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Survive Alive

Survive Alive Rulebook

Table of Contents

Table of Contents

  • Components
  • Card Anatomy
  • Set-Up
    • Main set-up
    • Player set-up
  • Game Play
    • Overview
    • Resource Cubes Key
    • 1. Spend Resource Cubes
    • Objective Cards
  • Facilities
  • Turn Phases
    • 2. Discard Resource Cubes
    • 3. Scavenging (optional)
    • Scavenge Win
    • Scavenge Loss
    • 4. Draw Event Cards
    • Defence and Health Tracks
    • Failing to Defend
    • Base Breach
    • Wound Markers
    • Step 2
    • Step 3
    • Step 4
  • Victory and Scoring
  • Beginner Tips
    • Scoring Example
  • Character Abilities
  • Solo Scenario 1
    • Solo Scenario 1: Game End
    • Solo Scenario 1: Game Conditions
    • Solo Scenario 1: Finds
    • Solo Scenario 1: Endings
  • Solo Scenario 2
    • Solo Scenario 2: Game End
    • Solo Scenario 2: Game Conditions
    • Solo Scenario 2: Finds
    • Solo Scenario 2: Endings
  • Scores
  • Score Ranking

Components

  • 4 x Double-sided dry-erase Base sheets
  • 1 x Double-sided dry-erase Community Map
  • 4 x Dry-erase markers
  • 1 x Draw bag
  • 21 x Character cards
  • 8 x Event cards: 4 x A, 4 x B
  • 4 x Player screens
  • 1 x First player marker
  • 161 x Coloured resource cubes: 50 x Brown, 35 x Grey, 20 x Yellow, 20 x Red, 14 x Green, 14 x White, 8 x Black
  • 24 x Wound tokens
  • 16 x Objective cards: 4 x Leader objectives (A), 8 x Instant objectives (B), 4 x End objectives (C)
  • 16 x Scavenge cards: 3 x 1 food, 7 x 2 food, 6 x 3 food

Card Anatomy

Character card: A - Name; B - Profession; C - Resources; D - Ability; E - Scenario No.

Objective card: A - Objective type; B - Criteria; C - Influence points; D - Card type; E - Card No. (for FR and DE languages).

Scavenge card: A - No. of Zeds; B - Success; C - Solo location.

Event card: A - Card type; B - Strength and direction of Zed attack; C - Number of Resource cubes drawn from the bag; D - Number of additional Resource cubes drawn from the bag for having a specific character count; E - Reward for building a Command Centre.

Resource Multiplier: In the unlikely event there are not enough Resource cubes in the bag, place a desired Resource cube on one of the multiplier squares found on the left of the player sheet. This indicates you now have 5 of this Resource cube. Rules still apply that if you have not spent these Resource cubes by the end of the round, they must be discarded unless put into storage.

Trade Ratio: When a player builds a radio and/or a command centre, they may tick the appropriate boxes to remind them of their trade ratio.

Set-Up

Main set-up

A. Place all the Resource cubes in the bag. There should be 50 x brown, 35 x grey, 20 x yellow, 20 x red, 14 x green, 14 x white and 8 x black.

B. Place the Community Map in the middle of the table so all players can see it. A 4 player game will use the full map. A 3 player game will use the 1-2 & 3 player areas. A 1-2 player game will use the 1-2 player area only. Cross out the section(s) that are not used for your player count.

C. Shuffle the Event cards and place these face down next to the Community Map.

D. Shuffle the Objective cards marked A (bottom left hand corner) and randomly select one to be placed face up next to the Community Map. Repeat this for Objective cards B and C. The rest of the cards can be returned to the box as they will not be needed for this game.

In solo mode, shuffle Objective cards C, randomly select one to be placed face up next to the Community Map. Objective cards A and B are not used in solo mode and can be returned to the box.

E. Separate the Scavenge cards by the card type e.g. one food, two food, three food (shown in the top right hand corner). Shuffle each deck and place face down in a pile next to the Community Map.

F. Place the Wound tokens in a pool next to the Community Map.

Player set-up

G. First player is the person that recently watched a post-apocalyptic movie. If no player meets this requirement, randomly pick a first player. This player takes the First player token. Turn order will go clockwise from this player but will alternate each round.

H. Starting with the last player, and going in reverse turn order, each player chooses a Base sheet. Players may choose the same or different bases. In a 4 player game, the most experienced player should use the River Base.

