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Rules TLN

This document provides an overview of the components and gameplay elements in the board game Dead of Winter: The Long Night. It includes summaries of the main objective cards, secret objective cards, survivor cards, item cards, and the player reference sheet. The main objective cards have a name, setup instructions, goal, and estimated time to complete. The secret objective cards list the name and tasks to win the game. The survivor cards outline abilities and stats. Item cards display names, types, and effects. And the player reference sheet reviews the turn order and available actions.

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marcopro123xD
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© © All Rights Reserved
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0% found this document useful (0 votes)
68 views

Rules TLN

This document provides an overview of the components and gameplay elements in the board game Dead of Winter: The Long Night. It includes summaries of the main objective cards, secret objective cards, survivor cards, item cards, and the player reference sheet. The main objective cards have a name, setup instructions, goal, and estimated time to complete. The secret objective cards list the name and tasks to win the game. The survivor cards outline abilities and stats. Item cards display names, types, and effects. And the player reference sheet reviews the turn order and available actions.

Uploaded by

marcopro123xD
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 24

Stop!

If you wan
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RULEBOOK how to pla us to teach you
y,
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explanatio ideo
n.
WHAT’S NEW? MAIN OBJECTIVE CARDS
If you have played the first Dead of Winter, and just want to
review what is new in Dead of Winter: The Long Night. See
1 WE NEED MORE SAMPLES
the Long Night Rules section on page 16.
SET UP
MORALE STARTS AT 6.
2 ROUND TRACK STARTS AT 6.
Add 1 zombie to all non-colony locations.

COMPONENTS
• 8 – Dual-Sided Main Objective Cards
VICTORY
• 24 – Secret Objective Cards Every time a zombie is killed roll a die.
If the die result is a 4 or higher add a
• 11 – Betrayal Secret Objective Cards
• 5 – Exiled Secret Objective Cards
3 zombie token to this objective. Accumulate
3 zombies on this main objective for each
player that started the game.
• 20 – Survivor Cards At the start of the game read
• 5 – Player Reference Sheets section MO10 on page 17.

• 1 – First Player Token TIME


• 25 – Starting Item Cards
4 SHORT

• 20 – Police Station Item Deck Cards


• 20 – Grocery Store Item Deck Cards 1. Name: This is the name of the main objective.
• 20 – School Item Deck Cards 2. Setup: How to set up the board for this scenario.
• 20 – Gas Station Item Deck Cards
3. Goal: The task(s) that must be accomplished in order to
• 20 – Library Item Deck Cards
complete the main objective.
• 20 – Hospital Item Deck Cards
• 20 – Raxxon Item Deck Cards 4. Time: An estimate of how long this main objective will
• 22 – Crisis Cards take to complete. Short=45-90 minutes. Medium=90-120
• 10 – Improvement Cards minutes. Long=120-210 minutes.
• 12 – Raxxon Experiement Cards
• 6 – Raxxon Pill Side Effect Cards
• 61 – Crossroads Cards SECRET OBJECTIVE CARDS
• 9 – Adult Only Crossroads Cards
• 25 – Wound Tokens
• 20 – Helpless Survivor Tokens
1 HUNGER
• 20 – Food Tokens YOU WIN THE GAME IF ALL OF THE FOLLOWING IS TRUE:
• 20 – Noise Tokens 2 1. The main objective has been completed.
2. You have at least 3 cards in your hand.
• 20 – Barricade Tokens
• 6 – Starvation Tokens
• 20 – Bandit Standees
• 2 – Track Markers
• 30 – Zombie Standees
• 19 – Raxxon Experiement Standees
• 20 – Zombie Tokens (use if you run out of standees)
• 20 – Survivor Standees
• 100 – Plastic Standee Stands
• 1 – Colony Board
• 9 – Location Cards 1. Name: This is the name of the secret objective.
• 1 – Rulebook 2. Goal: The task(s) that you must accomplish in order to
• 30 – Action Dice win the game.
• 1 – Exposure Die
• 12 – Despair Tokens Note: Cards in the Dead of Winter: The Long Night are marked
• 12 – Advancement Tokens with a moon icon in the lower right corner to help distinguish
• 10 – Improvement Tokens them from cards included in other Dead of Winter sets.
2
SURVIVOR CARDS ITEM CARDS
1 FOREST PLUM 14 3
Mall Santa
2 2 4
5 5

1 FUEL 2
WASTE PILE: Play this card when
3 moving a survivor you control. Do

6
not roll for exposure for that move.

ANYWHERE: At the beginning of your


turn you may remove Forest from the 7
game to raise morale by 1.
4 POLICE STATION

1. Name: This is the name of the survivor. 1. Name: This is the name of the item.
2. Occupation: The survivor’s occupation before the zombie 2. Symbol Type: There are 7 different types of item cards.
apocalypse (This has no game effect).
3. Ability: A unique effect the card has when played.
3. Influence Value: The survivor’s place within the hierarchy 4. Location: This determines what deck this item card starts
of the colony. in at the beginning of the game.
4. Attack Value: The survivor’s proficiency in a fight.
5. Search Value: The survivor’s proficiency at finding items. item card SYMBOL TYPES
6. Ability Location: The location the survivor must be at to use
their ability.
7. Ability: A unique effect the survivor has on the game. Weapon Fuel Education Food Medicine Tool Survivor

PLAYER REFERENCE SHEET


1. Round Summary: This reminds players of the
1 ROUND SUMMARY 2 PLAYER TURN ACTIONS order in which things happen each round.
2. Player Turn Actions: This reminds a player what
PLAYER TURNS PHASE ACTIONS THAT
1. Reveal Crisis REQUIRE AN ACTION DIE
2. Roll Action Dice
3. Player Turns


{ Attack (zombie or survivor)
} Search
actions are available to him on his turn.
COLONY PHASE


Barricade
Clean Waste (3 cards) 3. Group Leader: The player’s group leader is
SECRET OBJECTIVE

1. Pay Food • Attract (2 zombies)


placed face-up in this area.
GROUP LEADER

2. Check Waste
ACTIONS THAT DO NOT
3 3.
4.
Resolve Crisis
Add Zombies REQUIRE AN ACTION DIE 4 4. Secret Objective: The player’s secret objective
• Play a Card
5. Check Main Objective
• Add a Card to the Crisis
is placed face down in this area.
6. Move Round Tracker
5. Followers: The player’s remaining survivors
• Move a Survivor
7. Pass First Player Token
• Spend Food Tokens
• Request
• Hand Off are placed in this area.
6. Unused Action Dice Pool: After rolling action
• Vote to Exile

5 REMEMBER!
dice the results are placed here.
6 The player to your right must
draw a Crossroads card at the 7
FOLLOWERS beginning of your turn! 7. Used Action Dice Pool: When a player uses an
action die it is placed here.
3
CRISIS CARDS CROSSROADS CARDS
1 HUNTED
2 If the player receives a non-frostbite wound as the
result of rolling for exposure after moving: “They
shot me! It was no accident either. I saw them!
They were all decked out in camouflage and they
had no interest in the zombies in the area. They
were hunting me, and I tell you what – they don’t
5 look as rough as us. They look well fed. We’ve got
armed cannibals in our backyard.”

3&4 OPTION 1
You hunt down the hunters. Roll for exposure

3
twice on each survivor you control.
1 THE VAULT
OPTION 2
= number of non-exiled players 2 For the remainder of the game, whenever any
+ player moves a survivor, in addition to rolling
FAIL: Place 6 zombies at the colony. In turn order, the exposure die they must roll a die. On a result
3 each player may choose to reveal a non-game-related
secret they have never revealed to their play group
of 2 or lower that survivor receives 1 wound.

before. Add 2 additional zombies to the colony for


each player who chooses not to reveal a secret.
4 Optional: Add 2 additional cards
to gain 1 morale for preventing the crisis.

1. Name: This is the name of the crisis.


1. Name: This is the name of the crossroad.
2. Prevent: This shows the type of items a player must
contribute to the crisis to prevent its effect from happening. 2. Trigger: The italicized text is the trigger. It is the event
that must happen for this card to take effect.
3. Effect: The negative effect that happens if the crisis is not
prevented. 3. Options: The options given to choose from when the card
triggers.
4. Optional: Players may contribute these items to the crisis, in
Important Note: Some crossroads cards have mature themes
addition to the required items, to gain this specified effect.
like sex, language, suicide, alcohol use, etc. These cards are
5. Bandit Placement: These numbers tell you what locations to marked with this symbol: . Players may choose to remove
place Bandits at when playing with the Bandits Module. these cards prior to the game.

First Player Token: This token


ADDITIONAL COMPONENTS Action Dice: These are
rolled each round
identifies who is the first and used to perform
player. The first player
Barricade Tokens: One side is a certain types of
normal barricade and the other actions.
goes first in a round and
side is an explovie trap.
breaks all ties. Despair Tokens: Some card
Wound Tokens: One effects apply despair
Food Tokens: These are added tokens to survivors.
side is a regular to and removed from the food
wound and the other Despair tokens are
supply by various game effects.
is a frostbite wound. wounds that cannot be
removed except by effects
Starvation Tokens: These are
Noise Tokens: These are that explicitly remove
added to the food supply
added to locations to despair tokens.
when there is not enough
represent noise that food to feed the colony.
Advancement Tokens: These tokens
was made there.
are added to improvement cards to
Exposure Die: This is mark progress toward completing
Survivor and Zombie rolled by various construction of that improvement.
Standees: These represent game effects to
determine if a
the survivors and Helpless Survivor Tokens: These represent
zombies on the game survivor has
helpless members of the community.
board. Insert the bottom been wounded,
One side represents a normal helpless
of the standees into the frostbitten, or bitten.
survivor and the other represents an
plastic standee stands. unruly helpless survior.
4
The game board is made up of 10 different locations,
GAME BOARD: including the colony board and 9 location cards.

