district-z rulebook

Transcription

district-z rulebook
HOW TO SURVIVE
1
COMPONENTS
38 LOCATION cards
21 ITEM cards
9 SURVIVOR cards
9 SURVIVOR PORTRAIT cards
8 LOCATION OBJECTIVE cards
3 BOSS cards
2 COMPANION cards
6 Black ZOMBIE COMBAT dice
6 Red SURVIVOR COMBAT dice
12 Card Stands
8 CITY’S EDGE cubes
30 WOUND counters
20 INFECTION counters
20 ZOMBIE counters
1 Rule Book
CARD TYPES
SURVIVOR PORTRAIT cards: These cards are used as your playing pieces. You put the card
into a card stand and this represents you in the CITY.
PICTURE
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Sometimes a card will modify the game. Follow the rules on the card. They supersede those
written in the rule book.
SURVIVOR cards: You. One of the last survivors of the zombie apocalypse. Begin by
selecting a SURVIVOR card and the corresponding SURVIVOR PORTRAIT card.
NAME
PICTURE
BASE COMBAT
BASE AGILITY
BASE PERCEPTION
BASE HEALTH
ATTRIBUTE
ATTRIBUTE
ATTRIBUTE
ATTRIBUTE
SPECIAL ABILITIES
NAME
COMPANION cards: Someone to travel with throughout DISTRICT-Z. To attach a COMPANION,
find the COMPANION card in the COMPANION card pile and place him or her next to your
SURVIVOR card.
SURVIVORS can attach any number of COMPANIONS.
COMPANIONS may not equip ITEMS. However, you may use FIRST-AID KITS to heal COMPANIONS.
COMPANIONS modify a SURVIVOR’S BASE COMBAT ATTRIBUTE, BASE AGILITY ATTRIBUTE, and/or
BASE PERCEPTION ATTRIBUTE. The modifier is listed on each card. Some COMPANIONS have
special abilities. These are listed on the card.
Some COMPANIONS are UNIQUE. This means that there can be only one of these UNIQUE
COMPANIONS in the CITY at any time. If a UNIQUE COMPANION happens to be rolled for on
the EVENT TABLE when that same UNIQUE COMPANION is already in the CITY, disregard this
result and consider the EVENT skipped.
Drop off a COMPANION by leaving him or her at your current LOCATION. A SURVIVOR may
move to that LOCATION and attach any COMPANIONS dropped there. If this is done, that
SURVIVOR skips rolling for an EVENT at that LOCATION.
If you take a WOUND while you have a COMPANION attached, you may place WOUND counters
on the COMPANION. If at any time the number of WOUND counters on that COMPANION is equal
to or greater than his or her HEALTH, that COMPANION is dead. You must now detach that
COMPANION. To detach a COMPANION, simply place that COMPANION back into the COMPANION
CARD PILE. You can go back to that COMPANION’S initial LOCATION and he or she can once
again be attached.
NAME
PICTURE
COMBAT MODIFIER
AGILITY MODIFIER
PERCEPTION MODIFIER
HEALTH
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SPECIAL ABILITIES
2
3
ITEM cards: The gear that SURVIVORS use while on their journey. To equip an ITEM, find
its card in the ITEM card pile and place it next to your SURVIVOR card. There are either
WEAPONS or ACCESSORIES.
LOCATION cards: The places SURVIVORS go while making their way to safety. Most LOCATION
cards have an EVENT TABLE on them. This table is used to determine what happens. UNIQUE
EVENTS, AFTER EVENTS, or SPECIAL EVENTS can be on LOCATION cards as well.
SURVIVORS can equip a maximum of four 1-HANDED ITEMS. If an ITEM is 2-HANDED, it counts
as two 1-HANDED ITEMS. If an ITEM is not 1-HANDED or 2-HANDED, it takes up no hands. If
you have more than four 1-HANDED ITEMS equipped, any additional 1-HANDED and 2-HANDED
ITEMS must be dropped.
UNIQUE EVENTS only happen once each game. You may then randomly replace that LOCATION
card or disregard following visits or rolls on the EVENT TABLE.
