Zombie State: Diplomacy of the Dead
Zombie State: Diplomacy of the Dead Rulebook
Table of Contents
Table of Contents
Objective
You have been overrun by multiple outbreaks of MV1 and the outlook is bleak. You must retro-fit your largely symbolic military quickly to turn back the tide of rotting corpses. At the same time, you must optimize your quickly-dwindling resources to fund crucial medical and scientific breakthroughs to save your civilians. Viral mutations and zombie outbreaks make containing or eliminating the zombies difficult. You win the game and admiration of your peers by successfully testing the most powerful technologies and utilizing their deadly combinations to completely scrub your territory of zombies for a complete turn. If no one can successfully accomplish this impossible task before all their civilians fall to the deadly virus, then the leader with the highest population at game end is the winner.
For 2-5 Players. Ages 13 and Above. 120-180 Minutes.
Contents
- 1 Box full of good old-fashioned fun
- 1 Map of the World (Game Board)
- 30 Freedom Point (FP) Pawns
- 5 Mutation Markers
- 1 Starting Leader Card
- 60 six-sided Population Dice
- 1 Twelve Sided Die
- 30 Military Units (Non-barricaded and Barricaded)
- 5 Player Technology Sheets
- 60 Technology Counters (Blue Research Counter Side, Green Success Counter Side)
- 25 Raised/Razed Borders
- 96 Resource Cards (Metal and Metal, Chemical, Fuel, Food and Population)
- 45 Random Event Cards (Standard Card, Outbreak Card)
- 30 Resource Counters
- 15 Quarantine Counters
- 140 Zombie Tokens (ZTs) — Active Side and Inactive Side (ZTs with a 3 are equal to 3 single ZTs)
The Map
The map of the world is divided into Regions. Regions are separated by Borders, and some are Shared Borders between two players' territories. Each region shows a Starting Population number and, where present, Resource Icons.
Regions connected by Ocean Crossings, as well as Alaska/East Siberia and Hawaii/Indonesia, are adjacent for the purposes of zombie token movement and technology use. "Surely they can't walk on water. Can they?"
Set Up
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Unfold the map of the world (game board) and place it in the middle of the playing surface.
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Remove the following player technology sheets based on the number of players.
- 5 players: Use all of the Player Technology Sheets.
- 4 players: Remove the Asia Alliance Player Technology Sheet from the game.
- 3 players: Remove the North and South America Player Technology Sheets from the game.
- 2 players: Use either the North and South America Player Technology Sheets or the European Defense League and African States Coalition Player Technology Sheets. Remove all other sheets from the game.
Each player takes a random remaining Player Technology Sheet and the corresponding colored Population Dice, Freedom Point Pawns (FP Pawns), and Mutation Marker. Take a seat with a commanding view of your territory.
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Organize the Resource cards into four piles for each of the four different resources (Fuel, Metal/Wood, Food/Population, and Chemical). Place the piles face up along the board. (Two separate groups of 4 piles may be placed on either side of the board for easy access).
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Remove the outbreak cards from the random event deck and set aside. Shuffle the random event deck and place face down along the game board.
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Each player places his or her 12 Population Dice, one in each region, on the Game Board. Turn each die to represent the number (Population) shown in each region on the game board.
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Give the starting leader card to the leader (player) who had the least amount of sleep last night.
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The player with the starting leader card generates two random outbreaks, for all players, by rolling the twelve-sided die twice. Each player finds the two regions that match these numbers on their Outbreak Generator on their Player Technology Sheet. Place one zombie token, active side up, in each region rolled. If the regions rolled are the same, reroll until two different regions are generated.
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Each player stacks their mutation marker on the mutation track on the game board in the space marked 1.
Directions
Every TURN is split up into 6 phases. Complete each phase beginning with the Starting Leader before moving to the next phase. Play proceeds clockwise from the Starting Leader.
1. Resource Phase
Each player draws one resource card for each Resource Icon (or resource counter placed by you in later turns) on the board in a producible region within your territory. A region is "producible" as long as there is a Population Die in the region. Thus each player will begin the game with six resource cards, one for each of the six Resource Icons in their territory.
