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All Things Zombie rules summary

Setup: Choose a scenario and set up the boards. Place the zombie counters in a cup or bag for drawing. Shuffle the Zombie Card deck and the Loot Card deck. Generate zombies as directed by the scenario or if playing a Skirmish Game. If a starting location refers to a building hex, you may set up anywhere in that building. Use the Turn marker and the Turn Track if needed for the scenario. The number in a silver coin on most counters is its value in Glory Points which are used in a Skirmish Game and for purchasing Gear and Weapons for your group of survivors. Survivors: Left to right, their numbers are Reputation (or Rep, the overall fighting ability), Movement Points (MPs), and Melee Dice. Each named survivor has a card to track gear, weapons, and wounds. It also details their Skill. Place a Wound counter on the 0 space of each named survivor, their chosen weapon in the In Hand box, and any other gear in the appropriate boxes. Survivors cannot carry more gear than they have boxes and they cannot possess more than two weapons. Only the In Hand weapon can be used in combat [EXC: Grenades are placed in and used from a Gear box]. When wounded, move the Wound counter to the right. If it reaches the Flip space, flip the survivors counter. If it reaches the skull and crossbones space, the survivor is dead and removed from the board (along with its gear and weapons). The Rep box holds counters that alter the Rep, such as Drugs. The survivors with stars, Tonya and Nick, are the veterans. They are able to choose their reaction to Wanting to Charge, Being Charged, and Received Fire reaction tests. The other survivors are the grunts. If a grunt begins the turn adjacent to a Star survivor, and that Star survivor is eligible to take an impulse, the grunt can count the Star survivors Rep for the purpose of the initiative roll, even if the initiative roll exceeded the grunts Rep. Zombies: Also have Rep, MP, and Melee Dice numbers. The number in the hex on a zombies counter is used to determine the direction the zombie is placed when generated. Zombies never take Reaction Tests. Zombies can only cause damage in melee combat. One hit eliminates a zombie. Destroyed zombies are returned to the cup or bag. Stacking: No more than one friendly survivor can be in a hex. However, a survivor can move through a hex containing another friendly survivor but cant stop or take an action there. There is no stacking limit for zombies. Markers: Weapon the numbers are Range and Fire Dice. The reverse side is OOA (Out of Ammo). If you have two Pistols, you may use a Switch Weapons action to exchange them for a 2X Pistol marker (or vice versa). Shot # placed whenever a survivor fires a weapon [EXC: crossbow] using a number matching the Fire Dice rolled. If the survivor moves away, the Shot marker remains in place. Grenades place a Shot 1 marker in the impact hex. Shotguns place a Shot 6 marker.

