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The Night

The Night Rulebook

Table of Contents

Table of Contents

  • Introduction
    • Components and Overview
    • Map
    • Counters
  • Setting Up the Game
    • 1. Humans
    • 2. Items
    • 3. Zombies
    • 4. Other Things
  • Turn Sequence
    • 1. Zombie Arrival Phase
    • 2. Dead Human Reanimation Phase
    • 3. Zombie Action Phase
      • Zombie Actions - What Do They Do?
      • Cost of Zombie Actions
      • Movement Restrictions and Clarifications
      • Breaking a Door or Window
      • Hand-To-Hand Combat
    • 4. Live Human Action Phase
      • Movement Restrictions and Clarifications
      • Shooting Combat
  • Dawn Breaks - Victory Level
  • Scenarios
    • Quick Game
    • Take the House
    • The Coopers
    • No Chance
    • Make Your Own Story
  • Optional Rules
    • The Dark Yard
    • Better Shooting
    • Combat Assistance
    • Unreliable Weapons
    • Random Event Phase
    • Dodge
    • Character Attributes
    • 2 Players - Zombie Player
    • 2+ Players - Hidden Hero
    • Anything Goes!

Introduction

Components and Overview

You play the side of the human characters and these solitaire rules guide the play of the undead.

The following items are to be found with your game:

  • One 22 x 17-inch Game Board with a one-inch squares grid map of the house and yard where the game is set.
  • 88 single-sided, 5/8th inch counters.
  • One 8-page "Example of Play" booklet.
  • One quick reference sheet.
  • One reference map-sheet of the house with a Turn Track.
  • One 16-page Rules Booklet.

You will need to provide your own six-sided dice ("D6") to play.

Sample counters: A human counter shows a name, a combat strength and Action Points (e.g. Ben has a combat strength of 5 and 6 Action Points). A zombie counter shows its number, Combat Strength and Action Points (e.g. zombie number 23 has a Combat Strength of 4 and 2 Action Points). An item counter shows its bonus (e.g. the machete gives the human wielding it +2 in combat). The Keys are a special item used to lock and unlock doors. Boards are a tool used to block doors and windows to keep out zombies.

Map

The map shows the house and its surrounding yard and outbuilding (the Tool Shed) divided into squares. The squares are used to regulate placement of counters and their actions.

There are six numbered Map Entry Points around the edges.

There are only 5 squares on the board that cannot ever be entered by either humans or zombies. These are the four squares of the fireplaces and the middle of the dining room table in the Dining Room. All other decorations on the map are incidental to provide atmosphere.

The house has several windows that look out onto the yard. Windows are important as they delay movement and can potentially be boarded up.

The house and the Tool Shed have doors. Some doors can be locked and all doors can be boarded up.

Counters

The 88 single-sided, 5/8th inch counters consist of:

  • 21 Live, Dead, and Zombie Human Characters (7 of each category)
  • 35 Zombies (numbered 1 to 35)
  • 25 Items (representing Weapons and Tools)
  • 6 Door Markers: 3 Locked and 3 Broken
  • One Turn Marker

Setting Up the Game

Once you have popped out the counters, found some D6 dice, and placed the game board on your table you are ready to start setting up the game - follow the below setups in their numbered order.

1. Humans

Each of the seven live human characters appear on the game board before turn one as part of set up.

Before they do, randomly select one of them - this one is the hero of the story. Heroes are worth more victory points at the end of the game if you can keep them alive.

For each live human character roll a D6 and place them in any square in the resulting location below that is not occupied by another human:

  1. Kitchen
  2. Dining Room
  3. Office
  4. Sitting Room
  5. Front Porch
  6. Map Entry Point (Roll a D6 for the Map Entry Point). If two humans are already located in a Map Entry Point, then roll again.

Alternative Human Setup: Place the seven human characters in map squares of your choice, including any yard squares. Only one human per square.

2. Items

Place the item counters in a draw container minus the ammo counters, boards, and the keys.

Randomly draw five items. If any of the five drawn items is a firearm, include the corresponding ammo counter among the drawn items. For each drawn or included item, roll a D6 on the Item Location Table below. Place the item in the rolled area. Do not place more than one item in a square except for one-square areas, like closets. You may place an item in the same square as a human.