You drop an ITEM by leaving it at your current LOCATION. A SURVIVOR may move to that
LOCATION and equip any ITEMS dropped there. If this is done, that SURVIVOR skips rolling
for an EVENT at that LOCATION. Unless otherwise stated, if an ITEM is BROKEN, OUT OF
AMMO, or OUT OF GAS, unequip that ITEM. To unequip an ITEM, simply place that ITEM back
into the ITEM CARD PILE. If an ITEM is STUCK in a SINGLE PLAYER game, simply unequip
that ITEM. In a MULTIPLAYER game, the SURVIVOR that had the ITEM equipped may skip his
or her next turn in order to retrieve that ITEM card.
Some ITEMS modify a SURVIVOR’S BASE COMBAT ATTRIBUTE, BASE AGILITY ATTRIBUTE, and/or
BASE PERCEPTION ATTRIBUTE. The modifier is listed on each card. At any time, a SURVIVOR
may choose whether or not to use an ITEM. During COMBAT, a SURVIVOR may only use the
modifier of either one 2-HANDED ITEM or one 1-HANDED ITEM. Additionally, a SURVIVOR may
combine the modifiers of two DUAL-WIELDABLE ITEMS.
Some ITEMS are UNIQUE. This means that there can be only one of these UNIQUE ITEMS with
the same name in the CITY at any time. If a UNIQUE ITEM happens to be rolled for on the
EVENT TABLE when that same UNIQUE ITEM is already in the CITY, disregard this result and
consider the EVENT skipped.
AFTER EVENTS must be completed in order to end your turn.
SPECIAL EVENTS are determined by the card.
NAME
PICTURE
EVENT TABLE
UNIQUE EVENTS,
AFTER EVENTS, SPECIAL EVENTS
OR FLAVOR TEXT
BOSS cards: Unique and powerful adversaries that are able to move around the CITY.
At the end of each player’s turn, use the table on each BOSS card to determine which
direction to move the BOSS. If a BOSS can’t be moved in a certain direction, roll again.
NAME
PICTURE
When BOSSES move onto LOCATION cards, do not flip those LOCATION cards face up.
BOSSES are UNIQUE. This means that there can be only one of these BOSSES with the same
name in the CITY at any time.
MODIFIERS
BOSSES may not equip ITEMS.
DESCRIPTORS
EFFECTS
Whenever you land on a BOSS, a BOSS lands on you, or a BOSS remains on a LOCATION card
that you occupy, regardless of whose turn it is, do not roll on the EVENT TABLE. Instead,
enter BOSS COMBAT.
If it is the beginning of your turn, you may move to a different LOCATION card like
normal. However, if you decide to stay at a LOCATION occupied by a BOSS, enter BOSS COMBAT.
LOCATION OBJECTIVE cards: In order to win the game, you must find and equip a LOCATION
OBJECTIVE card and make your way to the CITY’S EDGE. The back of a LOCATION OBJECTIVE
card is the same as the back of a LOCATION card. The front looks like the front of an ITEM
card. When LOCATION OBJECTIVE cards are found, they are treated like ITEM cards, but they
are not considered ITEMS.
See page 9 for more information on BOSS COMBAT.
NAME
COMBAT ATTRIBUTE
HEALTH ATTRIBUTE
NAME
PICTURE
PICTURE
MOVEMENT TABLE
SPECIAL ABILITIES
DESCRIPTORS
EFFECTS
4
5
COUNTERS
SINGLE PLAYER CITY SETUP
There are three different types of counters in DISTRICT-Z.
Select a SURVIVOR card and matching SURVIVOR PORTRAIT. Put the SURVIVOR PORTRAIT into
a card stand. This is your playing piece.
WOUND counters: Place these counters on your SURVIVOR card to keep track
of the number of WOUNDS taken during the game. If the number of WOUND
counters on your SURVIVOR is equal to or greater than your HEALTH, then
the SURVIVOR is dead.
A single player CITY is created with just 21 location cards and is set up as follows: Set
aside one LOCATION objective card and eight location cards. Shuffle them together and
lay them face down in a 3 x 3 grid. Then place two columns of three LOCATION cards to the
left and right of this 3 x 3 grid, creating a 7 x 3 grid. Make sure the COMPASS ROSES are
pointing in the same direction.
ZOMBIE counters: If any ZOMBIES are left after an EVENT, place these
counters on that LOCATION card. Any SURVIVOR that lands on that LOCATION
must defeat these ZOMBIES before rolling on the EVENT TABLE.
