Last-of-Us-Rule Book
Last-of-Us-Rule Book
OVERVIEW
The Last of Us: Escape the Dark™ is an atmospheric board
game of survival and adventure set in the world of the critically
acclaimed Naughty Dog™ video game franchise.
STORY
You are a Survivor of the Cordyceps Outbreak – a mutant fungal
infection that has brought civilization to its knees. Within the
Quarantine Zone (QZ) you live a harsh life, suffering under the
brutal, martial law and strict curfews of the totalitarian Federal
Disaster Response Agency (FEDRA).
The plan is simple. You’re getting out. You and a few others you
can trust, taking your chances with whatever lies beyond the
walls. You’ve heard rumors about a place where good people
are holding their own, where lives can be lived. Jackson – that’s
the name that keeps coming up. It’s time to move...
SURVIVAL STRATEGY
The challenge of this game lies in balancing the need to survive today against the
need to plan and prepare for tomorrow. Every day brings difficult decisions.
Should you spend another day exploring your current location, gathering supplies
and learning about the road ahead, or should you stop wasting time and move on?
It’s safer to stick together, but less productive. If you split up, you’ll get more done
by exploring multiple locations each day, but risking isolation and extreme danger in
the process. What’s the plan?
2
INDEX
COMPONENTS.......................................................................................................3
SETUP...................................................................................................................5
Prepare the Board.................................................................................................... 5
Threat Tracks....................................................................................................... 6
Prepare Survivors................................................................................................... 7
Survivor Dice....................................................................................................... 7
Character Flaws.................................................................................................. 8
Items & Inventory................................................................................................ 8
PLAYING THE GAME.............................................................................................. 9
PRELUDE – THE QUARANTINE ZONE.............................................................. 9
DAYS................................................................................................................................ 10
Travel Phase............................................................................................................ 10
Blocked Routes.................................................................................................. 10
Action Phase............................................................................................................11
Daily Actions........................................................................................................11
Clearing a Location............................................................................................11
SEARCH.............................................................................................................. 12
Losing a Day....................................................................................................... 12
Adding Boss Tokens.......................................................................................... 12
Preparation Actions.......................................................................................... 13
The End of the Day................................................................................................. 14
Outbreak Days................................................................................................... 14
Example Day............................................................................................................ 15
COMBAT........................................................................................................ 17
Combat Setup.................................................................................................... 17
Boss Combat Setup........................................................................................... 17
Pre-Combat............................................................................................................. 19
LISTEN Round.................................................................................................... 19
SNEAK Round.................................................................................................... 20
Combat Rounds....................................................................................................... 21
Overview............................................................................................................ 21
Combat Specials................................................................................................ 21
Chapter Dice....................................................................................................... 21
MELEE................................................................................................................. 22
SHOOT................................................................................................................. 23
THROW................................................................................................................ 23
The Enemy Attacks Back.................................................................................. 23
RELOAD............................................................................................................... 24
WITHDRAW........................................................................................................ 24
BYPASS............................................................................................................... 24
Combat Example..................................................................................................... 25
ENDING THE GAME....................................................................................... 28
3
COMPONENTS
The search for supplies leads you to an abandoned record store. It On the nightstand of this basement bedroom you find a blood-
appears to have already been picked clean, until pulling back a false smeared journal. Hesitant to read at first, you are soon engrossed by
panel you discover a rusty old safe. its brutal honesty. The tattered pages reveal a life of great hardship,
and you learn much about survival against seemingly impossible
To try and crack the lock, nominate one Survivor present to roll two odds.
or one CRIT in three rolls...
Discard a Threat token, then SEARCH.
Success: Jackpot! Discard a Threat token, then SEARCH.
Failure: It won’t budge – time to move on. Discard a Threat token.
SUBURBS
The doors of this cabin are suddenly bolted shut from the outside. The unexpected sight of this giraffe roaming free is breathtaking. You
Smoke begins to fill the room and soon the entire cabin is aflame. approach cautiously and begin to offer it branches to feed on. It
gratefully strips them of their leaves with its long, rough tongue,
All Survivors present must roll in unison, keeping track of any stirring up an almost forgotten sense of simple joy within you. The
rolled, until they have rolled equal to the Threat Level, or one animal seems to be at peace here, and for the briefest of moments
CRIT. After each collective attempt, if you have not succeeded, all you feel it too.
Survivors present lose 1HP and you must make another attempt. If
you have not succeeded after three attempts, you fail. Discard a Threat token, then SEARCH.
Success: You discover a hidden hatch in the cabin floor. Beneath, a
LAKESIDE
secret tunnel leads to safety. Discard a Threat token, then SEARCH.
UNIVERSITY
Failure: As the cabin walls disintegrate, you smash your way out,
breathless and exhausted. Discard a Threat token.
BACK
FRONT SEARCH
12 x Ammo Dice 5 x HIT Dice 42 x Chapter Dice 52 x Cubes • USE WORKBENCH: UPGRADE and fully Draw one unrevealed
NAIL BOMB
Stashed Item card atUPGRADE
this MELEE WEAPON
location. Explosive + Blade Melee Weapon + Binding + Blade
RELOAD
Turn (or
overjust
nowfully RELOAD) one Ranged
Weapon in the inventory of one Survivor at this • SCAVENGE LISTEN ROUND COMBAT ROUND
location (no Ammo cards required). Draw one Item card.
LISTEN ( in one roll) EACH SURVIVOR MUST TAKE
Success: Change 3 Chapter dice. ONE COMBAT ACTION
At the end of the Day, discard this card.