Entered placed after a building has been entered and a Zombie Card has been drawn [EXC: also placed if Too Tall uses her skill]. Once marked Entered, zombies will no longer be generated, but the building can still be searched. Searched placed when a building has been searched (see Finding Loot). It cannot be searched again nor will it generate any additional zombies. Scope may be attached to any weapon, including the crossbow, except the shotgun. Can be attached before starting a scenario. During a scenario, you can spend an action to place it with the In Hand weapon to attach. Once attached, it cannot be removed during the scenario. Scoped weapons roll an extra 1d6 in ranged combat but do not increase the Shot marker. While attached, a scope does not take up a Gear box it is placed with the weapons marker. Drugs to use, move it from a Gear box to the Rep box after rolling initiative. This does not count as an action. The survivors Rep is increased by 1 for that turn (for all purposes). Discard after use. Medikit used by taking an action to heal one wound from the survivor carrying it or from an adjacent survivor. Neither survivor can be in an enemy-occupied hex. Discard after use. Vest while placed in a Gear box, the survivor rolls an extra 1d6 in melee. Also beneficial against ranged combat as per the Ranged Combat Table (listed as body armor). It is not a weapon. Ammo can be discarded from a Gear box to reload a gun without counting as an action. Sequence of Play: A turn consists of the following: Initiative roll two dice of different colors, one for the survivors and one for the zombies. Re-roll if tied. The side with the highest roll will take its impulse first. All of that sides survivors/zombies with a Rep > the initiative die roll may activate during their respective impulse. Survivor Impulse survivors activate one at a time. Survivors are moved sequentially, in order of highest to lowest Rep. A survivor can move and conduct one action during its impulse. At the conclusion of movement, the survivor must melee with any enemies occupying the same hex. A survivor that begins its impulse in an enemy-occupied hex may leave the hex and conduct its impulse normally or stay in the hex and proceed directly to melee (i.e., no actions first). After any melee, the survivors impulse ends (i.e., no further actions). Zombie Impulse zombies can move during their impulse. After all zombie movement, resolve any Reaction Tests prompted by charging zombies (zombies that entered melee) and then conduct any melee in hexes occupied by survivors and zombies. Generating Zombies at the end of each turn (not impulse), roll for zombies based on Shot markers on the board. Using the Dice: Add to Rep add the characters Rep individually to each d6 rolled. Examples include Ranged Weapon Fire, Finding Zombies, and Finding Other Survivors. Roll vs. Rep roll 2d6 and compare each die roll individually against the characters Rep. Each die that is < the Rep is a success. Examples include Fast Move, Melee Combat, and Reaction Tests. Moving: The terrain surrounding a hexs center dot defines the terrain in that hex. Clear costs 1 movement point (MP). Rough costs 2 MP to enter woods and crop hexes. Counts as cover for survivors vs. ranged combat. Building costs 2 MP and can be entered and exited from any hex side. Counts as cover for survivors vs. ranged combat. When entered by a survivor, draw a Zombie Card unless marked Entered or Searched. A survivor that enters a zombies or enemy survivors hex must stop for melee (and may only enter by first passing a Wanting to Charge reaction test). Melee ends the survivors impulse. Half-hexes are not playable except when entering the board.

Fast Move: Announced at the beginning of a survivors impulse and then roll 2d6. Every successful Roll vs. Rep adds 1 MP to the survivor for the turn. Rolling for a Fast Move counts as the survivors action for the impulse, regardless of whether it was successful or not. The survivor is always surprised when entering a building without an Entered marker (see Finding Zombies), regardless of whether the Fast Move was successful or not. Fast Move can be used when entering the board. Zombie Movement: Zombies move towards the closest survivor in MPs, not necessarily in LOS. If multiple survivors are equidistant in MPs, randomly determine the target for each zombie. Zombies will only enter a rough or building hex into order to melee with a survivor in that hex. Once in such a hex, they may continue to move through adjacent rough or building hexes to get to the closest survivor. Actions: A survivor may take one action at any point in its impulse, in addition to moving before and/or after the action: Fire a ranged weapon Reload a weapon Use a piece of gear (e.g., attach a Scope or use a Medikit) Search a building Attempt to Fast Move Wanting to Charge reaction test Switch weapons Give a weapon or gear to an adjacent survivor if neither is in an enemy-occupied hex (note that if a survivor is given a weapon, it is only placed In Hand if that box is free) Use a skill if it costs an action Pick up a weapon or gear that was dropped in that hex Ranged Weapon Fire: A survivor can fire as an action during its impulse or at other times as per the Reaction Tests. The weapon must have ammo with a target in range and line of sight (LOS). It can be fired at a zombie in another survivors hex. Roll a number of dice equal to the weapons Fire Dice, add the survivors Rep to each roll, and check each total on the Ranged Combat Table (note that a Rushed Shot is a reference to the In Sight reaction test). Each die can be applied to a different target, which can be in the same hex or in different hexes [EXC: a shotguns Fire Dice must all attack the same hex]. If in different hexes, each target must be adjacent to another target. Apply the highest roll to the first target and work your way down (since the second or subsequent targets may be missed as per the Ranged Combat Table). SMG the owner can choose to fire 2, 3, or 4 shots before rolling. Assault Rifle the owner can choose to fire 1, 2, or 3 shots before rolling. Shotgun roll 6 Fire Dice and choose the best three. All 6 dice are counted for the purpose of running out of ammo. Grenade thrown into an adjacent hex. It does not need to be the In Hand weapon to be used. Roll 1d6 for each zombie and survivor in the target hex. Each target is treated as the first target (so no missing the second or subsequent targets via the Ranged Combat Table). Discard after use.