1
3
6

4
8 9

10
5
11 7

COLONY BOARD GROCERY STORE


1. Name LOCATION CARDS 6
1
1. Name: This is the
2. Entrances: Numbered entrances. Zombies placed at the
name of the location.
colony are placed in order of entrance number.
2. Survivor Spaces: Spaces
3. Entrance Spaces: Spaces where zombies, barricades, and
explosive traps may be placed.
where survivors 2
may be placed.
4. Survivor Spaces: Spaces where survivors may be placed. 3. Entrance Spaces: Spaces
3
5. Morale Track: This track shows where the colony’s morale where zombies,
is. Morale is affected negatively when a survivor dies, barricades, and
when there are too many cards in the waste pile, when explosive traps may
there is not enough food, and sometimes as the result of be placed.
4
a crisis or crossroads card. 4. Item Deck: Item cards
6. Round Track: This track shows how many rounds remain. that players draw
from when searching
7. Food Supply: Food tokens are added here by various game the location. 5
effects.
5. Noise: Noise tokens are placed here. Only 4 noise tokens
8. Main Objective: This is where the main objective card is may be placed at any single location during a round.
placed.
6. Item Symbols: The order from left to right is the likelihood
9. Waste Pile: Cards are placed here when they are played. of finding items of this type when searching at this
10. Crisis Deck: This is where the crisis deck is placed. location.
Note: The graveyard looks like a location but is really just a place
11. Crisis Contributions: This is where cards contributed to the
to organize survivor cards and standees for survivors who have
crisis are placed.
died. It has no gameplay effect other than possible crossroad cards.
5
GAME SETUP
1. Place the colony board in the center of the play area 9. Deal 4 survivor cards to each player. Each player then
and place the 6 location cards and the Graveyard around chooses 2 to keep and returns the others to the deck.
it as shown or as best accommodates your table. Re-shuffle the survivor deck.

2. Each player collects a player reference sheet. 10. Each player makes 1 of those 2 survivors her group
leader, placing that survivor card in the respective
3. Players may decide which standard main objective space on her reference card.
they would like to play or pick 1 randomly.
11. The other survivor card is placed in the player’s

TRIBUTE
Note: We suggest the first following, below their player reference sheet.
SET UP
MORALE STARTS AT 5.
time you play you choose the
ROUND TRACK STARTS AT 4.
If you are playing with 3 or less players
add the top card of the survivor deck to
“Tribute” main objective. 12. The corresponding survivor standees for each player’s
your following and place their matching
standee at the colony. Whenever a player
moves a survivor to the colony they
survivors are added to the colony.
Place the main objective card in
may place any number of item cards
from their hand under this card.

VICTORY
its space on the colony board and
There are at least 2 cards from each
non-colony location (1-6) under this
To add A survivor standee to the colony
set up the game board according
card. (note: you can require items from
Raxxon for added difficulty)

TIME
to the main objective’s setup
SHORT

instructions. See Adding Zombies


on page 13 for more details on adding zombies to
colony entrance spaces.

4. Shuffle the non-betrayal secret objective cards and set


aside 2 (facedown) per player. Return the rest of the
non-betrayal cards to the game box. Shuffle the betrayal
secret objective cards and add 1 of them (facedown) to
the non-betrayal cards that were set aside. Return the
remainder of the betrayal secret objective cards to the Survivor standees are placed on
game box. Shuffle all of the set aside cards together the dashed circles in the “Colony
and deal 1 to each player. Return the remaining secret Occupants” section of the colony
objective cards to the game box without looking at board.
them. A player cannot reveal his secret objective card
to other players. 13. Separate the remaining standees and tokens, placing
them within easy reach of all players.
5. Shuffle the crisis cards and place the deck on its space
on the colony board. 14. The player whose group
leader has the highest
6. Shuffle and make decks of the survivor, exiled objective influence value receives the
and crossroad cards and place the decks off to the side first player token and will
of the play area. take the first turn of the game.
Important Note: Some crossroads cards have mature
themes like sex, language, suicide, alcohol use, etc.
These cards are marked with this symbol. Players
may choose to remove these cards prior to the game.
“I hope you love reading
7. Shuffle all of the starter item cards and deal 5 to each as much as I do, because
player. Return any remaining cards to the game box.
rulebooks are kinda dry
8. Separate the remaining item cards into separate decks and boring. Am I right?”
according to their location. Shuffle each deck and place Emma Han
it on its corresponding location card.

6
POLICE STATION GROCERY STORE SCHOOL Library HOSPITAL GAS STATION Graveyard

1
1
1
1
1
1
1

8
8
8
8
8
8
3 PLAYER GAME SETUP

Fireman
GABRIEL DIAZ
6

10
cards back into the search deck.

9
reveal the top 4 cards of that search deck.
2
3

is at a location with a search deck, you may

If you revealed any outsider cards you may


60

place 1 into your hand. Shuffle the remaining


ANYWHERE: Once per round, when Gabriel
14

GROUP LEADER
WE NEED MORE SAMPLES
SET UP
MORALE STARTS AT 6.
4

ROUND TRACK STARTS AT 6.


Add 1 zombie to all non-colony locations.

1.

7.
5.
3.
2.

4.

6.
12

VICTORY

3
Every time a zombie is killed roll a die.
If the die result is a 4 or higher add a

Pilot
zombie token to this objective. Accumulate

Pay Food
6
3 zombies on this main objective for each

Check Waste
3. Player Turns
1. Reveal Crisis
player that started the game.

Add Zombies

SOPHIE ROBINSON
Resolve Crisis
2. Roll Action Dice
At the start of the game read

COLONY PHASE
section MO10 on page 17.

11
PLAYER TURNS PHASE

Move Round Tracker


ROUND SUMMARY

Check Main Objective

Pass First Player Token


TIME SECRET OBJECTIVE

it back on top of that search deck.


SHORT

FOLLOWERS

at the top card of a single location’s search


4
58

deck. After you have looked at the card place


ANYWHERE: Once per round you may look
2
7













ACTIONS THAT
ACTIONS THAT DO NOT

REQUIRE AN ACTION DIE


REQUIRE AN ACTION DIE
Play a Card
Add a Card to the Crisis
Move a Survivor
Spend Food Tokens
Request
Hand Off
Vote to Exile

{ Attack (zombie or survivor)


} Search
Barricade
Clean Waste (3 cards)
Attract (2 zombies)

REMEMBER!
Request
} Search
Barricade












REMEMBER!
The player to your right must
draw a Crossroads card at the
beginning of your turn!

Hand Off
PLAYER TURN ACTIONS

Play a Card

beginning of your turn!


Vote to Exile
Move a Survivor

The player to your right must


draw a Crossroads card at the
Attract (2 zombies)
6

ACTIONS THAT

Spend Food Tokens


Clean Waste (3 cards)

7
ACTIONS THAT DO NOT
REQUIRE AN ACTION DIE
REQUIRE AN ACTION DIE

Add a Card to the Crisis


{ Attack (zombie or survivor)
PLAYER TURN ACTIONS
2
5
4

46

SECRET OBJECTIVE
11
FOLLOWERS

COLONY PHASE
Librarian
LIBRARY: Once per round, when performing
a search at the library you may look at and
keep 1 additional card.

PLAYER TURNS PHASE


Pay Food
Check Waste
Resolve Crisis
Add Zombies
Check Main Objective
Move Round Tracker
Pass First Player Token
ALEXIS GREY

ROUND SUMMARY
1. Reveal Crisis
2. Roll Action Dice
3. Player Turns
1.
2.
3.
4.
5.
6.
7.

ROUND SUMMARY PLAYER TURN ACTIONS


PLAYER TURNS PHASE ACTIONS THAT
DANIEL SMITH 66 1. Reveal Crisis REQUIRE AN ACTION DIE
Sheriff 2. Roll Action Dice • { Attack (zombie or survivor)
3. Player Turns • } Search

4
2 • Barricade GROUP LEADER
COLONY PHASE • Clean Waste (3 cards)
5 1. Pay Food • Attract (2 zombies)
2. Check Waste
3. Resolve Crisis ACTIONS THAT DO NOT
3
4

REQUIRE AN ACTION DIE


2
4

4. Add Zombies
68

• Play a Card
5. Check Main Objective

10
9

• Add a Card to the Crisis


6. Move Round Tracker
GROUP LEADER • Move a Survivor
SECRET OBJECTIVE

7. Pass First Player Token


• Spend Food Tokens
• Request
• Hand Off
10

• Vote to Exile
ANYWHERE: Once per round you
may increase an unused action die
you control by 1.

ANYWHERE: (4+) Kill 2 zombies at


Daniel’s current location. Only roll
for exposure once. REMEMBER!
Mayor

The player to your right must


BRIAN LEE

draw a Crossroads card at the


FOLLOWERS beginning of your turn!

OLIVIA BROWN 56
Doctor

4
3

13
9
11
7

ANYWHERE: Once per round you may


and the red

remove any type of wound token from a


game board

use the blue

survivor that shares a location with Olivia.


setting up the
Note: When

Olivia may use this ability on herself.


main objective,

marker to keep
marker to keep
track of morale

track of rounds.
according to the

7
ROUND ORDER PLAYER TURN ACTIONS
Dead of Winter is played over a series of rounds. Each round Some actions require spending an action die and others
is divided into 2 phases that must be played in order. do not. To spend an action die, a player removes the
appropriate die from his unused action die pool and moves
1. Player Turns Phase it to his used action die pool. Some actions require that the
2. Colony Phase action die be a specific result (from having rolled it during
the roll action dice step).