ItemD6 roll 1 or 2D6 roll 3 or 4D6 roll 5 or 6
Winchester RifleOffice ClosetAtticHallway
Rifle AmmoOffice ClosetTool ShedKitchen
ShotgunTool ShedFront PorchKitchen
Shotgun AmmoTool ShedOfficeDining Room
1950 Colt 38 Special PistolSitting Room ClosetPantryBasement Landing
Pistol AmmoSitting Room ClosetBasementDining Room

Keys: Place the keys in the location below determined by a single D6 roll:

  1. Kitchen
  2. Pantry
  3. Sitting Room Closet
  4. Office Closet
  5. Basement Landing
  6. Tool Shed

Boards: Roll a D6 and place that number of boards in the tool shed (even numbers per square). Place the rest in the basement.

Alternative Item Draw 1: You may wish to start with at least one firearm. Randomly select one firearm. Then randomly select 4 other items.

Alternative Item Draw 2: Roll D6 and add 6 to it. This is the number of "item points" you have. You may pick as many items as you want but the total "item points" of these items cannot exceed the item points you rolled:

  • Shotgun: 4 item points
  • Winchester Rifle: 3 item points
  • Colt pistol: 2 item points
  • All other items cost the number points equal to their combat bonus (for example, the Chainsaw at +4 costs 4 item points)

Alternative Item Placement: Instead of using the table above, roll 2D6 for each item and place the item in the location below:

  • 2: Sitting Room
  • 3: Office
  • 4: Pantry
  • 5: Basement
  • 6: Sitting Room Closet
  • 7: Tool Shed
  • 8: Office Closet
  • 9: Attic
  • 10: Kitchen
  • 11: Back Porch
  • 12: Front Porch

3. Zombies

Place the 35 zombie counters in a draw container (an opaque container used to randomly choose counters from, such as a cup or bag). Draw one zombie counter from the draw container. Roll a D6 and place the single drawn zombie counter in either square of the Map Entry Point corresponding to the number rolled.

If a human character is already in the Map Entry Point rolled, then roll again for a different Map Entry Point. No further zombies enter the game until turn 2.

4. Other Things

  • Put all the unused item counters, locked/broken door counters, dead and zombie human counters to one side.
  • Place the turn counter on turn 1.
  • You are now ready to start with turn 1.

Turn Sequence

There are 16 turns from dusk to dawn. Each turn consists of the following phases. Each phase must be completed before the next phase can begin:

  1. Zombie Arrival Phase
  2. Dead Human Reanimation Phase
  3. Zombie Action Phase
  4. Live Human Action Phase

1. Zombie Arrival Phase

Skip this phase on the first turn of the game.

Roll a D6 and randomly draw this number of zombie counters from the zombie draw container. For each arriving zombie, roll a D6 for a Map Entry Point and place the zombie in any empty map square in that Map Entry Point. If all the squares in a Map Entry Point are full, then roll again for a different Map Entry Point until one is found that has an empty square.

If all zombies have been removed from the zombie draw container, then this phase is skipped.

What happens if there is a live human in the Map Entry Point? Place the zombie in the other square in the Map Entry Point. If this square is already occupied by either another human or another zombie then roll again for a different Map Entry Point.

2. Dead Human Reanimation Phase

Skip this phase on the first turn of the game.

Dead human characters may become zombies during this phase. Roll a D6 for each dead human character counter on the map. On a result of 4 to 6, the dead human counter is immediately replaced with its matching zombie character counter.

If all dead human counters have been reanimated or if there are no dead humans, this phase is skipped.

What happens if a human reanimates in the same square as a live human? Perform an immediate combat between the two characters. If the live human is killed, place their dead human counter in the square but do not reanimate them until next turn.

What happens if a human reanimates in the same square as another zombie? Keep the two counters in the same square, but ensure that they are in different squares when resolving the Zombie Action Phase.

3. Zombie Action Phase

In this phase all zombies move, including any human zombies. Human zombies behave exactly the same as other zombies.

Activate each zombie in turn. Each zombie must conduct its actions before another zombie can be activated. The number of Action Points ("AP") an individual zombie has available in this phase is printed on its counter. This is usually 2 AP but some have 3 or only 1. They are slow creatures.

Which zombie should I move first? Usually, it does not matter what order you move zombies in. However, if there is a conflict between two zombies move any human zombie first, then any others by the order of their printed number.

Handy hint: If you are struggling to remember which zombie you have moved, simply turn the counter sideways when it has finished to remind you.

Orthogonal movement: This is non-diagonal movement. While humans can move to any of the 8 squares adjacent to them, zombies can only move to the 4 non-diagonal squares (the orthogonal ones).