Flip the starting LOCATION card face up and place your playing piece on top of that card.
Now you must kill the zombies, stay alive, and escape while you still can!
INFECTION counters: Place these counters on SURVIVOR cards in order
to keep track of your level of INFECTION. For more information about
INFECTION, see page 14.
CITY’S EDGE
THE CITY
OBJECTIVE
You must kill the zombies, stay alive, find the LOCATION OBJECTIVE card, and escape by
getting to the CITY’S EDGE.
SINGLE PLAYER SOLITAIRE SETUP
Select a SURVIVOR card and matching SURVIVOR PORTRAIT. Put the SURVIVOR PORTRAIT into
a card stand. This is your playing piece.
Make three piles of LOCATION cards. The first pile is placed to the left and consists of
six cards shuffled together. The second pile is placed in the middle and consists of eight
LOCATION cards and a LOCATION OBJECTIVE card shuffled together. The third pile consists
of six cards shuffled together and is placed to the right.
Now, you must work through the piles of LOCATION cards from left to right. After you
make it through the first pile, draw from the second. As soon as you find the LOCATION
OBJECTIVE, draw from the last pile of LOCATION cards.
Once you draw the last LOCATION card and you successfully complete the EVENT on the
EVENT TABLE, you win the game.
PLAYING
PIECE
YOUR
SURVIVOR
RED
ZOMBIE DICE
BLACK COMBAT and
SKILL CHECK DICE
HOW TO PLAY (At a glance)
1.Move your playing piece to a LOCATION card and flip it face up.
2a.If the card you flipped over is a LOCATION OBJECTIVE card, you may equip it. You
should now continue to make your way to the CITY’S EDGE to win the game.
2b.If the card you flipped over is a normal LOCATION card, complete the EVENT.
3. Your turn ends.
YOUR
SURVIVOR
PILE ONE
6 CARDS
PILE TWO PILE THREE
9 CARDS
6 CARDS
6
RED
ZOMBIE DICE
BLACK COMBAT and
SKILL CHECK DICE
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7
HOW TO PLAY (In depth)
SURVIVOR COMBAT
1.Move
SURVIVOR COMBAT has only one round. Both the attacking and defending SURVIVORS make
COMBAT ATTRIBUTE CHECKS and roll the number of dice equal to their COMBAT. Add the
results including any modifiers.
Any time your playing piece lands on a LOCATION card, flip the LOCATION card face up and
complete an EVENT. You may only move NORTH, SOUTH, EAST, or WEST. Unless otherwise stated,
move your playing piece one LOCATION card every turn. When you move your playing piece
from a face up LOCATION card, flip that LOCATION card face down.
2a.If the card you flipped over is a LOCATION OBJECTIVE card, remove it from the CITY,
equip it, and replace it with a random LOCATION card. You must flip over that new
LOCATION card and complete the EVENT. Upon completing the EVENT, you should now
continue to make your way to the CITY’S EDGE to win the game.
The SURVIVOR with the higher total can do one of the following:
- Steal one ITEM from the losing SURVIVOR.
- Steal one LOCATION OBJECTIVE from the losing SURVIVOR.
- Cause the losing SURVIVOR to take one WOUND.
– If the totals are equal, nothing happens.
2b.If it’s a LOCATION card, follow the instructions on the LOCATION card.
The turn is over.
3. Complete the EVENT on the LOCATION card.
After your event is completed, your turn is usually over. Sometimes there are AFTER
EVENTS that take place after an EVENT on the EVENT TABLE. AFTER EVENTS only happen
once each visit to a LOCATION card. Once you complete those AFTER EVENTS, your turn is
over. If you skipped the EVENT or ESCAPED from COMBAT at a LOCATION card, do not roll for
any AFTER EVENTS.
Instead of fighting, you may choose to ESCAPE from the SURVIVOR’S attack by making an
AGILITY ATTRIBUTE CHECK. To do this, roll the amount of dice equal to your AGILITY. Add
the results including any modifiers. If the total is greater than the SURVIVOR’S COMBAT
dice total, you have successfully ESCAPED from the attack and you neither take nor deal
any WOUNDS. Your turn is now over. If the total of your dice is less than the attacking
SURVIVOR’S COMBAT dice total, you take one WOUND and your turn is now over.
