Zombie Horde Beta Rules
Zombie Horde Beta Rules
GAME DESCRIPTION
VICTORY CONDITIONS
To win the game, players must expand their colony and successfully build the
Research Lab. Victory is achieved when the Research Lab reaches its final
level of development. However, the game is lost if the number of survivors in
the colony drops below the number of players. Maintain a strong and thriving
community to ensure your success against the relentless zombie horde.
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GAME COMPONENTS
ELECTRICITY GENERATOR
1) Electricity Generator card
2) Image
3) Generator Set icon
4) Card level
5) Number of Survivors required for the
generator to work
6) Resource needed to work
STRUCTURAL CARD
1) Structural card
2) Image
3) Icon
4) Card level
5) Compatible Electricity Generator
icons
6) Number of resources produced
by 1 Survivor
7) Number of resources produced
by 2 Survivors
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BONUS CARD
1) Bonus card
2) Image
3) Icon
4) Card level
5) Compatible Electricity Generator icons
6) Number of Survivors required for the
tool to work
7) Bonus to add to Morale
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CLASS SHEET
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ZOMBIE ID CARD MUTATED CREATURE ID CARD
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GAME SETUP
- Place the General Colony sheet on the table.
- Place the Level 1 Blueprint deck in the Blueprint slot.
- Place the 3 Morale decks close to the Morale bar.
- Separate and place all the tokens on the table within easy reach.
- Place the Exploration decks on the table within easy reach.
- Take all the Mutated Creature ID cards and form a deck.
- Distribuite the 5 Class ID sheets and the matching Colony sheets among the
players.
- Each Player take 3 survivors.
- Place the Zombie Id cards within an easy reach.
- Prepare the Storage Register
GAME ROUNDS
The game is divided into rounds, and 1 round is composed of 2 phases: Colony
and Exploration.
COLONY PHASE: the Colony phase takes place on the Colony board and is
played following 9 steps in order.
When both phases are completed, this constitutes one round. The next round
starts from the first step in the Colony phase.
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THE COLONY
“The Colony is the place that allows you to survive. You should take care of it.”
The colony is the heart of the game, populated by survivors who live and work
there to produce resources. Their goal is to grow the colony and ultimately
find the cure.The game starts with a group of 15 Survivors, but this number will
change during the game. Each Survivor token represents one Survivor. Players
distribute Survivor tokens inside the Colony to produce resources and grow
the Colony. Some of them may work on various tasks, such as getting water,
preparing food, building weapons, etc. Others may be sent out on explorations
to gather resources from the surrounding areas or to find new Survivors. Survivors
are the heart of the Colony, so new people have to be found to join.
STORAGE REGISTER
When Survivors produce resources in the Colony through the Structural cards,
or when they gather resources in the exploration phase, players should record
them in the Storage Register. The Storage Register is an inventory of all available
resources. When a player uses some of the resources, they subtract them from
the Storage Register so it always shows the exact amount of resources available.
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CLASSES
There are five different classes in the game, and each player may control one
or more of these classes.
THE COLONY
The colony is divided into six distinct colony sheets, each representing a crucial
aspect of the colony’s survival. Each player will control one of these aspects,
while the general colony sheet is shared among all players.
After choosing a class, each player takes the colony sheet corresponding to
their class, while the general colony sheet is placed within easy reach of all
players.
Each Colony sheets is populated by survivors, represented by Survivor tokens.
The game begins with 15 survivors, with each Colony Sheet (excluding the
general Colony Sheet) receiving three survivors. This number will fluctuate
throughout the game. Each Survivor token represents one survivor.
Players can distribute Survivor tokens on their Colony Sheet as they see fit
to produce resources, grow the Colony, or accomplish various tasks. Some
survivors may gather water, prepare food, defend the colony, and perform
other essential tasks. Others can be sent out on explorations to collect resources
from surrounding areas or to find new survivors. Survivors are the heart of the
Colony, so recruiting new members is crucial for its growth and survival.
In this cooperative game, it’s important to understand that Players don’t own the
survivors they manage. Instead, they can strategically share and allocate their
survivors to other players who might need them for crucial tasks. Cooperation
is key. Rest assured, survivors are constantly being discovered, so players will
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always have opportunities to gain more. This communal approach ensures that
the survivors are placed where they are most needed, benefiting the entire
colony and enhancing the collaborative spirit of the game.
For example, the Signal Corps player has three survivors. On his Colony sheet, he
has only one transistor, which means he can place only one survivor to operates
with the radio. He keeps a second survivor to send out for exploration. He then
decides to give his third survivor to the Farmer player, who needs additional
help gathering water. This demonstrates how players can share their resources
and survivors to support each other and ensure the colony’s success.
Both the Electricity Generator cards and the Structural cards have 3 levels, from
1 to 3. The game starts with the Level 1 cards.
Level 1 cards can be upgraded to Level 2, and Level 2 cards can be upgraded
to Level 3. Each level has its own color: Level 1 green; Level 2, yellow; Level 3,
red.
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The Electricity Generator cards are:
- Steam engine (Level 1, requires wood; powers Level 1 Structural cards)
- Generator Set (Level 2, requires gasoline; powers Level 1 and Level 2 Structural
cards)
- Solar Panel (Level 3, does not require fuel; powers Level 1, 2 and 3 Structural
cards + Bonus cards)
Each Electricity Generator card has structural cards linked to it. When players
upgrade the Electricity Generator card, the related set of structural cards
is unlocked and can be used. Level 1 Steam Engine and some of the Level
1 Structural cards are already on the Colony board, while the other level 1
Structural cards are already unlocked in the beginning of the game. Other
cards need to be unlocked. Generator Set Level 2 unlocks Level 2 Structural
cards, and Solar Panel Level 3 unlocks Level 3 Structural cards. See Building and
Upgrading Electricity Generators and Structural cards, below.
The bottom part of the Structural card shows the type of Electricity Generator
needed by the card to produce resources. The Structural card icon must match
the Electricity Generator card icon.
Some electricity generators require fuel to operate, and all of them need
survivors to run them (see allocating survivors below). Steam Engines (Level 1)
require 1 Wood and 1 Survivor, while the Generator Set (Level 2) requires 1
Gasoline and 1 Survivor. If these electricity generators lack fuel or survivors to
operate them, the connected structural cards will not produce resources.
