 1 ===> weapon jammed

Melee Combat

  • Announce the weapon first + roll 1D6
  • The highest score wins (this includes the weapon bonuses and the number of zombies)
  • Die score = 1 ===> weapon destroyed (discarded) / the combat is still resolved

Combat in Smoke

  • No combat in smoke
  • No shooting / throwing into a room filled with smoke or adjacent to smoke
  • Molotov in smoke = yes

Combat in the Dark

  • A survivor fighting in melee in the dark has a -1 penalty
  • A zombie in the dark has no penalty
  • In the dark, a ranged weapon cannot reach a survivor (except molotov)
  • A survivor in the dark may attack at range toward an adjacent lit room
  • A survivor in the dark may place a smoke grenade / a molotov
  • If a survivor lights up, all survivors can see
  • Fire in a dark room = light

Jumping Into a Hole, Collapse or Walkway

  • The victim of a hole / floor collapse may try to dodge with 1D6:

    • 1 to 3 => fall + survival test
    • 4 to 6 => end of movement without falling
  • Jumping into a hole:

    • entering the hole / falling / landing on the ground = 3 movement
    • plus
    • survival test (1D6 per floor)... 1 to 3 = -1 hit point / stop
    • 4 to 6 = good landing on the ground, plus movement continues
  • Jumping into a collapse / from the walkway:

    • from one floor to another = 1 movement
    • plus
    • survival test (1D6 per floor)... 1 to 3 = -1 hit point / stop
    • 4 to 6 = good landing on the ground, plus movement continues

Collapse on the Head

  • Survival test (1D6):
    • 1 to 3 = -1 hit point (under the rubble) + movement stopped
    • 4 to 6 = ok / movement continues (unless enemies fell at the same time, in which case they must be killed first)

Doors

  • The one who closes a door is the only one who can use it from then on. (if another player also has a key, he may choose the same door)
  • Breaking a door in melee => +2 bonus for the door (on failure the movement is over!)
  • Zombies may also break a door (unless a survivor is in the room with them)
  • A door may also be broken with a rifle! A failed shot does not stop the movement. (you can go elsewhere)

Dead Survivors

  • You lay down your miniature.
  • On the next turn, you become a zombie.
  • You still play your zombie movement phase.
  • You keep your action/event cards marked "zombies"; put the others in the discard pile.

On your turn:

  • you bring in a zombie
  • you move another one (or even your own)
  • When a survivor dies in a ceiling collapse / in the fire, he is permanently destroyed!
  • When you rise as a zombie, if you still have your objects, you keep them without using them.
  • A survivor who kills a "survivor zombie" in melee automatically takes its objects (even in the dark).
  • If a survivor is killed at range from an adjacent room, or by a zombie, or by an event: his belongings may be recovered like an object token. (if among these objects there is a light source... then the whole room is now lit)
  • If a survivor is buried with the bunker key ===> the game is over!

Object Cards

  • 3 per player at the start
  • 1 to draw at the end of each turn (if an object token was collected)
  • To use an object: place the card in front of you

Action/Event Cards

(each card indicates when it is to be played)

  • 2 at the start
  • 1 drawn at the end of your turn

5-6 Player Variant

  • 6 hit points each
  • 2 office zones (light blue + dark blue)
  • 1 key in each office
  • Elevator out of order
  • You pick up an object = movement stopped!

  • If you meet an enemy + an object: first combat, then pick up the object.