One Page Rules:

Targeting Priority Order Priority Name Actions Damage Inflicted Min Damage to Destroy XP Notes 1 Survivor — — — — — 2 Dragon (any kind) 1 2 (no armor) 2 ( to wound) 1 (per vul.) Notes 3 Murder of Crowz / Swarm of Ratz 1 1 1 1 Notes 4 Walker (any kind) 1 2 1 1 Notes 5 Fatty / Abomination 1 3 (armor)/3 (no armor) 2/3 1/5 Notes 6 Runner (any kind) 2 1 1 1 — 7 Zombie Wolfz 3 1 1 1 — 8 Necromancer (any kind) 1 2 1 1 Escape

Player's Phase

Player activates their Survivors in any order. 3 Actions each.

Move. Move 1 Zone (+1 Action per Zombie to move away.)

Move 1 Zone (+1 Action per Zombie to move away.) Search. 1x per Turn only in Zombie-free building.

1x per Turn only in Zombie-free building. Reorganize / Trade. Exchange Equipment with Survivor in same zone. Trading includes free Reorganization.

Exchange Equipment with Survivor in same zone. Trading includes free Reorganization. Combat Action. Use an equipped item. Any miss other than Melee can injure Survivors in same Zone.

Use an equipped item. Any miss other than Melee can injure Survivors in same Zone. Enchantment Action. Use an Enchantment.

Use an Enchantment. Take or Activate an Objective. in the Survivor's Zone.

in the Survivor's Zone. Make Noise. Put a Noise token in the Survivor's Zone.

Put a Noise token in the Survivor's Zone. Do Nothing. All remaining Actions are lost.

All remaining Actions are lost. Siege Action:

- Moving a Trebuchet. (3 actions). Move 1 Zone; destroy if in Waterhole. Can't use Special Actions to affect.

- Firing a Trebuchet. (3 actions). Target Zone at Range 2+ or Horde. No LoS required. Accuracy 4+ unless Survivor has LoS on Target Zone; then 3+. Choose:

- Scattershot. 6 dice. Damage 1.

- Grapeshot. 3 dice. Damage 2.

- Boulder. 1 die. Damage 3.

- Moving a Ballistae. (2 actions). Move 1 Zone; destroyed if put into a Waterhole. Can't use Special Actions to affect.

- Firing a Ballistae. (2 actions). Fires into every Zone in LoS in straight line until hits solid wall. Separate roll for each Zone. 3 dice. Accuracy 4+ unless Survivor has LoS to Zone; then 3+. All targets hit by the ballistae are killed.

Game Notes

Familiar. Can start with one, is Survivor. 1 HP and killed; Handler also take 1 HP. Moves with Handler for free; 1 Action to Move, Attack, Noise or Search (if has skill).

Can start with one, is Survivor. 1 HP and killed; Handler also take 1 HP. Moves with Handler for free; 1 Action to Move, Attack, Noise or Search (if has skill). Hedge. d6 entering Zone if no LoS; On 1, Walker present.

d6 entering Zone if no LoS; On 1, Walker present. Waterhole. Water-to-water & over Ledge = extra action.

Zombie's Phase

All attack if in Zone with Survivor. Attack always hits. Resolve Armor if wearing. Survivors determine damage.

Zombies who didn't Attack, Move to Zone with LoS or Noise. If 2+ path, Zombies split. If only 1 Zombie, add 1.

Draw Zombie cards for all Spawn Zones in same order.

Use highest level Experience among Survivors.

If no more minis, Zombie-types get Extra Activation.

Zombie Notes

Necromancer. Extra Spawn Zone + Extra Zombies + Horde. Tries to flee board through different Spawn Zone.

Extra Spawn Zone + Extra Zombies + Horde. Tries to flee board through different Spawn Zone. Necromantic Dragon. Only spawn at Yellow+. STOMP in center Zone of Tile and kill all Zombies in the Zone; Survivors roll on Compass card; if still in Zone, 2 damage. Immune to attacks except Ballistae and Vulnerability card weapons. If center Tile was building, place Rubble card; can't be entered or searched. On Attack, Dragon spews Zombies into neighboring 0-1 Zone with most Survivors (including diagonally). Zombies don't activate. If no neighboring survivors, STOMPS into closest TILE. 1 XP and Vault weapon if injured and flies away. Last Vulnerability card kills Dragon.

Only spawn at Yellow+. STOMP in center Zone of Tile and kill all Zombies in the Zone; Survivors roll on Compass card; if still in Zone, 2 damage. Immune to attacks except Ballistae and Vulnerability card weapons. If center Tile was building, place Rubble card; can't be entered or searched. On Attack, Dragon spews Zombies into neighboring 0-1 Zone with most Survivors (including diagonally). Zombies don't activate. If no neighboring survivors, STOMPS into closest TILE. 1 XP and Vault weapon if injured and flies away. Last Vulnerability card kills Dragon. Spectral Walkers. Can only be killed with Ballista, Combat Spells, Vault / Magic weapons or Dragon Fire. Not affected by Extra Activations.

Can only be killed with Ballista, Combat Spells, Vault / Magic weapons or Dragon Fire. Not affected by Extra Activations. Swarm of Ratz. Get Extra Activation each time Swarm card drawn. Swarm moves 2 Zones per Move and obstacles don't stop, but still only get 1 Action.

Get Extra Activation each time Swarm card drawn. Swarm moves 2 Zones per Move and obstacles don't stop, but still only get 1 Action. Tainted Abomination. Don't benefit from Extra Activation. Damage 3 weapon or Dragon Fire required to kill. If killed, Survivors in Zone take 3 Wounds (no armor).

Don't benefit from Extra Activation. Damage 3 weapon or Dragon Fire required to kill. If killed, Survivors in Zone take 3 Wounds (no armor). Tainted Walkers. Don't benefit from Extra Activation. If killed, Survivors in Zone take 2 Wounds (armor roll allowed.)