Daily Goal Card - Greenbrier Games
Transcription
Daily Goal Card - Greenbrier Games
Contents Ode to our backers: This game would not have been possible without Kickstarter. It helped us make our dream come true and launch our first board game. The people listed below are a testament to helping make this dream come true. <Shotgun> Aaron McCallen, Adam Aldrich, Adam Hock, Adam’s Zombie Guide, Adem Sawyer, Al the Hittman, Alan Goodrich, Albee, Albert Buixade Farre, Albino Dragon, Alejandro Magness, Alek Dembowski, Alex Stark, Alexander Michael Pellman, Michael Petroziello, Michael Rougelot, Michael Shumate, Michael Swiernik, Michael Troub, Michael ‘Vryolakas’ Kipling, Michael Wissner, Miguel Tavares, Mikaus, Mike “Awesome” Boyd, Mike “The Naked Cobian, Alexander McMillan, Alissa Coates, Allan D. Bennett, Alphonse Chesky, Amy Lynn, Andrea&Nathaniel, Andrew Ceci, Andrew Crouthamel, Andrew J. Hayford, Andrew Martin, Andrew McGrath, Andrew Murphy, Andrew Nguyen, Andrew Zombie” Lindon, Mike “ztilleto” Ditlevsen, Mike Asam, Mike DiGioia, Mike Dougan, Mike Harsch, Mike Holyoak, Mike Jarred, Mike McDrunk, Mike Ruiz, Miles Matton, Miles ‘Wolfman’ Brown, Milina Zheng, Mitchell Gianoni, MJ Stingel, Andy Barnousky, Anthony Guntherinator, Anthony Palcic II, Anthony ‘Stitches’ Samples, Arjun Nair, Artem Stepin, Asa Enochs, Austin Ellis, Avi Zacherman, AYT, B & M, Barry D. Guertin, Bart, Benjamin Bement, Benjamin Dawson, Benjamin Kuchenbrod, modem, Mohammad “Smooth-n” Karimi, Mookie, mooP, Moritz Salinger, Moshe Jonathan Gordon Radian, Mr. Larry F. Neal Jr., Natalia and Jeremy Caliden, Nate “Sub Commander” Reed, Nate Itzen, Nate Lawrence, R. Balzer, Bill “Father Azerun” Jahnel, Bill Schmedlin, BillA, Bob, Bob Mazanec, Brad Olson, Brain Eater, Brandon Crane, Brandon Ice, Breeze, Bren Rowe, Brendan Mayhugh, Brendan Power, Brendon Wilder, Brian “Khayos” Lee, Brian Basham, Nate Swalve, Nathan Howell, Nathan Kilgore, Nathan Kline, Nathan McCullough, Nathan Mikeska, Nathan Young, Nazko, Neal Trickey, Neight, Neil Laird, Neil Ng, Nevikson, Nicholas Reynolds, Nicholas Swenson, Nick “Beercules” Brian Hankins, Brian Juranowitch, Brian LaCount, Brian Lee Gnad, Brian Powell, Brian Smith, Bridget Quinn, Bruce Wehrle, Bryan & Danielle Magnuson, Cameron Vetter, Carl Vereen, Cassy McGuire & Asher Smoote, Chad Michael Harrell, Chad Aliota, Nick “Bugz” Ruiz, Nick Allen, Nick Fohs, Nick Genaw, Nick Hughes, Nick Kolacia, Nick Leja, Nick Mahews, Nick Patron, Nicolas Lefebvre, Nicolas PEREZ, Noah Allington, Norbert Barrion, Nudeldampfhirn, NyQuil Driver, Rathsack, Chris Casinghino, Chris Larkin, Chris P. Han, Chris Reynolds, Chris Snyder, Chris Stadler, Chris Tursi, Christopher M. Amidon, Christopher Wurpts, Chuck Alessi, Cloud Cap Games, cookie, Cory Forciea, Craig Beaulieu, Curt Covert, Nziv, Oliver Gampe, Olivier - Olaf - Vannerom, Omar Germino, Omaru Tahrichi Muñoz Rosalia Mola, Orabbi, Owen “ringmaster” Winkler, Owen Diamond, Owen Fox, P. Dennis Waltman, Pádraig Ó Duinn, palmiro, PantherPage, Damian Smart, Dan “ouij” George, Dan “TheOrange” Stanley, Dan LaValley, dan mulcare, Don Oliver, Daniel Henson, Daniel Hooks, Daniel Löfquist, Daniel M Andersen, Daniel von Dziegielewski, Daniel Williams, Dave Folksman, davethehawaiian, Patrick Ballou, Patrick Bierlein, Patrick DeCastro, Patrick Henry, Patrick Hwang, Patrick Kempter, Patrick Michel, Paul “Fenster” Tate, Paul “Springheeledjack” Cooper, Paul Benson, Paul E Silverio, Paul Haswell, Paul Jackson, David Benoy, David Caron, David Doutch, David Ford, David R, David Rapp, David Ring, Dennis Tong, Derek Greminger, Derek James Stanley Chico, Ca, Derek Reeve, Devin Lee, Diane Baek & David Rose, dlminsac, Dominic the zombiepirate, Don Paul Mather, Paul May, Paul McCreary, Paul Migaj, Paul Norris, Paul R Smith, Paul Tower, Paulo Roberto Vasques Jr, Peachykiki, PECKEU Sebastien, Per Landberger, Pete Baginski, Pete Clinch, Pete Quackenbush, Peter *Lifes“Broglz” Zimmerman, Don Clevenger, Don R Hanson II, Dr. Thomas Schmid, Dru Staltman, Dudley Drummond-Hay, E Fleming III, Ebr.Shepherd, Eddy Morrow, Engin Diri, Eric Clinton, Eric W. Lund, Erwin van der Koogh, Ethan Nicholas, Evan canX* Poulsen, Peter A. Jacob, Peter Brown, Peter Guthrie, Peter L., Peter Oberley, Peter The WonderGoth, Peter Wilson, Phendorm, Phil “RabidRoadkill” Seale, Philip Cahiwat, Philippe St-Onge, Phillip Kramp, Pierce Tibma, Gassman, Exato Game Studios, Familie Lenhardt, Fernando L., First Turn Win Games Auckland, Francis Pope, Francis.G, Frank Kersh, Fraser Hopkins, FYS, Fyzzle, Gady, Garry Jenkins, Gary Laycraft, Gasstank, George Schlossnagle, Gordon Pingu, PlayaWaste Raiders, Primori, ProtogenXL, Quentin “Kilt” Burleson, Qwidmeyer, R Truax, R. “Shogs” Grant, R. Scott Daniels, R. Zambon, Raechel Coon, Raheem Teja, Randall Johnson, Randall K. Skillern, RandExt, Stewart, Greg Faulkner, Greg Johnston, Guillaume JAY, Guillermo Llosa, GuppyGamer, Harry John Shephard, Harvey Sponaugle, Henry Hoecker, Hristos, Iain Barr, Ian S. Tan, Ian SerVaas & Sage, ilprofeta, Ina Ruth, Indigo Kim, ishinkeN, J Gronowski, J.F. Randyy Pan, Raskolnik, Raul A., Ravi Raj, Rems, Reric, Rhel ná DecVandé, Rhino, Ricardo F. Ferreira, Richard Beard, RICHARD HSU, Richard Linnell, Richard Logue, Richard Wu, Rick Kim, Rick Salvato, Rob Hinkle, Robert De Purpura, Jaime R, Jake Jones, James “The Pope” Hastings, James and Ruha Tacey, James E. Deykes, James Froeschle, James Keister, James Maxwell, Jared K., Jason “shifty” Larin, Jason Greene, Jason Lane, Jason Sirignano, Jay Ziebarth, JCF3, Luna, Robert DiChiara, Robert Gallo, Robert Lee Mayers, Robert Ruescher, Robert Schimmel, Robert Snook, Roberto Flores, Robin Lees, Rodney Sellers, Roland -eeZee- Schmidiger, Ron Emch, Ron Mason, Ron Rhinehart, Ronny Jedidiah Curzon, Jeff “Jiggity” Tilden, Jeff Nurkiewicz, Jeff Schulz, Jeff Wyman, Jeremy Richards, Jesse Dioquino aka PikaPuff, Jesse J. Anderson, Jessica Morris, Jesus Christo, Jim Otermat, Joe Chasse, Joe Watkins, Joe White, John C.H. Choong, Heinz, Ropya, Roy Battiscombe, Rudolf Hagedorn, Ryan & Tyler Von Kirchmeyer, Ryan Anthony Lee, Ryan D Edwards, Ryan Darley, Ryan Hyland, Ryan Karr, Ryan Lorence Syfargo, Ryan Mousseau, Ryan Rubrico, Ryan S. Christie, Ryan Sears, Ryan Worrell, S. Adam Brasel, S. Slaggy, Sagdullaev Timur, Sam Leung, Sam Sollars, Samuel Houle, Samuel Jaimes, Samuel Lövgren, Sangediver, Sarah Thomas, Scott “Aldie” Alden, Scott Braem, Scott Denoff, Scott John K, John Koehnle, John Nixon, Jon Barker - Muufu Games, Jon Larkin, JONAH, Jonas Wolfe, Jonathan “Zipp” Stark, Jonathan Jordan, Jonathan Pettit, Jonathon, Jooooonas Leeeeeeeeee, Jordan & Carla McIntosh, Joseph Ballou, Joseph Flaherty, Joseph Wiedman, Josh “Inevitable” Wheeler, Joshua Edwards, Joshua Jones, Joshua Shipman, Junius B. Stone III, Justin Steurich, Justin White, Jyri Juhola, Kaidfather, Karen Merrell, Keaton Dixon, Keith Giesler, Kelly Everts, Scott Gowell, Scott Griffith, Scott Harris, Scott Lewis, Scott ‘Perrin’ Jansen, Scott Stevenson, Scott Stokes, Sean Choo, Sean Eustis, Sean Manson, Sean Mountcastle, Sean Murphy, Sean O’Dell, Sean Sullivan, Seanisms, McCullough -TheKellector, Ker0ppi, Kevin S. Prickett, Kevin Smith, Kirk Monsen, Kyle Chevalier, Kyle Wiley, Lander, Laurent Debacker, Laurie, Le Royal Vincenzo, Lee Murphy, Lijah Robinson, Liz (Zomg) Teske, Loren Overby, Luke Blanks, Shannon Dearwester, Shawn Hayden, Shawn Hendrix, Shawn T Amundson, Shay Rickman, Sheldon “The Cupcake Kid” Chin, Shinversus, Shooty McGee, Shortchop, Shy Lev-Ari, Sicklestroke, SickSandy+TotallySaneMax, Simon M. “Primori” Spaar, MABILCO, Maggie and Chris Porter, Malachi Griffie, Man Ofsea, Marc “Bishop” Levesque, Marcus S. Wheeler, Mark Patrick Morehead, Martin & Tonja, Martin Coxall, Martin Lamontagne, Martin Schmitz Jr, Martin Schötz, & Rachel Waugh, Simon Davis, Simon Ehrlich, Sonneillon, Søren Kongsgaard, Spencer Savage (savdev.com), ST Jacobson, Stefan Trumpf, Stephan H., Stephane Morais, Stephane Poss, Stephen Burgess, Stephen Elliott, Martin Thorold, matrinox, Matt and Aiden Zachary Strange, Matt Barnett, Matt Bryson, Matt Evert, Matt Felten, Matt Gurney, Matt Spencer, Matt, Katie & Tary, Matthew Tole, Matthew VanDerWege, Matthew Wang, Meph, MES, Michael Connor, Stephen Fredo, Stephen Gordon, Stephen Haselschwerdt, Stephen Jacobsen, Stephen Lopaz, Stephen MacDonald, Stephen Poulin, Sterfield, Steve Benton, Steve Moore, Steven Boise, Steven Urgo, Strahinja Acimovic, Stu ‘SmonMichael J Taylor, Michael J. Kiely, Michael Kefauver, Michael Luipersbeck, Michael Platt, Michael Richards, Midwest Farmer, Mike Holzman, Mike hutton, Mikey Neward, Mischief Managed, Mon Villalon, Mordaen, Moritz Eggert, Mr. Giles Rome, key’ Monk, StuDecay, Sven Swenson, Sven Tscheppainz, Sylvester Ting, T. S. Bahnsen-Bartelt, Taran Williams, TehDrunkBennet, Teletheus, Terran Casey, The Boyers - Maricopa, AZ, The Nikolaidis Family, The Thomas Clan, mr_fab, Mursu Harkia, Muyguapogrant Duvall, Mycroft, myndzi, N M Robertson, N.C.R., Nana Diane, Nancy Mage, Nathan Fountain, Nelson Swindell, NeoModulus, Never Steven, Nicholas Cassidy, Nick Pattison, Ola Olsson, Pallace Family, The Ubiquitous, Theodore Barnett, Thomas Carnicer, Thomas E. Logan, Thomas Edgar, Thomas Krømke, Thrafgig, Tibag, Tim & Jamie McFarlane-Buckley, Tim Bandola, Tim Branan, Tim Calver, Tim Healey, Tim Heinlein, Tim Pam, Patrick Bub Zuidhof, Patrick Parker, Paul Harmon, Pelle, Peter Kowalski, Peter Mueller, Phil Hughes, Phil Redbeard, Piotr Burzykowski, Prince of Moskova, Rachel J. Kirkendall, Radik “Ratman” Fink, Randall Wishmaster, Randy McKinney, Kramp, Tim O’Brien, Tim Shaw, Timothée licitri, Timothy “Inntrepid” Myers, Timothy Allen Wolfe, Timothy Baldwin, Timothy M Shiner, TKC, Todd Cowley, Todd D. Peters, Todd Jacobson, Todd Rieger, Tom “Starved Zombie” Ray & Meegan Williams, Raymond Espiritu, Reid Goldin, Remus Thirty, Rentfn, Rev. Sweet Daddy McFungus, Rich Jefferson, Richard, Richard and Wesley Foge, Richard Bliss, Richard Rush, Ricky Casdorph, Ricky’s Mawmaw, Ricky’s Mom, Rikka Koi, Rob, Rob Booth, Rob Koch, Rob Trimarco, Robert M. Hill, Robert Schymiczek, Robin Blaze, Roderick Edwards, Ron Amador, Ronincabo, RoninHiroX, Ross Sigworth, Roy LaValley, Roy Zohar, Ryan, Ryan “Tribal-Bob” McGechaen, Ryan Fenton, Tom Cohen, Tom Hansen, Tom Jones, Tom Lemke, Tom Lynch, Tom Meier, DGS Games, Tomaso Munari, Tony Galaska, Tony Neville, Tony Reynolds, TotalBiscuit, Tracey Parkes, Travis Monson, Travis Wernes, Trent Leporati, Trevor Rindler, Trey Morita, Troels Villy Larsen, TWL Kenneth, Tyler Blue, Tyler DeVogel, Tyler Gallant, Urayoan Irizarry, Urutsini, Van Ryder Games, Vincent “digiconda” Arebalo, Vincent Autry, Vincent Tang, Kenney, Ryan L Fey, Ryan Lesser, rycavenderan & lizbethblair, Sabrinarisa, Sam Almulla, Sam London, Sam The Man !, Samantha Myhr, Sarah & Trevor Gowe, Saucy Jack, SCG Gamers, Scott Adie, Scott Belchak, Scott Loomis, Scott parsons, Sean and Dave Wrole, Seth Baynar, Seth Jay Goldberg, Shannon Hobbs, Sharon S Snyder, Shaun C. Hoskinson, Shaun Hoskinson, Shawn, Shelton Windham, shiftylynx, Shoguntora, Silemess, Sir Rezzo, slugboi, SluX, SpasticJazz, Spencer Cole, Vladislav Vekshin, Volker Thiemann, W Michael Love, Wahonez, Wayland He, Wayne Coburn, Wei Jen Seah, Wei-Hua Hsieh, Wes Ware, Wichartbhol Surapolbhichet, Wile1411, Wilfred J. Walker, Will fireatwill Anderson, Will Hensspork+stork, Stephan Szabo, Stephen Dewey, Stephen F., Stephen Furlani, Stephen Hill, Steve Hayford, Steven M, Steven Rattelsdorfer, Steven White, Taylor Fisher, Taylor Nichols, Tectonic Craft Studios, Ted Griffiths, The Geek Allstars Podcast, ley, Will Sullivan, William Clucus Woods, William E. Karnesky, William J Myers, William Martin, Wolfie, Woodruff, XxRegularJoexX, Yannis A.K.A. “tsondaboy”, Yargo, Yen Ming-Hsiang, Yoki Erdtman, yossarians, Yuyu Fan, Zach The Lurking Terror, The Red-Gloved Man, The Shield, Theo Brinkman, TheOrange, Thepsilam, threatgreater, ThreeJeff, Tim Membrino, Tim Paukovits, Timothy F. Lloyd, Tina & Dennis Ahern, Todd Goff, Tom & Amanda Bowersox, Tom Flanagan, E.R., Zach Jacobson, Zach Smith, Zach Thompson, Zach Zahos, Zachary Ryan Schwartz, Zaerion, Zeus & Hera Kramer <Squad Commander with Dual MP5’s> 0001 Fabian A. Louton, Tom Martell, Tony “Canis” Dailly, Trevor Hirst, Van H Fujishige, Van Ryder Games, Vance and Jenn Kenney, Vathras, Vincent Gau, Wade Tinney, Walter R. Strapps, Warran Palmer, WereTiger, Weston Tappendorf, William Sherrer, William Tanner, Adam Ward, Aliz “Izzy” Grubel, Andrea “SARGON” Cupido, Andy, Brett LaPrairie, C Matt Pappathan, Dennis Renneberg Andersen, Desiree & Ryan Krebs, DisOrd3r (Christian J), Glenn Hansen, Hakinaro, Inica Oz & Ursa Hurston, J.A.Baluci, James Dempski, James Yoho, John DeCocq, John Lang, Justin de Rock, Justin J. Novack, KBo, Kenny Benoit, Kyle R. Woods, Buttery, Aaron D’Angelo, Aaron Dighton, Aaron Killeen, Aaron Phillips, Aaron Reed, Aaron Skrivanek, Aaron, Deb, and Cecilia Belmer, Achim Franke, Adam “Pyrowolf” Clark, Adam “The Pope” Souza, Adam and Victoria Rosowicz, Adam Dork, Adam Fine, Adam Pitts, Adam Sena “Go Bears!”, Addam, Jen, and Pip, Ade Roberts, AK, Alan Clark, Alan Crookes, Alan Diec, Alan Edwards, Alan Jex, Alan Nanes, Albatrosski, Aldin Mark Krienke, Mark McKellar, Michael Gradin, Mike Norman, Nicholas Swenson, Nick Seal, P.C.B, Randy Warner, Robert Himmelein JR, Roger Eastep, Ronald S. Smith, Sandra Laver, Shawn Craig, Shawn Signor, Sir David “Lucky” Coleman, Steven McCreery, The Lunch Box Bandits, The Villainous T, Tiffany S. Bahnsen, Will Urban <Squad Commander Barnes, Alex Camacho, Alex Otis, Alex Riviello, Alex Sieland, Alexander Corzo, Alexander Demianiw, Alexis Divine, Alix Talbot, Allen Hauwiller, Allenlin1110, Alon Gugig And Aviv Rozenfeld, AlyCat Games, Amir Razavi, Amy Archambault, Anders Herbst Pedersen, Andrea L Steyer, Andrea Sansone, Andreas Haraldsson, Andreas Himmetzberger, Andreas Jakobsen, Andreas Welch, Andrew Caudill, Andrew Doucet, Andrew Eichholz, Andrew with Dual MP5’s Going out Scarface Style> 1* Racing, Adam David Herring, Anthony Gambatese, artemyst, Brian Morin, Chris “Mynnotaur” Beller, Collision ViHust, Andrew Larcher, Andrew Umbel, Andrew Webb, Andrew Welch, Andrew Wodzianski, Andrey Kuryatnikov, Andy Bates, Andy M., Andy Tabor, Anna Karl & Bill Dourte, Ansel Witthaus, Anthony V. Guarracino, Antoine Bertier, sion, Dave Helstroom, David ‘TheJaxx’ Wyble, Dean Irving-Kelly, Duane Bumgarner, Edward Fernandez, Erich Huelsemann, Faust1138, Frank W. Haude, GRAAH, Haegemon, Ian Sawlor, Anton Kuchman, Antti (Masterofmayhem) Karjalainen, Arcane R&D, Ashton Green, Atticus Gifford, avp2501, Axel T R Klingberg, Backed by ZMo!, Barinov Aleksander, Barry Kendall, Bas Damoiseaux, BC Schmeckweiss, Beau Bigelow, Ben / Michael / Stat / Graeme / Anthony, Ben Derrick, Ben Gradsky, Benjamin - SpieLama.de, Benjamin A Barnard, Benjamin Knabner, Benjamin Sweet, BeverageNinja, Bill Leegard, Billy L Mizrahi, Billy Lee, Binh Vu, Imba, Jake Sanchez, James Fields, Jason Lynn Elliott, Jody Kline, John Lloyd, John-Michael Glenn, Juan Pablo Limon Roque, KOefficient, Lutz Ohl, Mario Vandaele, Packers, Paolo BlackEagleBR, Blake Grinnell, Blake Martin, BlueKin, Bob Menzel, Bobby Amp, Bobby Chow, Brad and Bailey McKee, Brad D Kane, Brad Kim, Brad Lee, Brad Mazo, Bradford Stephens, Bradley Angel, Bradley Eng-Kohn, Brady Fidanque, Pat Hartman, Powerwis, Renata de Oliveira Araujo, Sam McArdle, Savanna and Isabella Hoy, Steven M Finegan, STRiggs, Superman, Team Koka, Thomas Jetmore, Thrasylle, Carey, Bram Broekema, Brandon Barlow, Break From Reality Games, Brendon S. Huddleston, Brent Cerrato, Brett Brooks, Brett Mercier, Brian “Bullshaz” Sweet, Brian & Stephanie Monroe, Brian A. Smith, Brian Barresi, William “AkuSaru” Nill, William Staab <Squad Commander with Assault Bacon> AJ Nordstrom, Alanna Clair, Alex Wegener, Anders Lund, André Costa, Brian Chamberlin, Brian DiMarco, Brian Erickson, Brian Geringer, Brian Haag, Brian Heenan, Brian Huckins, Brian Jarzyna, Brian Miller, Brian Rowland, Brian Smith, Brian W. Lenz, Brian Wilk, Bryan “Lignum” Wood, Bryan anonymous attorney, Athan J. Kitzke, Brian Beyke, Chia Kangyu, Clayton & Renee McIntyre, Clemens Zeilinger, Creep Colony., Deon Beswick, Douglas Guardino, Fabien LOZACH, Garrett Creehan, Bryan Daniels, Bryan Elliott, Bryan Hunt, Bryan Miley, Bryan Robison, Bryant Ross, Bryce Zacherle, Buckett, buho, burritocat, C. Delavaud, Café MEISIA, cairdazar, Cameron Ashmore, Cameron and Kara MacVean, J. Archer, GaryP, Gorka, Gregg ‘Spiff’ Speers, Gregory Frank, Ian Ross, Jason Gifford, Jeff Brown, John “the Fog” Holt, John “We’re Alive!” Ibarzabal, Keven Ruest aka Selgador, Carey