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Last Night on Earth Scenario Creation and Customization

Hero Scenario Advantages


1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) Card Pool (X) 1/2* Extra Doors (X) * Well Stocked Buildings * Barricades ** Heroes Replenish ** Starting Cards (1) ** Manor Deck (10) ** Townsfolk Allies (X) ** Townsfolk Heroes ** Free Search Markers *** Survival Decks *** Starting Cards (2) **** Unique Advanced Abilities **** Action Horror ***** Extra Heroes (X) *****

Zombie Scenario Advantages


1) 2) 3) 4) 5) 6) 7) 8) 9) 10) 11) 12) 13) 14) 15) 16) 17) Lights Out Random (X) * Locked Doors (X) * Pillage * Advanced Abilities Random (X) ** Always Zombie Heroes ** Lights Out Choice (X) ** Taken Over Random (X) ** Advanced Abilities Chosen (X) *** Evolved Predators *** Grave Dead *** Grave Weapons *** Radioactive Grave Dead *** Taken Over Choice (X) *** Auto Spawn **** Horde (21) **** Increased Hand Size (X) **** Massive Horde () *****

Standard Advantages Combos


The following are well balanced match-ups: 1) Free Search Markers vs Grave Dead 2) Survival Decks vs Grave Weapons 3) Heroes Replenish vs Always Zombie Heroes

Zombie Types
Zombies Advanced Abilities
1) 2) 3) 4) Infectious Outbreak Ravenous Swarm

Game Boards
Last Night on Earth
Woodinvale Town Center / The Manor House 1) General Store, Gun Shop, and The Plant 2) Bank, Junkyard, Gas Station, and Road Out of Town 3) Church, Police Station, and Graveyard 4) Airplane Hangar, Diner, Hospital, and Morgue 5) Barn, Farmhouse, and Cornfield 6) High School, and Gym

Grave Dead
1) 2) 3) 4) 5) 6) Very Rotten Brainthirsty Freshly Dead Ravenous Pack Mentality Carrier

Grave Weapons
Zombie Types 1) Bloated Body 2) Blood Spray 3) Crawling Torso 4) Recently Dead 5) Stench of Death Zombie Weapons 1) Barbed Wire 2) Explosive 3) Machete 4) Old Pitchfork 5) Rusty Axe 6) Sickle

Growing Hunger
1) Drug Store, Post Office, Super Market, and Freezer 2) Library, Antique Shop, and The Factory

Timber Peak
1) 2) 3) 4) Timber Peak Town Center / Radio Station Bowling Alley, Tavern, and Road Out of Town Power Relay Station, and Diner Refinery, Train Station, and Train Tracks Hardware Store, Police Station, Hospital, and Emergency Room 5) High School, Gym, and Book Store 6) Saw Mill, Lumber Yard, and Office Trailer

Blood in the Forest


1) Feral Zombies 2) Zombie Behemoths

Blood in the Forest


Forest / Airfield 4 L-Shaped Forest Boards 4 Rectangular Forest Boards

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth Heroes and Scenarios by Set


Heroes
Last Night on Earth
1) 2) 3) 4) 5) 6) 7) 8) Becky, The Nurse Billy, The Sheriff's Son Father Joseph, Man of the Cloth Jake Cartwright, The Drifter Jenny, The Farmer's Daughter Johnny, High School Quarterback Sally, The High School Sweetheart Sheriff Anderson, Small Town Law Man

Scenarios
Last Night on Earth
1) 2) 3) 4) 5) Burn Em Out! (18) Defend the Manor House (17) Manor House Die Zombies, Die! (15) Escape in the Truck (15) Save the Townsfolk (16)

Growing Hunger
1) Alone in the Dark (a 10 turn mini 2-player game that plays in about 10 minutes) 2) Burn it to the Ground! (17) Manor House 3) Plague Carriers (18) 4) Zombie Apocalypse (16)

Growing Hunger
1) 2) 3) 4) Amanda, The Prom Queen Kenny, The Super Market Bag Boy Rachelle, Detective Winters Sam, The Diner Cook

Survival of the Fittest


1) 2) 3) 4) Hunker Down (16) Rescue Mission (15) Search for the Truth (17) Supply Run (17) Manor House