PLAYER TURNS PHASE Actions that require an Action Die


• Attack: To perform an attack, a player must choose a
During the player turns phase resolve the following 3
survivor he controls and spend an action die equal to or
effects in order.
higher than the attack value of that survivor. That player
1. Reveal Crisis: Reveal the top card of the crisis deck. This may then choose a target for that attack. The target must
card’s effect will take place during the colony phase be a zombie or a survivor that shares a location with the
if it is not prevented. Crisis cards can be prevented if attacking survivor.
players contribute enough of the correct type of cards If a zombie is chosen, kill it and remove it from the game
to that crisis. board. Roll for exposure on the survivor that attacked
(see Rolling for Exposure on page 11 for details). See
2. Roll Action Dice: At this time each player removes any Example: Attacking a Zombie on page 9.
action dice remaining in her used and unused action
dice pool. Then each player receives 1 action die, plus If a survivor is chosen, roll the spent action die. If the result
1 additional action die for each survivor she controls is equal to or less than the chosen survivor’s attack value
(so players will start the game with 3 action dice). Each place a wound marker on the chosen survivor and take a
player must roll all of her action dice and keep the card at random from the hand of the player that controls
results in her unused action dice pool for use during that survivor. See Example: Attacking a Survivor on page 9.
her turn. Even though a player receives 1 action die per Note: The exposure die is not rolled when attacking another
survivor she controls, the action die does not belong survivor.
to that survivor, but to that player’s group of survivors.
A player can spend multiple action dice to perform
multiple actions with a single survivor over the course
of her turn.

3. Player Turns: During the player turn phase, each player,


starting with the first player, will take a turn. At the
beginning of a player’s turn the player to her right draws
a crossroads card (applying its effects to the player taking
the turn if, at any time during that turn, they meet the
trigger requirement). On a player’s turn she may perform
multiple actions. Once a player has performed all of
the actions she wishes to perform (or if she runs out of “They are stacking up on the
actions she is able to perform), play passes to the player entrances. We are going to
on her left. Play will continue clockwise around the table have to go out there and
until each player has taken a turn. Once each player take care of this. Remember,
has taken a turn the player turns phase is over and the panic kills. Keep your head
colony phase begins. out there.”
Rocco Bellini

8
Example: Attacking a zombie Example: Attacking a SURVIVOR

1 1
SCHOOL SCHOOL

ASHLEY ROSS 52 ASHLEY ROSS MIKE CHO


5 30
2
Construction Worker 2
Construction Worker 2Ninja 3
SCHOOL SCHOOL
2 2 2
5 5 4
MIKE CHO
Ninja 30
4 2
3 1. Ashley Ross is back at 4
1. Player one controls the ASHLEY ROSS the school and player one
Construction Worker 52 chooses to have Ashley
survivor Ashley Ross.
2 attack Mike Cho, a survivor
Ashley is at the school
ANYWHERE: Once per round you 4 ANYWHERE: Once per round you
that player two controls.
ANYWHERE: When performing
and
mayplayer
perform one chooses
a barricade actionto 5 may perform a barricade action an attack with Mike do not roll
without using an action die. without using an action die. for exposure.
attack a zombie in that 2. Ashley has an attack value ANYWHERE: When performing
location with Ashley. of 2+. Player one spends an an attack with Mike do not roll
for exposure.

2. Ashley has an attack value action die with a value of


of 2+. Player one spends an 3, which is equal to or higher than her attack value.
action die with a value of 4 ANYWHERE: Once per round you
3. Player one then rolls the spent action die. He rolls a 1,
which is equal to or higher may perform a barricade action
without using an action die. which is equal to or less than Mike’s attack value of 2+.
than her attack value.
4. Player two must place 1 wound marker on Mike Cho’s
3. The zombie is killed and removed from the school. survivor card, and player one gets to take a card at
However, player one must now roll the exposure die. random from player two’s hand. Player one does NOT
4. Player one rolls a wound on the exposure die, and roll the exposure die (that die is not rolled when
places 1 wound marker on Ashley’s survivor card. attacking a survivor).

A player may attack multiple times with the same survivor is on, looking at it but not yet adding it to his
survivor in a single turn. An action die equal to or hand. He may then choose to either:
higher than the attack value of that survivor must be • add that card to his hand and end his search action, or
spent each time that survivor attacks. A player cannot
• make noise by placing a noise token on an empty
have a survivor he controls attack another survivor he
noise space at his location to draw and look at an
controls. A player cannot attack a helpless survivor.
additional card. He may draw additional cards as
• Search: A player can search at any location except the long as there are still empty noise spaces for the
colony. To perform a search, a player must choose a corresponding noise tokens.
survivor he controls and spend an action die equal to or When the player has decided he has made enough noise
higher than the search value of that survivor. He may or can no longer make any more noise, he must keep 1 of
then draw 1 card from the item deck of the location that the drawn cards, adding it to his hand, and place the rest

9
GAS STATION on the bottom of that item deck. A player may search
Example: search a location multiple times with the same survivor in a single turn.
An action die equal to or higher than the search value of
1 that survivor must be spent each time that survivor
GAS STATION searches. See Example: Search a Location to left.

• Barricade: To perform a barricade action, a


FOREST PLUM player must choose a survivor he controls and
Mall Santa 14 spend an action die of any result to place a
barricade token on any empty entrance space
2 STATION 2
GAS at the chosen survivor’s location.
5
• Clean Waste: A player may perform a clean waste action
if he controls at least 1 survivor at the colony. To perform
3 a clean waste action, that player must spend 1 action die
of any result and remove the top 3 cards of the waste pile
from the game.

LIGHTER
• Attract: To perform an attract action, a player must
EQUIP: On
survivor
ce per roun
d, when th
choose a survivor he controls and spend an action die of
performs is
ANYWHERE: At the beginning of your
play a fuel
of 1. Do no
card to kil
t roll for
an attack,
you may
l 4 zombies
instead
any result to move 2 zombies from any location to any
ex
turn you may remove Forest from the evoke the posure. Do

game to raise morale by 1.


ability on
the fuel ca
rd.
not
empty entrance spaces at the chosen survivor’s location.
GAS STATION

• Survivor Ability: Some survivor abilities require an action


die to be spent. When this is the case it will be signified
4 by a number in front of the ability’s text. The action die
spent must meet or exceed that number in order for it to be
used. A player may use the same survivor’s ability multiple
times in a single turn, unless the ability says otherwise.
FUEL
card when
R STE PILE r you control. Do
LIGHTEWA
: Play this
survivois
n th .
movingwa he
d, that move re for
suay
per noroun yopo
ll for,ex um
: Once t ro
attack stead
EQUIP performs an zombies in
or ll 4 t
surviv el card to ki . Do no
posure rd.

Actions that do not require an Action Die


fu
play a ll for ex el ca S STATION
1. D o not ro y on the fu GA
of ilit
the ab
evoke IO N
GAS STAT

• Play a Card: As many times as he likes during his turn, a


player may play a card from his hand. To play a card,
1. Player one controls the survivor Forest Plum. Forest is
place it on top of the waste pile. When an event item
at the gas station and player one chooses to search with
card is played do not place it in the waste pile but instead
him. Player one is hoping to find a fuel card.
remove it from the game.
2. Forest has a search value of 5+. Player one spends an
Reminder: For every 10 cards in the waste pile during the check
action die with a value of 5, which is equal to or higher
waste step, the colony will lose 1 morale.
than Forest’s search value.
A card with an equip ability is not placed in the waste
3. Player one draws the top card from the gas station’s
pile, instead a player may equip it to any survivor he
item deck, and finds a lighter card.
controls by placing that card next to that survivor.
4. Still hoping to find fuel, player one continues his search That survivor now has the effect listed on that item
action by making some noise. He places a noise marker card. Once a card is equipped it cannot be unequipped
onto an empty noise space on the gas station location unless it is being added to a crisis or is being handed
card, and then draws another card from the gas off. If a survivor with 1 or more equipped cards dies
station’s item deck and finds a fuel card! Player one at the colony, the equipped cards are added back to
adds the fuel card to his hand, and places the lighter the controlling player’s hand. If a survivor with 1 or
card at the bottom of the gas station’s item deck. more equipped cards dies at a non-colony location, the
equipped cards are shuffled into that location’s item deck.