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EXAMPLE: In the image below, the Generator Set consumes 1 Gasoline each
round. If you do not have Gasoline in the Storage Register, the generator cannot
work, and no resources can be produced by any of the linked Structural cards.
During the Colony phase, players collect all the resources produced by the
structural cards, and add them to the Storage Register.
Allocating Survivors
As well as an Electricity Generator, Structural cards need 1 or more Survivors
to work on them to produce resources. This is done by allocating a number of
Survivor Tokens to the card. Different numbers of Survivors produce different
numbers of resources, as indicated on the card. Players may choose how many
Survivors to allocate to each card.
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BUILDING AND UPGRADING ELECTRICITY GENERATOR AND STRUCTURAL CARDS
To build or upgrade a card, you need to use the resources indicated on the
back of that card. When you have enough resources to upgrade or build the
card, remove those resources from the Storage Register, flip the card, and
place it on the Colony sheet. Remember, when upgrading a card, place the
new card over the old card if present, but do not remove the old card.
Note: Remember that when you upgrade the Blacksmith Structural card you
must also upgrade the corresponding Weapon card deck. See Armory, below.
Note: Remember that before upgrading any Structural card, you must first
upgrade the Electricity Generator.
COLONY SHEETS
GENERAL COLONY SHEET
The general colony sheet represents the shared area of the colony that
remains under communal control. This central hub is essential for various colony
functions: it houses the power generators that keep the colony running, stores
the weapon deck, and tracks the morale bar to reflect the colony’s overall
spirit. Additionally, the general colony sheet includes the training center, where
characters can develop new skills and abilities, and the relax room, a space for
characters to recover and rejuvenate.
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ELECTRICITY GENERATOR SLOT
The game starts with the Steam engine ready for use. Players can later upgrade
it and replace it with a new energy generator in the same slot.
How it works
Each card of the Armory deck is divided into 2 stages.
1. The front of the card shows the first stage, called Blueprint. This is a blueprint
of how to build the weapon from broken pieces. It is placed on the Blueprint
slot of the General Colony sheet.
2. The back of the card represents the second stage, called Weapon, and is
the built weapon, ready to use. It is placed on the Weapon slot of the General
Colony sheet.
Blueprint deck
1) Name
2) Image
3) Card level
4) Resource needed to build the weapon
The Blueprint deck is divided into 3 levels.
These levels correspond to Blacksmith
Structural card levels.
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During the game, players can build new weapons by using the Blueprint deck,
which can be browsed freely. To build a weapon, players choose a Blueprint
card from the Blueprint deck and use the resources indicated on the card by
removing them from the Storage Register. They then they flip the card over to
the Weapon side, and place it in the Weapon slot on the General Colony sheet.
From now on, players may equip this weapon when going for the Exploration
phase.
Weapon Deck
The Weapon deck is divided into 2 categories.
- Shoulder weapons: weapons with this icon are placed in the right slot of the
Survivor sheet (1).
- Belt weapons: weapons with this icon are placed in the bottom slot of the
Survivor sheet (2).
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Only one cards can be added to each slot unless a special ability allows the
player to add more.
Bullets: Bullets are produced by the Blacksmith. Some weapons need Bullets.
This is indicated by the Bullet icon on the card. The maximum Bullet capacity
of the weapon is shown next to the Bullet icon. Players take the Bullet tokens –
without exceeding the maximum number for that weapon – and subtract that
number of Bullets from the Storage Register.
Each time the weapon is fired, subtract a Bullet token. When there are no more
Bullet tokens, the weapon cannot be fired again.
One-Time Use Icon: One-Time Use weapons must be discarded after making
an attack. Their card is placed in the Blueprint deck.
TRAINING CENTER
This is the place where Survivors improve their skills and become Specialists.
Each class has three unique career paths to choose from, detailed in the
Character Upgrade Sheet (CUS). Each CUS is divided into three levels,
corresponding to the levels of the Blacksmith structural card.
Players may upgrade their Specialists as the Blacksmith level increases.
As example, here are the three career paths for the class “Sentinels”:
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1) Class icon 7) Special Ability
2) Name of the career path 8) Identifying color (this color match
3) Level the Specialist token color)
4) Name of the ability
5) Description
6) Wooden cube slot
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To upgrade a survivor into a Specialist or to advance a Specialist to a higher
level, the player must place their token in the Training Center slot until the next
Colony phase (step 9).
Example:
The Blacksmith Structural card is at Level 1, and the player controlling the
Sentinels Class decides to upgrade one of their survivors. He wants a Specialist
in “Support”. Support is identified by the color blue.
In Step 9 of the Colony Phase, they replace one of their Survivor tokens with a
Specialist Blue token and place it in the Training area of the General Colony
sheet (1).
In the next Colony Phase (step 9), the player can retrieve their survivor, now a
Level 1 Specialist in Support, and take the Support CUS (Blue upper left corner),
placing a wooden cube on the Level 1 ability to activate it. This ability can now
be utilized by the Specialist in Support during the exploration phase.
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When a player upgrades their Level 1 Specialist
to a Level 2 Specialist, they will move the wooden
cube to the second slot of the corresponding
CUS, indicating that both the Level 1 and Level 2
abilities can now be used. This process continues
up to Level 3, where the cube is moved to slot
number 3, showing that all three abilities are
available.
RELAX ROOM
The rest room is where players can place survivors
as soon as they arrive at the colony or when
survivors are not assigned to any tasks.
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MORALE
Morale is a key element of the game. Depending on Morale, things may go
wrong.
The Morale bar can be seen on the General Colony Sheet. It goes from +1 to
-6. At the beginning of the game, Morale starts at -1. During the game, Morale
may increase and decrease; it is checked during the Colony phase (see Colony
phase below).
Increasing Morale: When all the Survivors have food and water, Morale
increases by 2.
NOTE: When Bonus cards are in play, remember to add Morale for each card.
The amount Morale increases is indicated on the Bonus card.
Decreasing Morale: For every 2 Survivors without food or water, decrease
Morale by 1.
During the Colony phase there is a “check and resolve Morale” step; if Morale
is below zero, players must draw and resolve one Morale card. Morale has 3
different decks of cards: Normal (green), Bad (yellow), Very Bad (red).