2. Collect Freedom Points (FPs) Phase
Each player has a number of FPs that they may spend on actions during any of the remaining phases. FPs represent a player's freedom to act each turn. The number of FPs is linked to the player's popularity track on their Player Technology Sheet and drops (representing a loss of freedom to act) as the player's popularity decreases.
To determine your FPs each turn, look to your popularity track on your Player Technology Sheet. Next find the popularity box with the highest popularity that is not occupied by a population die. None are occupied to start the game so each player starts with a popularity of 12 and collects six FPs to start the game. Place these in your Freedom Point Box on your Player Technology Sheet. FP Pawns are removed when used. Once all FPs are used the player can perform no further actions this turn. Unused FPs expire at the end of the Upkeep Phase.
3. Random Event Phase
(Skip this phase for the first turn of the game)
The Starting Leader turns over three random event cards from the random event pile, one at a time. Resolve each random event card as it is revealed (beginning with the starting leader) before turning over the next random event card. Effects apply to all players.
4. Zombie Phase
Split up into three rounds: A. Zombie Token (ZT) Feeding, B. Zombie Token (ZT) Movement, and C. Zombie Token (ZT) Combat.
Zombies will spend their turn feeding or moving, but not both. This is represented by the active and inactive side of the Zombie Token. When a ZT feeds or moves it is turned from its active side to its inactive side and will remain inactive until the Upkeep Phase. Once turned to its inactive side a ZT will no longer feed or move until the following turn. During Zombie Token Combat if any ZTs have moved into and occupy the same region as a military unit they will engage in combat regardless of being inactive side up.
EACH PLAYER completes A. Zombie Token (ZT) Feeding, prior to progressing to B. Zombie Token (ZT) Movement, and then finally each player completes C. Zombie Token (ZT) Combat. All players may complete each round at the same time so long as each round is completed prior to moving on to the next round.
A. Zombie Token (ZT) Feeding: For each ACTIVE ZT in a region reduce the population die (in that same region) by one and add another ZT (to the same region). Flip the original ZT and the newly created ZT to their inactive side (their turn is over). Continue this process until the population die reaches zero or all active ZTs in each region have fed. Any ZTs that remain active side up will move next during Zombie Token (ZT) Movement. If the population die in a region drops to zero see Losing a Population Die.
Note: If space is limited players may stack the ZTs. If both values of ZTs are present in a region make sure and stack the two ZTs in separate stacks so all players see how many ZTs are present in each region.
Examples (the first box represents the board prior to the ZT Feeding Phase and the second represents the board following the ZT Feeding Phase):
Before Zombie Feeding Phase:
- India: The single ZT feeds and reduces the population die from six to five. Another ZT is added and is turned to its inactive side along with the initial ZT.
- Kazakhstan: The two active ZTs feed and reduce the population die from four to two. Two ZTs are added and all ZTs are turned to their inactive side.
- East Siberia: The single ZT feeds and the population die is reduced to zero and thus is removed. The ZT population doubles and both are turned to their inactive side.
- West China: Only two of the ZTs can feed since the population die only has a value of two. Thus two ZTs are added and turned to their inactive side along with the two that fed. This leaves two active ZTs that will move in the ZT Movement Phase.
After Zombie Feeding Phase:
- Population Die is lost in these regions due to Zombie Token Feeding. "It's suddenly so quiet around here!"
- Unfed (active) Zombie Tokens will move next in the Zombie Token Movement Phase. "Look out India or Beijing!!!"
Losing a Population Die
When your population in a region drops to zero, remove the population die and place it on your popularity track starting with the box marked with a popularity of 12. As regions lose their population, continue placing dice in the next lower popularity box on the popularity track. (Take note of a possible loss in the number of FPs collected in the following turns). Any "producible" region that loses its population die will no longer produce any resource cards until the population die is returned.
Example: This player currently has a popularity of 9. When the player loses another Population Die it is placed on the next popularity box and popularity is reduced to 8.
The Popularity Track tracks each player's Freedom Points (FP) during the game. As population dice are lost they are placed on the track beginning with box 12. Players have a number of FP each turn equal to the highest unoccupied box.