The four Base sheets are: Mountain Base, Quarry Base, River Base and Forest Base.

I. Each player is given a dry-erase marker and a Player screen.

J. Using the table below, shuffle and deal to the first player the number of Character cards indicated based on player count:

1-2 Players3 Players4 Players
579

The first player selects one card from the Character cards and passes the rest to the player on their left. Continue this until all players have chosen two Character cards.

In solo mode: select one of the five Character cards available. Shuffle the rest and draw one at random to discard to the bottom of the Character card deck. Then choose another Character card from the last three cards remaining and proceed to set-up step K.

K. Shuffle and place any remaining Character cards face down next to the Community Map.

L. Each player writes the character names in the spaces provided on their Base sheet.

M. Each player collects the number of starting Resource cubes as depicted on the Character cards they chose and places these next to their Base sheet.

Game Play

Overview

Play consists of a series of rounds in which the players take turns performing the phases described below:

  1. Spend Resource cubes (see Resource Cubes Key below)
  2. Discard Resource cubes
  3. Scavenge (optional)
  4. Draw Event cards
  5. Round end / clean up / game end

After each round, the First player marker moves clockwise to the next player to begin the next round.

Note: At the start of the game, the player gathers the Resource cubes shown on the Character cards they have selected. These will be used in step 1.

Resource Cubes Key

  • Wood (brown cube)
  • Metal (grey cube)
  • Brick (red cube)
  • Food (yellow cube)
  • Herbs (teal cube)
  • Cloth (white cube)
  • Wild (black cube)

1. Spend Resource Cubes

During the course of the game, players will gain Resource cubes from:

  • Character cards (round 1 only)
  • Character cards gained through Scavenging and/or Event cards
  • the last Event card played
  • the storage spaces in their facility
  • the Radio and food/herb gardens built in their facility

The Resource cubes gained are spent to build facilities which improve health/morale and protect your Base and withstand the next round of Zed attacks.

To build a facility, simply pay the indicated Resource cube cost on the Base sheet to the supply bag and use the dry-erase marker to shade in the box inside the facility you have just built (see below).

Once all Resource cubes have been spent (except for food for scavenging), place them back into the supply bag.

Example: A Watch Tower costs two wood, one metal and one brick. The player pays these Resource cubes into the supply bag and shades in the white box on the desired Watch Tower on their Base sheet to indicate this facility has been built.

Note: At any time, on a player's turn, they may trade any 4 Resource cubes for 1 of their choice from the supply.

Objective Cards

There are three types of Objective cards: leader, instant and end.

  • Leader (A): at the end of a round, if a player achieves the minimum requirement on the card, they take it and place it next to their Base sheet. If another player later surpasses the current holder of the card, they will take this card and place it next to their Base sheet. If two or more players meet the requirement at the end of the round, no player takes the card and it remains next to the Community Map.
  • Instant (B): the first player to achieve the requirement stated on the card receives the victory points shown in the bottom right of the Objective card. The player then notes the victory points gained in Box B of the player's Base sheet (see below).
  • End (C): at the end of the game, all players may score points if they have met the requirements on the End Objective card.

Facilities

The following facilities may be built on a Base sheet:

  • Barricade: Adds 1 shield to the defence value for the side of the Base it is built on.
  • Watch Tower: Adds 2 shields to the defence value for each adjacent side it is built on. Once built, on a player's turn, they may look at the Event card(s) that will be drawn this round. These must be placed back in the order they were picked up. A player may pay a food per Event card to reactivate this bonus.
  • Food garden: At the end of the round, the player gains a food cube for each garden built.
  • Herb garden: At the end of the round, the player gains a herb cube for each garden built. These can be used to remove wounds from a character.
  • Bed: A bed is needed for each character during round clean-up.
  • Bathroom: A bathroom is needed for each character during round clean-up.
  • Medical room: Reduces the cost to remove a wound from a character by 1 herb Resource cube. The wound marker is placed on the Medical Room when used, indicating that it cannot be used again this round.
  • Radio: Reduces the trade ratio to supply from 4:1 to 3:1. Gains 3 extra Resource cubes at the end of the round.
  • Command Centre: Reduces the trade ratio to supply from 4:1 to 2:1. Resource cubes may be traded to another player at a ratio of 1:1. A player may gain a character on an Event card at the end of the round.