In the example above, Morale is -3, so players will draw and resolve a card from
the yellow Morale deck.
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FARMER SHEET
The player controlling the farmers class ensures the colony is well-fed
and hydrated, managing the essential resources of food and water.
Additionally, they decide which other structures to build, balancing the
colony’s needs for food and water with other critical resources.
The Farmer Sheet has 2 default structures: one for water and one for food. The
player controlling this sheet may decide which other structural card to build
during the game.
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MED-TECHS SHEET
The player controlling the medical lab is responsible for the colony’s
health and well-being, ensuring everyone stays safe and healthy. They
also oversee the construction of the research lab, which is essential for
discovering and developing the cure for the zombie virus to save mankind.
1 – Medical Lab.
2 – Number of Survivors required for the lab for it to be operational (just 1 survivor).
3 – Type of Medicines that can be produced every round.
4 – E.R.
5 - Number of Survivors required in the E.R. (Emergency Room) to be operative
(just 1 survivor).
6 – Class icon.
7 – Available slot to construct the Medical Research Lab.
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MEDICAL LAB
During the game, illnesses may spread, and people will need to be cured. It is
beneficial to always have medicines ready, and one survivor in the E.R.
E.R.
For the E.R. to be operational, it requires at least one survivor working in it.
Without any survivors in the E.R. slot, the colony cannot administer cures, and
any medicine tokens produced become unusable.
How it works
Some Event cards may require you to cure people, specifying the type and
quantity of medicine needed. When such an event occurs, check the event
card for the required medicines, such as disinfectant, penicillin, or antibiotics,
and the amount needed. Ensure that one survivor is working in the E.R., then
discard the corresponding tokens to cure the affected individuals and discard
the event card with no effect. If there is no survivor in the E.R. or if some medicine
tokens are missing, the effect of the event card takes place.
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Signal Corps
The player controlling the signal corps manages communication within
the colony and with the surrounding areas. They utilize radio systems to
facilitate trade and coordinate other essential activities, ensuring the
colony stays connected and informed.
How it works
Some Event cards may require using the radio on a certain frequency for
communications. To be operational and active, a frequency needs a survivor
allocated to it and a transistor placed in the slot on the same line as the
frequency. During the Colony phase, the player controlling the Signal Corps
may decide which frequency to activate by placing the transistor on the
corresponding line.
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If a message comes on a frequency that doesn’t have a transistor token, it
cannot be received, and the event card fails. Throughout the game, players
may use Electric Components to build more transistors. During Step 6 of the
Colony Phase, simply remove an electric component from the storage register
and add a transistor token to the sheet.
NOTE: Upgrading the Radio structural card reduces the number of transistor
tokens required, as transistors are fragile and can easily break.
Fixers
The player controlling the maintenance department, known as the fixers,
is responsible for keeping all machinery and equipment in working order.
They must regularly inspect and repair various systems throughout the
colony, ensuring everything runs smoothly and efficiently.
1 – Workshop slot.
2 – Resources needed to produce spare parts tokens.
3 – Spare part tokens that can be produced.
4 – Class icon.
5 – Empty Slots.
Workshop
In the Workshop area, the player controlling this class assigns survivors that are
ready to intervene to repair structures in the Colony.
Certain event cards may trigger situations where these maintenance personnel
are needed to repair various aspects around the colony. To make repairs, spare
part tokens are needed.
Players may use the resources specified on the Fixer sheet to produce Spare
part tokens such as Metal spare parts, Electrical spare parts, and Water Pump.
During Step 6 of the colony Phase, deduct the required resources from the
storage register and place the resulting token in the workshop area.
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Note: Producing spare parts tokens does not require survivors, only the specified
resources.
When an Event card triggers a repair situation, the player sets aside the required
token and places one of the survivors from the workshop onto it, as indicated
by the token itself. During the next Colony phase, Step 9, the player discards
the token and returns the survivor to his playing area.
If during the emergency triggered by the event card there are no survivors in
the workshop, or if the required Spare Part token is not available, the effect of
the event card takes place.
Note: A survivor cannot work on more than one repair job simultaneously. If two
events requiring repair occur, two survivors are needed, one for each Spare
part token.
Empty slots
When the Electricity Generator Solar Panel (Level 3) is built, it is possible to
construct Bonus cards (Level 3) and place them in the available slots. These
Bonus cards work like any other Structural card, but instead of producing
resources, they increase Morale. When checking for Morale, add the bonus
written on each of these cards. See Morale.
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SENTINELS
The player controlling the sentinels is in charge of the colony’s defense
against attacks by raiders and zombies. They build and maintain strong
defenses, ensuring the colony remains protected and secure from
external threats.
1 - Colony
2 – Perimeter sectors (North, East, West, South)
3 - Class Icon
4 - Resources Needed to Produce Defense Tokens
5 - Defense Tokens
6 - Defense Value of Each Defense Token/Ammunition
How it works
The left part of the Defense sheet represents the perimeter around the colony,
divided into four sectors: North, East, South, and West. The Colony must be
defended against various types of attacks, such as from zombies or raiders.
To defend the colony, defense tokens must be placed in each of the four
sectors. To produce these tokens, during Step 6 of the Colony Phase, players
must discard resources as indicated on the Defense sheet. The player then
places the tokens in the four sectors as they see fit.
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Each defense token also has a specific value. To withstand an attack, the
value of each defense token placed in the sector of the attack (North, South,
East, West) must be subtracted from the value of the attack. Tokens and/or
ammunition used in defense are discarded as this calculation is performed.
If the value of the attack reaches zero, the attack fails and the Event card is
discarded. However, if there are insufficient defense tokens in the sector of the
attack to reduce the attack value to zero, the defense fails, and the effect of
the Event card take places.
NOTE: If a defense fails, any survivors assigned to that defense, such as those
operating a machine gun or flamethrower, are killed and must be discarded.
Types of Defense
WOODEN BARRICADE
Its defense value is 1. One wood creates 2 wooden barricade tokens.
METAL BARRICADE
Its defense value is 1. One metal component creates 2 metal
barricade tokens.
