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
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Draw ZM
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Choose 1 Upg
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Choose 1 Mut
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replace with
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.
Place the num contains
which
on any tile
loud.
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ever the ZM
the Somethi
boards. How
Draw and read as indicated on Squad
tile!
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Perform step re to place each new zombies of your
whe
with Mutated
may choose
standard
.
Replace any
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ding the app
choice, spen
.
1 Doom card
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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
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1
2
4
5
15
6
7
14
13
Sp aw n
12
11
10
8
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Phase 4: co
HP
Big BosS
Upgra
ZM
Copyright ©
2012 Greenbri
ZM
Copyright © 2012
s
Nightly Goal
des
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mething’s Ha
Phase 3: So
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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