Note: the lowest trade ratio stays in effect, even if the Radio was built after the Command Centre.

  • Workshop: Reduces the cost of building other facilities by one brick/wood/metal (except barricades). When a Workshop is built, determine the discount provided by placing a red, brown, and grey cube in the player's hand, then randomly drop one cube. This will be the discounted resource of this Workshop. Mark this above the Workshop to show the discount (shown as -1 metal, -1 wood or -1 brick).
  • Forge: Reduces the cost of forging weapons by any one resource. Each character may forge a maximum of 2 weapons.
    • Axe = adds 2 shields to that character
    • Bat = adds 1 shield to that character
    • Knife = adds 2 shields to that character
    • Wrench = adds 1 shield to that character
  • Storage: When built, a player may store an unused cube on this space.

Note: Some characters have a once per round ability. If this ability has been used, tap the card sideways to indicate that their ability has been used.

Turn Phases

2. Discard Resource Cubes

Any Resource cubes left over may be stored on the appropriate storage space (all players will start with one storage).

If a player does not have enough storage, then the Resource cubes are discarded back to the supply bag.

A player may save food cubes ready for the scavenging phase. However, if the food cubes are not used in the scavenging phase, then the cubes are discarded back to the supply bag unless the player has the storage space to store them.

3. Scavenging (optional)

Players may choose to go scavenging as many times as they like, as long as they have the resources to do so. In order to scavenge, characters will need to have weapons and food cubes.

Note: A player can forge a weapon in step 1. To forge a weapon, a player pays the Resource cube(s) cost shown at the bottom of the player sheet for the weapon they wish to forge.

Example: Player A wishes to forge a weapon for Tom. Player A pays two wood and one metal to forge an axe which gives Tom a strength of 2. Player A then shades in the weapon to show they have forged this.

In turn order each player:

  • Selects up to two characters to go scavenging by putting the selected Character cards next to the Community Map. Characters will scavenge a chosen location(s) together.
  • Chooses a location to scavenge (one without an 'X' which would be from a previously successful scavenge), spending 1, 2, 3 food cubes (by placing them in the draw bag) as indicated on the Community Map.
  • Draws a card from the top of the respective Scavenging deck to reveal how many Zeds they need to defeat.

Repeat the above steps if players wish to scavenge more than once.

Note: If one or more of the Scavenge card decks run out, re-shuffle the discard pile and create a new deck.

Example: Player A has two food and wants to go scavenging at the hospital which costs two food. Player A wants to take two characters scavenging so they place both characters next to the Community Map. Player A puts the two food into the supply bag and then takes a card from the top of the two food deck and resolves it.

Note: The strength of the Zeds at each location is noted in the top right hand corner of the Community Map.

Example: If a player chooses to go to a 3 food location, they would expect to face between 1 and 3 Zeds.

Scavenge Win

If the combined weapon strength of all of a player's characters is equal to or greater than the Zeds strength, the player shades a scavenge box (star symbol) on their Base sheet starting from left to right, marks an 'X' on the location scavenged showing that this may not be scavenged again during this game and takes the reward indicated on the Scavenging card which is either:

  • the number of points indicated on the card. The player notes the points on their Base sheet (see below).

OR

  • the top Character card from the deck. The player takes the top card from the Character deck and chooses any four Resource cubes shown on the card. The player may choose to add the character to their group.

If a player chooses to add the character to their group, the added character will not return until after the "draw Events cards" phase.

If the player decides not to add the character, the player places the card at the bottom of the Character deck.

In solo mode, the location at the bottom of the Scavenge card is also eliminated from the Map. If this happens to be the same location, nothing happens.

Scavenge Loss

If the characters' combined weapon strength is lower than the strength of the Zeds, the player shades in a scavenge box (star symbol) on their Base sheet starting from left to right, and each character will gain wounds based on the difference between their weapon strength and the strength of the Zeds.

  • If the deficit is 1-4, each character will get 1 wound token.
  • If the deficit is 5+, then each character dies.

The player does not collect any rewards due to not beating the Zeds. This location cannot be scavenged again in the same turn by the same player.

Example: Player A has an attacking strength of 4 (Buzz = 3 shields, 1 x shield from their baseball bat and 2 x shields from their axe; Joseph = 1 shield, 1 x shield from their wrench). The Zeds defensive strength is 7, therefore Buzz and Joseph will both gain one wound token (attack 4 - 7 defence = -3).