Zombie Actions - What Do They Do?

  1. The priority action is to attack an orthogonally adjacent live human. Hand-To-Hand Combat (see below) is resolved immediately and ends that zombie's turn.
  2. The second priority is to move adjacent to a live human so they can be attacked in this turn or the next.
  3. The third priority is to move towards any live human visible to the zombie.
  4. The fourth priority is to move to a window or door, irrespective of whether it is boarded or locked, by which they can gain entry to a room where a human might be. If this entry is blocked by other zombies, then a second or even third closest entry can be moved to.
  5. The final priority is for zombies within the house. These move to the nearest room with a live human character in it. If there are none in the house then they move to exit the house at the point nearest to a live human.

Zombies are not very smart so how zombies move is not rocket science. Use your intuition or assign randomly with a D6 if you cannot decide!

Cost of Zombie Actions

  • 1 AP: Move to an orthogonally adjacent square.
  • 2 AP: Move through an un-boarded window to an orthogonally adjacent square.
  • 1 AP: Attack an orthogonally adjacent human (see Hand-To-Hand Combat).
  • 2 AP: Attack through an un-boarded window an orthogonally adjacent human (see Hand-To-Hand Combat).
  • 1 AP: attempt to break an orthogonally adjacent boarded up window or door, or a locked door (see Breaking a Door or Window).

A zombie does not need to use all of its APs if using further APs would be detrimental to its priorities. For example, a zombie may move to a window with one AP and then halt there, ending its turn, if it is unable to enter.

Movement Restrictions and Clarifications

  • Zombies cannot move through walls or other zombies.
  • Only one zombie can occupy a single square.
  • Unlocked and un-boarded doors do not hinder movement in any way. Zombies cannot move through locked doors or boarded up doors / windows - they need to break them first.

Breaking a Door or Window

Roll a D6. A normal zombie breaks a boarded window or locked/boarded door on a roll of 6. A breaker zombie succeeds on a roll of 4, 5, or 6.

If a boarded door or window is broken, remove the boards marker from the game. If a locked door is broken, replace the locked door marker with a broken door marker. This door cannot now be locked again, but it can be boarded up.

Breaker zombies: These are zombies which are especially adept at breaking down locked doors or boarded up windows and doors. They are distinguishable from other zombies in two ways: firstly, they have the word "BREAKER" on them. Secondly, their combat strength is a black number in a white star.

If a door is locked and boarded up does it need to be broken twice, or cost 2 AP to break? No to both. It only costs 1 AP. If the breaking attempt is a success the boards and the locked door marker are removed and replaced with a broken door marker.

Hand-To-Hand Combat

A zombie cannot initiate more than one combat in a turn even if it has AP remaining after combat. However, any character can potentially be attacked in more than once during a turn by different zombies. Zombie characters cannot use tools or weapons in a combat but a live human character receives combat roll bonus when carrying a weapon item, like a Knife, in a combat.

Calculate Total Combat Strength:

  • Zombie = D6 plus its Combat Strength
  • Human = D6 plus their Combat strength plus one weapon item

The highest total is the winner, with the live human winning a tie.

  • A losing zombie is removed from the game (it is not returned to the zombie draw container). Keep track of these for victory level determination.
  • A losing live human is removed and replaced with their correspondingly named dead human counter. Any items the human had are left in the same square with the dead human.

If a human has two weapons do they get the bonus from one or both in combat? One. It is recommended to pick the best one.

Does the winner of a combat move into the loser's square? No.

Example of combat: Ben (Combat Strength 5) rolls a die and adds a machete (+2) for a total of 10. The zombie rolls a die and adds its Combat Strength for a total of 9. Ben wins!

If a human is attacked by a zombie and they have a Winchester Rifle or a Shotgun then these can be used in hand-to-hand combat as if they were a Baseball Bat (+2 item in combat).

4. Live Human Action Phase

In this phase you move 1 to 6 live human characters. Gathering items, fleeing to safety, fighting zombies, and so on.

Roll a D6 to determine the number of live humans that can be active in this phase. Only one live human character can be active at one time and, once a live human character has stopped acting and another live human character begins acting, the former cannot be active again in the same turn.

I rolled a five but I only have 4 humans - do I get to move one of them twice? No.

All the humans are dead - what now? You have lost. Maybe try one of the variants or scenarios that make things a bit easier?