Hero Pack One


1) 2) 3) 4) Mr. Goddard, Chemistry Teacher Jade, High School Outcast Stacy, Investigative Reporter Victor, Escaped Prisoner

Hero Pack One


1) Hunt for Survivors (16)

Timber Peak
1) 2) 3) 4) 5) 6) Alice, Diner Waitress Ed Baker, Lumberjack Jake Cartwright, Woodinvale Survivor Nikki, Bush Pilot Sally, Woodinvale Survivor Sheriff Anderson, Woodinvale Survivor

Radioactive Grave Dead


1) It Fell from the Sky (16)

One-Scenario Supplements
1) Revenge of the Dead (13) 2) Stock Up! (15) 3) Zombie Pillage (13)

Blood in the Forest


1) Agent Carter, FBI Agent 2) Sister Ophelia, Reformed Nun

Web Scenarios by Flying Frog


1) 2) 3) 4) 5) All Hallows Eve (16) All Hallows Eve II (15) Darkest Night (15) Radio Station Run for It! (16) Weve got to Go Back! (17)

Survivor Heroes
Survivor versions of Heroes that have escaped Woodinvale. When you combine the TIMBER PEAK Heroes with the original LAST NIGHT ON EARTH Heroes, you may not have 2 Heroes in the game with the same exact name. If 2 different versions of the same Hero are drawn randomly, the Survivor version takes priority and the other version is removed and a new Hero drawn. If during the game a new Hero is drawn that is a different version of a Hero that is already in play or killed, it is removed and a different Hero drawn.

Timber Peak
1) 2) 3) 4) Blow Up the Town (15) Learn to Survive (12) Mountain of the Dead (10) Radio Station Radio for Help (12) Radio Station

Blood in the Forest


1) [details unknown at this time]

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth Zombie Types


Zombie Heroes
Move D3 spaces. Have a number of HEALTH BOXES equal to what the Hero had when they were alive. Do NOT retain any of the Heros special abilities. Hero UPGRADES, or ITEMS are lost.

Grave Weapons
Zombie Types
1. Bloated Body Any time the Zombie would take a WOUND, roll a D6, it is prevented on a roll of 3+. This cannot prevent WOUNDS done by an EXPLOSIVE. 2. Blood Spray If this Zombie is KILLED while in the same space as a Hero, transfer this card to that Hero (if more than one, Zombies choice). Once transferred, this card counts as a REMAINS IN PLAY ZOMBIE CARD. Next time that Hero takes a WOUND, they are instead turned into a ZOMBIE HERO. 3. Crawling Torso The Zombie may now move 2 spaces instead of its normal move. Also, Heroes in the same space as the Zombie must roll a 4+ or higher for movement to be able to move away. 4. Recently Dead The Zombie may move D3+1 spaces instead of their normal MOVE. 5. Stench of Death Every Hero within 2 spaces of the Zombie rolls one less FIGHT DIE than normal (minimum of 1).

If a card used on a ZOMBIE HERO says that the Zombie is KILLED, automatically fill all of their remaining HEALTH BOXES with WOUND markers.

Zombies Advanced Abilities


1) Infectious Whenever a Hero is WOUNDED by a Zombie in a FIGHT, roll a D6. On the roll of 1, that Hero takes an additional WOUND. 2) Outbreak Once per turn, when PLACING NEW ZOMBIES, up to 1 Zombie may be placed anywhere on the board that is not in the same or adjacent space to a Hero. 3) Ravenous Any time a Zombie is FENDED OFF in a FIGHT, you may discard 2 ZOMBIE CARDS from hand (or 1 that REMAINS IN PLAY) to let them immediately FIGHT again. 4) Swarm Any time there is a Zombie in every space of a building, you may return those Zombies to the ZOMBIE POOL and place a TAKEN OVER marker there. This marker may be canceled as though it were a REMAINS IN PLAY ZOMBIE CARD.