4. Draw Event Cards

Draw the number of Event cards as indicated by the table in the top left hand corner of the Community Map (see below) and remove Player Screens.

Players will now resolve step 1 of the Event card(s), which is the strength of the Zed attack and where this attack will take place.

Round number and number of Event cards (from the Community Map):

Round No.123456
No. of Event cards112234

Step 1

Determine the round number, the strength of the Zeds attack and the direction from which the Zeds are attacking (see above).

Players need to have a defence value equal to or greater than the Zeds attack strength to defeat the attacking Zeds.

The strength of the Zed attack is equal to the number of Zeds plus the round number (see right).

A player calculates their defence value (shields) from the Watch Towers and Barricades they have built. Note: only the Watch Towers and Barricades on the side from which the Zed attack is coming from are used to defend the Base.

In addition, any player's characters who did not scavenge this round may be used to help defend the Base.

To use non-scavenging characters to help defend the Base, the player must place the character(s) on the side of the Base they are defending immediately after the Event card is drawn. The weapons of those characters will now count towards the defence for that side of the Base. The character(s) can only defend the side of the Base where they are placed (apart from Percy's ability).

Example: If the Event card drawn during round 3 shows 5 x Zeds, the Zed attack will have a strength of 8 (the Zed strength of 5 plus the round number of 3).

Example: In round 3, two Event cards are drawn. First, all players will deal with step one from the first card drawn, which is an attack from the South. Once the first attack has been dealt with, all players will then deal with step one from the second card drawn, which is an attack from the West.

Defence and Health Tracks

If a player successfully defends on all Event cards drawn that round, they gain a defence mark (shade in the defence boxes from left to right). The defence track is marked 1, 3, 6, 9, 12, 15.

If a player has no wounds in total on any of their character(s), they also receive a health mark (shade in the health boxes from left to right). The health track is marked 3, 6, 9, 12, 15, 18.

Note: When a tracking box is shaded on a player's Base, it remains shaded for the rest of the game.

Note: In round 3 there are two Event cards drawn. A player must defend their Base from both Event cards to be successful.

Example: In round 2, one Event card is drawn which is a 5 strength attack from the North. The Zeds total strength is 7 (5 for the card and 2 for the round number = 7). The player defends the North side of the Base with a strength value of 7 (4 shields for their built Watch towers and 1 shield for each of their built Barricades (4 + 1 + 1 + 1 = 7)). As there is only one Event card this round, the player successfully defends their Base and shades in the left most space on the defence track. As the player has no wounds in total on any of their character(s), they would also shade in the left most space of the health track.

Failing to Defend

After each Event card, if the characters fail to defend the Base, each character in the Base will gain wounds based on the difference between the Base/weapon strength and the Zeds' attacking strength.

  • If the deficit is 1-4, each character in the Base will get one wound token.
  • If the deficit is 5+, then the character(s) in the Base will die.

Note: Wound tokens are placed directly on the Character cards.

Example: Player A has a Base defence strength of 4 and has no characters equipped with weapons. The Zeds' attacking strength is 7, therefore each character in Player A's Base will gain a wound token each (defence 4 - 7 attack = -3).

Base Breach

If a player has no characters at Base and the strength is not sufficient (due to lack of strength from the Barricades and Watch towers), their Base is breached.

They will need to shade in the Base breach tracker on their Base sheet (marked -2, -4, -6, -9, -12) and lose the number of built facilities on the side of the facility the attack took place. This is based on the difference between the Base/weapon strength and the Zeds' attacking strength.

Indicate the loss of a facility by drawing an 'X' over the facility. A lost facility cannot be rebuilt. Facilities are lost in the following order:

  1. Defence facilities on the side being attacked
  2. Facilities in the middle of the Base (those closest to the attacked side - player's choice if more than one facility is in the same row/column)
  3. Defence facilities on sides other than the side attacked by Zeds (again, player's choice)

It is possible to have multiple breaches per round, if more than one Event card is drawn that round and more than one Event card is unsuccessful.