The following are possible actions that can be performed by a live human character, along with their AP cost to conduct. Actions can be performed in any order with the exception of combat, whether ranged or hand-to-hand which can only be conducted once per human per turn. If a human performs hand-to hand combat then they cannot perform any other action this turn.

  • 1 AP: Move one square in any direction, orthogonally or diagonally (exception - a doorway can only be moved though orthogonally).
  • 2 AP: Move through an un-boarded window one square orthogonally.
  • 1 AP: Board up a window or door (the character must be orthogonally adjacent to either side of the door/window).
  • 1 AP: Remove boards from a window or door (the character must be orthogonally adjacent to the door/window). The character may either take boards as an item, if they have capacity, or else leave them in the square where they are standing.
  • 1 AP: Lock or unlock a door. The character must have the Keys item and must be orthogonally adjacent to either side of the door.
  • 1 AP: Attack a zombie in Hand-To-Hand Combat (see Hand-To-Hand Combat section in the Zombie Action Phase). Note that a human can be either orthogonally or diagonally adjacent to a zombie to do this. This ends the human's actions, even if they have APs left. Note that if this combat is across a door or window then the human must be orthogonally adjacent to the zombie.
  • 1 AP: Shoot a ranged weapon at a zombie (see Shooting Combat). While the human character cannot perform another shooting action or perform hand-to-hand combat, they can perform any other action, if they have APs left.
  • Free: Pick up one or more items from the same square the human occupies. A human can carry up to 2 items, with the exception of ammo and keys which can be carried in addition to 2 other items.
  • Free: Drop any number of items in the square the character is in.
  • 1 AP: Hand a single item to another adjacent character.

Can I move a human character around a corner, or past a zombie, using a diagonal move? Yes, although remember that moves through doors and windows must be orthogonal.

Movement Restrictions and Clarifications

  • Humans cannot move through walls, locked doors, boarded windows/doors or zombies, but they can move through other humans.
  • Only one human can occupy a single square once their movement is complete.
  • Unlocked and un-boarded doors do not hinder movement in any way.

Shooting Combat

Shooting combat an action performed in the Live Human Action Phase by a live human character against a single zombie character using a ranged weapon (the Pistol, Shotgun, or Winchester Rifle) with the correct corresponding ammo item. The zombie must be visible to the human.

In a shooting combat, only the zombie character can take damage and the zombie target does not roll to hit the firing live human.

The live human character receives Ranged Combat Points (RCP) for the Ranged Weapon being used in the shooting combat. RCP are based on the distance to the target and the type of ranged weapon being used (see the table below).

To determine the distance to the zombie target, count the number of squares from the human-occupied square to (and including) the zombie-occupied square but not counting the square occupied by the shooting human. This count of squares must be made continuously along a straight a line as possible (not through walls) - you may use orthogonally or diagonally connected squares to determine this line.

Each ranged weapon has three RCP ratings, and these depend on the distance to the target and are printed on their counter (e.g. the RCP of the shotgun is 4 from 1 to 3 squares range, 3 from 4 or 5 squares range, and 2 from 6 or more):

Range to target zombieShotgunRiflePistol
1 to 3 squares423
4 or 5 squares332
6 or more squares241

To see if you hit and "kill" the zombie roll a D6 and add the weapons RCP for a Shooting Combat Total.

A Shooting Combat Total of 6 or more is a hit and the zombie is removed from the game.

You may only shoot each weapon once per turn and each character can only fire one weapon per turn. However, the human may perform any other action, apart from hand-to-hand combat, after shooting.

Line-of-fire diagram notes: A shooter in square 1 can shoot squares A, B and C. A shooter in square 2 can shoot square A and also the left-hand C squares. A shooter in square 3 can shoot squares A and B. A shooter in square 4 can shoot square A. Shooting through doors follows the same rules - doors are presumed to be open unless locked or boarded. (A sidebar on shooting through an unboarded window is illustrated in the printed rulebook.)

Boarding up windows and doors

Doors, including broken doors, and windows can be boarded up by placing a Board Marker on them at the cost of 1 AP by a human carrying the marker located orthogonally adjacent to the door or window to be boarded up. A Board Marker can be removed in the same manner by a human for 1 AP. Boarded windows or doors cannot be moved through by either humans or zombies. Humans cannot shoot through them either.

Where should I place a board or locked door counter? Place it across the window or door.