B. Zombie Token (ZT) Movement: ZTs are mindless feeding machines. They migrate to regions with large populations first. With less than five players ZTs do not move into territories that are not being controlled by a player. Consider these territories as quarantined from the rest of the world. However ZTs will move from one player's territory to another. Players complete all movement in each of their regions (in any order) that have active ZTs before proceeding to their next region.
ZT movement follows a simple formula distributing 3 ZTs, then 2 ZTs, followed by 1 ZT at a time. To do so, each player begins with any region in their territory and moves the 1st, 2nd (if one exists), and 3rd (if one exists) active ZT(s) into the adjacent region with the highest population die. If regions tie or do not have a population die, see Breaking Ties/Empty Regions. If any active ZTs still remain in this region, place the 4th and 5th (if one exists) active ZT(s) in the adjacent region with the next highest population die. Finally, if any active ZTs remain, continue by placing one ZT in the region with the third highest population die and continue placing remaining active ZTs one at a time into the regions with the fourth and fifth highest population die and continue until all active ZTs in this region have moved. Moved ZTs are turned inactive side up to differentiate them from ZTs that have not moved. See ZT Overflow if all regions with population dice adjacent to this region have had ZTs placed and active ZTs remain. Continue with other regions until all active ZTs have moved.
Example Movement (the first example box is prior to ZT Movement and the second example box is after ZT Movement):
- Middle East: There are six active ZTs that will move. Three ZTs move to the adjacent region with the highest population, which is Egypt with a population die of five. Then two ZTs will move to Southeast Europe with the next highest population die of four. Finally one ZT will move to Iran with a population die of one.
- Pakistan: Two active ZTs occupy this region and both will move to the adjacent region with the highest population die, which is India with a population of 6.
- Horn of Africa: Only one ZT moves as two ZTs are inactive (red side up as they just fed). The one active ZT moves across the ocean crossing to the highest population region, which is India with a Population Die of 6. Next turn the inactive ZTs in the Horn of Africa will become active and will move in search of food.
Breaking Ties/Empty Regions: When regions tie for population die value then the region that has the most military unit(s) draws zombies as if it has the higher die. If it is still a tie then break the tie with the random roll of a twelve-sided die. ZTs will not move into an area without a population die and thus may not move at all if completely surrounded by areas with no die as there is nothing to eat. (And Military units do not count as population in this regard).
ZT Overflow: If there are enough active ZTs in a single region to fill all adjacent regions that have population dice and ZTs still remain to move, start again with the region with the highest population die and continue dispersing ZTs, one at a time, until they have all been moved. If only one adjacent region has a population die then all ZTs will move to this region. ZTs will cross ocean-paths on the board as they float on currents or overtake ocean vessels. Thus, any region connected by an ocean path is considered an adjacent region.
Breaking a Tie by Rolling: In Salvador, there is a tie in the Population Die between the adjacent regions of Nigeria and Sao Paulo. The players arbitrarily assign a value of 7-12 to Nigeria and 1-6 to Sao Paulo. The die twelve results in an 8. Thus three of the ZTs move to Nigeria, two ZTs move to Sao Paulo and one moves to the Amazon. Once moved all ZTs are turned to their inactive side. "I don't like playing the odds."
Breaking a Tie with Military Units: In U.S. South (covered by ZTs), Mexico and the West Coast both have a population die of 6. Thus to break the tie, military units are counted. Mexico has two military units and the West Coast has no military units. Thus three ZTs move to Mexico. The inactive ZTs that occupy the West Coast have no bearing on the tie or Zombie Movement and thus the final active ZT will move here. Once moved all ZTs are turned to their inactive side.
Overflow and Empty Regions:
- Mexico: Only two adjacent regions remain with population dice. Three ZTs move to the West Coast, as it has the highest population die, followed by two ZTs to the Carribean Islands, followed by another ZT to the West Coast (for a total of 4 ZTs), and then the final ZT moves to the Carribean Islands (for a total of 3 ZTs).
- U.S. Midwest: One adjacent region remains with a population die. Thus all ZTs in the U.S. Midwest move to the U.S. Mountain West.