MACHINE GUN
One plastic component and one metal component create a machine
gun token. In order to be operative, one survivor must be allocated on
it, as indicated by the token. The machine gun must be equipped with
bullets, or it is useless. Each bullet token has a defense value of 1. If the attack
does not fail, when the player removes the last bullet, they will also remove
the machine gun and discard the survivor working on it, as they have been
killed. To load the machine gun, during Step 6 of the colony phase, remove the
desired number of bullets from the storage register
FLAMETHROWER
One Metal component and one electric component create a
flamethrower token. In order to be operative, one survivor must be
allocated on it, as indicated by the token. The flamethrower must
be equipped with Gasoline Tank tokens, or it is useless. Each gasoline tank
token has a defense value of 2. If the attack does not fail, when the player
removes the last Gasoline Tank token, they will also remove the flamethrower
and discard the survivor working on it, as they have been killed. Players may
equip the flamethrower during Step 6 of the colony phase. By removing one
gasoline from the storage register Players get two Gasoline Tank tokens.
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Example of a failed attack:
A horde of Zombies attacks from the North with an attack value of 5. The
player controlling the Sentinels Class begins discarding the defense tokens
and/or ammunition present in that sector, subtracting their values from the
attack value. If the value reaches zero, the player stops discarding defense
tokens, and the attack fails.
In that sector, the defense tokens include: one Wooden Barricade (defense
value 1), one Metal Barricade (defense value 1), and one Machine Gun with
a survivor operating it loaded with three Bullet tokens (defense value 1 for
each token).
The player begins discarding the defense tokens, subtracting their values from
the attack’s total value.
The total value of the defense tokens is 5, but the attack’s value is 6, resulting
in the defense failing. In addition to discarding the barricades and bullets,
the player also removes the destroyed Machine Gun, which was rendered
unusable by the horde of zombies, and the survivor operating it, who has
been devoured. Then the effect of the event card takes place.
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COLONY: UPGRADE EXAMPLE
This example shows the Electricity Generator, the Structural cards, and Blueprint
deck at Level 1 (green).
The Generator set has been upgraded to Level 2 and placed above the Steam
Engine. Level 2 Structural cards are now unlocked, allowing Level 1 Structural
cards to be upgraded.
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All the Structural cards have been upgraded to Level 2 (yellow). As soon as the
Blacksmith is upgraded to Level 2, the Level 2 Blueprint cards are added to the
Blueprint deck.
The Solar Panel is built and placed over the Generator Set. Now all the Structural
cards can be upgraded to Level 3.
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All cards are upgraded to Level 3 (red). As soon as the Blacksmith card is
upgraded to Level 3, the Level 3 Blueprint cards are added to the Blueprint
deck.
All cards are upgraded to Level 3 (red). As soon as the Blacksmith card is
upgraded to Level 3, the Level 3 Blueprint cards are added to the Blueprint
deck.
With the Solar Panel in place (Level 3), the Bonus cards can be built (Level 3).
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COLONY PHASE
The Colony phase consists of 9 steps, and players must resolve the steps in order.
1) Welcome back.
Place the survivors that have just returned from exploration in each player’s
playing area. Place their weapons on the Weapon deck. Add all the resources
collected during Exploration and any remaining bullets to the Storage Register.
If you have found new survivors, distribute them among the players or, if you
don’t accept them into the colony, discard the corresponding number of
survivor cards. (see Survivor Cards)
2) Raider.
Check the number of Skulls on the Survivor discard pile. If there are 5 or more,
draw and resolve a Raider card. (see riders)
a) Check the Electricity Generator and subtract the fuel needed for operation
(for example Wood for the Steam Engine or Gasoline for the Generator set) from
the Storage Register. If Gasoline or Wood (depending on the Generator type)
is not available, resources (food, water, and bullets) cannot be produced, so
in this case, skip “b”.
b) Add all the resources produced in the Colony to the Storage Register. To
do this, look at the Structural cards and write down the number of resources
produced based on the number of Survivor tokens placed on each of them.
Only Structural cards with at least one Survivor working on them will produce
resources (resource are food, water, bullets).
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7) Consume resources for Survivors
Consume the resources needed by the survivors populating the colony and
subtract those resources from the Storage Register. Proceed as follow:
- Consume 1 ration of food for each Survivor.
- Consume 1 ration of water for each Survivor.
Write down how many Survivors remain without food or water, if any. This
number is used when checking Morale. (See Morale).
9)Assign the Survivors to their tasks and prepare for the Exploration phase (Start
here on the first round of a game.)
- Finalize or begin training for character upgrading in the training room.
- Complete any maintenance processes by discarding the maintenance token
and returning the survivor to the player’s area.
- Assign survivor tokens to the structural cards as needed.
- Prepare survivors for exploration.
- Leave all unused survivors in the rest room of the general colony board.
EXPLORATION PHASE
Survivors go on missions outside the Colony to explore and gather resources
from the surrounding area.
In Zombie Horde, Survivors take the role of 1 of the 5 classes available in the
game. This means that when players control the Survivors, they do not control a
specific character, but a member of a class. For example, player A is controlling
a sentinel not a specific character, just a sentinel. If the Survivor playing the
sentinel is defeated during an Exploration mission, they can be replaced with
another Survivor in the next mission.
At the start of the Exploration phase, players place the token of the survivor
chosen to go for exploration on their corresponding ID sheet.
Each ID sheet has its own basic weapons – for both melee and ranged combat.
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RESOLVING THE EXPLORATION PHASE
During the Exploration phase, players choose and resolve a Location card from
the Exploration deck. Each Location card contains a mission that the Survivors
must complete.
2)Fight and Resist: Survivors already have the resources they were looking for
but on the way back to the Colony they are attacked by a huge zombie Horde
and they have to survive the attack.
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EXPLORATION PHASE SETUP
After choosing the Location card based on the resources they need, players
flip the card.
The front of the location card shows the mini-map, which explains how to build
the location.
MAP TILES
The map is divided into areas and levels.
In every mission there is always a ground level. There may also be additional
levels. In the example below, there are 2 levels: ground level and first level.
Survivors can always climb up to a higher level. Some types of zombie must
form a pyramid to climb to a higher level; other types can climb up like the
survivors. See zombie activation.