Windows and doors can be boarded up from either side. They can be un-boarded from either side too, not necessarily the same side they were boarded up from.

Locking and unlocking doors

Only 3 doors can be locked. They all start the game unlocked:

  • The front door leading from the Dining Room to the Front Porch.
  • The back door leading from the Kitchen to the Back Porch.
  • The Tool Shed door.

Other doors and all windows cannot be locked. The three doors that can be locked can be locked and unlocked from either side.

To lock or unlock a door, the character with the Keys must be in an orthogonally adjacent square on either side. The lock or unlocking action costs 1 AP. Place or remove a Door Locked marker on the locked/unlocked door. A broken door cannot be locked.

When all human characters that can move have finished check the turn marker. If the turn marker is on 16 then dawn has broken and the zombies all retreat - check for your level of victory.

Otherwise, advance the turn marker 1 place and start a new turn.

Dawn Breaks - Victory Level

At the end of the game, you can assess your level of victory by adding up victory points for each of the following:

  • The hero is left alive = 10 points
  • Each other human left alive = 5 points each
  • Zombies removed = 1 point per zombie removed (including human zombies)
  • Game ended early = 2 points per turn before turn 16

Total the victory points and consult the table below:

  • 29 or less = Nightmare
  • 30 to 39 = Terrible
  • 40 to 49 = Bad
  • 50 to 59 = Acceptable
  • 60 to 69 = Good
  • 70 or more = Excellent

All the zombies have been removed - what now? If there is still a dead human that could potentially reanimate, or there are still zombies in the draw container keep playing. Otherwise, well done! Proceed to Dawn Breaks - Victory Level to see how well you did.

Scenarios

Instead of the basic game as described in the rules you can play these alternative scenarios. Each scenario has a different setup from the rules and may also have specific special rules associated with it.

Quick Game

In this scenario you only have two human characters who must survive for 10 turns. This is a good scenario for learning the game.

Setup Changes:

  1. HUMANS. Draw two humans at random and place them anywhere in the house in separate squares. Neither is the Hero.
  2. ITEMS. No change to setup rules.
  3. ZOMBIES. No change to setup rules.
  4. OTHER THINGS. No change to setup rules.

Special Rules:

  • The game ends at the end of game turn 10. If the two humans are killed before then, you have lost.
  • Victory Level: 10 points for each human survivor. 5 points per eliminated zombie.

Alternative 1: For a challenge try to survive longer - award yourself an extra point for each character surviving an turn.

Alternative 2: For a greater challenge, start the game with more than one zombie in the setup procedure.

Take the House

In a reversal of fortunes, the house is already infested with zombies. The aim of the humans is to clear the house of zombies in 10 turns or less.

Setup Changes:

  1. HUMANS. All seven humans are placed in random Map Entry Points. There is no hero.
  2. ITEMS. There are no keys and no boards in this scenario. Do not place any items on the map. Instead hand each character one item of your choice. If any character is given a gun, then you may also give them the corresponding ammo.
  3. ZOMBIES. There is no initial single zombie. Instead, select 20 zombies at random. Roll a D6 for each zombie and place them as follows in a free square unoccupied by any other zombie (if there are no free squares, roll again):
    • 1 = Living Room
    • 2 = Kitchen
    • 3 = Dining Room
    • 4 = Office
    • 5 = Hallway
    • 6 = Roll again:
      • 1 = Pantry
      • 2 = Attic Stairs
      • 3 = Attic
      • 4 = Basement Landing
      • 5 = Basement Stairs
      • 6 = Basement
  4. OTHER THINGS. No change to setup rules.

Special Rules:

  • The game is only 10 turns long. If there are zombies left after the Live Human Action Phase then you have lost.
  • Zombies cannot leave the house for any reason, although they can attack a human at a door or window adjacent to the yard or porches.
  • All seven humans may be activated on the first turn only. On subsequent Live Human Action Phases you roll as normal.
  • Skip the Zombie Action Phase on the first turn.
  • Skip the Zombie Arrival Phase and the Dead Human Reanimation Phase on each turn.
  • Victory Level: 10 points for each turn before turn 10 that all zombies are removed. 10 points for each human left alive at the end.

Alternative 1: For a challenge add more zombies. To make things easier have fewer than 20 at the start.

Alternative 2: For more challenge only allow two guns. For even more challenge only allow one, or even no guns at all.

The Coopers

The Cooper family (Harry, Helen and their daughter Karen) are in the house when Tom and Judy arrive. Unfortunately, Karen is ill - she has been bitten. Can the Coopers survive until dawn?

