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Action Phase
o Move Action: Spend 1 Action to Move Player units up to move value. Cant enter Start.
Moving into a space with any Zeds unit results in Hand-to-Hand combat and +1
Stacking: 2 Player units and Un-Zeds (maximum) may be in each space at the
conclusion of Move Action. Refugees and Villagers are stack free except in the
Hospital.
Stacking Exceptions:
Unlimited: Town Center and Catacombs;
1 Player or Un-Zeds unit per space/bed: Hospital, Lab, other Tunnel spaces
(except TC Basement).
o Forage Action: In named spaces only; Spend 1 Action and : see Forage Table
Two-dice abilities: Roll two dice and choose either die. Doubles = 2 x the outcome
o Gunfire Attack: Spend 1 Action and 1 Ammo to shoot at a unit in an adjacent space; cannot
fire into a Start space.
Some units can make Long-Range Gunfire attacks from 1 or more spaces away.
No Long-Range Gunfire in the Tunnel track or through Town Center.
o Heal wounded units in Hospital: Only 1 Heal Action on a given unit per Game Turn.
Spend 1 Action to remove 1 Hit from a wounded unit and - . Discharge healed unit
from Hospital to Town Center for free. Refuges discharged to Town Center to Refugee
camp +1 .
Comatose units (with EKG marker) cannot perform any of their usual actions or
special abilities.
o Build Improved Defenses: Spend 2 Supplies and 1 Action to build a Barricade: 1 per track.
Kingman can build Strongpoint (costs 3 Supplies and 1 Action and cannot be on same
track as a Barricade) and/or Minefield (1 Action plus 2 Supplies and 1 Ammo).
o Research: Science Hero in Lab; spend 1 Action and pay any Supply cost indicated on
Research card. and consult card. If successful, turn over the next card of the Research
deck to become the new Current Research card.
o Free Actions
Discharge any unit without an EKG marker to Town Center or discharge any unit to the
Cemetery; this Action has no marker and can be taken multiple times per turn.
Remove a Refugees unit from the Refugee Camp and Equip it by placing it in the
Cemetery, taking one Regular Civilians unit of your choice from the Cemetery (only), and
placing it showing its reduced-strength side (with no Hit marker) in Town Center. Flip the
Equip Refugees marker to its Spent side as a reminder that this Action is no longer
available for this turn.
Combat Procedure:
o +1 (HtH) or -1 Ammo (Gunfire)
o Initial Column: HtH compare Zeds total Strength to Strength of attacking or defending unit or
Gunfire = Attacker Strength.
o Apply Column Shifts: including best Terrain shift if defending in a named, Barricade, or
Strongpoint space
o Combat shifts are cumulative except for Terrain shifts:
Terrain shifts only when you are defending in Hand-to-Hand combat and you receive
only the single best Terrain shift.
o Final Column: determined by 2. and 3. above
o and compare result (left side of table) to correct column (top of table) on the
appropriate table (HtH or Gunfire).
o Apply Hits make Saving Rolls, and retreat the appropriate units
Determine who is taking damage:
If only one unit is involved for the Zeds or the Hero side, the unit fighting is the
unit that takes the damage.
You may apply Hits to Zeds Mobs in any way you desire, placing all the Hits on one
unit or splitting them between all the units, as long as the total number of Hits you
apply does not exceed the number from your Combat Result.
When more than one Player unit is on the space, only the Player unit chosen to fight
can take the Hits. Apply Hits appropriately only to the unit involved in the fight.
Excess Hits are ignored.
Disease Spreaders: These special Zeds units cannot receive a Hit until any Zeds unit
they are with is eliminated. They are also cunning and receive their own Saving Roll
Hits to Refugees: Unless they pass a Saving Roll, Refugees units are eliminated if they
are devoured by a Zeds unit or suffer 1 Hit from any cause
o Retreat = Defeat
Zeds units always retreat towards the Start space of their track.
Zeds units fill in available spaces as they retreat, leaving the strongest units
closer to Town Center. If they retreat into a full Start space (with 2 Zeds units),
they are placed in any Start space, of the Hero players choice, with room for
them. If there is no room for them in any Start space, they are eliminated and
returned to the Zeds Cup if they are a Regular Zeds unit or removed from the
game if they are a Super Zeds unit.
Player units retreat toward Town Center when defending.
Player units retreat back to the space they attacked from when attacking.
Player units fill in available spaces as well, but it is the Hero players choice
which units fill these spaces. For example, in retreating a Hero and Civilians
unit from a Zeds attack, if the first space your units retreat to already has a
Hero unit on it, you may leave either the retreating Hero or the retreating
Civilians unit in that space and retreat the remaining unit to the next available
space.
Raiders retreat toward their tracks Start space.
Start spaces never have combat. All units are safe there.
Zeds Movement Reminder
o Village space = Release Defiant Civilians; Villagers may flee.
o Goodbye Events = Reanimator Zeds Heal; Destroy Barricade; Pickles Bark; Catacombs Roll
o Hello Events = No Entry marker; Johnsons Traps; named space = Chaos; Kingmans
Perimeter and Minefield; Devour Refugees if alone; Pickles Stealth; Chaos; Ferry/Bridge
Collapsed; Alyssas Assassin Strike; Stench attack
o Town Center = Game Over
Stacking Limits:
o Most spaces = 2 Zeds units (which make a Zeds Mob);
o Disease Spreaders are stack free.
o Tunnel only: Catacomb = unlimited, but no mob; Tunnel Start and Town Center Basement = 2
Zeds; all other Tunnel spaces = 1 Zeds unit.
o 2 Player units and Un-Zeds (maximum) may be in each space at the conclusion of Move
Action. Refugees and Villagers are stack free except in the Hospital.