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Zombiaki II: Attack on Moscow

Zombiaki II: Attack on Moscow Rulebook

Table of Contents

Table of Contents

  • Before Play
    • Box contents
    • Game preparation
    • Description of play area
  • Card description
    • Card types
  • Game Turns
    • Sequence of play
  • Other Rules
    • General rules
    • Zombies in the game
    • Bringing zombies into play
    • Matuszka and the Nest
    • Moving back
  • End of the Game and Victory Conditions

Before Play

Box contents

  • 40 cards for the zombies
  • 40 cards for the humans
  • 5 Cross Street cards
  • Barricade card
  • Cemetery card

Game preparation

Set the Cemetery card, Cross Street cards, and Barricade card in a row as shown in the picture below, to create the 3×5 board.

The zombie player takes the zombie card deck, and removes the "Dawn" card. The remaining deck is shuffled and placed face down near the board.

The human player takes the human card deck, shuffles it, and places it face down near the board.

The zombie and human Trash Piles for discarded cards will also be near the board.

The zombie player begins the game.

Description of play area

THE BOARD is indicated by the Cross Street cards. It is a grid of 3 Lanes and 5 Cross Streets.

LANES show the street and sidewalks on which the zombies are advancing. Each card in play must be placed in one of the three Lanes.

CROSS STREETS divide the board into five steps through which the zombies must pass on their way from the Cemetery to the Barricade.

Note: Zombies leave the Cemetery and enter the board on the fifth Cross Street, and their goal is to reach the Barricade, which is right after the first Cross Street.

The intersection of each Lane and Cross Street is a space where a card can be placed according to its rules.

The game has the following types of cards:

  • cards affecting one space
  • cards affecting more than one space
  • cards specifically affecting Lanes
  • cards specifically affecting Cross Streets
  • cards with other effects

THE CEMETERY is beside the fifth Cross Street. The zombie player lays out their available cards for a turn here (before playing or discarding them).

THE BARRICADE is beside the first Cross Street. The human player lays out their available cards for a turn here (before playing or discarding them).

HUMAN AND ZOMBIE TRASH PILES – Both players' Trash Piles are where their cards go when they are discarded, used, or removed from the board.

Layout of the play area, as printed in the manual:

LaneLaneLane
Zombie Cemetery (Cemetery card)———Zombie Trash Pile
Cross Street 5spacespacespaceCross Street 5
Cross Street 4spacespacespaceCross Street 4
Cross Street 3spacespacespaceCross Street 3
Cross Street 2spacespacespaceCross Street 2
Cross Street 1spacespacespaceCross Street 1
Human Barricade (Barricade card)———Human Trash Pile

The Cemetery stands at the far end of Cross Street 5, the Barricade at the near end of Cross Street 1, and the two Trash Piles sit alongside the board.

Card description

A card carries the name of the card, the wounds given, the zombie strength, the flavor text, the effect, and the number of this card in the deck.

FLAVOR TEXT – with no effect on game play.

EFFECT – effect of playing the card.

Note: In case a card's effect is inconsistent with a general rule, the card's effect takes precedence. In other words, the specific card rules trump the general rules.

ZOMBIE STRENGTH (zombie deck) – The strength is the number of wounds a zombie must receive before it is destroyed. Indicate wounds received by placing wound markers on the zombie.

Example: The zombie Sasha with Strength 3 is killed upon receiving a third wound.

WOUNDS GIVEN (human deck) – The number of wounds caused by a given card. This number is also described in the card's effect.

Example: The card Shot II gives 2 wounds to a zombie.

Symbols printed on the cards:

  • Question mark symbol – The card gives a variable number of wounds – see the card's effect.
  • Skull and crossbones symbol – The card completely destroys a zombie, without giving wounds.
  • Blocked target symbol (red) – BLOCKS LINE OF SIGHT – if the card is on the board between the Barricade and a zombie, the zombie is protected against cards which need a clear line of sight.
  • Target symbol (orange) – REQUIRES CLEAR LINE OF SIGHT – To use this card, there must be a clear line of sight between the Barricade and the target, i.e. there can be no intervening cards which block line of sight.