STARTING
CRIT: Change WEAPONS
5 Chapter dice. (roll all at the same time)
Failure: Add a Chapter dice.
2–3 Survivors: • MELEE (attack)
4–5 Survivors:
SNEAK ROUND • SHOOT (attack)
1 x 9mm Pistol 2 x 9mm Pistol
1 x Revolver • THROW (attack)
2 x Revolver
SNEAK ( in one roll)
2 x Success:
Plank SNEAK attack = 2 x• Plank
RELOAD (if ally attacks)
CRIT: SNEAK attack = • WITHDRAW (all Survivors)
Failure: Take highest damage. • BYPASS (all Survivors)
CANNOT BE UPGRADED
DAMAGE
When making a SNEAK
attack, discard to apply
CRAFTED ITEM an additional .
UPGRADED WEAPON =
CANNOT BE UPGRADED
3 x QZ Cards 3 x QZ Cards
(2-3 Players) (4-5 Players)
6 x Survivor Dice 6 x Survivor Tokens
5
SETUP
PREPARE THE BOARD 14
Place all dice, remaining Threat tokens
1 Unfold the game board in the middle of
and cubes beside the board, sorted by
type in the trays provided.
your playing area.
3 Shuffle the Boss cards and place one face down on the
Boss area. Put the two remaining cards back in the box
without looking at them.
5
Shuffle the Downtown Chapter cards and place a deck of four face
down on top of the Location Clear card at the Downtown location.
Put the three remaining Downtown cards back in the box without
looking at them.
Then, repeat this step for the other four locations: Suburbs, Sewers,
University, and Lakeside.
6
Shuffle the set of QZ cards that corresponds to the number of Survivors in the
game, then place one card face down on the East and West areas of the
Quarantine Zone. Put the remaining card back in the box without looking at it,
along with the unused set of QZ cards.
6
13
Place the Survivor calendar marker on space 1 of the calendar
track, and the Infected calendar marker on the space marked .
12
Place the Crafted Item deck, Upgraded Weapon deck, and Special Ability
deck on their corresponding areas — these should not be shuffled.
11
Place Threat tokens on each location’s Threat track as follows:
Downtown 3 - Suburbs 3 - Sewers 2 - Lakeside 1 - University 1
10
Shuffle the Boss tokens
face down and place
them in a stack beside
the board.
9
Shuffle the Stashed Items 2 cards and
place a deck of four cards face down on THREAT TRACKS
the Stashed Item 2 areas at both the
University and Lakeside locations. Put Thecap-s ruofEaevba rcktash tare noicl ch
the remaining card back in the box without t.i Therbmunfo Thstanreko anioctsl
looking at it. wnoksatiTh.ltaervTh L t s n w o e hr i p
suroenghaitdcl wnbeotkai
t ng u o c r i a d b C m r e o s t p a h c C d
.noictalhsegn lach
8 reThvnWh dsrecnaolpTh kt t a r e
Shuffle the Stashed Items 1 cards m e h t c r a kl p , side up from left to right.
and place decks of four cards face
down on the Stashed Item 1 areas at Each space on a Threat track can only ever have
the Downtown, Suburbs, and Sewers one Threat token on it.
locations. Put the remaining card
If a Threat track is full, no more Threat tokens
back in the box without looking at it.
can be placed on it until some are removed
(Chapter cards will instruct you when to remove
7 tokens).
Shuffle the set of Camp cards that corresponds to the number of Survivors in
the game, then place one card face down on the Camp area at each of the five Whenever Threat tokens are removed, remove
locations. Put the remaining card back in the box without looking at it, along them from right to left.
with the unused set of Camp cards.
7
PREPARE SURVIVORS
1. Each player must choose one Survivor to control, taking the corresponding Survivor board and
Survivor die. If you are playing solo, choose any two Survivors – you will control both.
2. On each Survivor board, place one cube in space 14 of the Health Points (HP) track, and one cube in
each of the three spaces of the Character Flaw track.
3. Place the chosen characters’ Survivor tokens on the game board, white side up, in the central area
of the Quarantine Zone.
4. Based on the number of Survivors in the game, reveal the following Starting Weapon cards:
2-3 SURVIVORS:
1 x 9mm Pistol, 1 x Revolver, 2 x Plank
(put the two remaining cards back in the box)
4-5 SURVIVORS:
Reveal all Starting Weapons.
Players are then free to choose who will carry each of the revealed Weapons, placing them in the
corresponding slots of their Survivor’s inventory.
When taking a Ranged Weapon, place it in the Survivor’s Ranged Weapon slot and place cubes in their
Ammo track equal to its Capacity value.
When taking a Melee Weapon, place it in the Survivor’s Melee Weapon slot and place cubes in their
Durability track equal to its Durability value.
SURVIVOR DICE
Each Survivor comes with a unique, six-sided die. The number of icons on each die corresponds to their stats in three traits:
MIGHT - Representing power, aggression, and toughness. Most utilized in Melee Combat.
CUNNING – Representing mental agility and physical reflexes. Most utilized during SNEAK rounds.
WISDOM – Representing knowledge, insight, and intelligence. Most utilized during the LISTEN rounds and non-Combat tasks.
In this game, when you want a Survivor to attempt something, you will be instructed to roll a specific trait on their Survivor die in a given
number of attempts.
DOUBLE – A DOUBLE features two different traits. When a DOUBLE is rolled, both traits apply, and it counts as a success even if
only one of them was required.