Zombie Weapons
1) Barbed Wire The Zombie is tangled in barbed wire. If a Hero rolls any 1s on their FIGHT DICE while in a FIGHT with the Zombie, that Hero instantly loses the FIGHT. 2) Explosive At the end of each ZOMBIE TURN, roll a D6. On the roll of 6, or if the Zombie is KILLED, the Zombie explodes. Any other Zombies in its space are KILLED on a roll of 2+, any Hero there is KILLED on a roll of 5+. Any model in an adjacent space takes a WOUND on a roll of 5+. 3) Machete The Zombie rolls an extra FIGHT DIE. In addition, if the Zombie rolls any doubles on its FIGHT DICE, the Hero must FIGHT this Zombie again after the current FIGHT is Resolved (unless the Zombie is KILLED). 4) Old Pitchfork Any Hero fighting the Zombie rolls one less FIGHT DIE than normal. 5) Rusty Axe The Zombie rolls an extra FIGHT DIE. In addition, before FIGHT DICE are rolled, the Zombie Player may choose one of the Heros HAND WEAPONS that they may not use during this FIGHT. 6) Sickle The Zombie rolls an extra FIGHT DIE. In addition, once per FIGHT, the Zombie may force the Hero to RE-ROLL one of their FIGHT DICE.

Grave Dead
1) Very Rotten May ignore any WOUND on the roll of 4+ (except from an Explosive). 2) Brainthirsty Have 2 HEALTH BOXES. When they take a WOUND, place a WOUND marker under their base to show that they have taken damage. 3) Freshly Dead Move D3 spaces instead of just 1. 4) Ravenous Roll an extra FIGHT DIE. 5) Pack Mentality May be SPAWNED into any space that already has at least one Zombie. 6) Carrier Whenever they WOUND a Hero, roll a D6. On a roll of 5+, the Hero is immediately turned into a ZOMBIE HERO (the Hero Player may draw a new Hero). This effect may be canceled as though it were a ZOMBIE CARD, even after the roll has been made.

Blood in the Forest Zombies


[FERAL ZOMBIES and ZOMBIE BEHEMOTHS are two new zombie types due to be released in BLOOD IN THE FOREST.]

Yokis Zombie Horde


See the two full pages devoted to YOKIS ZOMBIE HORDE. All the various Zombie types and their abilities can easily be used in just about any scenario by treating individual abilities as ZOMBIES ADVANCED ABILITIES, GRAVE DEAD, and/or GRAVE WEAPONS. You can of course easily use several different Zombie types in any given scenario by using the different colored Zombie models by FLYING FROG PRODUCTIONS, or any other Zombie models you may have in your collection.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth Hero Scenario Advantages


Card Pool (X) 1/2*
Survival of the Fittest At the start of the game, the Heroes take a number of HERO CARDS off the top of the HERO DECK equal to X and looks at them. These cards may be divided between the Heroes as they see fit; they do not need to be evenly distributed. When this rule is chosen using the DOTS system, X must be an even number (2, 4, 6, etc.). The DOTS cost is half of whatever X is (for example if the Hero Card Pool is 4, it would cost 2 DOTS). If any SCENARIO SEARCH ITEM is drawn as part of the HERO CARD POOL, shuffle it back into the deck and draw again. Corner walls in the MANOR HOUSE cannot have a BARRICADE specifically placed on them. Interior walls (such as those around the FREEZER or MORGUE) may have BARRICADES built on them on either side of the wall (it acts the same regardless of the side of the wall that the BARRICADE is built on). This can be a good tactic to slow down Zombies that SPAWN there. Reinforcing a Barricade If a BARRICADE is already on a wall that a Hero is touching, the Hero may instead use their special MOVE ACTION (with a movement of 4+) to REINFORCE the BARRICADE by placing a REINFORCEMENT marker on it. A BARRICADE may have up to 3 REINFORCEMENT markers on it at a time. A Hero that wants to move through a REINFORCED BARRICADE wall must first pay MOVEMENT POINTS on a one for one basis to remove any REINFORCEMENT markers from that wall before moving through it. Heroes Exerting Themselves to Build or Reinforce Barricades At the end of a HEROS MOVE PHASE they may take a WOUND on themselves to automatically BUILD or REINFORCE a BARRICADE on a wall that they are touching. This may be done multiple times by the same Hero and they may even take their last WOUND in this way (finishing the BARRICADE with their last breath). In this way a Hero or group of Heroes can rapidly BUILD or REINFORCE BARRICADES at the cost of their own health. This tactic works especially well for STUDENTS that can heal themselves with their YOUTH ability. Effects of Barricades on Zombie Movement Any Zombie wanting to move through a BARRICADE wall directly or diagonally (for ZOMBIE HUNGER or normal movement) must first roll a D6. On the roll of 4+, the Zombie is able to break through the BARRICADE and move through the wall as normal. If the Zombie does not roll a 4+, they are stopped in their space before the wall and the Zombie may not move any further. If a BARRICADE has any REINFORCEMENT markers on it, instead of moving through on a 4+, the Zombie stays where it is and simply removes one of the REINFORCEMENT markers. If a Zombie is trying to move diagonally through a corner with a BARRICADE on both walls, they may only move through on a 4+ if there are no REINFORCEMENT markers on either of the two BARRICADED walls (otherwise just remove a REINFORCEMENT marker from either wall on a 4+, Zombies choice). Zombies inside a BARRICADED building must still roll to move through the wall to get back outside. A Hero that moves a Zombie model (using the FIRE EXTINGUISHER for example) may ignore BARRICADES for this special out of sequence movement. A Zombie moving itself out of the normal turn sequence (such as with RELENTLESS ADVANCE or THE SMELL OF BRAINS) may test against a BARRICADE at the time as well as during its normal move.