10
• Add a Card to the Crisis: A player may add 1 or more
cards from his hand and/or cards that are equipped to
ROLLING FOR EXPOSURE
Immediately after a survivor moves to a new
survivors he controls to the currently revealed crisis
location or kills a zombie, the player that
card. Cards added to a crisis from a player’s hand are
controls that survivor must roll for exposure by rolling
added face down so that no other player can see them.
this die. Each die face has an effect that is triggered when
Adding cards that match a symbol shown in the prevent
that result is rolled.
area of the crisis card helps to prevent that crisis from
happening. Each card added that does not match a
symbol helps cause the crisis to happen.
Effects
Note: Some food cards add multiple food tokens to the food Blank: Nothing happens.
supply when they are played. Those food cards still only
count as 1 card played into the crisis.
Wound: The survivor receives 1 wound token.
• Move a Survivor: A Player may move each survivor he
controls once during his turn. A survivor may be
moved to any location that has an empty survivor Frostbite: The survivor receives 1 frostbite wound
space. After each time a player moves a survivor, he token. This is considered a wound. At the
must roll for exposure. beginning of each of your turns, each survivor you
control that has 1 or more frostbite wound tokens
Note: If the result of rolling for exposure was a bitten, when it
on it receives an additional wound token.
is spread it spreads to a survivor in the location that the
moved survivor just moved to.
Bitten: The survivor is killed and the bite effect
• Spend Food Tokens: A player may spend 1 or spreads.
more food tokens by removing them from the
food supply area on the colony board. That
player increases any 1 unused action die he
Spreading a Bite Effect
controls by 1 for every food token he spends. When a survivor is killed as a result of a bitten roll, the bite
effect spreads to the survivor with the lowest influence
• Request: During his turn a player may request 1 or more that shared a location with the bitten survivor. Each time
item cards from other players. Other players may give a bite effect spreads, the player that controls the survivor it
the requesting player an item card from their hand, if spread to must choose from the following options:
they do, that card must be revealed and immediately
• Option 1: Kill the survivor that the bite effect spread to.
played. The requested card cannot be added to the crisis.
The bite effect stops spreading.
• Hand Off: During his turn a player may have a survivor • Option 2: Roll the exposure die again. On a blank result,
he controls that has an item equipped hand that item
the survivor that the bite effect spread to is not killed
off to another survivor at the same location. When an
and the bite effect stops spreading. On any other result,
item is handed off it is unequipped from the survivor
the survivor that the bite effect spread to is killed and
that is handing it off and is immediately equipped to the
the bite effect spreads again. The bite effect will continue
survivor that it is being handed to.
to spread until a player either chooses option 1, rolls a
Note: If the item has a once per round ability and it has already blank result after choosing option 2, or there are no more
been used that round it cannot be used again by handing it off survivors at the location.
to another survivor.
Remember: Whenever a survivor is killed by any game effect the
• Vote to Exile: Once during each of his turns a player colony loses 1 morale.
may choose another player and initiate a vote to
exile that player. Initiating a vote forces all players to
simultaneously cast a vote of yes (thumbs up) or no
(thumbs down) to determine whether or not the chosen
player is exiled. A player cannot initiate a vote to exile
themself. Remember all ties are broken by the first “...” (Blue doesn’t say much.
player, this includes votes to exile (see the Exile section She’s a chimp. But certainly
on page 14 for details). no ordinary one.)
Blue 11
RESOLVING CROSSROADS CARDS COLONY PHASE
At the beginning of each player’s
turn, the player to her right will During the colony phase, resolve the following 7 effects in
draw a crossroads card. That order.
player must keep the crossroads
card secret, only revealing it if its 1. Pay Food: Remove 1 food token from the food supply
trigger happens. The text on that for every 2 survivors in the colony (rounded up).
card applies to the player taking a Remember that helpless survivor tokens count as
turn. If at any time on the player’s survivors for this purpose.
turn she meets the requirements Note: Survivors at non-colony locations do not count towards
of the trigger, all of the card’s text the total number of survivors in the colony. They are
is read aloud by the player who considered to be foraging food for themselves and so do not
drew it. Most crossroads cards provide 2 options to choose require food be paid from the supply.
from, all of the text from these options is read out loud.
The player the card applies to must then choose 1 of the If there are not enough food tokens do the following in
options. That option immediately takes effect and the card order:
is removed from the game. If the card doesn’t trigger, place • Do not remove any food tokens.
it on the bottom of the crossroads deck. If a player is unable
• Add a starvation token to the food supply.
to meet the conditions of an option on a crossroads card,
she must choose the other option. • Decrease morale by 1 for each starvation token
currently in the food supply.
Note: Some crossroads cards trigger when a player performs an
action. This trigger takes place after the action being taken has 2. Check Waste: Count the cards in the waste pile. For every
been resolved. (unless the card says otherwise) 10 cards (rounded down), decrease morale by 1.
Note: Some crossroads effects have you search a deck for a specific
card. After searching a deck, shuffle it. 3. Resolve Crisis: Shuffle the cards that were added face-down
to the crisis during the player turns phase. Reveal them
one at a time. Each item card added that has a symbol
Example: REsolving a crisis matching a symbol in the prevent section of the crisis
is worth 1 point. Each card that doesn’t have a symbol
1. During a three player game, matching a symbol in the prevent section of the crisis
the Fuel Shortage crisis is 1 subtracts 1 point. After revealing all of the cards, if the
resolved. None of the three
combined point total is lower than the number of non-
players have been exiled, so
exiled players then immediately resolve the crisis. If the
a total of 3 points must be
point total equals or exceeds the number of non-exiled
obtained to prevent the crisis.
FUEL SHORTAGE players the crisis is prevented. Additionally, if the point
2. Four cards have been placed total exceeds the number of non-exiled players by 2 or
+= number of non-exiled players
into the crisis contributions. FAIL: Lose 2 morale. more the colony gains 1 morale. After resolving the crisis,
The cards are shuffled and remove all cards added to the crisis from the game. See
Optional: Add 2 additional cards
revealed to show cards with to gain 1 morale for preventing the crisis.
Example: Resolving a Crisis to left.
three fuel symbols and
one weapon symbol. 2 4. Add Zombies: Add 1 zombie to the colony for every 2
Each fuel symbol FUEL FUEL FUEL LIGHTER survivors (including helpless survivors) present there
adds 1 to the point
WASTE PILE: PlayWASTE PILE:
this card when WASTE
Play PILE:
this card EQUIP:
when
Play this Once
card when
per round, when this (rounded up). Add 1 zombie to each non-colony location
moving
moving a survivor a survivor
you control. you control.
Domoving Do you control.
a survivor
survivor performs
Doan attack, you may
total. However, notthe not roll
roll for exposure for exposure
for that for that
move.not roll move.
for exposure
play a for
fuelthat
cardmove.
to kill 4 zombies instead
of 1. Do not roll for exposure. Do not for every 1 survivor present at that location. One at a
weapon symbol is not evoke the ability on the fuel card.
time remove each noise token at a location and flip it
GAS STATION GAS STATION GAS STATION GAS STATION
included in the prevent
section of the crisis +1 +1 +1 -1 like a coin. Add a zombie to that location for each token
that lands on the ‘!!!” side. (See Adding Zombies on the next
card and therefore takes a point away from the total page for details on adding zombies to the colony.)
points. The final total is 2 points, which is less than
the number of non-exiled players. The crisis is not 5. Check Main Objective: Check to see if the goal on the main
prevented. objective has been achieved. If it has been achieved the
game immediately ends.

12
6. Move Round Tracker: Move the round tracker down 1 any entrance. A zombie that is killed or otherwise
space on the round track. If it is moved onto 0 the game removed from the game board is placed back into the
immediately ends. pile of unused zombies.
7. Pass First Player Token: At the end of each round, any player
may initiate a vote to prevent the first player token from
being passed to the next player. If the vote passes, the
first player token remains with the current first player,
Example: Adding zombies
otherwise the first player passes the first player token
to the player on his right. A new round begins starting
with the reveal crisis section of the player turns phase.
1
2 7
ADDING ZOMBIES
Whenever adding zombies, they are added 1 at a time until
all zombies that need to be added have been added.
3
When adding zombies to the colony, always place the first
zombie on any empty space in entrance 1, the second zombie
on any empty space in entrance 2, the third zombie on any
empty space in entrance 3, etc. until all of the zombies that
need to be added have been placed. When adding a seventh
4
zombie, place it on any empty space in entrance 1 again, an
eighth zombie on any empty space in entrance 2, etc. If there
are no empty entrance spaces in the entrance the zombie
would be placed but there is a barricade token in one of 5
those spaces, destroy that barricade token and remove the 6
zombie that would have been placed. If there are no empty
spaces and no barricade tokens, the entrance has been
overrun, remove that zombie and kill the survivor at the
colony that has the lowest influence value. If there are only 1. During the Add Zombies phase, there are fourteen
helpless survivors at the colony, kill a helpless survivor. If survivors in the colony so seven zombies need to be
there are no survivors at the colony remove the zombie that added to the colony. The first zombie is placed on an
would have been placed without further effect. Every time a empty space in entrance 1.
survivor is killed (including a helpless survivor), decrease 2. Continuing counter-clockwise, next zombie is placed on
morale by 1. When adding zombies to non-colony locations an empty space in entrance 2,
follow all of the same rules, except there is only 1 entrance to
3. The third zombie would be placed in entrance 3 but
place zombies in so all of the zombies are placed in spaces at
entrance 3 is already full of zombies. Entrance 3 is
that entrance. See Example: Adding Zombies to right.
therefore overrun. The zombie that would be placed is
In the rare case that players ever have to not placed and the survivor at the colony that has the
add zombies and there are no more zombie lowest influence value is killed.
standees left, use the zombie tokens included 4. Continuing counter-clockwise, the fourth zombie is then
in the game to add the additional zombies. placed on an empty space in entrance 4.
5. Continuing counter-clockwise, the fifth is placed on an
KILLING ZOMBIES empty space in entrance 5
6. Continuing counter-clockwise, the sixth is placed on an
Whenever a zombie is attacked it is killed. Whenever a empty space in entrance 6.
zombie is killed by an attack or card effect, the player that
7. Continuing counter-clockwise, the seventh and final
controls the survivor that killed that zombie must roll for
zombie is placed on an empty space in entrance 1.
exposure on that survivor. When killing a zombie at the
colony, choose which zombie to kill. It may come from
13
ADDING SURVIVORS EXILE
Some game effects will cause a player to add a new If the players vote in favor of exiling a
survivor to her following. Whenever a survivor is added player, the exiled player must immedi-
to the game, its corresponding standee is added to the ately draw 1 exiled secret objective card.
“Colony Occupants” section of the colony board. The This card will adjust his secret objective.
player who controls the new survivor may use that The exiled player must move all of the
survivor during her turn, but does not roll an additional survivors he controls that are in the
action die for it until the roll action dice step of the colony to non-colony locations of his
player turns phase. If there are no empty survivor spaces choice. Those survivors follow all of
remaining at the colony, then players cannot trigger the normal rules for movement, except this move does not
crossroads cards that would add survivors (including count as the 1 move survivors are allowed to make during
helpless survivors) and cannot play item cards that would his turn. Some new rules apply to the exiled player:
add survivors. • The exiled player cannot add cards to a crisis.
• When the exiled player is directed to add helpless
KILLING SURVIVORS survivor tokens to the colony those tokens are not added.
• If the exiled player plays a survivor item card to add a
• When zombies overrun a location entrance a survivor survivor to the game it is placed at a non-colony location
is killed. of his choice rather than at the colony.
• The exiled player cannot spend food tokens to increase
• When a survivor has 3 or more wound tokens it is
his action die results, but may play food cards to increase
killed. This includes frostbite and despair tokens.
an action die result by 1 for each food card played rather
• When a survivor is bitten it is killed. than carrying out the effect listed on the food card.