Example: In round 1, one Event card is drawn which is a 5 strength attack from the North. The total strength of the Zeds is 6 (5 for the card and 1 for the round number = 6). The player defends the North side of the Base with a strength value of 5 (4 shields for their built Watch towers and 1 shield for their built Barricades (4 + 1 = 5)). As there was no character in the Base, the defence of the Base has been breached, which means the player will need to shade in the breach tracker and choose facilities to destroy on the North side equal to the deficit. Because the player's Base had a strength of 5 and the attack was 6, the player would need to lose facilities equal to the value of the deficit (5 - 6 = -1), which in this case would be one facility. This could be a Barricade or a Watch tower (the lost facility is now indicated by a green 'X' to show it is now destroyed).

Wound Markers

If a character:

  • Has one Wound token, the player is unable to gain a health mark.
  • Has two Wound tokens, they are unable to use their ability until the second Wound token is removed.
  • Receives a third Wound token, they die.

Wound tokens can be removed by spending three herb (green) Resource cubes. This can be done as many times as a player wishes in the Spend Resource Cubes phase as long as they have the Resource cubes to do so. If a player built a Medical Room, the cost to remove a Wound token is reduced by one herb Resource cube. Place this removed Wound token on the Medical Room to show that it has been used this round.

If a character dies and takes a player down to zero characters, they will need to put an 'X' in the box to the right of the character's name and place the dead Character card, and its Wound tokens, to the side of the Community Map.

The player will draw a new Character card after step 3/4 of the Event card(s) phase.

Note: In round 6, after step one has been completed on all Event cards, proceed to end scoring.

Note: Players do not receive any Resource cubes from their Character cards in the following steps as these are for set-up purposes only.

Step 2

Indicates how many random Resource cubes each player will gain.

Starting with the first player, draw 'X' number of random Resource cubes (where 'X' is the number indicated on the Event card) from the bag and place them in their player area.

Step 3

Indicates how many extra random Resource cubes a player draws from the bag through having a certain number of characters indicated on the last Event card.

  • 1 character = +7 Resource cubes
  • 2 characters = +4 Resource cubes

Example: On the last Event card drawn above, a player will receive seven extra random Resource cubes for having one character or four extra random Resource cubes for having two characters.

Step 4

If a player has built a Command Centre, they take the top Character card from the stack and immediately choose any four Resource cubes shown on the Character card.

The player may choose to accept the character or leave them. If a player decides to leave the character, place this card at the bottom of the character pile.

If the character is accepted, write their name in the space provided.

Note: If a player does not have any characters alive, they will now gain a new character from the top of the character deck, gaining all of the Resource cubes shown, plus any effects that come with that character. The player will also need to write the character's name in the space provided on the player's Base sheet.

Note: Not all Event cards will display the effects listed above.

5. Round End

After resolving the last Event card and starting with the first player:

  1. Gain a food/herb Resource cube for each food/herb garden built. If a player has built a Radio, the player draws three extra random Resource cubes from the bag.
  2. If each character has a Bathroom, Bed and can be fed, shade in the left-most box on the morale tracker. (Food Resource cubes must be returned to the supply bag when a character is fed.)
  3. If at least one character is missing one of the requirements above (wash/sleep/food), do not add a mark to the morale tracker.
  4. If at least one character is missing two of the requirements above (wash/sleep/food), the player will lose one Resource cube of their choice for each character that is missing two or more of the requirements.
  5. If at least one character is missing all of the requirements above (wash/sleep/food), the player will lose two Resource cubes of their choice for each character that is missing all of the requirements.
  6. Remove any Wound tokens used on Medical Rooms.
  7. Re-shuffle the Event cards.
  8. Shade out the round just played on the round tracker in the top left-hand corner of the Community Map.
  9. Re-set any tapped Character cards back to their upright position.
  10. Cover Base with Player Screen.
  11. Move the First player marker clockwise.

The morale tracker is marked 0, 4, 8, 12, 16, 20.

Victory and Scoring

Victory: After the end of the sixth round, players will add up their scores and the winner is the player with the most influence points.

  • If there is a tie, the player with the most influence points from scavenging wins.
  • If still tied, the player with the most active characters wins.
  • If still tied, the player with the highest number on the defensive tracker wins.
  • If still tied, the players share the victory.

Final scoring: Throughout the game, players have marked spaces on each of the trackers on their Base sheet. The player's score is the total of the values of each of the trackers. The value of a tracker is the left most number that has not been shaded by the player.