C. Zombie Token (ZT) Combat: Military units defend this round. (Use defensive technologies)
Combat occurs once all ZT movement has taken place for each player. Combat occurs in any regions occupied by military units and ZTs (regardless that ZTs are inactive). Damage between military units and ZTs is simultaneous.
Each military unit starts with a strength of one. Each ZT has a strength of one. Each military unit will destroy one ZT and simultaneously each ZT will destroy one military unit. (Destroyed units do not generate additional ZTs).
Certain technologies and barricading will change the strength of a military unit when defending against ZTs. Use the military unit's new strength for successfully tested defensive technologies or for any units that are barricaded. This new strength will be the number of ZTs destroyed and will also be the number of ZTs required to destroy the military unit. In regions with multiple military units the player may distribute the damage from the ZTs as the player chooses. If a military unit takes less damage than its strength the military unit will not be destroyed. But attacking ZTs will.
If ZTs attack a barricaded military unit and do not destroy the military unit the unit will lose its barricade (regardless of barricade strength). Turn the military unit upright to indicate that it has lost its barricade. It may barricade again during the Action Phase.
Any damage to a military unit is regenerated immediately after the Zombie Token (ZT) Combat round and thus damage to military units does not need to be remembered from phase to phase.
Examples:
- Kazakhstan: European Defense League has developed defensive technologies giving its military units a defensive strength of two. Four zombies move into this region. The player applies one ZT to each of the first two military units and then two ZTs to the last military unit. Two military units survive and one is destroyed along with all ZTs.
- Beijing: Asia Alliance has no defensive technologies, but does have one barricaded military unit which gives a defensive strength of two whilst the other has a defensive strength of one. Thus one military unit is lost and the barricaded unit is damaged (but not destroyed) and must be turned upright.
5. Action Phase
Split up into five rounds: A. Recycle and Ration, B. Draft Military, C. Military Movement & Combat, D. Barricade, E. Test and Use Technology.
Each player completes the entire Action Phase beginning with the starting leader. The player may complete each step in any order, as many times as they like, as long as they have the FPs to act.
A. Recycle and Ration
Players may spend any number of FPs to draw any type of resource card at a cost of 1 FP per card drawn. Players may also exchange three resource cards of any combination for any single resource card of their choice.
B. Draft Military
Cost per military unit purchased: 1 FP, 1x Metal/Wood resource card, 1x Fuel resource card, and 2x Food/Population resource card.
Players may draft military units for the above cost. Military units are placed immediately in the player's territory and can be used immediately. Military units may not be deployed in regions that have ZTs or that do not have a population die.
Note: A player may only draft an additional military unit if the number of military units in a player's territory is less than the number of FPs the player collects a turn (Thus a leader's ability to draft additional military units is directly linked to their popularity and population). This does not affect units that are already in a player's territory and only applies to the ability to draft new units.
C. Military Movement & Combat
Military units attack this round. (Use offensive technologies)
Movement: Each military unit can move up to two regions in their territory at a cost of 1FP per unit. Units must stop if moved into ZT occupied regions or if any other action is taken. They then lose any remaining movement.
Alternatively, military units may be airlifted at a cost of 2 FP. Airlifted units may be moved to any region in a player's territory and may move over ZT occupied regions or over Raised/Razed borders. Military units must respect national boundaries and thus may not leave a player's territory.
Combat: Once military movement is completed by a player, combat immediately ensues. Combat occurs in any regions occupied by military units and ZTs regardless of the ZT being active or inactive side up. Combat is carried out identically to Zombie Token (ZT) Combat except add bonuses to a military unit's strength for offensive technologies and not defensive technologies. At the end of military combat no military unit will occupy the same region as ZTs as one, or the other, or both will have been destroyed.
If a military unit survives combat it may move again and engage in combat again. Once the military unit's offensive strength equals the number of ZTs it has destroyed this phase, the military unit will be destroyed. When a player moves multiple military units into combat the player may choose where the ZT damage is allocated.
Military units regenerate damage after the Player Action Phase and thus damage does not need to be remembered for the following turn.
Example: The Asia Alliance and European Defense League both tested technology to increase their military units' offensive strength to three. The Asia Alliance moves the military unit to Mongolia and destroys the single ZT there and then pays again to move to East Siberia and destroys the two remaining ZTs. Since the three ZTs destroyed equals the military unit's offensive strength the military unit is also destroyed after combat in East Siberia. The European Defense League moves two military units into Kazakhstan and distributes two ZTs to each military unit so that both will survive while destroying the four ZTs.