Setup Changes:

  1. HUMANS. Ben and Barbara are not in this game. Place the other human characters as follows:
    • Harry on the Basement Landing. Harry is a hero.
    • Helen anywhere on the Basement Stairs. Helen is a Hero.
    • Karen in the Basement.
    • Tom and Judy anywhere in the living room
  2. ITEMS. No change to setup rules.
  3. ZOMBIES. No change to setup rules.
  4. OTHER THINGS. No change to setup rules.

Special Rules:

  • Unfortunately, Karen has been bitten. She cannot be activated (therefore any items and boards in the basement cannot be taken by other humans until she dies). Each turn, starting with turn 2 in the Dead Human Reanimation phase, roll a D6. On a roll of 6 she dies - replace her with the dead Karen counter. Next turn she may reanimate as per the normal rules.
  • Victory Level: Bonus of 10 points if all Humans (apart from Karen) survive.

Karen bitten: Karen was attacked in the hours before this scenario starts. She managed to get away but is now infected and unable to move. She may soon die and then may become a zombie!

Alternative 1: Add Ben and Barbara to the zombie draw container. If they are drawn place them in a random entry box - if there is already a zombie in this entry box, place the zombie in a different entry box. To balance this, Harry is no longer a hero for victory level points.

Alternative 2: If you want Karen to linger for a bit longer than normal, change her chance of dying to a roll of 11 or 12 on 2D6.

No Chance

This is a tough scenario - The zombies are unrelenting.

Setup Changes:

  1. HUMANS. No humans can be placed in any of the Map Entry Points. Re-roll if that happens.
  2. ITEMS. No change to setup rules.
  3. ZOMBIES. The game starts with two zombies in each Map Entry Point - so 12 are already on the map at the start of turn 1.
  4. OTHER THINGS. No change to setup rules.

Special Rules:

  • None

Make Your Own Story

This is a solitaire game so you are in control! Imagine giving Ben a Chainsaw at the start - go for it! Below are some ideas you might want to explore:

  • Reduce or increase characters' combat strengths or action points. Alternatively, keep it simple and make them all the same.
  • Ditto for the zombies - what would it be like, for example, if all the zombies were combat strength 7 and action point allowance 3?
  • Change the way zombies enter - make them all enter from the basement maybe? Or perhaps they all come from a single Map Entry Point.
  • Create your own victory: The characters must collect all five items and then leave by a specific Map Entry Point, for example.
  • Etc - go wild!

Optional Rules

The rules below are entirely optional to give your games more character and flavor. Feel free to use as many or as few of these rules as you want.

The Dark Yard

It is with good reason that the humans stay in the house. Outside is dark and it is hard to see anything. If you use this optional rule, each single square movement outside the house, porches and tool shed costs live human characters 2 Action Points. In addition, zombies can only be shot at by a character in the yard if they are less than 3 squares away.

Alternative 1: In the Live Human Action Phase each time you activate a character in the yard you must first roll a D6. On a roll of 1 that character is frozen in fear and cannot be moved this turn.

Alternative 2: Humans only score victory points if they are inside the house or Tool Shed at the end of the game.

Better Shooting

If you like shooting zombies, or just want an easier game, allow humans to shoot twice during a turn. Each shot costs 1 AP.

Combat Assistance

Each side in combat gets an additional +1 modifier if they have a friendly character adjacent to the opponent. For example, If Harry is being attacked by a zombie and there is another zombie adjacent to Harry then the zombie will get an additional +1 modifier to their combat roll.

Unreliable Weapons

Hand-to-hand combat: If there is a draw in a combat result the human still wins but the item being used is lost (perhaps broken, or stuck in the re-deceased zombie). Remove the item from the game. To balance this loss, pick another item at random and add this to the game using the usual setup rules for items.

Shooting combat: If you roll 1 on the D6 when making the shooting roll, roll another D6 - on a roll of 1 the weapon breaks: remove it from the game and pick another item at random and add this to the game using the usual setup rules for items. On a roll of 2 or 3 the gun runs out of ammo. Remove the ammo counter from the character and re-place it in the house as per the usual setup rules for items. The character can no longer fire their weapon until they get the ammo.

Random Event Phase

This is a new phase that comes immediately after the Live Human Action Phase. Skip this phase on the first turn.

