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Zombie Survival: The Board Game

Zombie Survival: The Board Game Rulebook

Table of Contents

Table of Contents

  • Object
  • Game Setup
  • Part I: Preparation
  • Part II: Zombie Apocalypse
    • Zombie Movement
    • Event Cards
    • Actions
    • Barricades
    • Combat Zombies
    • Wounds
    • Zombies in the House
    • Going to Town
    • Making Noise
    • Unwelcome Guests
    • Loss of People
    • The End
    • Items

Object

Mindless brain-starved zombies are attacking your house. How long can you keep them out?

Game Setup

Sort the item tiles by type. Take a random house and place four yard pieces around it. Take a tracking sheet and place a glass bead on the "5" space of each track. The track is used whenever resources (lumber, water, etc.) are gained or lost. Set the game lid on the table with the open side up and the dice nearby. Separate the Town Item cards by location and shuffle. Take the Night card out of the event deck, shuffle the other events, then insert the Night card near the middle of the deck.

The game is split into two parts:

Part I: Preparation

  1. Players take turns (going clockwise) choosing one item tile and placing it on his house. Tiles cannot overlap, or extend beyond the outside walls of the house. Spaces with icons (first aid, refrigerator, etc.) cannot be covered.
  2. After each player has taken a turn and selected one item, a second round is played in reverse order (counter-clockwise: the last player in the first round is the first in the second).
  3. Repeat steps 1 and 2 until all houses are filled.

Note: Once the Zombie Apocalypse begins, the house is considered one single space for purposes of movement: it does not matter where in the house items are located. The house has electricity and running water until an event says otherwise.

Part II: Zombie Apocalypse

The game is played over a series of rounds. The game starts during the "day." It remains day until an event card indicates that it is "night." Each round has 6 steps:

  1. Roll one die: Each player must place one zombie on the matching space in each yard (4 zombies per player). Zombies may move.
  2. Turn over the top event card and resolve it.
  3. All players can now build barricades by spending actions.
  4. All players can now combat zombies by spending actions.
  5. All players can now send people to town, or shop if they are in town, or return home from town, by spending actions.
  6. All players can spend any remaining actions to place zombies in opponents' yards.

Zombie Movement

Zombies always enter play in a numbered square. There can only be one zombie per space. If a new zombie enters an occupied space, the old zombie moves one space closer to the house. If that space is also occupied that zombie moves also, and so on.

If a zombie next to the house moves, it will enter the house if there is an unbarricaded door or window adjacent to the zombie. If the adjacent door or window is barricaded, the zombie moves one step left or right along the edge of the house (owner's choice).

If there are now three zombies next to a barricade, the barricade is removed.

Event Cards

All event cards take effect immediately and affect all players. If your house catches fire and you cannot put it out, you lose the game. When the Night card is drawn, it becomes "night" for the rest of the game. All actions that allow you to roll more than 1 die now have a 1 die penalty.

In addition to the event card text, players may need to spend resources:

Batteries: the number shown is the number of battery-operated items that die and cannot be used unless a battery item is spent to power it.

Fatigue: the number shown is the number of people in each house that cannot take any action this round.

Food: each player must spend enough food to feed every person in his house. Any person that cannot eat is removed from the game.

Sick: the number shown is the number of sick people in the house. 1 First Aid must be spent for each sick person or he leaves the game.

Water: if your house has running water, this has no effect. Otherwise, you must spend 1 water.

Actions

Each person in your house can spend one action per turn (unless fatigued by an event).

Barricades

It costs 1 lumber and 1 action to barricade 1 door or window. Place a glass bead on the barricaded door or window. 3 zombies next to a barricade remove it. You can remove a barricade for 1 action.

Combat Zombies

A person in a house with a weapon can spend 1 action to attack 1 zombie. Each weapon shows the number of dice you roll when you attack with that weapon.

Ranged weapons are used from inside the house. Subtract 1 die if it is night or if the zombie is more than 1 space away.

A person with a melee weapon can leave the house through an unbarricaded door or window to attack. After the attack the person automatically returns to the house. Each weapon can be used only once per round.

Throw the dice into the box lid. You must keep your hand above the box when you roll. Any dice that do not land in the box miss the zombie.

If any dice land in the head area of the zombie in the box, or if the sum of the dice that land on the zombie picture is 6 or higher, the zombie is killed.

Remove killed zombies from the board.

If the zombie is not killed, and the weapon makes noise, add a new zombie to the same yard piece. If the zombie is not killed and the weapon was a melee weapon, the attacker is wounded.

Wounds

If a person is wounded, you must spend 1 first aid. If you do not, remove the person from the game.

Zombies in the House

If there are any zombies in your house after the combat zombies step, one person in your house is wounded for each zombie in your house.

Going to Town

If you have a vehicle, you can send people to town. Place the people and any weapons they take on the vehicle and place it beside your board.

You must spend 1 gas to go to town, and all people going to town must spend their action for the round.

Any zombies in the driveway are automatically killed, but each does 1 damage to the vehicle.

On the next turn, people in town can spend an action to search. Each searcher draws 2 cards from 1 location deck during the day, or 1 card at night.

If a zombie is drawn, the person must fight it immediately. Each person in town can carry 1 item if it does not exceed the limit for the vehicle. Weapons carried do not count against these limits.

People in town can stay as long as you wish, but if there are no people in your house you lose the game. When they return, each returning person must spend his action for the round. Any zombies in the driveway are automatically killed (doing damage to the vehicle). The garage door must be unbarricaded.

If the vehicle is destroyed in the driveway, the people inside can try to fight their way to an unbarricaded door or window. Each person in the car gets 1 combat action to clear the path. If they cannot clear it, they are all removed from the game.

Making Noise

If you take any action that makes noise, a zombie appears in a random space in the closest yard. Use the rules for step 1.

Unwelcome Guests

During step 6, you can spend leftover actions to send zombies to your opponents. Pick a yard piece and roll 1 die. Place the zombie in the matching space.

Loss of People

People are lost if they are wounded or sick without a first aid kit, or if they need food or water you don't have.

The End

If you have no people in your house, you lose the game. If your house is on fire and you cannot put it out you lose. The last player to survive wins the game!

Items

In the back of the rules is a list of all items in the game and their effects. See the rulebook.