D. Barricade
1 FP per military unit barricaded.
Each military unit may increase its defensive strength from one to two (or three if reinforced barricade technology has been tested successfully) if they barricade the region in which they occupy. The military unit is turned on its side to show that it has barricaded the region. The barricade is lost if the military unit moves or is damaged by ZTs. (Military unit is turned on its side to indicate it has been barricaded; a damaged or moved unit loses its barricade and is turned upright.)
E. Test and Use Technology
a. Testing Technologies: Current technology and military tactics are woefully ineffective against MV1. Existing technologies and tactics must be honed to become lethal on a global scale.
Players test technologies by paying 1 FP and discarding the correct number of resource and technology cards listed on the Player Technology Sheet (see example below). After purchasing players add any bonuses listed below to the roll of a twelve-sided die.
Bonuses to the technology testing roll:
- +3 for each Blue Research Counter (see below for when these counters will be placed)
- +1 for each player with a Green Success Counter on that same technology (+2 for 2 player games)
- +2 for each FP that the player spends (players may spend any number of FPs to increase the chances that the roll will be successful). The player must declare how many FPs they are spending prior to rolling.
- Any other bonuses or minuses for random event cards
If the number rolled is six or less the test is unsuccessful. That same technology can be tested again immediately or at a later time. (To test again the full price of the technology must be paid again). If the test roll fails place a Blue Research Counter (+3 to future testing rolls for this technology) on the technology box for that technology. This counter remains until the technology is tested successfully. If the technology is tested again and fails again, another Blue Research Counter is placed and will give an additional +3 on the next testing roll. This continues until the technology is tested successfully with a result of seven or greater on the testing roll with bonuses. Once successfully tested replace all Blue Research Counters (if any were placed) with a single Green Success Counter. The technology may now be used freely. (See below).
Important side rules on technology testing throughout the game:
- Each player must successfully test any three Tier 1 technologies before they may test a Tier 2 technology.
- Each player must successfully test any two Tier 2 technologies before they may test a Tier 3 technology.
Example: This player tests Civilian Decoy and pays the test fee circled in yellow. The player has already failed once and thus has one Blue Research Counter. This gives +3 to the testing roll and with a roll of 4 is successful. The Blue Research Counter is replaced with a Green Success Counter. The player may now use the technology any number of times in the proper phase by paying the use cost circled in purple.
b. Using Successfully Tested Technologies: Some technologies are permanent and thus have no use cost. Other technologies require a use cost for each use (but need NOT be tested again). To use the successfully tested technology pay the proper use cost listed in the upper right corner of the technology box. Resource cards (RC) in the use cost can be any resource cards the player chooses. The technology may be used multiple times as long as the use cost is paid for each use of the technology. The technology is used during the Test and Use Technology round unless stated otherwise in the technology's description.
6. Upkeep Phase
A. Flip all zombie tokens over to their active side, so they are ready to act for the following turn.
B. Move Mutation Markers on the Mutation Track
- Each player move their mutation marker up one on the mutation track.
- If a player has successfully tested their first Tier 2 technology they must move their mutation marker up an additional space on the mutation track.*
- If a player has successfully tested their first Tier 3 technology they must move their mutation marker up two additional spaces on the mutation track.*
*This represents the increased risk of mutation with the pressure of experimental testing.
If a player's mutation marker has passed or landed on any outbreak space (red), mutation space (yellow), or airborne mutation space (blue) this turn, then follow the directions below for that space.
2, 4, 8, 10, 14 — Outbreak Spaces: Over time the odds of an outbreak are predictable. Each player that has passed or landed on one of these spaces has an outbreak. All rolls for any players with outbreaks are rolled at the same time by the starting leader. For example, if three players' mutation markers land on an outbreak space the starting leader rolls at the same time for all of their outbreaks.