• Some card effects may kill a survivor. • The exiled player cannot vote.
• The colony does not lose morale when a survivor the
When a survivor is killed, remove its survivor standee exiled player controls is killed.
from the game board, decrease morale by 1, and remove
• When the exiled player plays a card, instead of placing it
its survivor card from the game. If that survivor had any
in the waste pile, he removes it from the game.
cards equipped to it and that survivor is at the colony those
cards are added to the hand of the player that controlled Important note: If at any time during the game there are 2 exiled
that survivor. If the survivor is at any other location those players and neither had a betrayal secret objective, morale
cards are shuffled into that location’s item deck. immediately drops to 0.

If a player’s group leader is killed (or otherwise lost), she


must choose a survivor from her following and make it
her group leader.
WINNING AND LOSING THE GAME
If a player’s last remaining survivor would be killed (or When the game ends for any reason, if a player has
otherwise lost), that player immediately removes from completed his secret objective he wins. If he has not, he
the game all cards in her hand, draws a new survivor loses. Some players may win in a game that other players
card, adds it to the game, and makes that survivor her lost; there can be multiple winners. It is also possible
new group leader. for everyone to lose if no one has completed his secret
objective when the game ends.
If a helpless survivor is killed (by the effects of a card or
The game can end in a variety of ways:
as the result of a zombie overrun where there are only
• If the morale track reaches 0 the game ends
helpless survivors in the location), remove a helpless
immediately. Do not check to see if the main objective
survivor token and reduce morale by 1.
has been completed.
Note: Some card effects remove survivors from the game. This is • If the round track reaches 0 the game ends
not the same thing as killing a survivor. You do not lose morale immediately. Do not check to see if the main objective
when removing a survivor unless the card directs you to. has been completed.
• The main objective is completed.

14
survivors is a part of a larger colony of survivors who are
VOTING all trying to live through a harsh winter in a broken world.

During the game players may be given the option to vote Each player starts the game with a secret objective. That
with a thumbs up or down, either because a player initiated secret objective represents the psychological bearing, or secret
a vote to exile or because a crossroads card called for a vote aspirations, of that player and her following. Most players
to be cast. Players may take time to deliberate before casting are driven to see the colony succeed but they also have other
their vote. Once players are ready to vote, count down from compulsions that run so deep that they too must be achieved.
3, with every player simultaneously casting his vote on 0. Betrayal secret objectives represent a survivor who is
actively working against the colony. An exiled secret
CARD TEXT objective represents the reaction of that group of survivors
to being exiled. Some secret objectives may be more
difficult to complete than others.
When a card effect contradicts the rulebook, the card effect
takes precedence. If 2 game effects would ever seem to
trigger simultaneously, the first player decides in which
order they will resolve. An item card cannot be played to
GAMEPLAY VARIANTS
interrupt an effect currently taking place.
Example: A medicine card cannot be played to prevent a wound, CO-OP VARIANT
it can only be played after receiving a wound, so if a survivor Players may choose to play the game cooperatively. Use the
receives their third wound they cannot be saved by playing a hardcore side of the main objective card and do not assign
medicine card, they will be killed. secret objectives. Each player’s only objective is to complete
the main objective. Players cannot vote to exile
RANDOM LOCATIONS a player. During setup, remove from the game
Cards in The Long Night may direct you to choose a every card showing the non co-op symbol on
random location. In order to choose a random location, roll the bottom right corner of the card. Non Co-op symbol
a 6-­sided die. The location whose number matches the die
result is chosen. The colony has no location number and 2 PLAYER VARIANT WE NEED MORE SAMPLES
SET UP
some of the locations have a number above 6, thus some Follow the same rules as the Co-Op MORALE STARTS AT 6.
ROUND TRACK STARTS AT 5.
Add 3 zombies to all non-colony locations.

locations are never chosen randomly. Variant. When setting up each player
VICTORY
receives 7 starting item cards instead of Every time a zombie is killed roll a

SEARCHING A DECK
die.
If the die result is a 4 or higher add
a
zombie token to this objective. Accumulate

5 and receives 4 survivors and keeps 3 of 3 zombies on this main objective for
player that started the game.
each

At the start of the game read

Any time a game effect allows a player to search a them instead of keeping only 2 of them. section MO10 on page 17.

TIME
SHORT

location’s entire item deck, that player should shuffle the


deck afterwards. BETRAYER VARIANT Hardcore side
During the setup players may choose to add only 1 non-

ROLL A DIE betrayal secret objective per player rather than 2, greatly
increasing the odds of a betrayer.

Many cards instruct you to roll a die to determine the


result of an effect. Whenever an effect instructs you to HARDCORE VARIANT
roll a die, take an action die not in use by any player and Instead of playing with the standard side of the main
roll that die. After you have determined the results of the objective, players may choose to play the normal game
effect, return it to the pile of action dice not in use. but use the hardcore side of the main objective for a
greater challenge.

ROLEPLAYING, SECRET OBJECTIVES PLAYER ELIMINATION VARIANT


AND GAME BALANCE Players may choose to play the game with the player
elimination variant. If a player’s last remaining survivor
would be killed (or otherwise lost), remove from the game
In Dead of Winter each player takes on the role of a
all cards in her hand. That player
survivor of the zombie apocalypse. That survivor leads
is out of the game.
a group of other likeminded survivors. That group of
15
THE LONG NIGHT RULES
Dead of Winter: The Long Night uses all the same rules a 6-­sided die. The location whose number matches the die
as the Dead of Winter base set, with slight modifications result is chosen. The colony has no location number and
and added twists. Some rules are used every time you some of the locations have a number above 6, thus some
play The Long Night. In addition, 3 modules are included locations are never chosen randomly.
Graveyard
which can be optionally added to the game. Each module
comes with its own additional rules and components. THE GRAVEYARD
The graveyard looks like a location but
PREPARING FOR THE LONG NIGHT is really just a place to organize survivor
cards and standees for survivors who
have died. It has no gameplay effect
Before setting up a game of Dead of Winter: The Long other than possible crossroads cards.
Night, decide which modules you want to use. You may
add the 3 modules in any combination, or none of them. DESPAIR
Start by gathering all cards marked with the moon icon on
the lower right of the card. Then, for each module A survivor may gain despair due to crossroads cards, crisis
being used, add in the cards marked with the icon cards, or other game effects. Despair is added to a survivor
for that module. by placing a despair token on a survivor’s card
for each despair gained.
All cards and components from the Dead of Winter: A
Crossroads Game base set may be used with The Long Despair tokens count as normal wounds for all
Night as desired. Whenever search decks are combined intents and purposes, except that they cannot
from more than one Dead of Winter product, shuffle each be removed by any effect that removes wounds of any
location deck and deal out 20 cards facedown to form a kind. Despair tokens may only be removed by effects that
search deck for that location. Remove the undealt cards specifically remove despair.
from the game. Important note: Combining cards in this way may
make the game more or less difficult. Players may choose to UNRULY HELPLESS SURVIVORS
pick cards to add or remove to create a personal experience. Helpless survivors may become (or start out) unruly due to
Some item cards in The Long Night are multi­use. If a multi­ crossroads cards, crisis cards, or other game effects. Show
use item has an effect related to a module you are not using that a helpless survivor is unruly by placing that helpless
this game, that item can only be used for its other effect. survivor’s token with the unruly side facing
If you are playing without the Bandits module, ignore the up.
Bandit portion of crisis cards. Unruly helpless survivors count as two
helpless survivors when counting survivors
NEW RULES FOR EVERY GAME during the Pay Food and Add Zombies steps of the
Colony Phase.
The active player may flip an unruly survivor token to its
The following rules apply to The Long Night regardless of normal helpless survivor side by placing a medicine card
whether any modules are used. in the waste pile without using its effect.