In this Random event Phase roll 2D6 and consult the following table:

RollWhat Happens
2"I fell over!" Select a random live human character - this character cannot be activated in the next turn.
3Injury! Select a random live human character - this character has somehow hurt themselves. This character now has only 3 AP. If already injured, there is no effect.
4New weapon found! Add a random weapon as per setup rules (including ammo if it is a gun).
5Fear of the dark! Live human characters outside can only move 1 square in the next turn.
6Lightning strike distracts a zombie! Move any one zombie of your choice 2 squares in any direction.
7Brains! A single zombie closest to a live human character gets an immediate free move, which can include hand-to-hand combat.
8Dash! One live human character of your choice can immediately move a single square.
9Opportunity shot! A live human character with a firearm can immediately shoot at any valid target, but at -1 penalty to the die roll.
10Latch fall! A single unlocked door may be locked, if desired.

If a random event cannot happen (for example, you roll 12 but there are no zombies left to place) then nothing happens.

If you are unsure of what to do (for example, you roll 7 and two zombies are equally close to a human) then choose randomly.

Dodge

At present humans can move freely around zombies. This rule makes doing this a bit risky. Each time a live human character starts adjacent to a zombie and wants to move they must roll a D6. If they roll a 1 they cannot move and instead must fight a hand-to-hand combat with that zombie (the human may choose which zombie if there is more than one zombie adjacent).

Character Attributes

This adds a bit of flavor to the live human characters. Roll a D6 and subtract one. This is the number of character attributes you are allowed. For example, you roll a 4, subtract 1, and you get 3 attributes.

For each allowed attribute roll 2D6 to determine the specific attribute from the table below and assign it to a random live human character. A character may have more than one attribute.

RollCharacter Attribute
2Bitten: Each turn, starting with turn 2 in the Dead Human Reanimation phase, roll a D6. On a roll of 6 the character dies - replace them with their dead counter. Next turn they may reanimate as per the normal rules.
3Fast but Wild Shooter: The character with this attribute may choose to shoot twice in each turn, but the first shot is at an additional -1 die roll modifier and the second is at -2.
4Athlete: 1 extra Action Point per turn.
5Injured: Each move costs 2 Action Points. Other costs are unchanged.
6Coward: Cannot deliberately move adjacent to a zombie and must move away from an adjacent zombie, if possible.
7Strong: Can carry 3 items instead of the normal 2.
8Fighter: Increase Combat Strength by 1 (not allowed for Ben).
9Cat-Burglar: Can lock or unlock door without the Keys item.
10Builder: Boarding an un-boarding costs no Action Points.

2 Players - Zombie Player

One player takes the role of the zombies. Their movement is no longer random but is controlled by the zombie player. For victory, at the end of turn 16 count 3 points for the hero, if still alive, and 1 point for any other surviving human. If the total is 3 or more then the human player has won.

2+ Players - Hidden Hero

There is no hero in this game. Each player secretly picks one human character and writes it down on a piece of paper. Players then take in turns to activate humans in the Live Human Action Phase. Players also keep track of how many zombies are killed during their human characters' actions.

Note that any player may move any human - not just their own secret human.

At the end of the game players reveal who their character was. A player whose character survived is the winner, with the player who killed most zombies being the winner in the case of a tie.

Anything Goes!

This is your game - you can do what you want. Feel free to change any of the rules, weapon stats, character or zombie stats. You can even make your own if you want. Have fun!

  • Boarding up windows and doors
  • Locking and unlocking doors
  • ChainsawTool ShedPantryBack Porch
    SwordAtticHallwaySitting Room
    MacheteAttic StairsDining RoomHallway
    Tire IronFront PorchSitting Room ClosetBack Porch
    Baseball BatOfficeAttic StairsSitting Room
    HatchetKitchenOffice ClosetAttic
    SledgehammerBasement StairsTool ShedBasement Landing
    KnifeKitchenDining RoomPantry
    WrenchTool ShedOfficeBasement
    HammerTool ShedAtticSitting Room Closet
    11This house ain't empty! Place a zombie from the container in the attic. If there is a live human character in that square fight an immediate hand-to-hand combat.
    12Frenzy! If possible, within their AP allowance, you must immediately move a single live human character into hand-to-hand combat with a zombie.
    11Lucky: May re-roll one die once during the game if you do not like the result. However, you must keep whatever the result of the second roll is.
    12Nearly Catatonic: Cannot be activated in a turn unless all other human characters have already been activated.