Platypodes, Carl L Gilchrist, Carl Skeide, Carlos Gustavo Ojeda Stelin, Carlos Manuel C. Sandico IV, MD, Carlos Zermeño, Casey Johnson, Caspar van Sliedregt, Cathy Dekker, Cathy Griffin, Cathy Kropp, Cezary and Amanda P., Chad “Awesome Face” Smith, Chad Hantak, Chad Lynch, Chad Strawn, Charles Everett, Charles Tiner III, Chi C., ChicoPacoPancho, Chris A. Sprunger, Chris and Wausau Board Gamers, Chris Baldi “The Healer”, Chris Dennett, Kevin Cooper, Kommando, Kyle Frazier, Kyle Wright, Mark Kethlaor, Markus “Beowulf” Bayer, Matt Lopatka, Michael Hjermstad, Minh Nguyen, O’Riley, PyxisCetus, Pöppelheld Andre, Chris Duong, Chris Fotheringham, Chris Fritts, Chris McKenney, Chris Oldgeorge, Chris Page, Chris Phillips, Chris Plasse, Chris Poon, Chris RIchardson, Chris Schinaman, Chris W, Chris Williams, Chrissie Kawasaki, Christian Ranger Dave Ross, Richard Valente, RJ White, Ryan Pendant, Sarah-Louise Haude, Sean McDonald, Shannon Wade, Shawn Gierlinger, Steve Donovan, Stuart Matheson, Tim Overkamp, Schubert, Christine Hill, Christopher “DarkWolfNine” Muzatko, Christopher Brandon, Christopher Dade, Christopher Daley, Christopher Dickey, Christopher Green, Christopher Pando, Christopher Roche, Christopher Tison, TJ Hufnagel, Travis Bradley <Squad Commander Banging on the Bunker Door> A. ‘Bomfy’ Mills, André Costa, Aksel Palm, Andreas Tillberg, Andy Ross, Christopher W. Ellis, chrono777, Chuck Lacourte, Chugadie, Cid Sugioka, CJ Bloch, Claude ‘Cigal’ Galarneau, Clayton H Mills, Clint A Brubakken, Cody T., Col. Gary E Libby Jr., Conor Thomas, CoolMiniOrNot Inc., Corey Coleman, Bart and Bert Gasiewski, Beck, Ben Wolf, Bryan Allen Hickok, carlos madrid, Cory Hodge, Courtney Keay, Craig Chapman, David Elder Freireich, Denise Gower, Don Harvey, Garrett Poole, Corey Greenhawk, Corey Mellish, Corwin, Cotillion, Craig Brooks, Craig Carf, Craig Hulett, Craig Waechtler, D.J. Babb, Dairen Kollmar, Daisy and Chris Swaffer, Dale Matthie, Damian Caruana, Damian Clarke, Damon “PottedMeat” Cammarano, Damon Van Demark, Dan “Iceman2343” Berends, Dan “The Man” Gaghan, Dan Day, Dan Hentschel, Dan Kemp, Dan Mullen, Dan Panamaroff, Dan Ridge, Dan Rudi, Dan Yarrington, Executive Gilles Kutten, Greg Merwin, Jeff “Darkwind” King, Jeffrey Paul, Jimmy Ledbetter, Joe Schulte, Jonathan Logan, Jonathan Swirsky, JP Lee, Juan de Joya, Justin Ashley Powell, Lanxer Drak, Maik Ploigt, Malek Annabi, Mathieu Boisvert, Matt Blackie, Michael ‘’Mic’’ McClure II, Michael Trent, Milwaukee Company of Gamers, Nick Seal, Pete Duchak, Reid Smith, Producer ;), Dane Adams, Dane Householder, Daniel Chartrand, Daniel Chavis, Daniel Ferreira Caldas, Daniel Fowler, Daniel Gonzalez da C. Campos, Daniel Heschel, Daniel Kohalmi, Daniel Pomarole, Daniel Sjögren, Daniel Winterhalter, Daniel Yankowsky, Daniil Gussev, Dante Gagne, Dapius, Darian Haplo, Darren Davis, Darren Rees, Darren Stevens, Darren Vallance, Darrin Monroe, Daryl Putman, Dave Bower, Dave Butani, Dave C, Dave Rob “Brainz” Farmer, robby hayes, Rodrigo Guimaraes, Shane Emmons, Shaun Guth, Shifter The Sly, Tom “the Monster” Hoefle, Tyler Shoemaker, Wade Mother Fucking Jones Costella, Dave Davis, Dave Koske, Dave Rohrl, Dave W., David “TeknoMerk” Reeves, David Bander, MFA, David Bothén, David Breen, David Bresson, David Callahan, David Cunkelman, David Donlin, David E Knepper, David <Squad Commander Bitten Outside the Bunker Door> Allan Sanceau, Andrew “Couch, Ahoy!” Herman, Andrew Rauenzahn, Branden Hoogendoorn, Edelmann, David Gross, David Hopson, David Hughart, David Kapp, David Lawson, David Perkins, David Saunders, David Shewkenek, David Spalinski, David W., David W. Bauer, David Wilson, Dean Richards, Decio Terra, Cardician, CD Lent, Chris Eaton, Dave Newell, David Godin, Don “Main Man” Alexander, Dr. Glenn Sutton, Ed Hale, Franklin Crosby, FrostMist, Garrett Heaton, Geoff Thoma Dennis Holliday II, Dennis Karaffa, Derk Kieft, derKlaus.Germany, Desi Fischer, Dick and Holly Barnes, Dingleson, Diogo Techera, Dirk Lentzen, DJ Brookshire, Dmitriy Ivanov, Doctor Krashenbern Pelton, Domenic Dehelean, Don Christianson, Donald Taylor, Donato Ranzato, Doug Herring, Doug ‘Rein’ Bahnick, Douglas Powers, Douglas Wilbanks, Dr. Zead Said, Draxis, Drew South, duracell, Dustin Shaffer, eBentl02, Ed Cartier, Ed Velasco & Dan (Haloeclipse), J T, Jack, Rhys & Sienna, Jason Blain, Jason Vickstrom, Jeffrey Ellak, Joe Sparks, Jonathan Brown, Jonathan Lacson, Josh Flint, Justin Cartwright, Karl Okerholm, Louis Nenadovic, edchuk, Eddie and Amanda Taylor, Eddie Ferguson, Edgar Gallego, Egil Töllner, Elcid Vergara, Eric “Gyrax” Belisle, Eric “WizKid” Wisniewski, Eric Altmyer, Eric Alvarado, Eric Bustamante, Eric Eckstein, Eric Perrochon, Horbinski, Eric Lafrance, Maik Plogmann (Germany), Marcus Leitzen, Mark Feldman C-68, Matthew McDonald, Michael Morley, Nate Whitmore, Olli Sikstus, Patrick D. Anderson, Paul Fisher, Paul Howie, Phil Eric Rasmussen, Eric Yamanuha, Erich P. Becker, Erick Jasiunas, Erik Bergstrom, Erik Green, Espen Gätzschmann, Esteban Salazar, Estevao Correa, Eugene Loh, Evan “RandExt” Mueller, Evan Ralston, Evan Ritt, Evgeny SlobodScopa, Richard Sims, Ryan Frost, Sean “Tinker” McPherson, Sean buelow, Sean Casey, Shanna Norwood, Thorbjørn Nicolaisen, Tim Blankley, Tony Bertoni, Warren “Khel” Carroll, chikov, Fabien P., FairyGlen.com, Fazeo, Federico Abella, Feng Kevin Gu, Fletcher, Forrest Johnston, Forrest Smith, Forrest Woodward, Fr. Andrew Strobl, Francis A. Thibert Jr, Francis Desforges, Franck VIDAL, Frank Brannan, Zenophran <Undead Squad Commander> 1247, Andrew T Roberts , All the King’s Men, Andrew Blake, Anthony Pinke, Anthony Sabatini, Apocalypse, Chad “Saint Frank Raskow, Frank Wenzel, Frankie Mundens, Fred Villalobos, Frederic Springer, Fredrik Warnberg, G. Michael Bridge, Gabe “KrazyMofo” Sprague, Gabriel Bennett, garfielder, Gary “Risuli” Segrest, Gary Carter, Gary Hoffmann, Gary Vandegrift, Gazz Hayes, Gentan Schulteis, Geoff Cox, Geoff Skinner, George & Jordan Olive, George E Campbell, GG, Gigaventure.com, Gilbert Monge G., Giovanni Di Giorgio, Giovanni Scrima jr, giuseppe grioli, Wes” Johnson, Chad ‘Skrymir’ Hughes, Charlie Moore, Chris Helmstetter, Christian Hundley, Christopher Byer, Dave “Greyhawke” Savoie, David Ton-Li Tsai Jr., DeiVida Watkins, Glenn “ZombieMaster” Strouhal, GrahamClarke/RachaelCiskowski, Grant Godel, Greenground, Greg Parsons, Grogmonkey, Guillaume Bernard, Gunnar Ustad, GuoBin Jane, Guru, Gustavo N. de R. Ribeiro, Gutem, Guy Eilam, Dennis Z|insane McCollum, Ernie Hornak II, Felix “Flax” Le Rouzes, GeneralEcks, HeySteve, Jason Sandlin, Jay David, Joe H., Joe M. Massari, John Adams, Kevin Stoker, Kreig Pinkham, Hagen, Hal Fisher, Harri Kokkonen, Harris Tsim, Harsimran Khalsa, Henrik Schmidt, Hovhannes Stuart Beaver, Howard Bampton, Ian K., Ian Macdonald, Ian Stuart, Iced Hammer, Imlosthelpme, Indra Djedi, Isobel Andrewartha, Lamont Dyck, Lance Yerelian, Leon, Liam the Great, Mario Baumann, Michael “Staggeron” Malin, Michael F Brown, Michael Goodrich Greene, Paul A. Wilson, PhD, Rick Rambo, Itamar Friedman, Iuri Bachnivsky, J Howard, J R Christenson, J. Alva, J. Greschner, J. M. Youngs, J. Mance “Melkor” Haines, J. Michael Bestul, J. Sokolowski, J.B. O’Meara, J_McReady, Jack Gulick, Jackson Percy, Jacob A. Ashcraft, Jacob Browne, Jacob Cain, James “IcePick” Eyrich, James Cogan, James Dale, James Fifield, James Greene, James Klingler, James Klodt, James Koopman, James Martin, James Riggall, James Smith, James Trulock, Roxy “Foxy” Martinez, Seth Gillette, Steve Kenney, Steven Rutherford <Rotting Squad Commander, Head Chopped Off> Alex Slater, Andrew, Ben Lake, Jared Casey, JaredH, Jason Baker, Jason Buchanan, Jason Ellis, Jason Germino, Jason Hayes, Jason Hsu, Jason M Rivera, Jason M Volinsky, Jason Pass, Jason Seal, Jason Sherwood, Jason Simpson, Jason Trott, Jason Wagner, Blake Ipson, Frank, Go Terps, John Carrington, Mark Guidarelli, Michael Kohlhepp, Pankaj “Ghandhi” Gupta, Paul Haswell, ruined world, Sean K King, Terence Bowlby, Todd ChamJason Willetts, Jason Wright, Jason Zalazinski, Jasper “Sharkdog” Barreveld, Javier Lee, Jay Bartelt, Jay Manhart, Jean Acheson, Jeff Leung, Jeff Phillips, Jeffrey T Maslany, Jem P, Jenby & Kimby, Jennifer Fuller, berlain, Zeus and Sky Walker <MP5 on the Lookout Tower> boxozombies.com, Brad Cooper, Bryan/Julie/Sally Wills, Chris and Benjamin Billings, Chris Stephens, Dan Jennifer Sachan, Jeremy Grise, Jeremy Hauss, Jeremy Le Saulnier, Jerry ‘SPenguin’ Oon, Jess B, Jim Horvath, Jim Kalmbach, Jim Reader, Jim Romdall, Jim V., JM3, Joao Menezes, Jocelyn Perreault, Joe “Boosty” Clark, Joe Bak-Kristensen, Dave Marcus, Digger Family, Engineer Al, Erin James, Evan Rattner, Frank “Solothkar” Würbach, Gareth Thomas, George McGregor, George Vasilakos, Gerald Collins, “Pone” Norris, Joe Francese, Joe Hawkins, Joe Henderson, Joe Loveland, Joe R, Joe T. Szott, Joel Morgan, Joey Reinisch, Johan Wiskerke, John (Here they come!) Wilson, John Akin, John C Sanchez, John F Pachin, John Fecteau, John GT, John Jacques, John James Ryan Jr., John Kaminar, John M. Potts, John McLoughlin, John Morrow, John Palmer, John Pope, John Tropiano Jr., John VanDenBerg, John W, Johnny and Heather, Jon Anderson, Ian August, J. Bradley Crisman, J. Patrick Walker, James a.k.a. uberman, James W. Keller, John Idlor, John”Deadly-Dosage”Dossa, john(gunstarhero)stirling, Johnnie McDuffee, Justin Boomgaard, Kevin Shay, Marc Oberhäuser, Matt Cherwin, Matt Evans, Mike McGrail, Mike Watne, Richard Radcliffe, Rodney Davidson, Sam Tarnauskas, Scott & Brandy Alexander, Jon Craton, Jon Finn, Jon Hazan, Jon Kondrath, Jon Sharp, Jon Wengler, Jonas Davidsson, Jonathan - Rubius - Deschamps, Jonathan Apuan, Jonathan Chin, Jonathan JayLando Dipratna, Jonathan M. C. Jordan, Jonathan Prater, Jonathan Pui, Jonathan S. Chance, Jonathan Siu and soon to be Theresa (Senez) Siu, Jonathan Snyder, Jonna Hind, Jorge “Papi” Acin, Jorge Alvarez, Jose A Lozada, Jose Maria Verduch Arosa, Josekat, Joseph De Scottie Cochran, Skarsol, Skippopotamus, Slim Mittens, Spyke & Majack, Steven Bacon, Steven de la marche, The Tower Family, Thomas Hollingshead, TJ Hufnagel, Travis Bradley, Santis, Joseph Del Vecchio, Joseph Soonsin Lee, Josh and Emily Edwards, Joshua Beale, Joshua Carl Jones, Joshua Evans, Joshua G Jenkins, Joshua G. Spillers, Joshua Grotting, Joshua Lorber, Joshua Perry, Joshua Scarberry, Veylen the Valiant <The Foreign Legion> CorwinWoody, Doc Rusty Hoyle, Javier Bris, Jerry-Chino, Mark Vabulas, Michael Kroeker, Pat White, Richard F. Bell, Sam Wong, William W. Refsland, William Wolff VI, WSwingley, XpresoAdct & ZenMonkey, Zeromus <Shotgun with a Flak Jacket> ”The Old Salt”, @chaupt, @reldnahcire, |\/| |3, 8bitnerdy, Aaron Adrignola, Aaron Joshua”6gallonsofawesome”Harris, Jp ‘Zombie Bait’ LaFond, Judy Haber, juggler314, Julia Ziobro & John Sheppard, Julian Bell, Julian Sotirov, Justin “Kalidor” Robben, Justin Carter, Justin Connelly, Justin Garcia, Justin Kelly, Justin Unsworth, K J Miller, Kakob Frederiksen, KalTorak18, KAN LIN WU, Karina Clinton, Karl Bexhorn, Karl Zahler, Kārlis Jēriņš, KC Skedzielewski, Keith Cannon, Keith Dennard, Keith Koleno, Keith Leon, Keith Sgt Ty Trippany, Tavener family, The Gort, Tony Baracca <Male Lead> Olenchak, Kelmo, Ken Pickering, Kenny Tran, Kenyon Daniel, Kerry Jordan, Kevin Anthony Arruda, Kevin Appleton, Kevin Bailey, Kevin Burns, Kevin Finkle, Kevin Hein, Kevin Jing Luo, Kevin Moreno, Kevin O’Mara, Kevin Reilly, Kip Kwiatkowski, Kirk Bauer, Kris Hadley, Kris Richardson, Kristopher Volter, Kurt Melder, Kurt Stevens, Kydman, Kyle “Fiddy” Pinches, Kyle and Erin Hagan, Kyle Baran, Kyle Gaudette, Kyle Hutton, Kymothy “Zigarot” Kennedy, Larrok (Beastmen War Party), Larry “Bloodlust” Garetto, Larry Bogucki, Warparty, Larry Boyd The Awesome One, Larry Gaede, LAU KUANG CHUNG, Laura Burns & John Cmar, Lee Knepper, Lee Von Senden, Leo Gude, leoskyangel, Lévi Gobeil, Lim Chee Yong, Lisa, Logan Parker McDuffee, Lon A. Porter, Jr., LSU, Lucas Duffy aka ZombieVittles, Lucas Westervelt, Ludovic Roy, Luis G Rodriguez, Luis Sarmiento, Lukas Daniel Klausner, Luke Carwardine, Luke Keppler, Luke Ward, Lyle Schneider, M. “Primori” Spaar , M. Sean Molley, M.G. Coop, Machine Gun Stevens, Manicanet, Manuel Vögele, Marc “OglBrutus” Guy, Marc Bevan, Marc Hoffnagle - Old Skewl, Marc Kerkhofs, Marc Paimblanc, Marc-André Laurence, Marcel Plum, Marcio Chammas, Mario and Kaytanna Alvarido, Marion Michael Szewczuk, Mark A.Hom, Mark Allen McCormick, Mark Anthony Rosado, Mark B the Slayer, Mark Berardesco, Mark Cruickshank, Mark D Mills, Mark Guckeyson, Mark Kadas, mark keedwell, Mark Klamik, Mark Moreland, Mark P., Mark R. Morris, Mark Thorne, Markus Brenner, Markus Werdenich, Martin Sibiga, Mason Zedaker, <The Cure> Master’s Gaming Konnection at UML, Mat Shukuda, Mathew Shukuda, Mathias Andersson, Mathias Peters, Mathieu “Zorch” Martin, Matt Fullenwider, Matt Gordon ‘93, Matt Halas, Matt Nowina, Matt Shannon, Matt Sharwarko, Matt the Zombie Slayer, Matt Volk, Matt Williams (mwill945), Matthew Bates, Matthew Deyarmin, Matthew McMahon, Matthew Randolph, Matthew Soares, Matthew Vachon, Matthew Wasiak, Matthew Wheeler, Matthias Caryn, Mattias Hansson, Matty, Maxime Parenteau, Meeples Cafe (Malaysia), Megan Ilene Losey, Merrel A Raney III, Michael “Bubba” Lind, Michael “Onyx” Sammut, Michael Allan, Michael Bond, Michael Chandler, Michael Coviello, <Custom Operation Z> Michael D. Tucknott, Michael F. Wagner, Michael Fan, Michael Gray, Michael Hirsch, Michael J. Klein, Michael LaPointe, Michael Martin, Michael McAuley, Michael Mills, Michael Morales, Michael Nichols, Michael Nielsen, Chris ‘Rojo Grande’ Nelson, Dan lynch, David Oscar Dahl, Kate Whittier, Maxwell Sunohara, Ryan Quinn, Wallace Dale Grimsley III <Female Lead> Ericka Jo, Joseph Fridericia, Kevin L. Stoner, Kimberly Colgan, Lora Shanks, Richard E. Trub, Jr. <Undead Lead> Shawn Hayden <Undead Full Lead> Markus Berger - The Saint Benjamin Bangsberg, Chuck & Rosemary Porfert, Zachary ‘Zpocalypse’ Parkes, Carine (happy 40th love Neil x) David & Mary Ellen Kenemer Introduction Story: 1 Components Breakdown 2 Credits: 3 Setup Diagram: 4 Tiles: 5 Survivor Cards And Daily Goal Cards Example Survivor Card: Example Daily Goal Card: 8 Getting your Game face on: 9 8 Phase 1: Scavenge Base Tile Setup: Side 1: Side 2: 5 5 5 Game Summary: 6 Game Phases: Quick Play Scenario: Squad Boards 6 6 7 Hit Points: Armor: Smarts: Movement: Carry Limit: 7 7 7 7 7 8 10 Special Scavenge cards: Scavenge Card Example: 10 10 Scavenge Phase Example 11 Placing Tiles: 2-3 player games Night 3: 11 11 11 Phase 2: Feed & Fortify 12 Feeding Survivors: Squad Board/Card Maintenance : 12 12 Fortify 13 Phase 3: Something’s Happening 14 Something’s Happening Card: 14 Phase 4: Combat 15 Player Actions Movement Obstacles: Tunnels: 15 15 15 Players Take 2 Actions: 16 Armory Cards: 17 “Your Zombie slaying party” 17 Zombie movement: 18 Extra Combat Examples 19 Zombies Attacking: 20 Zombie Bite Zombies In the Bunker! 20 20 Explosives, death & First Aid 21 Explosives: Death!!!! (But is it really...) First Aid! “MEDIC!” 