FIRST PLAYER VOTE EXPLOSIVE TRAPS


At the end of each round, any player may initiate a vote Some game effects may result in an explosive trap token
to prevent the first player token from being passed to being placed in an entrance space. Explosive traps work
the next player. If the vote passes, the first player token exactly like barricades, except that when the explosive
remains with the current first player. trap is destroyed due to attempting to add a
zombie to its space, in addition to removing
RANDOM LOCATIONS the token, also remove all zombies already at
that entrance.
Cards in The Long Night may direct you to choose a
random location. In order to choose a random location, roll
16
THE LONG NIGHT MODULES
Important note: There are special scenarios introduced starting
on page 20 that will teach you the rules to the Long Night PLACING BANDITS
modules as you play without having to read through the new When revealing a new crisis card during the Reveal
rules. Crisis step of the Player Turns Phase, place any bandits as
instructed on the bandit placement section of the crisis
These modules can be left out or added to the game as
card. When placing a bandit at a location, if there are no
desired. Components for each module are marked with
available survivor spaces, do not place that bandit.
that module’s icon. When setting up a game, for each
included module, follow the instructions below. Note: If you would like to use the crisis cards from the original Dead of
Winter that do have bandit placement listed on them you may place 2

THE IMPROVEMENTS MODULE bandits at random locations when a crisis card without thom is revealed.
You may also not place bandits during that round for easier play.

Improvements can be built to improve life at the colony. To ATTACKING A BANDIT


set up the Improvements module: When performing an attack action with a survivor, you may
1. Add the crisis, survivor, crossroads, and choose a bandit that shares a location with that survivor as
objective cards marked with the hammer icon the target of the attack. Follow the same rules for attacking
to their respective decks. a bandit as for attacking a survivor with an attack value of 4
and remove the bandit if the attack is successful.
2. At the start of the game, shuffle the improvements
deck and draw 4 improvement cards, placing them in a
row face­up near the colony.
ADDING ZOMBIES
Each bandit counts as a survivor for the purpose of adding
During the game, items and other game effects
zombies during the Add Zombies step of the Colony Phase.
will allow players to place advancement
When a location is overrun, if there are no survivors at
tokens on improvements. If at any time an
that location, remove all bandits from that location.
improvement has advancement tokens equal
to or greater than the number indicated on the card,
that improvement’s ongoing effects are now active. BANDITS SCAVENGE
Place the improvement card or its corresponding After resolving the Add Zombies
improvement token, whichever you prefer, in the center step of the Colony Phase, each
of the colony blueprint. bandit scavenges for resources.
For each active bandit, draw one

THE BANDITS MODULE card from the search deck at that


bandit’s location and place it face­up
on the Bandits’ Hideout.

Bandits are non-­zombie characters that the players don’t


control. Bandits appear at non-­colony locations and take up
BANDITS’ HIDEOUT 2-3

4
1

2
1

survivor spaces when they are placed. To set up the Bandits The Bandits’ Hideout is a special
3
5-6

4
5-6

module: location. To interact with the


Bandits’ Hideout, follow the instructions on the Bandits’
1. Add the crisis, survivor, crossroads, and objective
Hideout location card.
cards marked with the bandit icon to their
respective decks.
2. Add the Bandits’ Hideout location to the play area. The
BECOMING LEADER OF THE BANDITS
Bandits’ Hideout does not have a search deck. An exiled player who was not the betrayer becomes the
leader of the bandits. In addition to other rules related to
3. Place the Bandit standees near the Bandit’s Hideout. exiled players, whenever bandits are placed during the
Bandits affect the game in the following ways: Reveal Crisis step of the Player Turns phase, the exiled
player decides where to place those bandits.
17
At the beginning of the colony phase, if there are 2 action
THE RAXXON MODULE dice on the Raxxon location matching the containment
code shown on the Audio Log side of the top card of Raxxon
experiment deck, all players vote with a thumbs up or
Raxxon is a new location with special rules that players thumbs down, with the most popular option taking effect:
can add to the game. To set up the Raxxon module:
• Thumbs Up Option: Discard the top
1. Add the crisis, survivor, crossroads, and Raxxon Experiment card without triggering
objective cards marked with the skull and its placement effect.
crossbone icon to their respective decks.
• Thumbs Down Option: The first player chooses a
2. Add the Raxxon location card to the Raxxon single location (including the colony). During the Add
play area and set up its search deck Zombies step of the Colony Phase, reduce the number
normally. of zombies placed at that location by 3.
3. Shuffle the Raxxon experiments
deck and place it on the Raxxon CONTAINMENT CODE FAILURE OR THUMBS DOWN
location with the Raxxon Audio At the beginning of the colony phase, if there are not
Logs side face up. Players may read 2 action dice on the Raxxon location matching the
the Audio Logs of the top card of containment code, or if the Thumbs Down option was
the Raxxon experiments deck at CONTAIN: chosen above, place the zombies listed on the Audio Logs
any time. side of the top card of the Raxxon experiments deck using
OR

4. Take the Raxxon side effect deck the matching standees. When more than 1 zombies is placed
and place it near the Raxxon by the card, roll for each zombie’s placement one at a time.
location card. The Raxxon side effect deck does not When placing a special zombie standee, if there is no
need to be shuffled and players may look through it at entrance space available, trigger explosive traps, remove
any time. barricades, or trigger an overrun as usual, and do not place
the zombie as usual, discarding the experiment card instead.
SEARCHING AT RAXXON After one or more special zombies are placed, flip the
Any time you perform a search at Raxxon, after the search, experiment card to the encounter side and place it near the
roll for exposure for the survivor who performed the search. colony so that all players can see it.

PILL ITEM EFFECTS Special zombies can only be killed with a regular attack.
Other game effects such as items and character abilities that do
Pill items in the Raxxon search deck contain events which not involve an attack, or explosive traps that would normally
may equip a card from the Raxxon side effect deck to a kill a zombie do not affect special zombies. Special zombies
survivor. To use a pill item: cannot be moved by any game effectst except for those listed
on their encounter cards. When performing an attack, you
1. Choose a survivor you control to take the pill. must target a special zombie before you may target a standard
2. Roll a die and follow the card’s instructions. zombie, survivor, or bandit if the survivor you are attacking
with shares a location with a special zombie.
3. If you are instructed to equip a side effect card,
search the Raxxon side effect deck and equip it to the When a survivor attacks a special zombie, roll for exposure
chosen survivor. Raxxon side effect cards cannot be as normal unless a character ability, equipped item, or other
unequipped. effect prevents the survivor
from rolling for exposure when
THE CONTAINMENT CODE attacking. Then, if the survivor
is still alive, roll a die and apply
TEST GROUP: 481
HUNTER ENCOUNTE
CODE NAME: HUNTERS R

1-3 Your attack


<73% OF ENTRY 2 / DR. R21)
Place 1 wound token
only makes it angry.
on the
attacking survivor.
Terrifying experiments are pouring out of the Raxxon the corresponding effect of the 4 The bestial zomb
pt to crea
runs te Vaccine 7.0
we alter the
ieedsnarls
elements
and
“…In an attem off into
ic nume rous
the shado ws.
cts to mim avenue of Place
facility each round unless the players contain them. special zombie encounter card. DNA of several This
subje
.
this Hunt
seem ed aerlogic
of canine DNA nes appear to be naturally
cani Despite its
exploration as5-6 rtun test
at ala rando
revealed
size,
immunem location.
that the
ately our speed , and
to the virus. Unfohum ridicu louswas sufficient for the
feroc
an DNA
If ity,

During a player’s turn, while he controls a survivor at If the special zombie is removed of
mere presence ezomb
virus to re-purpos dead
time I would be will
the caniie elements.like
ne down
al, recor. dSure,
more formthing
we had you
moretook the
but since
data, etc.,any
responsibl
I am largelythose
other
e,
scars
to crap and
stick alypse even e, and
the world has gone e the apocwith wors
and there are no more special
you, but in this
e mad that make
I’ll just say we’v world in the process.s” for good street
Raxxon, he may place action dice from his unused dice lab assis
attack
tants
I’ve lost three cred. Place 1 wound token on
COD E:
ENT ing survivor. Remo]ve this
the

pool on the Raxxon location. zombies of this type in play, CON TAI NM
Hunter from
[ PLACE 2 HUN
DOM LOCATIONS
TERS AT RAN the board.

discard its encounter card.