COMBAT
If another SURVIVOR is at your CITY’S EDGE, you must enter SURVIVOR COMBAT with him or
her. Every turn you remain on that LOCATION card you must enter SURVIVOR COMBAT. If
that SURVIVOR remains at your CITY’S EDGE, you must kill him or her in order to win the
game.
COMBAT can be against ZOMBIES or between SURVIVORS and other SURVIVORS or BOSSES.
COMBAT between SURVIVORS and other SURVIVORS or BOSSES falls under the umbrella called
BOSS COMBAT.
COMBAT is divided into COMBAT ROUNDS. Each roll of the dice is considered a COMBAT ROUND.
During each COMBAT ROUND, the ZOMBIES roll the number of dice equal to the number of
ZOMBIES at the current LOCATION and you roll the number of dice equal to your COMBAT.
Roll the necessary number of dice (see COMBAT EXAMPLE) simultaneously. Choosing how to
compare each of the dice, determine the outcome of COMBAT based on these rules:
If you are on a LOCATION card occupied by more than one SURVIVOR, you may separately
engage any of those SURVIVORS.
BOSS COMBAT
- D
ice with the same result negate each other. You don’t take any damage, nor do you
destroy a ZOMBIE.
BOSS COMBAT is played similarly to SURVIVOR COMBAT. It has only one round. The SURVIVOR
makes a COMBAT ATTRIBUTE CHECK by rolling the number of dice equal to his or her
COMBAT. The BOSS rolls the number of dice equal to its COMBAT. Add the results including
any modifiers.
- If your die is higher than a ZOMBIE’S die, you destroy that ZOMBIE.
- If the totals are equal, nothing happens
- If a ZOMBIE’S die is higher than your die, you take 1 WOUND.
- If the SURVIVOR’S result is higher, the BOSS takes one WOUND.
If the number of ZOMBIES is greater than your COMBAT, you take 1 WOUND for each ZOMBIE
die that exceeds your COMBAT ATTRIBUTE.
- If the BOSS’S result is higher, the SURVIVOR takes one WOUND and optionally one
INFECTION counter.
COMBAT continues until either all the ZOMBIES at the current LOCATION are dead (again),
or you are.
Your turn is over.
Unless otherwise stated, at the beginning of each COMBAT ROUND, you may choose to ESCAPE
from the ZOMBIES instead of fighting them by making an AGILITY ATTRIBUTE CHECK. To
do this, you roll the amount of dice equal to your AGILITY and the ZOMBIES roll the
number of dice equal to the number of ZOMBIES at the current LOCATION. Add the results
including any modifiers. If the total of your dice is greater than the attacking
ZOMBIES’ dice total, you have successfully ESCAPED from the ZOMBIES. Place the number
of ZOMBIE counters onto your current LOCATION card equal to the amount from which you
successfully ESCAPED. Your turn is now over. If the total of your dice is less than the
attacking ZOMBIES’ COMBAT dice total, you take one WOUND and COMBAT continues.
If you ESCAPE from COMBAT, and there’s an AFTER EVENT at that LOCATION, do not roll for
that AFTER EVENT.
8
Instead of fighting, you may choose to ESCAPE from the BOSS’S attack by making an AGILITY
ATTRIBUTE CHECK. To do this, roll the amount of dice equal to your AGILITY. Add the
results including any modifiers. If the total is greater than the BOSS’S COMBAT dice
result, you have successfully ESCAPED from the attack and you neither take nor deal any
WOUNDS. Your turn is now over. If the total of your dice is less than the BOSS’S COMBAT
dice total, you take one WOUND and the turn is now over.
If at any time the number of WOUND counters on a BOSS is equal to or greater than its
HEALTH, that BOSS is dead.
If a BOSS is on a LOCATION card occupied by more than one SURVIVOR, those SURVIVORS may
choose to combine their COMBAT to increase the odds of wounding the BOSS. The number of
WOUNDS dealt to the BOSS is equal to the number of SURVIVORS that participated in BOSS
COMBAT. If the BOSS’S result is higher, it wounds all participating SURVIVORS.