CRIT – Rolling a CRIT represents the Survivor doing something perfectly and succeeding regardless of which trait was required.
When you roll a CRIT during a round of Combat: You HIT the enemy and also BLOCK their attack (page 22).
When you roll a CRIT during a non-Combat challenge: You and any other Survivors involved in the Chapter instantly succeed at whatever
you were attempting. End the challenge without further effect and read the Success result on the Chapter card.
8
Durability Track Ammo Track
CHARACTER LF AWS
immediately
Immediately
for
the rest of the game.
9
PLAYING THE GAME
Each game begins with a prelude phase called The Quarantine Zone, after which it is played over a series of up to sixteen Days, tracked by the
markers on the calendar.
The object of the game is to reach Jackson and defeat the Boss. If you do this before time runs out, and with all Survivors in your group still alive,
you win the game together.
If time runs out (the calendar markers collide) or if any Survivor dies along the way (their HP is reduced to zero), you all lose and the game ends
immediately.
2. Choose the direction each Survivor will exit the QZ, placing their Survivor token on the corresponding QZ card.
3. After all Survivor tokens have been placed, resolve each QZ card that has at least one Survivor token on it, in whatever order you choose.
Survivors there gain all listed rewards as a group, then suffer any listed penalties individually.
4. Exit the QZ by moving all Survivor tokens on its East side to the Survivor spaces (below the Camp card) at the Suburbs location, and those
on its West side to the Survivor spaces at the Downtown location.
5. Reveal the Camp card at each location at which Surviors are present.
6. Discard both QZ cards - the Survivors have left that place behind! You’re now ready to begin Day 1.
10
DAYS
Each Day comprises two phases that must be completed in order:
2. Action Phase – during which Survivors can take one Daily Action each. In addition to this, they may take any number of applicable
Preparation Actions, and potentially some Bonus Actions for successful exploration.
TRAVEL PHASE
On Day 1, skip this phase.
On all other Days, travel is optional, and the direction of travel is up to you. In any order you choose, each Survivor may travel a distance of one
location, moving from their current location to another location connected by a route – the lines on the board between locations.
If a Survivor travels, move their token to one of the Survivor spaces at the destination.
After all Survivors who you wish to travel have done so, begin the Action Phase.
BLOCKED ROUTES
Some routes are connected to a particular space on a location’s Threat track. If there is a Threat token on that space, the route is blocked
and cannot be used to travel until the Threat token is removed (Chapter cards will tell you when to remove them).
11
ACTION PHASE
DAILY ACTIONS
Every Action Phase, in any order the players choose, each Survivor may take one Daily Action at their location. To help keep track of this, after a
Survivor takes a Daily Action (or if you decide they will not be taking one that Day) flip their token to its black side.
There are two Daily Actions to choose from: CAMP and EXPLORE.
• CAMP
Choose an action on the Camp card at the location, declare which Survivor(s) there will take it, and apply the effect. Then place a Threat token,
side up, covering that action - to show it cannot be used again this game.
• EXPLORE
1. Choose how many Survivors at the location will EXPLORE. The EXPLORE action may only be taken once per Day at each location — either
by a solo Survivor, or by a group made up of any number of Survivors there. Once the group has been chosen, it cannot be changed.
2. Nominate one Survivor in the exploring group to Take the Lead. Some Chapters are dangerous to lead into, but you won’t know until you
flip the card! Whenever the word YOU is written in bold capital letters, the effect applies only to that Survivor.
3. The player controlling the nominated Survivor flips over the top Chapter card at the location then reads its italic story text aloud to set the
scene.
4. Follow the instructions on the card to complete the Chapter. When the text of a Chapter card refers to ‘all Survivors present’, this means
only those taking the EXPLORE action together. Other Survivors at the same location (taking the CAMP action or taking no action) are
excluded from the events of the Chapter.
5. Discard the Chapter card (create a discard pile somewhere near the board).
CLEARING A LOCATION
You are not required to complete all Chapter cards at a location before moving on to the next, but if you do, you’ll be rewarded with some group
Bonus Actions. Bonus Actions may be taken in addition to each Survivor’s individual Daily Action.
When the final Chapter card at a location is discarded, follow the instructions on its Location Clear card to learn what the available Bonus
Actions for that location are. Bonus Actions are one-use and are taken as a group. If you wish to take any Bonus Actions, you must do so
immediately when the location is cleared — they cannot be saved for later.
The Bonus Actions for clearing a location include:
• REST
Restore HP to each Survivor at the location as indicated.
• SCAVENGE
Draw cards from the Item deck as indicated and distribute them among any Survivors at the location.
• USE WORKBENCH
Either UPGRADE or fully RELOAD one Ranged Weapon in the inventory of one Survivor at the location.
To UPGRADE a Ranged Weapon, discard it, then browse the Upgraded Weapon deck and take the upgraded card with the same name.
Upgrading a Weapon also fully RELOADS it.
To fully RELOAD a Ranged Weapon, put cubes in the Ammo track to match its Capacity value (no Ammo cards are required).
12
SEARCH
Upon completion, some Chapter cards will offer you the chance to SEARCH the location you just explored.
This gives players, as a group, the chance to immediately take a total of TWO Bonus Actions, or O
F UR if you choose to
Lose a Day and add a Boss token (see below). You may take the same Bonus Action multiple times if you wish, but you
must resolve each action in full before taking the next.
Bonus Actions when searching a location include:
Reveal the topmost unrevealed card of the Stashed Item deck at any location.
If it is an Event card, apply the On Reveal effect.