During the Exploration phase, players place tiles as indicated on the mission
mini-map. Several Obstacle tokens may be placed on the map too. The
Obstacle tokens obstruct line of sight and movement for both Survivors and
zombies, unless a special effect is active.
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SURVIVOR ACTIVATION
The Exploration phase is played over several turns. During each turn, Survivors
may activate and perform up to 3 actions, then zombies are activated. During
zombie activation, Survivors may perform 1 Reaction. See Combat, below.
Players may alternate and mix Survivor activations as they wish. For example,
they could spend one Action to activate a Survivor, then spend another Action
to activate another Survivor, then go back to the previous Survivor and perform
another Action. Players may even attack with more than one Survivor at the
same time. See Combat, below.
At the end of Zombie activation, all the Survivors remove the Wooden cube
from any slot, and a new round begins.
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GENERAL ACTIONS
Move 1 area
Each Survivor may move to just one adjacent area. Areas are adjacent if they
share a border. Diagonal movement is not allowed. Survivors cannot move
through walls or between non-adjacent areas, or end their Action in an area
containing an obstacle. Movement from an area containing one or more
zombies is not allowed.
Climb
If a Survivor has the Climb icon on their ID card, they may spend 1 Action to
climb up to the level above or to climb down to the level below (see abilities).
Pick up
If a survivor is in the same area as a token or a card, they can pick it up by
spending 1 Action.
Drop
A Survivor can drop a token or a card by spending 1 Action. Place the token or
the card in the same area as the Survivor that dropped it.
Trade
If 2 or more Survivors are in the same area, the active Survivor may spend 1n
Action in order to give/take a card or a token to/from another Survivor. Move
the card or token from one Survivor inventory to the other.
Combat
Survivors may spend 1 Action to perform an attack.
There are 2 types of combat in zombie Horde: melee and ranged.
Combat is straightforward. To attack, roll a pool of Attack dice. Any dice
showing a value equal to or greater than the Accuracy value count as
successful hits. While in melee, the Accuracy value is fixed for a ranged attack
changes depending on the distance from the target. See Range, below.
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Survivors may attack a target alone or together with other Survivors. Players
decide which Survivor will participate in the attack by checking their range
and line of sight. All the Survivors that satisfy these requirements may participate
in the attack. Survivors spend 1 Action, then, one by one they roll their pool of
Attack dice based on their weapon statistics. The hits scored by the Survivors
participating in the attack are added together.
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Diagonal attacks count as double the distance, so measure orthogonally from
the attacker to the target to determine the correct range.
Line of Sight (LOS): The attacker must be able to see the target. Only the follow-
ing objects block LOS:
• Walls/floors
• Obstacles
• Miniatures
For ranged weapons, draw a straight line between the center of the areas
containing the attacker and the target. If that line crosses an object that blocks
LOS, then the LOS is hindered and that target cannot be attacked. If the line is
unhindered, the attacker has LOS.
NOTE: LOS is impeded by the floor, which means that LOS from an upper level
to a lower level is only possible from the area closest to the edge of the wall.
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Attack Dice and Accuracy: Each weapon has a specific number of Attack
dice and one or more Accuracy values.
Before performing an attack, the player checks the Accuracy value to use
based on the range from the target. Then the attacker rolls the dice and each
die that is equal to or greater than the Accuracy value is a Hit.
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EXAMPLE 1
In the image above, the Grunt is at range 1 , meaning it is 1 area away from
the Sentinel. As indicated on the Sentinel Class sheet, the Accuracy value for
this attack is 4+.
EXAMPLE 2
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EXAMPLE 3
EXAMPLE 4
If the Grunt is at a range 4, the Sentinel is not able to perform the attack because
their weapon’s maximum range is 3.
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ATTACK EXAMPLE
The Sentinel and the Farmer decide to attack the Grunt. It is 2 areas away from
the Farmer and 3 areas away from the Sentinel. The Grunt is in range of both
Survivors.
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As written on their ID sheet, the Sentinel rolls 4 Attack dice, and with a range of
2 areas, the Accuracy value is 4+. They roll a 4, 5, 2, and a 6. The Sentinel gets
3 hits.
It is the Farmer’s turn. Its weapon allows it to roll 5 Attack dice, and with a range
of 3 the Accuracy value is 5+. It rolls a 1, 3, 5, 2, and a 6. The Farmer gets 2 hits.
The combined Sentinel and Farmer attack scores a total of 5 hits.
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The Resistance value of the Grunt is 3, as
indicated on its ID Card. So 3 of the 5 hits
rolled by the Survivors deal 1 wound to
the Grunt, and the remaining 2 hits are
lost. One Wound token is placed on the
Grunt ID card.
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Reaction
During zombie activation, Survivors might be attacked by one or more zombies.
A zombie attack is always successful and does not require any roll of the dice.
If one or more zombies are in an area containing one or more Survivors when
their activation is complete, these Survivors are defeated.
When a Survivor is attacked by zombies, they can use their Reaction to defend
themselves, and the other Survivors in range can use their Reaction to assist the
attacked Survivor.
The Reaction works just like the attack Action. Players spend their Reaction and
roll the Attack dice for each Survivor participating in the combat. Each die
equal to or greater than their Accuracy value is a hit.
If the total of hits is enough to defeat the zombie, the attacked Survivor survives,
otherwise, the attacked Survivor is defeated.
If there is more than one zombie in the same area as a Survivor, they all attack.
In this case, all the zombies must be defeated for the Survivor to survive the
attack. If there are two or more Survivors in the area, all of them will be defeated
if all the zombies in their area are not killed.
NOTE: When there is more than one zombie involved, the Survivors participating
in the attack must first declare what zombie they are attacking. Remember
that each Survivor can attack only one zombie at the time.
NOTE: When assisting an attacked Survivor, do not use weapons with a blast
area; otherwise the fellow Survivor will be defeated.
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DEATH
When a Survivor is defeated, the player discards their Survivor token from the
Class sheet and remove their miniature from play.
Discard any remaining Bullets, flip any Weapon card to the blueprint side, and
then place it back in the Blueprint deck. For the current mission, this Class can
no longer be used. If this Survivor was carrying an Objective token, it is dropped
in their area, and can be picked up later.
EXAMPLE
In this example, the Sentinel is under attack from both a Grunt and a Horde
(see below) and must defend against them. The Signa Corp, the Farmer, and
the Fixer are in range, and they will assist the Sentinel.