Outbreak: The starting player rolls the die twelve and each player compares the die twelve roll to their outbreak generator on their player technology sheet. If this corresponding region on the game board has a population die then place a ZT active side up in this region. If there is no population die present then roll again. If you don't get an outbreak after three rolls, stop. Luck is on your side and you generate no outbreak for this outbreak space. If a ZT is placed in the same region as a military unit then resolve the ZT's action, as normal, in the next turn beginning with ZT Feeding, then ZT Movement, and finally ZT Combat.
3, 6, 9, 12 — Mutation Spaces: Over time MV1 will mutate and become more virulent. The first time any number of mutation markers lands on, or passes this space take three outbreak cards and shuffle them into the random event deck. Note: Each of these spaces only has an effect once for the whole game. After this action has been taken then that space has no future effect even if other mutation markers land on or pass a mutation space.
15 — Airborne Mutation: It is only a matter of time before MV1 becomes airborne and infinitely more virulent. At this time all hope of eradication is lost.
Complete the current turn and refer to End Game Scenarios.
C. Remove Quarantine Counters. (Will only be present if a player has successfully tested and used the Quarantine technology).
D. Move the starting leader card and the twelve sided die one player to the left and the next round is begun with the new starting leader. May your decisions be as wise as the last starting leader.
End Game Scenarios
Any of the following events will trigger the end of the game.
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The player that keeps their territory ZT free for a full turn and has successfully tested at least one Tier 3 technology is the winner. To be ZT free the player must begin the turn with no ZTs in their territory and the player can have no ZTs placed in their territory for the remainder of the turn (even if the ZT is immediately destroyed).
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If every region in any player's territory has no population die at the end of their action phase, the end of the game is triggered. Complete the current turn and each player total the value of their Population Dice to determine a winner.
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When a mutation marker reaches space 15 the virus goes airborne and all hope of eradicating the virus is lost. Each player total the value of their population dice to determine a winner.
Breaking Ties: If players tie: compare each players' popularity to determine a winner. If a tie still remains then the player with the most tier 3 technologies is the winner, followed by tier 2, and then tier 1. At this point if the players are still tied then they are cooperative winners.
Game Variations
1. Varying Virulence and Handicaps: As players become more proficient in dealing with the MV1 threat the difficulty (virulence) of the game can be easily increased to match your skills. Also if the game is too difficult, or if novice or young players are present they can be given a handicap. Hints for altering the difficulty or giving a handicap can be found below.
- Change the bonus to the technology testing roll from +2 to +1 per FP spent. (Great change for experienced players).
- Each player start with a blue research counter on a technology box of their choice to start the game.
- Change the number of ZT outbreaks to start the game and/or place ZTs active or inactive side up (active side up will be more difficult).
- Begin the game with a military unit.
2. Until the Bitter End: Players that like a long lasting epic struggle may prefer this option. In this version do not end the game when a person's mutation marker hits 15 on the mutation track. Instead, treat space 15 on the mutation track like a yellow mutation space outlined in the upkeep phase. When a player's mutation marker moves past 15, then move their marker to the space marked 1 on the mutation track and continue as normal. When the random event deck is exhausted reshuffle all the cards (including any outbreak cards that have been discarded) and proceed as normal. Yellow mutation spaces only take effect if outbreak cards are available.
There is really no wrong way to alter the game, all that we ask of our players is to have fun!
Technology Descriptions
Medical Breakthrough
Tier 1
Hazard Preparation: You are now prepared for unexpected emergencies and ZT outbreaks. Once per turn you may ignore a random event card of your choice for free (declare as the card is revealed). Also, when you have an outbreak, you may pay the Hazard Preparation use cost for each outbreak to choose your region for each outbreak. The region chosen must have a population die present and be within your territory. Use before the die twelve is rolled for the outbreak. Use in the Random Event or the Upkeep Phases. (If a FP has been saved for the Upkeep Phase). "Uninfected civies that have no food or water get just as dead."
Red Cross: Your military units may now reclaim regions that have been cut down by zombie hordes. The military unit must occupy the empty region and the player must pay the Red Cross use cost. A Population Die is removed from the Popularity Track and placed with a one showing in the same region that the military unit occupies. The region now functions normally. "We worked day and night, building a hospital by the light of burning corpses."