21 21 21 Introduction Story: No one knows where it came from. Some said a bio-weapon, others said bad crops. People were dying and not staying dead. After only a few days, the rumors became a pandemic, with the healthy boarded up in their homes listening to CB radios and spotty television announcements for signs that the nightmare may end. No one anywhere, in any population, was safe. Then a rumor began from the underground broadcasters who were hijacking the signals still left on the bandwidths. They said the governments were in ruin. All control had been lost. As a last ditch attempt, every major city would be nuked to slow down or minimize the ongoing spread of this affliction. Your momma didn’t raise no fool- it was time to go. There was a place you heard of while talking about urban myths over cards one night, or maybe you had visited on a vacation- a bunker from the Second World War that was left as a relic of days past. Grabbing the new world essentials you crashed through throngs of the dying and already dead to reach the bunker. Others, like-minded, were already there. As you closed and barred the door a sound louder than anything you had ever heard rang in your ears. At the same time the floor buckled under you and you fell to your knees. The ceiling cracked and dust rained down, then settled. All was quiet. All was still. Some time later, you and your fellow survivors are out of food, supplies and patience. You open the bunker door to see what remains of the world... QR Codes: For a complete list of all our videos shown in this manual go to www.greenbriergames.com/zpocalypse/videos/ Teaser Trailer -> QR Codes: Scan with your smart phone to see a video for each corresponding page. Page: 1 }} Component List 1 Survival Manual (This Book) 12 Dice (4 Blue, 8 Red) 27 Large-size Cards Consisting Of: 21 Goal Cards 6 Scenario Cards 135 Poker-Size Cards Consisting Of: 32 Armory Cards 20 Food Cards 20 Item Cards 16 Scavenge Cards 12 Something’s Happening Cards 35 Survivor Cards 20 Plastic Dial Connectors (5 Per Squad board) 30 Plastic Zombies: 10 Male Green Zombies 10 Female Green Zombies 5 Male Gray Zombies 5 Female Gray Zombies 1 Plastic German Shepherd 8 Plastic Heroes 4 Plastic Stands (Red, Green, Blue, Yellow) 5 Sheets Of Punch Board Consisting Of: 8 Death Tokens 2 Double Wall Tokens 2 Double Sandbag Tokens 10 Gate Tokens 2 Lookout Tower Tokens 20 Map Tiles 25 Radioactive / Biohazard Tokens 10 Sandbag Tokens 16 Search Tokens 6 Trap Tokens 10 Wall Tokens 4 Sheets Of Punch Board Consisting Of: 4 Player Squad Boards 4 Firearm Dials 4 Health Dials 4 Melee Dials 4 Movement Dials 4 Smarts Dials 4 Wooden Player Pawns (Red, Green, Blue, Yellow) 1 Victory Point Tracker 1 Bunker Page: 2 Components Breakdown Plastic Zombies: These plastic figures represent the zombies you will face in Zpocalypse. Each gray figure represents one zombie ( ). When two gray zombies occupy a single square they form a double zombie. A single green zombie miniature is provided to represent the double zombie and should replace the two gray zombies. Gray zombies will always try and double up on a single square forming a double zombie. Plastic Heroes: These plastic figures represent the Squad of Survivors each player controls. Players should select the two hero miniatures they wish to represent their Squad, and place them on the base with their corresponding color. Squad board: Each player receives one Squad Board matching the color of their chosen Survivor miniatures. This board is used to keep track of the combined stats of a Squad. It also outlines the Phases of the game for easy reference during play. Wooden Player Pawns: Each player receives one wooden pawn in their matching color. These wooden pawns are used on the Victory Point Tracker to keep track of each player’s score during the course of the game. Map Tiles: The map tiles all link together in various ways to form the game board. Each square on a tile is considered a space. There may not be more than one Squad on any given square. At most, one double zombie may occupy a given square. Zombies and Squads cannot occupy the same square. Victory Point Tracker: Players will keep track of how many Victory Points ( ) they gain throughout the game. You gain Victory Points by killing zombies, building fortifications, and accomplishing your Daily Goal at the end of the day. Dice: The game comes with 2 types of dice: Blue and Red. Red is used for attacking and blue symbol represents the number of dice to roll. Thus, if asked to roll is used for ammo checks. The , you would roll three red dice. The is the 6 on the die. Armory Cards: These cards represent useful equipment players find during game play. This deck contains armor, accessories and both firearm and melee weapons. Food Cards: These cards represent the food you find during the game. Food is required to keep your Survivors fit to handle the onslaught of zombies. There are 2 types of Food Cards: normal food and radioactive food (which reduces your Hit Points by 1 when eaten). Armory Z Copyright © 2012 Greenbrier Games Food Z Copyright © 2012 Greenbrier Games Item Cards: These cards represent the different items you find in the world of Zpocalypse. For simplicity, they are broken down into 3 classes of cards. You have Scrap used for building fortifications, First Aid for healing, and Ammo for your firearms. Survivor Cards: These cards represent the Survivors players use to form Squads. Each Survivor has a back story, special ability, and stats which define the character. Stats are comprised of Hit Points , Armor , Smarts , Movement , Firearms Skill , Melee skill . Scavenge Cards: These cards represent the locations in which you Scavenge during the first Phase of the game. Each location has a Smarts skill check, which if passed, will likely gain you more loot. Something’s Happening Cards: These cards represent a special event which happens as Night falls. Spoiler: the event is never good. Each card displays the number of zombies attacking you and how fast they move each Night, as well as detailing additional complications your Squad may face. Daily Goals & Scenario Cards: Each player receives an optional Daily Goal card. If they complete the goal, they may earn Victory Points , or even a special perk. The Scenario Deck defines the type of game you are going to be playing. Are you going head to head to see who is the best Survivor or cooperating just trying to survive the onslaught of zombies? The choice is yours. Death Tokens: Death Tokens are used when a player dies. All the cards belonging to their current Squad are placed in a pile with a matching color Death Token on top. The second Death Token is placed on the square in which they perished. Note: Anyone can pick up the dropped belongings by spending one action if they are standing on the square. Defensive Tokens: These tokens are bought and placed during Phase 2. They help slow down or even prevent the movement of zombies during the Combat Phase. Barbed Lookout 2X WalL Wire Trap Gate Wall 2X Sandbags Sandbags Search Tokens: These tokens are used during the Combat Phase. They are used when Survivors are searching the map for items. The number on the token represents how much Smarts you need in order to continue searching. However, some of the tokens have zombies on them so watch out or you’ll be placing zombies on the board instead of gaining loot! Rad and Bio Tokens: Radiation tokens can be used during the game to denote when a Survivor eats radioactive food. Biohazard tokens are printed on the other side of the token; they may be used in future expansions and can be used for player-created scenarios. Bunker: The Bunker is where you hid during the bombing of the city. It is the starting place for all Squads during the Combat Phase. It is important to protect the Bunker so the Survivors inside do not get eaten! Note: Remember that the Bunker is treated as 1 square. During the Combat Phase treat it as though every zombie and Survivor inside the bunker are adjacent. BUNKER Start of Game: Place 2 and 2 Feed and FOrtify: Recruit in Bunker for 2 Combat: Bunker is treated as 1 square: No attacking into or out of the bunker. }}Credits: Game Design: Jeff Gracia Additional Design and Development: Zachary Parkes, Ricky Casdorph, Julie Hurston, Theresa Gracia Story Content: Julie Hurston, Jeff Gracia Editing and Proofreading: Julie Hurston, David Tiertant, Ted Klesaris, and Our Kickstarter Backers Game Illustration: Ricky Casdorph Graphics Design: Zachary Parkes and Ricky Casdorph 3d Sculptors: Ryan Lesser, Jed Wahl, Matthew Gilpin Production: Zachary Parkes, Jeff & Theresa Gracia, and David Tiertant Publisher: Greenbrier Games LLP Video Tutorials: Produced by Todd Goodman voiced by Julie Hurston German Localization: Oliver Gampe Play Testers: Lee, Ryan, Andy, Andrew, Nick, Bryan, Eric, Doug, John. Geoff, Greg, Todd, Abbey, Mitch, Ericka, Ted, Chris and many more. HUGE thanks to all! Visit us on the web: www.greenbriergames.com Zpocalypse is a trademark of Greenbrier Games LLP © 2012 Greenbrier Games LLP. All Rights Reserved. No part of this product may be reproduced or distributed without the publisher’s consent. Page: 3 }} Setup Diagram: Glossary Zombies: 1 This hand represents a zombie. Therefore, 3 means 3 zombies. Eek! }}Base Tile Setup: Armory 2 3 9 5 6 7 Food Discard Pile Items Discard Pile S.H. Discard Pile Scavenge Discard Pile Copyright © 2012 Greenbrier Games 8 11 }}Side 1: Choose your starting Base Tile Set. Base Tiles are denoted by the colored border (yellow, purple, blue, and green) around the walls. Each Base has 1 tile which leads into the Bunker. 1. Hotel Lobby 2. Super Market Bio-Hazard: The 4 Base Tiles of each matching color always need to be placed together. 3. Restaurant 4. Park The Hotel Lobby is recommended for first time players }}Side 2: The Park should be played only by veteran zombie slayers! 13 ArmoryArmory 1 14 3 BUNKER 12 Z Z Copyrig ht © 201 2 Gree in Bunker for 2 Combat: Bunker is treated as 1 square: No attacking into or out of the bunker. Barbed Wire Trap and 2 2X WalL Lookout Bunker Entrance: Wall LOS: (line of sight) Discard Piles: Once a card (Food, Items, Something’s Happening, and Scavenge) has been used it must be discarded in the appropriate pile face up, unless otherwise stated on the card. When a complete deck has been exhausted the discard pile must be shuffled and placed face down as a new deck to draw from. 15 16 17 ! "#$% 1) 2) • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they 3) are inactive until you feed them. You may trade ( &'%%% ()(%*%"+ ! ,-$% ++,. , 2) Fortify: 19 1 2 1 1 3 1 2 2 3 6 squares or tiles with 1 9 2 3 4 28 27 26 25 24 23 22 21 20 Points Earned: 0 8 6 Scrap Cost: 1 2 3 You may not build on 0 29 Each Survivor can only work on one task per Day. structure: # of Survivors Sandbags: Trap: Wall: Gate: Lookout: 7 1. Shuffled stack of Tiles 2. Survivor Cards 3. Armory Cards 4. Food Cards 5. Item Cards 6. Something’s Happening Cards 7. Scavenge Cards 8. Zombie Miniatures 9. Daily Goal Cards 10. Scenario Cards 11. Victory Point Tracker 12. Dice and Tokens 13. Bunker gets 2 and 2 14. Starting Base 15. Main Game Scenario Card • ATTACK: Unarmed; kill on a . • MOVE: As far as your slowest . • HEAL: Gain 6 by spending 1 . • (Free) TRADE with adjacent . • SEARCH a by rolling your . You may not trade or . Gain one card for each 5 or . • (Free) Reload by spending a . . If successful place • (Free) Use Special Ability. . • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) . 1 9 2 8 3 7 4 6 16. Player’s Setup 30 31 32 1 2 3 4 5 • • 6 8 9 18 17 16 15 14 13 12 These arrows indicate the Bunker is adjacent to this square. You can spend 1 move to move between the Bunker and this square. Zombies move then attack: move towards the Bunker unless a is within 4 squares LOS. adjacent to a player will attack: for each . (see rulebook pg 20) 2. Roll one die for each who made it past your Defense Roll. • Double ’s roll: Night 1: Night 2-4: 3. Take damage equal to dice total minus your Squad’s . 1. Defense Roll: Player rolls one 7 19 Draw and read a Something’s Happening Card. Place 1 tile for each player as close as possible to the Bunker entrance. Place the number of for the current Night on each new tile. Players choose 2 actions per turn: ) with other players during this Phase. Do not exceed your hand limit of 4 cards per 1) Feed & Squad board maintenance: • The person with the least Victory Points 18 is the first player for the Day. Setup game according to Scenario Card. Page: 4 These are locations where Squads can search during the Combat Phase to gain additional loot. Gate Sandbags Unobstructed view from the center of the Squad’s square to the center of a zombie’s square. Squads, zombies, walls, red lines and block LOS. Search locations: Movement is not allowed through a No Access square. If it is located between squares, Squads may not pass through it. blocks LOS. Start of Game: Place 2 Any Squad who starts their turn on or moves through a square with will lose 1 . No Access: nbri Copyright © 2012 Greenbrier Games er Gam Feed and FOrtify: es Recruit Radiation: Any Squad who starts their turn on or moves through a square with will lose 1 . 10 Smarts Check: Roll a number of dice equal to your and try for a success. For example: “Quick Contest: “ If your Squad has 2 you roll hoping to get a 5 or to pass the test. 4 Z Success: A success is determined by a die roll. Unless stated otherwise, a success is always a roll of 5 or on a die. Tiles: 0 6 10 1 5 3 1 9 2 4 0 Lookout: 20 Phase 4 continues until all Zombies are killed 10 11 A safe shooting platform. See Combat rules for more detail. 2 8 3 7 6 Player’s Setup Area - “Main Scenario”: Each player starts with the following cards drawn from the decks: 1 Goal Card, 2 Surviv Cards ,2 Food Cards , 1 Item Card , and 2 Armory Cards , both of which must be either a “Melee” or “Firearm” type weapon. A Squad’s miniature and pawn are matching colors. Blue’s Squad miniature goes in the Bunker and their player pawn on the Victory Point Tracker. Depending on the scenario your starting cards may be different.The game should be set up on a large flat surface, to accommodate an evergrowing board. Choose a starting base as described 5 4 2 4 Yield: on the next page. Draw a Scenario Card and use the guidelines listed to distribute cards from the appropriate decks in the proper amounts (or make up your own, if you want a personalized game setup). Remember to randomly place two Survivor Cards and two Armory Cards under the Bunker, as noted under the lucky number 13 above. Remembering these may save your bacon later! Any Squad must end their movement action if moving onto a square with a Yield symbol. Zombies may move freely through Yield squares except for player built fortifications (example on page 15.) 17. Player’s Miniature 18. Player’s Pawn 19. Player’s Squad Board 20. Player’s Starting Cards This is used in a future expansion. For now, ignore any instances of these symbols. Mwahaha- Fire: hahaha! }} Page: 5 Page: 6 Phase 1: Scavenge At first light, your Squad cautiously ventures out into the wasteland to gather supplies. During this Phase each player draws a Scavenge Card and a Daily Goal Card. Players will add new tiles and zombies to the table. }} Day Zero Scenario Only! Quick Play Scenario applies to the Day Zero Scenario included in Zpocalypse. This is a cooperative scenario where all players must work together to find the Bunker. It provides a shortened game play experience for those looking for some quick and dirty combat. It is recommended that you play though the Zpocalypse “Main Scenario” at least once before trying the other scenarios. The Quick Play Scenario is a Combat Phase only game! All previous Phases are skipped. The map is expanded in a different manner than the “Main Scenario”. You start with just one tile and on each player’s turn their Squad may walk off the board and place a new tile. Setup: Remove one Bunker Entrance Tile from the game, and shuffle the other Bunker Entrance Tile in the bottom half of the tile stack. Have all players start on a Road Tile. Follow the instructions on the Scenario Card for starting Survivors and weapons. On a player’s turn they may spend one action to walk off the map and draw a new tile. Zombies have 3 Movement and move towards the closest Squad, even without LOS. When a new tile is placed, roll a to determine how many zombies spawn on that tile. When the Bunker Entrance Tile is drawn, place an additional roll of zombies on that tile. Example: As shown to the right the Red player spends one action to move off the Road Tile. He then draws and connects a new tile. He must stop on either 2a or 2b. He then rolls a getting a (2), thus placing that many zombies on any where possible, ending his first action. He may then spend his second action however he chooses. 1 Draw Tile and place with zombies. 2a 2b 1 2 1 1 3 9 squares or tiles with 0 1 9 2 8 3 7 4 6 28 27 26 25 24 23 22 21 20 Points Earned: 1 2 2 3 6 1 2 3 You may not build on 0 Scrap Cost: . 1 9 2 8 30 10 19 18 • • 6 7 8 9 13 7 12 0 6 How effective your Squad is at shooting. *This skill never decreases. 8 7 6 2 How experienced your Squad is at bashing, slicing and dicing. 3 *This skill never decreases. 1 9 2 3 Melee skill: 0 10 1 4 6 Armor: Firearm skill: Phase 4 continues until all Zombies are killed 4 Hit Points: Your Squad’s collective armor rating. Zombies move then attack: 5 }} Armor: move towards the Bunker unless a is within 4 squares LOS. adjacent to a player will attack: 1. Defense Roll: Player rolls one for each . (see rulebook pg 20) 2. Roll one die for each who made it past your Defense Roll. • Double ’s roll: Night 1: Night 2-4: 3. Take damage equal to dice total minus your Squad’s . 