18
Claw Hunter Collector Frostwalker

Tank Screamer Carrier Hydra

Reaper Spewer Stinker Siren


19
THE LONG NIGHT SPECIAL SCENARIOS
These scenarios and their related main objective cards are None of us ever ventured into Raxxon since the main entrance
intended to introduce the rules and background story for is heavily barricaded. But now we have a good reason to
the Raxxon and Bandits modules that come with The Long explore. The plan is to gather the supplies necessary to blow
Night. We recommend using each of these objectives as open Raxxon’s entrance. Best case scenario, we’ll get in and find
your starting point for experiencing the modules of The something to deal with the zombies at the colony. At the very
Long Night. least, the explosion should draw zombies away from the colony
temporarily. And in this world, temporary relief is the best we
To set up any of these scenarios, follow the setup can hope for.
instructions for the scenario. You do not need to read all
of the rules for a module before you start one of these You may now begin the game with Special Main Objective Card R1.
scenarios. The scenario will instruct you when you need
the module’s rules. The next section should be read once Special Main Objective R1
has been completed. It should be read and followed by the player
with the fewest survivors in their following. If there is a tie,
THE CHIMP AND THE CODE the player who controls the survivor with the highest influence
among tied players should read it.
To set up the Raxxon introductory scenario, set up the
game as if you are playing with the Raxxon module as The boom of the explosion shook the ground and illuminated the
instructed on page 18 of this rulebook, with the following night sky. We watched the high-reaching flames from the colony.
adjustments: By early morning the smoke had dissipated, and I headed for
Raxxon. I was pleased to see less zombies hanging around the
1. Place barricades on every entrance and survivor space
colony. The barricades sealing off the Raxxon entrance were
on the Raxxon location. Survivors may not move to
gone so I headed inside.
Raxxon at the beginning of the game. Do not use the
Raxxon module pill item effect rules or containment
Remove all barricades from the Raxxon location card.
code rules.
Place a survivor you control at Raxxon. For the rest of the
2. Remove Blue and Emma Han from the survivor deck
game, players may move survivors to Raxxon and search.
and set them aside.
Read the Searching at Raxxon rules on page18 of this
3. Instead of using a normal main objective card, use
rulebook. Remove any 3 zombies from the colony and place
Special Objective card R1.
them at Raxxon.
4. Have one player read the italicized text below aloud at
the beginning of the game.
As I turned a hallway corner, a shrieking beast met me face-to-
face! My body involuntarily jumped backwards and to the floor.
The colony is starting to feel like home. But like any relief since
But it wasn’t a zombie, it was a chimp. Her yells spoke anger but
the outbreak, it’s only temporary. A bigger, better colony means
her eyes betrayed her fear. A cry for help!
more noise and traffic, which leads to more and more zombies
banging on our entrances. And despite our barricades, when it
She ran past me, limping, then looked back, hoping I’d follow.
comes to zombies, quantity has a quality all its own.
I ran after her to a room near the entrance, its walls crumbling
from our explosion. The chimp climbed the rubble in one corner,
I was planning on leaving for good the night Emma brought
digging in desperation, but a freshly injured arm kept her from
home new hope. While exploring, she had discovered the
making any progress. A muffled voice struggled beneath the pile.
blueprints to the abandoned Raxxon Pharmaceutical facility.
“Blue! Good girl! Hurry! I’m bleeding! I don’t know how long
I’d always assumed Raxxon Pharmaceutical was just a pill
I’ll be…”
factory, but the blueprints reveal the full breadth of Raxxon’s
operation: medical research, experimental technology, even
The voice faded out and Blue shrieked furiously. I knew the
military-grade weapons.
chimp’s panic all too well. I knew we had to help before it was
too late.
Add Emma Han’s standee to the colony and add her
survivor card to the following of the first player. Then,
Add Blue’s survivor card to your following and place her
find the Raxxon Blueprints in the Raxxon search deck and
standee at Raxxon. (If there isn’t enough room for her
equip them to Emma.

20
move a survivor of the first player’s choice back to the At the beginning of the next round, remove the Special Main
colony. This does not count as move.) Add 1 wound to Objective R2 card from the game and place the Special Main
her card. At the beginning of the next round, remove the Objective R3 card on the colony board.
Special Main Objective R1 card from the game and place
the Special Main Objective R2 card on the colony board. Read the Raxxon module’s containment code rules as
Complete the objective to save Blue’s friend. explained on page 18 of this rulebook. Apply them starting
Read and apply the Raxxon module’s pill item effect rules with the next round and for the rest of the game. If there
from page 18 of this rulebook when playing a card from are 2-3 non-exiled players, immediately draw 2 Raxxon
the Raxxon search deck. Do NOT apply the Raxxon experiment cards and place their special zombies. If there
module’s containment code rules. are 4 or more non-exiled players, immediately draw 3
Raxxon experiment cards and place their special zombies.
You may now continue the game with Special Main
Objective Card R2. You may now continue the game with Special Main
Objective Card R3. Complete the objective to end the game.
This Section should be read once Special Main Objective R2 has
been completed.

Our combined digging effort uncovered Blue’s friend alive but


in bad shape. The man’s body is badly injured, his scraggly, long
white hair and beard covering deep cuts around his face and
neck. He’s been unconscious since we got him out, yet he moans
in pain. Blue hasn’t left his side.

Remove all dice placed on the Raxxon location card. Take


all survivor standees from Raxxon and place them at the
colony.

Against all odds, the old man wakes up! His speech is weak
and labored. “Blue, sweet girl. Thank you my friend.” Blue lays
her head on the man’s chest. “Wh-where are we? Are we at
Raxxon?”

“You’re at a survivor’s colony,” I tell him. “We had to take you out
of Raxxon. It’s not safe there since the explosion. No barricades.
Too many zombies.”

“Zombies...” he trails off, thinking. “Those experiments are why


we needed to be at Raxxon. To keep them in!” He attempts to
sit up, but is denied by the pain. “The code… the containment
code!”

“Look, I don’t know about any codes,” I say, “but zombies have
roamed this area for a long time now. Nothing we can’t handle.
Get some rest, ok?”

“No. No. No no no no NO. You haven’t seen them. Not the real
horrors, the true demons of Raxxon. For months, Blue, we were
faithful to contain them. What happened??”

Blue sobs on his chest. The old man utters his last: “Woe to us.
They’re on their way! You must contain them! Blue knows, she
knows how. Contain them!”

21
BANDIT BLITZ The next section should be read once Special Main Objective B1
has been completed. It should be read and followed by the player
To set up the Bandit introductory scenario, set up the who controls the human survivor with the lowest influence.
game as if you are playing with the Bandit module as
explained on page 17 of this rulebook, with the following It’s risky to go to the bandit hideout alone, and no one else was
adjustments: willing to deliver the food with our fearless leader, so, lucky me.
1. Instead of using a normal main objective card, use We’ve packed up and we’re on our way. Our leader is confident. I
Special Main Objective card B1. have my doubts.
2. When constructing the stack of facedown secret
objectives to deal to players, instead of adding Remove all food from the food supply. Place the survivor with
1 random betrayal secret objective card, add the the highest influence and the human survivor with the lowest
BANDIT BETRAYAL secret objective. Then shuffle influence at the Bandits’ Hideout.
the secret objectives and deal them out as normal. This
betrayal secret objective is unique; you may read it We approach their shanty town at dusk and immediately,
aloud before shuffling it in if you wish. It requires that something seems off. The place is a ghost town. We press on
the special Main Objective card B2 be completed for among the crude shelters.
the betrayer to win, so the betrayer will need to help
ensure that the colony gets at least that far. “Stop yer walkin’, ya colony scumbags,” a voice calls out.
3. Have one player read the italicized text below aloud at Shadowy figures surround us out of nowhere. We turn back-to-
the beginning of the game. back the way we would against a zombie horde. “Ya’ll think ya
run this town? Well we about had enough of yer rule, ya tyrants.
Our bandit problem has worsened lately. The misfits have set up It’s time to show ya who controls this town.”
camp a couple miles away. Now we’re stuck playing survival of
the fittest against people who are so unwilling to get along with “RUN!” my partner cries. We turn and bolt, but shots ring out
others that they don’t even qualify for our dysfunctional family. and soon I’m running alone. I don’t slow down or look back even
though I hear the bandits’ yelps and can feel a piercing pain
So it was a surprise when a couple of them showed up unarmed from a bullet in my left arm.
at the colony this morning. Undernourished and weak, they
begged us for food. They insisted that any conflicts we’ve had Kill the survivor with the highest influence, lowering
were miscommunications, and their group needs our help to morale as usual. Add a wound to the human survivor with
survive. Normally appealing to our humanity wouldn’t budge us, the lowest influence unless that survivor already has 2
but they brought gifts. wounds. Place that survivor back at the colony.

Each player may draw 1 card from the hospital search deck A consensus is quickly reached when I return home and deliver
and add it to their hand. the news: We will get revenge. We will kill those animals.

The gifts are just what we needed, and the colony leaders are Read and apply the Attacking a Bandit and Bandits’ Hideout
eager to improve relations with the bandits. Now, instead of rules on page 17 of this rulebook for the rest of the game.
worrying about ourselves, we’re collecting food for neighbors.
I’m personally against it, but their gifts won the colony over. At the beginning of the next round, remove the Special Main
How did they know exactly what we would want? Sometimes I Objective B1 card from the game and place the Special Main
wonder if one of them isn’t among our ranks. Objective B2 card on the colony board. You may now continue
the game with Special Main Objective Card B2.
Read and apply the Reveal Crisis, Bandits Scavenge, and
Adding Zombies rules related to the Bandit module, on This page should be read out loud once Special Main Objective B2
page 17 of this rulebook. Other Bandit module rules do not has been completed.
yet apply. You may now begin the game with Special Main
Objective Card B1. The moment of truth nears as we sit in attack position. Revenge
is at hand. As we wait for the right moment to strike, the calm
before the storm gets me thinking. Before long, I’ve got a sinking
feeling that something is wrong. As I look around at my fellow
attackers, I wonder if one of them is working for the enemy.

22
SPECIAL EXILE PHASE I lag behind, just as I had suggested. My fellow survivors creep
Players should now discuss whether they believe any forward. A little closer. A little closer. Suddenly, I fire two shots
player is the betrayer. Starting with the player holding the into the air. The signal! Out of every crevice of our shanty town,
first player marker and going clockwise, each player may my fellow bandits charge forward, ambushing those fools. They
initiate 1 vote to exile. don’t last long. The smile takes over my face as I inspect their
bullet-riddled bodies. At last, our plan is at hand. We can destroy
After the special exile phase, if no betrayer has been exiled that wretched colony for good!
and the betrayer has completed the special bandit betrayal
objective, they may reveal it to immediately win the game.
The betrayer can then read the story below. If the betrayer
has not completed their objective, they should keep their
betrayer status secret, and the following requirement is
now added to their betrayal card: “Morale is at 0.”

If a non-betrayer is exiled, follow normal exile rules: The


exiled player becomes leader of the bandits and read the
following text aloud: “You! You’re one of the bandits!” Our
guns point at the one we suspect. Our attack plan is ruined, but
we couldn’t risk a sabotage. The accused walks away in shock,
into the bandit hideout. The words spoken haunt me: “I wasn’t
one of them. But now I understand their hatred.” Read and
apply the Becoming Leader of the Bandits rules for the
bandit module on page 17 of this rulebook.