The Sentinel and the Signal Corp decide to fight against the Grunt, while the
Farmer and the Fixer will fight the Horde. The Sentinel and the Signal Corp start
first by spending their Reaction.
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The Sentinel will fight in melee because the attacker is in their area and, as
indicated on their ID sheet, they will roll 5 dice with an Accuracy value of 4+.
The Signal Corp will fight using the weapon equipped on their backpack, which
allows them to roll 8 dice with a range of 2 and an Accuracy value of 3+.
Grunt Resistance is 3 and has 2 Life Points. This means that the Sentinel and the
Signal Corp need to score 6+ hits in order to defeat the Grunt.
The Sentinel rolls 5, 4, 4, 6,1 scoring 4 hits. The signal Corp discards 1 Bullet token
and rolls 4, 1, 5, 4, 4, 6, 2, 1, scoring 5 hits. Total number of hits is 9.
6 hits inflict a total of 2 wounds. 3 hits inflict the first wound, and 3 hits inflict the
second wound. The remaining hits are lost. The Grunt has 2 Life Points, so is
defeated. The miniature is removed.
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Now it is time for the Farmer and the Engineer to fight. They both spend their
Reaction.
They will attack the Horde, hoping to save the Sentinel (who has already spent
their Reaction so they are unable to do anything else).
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The Farmer rolls 5 dice. With a range of 1, the Accuracy value is 4+. It rolls 5, 6,
4, 4, 6, scoring 5 hits.
The Fixer rolls 5 dice. With a range of 2 the Accuracy value is 4+. They roll 2, 5,
5, 1, 3, scoring 2 hits.
The total is 7 hits. The Horde’s Resistance value is 4 and it has 2 Life Points. 4
hits deal 1 wound, and the remaining 3 hits are not enough to deal another
wound, so they are lost. The big horde miniature is swapped with the small
horde miniature. The Horde has not been defeated, so the Sentinel is eaten by
the hungry zombies. The survivor token on the Sentinel ID sheet is discarded,
and the miniature is removed from play. For this mission, players cannot use the
Sentinel Class again.
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ABILITIES
RUN
Once per round, move one additional area.
CLIMB
This ability allows climbing up/down any wall.
JUMP
This ability allows overcoming an obstacle. When moving, do not
count the area with the obstacle.
REROLL
Once per round, reroll one die.
Action Transfer
If two survivors with this icon on their ID cards are in the same area
during an attack, each of them gains 1 additional hit.
ZOMBIE ACTIVATION
In the Zombie Horde there are 3 main types of zombies:
Hordes: This include the Big Horde and the Small Horde. They are the basic
groups of ravenous zombies that overrun and overwhelm everything they
encounter. The Big Horde has 2 life points. When a Big Horde loses 1 life point
(becomes wounded), replace its miniature with a Small Horde. If a Small Horde
enters an area occupied by another Small Horde, replace the two miniatures
with a Big Horde. These types of zombies must use a Zombie Pyramid to climb
up a wall.
The Pyramid: A Zombie Pyramid is created from a Big Horde or 2 Small Hordes,
and works like a bridge from one level to another. Other zombies may climb a
wall by climbing over a Zombie Pyramid. All the Pyramid miniatures share the
same ID Card. When this kind of enemy is wounded, place the Wound tokens
close to the miniature. The Pyramid may also return to the Big Horde form. (See
How a Zombie Pyramid works below).
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Mutated Creatures: These are the most dangerous types of zombies. Virus
mutations have created different zombies with unique abilities. Each Mutated
Creature has their own ID Card, so when it is wounded, place a Wound token
on its ID Card. Some of these zombies have the ability to climb a wall.
1) Screamer: attracts new zombies with its loud scream. It has its own deck of
Spawn cards. If a Screamer is on the board during the Spawning phase, after
resolving the Spawn card as normal, draw and resolve a Screamer Spawn card.
2) Jumper: can jump over obstacles. When moving, skip any area with an
obstacle.
3) Runner: cannot be blocked by the Electricity Grid.
4) Grunt: It is attracted to objective tokens. When it enters their area, it destroys
them. If there are no objective tokens on the board, it attacks the survivors as
usual.
5) Chained: When it enters an area with a zombie, it pushes the zombie toward
the survivors.
ACTIVATION STEPS
When the players finish activating their Survivors, it is time to activate the
Zombies. Follow these steps in order:
1) Move/climb
2) Attack
3) Spawn
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MOVE
Each zombie has a specific number of Movement Points as indicated on its ID
Card. It costs 1 Movement Point to move to an adjacent area. Movement is only
allowed in straight lines between adjacent open areas on the board. Diagonal
movement is not allowed. Zombies cannot move through walls, obstacles, or
between areas that are not adjacent, nor can they end their move actions in
an area with an obstacle unless indicated by an ability.
Zombies always move toward the closest Survivors by taking the shortest
available path. If there is more than one path of the same length to their target
Survivor, or two or more Survivors are at the same distance, players decide
which direction the zombie goes. Zombies move following Initiative order
(lowest Initiative goes first).
EXAMPLE
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It moves in straight lines across 2 areas to reach the Survivor.
Climb up
While zombies are hunting the closest Survivor, they often have to climb up a
wall because the Survivor is on a different level.
Climb: a zombie with this ability may climb any wall.
Other zombies will need a Zombie Pyramid to climb a wall.
Climb down
To climb down a wall, all type of zombies use normal movement.
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ZOMBIE PYRAMID
2) BIG HORDE: As soon as the Big Horde enters the area adjacent to the wall,
replace it with a Zombie Pyramid. Any remaining movement is lost.
SMALL HORDE: When a Small Horde enters an area adjacent to the wall, nothing
happens. However, if a second Small Horde enters the same area, replace
both miniatures with a Zombie Pyramid.
NOTE: If a Big Horde enters an area near the wall where a Small Horde is already
present, replace the Big Horde with a Zombie Pyramid and leave the Small
Horde in the same area. In the next activation, the Small Horde can use the
Pyramid to climb the wall if needed.
EXAMPLE
The Big Horde moves toward the Farmer. It has 2 Movement Points, as shown
on its ID Card.