Evacuation: You have stockpiled the medical supplies and food needed to move civilian population whilst diverting ZTs. You may now move population (represented by pips on the population die). Up to two population may be moved per use. Reduce the population die in the adjacent region by one or two and increase the population in the region that you are evacuating to by the same amount. The population die in a region may not exceed six. If the population in a region reaches zero then remove the population die and place on your popularity track. You may not evacuate to a region without a population die or with a population of six. "From the air, we could see thousands of people leaving from Ellis Island, headed to London."
Vaccination: You have developed the technology to slow the spread of the Moaning Virus. For each use, you may stop the conversion of one of your population to a ZT. Use during the ZT Feeding Phase where the chosen ZT still reduces the population die by one, but a new ZT is not added to the region. "I hate shots. But I hate the idea of eating people more."
Tier 2
MV1 Screening: You can now completely screen out your next zombie outbreak. For each use you may ignore a given outbreak. The use cost must be paid for each outbreak that you decide to ignore. This technology must be used before the die twelve is rolled to determine where the outbreak occurs. May be used in the Random Event or Upkeep Phases. (If a FP has been saved for the Upkeep Phase). "They hadn't turned yet. So instead of moaning, they threw themselves against the fences screaming at us."
Foreign Aid: You now have routes to safely move supplies to aid other players. For each use remove one of your Population Die from your popularity track and place it in your foreign aid technology box. Thus increasing your popularity by one. When reclaiming or curing regions take population dice first from your popularity track and lastly take your population dice from the foreign aid technology box. If your population dice are removed from the board in the future, place them on the popularity track and not in the foreign aid technology box. (Unless used again in the Action Phase). The resource card in the use fee is given to another player of your choice. "Shang-hai had held out for two years. The least we could do was air drop some rice."
Quarantine: You can now protect one region from ZTs. For each use, place a quarantine counter on one region within your territory. ZTs will not feed in this region and ZTs will no longer move to this region until the quarantine counter is removed. If this region is rolled for an outbreak, no outbreak occurs and you may ignore the remaining rolls for an outbreak. Use during the Random Event Phase prior to drawing cards. Remove the quarantine counter during the Upkeep Phase. ZTs occupying this region will move during the ZT Movement Phase (unless there are no eligible regions). Since ZT feeding has been prevented in this region. "I couldn't believe it. Germany looked like... Germany."
Tier 3
Cure: You have a cure for the Moaning Virus. For each use, convert up to two zombie tokens in any one region within or adjacent to your territory, back into population. Remove the ZTs and add up to two to the population die in this region to a maximum of six. If no population die is present then add one from your popularity track showing a population of one or two depending on the number of ZTs cured. If the die is already at six the ZTs are removed but no population is gained. If you cure ZTs in another player's region adjacent to your own, then that player gains the population back to their population die or if no die is present then they gain back a population die. "The moaning stopped. And became human. Mostly sobbing."
Military Advancement
Tier 1
Mobilization: Your military units have the training, tactics, and equipment for extremely quick and efficient movement. Your military units each move once for free each Action Phase. Each military unit may use airlift as their free movement. "Finally, I get to drive on the sidewalk"
Defensive Maneuvering Tactics: Your military units better understand the zombie threat. Your military units' defensive strength is permanently increased from one to two. This is not cumulative with barricading which limits the ability to maneuver. "Hey Private Gallaher, go stand behind that 50 cal. and wave your arms!"
Raised (Razed) Border: You better understand ZT migration. For each use, place a Raised (Razed) Border on any border in your territory between two regions (this may be a shared border with another player's territory). This border may no longer be crossed by military units, ZTs, and evacuating population. Any Raised/Razed Border on one of your borders (even one placed by another player on one of your shared borders), can be reversed by repaying the use cost at any time during your Action Phase. "I don't care about the civies, sergeant. Blow that bridge now"
Civilian Decoy: Your military has developed the tactics to deter zombies from moving. For each use, choose one ZT (prior to any ZT movement), and flip that ZT from its active side to its inactive side, during the ZT Movement round. That ZT will no longer move. You may choose a ZT in any region within or adjacent to your territory. "Private, it is not for you to decide who lives and who dies. The lives of a few will save the many."