Extra Doors (X) *


Run for It (Web Scenario) At the start of the game, the Hero Player may place 2 of the DOOR markers on any walls on the board. These doors are permanent entry ways and work just like any other doors in the game. You can take this ADVANTAGE more than once, and get to play 2 DOOR markers each time. (Note that there are only 4 DOOR markers included in GROWING HUNGER.)

Well Stocked Buildings *


Growing Hunger When using a buildings PICK UP: ABILITY, the Hero may take the named card from the HERO DISCARD PILE as normal, or they may search the HERO DECK for the named card and take it. If taking the card directly from the HERO DECK, shuffle the HERO DECK afterward.

Barricades **
Survival of the Fittest The BARRICADES scenario special rule allows the Heroes the ability to BUILD and REINFORCE BARRICADES along building walls to try and keep Zombies out of that building. Building Barricades Any time a Hero in a building has a 4+ movement, they may take a special MOVE ACTION to BUILD or REINFORCE a BARRICADE. To BUILD a BARRICADE, choose any wall that the Hero is touching and place a BARRICADE marker along the entire length of that wall (on the inside of the building). BARRICADES have no effect Hero movement (unless REINFORCED, even if there is a door in the wall that has been barricaded over) and BARRICADES do NOT prevent the Hero from seeing through the wall for RANGED ATTACKS if they are touching it as normal. Note: Once a BARRICADE is built on a wall, it remains in place for the rest of the game and may not be removed.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

A Fully Barricaded Building A building is considered to be FULLY BARRICADED if every wall of that building that is not on a board edge has a BARRICADE on it (not including interior walls that are fully inside the building like the MORGUE inside the HOSPITAL). A FULLY BARRICADED building may NOT be TAKEN OVER and may NOT have a new SPAWNING PIT placed in it (RE-ROLL if selected randomly).

Townsfolk Allies (X) **


Survival of the Fittest Some scenarios allow the Heroes to use TOWNSFOLK as ALLIES. In these Scenarios, use the TOWNSFOLK markers to represent any TOWNSFOLK ALLIES being used (they are NOT different based on which TOWNSFOLK is represented, so you may use any of the counters for these). TOWNSFOLK EVENT CARDS have no bearing on TOWNSFOLK ALLIES in any way. TOWNSFOLK ALLIES each start in a random building (RE-ROLL if the building has a SPAWNING PIT inside it) unless specifically noted otherwise in the scenario. At any time during the HERO TURN (except during a FIGHT) each TOWNSFOLK ALLY may either attack a Zombie in the same or adjacent space to them, or try to BUILD/REINFORCE a BARRICADE on a wall they are touching. Roll a D6. On the roll of 5+, WOUND the targeted Zombie or add the BARRICADE/REINFORCEMENT marker to the chosen wall. A TOWNSFOLK ALLY may NOT SEARCH, and may NOT use ITEMS or WEAPONS. Any Zombie in the same space as a TOWNSFOLK ALLY during the FIGHT HEROES phase (with no Hero in the space) may attack him. Roll a D6. On the roll of a 5+, the TOWNSFOLK ALLY is KILLED (removed from the board this may be prevented by cards that prevent WOUNDS, though it is NOT considered a FIGHT). Any Hero that moves into a space with a TOWNSFOLK ALLY may pick him up (a Hero may NOT carry more than one TOWNSFOLK ALLY at a time). While a Hero has a TOWNSFOLK ALLY with him, that TOWNSFOLK ALLY may still attempt to WOUND a Zombie or BUILD/REINFORCE BARRICADES at any time, once during the HERO TURN (even to try and WOUND a Zombie during the Heros movement). A TOWNSFOLK ALLY may be picked up or dropped off by the Hero in any space during their move. If a Hero with a TOWNSFOLK ALLY is KILLED the TOWNSFOLK ALLY is left in the space and any other Hero moving through this space may pick him up for free. Carrying a TOWNSFOLK ALLY does not count against the Heros ITEM CARRYING LIMIT.