If it is an Item or Weapon card, leave it face up on top of the Stashed Item deck at the location.
Take any one face up card from the Stashed Item deck at the location u
j st explored and put it into the inventory of any
Survivor at that location.
Nominate any Survivor at the location (even if they were not part of the EXPLORE action that Day), then draw the topmost
unrevealed card from the Stashed Item deck there.
If it is an Event card, apply the When Drawn effect. Some Events feature YOU effects, which apply only to the nominated
Survivor.
If it is an Item or Weapon card, you may either:
Put it into the inventory of any Survivor at the location.
Draw one card from the Item deck and put it into the inventory of any Survivor at the location.
13
WHEN TO DRAW BLIND?
The DRAW BLIND Bonus Action is the fastest way to acquire Weapons, but it is also the riskiest!
The back of each Stashed Item card indicates how many cards in that set are safe (Weapons or Items) and how many are potentially dangerous
(Events).
Events are always safe if you discover them using the GAIN INTEL Bonus Action (you apply the On Reveal effect), and always dangerous if you
discover them when you DRAW BLIND (you apply the When Drawn effect).
Stashed Item Set 1 has 13 cards in total, Stashed Item Set 2 has 9 cards in total,
8 of which are Weapons/Items, 5 of which 6 of which are Weapons/Items, 3 of
are Events. which are Events.
By keeping track of the number of Events discovered during play, you will have some idea of how many remain, meaning you can judge how
much risk you are taking each time you DRAW BLIND.
But remember, during setup, one card from each Stashed Item set is removed from play - the information you have is never perfect. Choose
carefully when to DRAW BLIND!
PREPARATION ACTIONS
Before or after a Survivor’s one Daily Action, you may also take as many Preparation Actions as you wish.
However, Preparation Actions cannot be taken during the events of a Chapter card - they may only be taken before the Chapter card is flipped or
after it is discarded. Preparation Actions may also be taken during the Travel Phase.
• TRADE
Move cards from one Survivor’s inventory to another at the same location. Traded Weapons remain in the same Ammo/Durability state they
were in before being traded.
• CRAFT
Discard two CRAFTING MATERIAL cards in the correct combination to CRAFT an Item (see CRAFTING MENU on the Rules Reference card).
Then, browse the Crafted Item deck and take the corresponding card.
• UPGRADE MELEE WEAPON
To UPGRADE a Melee Weapon, it must have at least one Durability remaining.
Discard one Binding card, one Blade card, and the Melee Weapon card you are upgrading, then browse the Upgraded Weapon deck and take
the upgraded card with the same name.
Upgrading a Melee Weapon also fully restores its Durability – put cubes in the Durability track to match its new Durability value.
• RELOAD
Discard one or more Ammo cards from a Survivor’s inventory. For each card discarded, add one cube to their Ammo track. You cannot load a
Weapon beyond its Capacity value.
• USE ITEM
Discard an Item card to apply its effect. For example: Discard a Snack Bar card to restore 1HP to your Survivor.
14
THE END OF THE DAY
When every Survivor’s token has been flipped to its black side (indicating they have each taken one Daily Action, or that you’ve decided they won’t
be taking one) and no-one wants to take any further Preparation Actions, the Day is over.
1. Move the Survivor calendar marker along the calendar track one space to the right.
OUTBREAK DAYS
Cerniat Dasy on eht lca radne rt cka ra e ram dek htiw a indicating an Outbreak - the Infected are growing in number!
When the Survivor calendar marker is moved onto an Outbreak space:
Immediately add one Threat token to the Threat track at each location, unless its Threat track is already full or the
location has been cleared (in which case skip that location).
15
EXAMPLE DAY
1
It’s the start of a new Day. In the Travel Phase, Joel, Ellie, and Tess all travel to
the Sewers, where an earlier use of GAIN INTEL revealed the Hunting Bow has
been stashed – they want that Weapon! On arrival, the Camp card is revealed
- they’ve discovered a Junkyard and some Medical Supplies are also available
at this location. The Travel Phase ends, and the Action Phase begins.
2
Ellie is low on HP. CAMP
is chosen as her Daily
Action and she uses
the Medical Supplies
on the Camp card. Ellie
gains 3HP, an token
is placed on that action
space to show it has
been used, and Ellie’s
Survivor token is flipped
to its black side to show
that her Daily Action has
been taken.
Joel and Tess could now EXPLORE together, but another plan is hatched
3
instead. For Tess, CAMP is chosen as her Daily Action too, to make use
of the Junkyard. Two cards are drawn from the Item deck as instructed,
Rag and Alcohol, and they are placed into Tess’ inventory. Then an
token is placed on the Junkyard space and Tess’ Survivor token is flipped
to its black side to show that her Daily Action has been taken.
Even though her Daily Action has been taken, Tess now takes two
Preparation Actions. First, CRAFT, to make a Health Kit by discarding
the Rag and Alcohol cards. Then, TRADE, moving the Health Kit she just
crafted from her inventory to Joel’s.
16
4
Joel begins his Day by taking a Preparation Action to restore 4HP
by discarding the Health Kit Tess just gave him. EXPLORE is then
chosen as his Daily Action, and the top Chapter card is flipped. Joel
encounters Raiders and must fight them alone! Ellie and Tess are
not present in this Chapter (because they did not take the EXPLORE
action) so they cannot help.
5
Combat takes place (page 17) and Joel defeats the Raiders to complete the
Chapter card.
As instructed on the Chapter card, one Threat token is discarded from the
Threat track at the location, and the group may now SEARCH (page 12).