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The Big Horde spends its first Movement Point to move. It reaches the area
adjacent to the wall.
3) When a zombie moves into the same area as a Zombie Pyramid, it can
instantly move to the upper level without spending other Movement Points.
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EXAMPLE
Another Big Horde moves toward the Farmer, the closest Survivor.
They spend their first Movement Point by moving to the adjacent area.
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Then, with their second Movement Point, the Horde reaches the area with the
Zombie Pyramid. They instantly move to the upper level, reaching the area with
the Farmer. When moving through a Zombie Pyramid, do not count the area
containing the Zombie Pyramid.
If many Hordes are on the board, they may form more than one Pyramid.
However, Zombie Pyramids cannot be formed in adjacent areas.
EXAMPLE
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Players start moving Horde 2. The Farmer is the closest Survivor. The Horde has 2
Movement Points, as indicated on their ID Card.
The Horde spends the first Movement Point and moves 1 area. It reaches the
area adjacent to the wall.
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that the move should be toward the Med Tech, but the Horde will have to form
a Pyramid to reach them, and as the image shows, there is already a Pyramid
in the adjacent area. So, Horde 1 will move toward the Pyramid and use it to
climb the wall.
The Horde uses its first Movement Point to move straight to the adjacent area.
Then it spends the second Movement Point moving toward the Zombie Pyramid.
The second Movement Point brings the Horde into the same area as the Zombie
Pyramid. Do not count the area containing the Zombie Pyramid, so the Horde
instantly moves to the same area as the Farmer. Now it is time to move Horde
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3. The closest Survivor is the Sentinel. To reach it, the Horde needs to climb the
wall.
The Horde spends its first Movement Point moving 1 area toward the Sentinel.
The second Movement Point would bring the Horde to the same area as the
wall. The closest Zombie Pyramid is 2 areas away, so the zombies can form a
new Pyramid.
Horde 2 reaches the wall, and their miniature is replaced with a Zombie Pyramid.
Note: The Zombie Pyramid has its own ID Card, and it can be attacked and
defeated like any other zombie.
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Zombie Pyramid Transformation: The Zombie Pyramid has the ability to revert to
its original form, which was the Big Horde.
If all the Survivors on the floor where the Zombie Pyramid is currently ahead leave
that building/construction, the Zombie Pyramid miniature must be replaced
with the Big Horde miniature, signifying its transformation.
EXAMPLE
The Sentinel and the Farmer are positioned on the first level, on the bridge,
while a Zombie Pyramid is found on the ground level.
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Both the Sentinel and the Farmer climb down from the bridge and reach the
ground level.
At the beginning of the Zombie Activation phase, no Survivors are on the first
level (the bridge).
The Zombie Pyramid moves, reverting to its original form, the Big Horde.
Later, during the Zombie Activation attack step, the Big Horde may attack any
Survivors within its area.
Note: If a wounded Big Horde forms a pyramid, the Zombie Pyramid is wounded.
If a wounded Zombie Pyramid reverts to a Big Horde, it stays wounded.
Attack
When all the zombies have moved, it is time for them to attack. Each zombie in
the same area as a Survivor attacks following the initiative order (starting from
the lowest). A zombie attack is always successful and does not require a dice
roll. Survivors may use their Reaction to defend the attack. Each Survivor in an
area with a zombie is defeated at the end of Zombie Activation.
SPAWN
The last step in Zombie Activation is the spawning of new zombies. New zombies
are spawned by drawing and resolving a Spawn card. There are 2 different
decks of Spawn cards in the base game, and depending on the type of mission,
players will use the corresponding card.
1) Search and Explore deck: used in the Search and Explore missions.
2) Fight and Resist deck: used in the Fight and Resist missions.
During the Spawn phase, new zombies appear in the same areas as Spawn
points, which are represented by tokens numbered 1 to 6. The mission mini-
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map. shows where to place each Spawn point on the map.
A Spawn card is divided in 4 columns. The first column shows the 6 Spawn points.
The other 3 columns are based on the 3 levels of the Blacksmith Structural card
(weapon cards). They indicate what kind of zombie to spawn and where
to spawn. The “H” indicates a Big Horde, while “MC” stands for a Mutated
Creature.
When a Mutated Creature is spawned, draw a card from the When resolving a
Spawn card, read the columns that correspond to the actual Blacksmith level
(weapon level), and place the zombies shown on the card in the same area as
the respective Spawn Point.
When the players have finished spawning new zombies, the round are over.
EXAMPLE
In the example above, the Blacksmith Structural card is at Level 2. So all the
zombies in columns 1 green and 2 yellow are spawned in the area of the re-
spective spawning point.
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EVENT CARD
Some Spawn cards have an Exclamation Mark icon. When this symbol appears,
spawn zombies as normal, then draw and resolve an event card.
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HOW TO RESOLVE AN EVENT CARD
Each event card displays an icon corresponding to the class responsible for
resolving it. The player controlling that class will take the necessary steps to
resolve the card. After resolving the Event card, the game continue as normal.
Types of cards:
Med-Techs
1) Class
2) Flavor
3) Effect of the card. If 1 penicillin and 1
antibiotic cannot be discarded, the colony
loses two people to illness, and 2 Survivor tokens
are discarded.
Fixers
1) Class
2) Flavor
3) Effect of the card. If 1 Metal Pump cannot
be used, the colony loses precious resources,
resulting in the removal of 3 waters from the
storage register. Remember that one survivor
must be placed on the metal pump, signifying
that they are working to fix the problem.
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Signsl corps
1) Class
2) Radio frequency that receives the message.
This means that to resolve this card, a Transistor
token must be present in the 96.3 MHz line slot.
If not, discard the card.
3) Flavor
4) Effect of the card. The player can decide
whether to make the trade or not. If they
choose to do so, they must discard 1 food
from the storage register to receive 2 gasoline.
Sentinels
1) Class
2) Value and area of the attack.
3) Flavor
4) Effect of the card. After subtracting
the defense value from the attack value,
determine the outcome and resolve the card
accordingly. For instance, if the defense value
is 4 and the attack value is 6, the outcome is 2
(6 - 4 = 2). An outcome of 2 results in the loss of
1 survivor. Discard one survivor token.