10 11 3 Add the total from each card during the first part of Feed & Fortify. Each point of damage you take from zombies or eating radioactive food will be subtracted from this wheel. When it reaches zero your whole Squad is dead. See “Death” pg. 21. }} 4 1 17 16 15 14 The Squad Board represents your team of up to 4 Survivors . Each player starts with a Squad of two random drawn from the Survivor Deck. Additional will come into play as you begin Scavenging. If you have more than 4 , you may choose who to keep in your Squad and who will sit on the bench. Place the ones that you don’t choose into the Bunker face down as shown in the Game Components page. The Bunker houses a common pool of for every player. Players can choose to recruit one in the Bunker for 2 . }} 3 5 0 9 Sandbags: Trap: Wall: Gate: Lookout: 29 Each Survivor can only work on one task per Day. 1 2 31 32 8 Phase 4: Combat Night has come, and the moans are growing louder as the zombies approach your location. It is as though they smell fresh meat. During this Phase each Squad gets two actions and then the zombies get theirs. This sequence repeats itself until all Squads or all zombies are dead. The Day is over once you have completed all four Phases. If you have achieved your Daily Goal, then you receive the reward from the Goal, Challenge or both. Every Day you get a new Daily Goal card and turn in the old one. If the group has chosen to play the next Day, you repeat the above Phases again, noting the increased difficulty in Combat! (See page 14) actions and then the zombies get theirs. This sequence repeats itself until all Squads or all zombies are dead. Explore Example Quick Play Scenario: 8 • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) structure: # of Survivors The total measure of your Squad’s health. Dial down for taking damage and eating irradiated food. Players choose 2 actions per turn: 1) Feed & Squad board maintenance: 2) Fortify: Draw and read a Something’s Happening Card. Place 1 tile for each player as close as possible to the Bunker entrance. Place the number of for the current Night on each new tile. • ATTACK: Unarmed; kill on a . • MOVE: As far as your slowest . • HEAL: Gain 6 by spending 1 . • (Free) TRADE with adjacent . • SEARCH a by rolling your . You may not trade or . Gain one card for each 5 or . • (Free) Reload by spending a . If successful place . • (Free) Use Special Ability. . 7 }} See detailed steps on Squad Board and following rule book pages. 3) ) with other players during this Phase. Do not exceed your hand limit of 4 cards per 6 Phase 4: Combat 1. Attack zombies 2. Move your Squad 3. Search for supplies on the map tiles 4. Heal yourself or others 5. Zombies move & attack }}Game Phases: 2) 5 Phase 3: Something’s Happening 1. Draw a Something’s 2. Happening Card 3. Place Tiles with Zombies %% &'% ! *%"+ ()(% % ,-$ . , + + , You may trade ( Hit Points: 1) 3 Phase 2: Feed & Fortify 1. Feed Survivors 2. Fortify your Base Phase 3: Something’s Happening Night is coming fast... too fast. For some reason, the zombies are more ferocious at night. The Something’s Happening Card affects all players, and adds additional tiles and zombies to the table. 1 4 "# ! % $ is the first player for the Day. • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they are inactive until you feed them. 7 • The person with the least Victory Points 6 0 10 2 Objective: It’s not about Living or Dying, it’s how much Ass you Kick. Zpocalypse can be played in many different ways. The game comes with 6 Scenario Cards from which you may choose. The Scenario Card describes the Story, Setup and Objective. At the end of the set number of pre-determined Days, whoever has the most Victory Points is declared the Winner! Note: Rules may differ in each scenario. The rules outlined in this rule book are for the “Main Scenario.” The Squad Board keeps track of your Survivors’ stats. Phase 2: Feed & Fortify About mid-afternoon you make it back to the Bunker. Being quite hungry your Squad sits down for a meal. Only those fed will be strong enough to endure the zombie onslaught soon to come. However, the Day is fading fast, so you’d better build a few fortifications to help hold back the zombies. 3 Phase 1: Scavenge 1. Draw 1 Scavenge Card 2. Draw 1 Daily Goal Card 3. Place Tiles with Zombies The game is played over a series of Days. Each Day consists of the following phases: Scavenge, Feed & Fortify, Something’s Happening and Combat. You may play through as many Days as you like (although we recommend playing 2 Days), or until each Squad has been killed off. The game is designed to become increasingly difficult as each Day passes. The game has rules to play up to 4 Days, but a game that lasts 4 Days can take 2 or more hours, even for experienced players. }}Squad Board: 2 Are you playing a full co-op, the Quick Play Scenario, or just trying to survive? Either way, you get to slay zombies, survive attacks, obtain Victory Points, and do it all with style! Squad Boards Game Summary: 1. Select one Scenario Card. 5 Objective: 4 }} 5 4 Smarts: This is a combination of book learning and street smarts. Used when Scavenging and in rolls when searching for Items on the board. Note: Smarts capability is always equal to that of your smartest Squad member. }} Movement: The number of squares your Squad can move per movement action. Note: Movement capability is always equal to that of your slowest Squad member. Smarts skill: How talented your Squad is at Scavenging and other Smarts checks. Your score is the same as your smartest Survivor. Movement: How many squares your Squad can move per action. You can only move as quickly as your slowest Survivor . }}Carry Limit: Each Survivor’s carry limit is 4 of any combination of the following types: , , . Be aware that each Survivor can only use 1 weapon at a time! Your Squad’s total armor rating shows how much damage you deflect when being attacked. This is a direct reduction. See “Combat” pg. 15. Page: 7 Survivor Cards And Daily Goal Cards At the start of each Day every player is dealt a Daily Goal Card. The card contains a personal objective that each player may try to complete by the end of the Day. At the end of a Day, turn in your Goal Card to gain your reward if you managed to complete the goal. The left side of the card provides a bit of story as well as your goal for the Day. It is optional to complete the goal but who doesn’t like some extra or even a special reward? The right side of the card is your challenge. The challenge is completely optional, so there’s no need to fret if you can’t complete it. However, the rewards are often worth the effort. Are you tough enough to complete both the goal and challenge? 0 7 1 2 5 #127 Crosshairs squares or tiles with 0 1 2 8 3 7 1 2 2 3 6 1 2 3 You may not build on 4 6 28 27 26 25 24 23 22 21 20 Points Earned: . 1 9 4 5 5 4 19 18 2 8 3 • • 6 6 7 3 1 2 1 1 3 Scrap Cost: 1 2 31 32 30 8 2 structure: # of Survivors Sandbags: Trap: Wall: Gate: Lookout: 29 Each Survivor can only work on one task per Day. 9 17 16 15 14 13 12 7 Zombies move then attack: 4 4 5 6 0 6 3 3 2 8 3 7 6 3 Your Survivor cards go to the left or right of the Squad Board. 1 9 2 4 0 10 1 5 4 Place weapons and resources underneath Survivors to indicate who is holding what. 4 2 Each player collects their starting gear and resources as stated in “Setup Diagram.” Decide which side of the tiles to play, and with which Base Tile Set you want to begin. It is recommended that you have someone read the introduction story aloud; preferably someone who is classically trained. Okay, maybe just literate. When the zombie apocalypse comes, the actors will be among the first to be eaten! 3. Carry Limit: Remember each Survivor’s carry limit is 4 cards of any of the following type: , , ! Be aware that each Survivor can only use 1 weapon Above is a setup example of the Blue player. When she first at a time unless the duel wield ablity has been unlocked! gets her cards it is recommended that she waits to set up the Squad Board with her stats until after the Scavenge Phase. However, in the example If you ever gain a card during the Combat Phase and exceed your carry below, we have done so to illustrate how each of the stats adds up. limit, you must drop the extra card(s) immediately. Place a Death Token 1. Daily Goal Card: Good place to place it (or keep it secret) matching your color on the card(s), and leave the second token on the square where you dropped the extra gear. 2. Weapon Skills Your Squad thinks they would love to slaughter from afar. It’s not cowardly, it’s strategic. Have you ever called a sniper cowardly? They read lips, you know. Goal: Make all kills from two or more squares away. Goal Reward: Well sweet peas, did you have a nice, relaxing killing spree? That’s so nice. Next time . bring back ice cream. Gain 4 Challenge: It’s not like that axe is going to do you any good, and we already know how you feel about the jackhammer. Use only firearm weapons during the Combat Phase. Challenge Reward: Take one firearm weapon from the player with the most weapons. When there is a tie you get to choose. The colored skulls in the upper corners indicate which player you are. Place the Daily Goal card on top of the center image, face down! Do you want everyone knowing your business? Phase 4 continues until all Zombies are killed 5 6 #033 #047 move towards the Bunker unless a is within 4 squares LOS. adjacent to a player will attack: 1. Defense Roll: Player rolls one for each . (see rulebook pg 20) 2. Roll one die for each who made it past your Defense Roll. • Double ’s roll: Night 1: Night 2-4: 3. Take damage equal to dice total minus your Squad’s . 10 11 3 1 Page: 8 }}Example Daily Goal Card: • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) • ATTACK: Unarmed; kill on a . • MOVE: As far as your slowest . • HEAL: Gain 6 by spending 1 . • (Free) TRADE with adjacent . • SEARCH a by rolling your . You may not trade or . Gain one card for each 5 or . • (Free) Reload by spending a . . If successful place • (Free) Use Special Ability. 1) Feed & Squad board maintenance: 2) Fortify: Players choose 2 actions per turn: #142 . 0 Day: All 4 phases. Phase: 1 complete phase. Round: All player and zombie turns completed once. Turn: 2 Actions a player takes. Action: The choice a Squad makes (attack, move, heal, search, trade, etc.) Skill Points: As soon as you reach ( increments) on the Victory Point Tracker you are awarded the Skill Points indicated on the Scenario Card matching the respective color level. You must spend those Skill Points immediately. Skill Points are used to increase / . For example, if you gained 2 Skill Points you may spend both in one skill or 1 in each / . Firearm and Melee skills are the only skills which may be upgraded, unless otherwise specified in the Scenario. ) with other players during this Phase. Do not exceed your hand limit of 4 cards per 3) 9 Important Terms: 5 10 peas, did Goal Reward: Well sweet g killing you have a nice, relaxin Next time spree? That’s so nice. . Gain 4 cream. ice back bring 2) one firearm Challenge Reward: Take with the weapon from the player there is a tie most weapons. When . choose to you get 9 You start each Day with one Daily Goal Card. Try and complete its Goal and/or Challenge to get Victory Points or special perks. You may trade ( two or more Draw and read a Something’s Happening Card. Place 1 tile for each player as close as possible to the Bunker entrance. Place the number of for the current Night on each new tile. 8 Daily Goals: Skills: / Most start with Skill Points in Firearm Weapons , Melee Weapons or both. Each proficiency raises your overall Squad level in that weapon category. Your skill level, once “learned by the Squad” (leveled up), never goes back down. These skills are tracked on your Squad Board. Higher Skill Level bonuses ( ) are described on Armory card weapons. are inactive until you feed them. 9 You’ll Shoot Your Eye Out: When using firearms add dice to your attack. If you roll a pair of ones, your shot has ricocheted, lose 4 . Use once per Day. Goal: Make all kills from squares away. 1) 7 Each Survivor has a special ability. They can only be used once per Day unless otherwise stated on the card. Choose carefully when you activate this ability. Each Survivor card has a special ability which can be used only ONCE PER DAY, unless the card states otherwise. Combat abilities apply to both of the Squad’s actions during their turn. More than one ability can be used on the same turn, but beware using them all up and needing them later! is the first player for the Day. • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they 8 Special Ability: Special Ability: would love Your Squad thinks they It’s not to slaughter from afar. ic. Have you cowardly, it’s strateg ly? They coward ever called a sniper read lips, you know. • The person with the least Victory Points }}Squad Board Layout: Radioactive Fo Food od 2x that axe is Challenge: It’s not like good, and we going to do you any feel about already know how you only firearm the jackhammer. Use Combat Phase. weapons during the 7 Vital Skills your Squad learns. These Skills NEVER decrease. Ralphie trained for the apocalypse as a kid with his Red Ryder BB Gun, a compass in the stock, and “this thing that Ralphie Parker tells time.” He is known for his frequent use of the F-dash-dash-dash word. 2 2 10 / Every card in the game has a Victory Point associated with it. Hold on to the cards with more points; they are tallied up at the end of the game. You also earn Victory points when building fortifications, completing Daily Goals and killing zombies. Remember every 5th increment on the Victory Point Tracker provides Skill Points! Each zombie killed gains you 1 . Survivor Crosshairs 1 Skills: Victory Points: 1 0 They are your people, your gang, your Squad. Get to know them; they will help you kill the undead. The more Survivors in your Squad, the better your odds of surviving. }}Example Survivor Card: 10 }}Survivors: Getting your Game face on: The first Squad to get to your Death Token on the board can loot your gear. Picking up the loot costs 1 action. The Death Token stays on the She sets the following stats to their sum total: 1 , 3 , 17 , 2 . Smarts is set to the smartest Survivor in your Squad which is Julie with 3 board until all your possessions are taken or the Combat Phase ends. If . Movement is set to the slowest of the group which is currently The- your gear is still left out on the map when the Combat Phase ends, it is removed from the game. resa with 5 . Note: The only Squad Board dials that do not go down are the and weapons skills. This reflects the Survivors training each other. The collective knowledge of how to fight stays the same or increases. Once learned, no Survivor will ever forget them! The other stats change throughout the Day and may go up or down. Newly acquired Survivors are turned sideways until they can be fed back at the Bunker. You may only have 4 Survivors in your Squad at any give time. The extra is discarded into the Bunker. Each Survivor can carry 4 Items total. It can be any combination of , or . Just remember: you can only use 1 weapon at a time. 4. Starting Weapons: The 2 cards dealt at the beginning of the game must be melee or firearm weapons. Keep drawing until you get 2 weapons, then reshuffle the unused cards back into the deck. #142 Page: 9 Place 1 tile for each player as close as possible 7. Note: This is part of a Base Tile Set. to the Bunker entrance. You must connect any future Base Tiles with the same color glow (purple.) Placeathe Blue passed the check, she3)places tilenumber with 4 of onfor it. the current When you do you will gain 1 regardless of the new tile being adjacent to Night on each new tile. a bunker. Blue’s Tile Connected: Gains 1 bonus for placing it as close as pos- 22 sshairs Cro21 20 #057 #066 #033 2 Brain Bucket adds 1 to your Squad’s total. 1 2 Survivor Brain Bucket 1 4 Shotgun 8 1 52 5 Untrained: : #134 10 : Kill on a 5 or Kill on 5 or . Counter-Attack Kill on 4, 5, or #024 . 9 1 3 #116 3 Sandbags: Trap: Wall: Gate: Lookout: . 5 :6 Kill on 5 or . Upgradeable 10 : Kill on 4, 5, or . #001 1 2 1 1 3 4 0 Points Earned: 1 2 2 3 6 squares or tiles with 0 1 9 2 8 1 Scrap Cost: 1 2 3 You may not build on 6 Kill on a 5 or 3 . 3 7 4 6 1 9 2 8 1 2 31 32 3 30 4 29 28 5 27 5 6 6 4 26 7 25 8 24 23 9 22 10 21 11 20 12 19 13 18 17 16 15 14 3 7 4 5 • • 6 7 • • move towards the Bunker unless a adjacent to a player will attack: 8 9 12 10 11 6 • Double ’s roll: Night 1: Night 2-4: 3. Take damage equal to dice total minus your Squad’s . 0 6 3 You resc 2 8 3 7 6 5 4 or You may not trade . . }}Night 3: . • (Free) Reload by spending a . • (Free) Use Special5Ability. 