They choose a total of two group Bonus Actions from the SEARCH list.
The first Bonus Action chosen is RAID STASH, allowing them to take the
Hunting Bow card. Great for SNEAK attacks, it is put into Ellie’s inventory.
The second Bonus Action chosen is DRAW BLIND, and Tess is nominated
to do it. An unrevealed card from the Stashed Item deck is drawn – she’s
set off tripwires and loses 2HP! The Event card is discarded.
Joel’s token is flipped to its black side and the Chapter card is discarded.
6
All Survivors have now completed their one Daily Action, earned some Bonus Actions, taken some
Preparation Actions, and flipped their tokens to their black sides. The Day is over.
Items have been gained, enemies defeated, and the group is one step closer to opening the route out of
the Sewers.
A new Day is ready to begin!
17
COMBAT
When a Chapter card instructs you to Begin Combat, this applies to all Survivors in the group taking the EXPLORE action at that location – not just the
Survivor nominated to Take the Lead.
The enemy is represented by a row, or several rows, of Chapter dice. The more Chapter dice, the harder the fight will be!
Combat is fought in a series of rounds in which each Survivor will take one Combat Action, attempting to HIT the enemy and remove some Chapter dice.
The goal is to remove all Chapter dice in as few rounds as possible. When all Chapter dice have been removed, the enemy is defeated and Combat ends.
COMBAT SETUP
Chapter cards that involve Combat have a row of icons at the bottom representing the enemy’s stats.
To set up Combat, place a row of Chapter dice in the marked space on the board below the Chapter card, matching the enemy’s stats.
A means roll Chapter dice equal to the current Threat Level of the location (the number of Threat tokens on it’s Threat track) and place them
in the row however they land.
Each , or means place one Chapter die in the row with that trait face up.
Each means roll a Chapter die and place it in the row however it lands.
If any icons are in brackets with , treat the enemy’s stats as having as many of those icons as there are Survivors in the Combat
(see Group Combat Setup example opposite).
When setting up Boss Combat, when this icon appears in the enemy’s stats, reveal all Boss tokens that have been
placed during the game and apply them to Combat setup as follows:
? Roll this many additional Chapter dice and add them to the row however they land (these are
? ? ?
? ? not multiplied by the number of Survivors in the Combat).
This Combat has no LISTEN round, or no SNEAK round (regardless of what the Boss card says).
18
Solo Combat Setup Example
When a solo Survivor encounters an enemy at a location with a Threat Level of two, Combat would be set up using the SOLO section as
follows:
Roll two Chapter dice (because the Threat Level of this Then add one Chapter die showing MIGHT, one
1 location is two) and place them in a row below the Chapter 2 showing WISDOM, and roll one more and add it to
card however they land. For example: the row however it lands. For example:
Putting them all together, a row of five dice would be placed in total.
Roll two Chapter dice (because the Threat Level of Place one MIGHT and one rolled Chapter die for each Survivor in the
1 this location is two) and place them in a row below 2 Combat. Since there are three Survivors in this Combat, that means three
the Chapter card however they land. For example: MIGHT and three rolled Chapter dice should be placed. For example:
Putting them all together, a row of eight dice would be placed in total.
19
SOLO GROUP
Charge it...LISTEN 0
SOLO
? ? GROUP ?
LISTEN ASNEAK
Clicker staggers into
If you defeat thisview,
enemy,head tilted,
discard movement
a Threat token, then erratic.
Search. 3
0 What’s
PRE–COMBAT
the plan?
ClickerBait
? ? ?
it... into view, head tilted, movement erratic. What’s
ASNEAK staggers
Choose one this
If you defeat option then
enemy, Begin
discard
SOLO Combat…
a Threat token, then Search.
GROUP
3
the
Bait plan?
Some Chapter
it... LISTENcards offer Survivors the opportunity for a LISTEN round and a0SNEAK round before the first round of Combat begins.
Charge it... ? ? ? GROUP ? ?
Choose one option then SOLO Begin Combat…
SOLO GROUP
LISTEN SNEAK If available,
Charge it...LISTEN If you defeatthese pre-Combat optionstoken, 0
will be highlighted 2
on
0 the card in the lower left.
? ? this ? enemy, discard a Threat
? ? ? ? then Search. ?
SOLO GROUP
SNEAK
LISTEN SNEAK If an
If you defeat option
If this
isdiscard
you enemy,
greyed
defeat this
out and
a Threat
enemy,
crossed
token,
discard
through,
then token,
a Threat Search. it 2
then Search. 3
0is not available.
? ? ?
When
SNEAK Bait it...LISTEN and SNEAK rounds are always optional – you
available, 3 can skip one, or both if you prefer, and go straight to Combat.
If you defeat this enemy, discard a Threat token, then Search.
SOLO GROUP
Bait it... LISTEN 0
There ? ? ? ? ?
can only ever be one of each type of pre-Combat round, and they must happen (or be skipped) in this order:
SOLO GROUP
LISTEN SNEAK 0
If you defeat this enemy, discard a Threat token, then Search. 2
? ? ?
1. LISTEN round (optional) ? ?
SNEAK If you defeat this enemy, discard a Threat token, then Search. 2
2. SNEAK round (optional)
LISTEN ROUND
This represents the Survivors taking a moment to quietly study the enemy positions, hoping to change the configuration of the Chapter dice before
Combat starts.
Any number of Survivors can attempt to LISTEN, but must do so one at a time, and each may only attempt it once per LISTEN round.