Tier 2
Reinforced Barricade: Your military units have the skills and materials to reinforce themselves when barricaded. All your military units' defensive strength is permanently increased from two to three when barricaded. "They will break upon this fortress like water upon rock"
Airstrike: You have perfected the tactics and ordnance to strike ZTs effectively from the air. For each use, you may remove one ZT in any region up to two regions away from your military unit(s). May only be used twice for each of your military units per Action Phase. "I love the smell of charred corpses in the morning"
Special Ops ZT Units: Your military units have developed special ops training that is extremely effective against zombies. For each use, one of your military unit's offensive strength is increased from 1 to 3 for the remainder of the phase. May only be used once per military unit per Action Phase. "I was a butcher before MV1. Not much has changed, just the smell"
Tier 3
Nuclear Warhead: You have effective ranged nuclear technology against ZTs. For each use, choose any adjacent region to your military unit(s) and remove all ZTs, military units, and any population die in the target region. If your population die is removed or your military unit(s) is removed from this attack you must spend one additional FP (If you do not have this required FP Pawn you may not perform this action). If another player's population or military is destroyed from this attack you must spend two additional FPs (If you do not have these required FP Pawns you may not perform this action). If you have successfully tested Airstrike, use up to two regions away from your military unit(s). "It's a BIG problem, we need a BIG solution."
Physics and Science
Tier 1
Resource Infrastructure: You can produce and access resources in regions that don't normally produce resources. For each use, permanently place a resource counter in a region within your territory that does not already have a resource counter or a resource icon. If placed in a "producible" region collect one resource card of the type shown on the counter during the Resource Phase. This region now acts identical to your other regions with resource icons. "I don't care if you have to log the entire west coast. Plant more corn!"
Sonic Technology: You now have sound technology, increasing ZT attraction toward a region. During the ZT Movement round, you may temporarily increase the value of a region's population die by one for each use (may be done more than once for a single population die and you may increase the value of the population die by greater than six). Use this technology in any region within or adjacent to your territory. Note: the population die is not actually turned to the new number as the new number is solely used for the purpose of this turn's ZT Movement round. "The only thing worse than the actual MV1 moan? The government version. Amplified"
Pheromone: You can camouflage military units from ZTs with an olfactory mask. Use during the Zombie Token Combat Round or the Military Movement and Combat Round. For each use prevent one military unit from taking damage. The military unit will still destroy a number of ZTs equal to the military unit's offensive strength (during the Military Movement and Combat Round) or defensive strength (during the Zombie Token Combat Round). The military unit cannot remain in a region occupied by ZTs at the end of the respective round or pheromones is depleted and the unit is destroyed. (Since the unit can't move during the Zombie Token Combat Round all ZTs must be destroyed by the end of the round or the military unit is destroyed). This technology may be used once per unit per phase. Military units may not destroy more ZTs in a given phase than the military unit's strength. "And I thought the smell came from all the rotting corpses"
Technology Focus: You have focused your testing of zombie technologies. Once per Action Phase gain +2 to one die twelve technology testing roll of your choice. "We didn't sleep much in that lab. Not much at all."
Tier 2
Rebuild Infrastructure: You can regroup your dispersed civilian population and rebuild regions ravaged by ZTs. For each use increase one of your existing population die by up to two points. Adjust the population die to represent this increase, to a maximum of six. "Suddenly Manchester became a destination. Mainly because there was a functional road."
Brain Food: A perfect recipe for an olfactory and gustatory ZT attractant. Use during the ZT Movement round prior to ZT movement. For each use, move one active ZT from one region in your territory to any adjacent region. Turn the ZT inactive side up once you move the ZT to show that the ZT has moved for this turn. "They dumped the stuff out of old bombers. It looked like cat food."
Refined Resources: You are at the pinnacle of resource production and development. You may draw two extra resource cards of your choice during the Resource Phase. "Drink up boyz. It may look like mash, but it tastes like, well, mash"
Tier 3
Cannibalism: You now have a gas that activates ZT aggression toward one another when ZT population density becomes too concentrated. When used, reduce the number of ZTs in each region in your territory to four. "Imagine a mosh pit at a rave. Then throw in some sharks"