4 2 *Roll your ue 1 . ss on 5 or cce ability; su 2 Fail Success 2 1 #083 1 1 You resc 8 Each game should have a different tile layout, grown organically by the players. Like carrots, only less healthy and more wasteland-ey. Tiles may connect to the main board in nearly any order. For better cohesion, it’s recommended to try to match tile borders with each other for a more appealing layout. You may NEVER trap zombies with any tile objects. Zombies MUST be able to move towards the Bunker Entrance(s) or players. 5 4 You rescu *Roll your . 5 3 7 2 or 2 2 Squares denote areas blocked by rubble or some other barricade, preventing movement on it or through it. Zombies may not be placed on this icon. . 5 4 #077 You think ab Supermarket out checking of the city. out a town It’s in no beaten path, a tucked-away valley rth maybe it ha off the looters and s deaders. Th been missed by the e outskirts are toxic, bu of the city t it’s worth the trip as yourself in you fi front of a sup ermarket. It’s nd up tight, bu t wh bo wayward sho en you get closer you arded find a pper! The frig didn’t even hte ned cart pu know that sher the just that the dead were ali fog was eat ing people. ve... 3 6 ue ccess on 5 ability; su 1 Fail Success 1 2 7 y Cemeter - the only kind dog dared ve to retrieve been triple u ha You have r back out of. Yo tery. You are ve me you can ne sign from the ce ar shots in me u he the welco red up when yo ming from the co uo getting liq . It sounds like it’s face on! ce me the distan you get your ga so screaming cemetery someone t that to ar he u yo ing jus u arrive, while do reWhen yo the Lord!” is unexpected “ca e for s as k th th ”I kic out job keeping ies. Turns the zomb en doing a great e setup in the nic be a s taker” ha ground, and has ed with supplies. e ck dead in th s shack, well-sto er’ gravedigg 1 . *Roll your 9 2 3 0 10 1 1 9 2 4 6 0 10 1 • MOVE: As far as your slowest • (Free) TRADE with adjacent 0 4 Phase 4 continues until all Zombies are killed 2-3 player games mean fewer tiles and less zombies placed. The game scales accordingly, as this also means fewer players to kill the zombies! and 3 Phase 4 continues until all Zombies are killed 5 is within 4 squares LOS. ,1 for each who made it past your Defense Roll. • Double ’s roll: Night 1: Night 2-4: 3. Take damage equal to dice total minus your Squad’s . e! 1. Defense Roll: Player rolls one for each . (see rulebook pg 20) 2. Roll one die for each who made it past your Defense Roll. ,1 Place tiles where you want but you get 1 if it’s as close as possible to the Bunker Entrance. You really want those extra at the beginning to level up. 2. Roll one die y Stor The Cand You wonder if your y store! cay is ! The cand ll there. Tooth de ese Aw, yeah ts are sti m of worries th ee sw ite favor ur spectru last longer than yo on really low es? going to cockroach s, what is days. Plu gar? Besides the of all band su processed ive, you find a sm r highs and ga arr u su yo th n Whe around wi some of your ng lyi , t the living of the u pick ou aches. Yo en convince one stomach th eets and favorite sw come with you. to rs vo survi Zombies move then attack: 5 4 6 1 5 6 • ATTACK: Unarmed; kill on a . • MOVE: As far as your slowest . • HEAL: Gain 6 by spending 1 . • (Free) TRADE with adjacent . • SEARCH a by rolling your . You may not trade or . Gain one card for each 5 or . • (Free) Reload by spending a . . If successful place • (Free) Use Special Ability. #142 . Each Survivor can only work on one task per Day. structure: # of Survivors 7 #057 . 2) Fortify: 13 ,2 If it is your third Day playing the game you pick up all the tiles / fortification tokens and choose a new Base Tile Set on the opposite side of the tiles. Re-shuffle all the tiles to Zombies move then attack: create at new draw stack. This represents the fact you move towards the Bunker unless a is within 4 squares LOS. have exhausted the surrounding area of supplies and adjacent to a player will attack: need to move on and explore a new area, rebuilding 1. Defense Roll: Player rolls one for each . (see rulebook pg 20) the board from scratch. Players choose 2 actions per turn: ) with other players during this Phase. • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) Melee Untrained: 3) 1) Feed & Squad board maintenance: Julie was a Professor. “Blunt” or maybe Your standard “pushy” are words that... do not come wooden baseball bat. close to describing It’s great for knocking her approach. She Julie Hunter out of zombies loved to make the the park! Baseball Bat poor little coeds cry. Killing the undead will do for now. With all the field testing and lack of research, someone needs to write a book of 1 to maximum a Spend Upgradeable: about the findings - you know, for posterity. grant +1 bonus attack die. Place the undertothe weapon to show it’s upgraded.” Teacher: Gain 1 extra skill point spend when #043 you level up. Use once per Day. one firearm Challenge Reward: Take with the weapon from the player there is a tie most weapons. When you get to choose. Draw and read a Something’s Happening Card. Place 1 tile for each player as close as possible to the Bunker entrance. Place the number of for the current Night on each new tile. 17 16 15 14 2) 9 6 33 18 1) 8 7 two or more peas, did Goal Reward: Well sweet killing you have a nice, relaxing Next time spree? That’s so nice. . Gain 4 bring back ice cream. Do not exceed your hand limit of 4 cards per 2 19 7 its range. dice Inspire others: Gives an extra #026 When you successfully make Counter-Attack: for attacking to any Squad standing adjacent roll against attacking zombies, one a defense to you, including yourself. zombie is automatically killed, gaining 1 . Use once #0 per Day. #048 2 You may trade ( 8 3 Firearm 9 Goal: Make all kills from squares away. are inactive until you feed them. Scrap Survivor 8 1 Theresa was every child’s favorite preschool teacher. While she wishes she A shotgun is was still teaching the intended for use ABC’s, she is doing Theresa Jones in harsh and dirty her best to keep Its only for conditions. everyone safe. She’s trying to stay strong, is herself as well as for thedrawback group’s morale. Radioactive Food 1 is the first player for the Day. • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they that axe is Challenge: It’s not like good, and we going to do you any feel about already know how you only firearm Use mer. jackham the Combat Phase. weapons during the 3 9 Radioactive Fo Food od 2x would love Your Squad thinks they It’s not to slaughter from afar. . Have you cowardly, it’s strategic cowardly? They ever called a sniper read lips, you know. • The person with the least Victory Points 2 1 Accessory The brain bucket is your standard military issue combat helmet. This certainly will help if you ever get knocked to the ground and zombies go after your brains! 0 }}2-3 player games Players choose 2 actions per turn: placed on her tile. • ATTACK: Unarmed; kill on a . • HEAL: Gain 6 by spending 1 . • SEARCH a by rolling your . Gain one card for each 5 or . . If successful place #078 1 0 2) sible to the Bunker Entrance. 2. Yellow’s Scavenge Card and Tile Yellow Passed the check, she get’s 1 Survivor #120 Have one player draw cards while another draws tiles and places zombies. You know, to get to the fighting faster. The number of zombies found indicates how many noticed you scavenging and followed you back. Event: Blue must first attempt to pass the event by rolling her and getting at least as described on the left. After reading the narrative, the player rolls the one 5 or . She rolls = (3,1,5) passing; good thing, or else 3 extra zombies number of dice equal to their Squad’s , which is always the same would have followed her back. as the of the Squad’s .) Ifwith your is a 0,during roll athis Phase. Yousmartest may tradeSurvivor ( other players Scavenging check: She rolls the dice again rolling (5,5, ) . Thus, she collects 1 , 2 1 (see dumb bunny clause,Doleft). If a player rollslimit at ofleast oneper5 or. not exceed your hand 4 cards , 2 ,1 , and place 4 on the , they get a better haul & of Squad supplies.board You’ll notice that the Scavenge 1) Feed maintenance: tile. If Blue didn’t roll a single success, then requires the a decks . Thoseyou notdraw fed arefrom: placed in ,the Bunker. Card shows 4 symbols.• Each They represent 31 32 Hospital 1 2 3 she would have only gained 1 , 1 • Recalculate and you never go to down.) , and the number of zombies stats. who( followed back the You enter the radioactive wasteland in search of 30 a hospital. Sure enough, you find the remains 4 2) Fortify: Survivor drawn can onlytile work on one taskon per Day. and 5 would be placed on her tile! 29 Bunker. You will place the onEach a randomly as described of one. The undead mill around in almost every room, and flying under the radar is painstak28 the next page. structure: # of Survivors Scrap Cost: Points Earned: ingly difficult. You persevere in search of muchneeded supplies. Passing by a room, you notice 1 1 Note: To speed Sandbags: up game play experienced players can all 27 a patient still lying in one of the beds. Closer Scrap inspection shows the patient is still breathing! 2 time. Scavenge cards 2 Food do their scavenge Trap: phase at the same Ammo 26 Once woken up, it’s no surprise that they’re confused but ready to come with you. 1 1 2 Wall:use. may be discarded after Pass a check with a success on a 5 or . 25 to remain unseen. Pass: Gate: you may acquire 1 2 3 Any new Survivors from the Scavenge will follow you back. Fail: 3 extra Lookout: 3 3 6 You rescue 1 . Card are placed sideways in front of you. 24 *Roll your ability; success on 5 or . You on abilities squares You may not use any of may their not statsbuild or special until or tiles with . Fail 1 5 23 they have been fed in the next Phase. Success 2 4 2 1 3. Green’s Scavenge Card and Tile 1. Blue’s Scavenge Card & Tile }}Scavenge Card Example: Scavenge Card: Each player will draw a Scavenge Card in turn order 6 1 3 6 For Quicker Scavenging: is the first player for the Day. • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they are inactive until you feed them. Lattaver was an average video store clerk. However on quiet nights he read zombie survival books and watched every Lattaver Jones zombie movie ever made. When everything started falling to pieces he was transformed, like the phoenix, to the most prepared man on Earth. He even had a bag of supplies ready for that day. His support proves invaluable to any group. Reign of Fire: Firearms now succeed with 2 less on each . For example, a 3 would now pass for a 5. Use once per Day. Do you have some absolute morons on your Squad? Is your a 0? We’re banking that you must have some luck since you’re still alive. You may roll 1 for Scavenge only. Special cards sometimes require you to make 2 checks. One for the special event, and the second to see what supplies you get. Event: Don’t fail or something bad could happen. Skills: Read closely; you could be gaining some extra skills! Night Owl: Place your miniature on your drawn Scavenge Tile. During the Feed & Fortify Phase you may not build any fortifications nor trade. However you must feed your Survivors! Discard those not fed to the bottom of the survivor deck. • The person with the least Victory Points Placing Tiles: Each player will draw and place a new tile connecting it to the existing Green: FAILED: He gets 1 , 2 and 5 placed on his tile. map. Zombies listed on the player’s Scavenge Card are placed on We recommend placing zombies on, or adjacent to any . This the drawn tile. You may place on any square without a . These distributes the for smoother game play. zombies remain on the tile waiting for Combat to begin. When plac4. Red’s Scavenge Card and Tile ing tiles, if a player chooses to place the tile as close as possible to the Red: Passed: He gets 1 , 1 , 2 , 2 and 4 placed on his tile. Bunker Entrance, they gain 1 Victory Point . If you draw a tile from a 5. Bunker Entrance. Base Tile Set, it must be connected to the other three tiles with the same colored glow along their walls. 1) Draw and read a Something’s Happening Card. 6. The other 3 players could have gained 1 by placing their tiles here. t en Ev The Dumb Bunny Clause: }}Placing Tiles: }}Special Scavenge cards: 0 6. The Squad with the least Victory Points goes first, or the highest roller if tied. Turn order proceeds clockwise around the table. 7. Each player draws a Daily Goal Card. 8. The first player draws a Scavenge Card and reads the description aloud. 9. Roll to determine success or failure. 10.Draw the cards indicated by the Scavenge Card. 11.Place a new tile on the board. 12.Place the specified number of on the tile on any square without a . 13.Repeat Steps 3-7 for each player in turn order before moving on to Phase 2. Notice one Survivor still doesn’t have a weapon. Blue should trade for one or find a Search Location with a during the Combat Phase. Searching is an action. Scavenging is an important aspect of the Zpocalypse. It represents your daily chance to find resources, as well as Survivors to add to your Squad. Determine Player Order for the Day: On the first Day everyone starts at 0 . Therefore, since everyone is tied, roll a to see who goes first. High roll wins. Draw a Daily Goal: Each person is dealt a Daily Goal Card. See page 8 for details about Daily Goal Cards. 10 }}Phase 1: Scavenge Scavenge Phase Example Phase 1: Scavenge 3 Fail Success 2 3 ability; succes e1 . s on 5 or 2 #081 1 . 5 4 1 3 7 2 8 9 10 0 1 Page: 10 Page: 11 You may trade ( ) with other players during this Phase. Do not exceed your hand limit of 4 cards per Phase 2: Feed & Fortify Now is the time feed Survivors, • The person withtothe leastyour Victory Points trade with other players, and fortify the first player for the Day. your Baseis against the coming zombie horde. This Phase may be played in turn • Draw your DailyinGoal order as defined theCard. Scavenge Phase. To speed up the game, everyone may • Draw Scavenge Card to get time. Survivors andfreely gear. trade any equipment but, do Feed & Fortify at the same You may • Any new are turned sideways to show they not exceed your carry limit. are inactive until you feed them. You cannot trade with other players; however you can recruit the hungry from the Bunker for 2 . }}Phase 2: Feeding Each Survivor must be fed 1 radioactive food or food in order to remain in your Squad. Consumed food must be discarded to the Food Discard Pile. You may trade ( ) with other players during this Phase. Do not exceed your hand limit of 4 cards per Unfed Survivors are too weak and collapse in the Bunker. Any other player may take an unfed Survivor from the Bunker, as long as they feed them 2 . Like puppies and kittens. . 1) Feed & Squad board maintenance: • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) 2) Fortify: Each Survivor can only work on one task per Day. Survivors: }}Feeding Sandbags: 1 structure: # of Survivors Scrap Cost: Points Earned: 1 Only active (fed) may be used to build fortifications. Each Day as well as those Trap:you must feed 2 all of your active Survivors 2 just recruited 1 1 for each 2 , which can be made Wall: from Scavenging. 1 up of Gate:or cards. 1 Some cards2 have 3 on them and the “Just Lookout: 3 3 What I Needed” Cards can be used for food as 6well. For every you build on or tiles with eat, you You losemay 1 not . You may use squares a to feed 2 . ; if you only fed 1 the card is still discarded. If you don’t have enough to feed your Squad, it’s perfectly OK to trade or beg for from the other players. Any not provided food can’t be used during the Combat Phase and must remain 0 in the Bunker due to lack of strength. 0 In the rare case 1 any of your , choose 1 1 in your when you cannot feed to keep 9 9 Squad and lose 2 due to 2 lack of food. You must show the other 2 players you have no food. 8 As mentioned, you may3 trade with 8other players. Are you a3team player, Negotiations4 may be 7 sharing food, or4 out only for yourself? 