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The Refuge: A Race for Survival

The Refuge: A Race for Survival Rulebook

Table of Contents

Table of Contents

  • Game Objectives
  • Starting the Journey
  • Turn Rules
  • Survivor Movement
  • Zombie Movement
  • Spaces
    • Spawn
    • Hazard
    • Safe
    • Switch
    • Lock
    • Start
    • Finish
  • Supply Cards
    • Weapon
    • Key
    • Steal
    • Agility
    • Jump
    • Adrenaline
    • Pocket Watch

Game Objectives

  • Be the first to find a KEY and reach The Refuge.
  • Prevent other survivors from reaching The Refuge before you.
  • Collect Supply Cards during your journey. They will be instrumental to your survival. Be careful not to linger for too long.
  • Should the supply deck be exhausted, only the survivor closest to The Refuge will be rescued. If two survivors are an equal distance from The Refuge they will both be rescued.

Starting the Journey

  • Each survivor is dealt three cards from the shuffled deck.
  • If a survivor receives three keys the cards must be placed back in the deck and reshuffled. The cards are then dealt again.
  • All survivors begin along the row of START signs.
  • The dealer of the supply cards moves first.
  • Survivors are able to move into any space along the first row on their 1st move.
  • A survivor may draw or use a Supply Card in lieu of making their first move onto the board. Don't delay the start of your journey for too long, though.
  • Zombies are unable to move into the Start row.

Turn Rules

A survivor can choose to do one of the following during their turn:

  1. Move one space.

    OR

  2. Draw a Supply Card from the deck.

    OR

  3. Use a Supply Card from their hand.

Survivor Movement

  • Unless using a Supply Card that enables a special movement, a survivor may only move one space per turn.
  • Movement direction is UP, DOWN, LEFT or RIGHT. A survivor cannot move diagonally, unless using an Agility Card.
  • Survivors cannot move into a space that is already occupied by another survivor.
  • Survivors may only move into a space occupied by a zombie with the use of a Weapon Card.
  • When a survivor dies they respawn at the Start row. They are able to continue to play from there.
  • Spaces are only activated when a survivor moves into them during their turn. The same space does not remain active during the survivor's next turn.

Note: SAFE tiles remain active at all times to protect the survivor from Zombie attacks.

Zombie Movement

  • Zombies can ONLY move Up, Down, Left or Right.
  • Only one zombie can occupy a space.
  • A survivor and a zombie occupying the same space immediately initiates a battle encounter.
  • Zombies cannot enter a SAFE space.
  • Zombies can only spawn on a SPAWN tile that is currently unoccupied.
  • Zombies are only able to move when a survivor lands on a HAZARD space.

Spaces

Spaces are only activated when a survivor moves into them during their turn. With the exception of SAFE tiles, the same space does not remain active during the survivor's next turn. SAFE tiles remain active at all times to protect the survivors from Zombie attacks.

Spawn

When a survivor lands on this space it causes a zombie to spawn on a SPAWN tile of the survivor's choice. The zombie spawn location must be unoccupied.

Hazard

Landing on this space allows the survivor to move a zombie one space, even into another survivor.

Note: Zombies can only move Up, Down, Left or Right.

Safe

Zombies cannot enter here! While in this space, survivors are protected from all Zombie attacks. Watch out for survivors near a SWITCH tile.

Switch

Survivors entering here are able to trade places with any survivor currently on a SAFE tile.

Lock

The Refuge is within reach! You must have a KEY card in order to enter The Refuge. BEWARE! Zombies are able to enter here.

Start

The survivors start here before entering the wasteland.

Finish

Congratulations! You have survived the treacherous wasteland to reach The Refuge.

Supply Cards

Supply Cards are the key to surviving the wasteland and reaching The Refuge.

(All cards are single use and must be discarded after they are played)

Weapon

Card text: Eliminates a zombie that is in your space. Auto use upon zombie encounter. Discard after use.

Weapon Cards are automatically used upon any encounter with a zombie. Weapon Cards do not count as a turn for the player.

Hint: Weapon Cards used in combination with Adrenaline Cards can have devastating effects.

Key

Card text: Allows you to land on a locked space once.

You must be in possession of this card in order to reach The Refuge beyond the Locked Spaces. You may not occupy a Lock Space without a Key Card in hand.

Hint: This card is needed in order to win the game.

Steal

Card text: Take a card from someone without looking.

You may select a player to steal a card from. That player may shuffle their cards before your selection.

Agility

Card text: Move diagonally one step in any direction.

Normally, players are only able to move UP, DOWN, LEFT or RIGHT. By using this card during your turn you are able to move one space diagonally in any direction.

Jump

Card text: Jump over a tile. Cannot jump over Lock Tiles.

This card allows you to jump over a space. You cannot land in a space already occupied by another player.

Note: LOCK Tiles are unable to be jumped over.

Adrenaline

Card text: Add an additional turn after using a Weapon.

Adrenaline Cards are combination cards to be used in conjunction with a Weapon Card for an additional turn. Use this card to stack up your combo.

Pocket Watch

Card text: Stop all players from what they are doing and take a turn.

This card can only be used when it's not your turn. Using the Pocket Watch Card instantly freezes all other players and allows you take an extra turn. Afterwards, the player that was stopped gets to continue their turn.

Note: This card must be played before a player has started their turn.