9
ATTRIBUTES AND ATTRIBUTE CHECKS
Throughout the course of DISTRICT-Z, a SURVIVOR might be called upon to make an
ATTRIBUTE CHECK. To do this, you roll the amount of dice equal to the listed ATTRIBUTE or
ATTRIBUTES on the LOCATION card. Instructions as to the results of each ATTRIBUTE CHECK
are given on each LOCATION card. You succeed with this type of ATTRIBUTE CHECK if your
dice total is greater than the number listed for the ATTRIBUTE CHECK. If your dice total
is less than or equal to the number listed for the ATTRIBUTE CHECK, you fail.
The next COMBAT ROUND, you roll 3, 4, and 6. The ZOMBIES roll 3 and 5 (they only roll two
dice this COMBAT ROUND because you destroyed one ZOMBIE during the first COMBAT ROUND).
Comparing the results you choose to
- do nothing with your 3 result.
- match your 4 die against the 3 ZOMBIE die, destroying the ZOMBIE.
- use your 6 die against the 5 ZOMBIE die destroying the ZOMBIE.
If you have an attribute check against ZOMBIES, the ZOMBIES roll the amount of dice
equal to the number of ZOMBIES at a specific LOCATION. You succeed with this type of
ATTRIBUTE CHECK if your ATTRIBUTE’S dice total is greater than the ZOMBIES’ dice total.
If your dice total is less than or equal to the ZOMBIES’ dice total, you fail.
If you have an attribute check against a BOSS, the BOSS rolls the amount of dice equal
to its COMBAT. You succeed with this type of ATTRIBUTE CHECK if your ATTRIBUTE’S dice
total is greater than the ZOMBIES’ dice total. If your dice total is less than or equal to
the BOSS’ dice total, you fail.
TURN EXAMPLE
You’re HOPE and it’s the beginning of your turn. You move
your playing piece to a LOCATION card. The LOCATION card is
face down, so you flip it face up. It’s the WAREHOUSE. It could
be worse.
You roll your EVENT DIE and you get a 5. Consulting the EVENT
TABLE, you see that you have to fight three ZOMBIES.
Luckily, you’re equipped with a PISTOL. This gives you a total
COMBAT of 3 (BASE COMBAT ATTRIBUTE of 2 and the PISTOL gives
you +1).
COMBAT is now over. Following the PISTOL card rules, you must now roll to see if your
PISTOL is OUT OF AMMO. You roll a die and get a 4. It’s your lucky day. You managed
to kill three ZOMBIES, you still have some ammo for your PISTOL, and you remained
relatively unscathed, taking only 1 WOUND. Hopefully you’ll be that lucky next time.
Looking at the LOCATION card, you see the WAREHOUSE has an AFTER EVENT. The AFTER
EVENT is a PERCEPTION CHECK: 7. That means you’re successful if the result of your dice
is greater than 7. You have a PERCEPTION of 3. You roll three dice and your results are 2,
3, and 5 which is a total of 10. You’re successful and you now get to equip one random
NON-UNIQUE ITEM. You cycle through the ITEM cards and at random grab an EXTRA AMMO
card. Now that’s pretty nice.
Your turn is now over.
WINNING?
You are fighting three ZOMBIES. Rolling all six of the dice, your results are 2, 3, and 4.
The ZOMBIES’ results are 1, 3, and 5. Comparing the results you choose to
- use your 2 die against the 1 ZOMBIE die, destroying this ZOMBIE.
- match your 3 die against the 3 ZOMBIE die, negating these results.
- use your 3 die against the 5 ZOMBIE die, and take one WOUND.
Once you have an equipped LOCATION OBJECTIVE card, you are at the CITY’S EDGE, and you
successfully complete the EVENT on the EVENT TABLE, you win the game. You’ve made your
way to safety and survived the onslaught of the ZOMBIE horde.
LOSING?
If at any time the number of WOUND counters on your SURVIVOR is equal to or greater
than your HEALTH, you lose the game. The open arms of the growing legion of the undead
welcome yet another faceless member.
10
11
MULTIPLAYER OBJECTIVE
HOW TO PLAY (At a glance)
Find a LOCATION OBJECTIVE card; then be the first SURVIVOR to escape by getting to the
CITY’S EDGE. The remaining SURVIVORS may continue playing.
1.Choose whether or not to move your playing piece to another LOCATION card. If you
move, flip the new LOCATION card face up.
