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
-
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).
-
Zombie attack: combats engaged during the previous phase are resolved.
-
Survivor movement and confrontation if necessary.
-
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:
- At range (zombies, then humans)
- 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)
- Ranged attack (the player whose turn it is has the initiative)
- During a combat several ranged attacks are possible
- 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):
- same room / adjacent room
- from above to below (hole / collapse / stairs)
- 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