Card types

  • OBJECT CARDS – When played, these cards enter the board according to their descriptions.
  • ACTION CARDS – When played, these cards cause some effect and are then thrown away to their Trash Pile.

Game Turns

Sequence of play

Each game turn consists of a zombie player turn and a human player turn. Each player's turn has the following steps:

  1. CLEAN UP
  2. MOVE CARDS IN PLAY
  3. DRAW CARDS
  4. DISCARD CARD
  5. PLAY CARDS

1. CLEAN UP

At the start of a turn, a player must throw away all action cards with an effect lasting only one turn (which were played in the previous turn).

2. MOVE CARDS IN PLAY

A player moves all their cards on the board which can move, moving each one its indicated number of spaces.

ZOMBIES: All zombies move toward the Barricade (exception: Vlad, Misha, and Stepan can move to the side instead of forward). The movement must begin with the zombies closest to the Barricade, followed by zombies from successive Cross Streets.

The must player move a zombie if possible, even if the effect of the movement will be unfavorable.

If the space a zombie should move to is occupied by another zombie, or if the movement is impossible because of some card effect, then the zombie doesn't move and stays on its current space.

CARS: All of the humans' cars move toward the Cemetery.

3. DRAW CARDS

The player draws cards from their deck until they hold 4 cards. The cards should be laid out by the Cemetery (zombies) or the Barricade (humans), so that the cards are visible to both players.

Example: In the first turn, a player draws 4 cards.

Example: A player is holding 2 cards from the previous turn. Only 2 new cards are drawn, to make a total of 4 held.

Note: In the final part of the game, it sometimes happens that the human player does not have remaining cards to draw. In this situation, the humans must struggle on with no new cards until the end of the game.

4. DISCARD CARD

From the 4 cards displayed by the Cemetery/Barricade, the player chooses one and discards it to the Trash Pile. The card has no effect. Thus the player will have 3 remaining cards for the next step.

Note: In the final part of the game, it sometimes happens that the human player starts this step with fewer than 4 cards. In this situation, the human does not have to discard any cards.

5. PLAY CARDS

The player can use each of the remaining cards by the Cemetery/Barricade in one of the 3 following ways:

a) Play the card: The player can play the card according to its rules. b) Keep the card: The player can leave the card by the Cemetery/Barricade to use on a later turn. c) Discard the card: The player can discard the card to the Trash Pile without using its effect.

Other Rules

General rules

Each card is played and used only once. All discarded cards, played action cards, and cards removed from the board go to the Trash Pile of their owning player.

The rules on the cards supersede the general rules.

If it's not written otherwise, each space in the playing area can hold only one card at a time.

Zombies in the game

All cards with the word "zombie" have their own strength. They can be destroyed (sent to the Trash Pile) after receiving as many wounds as they have strength.

Bringing zombies into play

When a zombie cards is played, it goes onto an unoccupied space on the fifth Cross Street.

Matuszka and the Nest

Matuszka and the Nest are special zombies which do not move and have their own unique effects. Aside from that, they are treated like every other zombie (they can be wounded normally, and any other cards which affect zombies can be used against them).

Moving back

Whenever one zombie needs to move back, and the space behind it is occupied by another zombie, the movement cannot be performed. This situation can happen, for example, when playing a Shot card.

Whenever multiple zombies (e.g. all zombies in a given Lane) need to move move back, the movement starts with the zombie closest to the Cemetery. Then the other zombies in turn move back as possible.

It is impossible to move back a zombie which is on the fifth Cross Street.

End of the Game and Victory Conditions

The game can end in one of two ways:

  1. The zombie player draws the Dawn card. In this case, the game ends immediately. The human player wins.
  2. During play, any zombie moves from the first Cross Street onto the Barricade. In this case, the zombie player wins.