MULTIPLAYER (2-8 Players)
1.Each player selects a SURVIVOR card and SURVIVOR PORTRAIT.
2a.If the card you flipped over is a LOCATION OBJECTIVE card, remove it from the CITY,
equip it, and replace it randomly with one of the LOCATION cards removed at the
beginning of the game. You must complete the EVENT on the new LOCATION card. You may
only equip one LOCATION OBJECTIVE at a time. If you find another LOCATION OBJECTIVE,
leave it for another SURVIVOR.
2.Put the SURVIVOR PORTRAIT into a card stand. This is your playing piece.
2b.If it’s a LOCATION card, follow the instructions on the LOCATION card.
3.Decide how to lay out the LOCATION cards in a grid. For up to a four player game, lay
the cards in a 5 x 6 grid in front of you. For up to an eight player game, lay the
LOCATION cards face down in a grid in front of you as illustrated below. Make sure
the COMPASS ROSES are pointing in the same direction.
3. Complete the EVENT on the LOCATION card.
4.Remove a number of LOCATION cards equal to the number of players and replace them
with same number of LOCATION OBJECTIVE cards.
4. Now it’s player 2’s turn.
5. Continue this pattern of play for any additional players.
5.Shuffle the LOCATION cards and LOCATION OBJECTIVE cards together.
MULTIPLAYER RULES
6. Lay out the CITY.
MULTIPLAYER STARTING LOCATIONS AND CITY’S EDGE:
7.Each player rolls a six-sided die. The highest number goes first, the player to
the left goes next, etc. Each player places his or her SURVIVOR PORTRAIT at their
starting LOCATION, then places the CITY’S EDGE cube that corresponds to the color
of his or her SURVIVOR PORTRAIT stand on the diagonally opposite corner of your
starting LOCATION.
Players decide which corner to place their playing piece. Decide this before flipping
over any LOCATION cards. Each player’s CITY’S EDGE is in the diagonally opposite corner of
your starting LOCATION.
8.Player 1 flips his or her corner LOCATION card face up and places his or her playing
piece on that card.
9.Player 1 follows the turn order until his or her EVENT is completed. His or her turn
is over and it’s now Player 2’s turn.
COMBAT:
The player to the left of the active player will roll for the ZOMBIES during COMBAT.
This way, players will have more interaction with each other during a multiplayer game.
10.Continue this pattern of play for any additional players.
REMAINING AT YOUR CURRENT LOCATION:
Now, not only must you find a LOCATION OBJECTIVE card; you must survive and be the first
to reach the CITY’S EDGE.
During your turn, you may choose to remain at your current LOCATION. If you do, you
may heal or if your LOCATION card is occupied by another SURVIVOR, follow the MEETING
ANOTHER SURVIVOR rules. However, you may not roll on the EVENT TABLE again without
first moving off of the LOCATION.
PLAYING PIECE
HEALING:
THE CITY
If you have any WOUNDS at the beginning of your turn, you may choose to remain at your
current LOCATION card and heal one WOUND. Your turn is over.
MEETING ANOTHER SURVIVOR:
If it is the beginning of your turn, you may move like normal. Otherwise, when you are on
a LOCATION card occupied by another SURVIVOR, do one of the following actions:
BLACK COMBAT and
SKILL CHECK DICE
RED
ZOMBIE DICE
1.Do nothing. Your turn is now over.
2. Roll on the EVENT TABLE like normal.
3.Engage in trade with the SURVIVOR. You may trade whatever ITEMS you like as long as
both players agree on the trade.
4.SURVIVOR COMBAT. See page 9 for more information about SURVIVOR COMBAT.
YOUR
SURVIVOR
CITY'S EDGE
12
13
DYING:
ZOMBIE SURVIVOR COMBAT:
If at any time the number of WOUND counters on your SURVIVOR is equal to or greater than
your HEALTH, you lose the game.
ZOMBIE SURVIVOR COMBAT is played similarly to SURVIVOR COMBAT. It has only one round.
The SURVIVOR makes a COMBAT ATTRIBUTE CHECK by rolling the number of dice equal to his
or her COMBAT. The ZOMBIE SURVIVOR rolls the number of dice equal to his or her COMBAT.
Add the results including any modifiers.