For a Survivor to LISTEN, a LISTEN check must be passed. Choose which Survivor will make the first LISTEN check and roll their Survivor die. To
pass the LISTEN check, you must roll WISDOM ( ) or a CRIT.
• If you roll WISDOM: They pass! You may change up to three Chapter dice to show traits of your choice.
• If you roll a CRIT: They pass with perfection! You may change up to five Chapter dice to show traits of your choice.
• If you roll anything else: They fail! Roll one additional Chapter die and add it to the row.
After the first LISTEN check, regardless of the result, choose whether to make another LISTEN check for a different Survivor, or to end the LISTEN
round.
20
SNEAK ROUND
This represents the Survivors using stealth to try and become HIDDEN and then make a SNEAK attack on the enemy, potentially removing some
Chapter dice before Combat starts.
Any number of Survivors can attempt to become HIDDEN, but must do so one at a time.
For a Survivor to become HIDDEN, a SNEAK check must be passed. Choose which Survivor will make the first SNEAK check and roll their
Survivor die. To pass the SNEAK check, you must roll CUNNING ( ) or a CRIT. Or, instead of rolling, you may discard a Throwable Item to
distract the enemy and automatically pass!
If you roll CUNNING: They pass! That Survivor has successfully HIDDEN and will be eligible to make a SNEAK attack (see below).
If you roll a CRIT: They pass with perfection! The Survivor has HIDDEN, and their upcoming SNEAK attack will remove an additional Chapter die if
it HITS.
If you roll anything else: They fail! That Survivor has been detected and given away your position. All Survivors that attempted a SNEAK check
in this SNEAK round (including those who succeeded and are HIDDEN) immediately take damage equal to the enemy’s highest attack value. The
SNEAK round ends, no SNEAK attack can take place, and Combat begins.
If the first Survivor passes their SNEAK check, players must then choose to either:
• Make another SNEAK check for a different Survivor to try and become HIDDEN as well.
OR
• Make the SNEAK attack with only the Survivor(s) who are already HIDDEN.
A Melee SNEAK attack does not require a Weapon, and it automatically HITS — remove one Chapter die of your
choice (or two dice if the Survivor rolled a CRIT on their SNEAK check). Some Weapon and Item cards can deal
additional damage on top of this, as detailed on the cards themselves. Use of these cards is optional and you may
only trigger one card per Survivor.
A Ranged SNEAK attack requires a Ranged Weapon or a Throwable Item and does not automatically HIT. Instead,
you must roll Ammo dice to see if the Survivor HITS, just like taking the SHOOT or THROW action in a normal round
of Combat (see page 23). For each HIT rolled, apply damage as described on the Weapon or Item card being used
(removing one additional die if the Survivor rolled a CRIT on their SNEAK check). If all the Ammo dice MISS, that
Survivor’s SNEAK attack has no effect.
The enemy never Attacks Back in the SNEAK round - they are caught by surprise!
21
COMBAT ROUNDS
OVERVIEW
After any available LISTEN or SNEAK rounds have been completed (or skipped), Combat begins.
Combat is fought in a series of rounds. Each round each Survivor must carry out one Combat Action:
Survivors can all take the same action, all take different actions, or any combination.
IMPORTANT: The dice for all Survivors’ actions are rolled at the same time, but you may then resolve the results of each action one at a time in
whatever order you choose.
Each round, after resolving the Combat Actions of all Survivors, if the enemy is still alive, check to see if they Attack Back (page 23).
After all Survivors have taken their one chosen Combat Action, and after checking to see if the enemy will Attack Back, the round ends. Begin a
new round with players declaring one Combat Action for each Survivor, and rounds then repeat in this way until Combat ends.
• The enemy is defeated (all Chapter dice have been removed by Survivor attacks, which completes the Chapter).
• One of the Survivors is killed (their HP is reduced to zero, which ends the game).
When the enemy is defeated, discard a Threat token from the Threat track at the location, then SEARCH the location (page 12).
COMBAT SPECIALS
Some seimn evah a Comtab Spelaic , na liba tiy or fcet chiw si xp
e ladeni on rieht Chp
a ret rca .d
Thse e ofnet rb kae eht stradn d rules ni a oived us , ywa gnikam of r raef some oppontsne . p eK
Comtab Spelaic s ni dnim liwh e –ggnith – yeht ra e sae y ot of rgte ni eht taeh of Com!tab
CHAPTER DICE
Each Chp
a ret eid u
taef res rht e sised htiw SINGLE rt tsia on ,meht dna rht e htiw DOUBLE rt tsia on .meht
DOUBLES represtne eht ymen gnibe fi– d cult ot HIT, u b t nca be reom dev ni eht of llowgni sywa :
A Survovi r gnikat eht MELEE ociat n dna rollign a gnichtam DOUBLE or a CRIT on rieht Survovi r .eid
Two Survovi rs gnikat eht MELEE ociat n ni eht saem round of Comt,ab rollign eht tow reu
q ri de rt tsia
n t e b w ,m e h t d n a p
a plygni eht oc denibm result.
A Survovi r p a plygni egamd rf om a Radegn Wep
a on, Mele Wep
a on, Throwlba e It,me or SNEAK tcka tah la lows meht ot
reom ev a Chp
a ret eid of rieht och eci ( .)
22
MELEE (ATTACK ACTION)
To take this action, a Survivor does not need a Weapon – they can fight with their bare hands!
Roll the Survivor’s die. If the result matches any of the enemy’s Chapter dice, that Survivor has HIT! Remove Chapter dice as follows:
OR
You roll: Ally rolls: You remove:
Combine with another Survivor’s die to
remove one DOUBLE Chapter die.
