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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 FUEL 2
WASTE PILE: Play this card when
3 moving a survivor you control. Do
6
not roll for exposure for that move.
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
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.
1
3
6
4
8 9
10
5
11 7
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
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
GROUP LEADER
WE NEED MORE SAMPLES
SET UP
MORALE STARTS AT 6.
4
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
FOLLOWERS
•
•
•
•
•
•
•
•
•
•
•
•
ACTIONS THAT
ACTIONS THAT DO NOT
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
ACTIONS THAT
7
ACTIONS THAT DO NOT
REQUIRE AN ACTION DIE
REQUIRE AN ACTION DIE
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.
ROUND SUMMARY
1. Reveal Crisis
2. Roll Action Dice
3. Player Turns
1.
2.
3.
4.
5.
6.
7.
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
4. Add Zombies
68
• Play a Card
5. Check Main Objective
10
9
• Vote to Exile
ANYWHERE: Once per round you
may increase an unused action die
you control by 1.
OLIVIA BROWN 56
Doctor
4
3
13
9
11
7
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).
8
Example: Attacking a zombie Example: Attacking a SURVIVOR
1 1
SCHOOL SCHOOL
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.
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
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.
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
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
ROLL A DIE betrayal secret objective per player rather than 2, greatly
increasing the odds of a betrayer.
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.
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
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
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
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e,
scars
to crap and
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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.
18
Claw Hunter Collector Frostwalker
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.
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.”
“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.”
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.
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