7 simple or complex. By the end of the phase you must 6 6 not exceed your Squad’s Carry Limit (see page 9). Let’s say you have a large cache of Resting in The Bunker The Bunker acts as a community pool for the weak and unfed. During the Feed & Fortify Phase you can spend 2 to look at all the cards in the Bunker, selecting one for your Squad. Two Cards are placed in the Bunker at the start of the game in case of player death (pg. 21). food, but no ammo for your firearms. You could trade food for ammo with another player or give them away if you like; they’re your supplies! Blue: Has more than enough food to feed her 3 • feeds everyone, discarding 3 : 3 and 2 are subtracted below. , so 3 . She requires a . Those not fed are placed in the Bunker. Fortify•• Each Recalculate stats. ( and never go down.) 1) 2) 3) 2) Fortify: Draw and read a Something’s Happening Card. an ever-increasing number of zombies In Zpocalypse you will face Place 1 tile for each player as close as possible . You need to defend your Base to survive. Use your collected Scrap to the Bunker entrance. and Survivors to build as many fortifications as possible. Each Place the number of for the current Night on each new tile.you build adds to your total Victory Points fortification . When plac- ing fortifications, think about defending your Bunker and Base, and consider how restricting zombie movement will help when the rolls wants for a . get more vicious on Night 2. However, let’s face it: this will only buy • Green: For this example Green only has 1 and can only keep 1 . Green Players choose 2 actions per turn: you extra time… they will eventually batter down your walls, smash chooses which 2 of his 3 he’s going to leave starving in the Bunker. • ATTACK: Unarmed; kill on a your . • MOVE: As far as your slowest . gates, and invade your Bunker! Fortifications are NOT permanent These Survivors are now up for grabs for anyone who’s willing to pay •2HEAL:each Gain 6 by spending 1 . • (Free) TRADE with adjacent . undeadorwill.be coming for you and any Survivors you left • SEARCH a by rolling your .structures. You mayThe not trade to activate them. 1 Gain one card for each 5 or . behind 32 • (Free) Reload by spending 2 in the Bunker, so ause .these fortifications wisely. 31 • Yellow: Has 3 . place . If successful • Unlike (Free) Use Special Ability. 30 4 , so she discards 33 , subtracts 3 and feeds her yields on the board, this stops and Despite 29 Green’s plea, she does not give up4 the extra . Zombies move thenaattack: Sandbags . When or steps over a sandbag its ends. The 28 5 • move towards the Bunker unlesscannot a is within 4 during squares LOS. attack its next turn! A may attack if : • adjacent to a player will attack: 27 Squad Board/Card Maintenance 6 it’s their second action. and can attack over a sand26 First restore any lost from the previous Day because your Squad 1. Defense Roll: Player rolls onebag. Sandbags for each must . (see rulebook pg 20) has be placed on the edge of a square. 7 2. Rollare one die for each who made it past your Defense Roll. 25 healed overnight. Tally all your stats as shown on page 7. Hit Points Barbed 2 can blindly fall into a trap and be killed. No one gains • add Double ’s roll: Night 1: Night 2-4: 8 adjusted by subtracting any lost from . New gained will any for killed this way. Flip the trap tile when 1 24 3. Take damage equal to dice total minus your Squad’s . Wire Trap their knowledge of their firearm or melee weapons skills to the is trapped. When 2 have stepped on the trap, remove 23 9 Phase 4 continues until all respective dial total. from the board. Zombiesthe aretrap killed 22 You must discard any extra supplies 10 you cannot carry. ReWall When a double reaches a wall placed by a player, 21 11 of 4 in your Squad. member you can only have a maximum it is blocked for 1 round of Combat. However on the next 20 12 per as described on page Hand Limit: You may only hold 4 cards round remove the wall 0 0 from the board as the breaks it 19 13 9. Any additional cards must be given to other players or placed face up next 10 down. On the third round,1 the can continue to move. cannot 18 15 14in the Bunker during the Combat 17 player 16 standing to the Bunker. Any 6 Phase 1 move through walls. A single 2 does not have the power to push over 9 may pick up the face up pile for one action and choose which cards to take. a wall. It tries for 1 round, then looks for another way in. Walls must be Blue’s setup would look like this below. Her would be set to 205 (6 + 9 + 8 - 3 2 placed8on the edge of a square.3 from the ). Her Skill would go up 2 points due to the addition of Lattaver. She Acts the same as regular walls with the exception Gate 4 them. may NOT atalso adds +1 for a total of 4 . that 7can freely move through 5 must be placed on the edge of 6 Gates 1. If you would like a nice reminder that a has eaten a 4 place 3 tack through gates. a Radiation Token on the Survivor as shown below. a square. Red: Is short 1 food with 3 • Each Survivor can only work on one task per Day. structure: # of Survivors Sandbags: Trap: Wall: Gate: Lookout: , so he trades a firearm weapon which Blue really 1 2 1 1 3 5. Blue’s Build Tokens: With 3 bags for 5 1 and 2 builds a gate and 2 sand. She focuses primarily on defending the Bunker. 6. This is what the Tracker looks like after all the building. #116 #001 . Upgradeable . 1 5 10 : 8 1 2 5 #134 Kill on a 5 or Kill on 5 or . . Counter-Attack Kill on 4, 5, or #024 . 0 8 3 9 1 4 8 3 7 4 6 7 5 2 3 4 6 8 9 10 0 Page: 12 18 4 5 • Double 8 ’s roll: Night 1: Night 2-4: . Phase 4 continues until all Zombies are killed 10 11 0 6 5 3 1 9 2 4 0 10 1 2 8 6 5 4 23 You may build as many forti22 fications as you have and to21allocate. We think it’s 20 you’re defending great that 19for you, having your turf. Good 18 1 17 not 16 15 self preservation skills and wanting to die! Discard used fortifications. after building Place the fortifications you’ve built anywhere on any tile that doesn’t contain . If you want to get all strategic, place it where they will be funneled for easier fighting, or slowed down from entering the Bunker. If you want to piss the other players off, put it in the middle of nowhere. Remember to move your colored pawns up on the Victory Point Tracker for the number of you earned building your fortifications. Nice Job! 3 Gate Sandbags 3 7 Each27 player denotes how many active 26 they control and they will use to build fortifica25 Imagine yourself with a tions. 24 It’s okay, we don’t judge. whip. Gate Wall 2 is within 4 squares LOS. 3. Take damage equal to dice total minus your Squad’s 9 12 move towards the Bunker unless a adjacent to a player will attack: 1. Defense Roll: Player rolls one for each . (see rulebook pg 20) 2. Roll one die for each who made it past your Defense Roll. 7 13 Zombies move then attack: • • 6 17 16 15 14 6 1 2 292B: Fortify }}Phase 28 Gate Sandbags 3 5 2 . 0 2 4 1 squares or tiles with 1 9 1 2 31 32 3 1 2 2 3 6 1 2 3 You may not build on Points Earned: 3 #034 Use once per Day.Untrained: : 1 2 1 1 3 Scrap Cost: 2 Kill on 4, 5, or 9 1 3 6 1 Sandbags: Trap: Wall: Gate: Lookout: 30 29 28 27 26 25 24 23 22 21 20 19 Each Survivor can only work on one task per Day. structure: # of Survivors 1 Kill on 5 or 2) Fortify: 0 5: 10 : Players choose 2 actions per turn: 8 Use once per Day. . Kill on a 5 or • Each requires a . Those not fed are placed in the Bunker. • Recalculate stats. ( and never go down.) Firearm 1 7 #120 Teacher: Gain 1 extra skill point to spend when#059you level Untrained: up. Survivor A shotgun is every child’s favorite intended for use preschool teacher. in harsh and dirty While she wishes she conditions. Its only was still teaching the drawback is ABC’s, she is doing Shotgun Theresa Jones its range. her best to keep everyone safe. She’s trying to stay strong, for When you successfully make Counter-Attack: herself as well as for the group’s morale. #026a defense roll against attacking zombies, one killed, gaining 1 . zombie is automatically Inspire others: Gives an extra dice for attacking to any Squad standing adjacent to you, including yourself. 6 6 1 3 6 2 Draw and read a Something’s Happening Card. Place 1 tile for each player as close as possible to the Bunker entrance. Place the number of for the current Night on each new tile. • ATTACK: Unarmed; kill on a . • MOVE: As far as your slowest . • HEAL: Gain 6 by spending 1 . • (Free) TRADE with adjacent . • SEARCH a by rolling your . You may not trade or . Gain one card for each 5 or . • (Free) Reload by spending a . . If successful place • (Free) Use Special Ability. #142 . 7 #057 Melee Survivor Your standard Julie was a Professor. “Blunt” or maybe wooden baseball bat. “pushy” are words It’s great for knocking that... do not come zombies out of close to describing the park! Baseball Bat her approach. She Julie Hunter loved to make the poor little coeds cry. Killing the undead will Upgradeable: Spend a maximum of 1 to do for now. With all the field testing and lack of research, someone needs togrant write+1 a book bonus attack die. Place the the weapon to show it’s upgraded.” about the findings - you know,under for posterity. ) with other players during this Phase. Do not exceed your hand limit of 4 cards per 6 #065 2 You may trade ( 3) 1) Feed & Squad board maintenance: 10 Survivor Lattaver was an average video store clerk. However on quiet nights he read zombie survival books and watched every Lattaver Jones zombie movie ever made. When everything started falling to pieces he was transformed, like the phoenix, to the most prepared man on Earth. He even had a bag of supplies ready for that day. His support proves invaluable to any group. Reign of Fire: Firearms now succeed with 2 less on each . For example, a 3 would now pass for a 5. Use once per Day. Food Brain Bucket one firearm Challenge Reward: Take with the weapon from the player there is a tie most weapons. When you get to choose. 9 mo two or more peas, did Goal Reward: Well sweet killing you have a nice, relaxing Next time spree? That’s so nice. . Gain 4 bring back ice cream. 2) 31 32 Gate Sandbags Scrap ScrapAm Goal: Make all kills from squares away. 1) . With 3 and 2 builds a gate and 2 sandbags for 5 . Blue now has a total of 6 gaining 1 Skill Point at 5 to spend on . 2. Red: With 3 and 2 builds a 2x wall and a sandbag for 5 . He also gains 1 Skill Point to spend on . 3. Green: Had problems feeding all his Survivors; with only 1 he can only build a sandbag for 1 . 4. Yellow: With 3 and 0 builds a trap and a sandbag gaining 3 . Wire Trap Lookout 2x Wall 1 Accessory The brain bucket is your standard military issue combat helmet. This certainly will help if you ever get knocked to the ground and zombies go your brains! afterwas Theresa is the first player for the Day. • Draw your Daily Goal Card. • Draw Scavenge Card to get Survivors and gear. • Any new are turned sideways to show they are inactive until you feed them. squares or tiles with 30 Gate Sandbags Your Squad It’s not to slaughter from afar. . Have you cowardly, it’s strategic cowardly? They ever called a sniper read lips, you know. • The person with the least Victory Points that axe is Challenge: It’s not like good, and we going to do you any feel about already know how you only firearm the jackhammer. Use Phase. Combat weapons during the 1 2 2 3 6 1. Blue: Barbed thinks they would love Points Earned: Provides a perch to use a firearm where nothing blocks LOS. You may only use melee weapons which have a range of 2 such as the Gumball 0 Machine, all others cannot be used. 0 1 you cannot be attacked by . 1 When you’re on a lookout, Lookout 9 However when 4 (single 2 or double)9 are adjacent 2 to a lookout, the lookout behaves like a wall. On the next turn 8 it turns into rubble. Anyone 3 on the 8lookout takes 1 3 die of direct damage, ignoring from the collapse and lose their 7 you may jump 4down next7turn (both actions).4 At a cost of 1 action from a lookout 6 into an adjacent empty square. 6 Gate Sandbags Crosshairs Scrap Cost: 1 2 3 You may not build on }} 1 . 1) Feed & Squad board maintenance: 4 Page: 13 Night 1: Walk in the park. Time to slay some zombies. Night 2: They keep coming! Add an extra to each double attack roll. Night 3: Low on Ammo! Night 4: Nightmare! Zombies move and attack first! Squads get no Defensive Rolls. Welcome to the Zpocalypse! 2 }}Something’s Happening Card: 1. How many squares 2. Number of Night1 Night2 Night3 Night4 3 4 4 6 #089 5 7 }}Player Actions 6 9 • • • • move: which spawn on each tile placed: 3. Night 1 tile placement • 4 tiles are placed, with 4 • Zombie tiles are on each tile. ALWAYS placed closest to the Bunker Entrance. Zombies can be placed wherever the players choose on the tiles except on a square. 4. Only exception to placement rule, if you draw a matching Base Tile set they should match up. Notice the‘glow’around the walls of the tiles that match. If this was a player placed tile during the Scavenge Phase they would gain 1 for being placed as close as possible to a Bunker Entrance. 3 Gate Sandbags Barbed Wire Trap 4 • • • Gate Sandbags Attacking: (see Your Zombie Slaying Party, Page 17.) Movement: is determined by the with the lowest . Heal: 6 points of damage spending a First Aid card. Searching: On your turn, you can choose to search a square if you are standing on it. Roll your : for each success (5 or a ) draw 1 card from the deck that matches the symbol ( ) inside the . Now draw a Search Token (they should all be face down). Place the token on the Search Location with the number side facing up. The number on the token drawn is between 1-3 and red or white. White numbers represent the minimum number of you need in order to search again. For example, if you draw a but your is 2, you are not clever enough to find anything else. When a location is successfully searched a second time, flip the token to the side to show the location is exhausted. If you draw a red number place that number of adjacent to you then flip the token to show the location is exhausted. Special Abilities: All combat related special abilities apply to both your actions. (Free) Trade: Can be done with any Squad adjacent to you. Only and can be exchanged. You may NOT trade or during Phase 4. (Free) Reload: Can be done anytime. Discard one card when you reload. If you don’t have any for a gun, turn the firearm sidewise. No weapon? No problem! Page: 14 Fight until all zombies or Survivors are dead! We just want destruction and blood. Woo! Always start the Combat Phase with your squads on the Bunker Tile. Remember the Bunker is considered one square. . Sniper #007 Kill on 4, 5, or 5: 10 : . . Dual-Wield Kill on 5 or Kill on 5 or Untrained: Colt .45 6 it’s useless (turn it sideways). }}Phase 4: Combat }}Movement Obstacles: There are a few special movement restrictions to keep in mind. When a Squad moves into a square, they must end their action there, even if they had more to spend. On their next turn or action the Squad can move off the with no penalty. A must stop when it moves onto a playerplaced sandbag; otherwise it ignores all on the tiles. Neither a Squad nor a can move through or onto squares with . }}Tunnels: Within the Bunker is an entrance to the sewer system which runs under the city and comes out in various locations. It costs 1 to move through a tunnel; in order to use the tunnel network, there must be a tunnel entrance on the board. This works going to and from the Bunker. may not use tunnels unless otherwise stated. 1. A player must end their move- ment due to . The is on the line, so they must end their movement in the square after the . 2. The walks through . will always ignore a on the map tiles. 3. The attack. 1 Player Actions: Choose 2 actions per turn: 1. Attack (Firearm / Melee) 2. Move 3. Heal 4. Search 5. Use special ability Free Actions: Trade and with adjacent squads. Reload Just imagine this action sequence: the guy throws the ammo clip to the girl in the tower. In one fluid movement, she reloads the gun, then brings it up to aim right in the slavering maw of a zombie. BOOM! Headshot. Movement: It costs 1 to move from the Bunker to the board. It costs 1 to move from the Bunker to a tunnel entrance on the board (if present). 2 climbs over Sandbag . Its movement ends and it cannot will only yield to player built fortifications! 