Running Out of Ammo: Whenever you roll two or more 1s, resolve the weapons attack and then flip the weapon to its OOA side. You must spend 1 action to reload (flipping the counter back over). See also the Ammo marker above. Panic Fire: A survivor can choose to roll an additional 1d6 whenever eligible to fire. After firing, the weapon is automatically out of ammo. This bonus is not cumulative with the bonus for a Scope. Switching Weapons: You can switch the In Hand and In Pack weapons as an action. Line of Sight (LOS): Any portion of a rough or building hex blocks LOS. LOS is reduced to twelve hexes during the pre-dawn and evening, and to two hexes at night. LOS is traced from center dot to center dot. LOS along a hexside is blocked if blocking terrain exists on both sides of the LOS. Survivors and zombies have no effect on LOS. Melee Combat: Fought at the end of each impulse when a survivor is in an enemy-occupied hex. After melee, the survivors impulse is over, so no further movement or actions. The survivor rolls its Melee Dice plus any dice added for a melee weapon or Vest. The zombies roll one die each. All of these dice are Rolled vs. Rep and the number of successes are checked on the Melee Table. Reaction: Reaction Tests are done with 2d6 Rolled vs. Rep with each roll < Rep being a success. Consult the respective table on the player aid card. Wanting to Charge Reaction Test: Taken by a survivor that wants to enter melee. This cannot be attempted if the survivor cannot reach the target hex with a Fast Move. Attempting to charge counts as an action and can be taken at any time during movement. A Star survivor can choose their reaction. If the result of the Wanting to Charge test is to charge, the survivor may also attempt Fast Move. This does not count as a second action. If not enough MP are gained by the Fast Move attempt, the survivor cant charge but can still move. If the result of the Wanting to Charge test is to fire or to remain in place, the survivors impulse ends (no further movement). Being Charged Reaction Test: After all zombies or enemy survivors have moved, this is taken if one or more of them moved into your survivors hex (even if your survivor started the impulse with enemies in its hex). Only one test is made, regardless of how many are in your hex. A Star survivor can choose their reaction, although Runaway is still in a random direction. Players mutually agree on which direction (1-6) each hex side represents before beginning play. Runaway roll a random direction and move the survivor at its Fast Move pace (Movement Points plus 2 MPs) until it spends all of its MPs or enters a building or rough hex (where it stops). If it enters a building that has no Entered or Searched marker, a zombie card is drawn and the survivor is considered surprised. It may pass through a friendly survivors hex but not stop there it will stop one hex short. It will stop one hex short of exiting the board edge. If entering a hex occupied by an enemy survivor, the enemy survivor takes a Being Charged reaction test. If it enters a zombie or enemy survivors hex, the Runaway ends and melee occurs.