If the betrayer is exiled, follow normal exile rules for the


betrayer and read the following text aloud: “You! You’re one
of the bandits!” Our guns point at the guilty party. In my barrel’s
sights, I see telling eyes that confirm we’re right. The betrayer!
“I… am sorry.” The betrayer walks away, not toward the bandit
hideout, but toward the horizon. Might they change their ways?

After the special Exile Phase, unless the game is over, read
the following aloud: The whole ordeal has us all shaken up.
We decide to go home and work on plan B. There’s no reason to
face them on their home turf. Let’s just make sure they’ll never
cross our territory ever again. Place all survivors from the
Bandit Hideout belonging to non-exiled players back at the
colony.

At the beginning of the next round, remove Special Main


Objective B2 card from the game and place the Special “Have you seen what’s going
Main Objective B3 card on the colony board. You may now on out there? When rotting
continue the game with Special Main Objective Card B3. corpses began actively trying
to kill me I thought I was
Bandit Betrayer Victory Story: going to go insane, but the
things coming out of Raxxon
If the betrayer wins the game when special Main Objective
make the zombies look like
B2 is completed, the betrayer should read the following
child’s play.”
text aloud:
Fatima Maktabi
“Alright, are we ready?” I can hardly hold back my smile. Their
doubt about this plan having been quelled, we march forward.

23
INDEX CREDITS
Add a Card to the Crisis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Game Designers: Isaac Vega, Jon Gilmour
Adding Survivors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Producer: Colby Dauch
Adding Zombies to a Location with Bandits. . . . . . . . . . . . . . . . . . 17
Add Zombies. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 13 Illustrator: Fernanda Suarez,
Attack. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8, 9 Joshua Panelo of Gunship Revolution
Attacking a Bandit . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Content Design: Joseph Ellis
Attract. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10
Bandits Module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Writers: Mr. Bistro, Jerry Hawthorne, Colby Dauch
Bandits Scavenge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Graphic Designers: David Richards, Peter Wocken
Bandits’ Hideout. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
Barricade. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 13 Editors: Jonathan Liu, Nate Rethorn,
Becoming Leader of the Bandits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Timothy John Meyer, Jack Fleming
Card Text . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Check Main Objective. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Lead Playtesters: James Sitz, Joseph Ellis
Check Waste. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Clean Waste. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 PLAYTESTERS
Crossroads Cards. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Knoop, Ryan Schubert, Ted Dickinson, Timothy Leverston, Brad DeRan, Dan
LaPointe, Leslie Dowler, Conrad Hershberger, Alex Masheter, Austin Alderman,
Despair. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Brandon Alderman, Rob Allison, Steve Alston, Steven Althardt, Vince Alvarez,
Exile. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Bjørn Amorsen, Rune Thing Amorsen, David Andersen, Nate Anderson, Rourke
Anderson, Andrew Angle, Robbin Arcega, Joonas Ariva, Leo Ariva, Tormi Ariva,
Explosive Traps . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 EJ Ash, Sarah Aucremanne, William Aucremanne, Tyler Backman, Damian
First Player Vote. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Baeslack, Eamonn Baeslack, Jean-François Baffier, Sacha Baron, Andrew becker,
Kevin Becker, LeAnna Becker, Brian Belida, Stephen Benton, Clarice Berger,
Graveyard. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Siyobin Blanco, Jaden (Skylar) Boone, Kim Boone, Ryan Borders, Bubonic Brad,
Hand Off. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Hanna Brady, Dustin Brookman, Lucas Broome, Samuel Burnette, Shaily C. Rudnik,
Cole Campbell, Laura Cathey, Nicole Chandler, Yu-Cheng Chang, Brodric Chase,
Improvements Module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Jordan Chase, Joshua Chase, Tyler Chase, Kristie Clark, Scott Cleveland, Daniel
Killing Survivors. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Cobin, Gal Cohen, Raz Cohen, Roy Colver, Erik CooperFlowers, Joe Costa, Adam
Criner, Joanne Daly, Dan, James Davidheiser, Kent DAvies, Kent Davies, Michelle
Killing Zombies . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Davies, Olivia Davies, Eelco de Lang, Douglas Delescavage, Danielle DeMartini,
Move a Survivor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Seth E Oakman, Oliver Ebrahimi-Nuyken, Brad Eiden, Andrea Eisenberger,
Troy Eisenberger, Andy Englund, Kristi Esteves, Ian Evans, Adam Feldner, Adam
Move Round Tracker. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Feldner, Tara Feldner, Matt Fick, Sam Filip, John Fleming, Whitney Fleming, Bob
Pass First Player Token . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13 Flewelling, Cindy Flores, Daniel Flores, Danilo Flores, Emily Flores, Gabriel
Forster, Leon Gaffen, Matthieu Glanois, Mathew Gledhill, Jason Goldman, Ashley
Pay Food. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Goodroe, Nick Goss, Graham Guenther, Erwin Habes, Jason Hall, Lisa Hall, Peyton
Pill Item Effects. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Hall, Shaun Hall, Rich Hart, Thomas Haycraft, Heidi, Jody Henning, Matthew
Henning, Josh Henriksen, Wes Henriksen, Steven Hill, Isaac Hiner, Steve Hiner,
Placing Bandits. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17 Alex Hines, Amie Hobson, Jonathan Hobson, Alan Hodges, Jeremy Hodges, Zak
Play a Card. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Honess, Anny Hu, Edward Hu, Jason J Vicente, Michelle Jacobs, Nathan James
Chase, Miranda Jean Walsh, Leslie Jenkins, Christian Jeter, Timothy John Meyer,
Player Turns. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Kelsie Joyce, Kori Joyce, Evan Kendall, Hunter Kendall, David Kiker, Erin Kilbourn,
Random Locations. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Teri Knaff, Tony Knaff, Mel Knott, Michael Kohlhepp, Matias Korman, Leslie
Raxxon Module. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Kozloski, Mark Krijgsman, Mitsuyo Kurosawa, Man Kwun Chiu, Taylor Landers,
J-F Landry, joseph lemire, Saskia Lilli Lehtsalu, Luke Lin, Amy Liu, Matt Lovell,
Request. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Brian Mack, Amanda Martone, Michael Maurer, Brian McDonald, Tyler McIntyre,
Resolve Crisis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 12 Paul Melian, Eric Meyers, Sebastian Meyersieck, Caleb Miller, Mike Miller, Desi
Mims, Bob Misenheimer, John Monitor, Charly Montes, Fernando Montes,
Reveal a Crisis. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Jasmine Morales, Patrick Morrison, Kevin Nafziger, Kathryn Navarro, Harri
Roll Action Dice. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8 Oras, Brad Owen, Greg Owens, Nick Owens, Wendy Owens, Elan Pavlov, Tomas
Pawliuk, Annie Perez, Jean Philippe Theriault, Matthew Phillipson, Imran Pirani,
Roll a Die. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Krystal Pirani, Dylan Posa, Mirte Post, Evan Poteet, Loren Poulson, David Powell,
Rolling for Exposure. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Justin Price, Mette Primdahl, Scott Rabin, Rachel Radecki, Aaron Ramirez, Samuel
Randazzo, Jesse Ravan, Bradley Ray Wild, Ian Reinholt, Jesse Risner, Rodrigo
Search. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9, 10 Retamoza Rivera, Lindsey Rode, Ana Rodriguez, Marcel Roeloffzen, Gabriel
Searching at Raxxon. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Roginic, Anna Rotschafer, Jonathan Rotschafer, Ray Rozman, Debe Rumsey,
Myron Rumsey, Ryan Rumsey, Alan S Hodges, Brian Salloway, Marc Sanguinetti,
Setup. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6, 7 Andrew Schaff, James Schnurr, Josh Severa, Seth Severa, Frank Shannon, Rebekah
Spend Food Tokens. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Sherman, Mauricio Shogun Rua, Harry Smith, Jason Sonk, Cathlien Spangle,
Ida Spangle, Richard Spangle, Greyson Spencer, Michael Steinland, Will Stevens,
Spreading a Bite Effect . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Crystal Stitely, Gary Stitely, Michael Street, Kevin Stufflet, Danielle Stump, David
Survivor Ability. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10 Stutzman, dani suchecki, Tommy Suchecki, Pärt Talimaa, Peep Talimaa, Rachelle
Tam, Michael Tang, Arturo Tena, Carlos Tena, Yaritza Tena, Donovon Thakur, Nik
The Containment Code. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 18 Thakur, Dominic Theriault, Paul Thomas, Phil Thurlow, Francis Todd, Patrick
Unruly Helpless Survivors . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16 Todd, Caleb Tolin, Jon Toon, Eric Tremblay, Andy Trimpe, Brian Truran, Scott
Underwood, Christian Valade, André van Renssen, Aaron VanderWoude, Josh
Variants. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 VanderWoude, Kyle VanderWoude, Pete Vasiliauskas, Matt Wagner, Jake Webb,
Vote to Exile. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11 Mary Weckman, Nick Weckman, Bethany Wells, Nathan Wells, Christoper Wert,
Baker Whisnant, Raquel Wilcox, Stephen Wilcox, Derek Willis, Kaylee Wise, Adam
Voting. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15 Wong, Angela Wood, Ron Wood, Sonja Wood, Ron Wood Sr., Brian Woods, Chase
Winning and Losing. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14 Woods, Nicole Wooley, Jeremiah Woolwine, Brooke Yap, Itamar Yaron, Felix Yeh

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