If you roll a DOUBLE Remove one Chapter die showing a matching DOUBLE. You roll: You remove:
OR OR
Remove up to two Chapter dice showing matching SINGLES.
Remove any one Chapter die of your choice, regardless of what trait(s) it is showing.
BLOCK
Any result that includes a shield icon also counts as a BLOCK, regardless of whether the
Survivor’s attack HIT or not that round. Each Survivor who BLOCKED takes no damage when
the enemy Attacks Back (page 23).
MISS
If what you roll does not match any Chapter dice, that Survivor has MISSED, removing no dice this round (but they may still have
BLOCKED).
MELEE WEAPONS
Melee Weapons can add bonus damage when you HIT. To apply a Melee Weapon’s bonus damage, remove one cube from its Durability track
and apply the damage as detailed on the Weapon card.
Applying bonus damage is always optional, but each Weapon can only be used to apply bonus damage once per MELEE action.
When the last cube in the Durability track is removed from a Melee Weapon, discard the card.
23
SHOOT (ATTACK ACTION)
To take this action, the Survivor must have a Ranged Weapon in their inventory, and at least one cube in their Ammo track.
1. Check the Max. Fire Rate of the Weapon, discard up to that many cubes from the Ammo track, and take that same number of
Ammo dice into hand from the supply.
2. Roll the Ammo dice and apply the results as follows:
For each rolled, you HIT! Apply the damage effect described on the Weapon card.
DAMAGE
For example means that for each HIT rolled, you may remove any two Chapter dice of your choice.
If you rolled any blanks, they have no effect – the shots MISSED!
3. After applying the results of all the Ammo dice you rolled, place them all back in the supply – that Ammo has been spent!
1. Choose the Item you wish to THROW, take one Ammo die into hand from the supply, and roll it.
If you roll a , you HIT! Apply the result described on the Item card.
Survivors who took an attack action are at risk of suffering an enemy attack of the same type (Ranged or Melee):
Ranged Damage
If an enemy has a Ranged attack value, roll a HIT die beside each Survivor who took the SHOOT or
THROW action.
If a is rolled, that Survivor has been HIT and loses HP equal to the enemy’s Ranged attack value.
If a blank is rolled, the enemy MISSED that Survivor – they take no damage.
Melee Damage
All enemies have a Melee attack value. Each Survivor who took the MELEE action and didn’t roll a
BLOCK is HIT and loses HP equal to the enemy’s Melee attack value.
24
RELOAD
To take this action during Combat, at least one other Survivor must be taking an attack action in the same round to keep the enemy occupied.
Reloading during Combat counts as a Survivor’s one Combat Action for the round.
Discard one or more Ammo cards from the Survivor’s Ammo slot. For each card discarded, add one cube to their Ammo track (you cannot load a
Weapon beyond its Capacity value).
WITHDRAW
To take this action, all Survivors involved in the Combat must agree to do so together in the same round.
• Combat ends immediately with no further damage dealt.
• Remove all remaining enemy Chapter dice and put them back in the supply.
• Flip the withdrawing Survivor’s tokens to their black sides.
• Unlike when defeating an enemy, when you WITHDRAW you leave the Chapter card where it is, face up at its location – this enemy will
remain there, preventing further exploration until the Survivors deal with it on a subsequent Day.
If you WITHDRAW, you do not get to discard a Threat token or SEARCH the location.
BYPASS
To take this action, all Survivors involved in the Combat must agree to do so together.
• Combat ends immediately. Discard the Chapter card and put all remaining enemy Chapter dice back in the supply.
• Lose a Day.
1
A new Day begins with Joel and Ellie at the Sewers. They are not able to
Travel onward because the route is blocked by a Threat token, so they
choose to skip the Travel Phase and go straight to the Action Phase.
EXPLORE is chosen for both Survivors as their Daily Action, and Joel is
nominated to Take the Lead. The top Chapter card is flipped – the duo is
cornered by Raiders! The card instructs the group to Begin Combat…
SETUP
Since there is more than one Survivor
present, the GROUP stats are used to
set up Combat.
The current Threat Level of the location
is three, so three Chapter dice are rolled. Next, since there are two Survivors
present, two Chapter dice showing MIGHT are placed and two more are
rolled.
In total, the enemy has seven dice!
2
PRE-COMBAT – LISTEN ROUND
The Chapter card shows that LISTEN and SNEAK are both
available this Combat. The players don’t like the look of all
those DOUBLES on the Chapter dice, so they choose to begin
with a LISTEN round (hoping to change some of them).
Joel is chosen to attempt the first LISTEN check, and his Survivor die is
rolled. It’s WISDOM – he passes the LISTEN check! Three Chapter dice may
now be changed to whatever the players like. They choose to turn the
three DOUBLES into SINGLES, which will be easier for the Survivors to
deal with later.
Ellie could now also attempt to LISTEN, but the players are happy with the
Chapter dice and choose not to take the risk of adding more – which would
happen if she failed her LISTEN check.
The LISTEN round ends.
26
3
PRE-COMBAT – SNEAK ROUND
The players could pass up the opportunity to SNEAK and move straight to Combat
now, but they want to try and do some damage before Combat via a SNEAK
attack, so they begin a SNEAK round.