  1. Characters: Points for how many characters that a player has alive at the end of the game. (Tracker: 0, 3, 6, 9, 12, 15.)
  2. Base Breaches: Negative points for how many times a player's Base has been breached. (Tracker: 0, -2, -4, -6, -9, -12.)
  3. Defending base: Points for how many times a player's Base has been defended. (Tracker: 0, 1, 3, 6, 9, 12, 15.)
  4. Health tracker points: Points for how many times a player has kept their community healthy. (Tracker: 0, 3, 6, 9, 12, 15, 18.)
  5. Scavenging points: Points for how many times a player has scavenged. (Tracker: 0, 3, 6, 9, 12, 15, 18.)
  6. Influence points: Influence points as indicated from scavenging (if any).
  7. Morale tracker points: Points for how many times a player has kept the morale high in their Base. (Tracker: 0, 4, 8, 12, 16, 20.)
  8. Resources cubes: 1 point per Resource cube gained / stored during the final round.
  9. Objectives: Points from completed objectives.

Beginner Tips

  • Try to build a Watch tower each round to improve defence and observe where the next attack(s) may come from. Do not neglect building Barricades as these are your first line of defence against the Zeds.
  • Building a Workshop will decrease the number of Resource cubes needed to build certain structures. Build structures that give you Resource cubes such as herb and food gardens.
  • Building a Command Centre and/or Radio is vital to gain more Resource cubes/characters from the Event cards and also to lower your trade ratio.
  • Try not to neglect a character too much, as characters are worth more points at the end for scoring. Keep in mind that they also need to be fed, washed and sleep in order to keep morale high.

Scoring Example

  • Player A scores 6 points for having 2 characters alive at the end of the game.
  • Player A will lose 2 points as their Base has been breached 1 time.
  • Player A scores 6 points for defending their Base 3 times.
  • Player A scores 6 points for keeping the Base healthy 2 times.
  • Player A scores 3 points for scavenging 1 time.
  • Player A scores 4 points from the influence points gained during scavenging.
  • Player A scores 4 points for keeping the Base morale high 1 time.
  • Player A scores 1 point for having 1 resource left at the end of the game. One brick resource left in the storage space of their Base.
  • Player A scores 5 points for completing an Objective card.

Total points = 33.

Character Abilities

Each Character card carries a name and an ability. The character backstory printed on the cards is flavour text and is not reproduced here; only the ability text is listed.

  • Agatha: Ability - use 1 less wood when building food gardens.
  • Alan: Ability - gain 1 food per round if you have built a food garden.
  • Alexander: Ability - use 1 less herb when healing a wound once per round.
  • Bob: Ability - use 1 less brick when building the workshop and/or forge.
  • Bruce: Ability - draw 1 extra resource per round.
  • Buzz: Ability - use 1 less metal resource when building the radio and/or command centre.
  • Dario: Ability - use 1 less food when feeding at the end of the round.
  • David: Ability - draw 1 resource when completing a scavenge.
  • Delia: Ability - may use 1 herb for feeding once per round.
  • Florence: Ability - gain 1 herb per round if you have built a herb garden.
  • Jimmy: Ability - use 1 less brick when building bathrooms.
  • Jojo: Ability - draw 1 extra resource per round if you have built the radio.
  • Joseph: Ability - use 1 less wood when building barricades once per round.

Solo Scenario 1

The story narration for this scenario (pages 18-19 of the rulebook) is flavour fiction and is not reproduced; its mission and set-up are below.

Mission: Bruce has heard that his daughter JoJo may be alive. Your mission is to locate JoJo, return to base and survive the attack from the Zeds.

Set-up: Set up for a regular solo game with the following changes:

A. Take the mountain base and shade in the southeast watchtower as if you have just built it.

B. Search through the character deck and take Bruce, Olivia and Buzz.

C. Place Buzz's character card next to the mountain base.

D. Place Bruce and Olivia next to the scavenging map.

E. Gain the resource cubes showing on Olivia, Buzz and Bruce's character cards. Then decide how much food to put on Olivia and Bruce's character cards for scavenging.

F. Olivia starts with a wrench.

G. Bruce starts with a bat.

H. Search through the character card deck and take JoJo, along with two random character cards. Shuffle these and place them on top of the character deck.

Solo Scenario 1: Game End

  • If you manage to find JoJo, finish the round (ignore the rest of the Event card and round clean up as you would do if this were the end of round 6), record the round number, base score and read Ending 1.
  • If you do not find JoJo before the end of round 6, your game is over. Read Ending 2.
  • If JoJo or Bruce dies, your game is over.