If the dead SURVIVOR had a LOCATION OBJECTIVE or any ITEMS equipped, they remain dropped
at the LOCATION where the SURVIVOR died.
If you die in a multiplayer game, choose from the unused SURVIVORS and place your new
SURVIVOR playing piece at your starting LOCATION at the beginning of your turn.
If any ZOMBIES are left from an encounter, place these counters on the LOCATION card.
ADDITIONAL AND OPTIONAL RULES
STANDS AND CUBES:
Included with DISTRICT-Z are different colored stands and cubes that match the stands’
colors. Place the cube that matches the color of your stand on your CITY’S EDGE. Now, if
there are multiple players, you won’t lose track of your CITY’S EDGE.
INFECTION:
Every time you take a WOUND from COMBAT with a ZOMBIE, place an INFECTION counter on
your SURVIVOR.
INFECTION counters do not get healed when you use a FIRST-AID KIT.
If at any time the number of INFECTION counters on your SURVIVOR is equal to or greater
than twice your BASE HEALTH, you turn into one of the undead.
The SURVIVOR is now considered a ZOMBIE SURVIVOR.
ZOMBIE SURVIVORS:
Remove all WOUND and INFECTION counters from your ZOMBIE SURVIVOR. If the ZOMBIE
SURVIVOR had a LOCATION OBJECTIVE or any ITEMS equipped, they remain dropped at the
LOCATION where the SURVIVOR turned. You cannot carry ITEMS anymore, nor can you heal,
ESCAPE, or use any special abilities.
- If the totals of your dice are equal, nothing happens.
- If the SURVIVOR’S result is higher, the ZOMBIE SURVIVOR takes one WOUND.
- If the ZOMBIE SURVIVOR’S result is higher, the SURVIVOR takes one WOUND and
optionally one INFECTION counter.
Your turn is over.
Instead of fighting, you may choose to ESCAPE from the ZOMBIE SURVIVOR’S attack by
making an AGILITY ATTRIBUTE CHECK. To do this, roll the amount of dice equal to your
AGILITY. Add the results including any modifiers. If the total is greater than the
ZOMBIE SURVIVOR’S COMBAT dice result, you have successfully ESCAPED from the attack and
you neither take nor deal any WOUNDS. Your turn is now over. If the total of your dice is
less than the ZOMBIE SURVIVOR’S COMBAT dice total, you take one WOUND and the turn is
now over.
Once the number of WOUND counters on your ZOMBIE SURVIVOR is equal to or greater than
your HEALTH, you are truly dead. You may choose a new SURVIVOR if you want to continue
to playing.
If a ZOMBIE SURVIVOR is on a LOCATION card occupied by more than one SURVIVOR, those
SURVIVORS may choose to combine their COMBAT to increase their odds of successfully
wounding the ZOMBIE SURVIVOR. The number of WOUNDS dealt to the ZOMBIE SURVIVOR is
equal to the number of SURVIVORS that participated in ZOMBIE SURVIVOR COMBAT. If the
ZOMBIE SURVIVOR’S result is higher, it wounds all participating SURVIVORS.
If a ZOMBIE SURVIVOR is at your CITY’S EDGE, you must enter ZOMBIE SURVIVOR COMBAT with
him or her. Every turn you remain on that LOCATION card you must enter SURVIVOR COMBAT.
If that ZOMBIE SURVIVOR remains at your CITY’S EDGE, you must kill him or her in order
to win the game.
If all players become ZOMBIE SURVIVORS, the game is over. Additionally, if the ZOMBIE
SURVIVORS kill all the living SURVIVORS, the ZOMBIE SURVIVORS win the game.
ZOMBIE SURVIVOR players keep taking their turns. They move like normal, but they don’t
flip LOCATION cards face up or fight ZOMBIE counters that are at any current LOCATION
card.
When you are on a LOCATION card occupied by a ZOMBIE SURVIVOR, do not roll on the EVENT
TABLE; instead, regardless of whose turn it is, enter ZOMBIE SURVIVOR COMBAT. However, if
it is the beginning of your turn, you may move like normal.
14
15
CREDITS
The following people help make this game possible.