Received Fire Reaction Test: Taken after a survivor is fired at and missed (multiple times if shot at by multiple enemy survivors). A Star survivor can choose their reaction. This does not count as an action. Duck Back the survivor will move, at the owners choice, to take cover in a building or rough hex or place such terrain between the survivor and the attacker (blocking LOS). The survivor can move up to its printed Movement Points (Fast Move is N/A). The survivor cannot end its move closer to the attacker. In Sight Reaction Test: Taken by a survivor(s) after an enemy survivor, out of LOS at the beginning of the impulse, moves within 6 hexes and LOS to the survivor. A Star survivor must take this test as well. When Do Survivors Stop Shooting Back?: Survivors will keep firing at each other as long as they pass a Received Fire test, do not run out of ammo, do not score a hit, Duck Back out of sight, or Runaway. A survivor that is using Runaway (or Duck Back) will not take a Received Fire test and will instead continue its reaction movement. Finding Zombies: When a survivor enters a building that is not marked Entered or Searched, draw a Zombie Card and place that number of zombies in the hex. Only one card is drawn per building, not one for each building hex. Roll 1d6 and add the number of zombies that were placed. The survivor rolls 1d6 and adds their Rep. The higher total surprises the other. The survivor wins a tie. If the survivor used Fast Move to enter the building, the zombies automatically surprise. If the zombies are surprised, the survivor can fire its weapon and then enter melee or back out to its previous hex and then end its impulse. If the zombies are all killed, the survivor may continue with movement and may take an action, if available. If the survivor is surprised, melee begins immediately. Finding Other Survivors: If stated in the scenario special rules, or when agreed upon in a Skirmish Game, survivors might be generated when a survivor enters a building. When generated, place a generic (unnamed) survivor with a random weapon in the same hex. A generic survivor is flipped if wounded or killed if wounded when already flipped. Each survivor rolls 1d6 and adds their Rep. If the players survivor roll is higher, the generic survivor is friendly, otherwise it is enemy. Modify the players roll as follows: Add +1 if the players survivor is the opposite sex of the generic survivor Add +1 if the players survivors ready weapon is a shotgun, assault rifle, or SMG and the generic survivors weapon is a pistol, double pistols, or crossbow Friendly survivors are controlled by the player for the rest of the scenario. Enemy survivors will engage in melee. Make a separate initiative roll for the generic enemy survivor in subsequent turns (which does not join any other players already in the game). If any of the initiative rolls are tied, re-roll them all. Generic enemy survivors will melee any survivor or zombie in their hex or fire on the closest survivor or zombie. If none are in LOS, they will move to fire on the closest one, determined randomly if equidistant. If they run out of ammo, they wont reload they will attempt to charge the closest target instead. Finding Loot: After a building has been cleared of zombies and/or enemy survivors, a survivor may take an action to search the building. Draw a Loot Card and then place a Searched marker on the building.

The countermix is limited. If an item is not available, choose a different weapon or gear, respectively. Items can be voluntarily dropped in a hex, then picked up later at the cost of an action. A new weapon cannot be equipped as In Hand when found unless you have no weapon In Hand. Generating Zombies: At the end of each turn (not impulse), roll for each Shot marker on the board. Roll a number of dice matching the number on the Shot marker. Each roll of 4, 5, or 6 places a zombie on the board, drawn from the cup or bag. Zombies are placed in the direction indicated on the zombie counters, 6 hexes from the Shot marker. If this places them off the board, place them on a full hex along the board edge instead. If the random location contains a survivor, instead place them in an adjacent hex as close to 6 hexes away from the Shot marker as possible. Then remove all Shot markers. Generating Zombies at the Start of the Scenario: Zombies are usually generated at the start of a scenario or Skirmish Game. After the survivors enter the board and finish their impulses, roll 6d6 for each survivor to generate zombies as per above, using the survivors location instead of a shot counter. Zombies generated by survivors that have just entered the board do not move until the next turn. Additional FAQ: Ranged Combat Table result 9 should be Third or higher target counts as miss. Buffey heals if she rolls one success. Neither survivor can be in an enemy-occupied hex. Professor only needs one success when attempting to cure a zombie. Sailor his ability can only be used during his own impulse and not if he is using Runaway. Tonya her ability can be used multiple times in a turn for her required rolls (e.g., not for initiative rolls). Too Tall if she uses her ability, place an Entered marker on the building hex (of a building that does not have an Entered or Searched marker) that she could enter. She may enter that building hex (without needing to make a Wanting to Charge reaction test) and then follow Finding Zombies above. Or she may choose to end her impulse outside the building (as if she backed out). Example of Reaction Tests: Tonya uses Runaway from a zombie. Runaway takes her into LOS of an enemy survivor. The enemy survivor takes an In Sight test, fires at Tonya, and misses. Tonya does not take a Received Fire test because she is in the middle of a Runaway. She continues her Runaway. Optional Rule Pitiful Shot: Whenever a survivor rolls at least one 6 but still cannot hit the target, such as when an enemy survivor is in cover, the survivor is allowed to roll 1d6 in a Roll vs. Rep. If successful, a single hit is scored. A Pitiful Shot must be concentrated on a single target, so no other hits are allocated to adjacent targets. House Rules: Survivors do not have to activate according to highest to lowest Rep. Shotguns place a Shot 3 marker (instead of a Shot 6 marker).

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