Solo Scenario 1: Game Conditions

All normal solo game rules apply with the following changes.

Scavenging rules:

Bruce and Olivia remain scavenging until they:

  • Find JoJo
  • Run out of food
  • Need to heal

If any of the above apply, all characters that are scavenging return to base after the Event cards for that round have been drawn. Any food resources left on the cards can be kept for the next scavenge/round clean-up.

If the characters need to return to scavenging, they do so after the discard resources phase. Normal scavenging rules apply, with the following exceptions:

  • Characters cannot build weapons whilst out scavenging.
  • When scavenging, it is possible to find more weapons depending on the IP value of the card, see table below.
Influence Points (IP)Weapon
1-2Bat
3-4Wrench
5-6Axe
7-8Knife

When gaining a weapon this way, choose which character takes the weapon. Still note down your IP in the boxes on your Base sheet.

If you find a character, take the top card from the character card deck and follow the story on page 21 (see Solo Scenario 1 finds below).

Any characters gained that are not JoJo are returned to the bottom of the character deck. No resources are gained from the character card except food - see finding another character that isn't JoJo below.

If a character needs to heal, they can do so when they have returned to base and normal game rules apply.

Round end upkeep:

Normal rules apply as per base game with the exception that:

  • Any characters that remain scavenging do not need to be bathed, bed and fed as they are out of the base.

If any character(s) return to base, they will need to be bathed, bed and fed.

Solo Scenario 1: Finds

If you find another character that isn't JoJo:

  • Bruce shows the character a passport photo from his wallet. The character says they have not seen her.
  • Olivia asks if the character has any spare supplies.
  • The character shares food. If you have 2 or less food, take 2 food; if you have 3 or more, take 1 food. Food is taken from supply.

If you find a character that is JoJo:

JoJo is now part of your group. Add JoJo's name to your Base sheet. You may choose any 4 Resource cubes on JoJo's character card. These remain on JoJo's card until you return to base. You will all return to base after the Event cards for that round have been drawn.

Solo Scenario 1: Endings

Ending 1 (JoJo found): (Dialogue abridged to a summary; the victory rules are reproduced in full.) Bruce and JoJo are reunited. JoJo explains she was hit by a force that knocked her to the floor and she had to dive under a car to protect herself.

Victory!! Post a picture of your base, score, and the round number you completed the scenario to Board Game Geek under the correct scenario page, i.e. "Team Bruce - Round 6, 41 points."

The team that completed the scenario in the fewest rounds wins. If this is a tie, highest points wins. If this is a tie, teams share the victory.

Ending 2 (JoJo not found): Bruce returns to base dejected. Bruce will always wonder if he will ever see his daughter again.

Solo Scenario 2

The story narration for this scenario (page 22 of the rulebook) is flavour fiction and is not reproduced; its mission and set-up are below.

Mission: Flo is hurt and needs medical attention immediately. Your mission is to build a medical room, locate the medic, return to base, heal Florence and survive the attack from the Zeds.

Set-up: Set up for a regular solo game with the following changes:

A. Take the forest base.

B. Search through the character deck and take Florence, Agatha, Bob and Alan.

C. Place Florence's character card with 2 wound tokens on it, next to the forest base along with Agatha's character card.

D. Place Alan and Bob next to the scavenging map.

E. Gain the resource cubes showing on Alan, Agatha and Bob's character cards. Then decide how much food to put on Alan and Bob's character cards for scavenging.

F. Alan starts with an Axe.

G. Bob starts with a knife.

H. Search through the character card deck and take Rick, along with two random character cards. Shuffle these and place them next to the hospital location on the community map.

I. Shuffle and place any remaining character cards on the opposite side of the Hospital location, next to the community map.

Solo Scenario 2: Game End

  • If you manage to heal Flo, finish the round (ignore the rest of the Event card and round clean up as you would do if this was the end of round 6), record the round number, base score and read Ending 1.
  • If you don't heal Florence before the end of round 6, your game is over. Read Ending 2.
  • If Agatha or Flo dies, your game is over.

Solo Scenario 2: Game Conditions

All normal solo game rules apply with the following changes.

Flo cannot help defend the Base until she is fully healed, i.e. doesn't have any wound tokens on her character card. Agatha can't be equipped with weapons until Flo is fully healed.