Game Concept and Design:
George Rubio
Proofing:
Karen Rubio
Play Testers:Tom Beitler, Joe Cherry, Kyle Hoover, Chris Ledford,
Katie Rubio, Andrew Wetzel, Jake Wetzel, Matt Wetzel
Special Thanks:Tammy Wetzel, for your support and patience.
Randy Oest, for your wordsmithing.
Edward Pun, for all your help and creativity.
Dave Snyder at Javelin Dice, for your dice and Kickstarter
assistance.
Jandrie Lombard, for your awesome photos.
Michael Forder and NVS Gameplays for A NEW DAWN.
Richard Wilkins and Johannes Epple, for rules help and
clarifications.
Box of Delights, Gaming on a Budget, The Lonesome Gamer,
NVS Gameplays, and Z-Cat for your reviews of DISTRICT-Z.
Special thanks goes to everyone who pledged to get DISTRICT-Z out of the ground:
“Doc” Metzger
Aaron Jeffries
Aaron M Anderson
Aaron Rhodes
Ad & Chan
Adam Brinham
Adam Whitcomb
Ade Sant
Adrian Perry
Ahmad Lokman Ishak
AJ Adair
Alan Nanes
Alan Winterrowd
Alberto Tronchi
Alessandro Sanfilippo
Alex and Amanda Fux
Alex Ma
Alex Ng
Alexander
Alexander “Cakeman” Goebel
Alfred Dong
Alisa Yamanaka
Alistair Scott Brandson
AlleinGespielt
Allen R. Soles
Amanda Martin Sandino
Anders Alling Pedersen
Andre Talbot
Andrea Lo
Andrea Sargon Cupido
Andrea Zoppi
Andreas Eklind
Andreas Hoetzel
Andreas Krebs
Andreas Monitzer
Andrew “Fora” Drake
Andrew “Jaymach” Skinner
Andrew Candy
Andrew Hill
Andrew Lynch
Andy Jackson
Andy Patton
Andy Ravenna
Annie Ho
anonomous
Anonymous
Anthony Biedenkapp
Anthony Czerwonka
Anthony Flint
Anthony Howell
Arce Catu
Armani “This Guy” Viera
Arron Mitchell
Ash Kawabe
Ashley
Åsmund “AAsama” Bell
Atanas Kirilov
Austin “Swift” Henderson
Bailey montressor
Bamse
Barbara June Hartman
Barry E Moore
Barry Gilkes
BAustin
BC
Bell Bong
Ben Appleton
Ben Aprigliano
Ben Baksis
Ben Knuchel
Bendik Vedeler
Benjamin Bean
Beth Voss
Bishop Blakemore
Bob Hall
Bobby “Theatremse” Thomas
Brad Hurst
Brad P
Bradford Cone
Brent Newkirk
16
BREWitch
Brian Funk
Brian Lam
Brian Merkel
Brian Niedzwiadek
Brian Rasmussen
Brian Riggs
Brian Smith
Brian VanNatta
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Brook Burton
Bruce Hyde
Bryan Hehmann
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C Lagace
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Cielidor
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Colin Gavan
Cornelis DeBruin
Craig “Arseynimz” Nimmo
Craig Rigden
CWPeterson
CYBERG TECHNOLOGIES
D.J., Karen, Trae & Evan Cole
dan bennett
Dan Faltisco
Dan Husker
Dan Miller
Dana Wilkinson
Daniel D. Ormond
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Daniel Lister
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Dave De Coninck
Dave Snyder (Javelin Dice)
David Archibald
David Bates
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Elder Bastidas
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Emeghha
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Falcon
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Fes
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Garrrd
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[email protected]
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17
Hans Petersen
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I yet live!
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jake the board gaming robot from
the future
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Jud Cary
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jwacalex
Kabeção
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Kevin Tang
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KNS
Kraven Gothic Nightangel
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Kusandore
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Kyle w
L Rodriguez
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lappy
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LC Hall
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Lythaeum
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Martin Shaver
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Matt Cridland
Matt H
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Matt Lowe
Matthew Blackwell
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Melissa do Canto Carreiro
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Melody
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Michael Gonsalves
18
Michael Haaks
Michael Hayes
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Rubber Ducky
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Find Out More
For more information about DISTRICT-Z, check out www.district-z.com.
DISTRICT-Z is ©2014 Rubio Games. All rights reserved.
19
min
30
age
MINUTES
12+
1-8
players