3 Gate Sandbags Roll a melee attack for each unarmed Survivor. A success is only on a ! Look, it’s better than nothing! Search Example: If Blue is standing on the square shown to the right, for her first action she can search by rolling 3 (she has 3 ). She rolls (3,5, ) on the dice thus drawing two Armory Cards . Then Dual-Wield: Have one Survivor use 2 weapons, attacking with 1 less . Sniper: Spend 1 action to add +2 range to your next attack (does not stack.) . If a firearm is out of Firearm 1 Lose 1 / . If you don’t have either, lose one she draws and places the following Search Token: (white number). If she had drawn a Zombie Token: (red number) she would place four (number shown on the token) adjacent to her Squad. On her next action, she can still search thanks to her 3 rolling (5,5, ) a perfect roll. She gains three and flips the Search Token to the exhausted side . ”Double Action Frontier” With a self-cocking army six shot and .45 caliber, the bullets of this gun travel farther and punch gaping holes in the undead. The game is set up so that every Day you play becomes more difficult than the last. One way this is accomplished is by increasing the number of which spawn each Day. Each Something’s Happening card has Nights 1-4 listed at the bottom. Night 1 has fewer while Night 4 has the most. Double on Night 2 attack with (ouch!). On Night 3, your defense roll success is reduced to only, and zombies move and attack first each round. Finally, on Night 4, you get no Defensive Roll! Gate Sandbags Zombies move and attack first! Squad defensive roll successes are reduced to (normally 5 or ). Three Nights of no sleep is tough. The sun has just gone down. You can hear the moans of the dead getting louder as they approach. It doesn’t sound good. Are you ready for the onslaught? Some of the Squads think about hiding in the Bunker, but others contest that won’t work. You must stand your ground and hold down the fort! Being a nervous eater you scarf down your rations for the next day while waiting. Gate Sandbags Read the card aloud. Make it sound spooky. Sound effects are encouraged. Place one tile per player as close as possible to the Bunker entrance gaining no . Add the number of zombies indicated for which Night you are on for EACH new tile. Yeah, not just on one of the tiles, and not divided among the tiles. It’s a Zpocalypse, not a picnic. Every Combat Phase starts with each Squad in the Bunker. Each player takes a turn consisting of 2 actions starting with the first player. When all players have gone, it’s time for all the to move and attack. It is your duty to protect the in the Bunker. On Days 3 and 4 the move first, so watch out! All movement is calculated based on the number of squares a Squad can travel. Diagonal movement is allowed for both and Squads. Squads and may not occupy the same square. Single become double when moving into the same square. A Squad may pass through a square occupied by another Squad, however they may not pass through a square occupied by a . The MOANS! 2x Wall Something’s Happening The Something’s Happening cards tell a story of what happens on your particular game Day. This story may end tragically or heroically for the Squads. It also states how many spawn on each of the tiles placed at this time, and how many squares they can move per round. Some Nights are darker than others, and on these Nights the move faster. Deal out 1 tile per player then place the number of listed on the Something’s Happening Card on each new tile. Phase 4: Combat “If you have a gun, shoot ‘em in the head. “ Combat ends when all the Zombies have been killed or all Squads have been killed. Gate Wall }}Phase 3: Phase 3: Something’s Happening Page: 15 Armory Cards: Players Take 2 Actions: gaining 1 for the single kill. Blue now has 7 4. move towards the closest Bunker Entrance! However, 1 firearm card of choice is out of Ammo. Red: Decides to head towards the 2 double . He avoids the ; if he had stepped through the radioactive square he would have lost 1 . Red’s second action is spent attacking with the Gumball 1 1 1 Machine shown to the right. With only 3 points he is Un3 22 z1 trained. He rolls , gets a 4, and misses. z2 4 2 4 3 3 2 Barbed 4 Wire Trap 1 1 7 5 6 z3 1 Gate Sandbags BUNKER 1 Start of Game: Place 2 and 2 z4 Feed and FOrtify: Recruit in Bunker for 2 z5 Combat: 3 Bunker is treated as 1 square: No attacking into or out of the bunker. 1 Page: 16 4 Gate Sandbags 3 . Gate Sandbags Wall Yellow: Moves 1 square, which is just in range to use her second action to attack with the MP5 (show on the right). Yellow can only see z3, because z1 is not in LOS, due to the wall by the tunnel. The Red player blocks LOS to z2; you cannot shoot through fellow players! • Green: Spends 2 actions to double move up onto the lookout , from there he can shoot over all the walls. • If you are attacking within the Bunker, you may use firearm or melee freely, as your miniature’s placement does not matter. Nothing matters anymore, now that the dead are walking but that’s a little fatalistic, don’t you think? Kill with abandon! . 3. Blue attacks z6 which is removed from the board when killed Gate Sandbags The Bunker counts as a single movement square. Remember? You left because it was cramped and stinky in the first place. or not), or around corners with walls is not allowed. This is true for both and Squads. A red line on a wall means it is impassable. 2. Search Locations allow players to search for an item if they pass a check. The Squad must be standing on the location to be able to search. For example purposes multiple movement paths are shown for Blue. Blue: Can exit in 3 spots: or . Blue chooses to help defend the second Bunker entrance, spending her first action to move up to z6. Blue’s second action is spent attacking z6 with the Colt. 45 and Shotgun. Being level 5 in , she rolls and for an Ammo check. Red dice show(2, ,4,3). Blue dice ( ,3). Each 5 or rolled is a kill, thus z6 is removed; Blue gets 1 • 1. Diagonal Attacking and Movement through doorways (gated Wire Trap Movement comes to a screeching halt if you land on a square. • * Some tiles are removed for this example* Barbed Players may double move by using both their actions. They may not attack if they move twice. (You were too busy running away to fight.) Below are a few examples which show how Squad actions are spent during the game. Each number shown is 1 movement point spent. Combat is explained in detail in the following pages but we thought it would be helpful to show you a complete round for all Players. Gate Wall Movement Continued 2 3 z6 2 z7 z8 Most of the information you need to know about a weapon is listed right on its card, such as how many dice you roll, and it’s range. Combat is resolved by rolling the number of shown on the card (matching your weapon level: Untrained, 5 , or 10 ) and trying to get a 5 or a (unless the card states otherwise). For each success you roll, you kill a single and gain 1 Victory Point . Pretty simple, huh? We thought it needed to be, seeing as you’re going to be facing nearly endless legions of . Single vs. Double Zombie miniatures: Killing a single requires a single success. With 1 success against a double , just remove the double miniature and place a single in its place. Note: When fall in a trap, no one gains , but that’s still fewer for you to deal with! When move, single can move together to create double . Create double whenever possible. Special Weapon Traits: Each weapon card may have a weapon trait: *Trait. On your turn, you can choose which special ability to use but only if you meet the prerequisite level of the ability. For each action, you may only choose one. So, if 2 of your 4 weapons both have Knockdown, you can use Knockdown for those 2 weapons. The other 2 weapons do not benefit from the special ability. We recommend rolling the weapons separately when using Special Weapon Traits. *Knockdown: You physically knock over a single , instead of killing them. Knockdowns occur when you just miss killing a zombie, by rolling 1 face value less then your skill requires on a . When knocked down, position the miniature on its side. Any player may then spend 1 action to automatically curb stomp its face for the kill. On the next zombie turn, if left alive it gets back up. It cannot move, but may attack if a Survivor is within range. You can not knockdown double . Does not Stack: For each action a special ability can only be applied once. 1. Each card has a Victory Point value, which is tallied up at the end of the game. 2. Ammo Check: This represents the weapon requires Ammo. You must roll 1 when attacking. If you roll a on the , you are out of Ammo. Discard a card to reload your weapon! 3. Special Weapon Traits, once unlocked, Firearm can be used at a higher level. For example: The MP5 is a 9mm submachine gun which with the MP5, if your Squad is level 10 in 1 was developed in the , you could choose to either use Doubletap or Autofire with one of your actions. 4. Range: This is the number of squares away from which you can attack a zombie. You must have LOS. 5. Range for Thrown: This shows the number of dice rolled. The total rolled is the maximum number of squares the object may be thrown. 6. Armor (added to your total). Also known as zombie slaying! }}“Your Zombie slaying party” Firearms: Note: Each Ammo. 5: 10 : Kill on 5 or Kill on 4, 5, or #020 Weapons you hold and swing at the . Use skill to determine how many dice are rolled. Then go to town. Thrown: means a weapon is out of Melee Accessory This lightweight riot gear system can Most people see a be The frag as basic quickly put on gumball machine and is or grenade as you removed think candy; you see with ease n a weapo e pin andas a lay only death. This blunt th er of defennseade get. Pull ’t forgetbet Gre object will crack any on we Riot Gear throw. D Seriously, en you and a Armor Gumball Machine skull wide open! . zom w bie ro bit g. e. th The in to riot gear armor als n th m da e o provides protection from e game. throw th th blu Spend 1 action to eat a gumball ve from nt force trauma. Soft mesh lin moins ide, to reduce abr andesrethe asion and provid and gain +2 . Use once long term comfor e t. Knockdown: Trip a single zombie on -1 success. Untrained: . 5: 10 : . Doubletap . Autofire 4 Thrmoenwtantion 3 Kill on 5 or Kill on 5 or Kill on 4, 5, or #012 4 . . Knockdown . 2 Usually explosives. No skill used, just throw. Oh, and duck. Don’t forget to duck. Out of Ammo: Example 1: Blue has the MP5 and Gumball Machine with 2 to wield them. The range of the MP5 is 4 squares and the Gumball has a range of 2. Therefore, she can attack 3 - 4 squares away with using just her MP5. Being level 10 in , success would be a 4, 5 or . Example 2: Blue is now 2 squares away from a zombie. She gets to attack with both weapons because the Gumball Machine has a range of 2, rolling a total of ... however a success of 4, 5, or only counts for ; the other are looking for a 5 or because her is level 5 . She should roll first for her attacks, then . She has the potential to kill up to 4 . 6 MP5 Kill on 5 or you roll on a Melee: Melee Weapons: Choose a target square within range. Any with a melee weapon may attack within the melee weapon’s range. Always roll your firearm attack dice and Ammo Check separate. Then roll your melee attack dice. Melee weapons only kill ON the target square. Doubletap: Add die, but roll 2 dice. Autofire: You roll double your attack dice, but it empties the clip. Use an to reload. Untrained: Weapons you shoot at . Use skill to determine how many dice are rolled. Then light ‘em up! Each Survivor in your Squad who wields a weapon can roll the dice shown on the card, matching your Squad’s corresponding skill level for the type of weapon. There are a few exceptions to keep in mind. See the table below: The MAXIMUM number of attack dice you can roll is 8: . Firearm Weapons: Choose a target square within range. Add up the total and for each firearm being used, and roll them all at once, including for your Ammo check. All successes rolled will kill any on or adjacent to the target square within LOS. You may change targets between actions. Check your skill level to see what numbers make a success. 1960’s. It’s one of the most widely used SMG’s in the world. 2 Combat 3 Roll a on a and you are out of Ammo . If you don’t have any more , you’ve got a useless paper weight. Range: The number of squares away you can attack. Remember, you always need LOS. Weapon Skill Levels: Untrained (Levels 1-4): As listed. Proficient (Levels 5 -9): Better odds Special ability Master (Level 10 ): Even more dice! y adjacent killed. An d. ed: lle uare are on the sq ch 4, 5, or ro es bi m All zo for ea ns. are killed her weapo ot r fo zombies lling before ro Add Roll this radius. in blast l. e Squads e damage tota ag m da Will for th tack dice at l al up Untrain #011#025 5 Page: 17 Zombie movement: A only moves towards a Squad instead of the Bunker Entrance if they are within 4 squares and have LOS. If given a choice of attacking more than 1 player, splits with the larger group attacking the player with the higher . They can smell the death on you... If both players have the same roll a die. The higher roll gets 1 fewer . Hey, it’s a perk. moves towards the Bunker. Then it gets within 4 squares of the Yellow player. It moves towards Yellow instead of the Bunker. When it can see both Yellow and Red, the continues to move toward Yellow. Once locked onto a “living target” are not quick to react to other players. 2. Red is being attacked by a total of 4 Zombies! This could hurt, big time. On Night 1, that is only 4 . Word to the wise - never get surrounded! 3. Green is free and clear of any Zombies attacking him. always take the shortest path to their target, moving around all objects except sandbags and traps. Let’s face it: they’re not that smart. • Double . • A movement conflict happens when more than one direction is the shortest path to 2 different Squads; the split into 2 equal groups targeting both Squads. With an odd number of , they split in half with the greater amount going to the player with the higher . When there is a tie for , roll off to see who the larger horde attacks. The higher number gets one less . • (lime green minis) move as though they were a single move through or around other Bunker or a Squad. . With 3 , she first rolls 3 to see how many she holds back. She rolls (2,4, ): 1 success. Therefore, only 1 attacks her, rolling a 3 on the 1 . This damage is deflected by her 4 . 5. A ignores the Bunker if it sees a Squad. 6. & Squads cannot walk through . 7. The following has its movement cut short due to the sandbag. Note if there were a adjacent, the could not attack this turn. 8. The trap kills the 2 . Remove both the trap and the miniatures from the board. 1 2 to follow a path towards the Once the Bunker is breached and there are no left inside, gain +2 and always move towards the closest Squad. • A attempts to move the maximum number of squares whenever possible. It always takes the shortest path to a Bunker Entrance, unless a Squad is 4 or fewer squares away and in LOS. Zombies move like water so to speak, thus flowing to surround a Squad when possible. In the below example you can see how the zombies will move around the survivor allowing those behind to move up. 1 • * 4. Blue is being attacked by 2 1 2 3 Gate Sandbags 2 4 3 4 1 2 Wire Trap 3 3 2 3 4 4 3 * 4 5 z3 Example 3: Blue has 2 and 2 melee weapons, shown below. Blue has only 3 skill level in , which means she is untrained. She may roll a total of with a success on a 5 or . Blue rolls 1 success taking out 1 . Blue removes z3, from the board, gaining 1 . She just earned her 5th on the Victory Point Tracker. She gains 2 Skill Points (according to the Scenario) and chooses to spend it on upgrading her , to level 5 ! That counted as 1 action. Melee * Lookout Towers: That counted as 1 action. z4 z6 z5 z7 4 3 2 1 6 2 1 Crowbar Knockdown: Trip a single zombie on -1 success. Dual-Wield: Have one Survivor use 2 weapons, attacking with 1 less . Untrained: 5: 10 : Victory Point tracker: There’s one raised high in every mob scene, and a dwarf or an orc wouldn’t be caught dead without Fireman’s Axe one. The axe is a handy tool for lopping off zombie heads. Kill on a 5 or Kill on 5 or Kill on 4, 5, or #008 . Dual-Wield 1 Firearms & melee can be used simultaneously if the target is within range. Look, this isn’t a “tag in” sport. You got a weapon and a Survivor with hands? Use ‘em! If using both firearms and melee weapons, we recommend you roll separately. It’s less confusing, and your fellow players may get annoyed if you don’t. Skill levels take effect immediately! So always apply your Skill Points to your Squad Board as soon as you get them. If you roll more successes than , you just took care of ‘em in a more badass fashion! Knockdown: Trip a single zombie on -1 success. Untrained: . . Knockdown Allow you to see over walls. Lookouts are formed from the shells of buildings left from that helpful nuclear blast. The only restriction on firearms is their range. Mixed weapons: Grenade Blast Example Melee A 21-inch iron bar is just as strong as its steel counterpart, but far lighter. The balance may be dicey but it certainly packs a hefty swing. 