Scavenging rules:

Alan and Bob remain scavenging until they:

  • Find the medic
  • Run out of food
  • Need to heal

If any of the above apply, all characters that are scavenging return to base after the Event cards for that round have been drawn. Any food resources left on the cards can be kept for the next scavenge/round clean-up.

If the characters need to return to scavenging, they do so after the discard resources phase.

Normal scavenging rules apply, with the following exceptions:

  • The hospital can always be scavenged until Alan and Bruce find the medic. (Sic: the printed rulebook reads "Bruce" here; the character in this scenario is Bob.)
  • Characters cannot build weapons whilst out scavenging.
  • Characters may scavenge other locations; any character cards must be taken from the character card deck that is not located next to the hospital. Same rules apply as per base game.

When scavenging the hospital, it is possible to find more weapons depending on the IP value of the card, see table below:

Influence Points (IP)Weapon
3Wrench
4Bat/Axe
5Knife

When gaining a weapon this way, choose which character takes the weapon. Still note down your IP in the boxes on your Base sheet.

If you find a character at the hospital, take a card from the character card deck next to the hospital and read the story on page 25 (see Solo Scenario 2 finds below).

Any characters gained at the hospital that are not the medic are returned to the bottom of the character card deck. No resources are gained from the character card except food - see finding another character that isn't the medic below.

If a character needs to heal, they do so when they have returned to base and normal game rules apply.

Round end upkeep:

Normal rules apply as per base game with the exception that:

  • Florence only needs a bed and food.
  • Any characters that remain scavenging do not need to be bathed, bed and fed as they are out of the base.

If any character(s) return to base, they will need to be bathed, bed and fed.

Solo Scenario 2: Finds

If you find another character that isn't the medic:

  • Alan asks whether the character is the medic. The character says they are not, and that the medic is on the upper floor somewhere.
  • Alan asks for spare supplies. The character shares food. If you have 2 or less food take 2 food, if you have 3 or more, take 1 food. Food is taken from supply.

If you find a character that is the medic:

Rick is now part of your group. Add Rick's name to your Base sheet. You may choose any 4 Resource cubes on Rick's character card. These remain on Rick's card until you return to base. You will all return back to base after the Event cards for that round have been drawn.

Solo Scenario 2: Endings

Ending 1 (Florence healed): (Dialogue abridged to a summary; the victory rules are reproduced in full.) Flo comes around, looking dazed, and is told she is safe now. She has been healed.

Victory!! Post a picture of your base, score, and the round number you completed the scenario to Board Game Geek under the correct scenario page, i.e. "Team Flo - Round 6, 41 points."

The team that completed the quest in the fewest rounds wins. If this is a tie, highest points wins. If this is a tie, teams share the victory.

Ending 2 (Florence not healed): (Dialogue abridged to a summary.) Rick is lying, crouched up against the wall of the room, looking devastated along with Agatha, Alan and Bob. The game ends.

Scores

Record each game's Scenario No., Round No. and Score on the score sheet printed in the rulebook.

Score Ranking

Check your score on the ranking table below:

ScoreRanking
0-20You may as well have been a Zed.
21-40You're pretty much Zed bait. People would take your resources and leave you out in the open to the Zeds.
41-60You're bang average. At least you didn't get eaten, but you're still far away from being the best.
61-80You're keeping your head above the Zeds, just! You could learn a thing or two about leadership and survival instincts.
81-100Not bad. You did well, there are still a few things you need to learn, but you do run a good camp.
101+You're a seasoned Zed slayer, the best, you rule the base and people want to be part of your community.
5. Round End
  • Lawrence: Ability - use 1 less wood when building beds.
  • Olivia: Ability - may scavenge 1 food locations for free.
  • Paul: Ability - use 1 less metal when forging weapons once per round.
  • Percy: Ability - adds 1 shield when defending base regardless of the side Percy is defending. If Percy is scavenging, this ability will not count.
  • Rick: Ability - may heal one wound on one character once per round.
  • Ryan: Ability - starts with a knife weapon.
  • Tom: Ability - may swap herb(s) for food at 1:1 ratio.
  • Vicky: Ability - if the base gained morale this round, draw 2 resources from the bag.
  • Arnold: Ability - if all characters were wound free this round, draw 1 resource from the bag.