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HOW MISSIONS WORK
Players may choose which location to
explore depending on what resources
they need in the Colony. The resources
available in each location are indicated
on the back of the Location cards, and
are divided into groups. Each group is
assigned a colored Objective token.
Survivors must collect these Objective
tokens and bring them back to the Colony
to get the related resources. Each Survivor
may carry no more than 1 Objective token.
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FIND OTHER SURVIVORS EXAMPLE:
Some mission or event cards allow
players to find new survivors to bring
into the colony. However, there are
times when the players may not need
additional survivors. In such cases, they
have the option to deny some or all
new survivors from joining the colony.
Each time players deny a survivor
from joining the Colony, draw a card
from the Survivor Deck and discard it
forming a Survivor discard pile. Some
Survivor cards feature a Skull icon.
Once there are 5 skulls in the Survivor
discard pile, the colony is attacked by
Raiders. Shuffle the discard pile back
into the Survivor Deck and prepare for
the attack.
The Attack
Draw and resolve a Raider 1 card.
These attacks are similar to attacks
triggered by event cards but may last
longer. A Raider 1 card can escalate
to a Raider 2 card and potentially to The attack value is 8, originating from
a Raider 3 card, depending on your the East sector. If the colony’s defense
defense. value in the East sector is 8 or higher,
the attack is repelled.
Discard all the defense tokens till the
value of 8, then discard the Raider
card.
In this example, however, the defense
value from the East sector is 2, resulting
in a failed defense.
The player discards the defense
tokens/survivor from the East sector
then draws a Raider 2 card.
The attack had an initial value of
8, and the colony’s defense was 2,
resulting in a remaining attack value
of 6. Players must now resolve the
effects corresponding to this current
attack value.
According to the card beside, if the
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remaining attack value is 5 or higher,
players must discard a level 3 structural
card (if available) or a level 2 structural
card (if no level 3 card is available).
Additionally, they discard up to 3 units
of water and up to 3 units of food from
the storage register.
At the bottom part of the card, below
the red arrow, it is written that a survivor
attempts to call for help using the radio.
If the Transistor token is on the 102.5 MHz
frequency of the Signal Corps Sheet, the
defense value increases by 3.
Luckily, the call works, the Transistor
token is in the right spot, and the colony
receives help from a friendly settlement
nearby. They get a defense value of 3.
At this point, the player checks again
the difference between the remaining
attack value and defense values, as
stated on the card.
6 – 3 = 3. The attack value decreases
to 3. Therefore, the defense fails again,
and it seems the attack is ongoing. The
player proceeds to draw and resolve a
Raider 3 card.
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INTERACT WITH THE ENVIRONMENT: TOKENS
Oil Token: The Oil barrel token is frequently found on the map. Survivors have
the option to target it and trigger an explosion.
The Oil barrel token has its own statistics written on its ID card. When the Oil
explodes, resolve the effect specified on its ID card.
TYPE OF MISSION
Search and Explore
This mission uses the Search and Explore
Spawn deck of cards.
Search and Explore missions consist
of traveling to a place and gathering
resources. These resources are
represented by Objective tokens placed
on the map. The more tokens the Survivors
manage to collect, the more resources
they bring back to the colony.
Survivors must pick up the Objective token
to get the related resource. Sometimes
Survivors are unable to get all the tokens.
When they are back in the Colony, only
the resources associated with the tokens
the Survivors were able to collect are
added to the Storage Register, while
the resources associated with the tokens
they failed to collect are lost.
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The image above shows an example 6) Tokens. 1 obstacle (car) and 2 oil
of how to set up a Search and Explore tokens are placed in this example.
mission. 7) Exit. When a Survivor decides to
leave the mission, they can do it at
The image has 2 diagrams: The smaller any time by exiting the map in any
indicating which tiles to use; the larger permitted direction indicated by the
indicating how to set up the map. exit icon, while fellow Survivors may
continue with the mission.
1) Survivor starting points. 8) Tles
2) Building. Select the Building or
structure corresponding to this letter The mission ends as soon as all the
and number and place it on the map Survivors have left the map or if all the
as indicated. Survivors have been defeated.
3) Type of zombie already on the
board. (in this case 2 Big Hordes,
indicated by the letter Z).
4) Spawning point.
5) Objective token.
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Fight and Resist
At the beginning of the mission, play-
ers take the Objective tokens indicated
on the back of the card and give them
randomly to their Survivors (only 1 token
per Survivor). This means that the Survivors
have already collected the resources,
but on the way back to the colony they
have run into trouble and now they have
to repel the attack.
This kind of mission works in a similar way
to a tower defend game. Survivors have
to prepare their defenses to resist the
zombie attack. Defense items are found
at the location. These are not weapons
that Survivors carry with them when they
leave the Colony. The list of the defense
items found at the location is on the left
side of the card. Survivors may place
these defense items as they wish, then
they take the related ID Cards and the
Bullet tokens (without exceeding the max-
imum number written on the ID card). De-
fense weapons at the location already have their own ammo, so players do
not need to subtract bullets from the Storage Register.
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1) Spawn deck: players prepare the
Spawn deck. This is the number of cards
the players randomly put in the Fight and
Resist Spawn deck.
2) Mortar: this icon indicates the presence
of a Mortar in the location. Players may
place it wherever they wish, and then
they take its ID card and the Bullet tokens
without exceeding the maximum number
as indicated on its ID card.
3) Heavy Machine Gun: this icon indi-
cates the presence of a Heavy Machine
Gun in the location. Players may place it
wherever they wish, then they take its ID
card and Bullet tokens without exceed-
ing the maximum number indicated on
its ID card.
4) Electricity Grid: this icon indicates the
presence of an Electricity Grid in the lo-
cation. Players may place it wherever
they wish, then they take its ID card.
The mission ends as soon as the last Spawn card is resolved, or if all the Survivors
have been defeated.
Mortar: The Mortar can be used by a Survivor in its area. The Survivor spends 1
Action to perform an attack with this weapon. The Mortar can be used only
once for each attack.
Electricity Grid: The Electricity Grid blocks 1 zombie in its area. When a zombie
enters its area, it will be blocked until the Survivors defeat it or until the end of
the mission. If a zombie is already blocked by the Electricity Grid, other zombies
may walk through the area without impediment.
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