Ellie is chosen to make the first SNEAK check and her Survivor die is rolled. It’s
CUNNING – she passes the SNEAK check and becomes HIDDEN! Joel could also
make a check to try and become HIDDEN, increasing the damage of the upcoming
SNEAK attack if he succeeds, but the players decide against it - CUNNING is
Joel’s weakest stat and if he were to fail the SNEAK check the entire SNEAK
attack would fail and both Survivors would take damage.
So, Ellie goes it alone, leaping from the shadows to make a Melee SNEAK attack!
Normally, a Melee SNEAK attack removes one Chapter die of your choice. However,
Ellie is carrying her trusty Switchblade which removes an additional Chapter die,
meaning the players can remove two Chapter dice of their choice in total.
A WISDOM and a MIGHT are removed.
Pre-Combat is over. Seven dice have been reduced to five, and all the nasty
DOUBLES are gone. It’s a good start, but now the first round of Combat begins!
4
COMBAT – ROUND 1
In the first round, the SHOOT action is chosen for Ellie. The Max. Fire Rate of her
Hunting Rifle is one, so one cube from her Ammo track is discarded and one Ammo die
is taken into hand. MELEE is chosen for Joel, so his Survivor die is taken into hand.
The dice for both actions all rolled at the same time - both attacks HIT!
The damage section of Ellie’s Hunting Rifle card shows that for each HIT rolled, she
may remove two Chapter dice of her choice. A WISDOM and a MIGHT are chosen and
removed.
The MIGHT rolled on Joel’s die matches the Chapter die showing MIGHT, so that Chapter
die is removed. On top of that, the players choose to discard one cube from Joel’s
Durability track to activate the additional damage of his Melee Weapon (a Plank),
removing one additional die of their choice, a CUNNING.
Four of the remaining five dice have been removed in the first round, nice! However,
because there is still one die remaining, the enemy is not defeated yet and they Attack
Back!
Because Ellie took the SHOOT action, and because this enemy has a Ranged
attack value, they return fire. A HIT die is rolled, and the enemy HITS!
Ellie loses 2HP (the Ranged attack value of the enemy).
Because Joel took the MELEE action and did not BLOCK, he is HIT
automatically and loses 2HP (the Melee attack value of the enemy).
27
5
COMBAT – ROUND 2
A new round begins. The enemy has just one die remaining!
MELEE is chosen for both Joel and Ellie and their dice are rolled
simultaneously. Neither of them rolls a match, so they both MISS.
Still not defeated, the enemy once again Attacks Back. Since both
Survivors chose to make a MELEE attack, the enemy responds to each
with a MELEE attack in return! Joel rolled a BLOCK so he takes no
damage this round. Ellie did not roll a BLOCK and normally that would
mean she loses 2HP (the enemy MELEE attack value).
However, this enemy has a Combat Special: Each time a Survivor would
take any amount of Melee damage this Combat, they may avoid it
completely by discarding one Item/Weapon/Ammo card.
So, an Item card (Sugar) is discarded from Ellie’s inventory and she
avoids damage this round.
6
COMBAT – ROUND 3
A new round begins. Once again, the MELEE action is chosen
for both Survivors.
Joel MISSES but thankfully Ellie HITS, removing the final die
and defeating the enemy!
The Chapter is complete.
As instructed at the bottom of the Chapter card, a Threat
token is discarded from the Threat track at this location and
the group may now proceed to SEARCH. Then, they will
discard the Chapter card, flip their Survivor tokens to their
black sides, and end the Day.
28
ENDING THE GAME
Continue completing Days until you either win or lose the game.
CREDITS
Escape the Dark™ created by: Thomas Pike, Alex Crispin, James Shelton
Game Developers: Thomas Pike, Alex Crispin, James Shelton, Jean-Duval Du Toit
Artist & Graphic Designer: Alex Crispin
Writer: Thomas Pike
Editor: Pedro Latro
The Last of Us™ ©2024 Sony Interactive Entertainment. Created and developed by Naughty Dog LLC. “PlayStation Family Mark” is ® or ™ Sony Interactive Entertainment Inc. The Last of
Us: Escape the Dark, Escape the Dark and Themeborne are ® or ™ and/or © 2024 Themeborne Ltd, registered in the UK. All rights reserved. No part of this product may be reproduced
without special permission. Components may vary from those shown. Themeborne Ltd is located at 205 Kirkham House, Norwich, NR3 2AG UK. Made in China. www.themeborne.com
29
Escape the Dark Castle is a simple,
fantasy adventure game with a focus on
atmosphere and player cooperation –
perfect for newcomers to tabletop
gaming. It takes 2 minutes to set up, lasts
around 30 minutes, and no two games are
ever the same.
Players take the roles of prisoners and
must work together using custom dice
and item cards to overcome the castle's
many horrors, traps and challenges -
each of which is represented by a large,
beautifully illustrated chapter card.
As these immersive chapter cards are
revealed one by one, the game takes on
the form of a shared storytelling
experience, with the players making
decisions about what to do each chapter
as they embark on a desperate quest to
escape.
The goal of the game is to complete every
chapter in the castle deck, and then defeat
the final boss. To win, you must keep
everyone alive - if any prisoner is killed
the game ends immediately.
Adventure Pack 1: Cult of the Death Knight Adventure Pack 2: Scourge of the Undead Queen Adventure Pack 3: Blight of the Plague Lord
Escape the Dark Sector is a simple, sci-fi
adventure game with a focus on
atmosphere and player cooperation. It
takes around 5 minutes to set up, lasts
around 45 minutes, and no two games are
ever the same.
Mission Pack 1: Twisted Tech Mission Pack 2: Mutant Syndrome Mission Pack 3: Quantum Rift