Manor Deck (10) **


Survival of the Fittest This may only be added to scenarios that use the MANOR HOUSE board. At the start of the game, take the top 10 HERO CARDS without looking to form a stack near the MANOR HOUSE. This is the MANOR DECK. Heroes inside the MANOR HOUSE may SEARCH there as long as there are still cards in the MANOR DECK. When SEARCHING in the MANOR HOUSE, cards are taken from the MANOR DECK rather than from the normal HERO DECK. The MANOR DECK does not have its own discard pile, but rather all cards are still placed in the normal HERO DISCARD PILE. Cards that let the players look through the HERO DECK (such as JUST WHAT I NEEDED) or shuffle cards back into the HERO DECK may NOT be used on the MANOR DECK. If the Heroes are using the SURVIVAL DECKS, they MAY take a special card as normal with a movement of 5+ when SEARCHING in the MANOR HOUSE (as long as there is at least one card left in the MANOR DECK so that they can still SEARCH there at all). Because there is no RANDOM NUMBER SET for the MANOR HOUSE, the Hero may take either a UNIQUE ITEM or SURVIVAL TACTIC.

Heroes Replenish **
Growing Hunger, Survival of the Fittest, & HP One Always used in Timber Peak When a Hero is KILLED (or turned into a ZOMBIE HERO), the Hero Player may draw a new Hero to replace them. This new Hero immediately enters play. Note that unless stated otherwise in the scenario, the Zombies can still always win by killing four Heroes. Also note that if a Hero Player only controls a single Hero, that Hero is still tuned into a ZOMBIE HERO when KILLED (as the player has still lost their last Hero).

Starting Cards (1) **


Survival of the Fittest, & Hero Pack One All the Heroes start the game with an extra, free HERO CARD each in addition to any that they would normally start with (for HERO ABILITIES or if their START LOCATION is not on the board, etc.). This also applies to Heroes that enter play mid game.
HERO STARTING CARDS are drawn from the top of the HERO DECK so abilities like RESOURCEFUL may be used. These do NOT count as SEARCH however, so you may not use a buildings PICK UP: ABILITY or try to get a SURVIVAL DECK

card, etc. If any SCENARIO SEARCH ITEM is drawn as a HERO STARTING CARD, shuffle it back into the deck and draw again.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Townsfolk Heroes (X) **


Run for It (Web Scenario) TOWNSFOLK HEROES are extra playable (albeit weak) Hero characters. They are represented by their TOWNSFOLK EVENT CARD placed face up on the table. Before the game begins, remove all of the TOWNSFOLK EVENT CARDS from the HERO DECK and shuffle them. Then randomly select the (X) number of TOWNSFOLK HEROES you will be using for this game and place them face up on the table. Then shuffle all remaining (unused) TOWNSFOLK EVENT CARDS back into the HERO DECK.
TOWNSFOLK HEROES may NOT be canceled or reshuffled into the HERO DECK in any way. They are NOT considered HERO CARDS, but rather HERO CHARACTERS.