1 z2 7 The following single zombies combined into a double. Page: 18 2 1 (Line of Sight) is blocked by walls and squares, unless you’re in a lookout tower. You must have left your x-ray glasses at home! z1 Example 2: Green has 1 with the MP5 shown on the previous page. His skill is 5 , therefore he attacks z1 with . He rolls (5, 2) on the red dice. Thus, 1 zombie is slain. On the he rolls (3). Since it was not a , he still has ammo. z1 is removed, and replaced by a single miniature, gaining Green 1 . Example 4: Red has 3 and 3 melee weapons (Gumball Machine, Crowbar and Fireman’s Axe). Being untrained with a skill level 4 , he rolls a total of . Red rolls all successes, taking out 3 and gaining 3 ! Red chooses to slay z4 and z5, z6, or z7. Red lands on level 10 on the Victory Point Tracker, gaining 2 Skill Points which can be used to upgrade or . That counted as 1 action. 1 Barbed 3 2 8 LOS: Example 1 LOS: Green has LOS to every zombie in this example from his lookout . However Yellow has LOS to z3, z4, and z6 . You cannot see through , , or around corners. Wall always move in the shortest path to the Bunker Entrance. After all, the Bunker contains tasty Survivors for the to eat and turn into more ! • 1. The move 4 squares Gate Sandbags The player with the most moves the , but other players may help. For the purpose of this example Gate Sandbags Zombies are mindless automatons out to eat flesh. Preferably yours. always move towards the Bunker door taking the shortest path, unless a Squad is 4 or fewer spaces and in LOS! Those in range redirect movement towards the Squad, while the rest proceed to the Bunker. If there are 2 Squads eligible, see conflict resolution example below. may move through each other; single move together to create double . 2x Wall • Gate Wall Zombie Movement Extra Combat Examples 5: 10 : Kill on 5 or Kill on 5 or Kill on 4, 5, or #010 . . Knockdown . 2 Page: 19 Zombies Attacking: Braaaaiiins!!! Now any zombie(s) below: • Defence Roll: Roll for each Survivor in your Squad. Each 5 or rolled prevents a from attacking you. This gets harder each Night. The are hungrier, you’ve had no sleep, life’s tough all over. Being Attacked: Add up the total dice value of the attacking zombies. Subtract your . Reduce your by that many points. Hope that it’s not enough to kill you. Roll Double ’s: Oops, that’s a clean bite. from Immediately lose a your Squad, and add a to the board adjacent to your Squad. Well, don’t think of it as dead, think of it as joining the winning side! Although thinking isn’t your strong suit anymore... Defense Roll: When attacked, roll a die for each Survivor in your Squad. (If there are 3 , you would roll .) Each success (5 or ) holds back 1 , preventing it from attacking. −− On Night 2: A success is the same as Night 1: 5 or on each die. −− On Night 3: A success is only on a and move first! ( now get the jump on the players. ) −− • adjacent to a Squad attack! Follow the step On Night 4: There is no defense roll and move first! The that are not held back each get 1 to roll for their attack. Double get 2 . −− On Day 2-4: Single still roll 1 , but a double gains 1 extra die, rolling a total of 3 dice for an attack! }}Zombie Bite Add up the total number shown on the dice. That number minus is the lost. If you drop to 0 see “Death”, page 21. If the roll double ’s, that was a bite to the jugular, son. Remove one of your from the game and drop any cards you can no longer carry (see Carry Limit Page 9.) Place an additional adjacent to your Squad. Recalculate your Squad’s stats subtracting the , , and checking and . Then tally the rest of the damage to your Squad, ignoring the double ’s. Just wait until you roll 4 ’s and lose 2 . The game continues, with your remaining Survivors continuing the fight. Example 1: Blue has 6 attacking her. She has 4 and rolls a 2, 4, 5 and 5 as defense. Since it’s Night One, a 5 or is a success, therefore 4 attack her with rolling a 2, 3, 2, 4. Blue has a3 Armor; therefore she loses 8 . Example 2: If the had rolled ( , , 2, )! A deadly blow! A tears apart one of her instantly as a result of double ’s! Blue first loses equal to of the she chooses to lose. She drops any items her Squad can no longer carry, then subtracts an additional 8 , possibly killing her Squad off (see Death) page 21. Example 3: If there was only 1 double in front of her, the not roll dice because her 2 success rolls would have held it back. Page: 20 would }}Zombies In the Bunker! When a enters the Bunker it begins a feeding frenzy on the weak and helpless. For some reason, you have not been able to secure the Bunker door to keep the elderly and weak safe. If there are no Squads in the Bunker a attacks the unattended Survivors . Each turns 1 into a zombie. The next round, those 2 turn 2 more. This pattern continues until either a Squad intervenes or all are turned into . The Bunker counts as 1 square, so if a Squad goes into the Bunker to attack the zombies, all in the Bunker may attack on their turn. You may not fire or attack into or out of the bunker entrance. If there are inside the bunker, you must enter in order to attack them. No more Survivors in the Bunker: When you have run out of unclaimed there is no chance to restart your Squad. If a player dies during this round, they lose all the equipment they were carrying. The rest of the players may continue. Zombies are now enraged due to their free brain buffet being gone; they gain +2 zombie movement and move towards the closest Squad regardless of LOS . Combat does not end until everyone - living or undead - is dead. For real dead. Explosives, death & First Aid Things That Go BOOM: }}Explosives: Explosives, unlike firearms, do not have a fixed range. Under pressure, you might not always be able to throw that grenade just where you want it. So, all thrown weapons require you to roll the number of dice shown on the card to see how many squares away you are able to throw it. The square at which you wish to throw the explosive on must be equal to or less than the number rolled on your dice. When you roll double 1’s you have dropped the explosive. Oof. Sucks to be you. Killing Lots of Zombies: Damage from explosives is dealt over 9 total squares. The square in which the explosive lands as well as all surrounding 8 squares are affected. Any single or double in the center of the blast is automatically killed. Then roll the number of dice listed on the card. The number of successes equal how many are killed in the surrounding 8 squares. Gain 1 per killed. Damage: Damage for explosives is dealt within LOS, thus walls block the blast. Fortifications caught in the blast are destroyed and removed from the board. You dropped the explosive: When you roll double 1’s on the range dice you now have a live grenade at your feet. Yikes. Roll the number of damage dice, each 5 or kills one in your group. The sum total of any remaining dice is applied to your Squad as normal attack damage, minus . Adjacent are not affected due to your Squad absorbing the blast. Quick tip: you’re probably dead and in pieces. No placement necessary. A fellow Squad in the blast radius: Roll the damage dice, killing off as described below. Any dice that are not absorbed by in the blast are applied to the Squad as damage. If you throw the explosive on the square of a fellow , then follow “You dropped the explosive” rules for that Squad. Using a grenade in the bunker: Even though the Bunker is treated as one square, all are not automatically killed. Instead roll the damage dice and kill the number of matching the successes. Players in the Bunker take damage as listed above as if they are in the blast radius. Example 1: Red drops the Grenade by rolling two 1’s on the range dice. He rolls the damage dice: (1, 2, 3, 3, 4, 5, , ). Each 5 or kills a Survivor. Then he tallies the rest of the points, lucky 13 for this example, and takes that damage from the rest of his Squad minus before lowering his . Then he starts pushing daisies. Example 2: Looking at page 19 Yellow throws a Grenade rolling for range to see if she can hit z6. The roll is (2, 3), which is plenty z6 is killed. Yellow proceeds to roll 8 ,5,4,3,3) z4 and z7 would have been killed. How- of range (5 squares total). rolling ( , ever Red went before her, and those are already dead and removed from the board! Yellow only gains 1 . Since Red is in the blast radius he takes a (6, 6, 5 = 3 dead survivors), (4 + 3 + 3 = 10) points of damage. “Hope they have armor!” }}Death!!!! (But is it really...) Death is common in this game... Get used to the fact that in a given game you will probably lose your favorite . As you might imagine, there are a few drawbacks to dying. When one is killed, another is added to the map adjacent to your miniature. Remove your from the game and recalculate stats from your Squad Board ( and are subtracted, and and are checked). The game continues, with your remaining Survivors continuing to fight. If you have no left, arrange your whole hand of cards (resources and weapons) into a pile, placing a Death Token matching your color on the cards. Leave a second one on the square where all your gear just dropped. Pick 2 new from the draw stack in the Bunker, and start your next turn in the Bunker. Take the 2 starting cards... If someone hasn’t taken them already. These Survivors form your new Squad. Set your board accordingly. Easy mode: Keep your and skills at the level they are. This keeps the game fun and easy if there are remaining who can reform your Squad. Hardcore: When your Squad dies, reset both and back to zero as you have lost all your experience. The first Squad to reach your Death Token on the board can loot your gear. The Squad must be on the square, and picking up the loot costs 1 action. The token stays on the board until all your possessions are taken or the Combat Phase ends. If your gear is still left out on the board when the Combat Phase ends, then it is removed from the game. Dead and Starting Day 2+: If you were eaten by a pack of zombies, and there were no Survivors left in the Bunker for you to recruit, then roll 1 pity die for Scavenging and gain whatever and Items you may find on the Scavenging Card to start your new Day. A roll of gives you your range. Your center square must be equal to or less then the number rolled. For example if you roll a 5, you may target a square 3, 4, or 5 spaces away. You probably don’t want to be closer. Don’t get double 1’s. That means you dropped it and you’re dead. Well, maybe not... but yeah, you are. in the center of a blast (the target square) are instantly vaporized. in the blast radius are dead on a 4, 5 or . Solid. But really, don’t drop the grenade. Um... You may have missed it, but you can also use the grenade on another Squad. Shh. Don’t tell. Deadish: If your Survivors die, put a Death Token down to mark where your gear was left. Now it’s up for grabs, sucker. First Aid: Use as 1 action to heal 6 . Or don’t. Do we look like your mother? }}First Aid! “MEDIC!” First Aid is critical in the zombie fight. On your turn, you can spend a First and use one action to add 6 Hit Points , up to your maximum. The is then discarded. Remember: are restored to your maximum Survivor combined total during Phase 2: Feed & Fortify if you are playing another Day. Aid Page: 21 nge 1: ScGoaave . Phase Nigh tly l card up. level Draw ZM . rade card to to activate color class Choose 1 Upg ated card per r scavenging tiles and . thei Choose 1 Mut have placed choice = After players bies of your Mutated zom replace with + ZM. ber of Squads n Tokens, to the num Cards equal the current Day of Spaw m Doo Draw ber equal to . Place the num contains which on any tile loud. ing card out ng’ s Happen ever the ZM the Somethi boards. How Draw and read as indicated on Squad tile! s Perform step re to place each new zombies of your whe with Mutated may choose standard . Replace any ropriate ding the app choice, spen . 1 Doom card ard & draw g firearms. disc may you End of turn every Squad action usin attacking Squads. for when Gain 1 or 2 rolled ification destroyed. for every 1 fort 1 uilt er-b Gain negated this for every play cks are completely Gain 1 atta if all zombie Rolls. Gain 1 ad Defense round by Squ ed & Fortify Phase 2: Fe Z o m b ie Spawn Zomb ie 17 18 19 20 0 1 2 4 5 15 6 7 14 13 Sp aw n 12 11 10 8 9 mbat Phase 4: co HP Big BosS Upgra ZM Copyright © 2012 Greenbri ZM Copyright © 2012 s Nightly Goal des ppening mething’s Ha Phase 3: So 3 16 m bi en ZoSpaw mbnie Zo Sp aw 5 AtTack Greenbrier Games Ladies’ Night Apparently there was a women’s rally in town when the bombs fell. Or maybe a new sparkly vampire movie premiered. Hey that’s not cool, it could have been a power tool expose! Who are you to judge? Wait, where were we? Right! All the zombies tonight should be of the female persuasion. er Games Free Action : Destroy ing 1 . Imm an adjacent fortification gainune to Special Weapon Trai Cannot be ts. deployed dur ing Day One It’s as if som ! eon Goal: Play and use ONLY female zombie miniatures during the Combat Phase. Goal Reward: Your all-female zombie assemblage is formida ble. Reduce all Survivor attacks by . Challenge: Of course is a female zombie really female? Aren’t all zombies mindless, non-living, nongendered bags of pus? Don’t you feel empowered? Great, let’s kill those sexist jerks! Kill a Survivor with only female zombies miniatu res. Challenge Rewar d: Rock on sister! Gain 4 . e mixed a term inator with an undead killing machine. Zm Copy Introducing the Zmaster Expansion! Zmaster introduces a new 5th player into the deadly world of Zpocalypse. Discover five all new flesh eating zombie miniatures, 30 in total. Eradicate the survivors with 36 devastating Doom cards, 9 menacing Upgrade cards, and 9 toxic Mutation cards. Even experienced, battlehardened Squads will need to rethink their tactics when faced with the Zmaster! Nightly Goals right © 20 12 Gr eenb m rier Ga #45 es #55 Order Now at www.greenbriergames.com Survivors Food Items 5 10 Level 5 Level 10 Index Abilities, Special 15 Ability, Special 8 Ability:, Special 8 Access, No 5 Action 8 Actions, Free 15 Actions, Player 15 Actions:, Player 15 Aid, First 21 Ammo, Out of 17 Armor 7 Attacked:, Being 20 Attacking 15 Base, Starting 4 Bio-Hazard: 5 Bite, Zombie 20 Board, Player’s Squad 4 board, Squad 2 Board, Squad 7 Boards, Squad 7 Bunker 3 Bunker, Resting in The 12 Card, Daily Goal 8, 9 Card, Example Survivor 8 Card, Main Game Scenario 4 Armory Zombie Ammo Zombie Movement Cards, Armory 3, 4, 17 Cards, Daily Goal 4 Cards, Daily Goals & Scenario 3 Cards, Food 3, 4 Cards, Item 3, 4 Card, Something’s Happening 14 Cards, Player’s Starting 4 Cards, Scavenge 3, 4 Cards, Scenario 4 Cards, Something’s Happening 3, 4 cards, Special Scavenge 10 Cards, Survivor 4 Cards:, Survivor 3 Check, Smarts 4 Clause, The Dumb Bunny 10 Combat 17 Combat, Phase 4: 6, 15 Credits 3 Day 8 Deadish 21 Death!!!! 21 Diagram, Setup 4 Dice 2 Double, Roll 20 Entrance, Bunker 5 Food Radiation Event 10 Example, Scavenge Card 10 Example, Scavenge Phase 11 Explosives 21 Feeding, Phase 2: 12 Fire 5 Firearms 17 Fortify 13 Fortify, Phase 2: Feed & 6, 12 games, 2-3 player 11 Gates 13 Goals, Daily 8 Happening 6 Happening, Something’s 14 Heal 15 Heroes, Plastic 2 Knockdown 17 Layout, Squad Board 9 Level, Weapon Skill 17 Limit, Carry 7, 9 List, Component 2 Lobby, Hotel 5 locations, Search 5 lookout 13 Lookout 5 Rad Food Scrap Fuel Victory Points First Aid Biohazard LOS 19 Maintenance, Squad Board/Card 12 Market, Super 5 Master 17 MEDIC 21 Melee 17 Miniature, Player’s 4 Miniatures, Zombie 4 Movement 7, 15, 16 movement, Zombie 18 Movement, Zombie 18 Objective 6 Obstacles, Movement 15 Park 5 party, Your Zombie slaying 17 Pawn, Player’s 4 Pawns, Wooden Player 2 Phase 8 Piles:, Discard 4 Points, Hit 7 Points, Skill 8 Points, Victory 8 Proficient 17 Radiation 5 Range 17 Hit Points Yield Reload 15 Restaurant 5 Rol, Defence 20 Round 8 sandbag 13 Scavenge, Phase 1: 6, 10 Scavenging, Quicker 10 Scenario, Quick Play 6 Searching 15 Setup, Base Tile 5 Setup, Player’s 4 sight), LOS: (line of 4 Skill, Firearm 7 skill, Melee 7 Skills 8 skill:, Smarts 7 Skills, Weapon 9 Smarts 7 Something’s, Phase 3: 6 Success 4 Summary, Game 6 Survivors 8 Survivors, Feeding 12 Thrown 17 Tiles 5 FAQ: For a complete list of your questions and our answers follow the link below: www.greenbriergames.com/zpocalypse/faq Movement No Access Smarts Firearms Armor Melee Tiles, huffled stack of 4 Tiles, Map 2 Tiles, Placing 11 Tokens, Death 3 Tokens, Defensive 3 Tokens, Dice and 4 Tokens, Rad and Bio 3 Tokens, Search 3 Towers, Lookout 19 Tracker, Victory Point 2, 4 Trade 15 Traits, Special Weapon 17 trap 13 Tunnels 15 Turn 8 Untrained 17 wall 13 weapon?, No 15 Weapons, Firearm 17 Weapons, Melee 17 weapons, Mixed 19 Weapons, Starting 9 Yield 5 Zombies 4 Zombies, Plastic 2 GPI 00201210