ability only works on the building that the TOWNSFOLK HERO is currently in. TOWNSFOLK abilities that are not REMAIN IN PLAY may be used anywhere on the board, regardless of the TOWNSFOLKS current position. (For example, LIZZY, THE SHOPKEEPER would allow any Hero in the same building as her to automatically KILL any Zombie beaten in a FIGHT, even if no doubles were rolled; while DOC BRODYS ability could be used to FULLY HEAL any Hero, anywhere on the board.) Townsfolk Heroes count as normal Heroes in every way, with the following exceptions: They never count toward number of Heroes killed for Zombie victory conditions. If KILLED, they are automatically replaced with a Zombie from the ZOMBIE POOL (or from the board if there are none in the pool). Also if KILLED, the TOWNSFOLK HEROS CARD is removed from the game, NOT placed in the HERO DISCARD PILE. In a FIGHT, they roll 2 FIGHT DICE and pick the highest, like normal Heroes, but only have a single HEALTH BOX (a single WOUND KILLS them). They may only carry 2 ITEMS, only 1 of which may be a WEAPON. (Note that this means TOWNSFOLK HEROES may NOT carry DOUBLE HANDED WEAPONS). They have NO KEYWORDS (they are NOT MALE or FEMALE, LAW ENFORCEMENT, STUDENT, etc). They may always squeeze between diagonally touching building corners etc, just like STUDENT Heroes can (this is only really used in scenarios with alternate board arrangements). They DO benefit from bonuses like HERO STARTING CARDS, but are never replaced when KILLED (they never count as a players last Hero, or when KILLED in the BLACK ZONE, and do not count for HEROES REPLENISH, etc). They have special movement rules.

Move Actions
TOWNSFOLK HEROES do NOT get to roll for movement normally. Instead, at the start of the HERO TURN, roll a number of dice based on the total number of TOWNSFOLK HEROES that you started the game with (NOT the

number that you currently have). Townsfolk Heroes 1-3 4-6 7+ Movement Points 1D6 2D6 3D6

All TOWNSFOLK HEROES being used take their turn at the same time and the MOVEMENT POINTS may be split amongst them as you see fit. Note that although you roll for their MOVEMENT POINTS at the start of the HERO TURN, other Heroes may do their turn before the TOWNSFOLK HEROES if you like. TOWNSFOLK HERO movement is NOT affected by movement modifiers like HEAVY RAIN, but may be RE-ROLLED for cards like TRIP or RUUUUN!. Any TOWNSFOLK HERO that starts inside a building may use a single MOVEMENT POINT to SEARCH instead of moving (if a TOWNSFOLK HERO SEARCHES, they may not have any other MOVEMENT POINTS used on them this turn). FREE SEARCH markers may be used by TOWNSFOLK HEROES as normal. Because all of the TOWNSFOLK HEROES take their turn at the same time, all TOWNSFOLK HEROES must complete their turn before moving on to the next normal Hero. TOWNSFOLK HEROES go through all of the normal HERO TURN phases MOVE ACTION, EXCHANGE ITEMS, RANGED ATTACK, FIGHT ZOMBIES; they just all have to finish one phase before moving on to the next. Townsfolk Hero Abilities Once per TURN (HERO TURN or ZOMBIE TURN), each TOWNSFOLK HERO may use one of the special abilities on their card. This is very dangerous though. Each time a TOWNSFOLK HERO uses their ability, roll a D6. On the roll of 1 or 2, after the ability takes effect, the TOWNSFOLK HERO is KILLED.
TOWNSFOLK cards that normally would REMAIN IN PLAY (such as LIZZY, THE SHOPKEEPER), are instead always in affect (they do not need to roll to see if they are KILLED),

Free Search Markers ***


Growing Hunger At the start of the game, after Heroes are placed, put a FREE SEARCH marker face up in every building on the board that does NOT have a Hero in it. These markers are placed on the building as a whole, not in any individual space. If a Hero ends their movement in a any space of a building with a FREE SEARCH marker, they may discard that marker to immediately SEARCH there for free (draw a HERO CARD or use the buildings PICK UP: ABILITY, etc.). A FREE SEARCH marker may only be used if the Hero actually moves for their MOVE ACTION (not if they SEARCH or use some other MOVE ACTION). If the MANOR HOUSE is being used, instead of placing one FREE SEARCH marker on it, place a FREE SEARCH marker in each of the 4 two-square outer rooms of the MANOR HOUSE. Any Hero ending their movement in one of these two-square rooms may discard that rooms FREE SEARCH marker to use it. These markers are always placed, even if one or more Heroes start the game in the MANOR HOUSE.

however, their ability is limited to where they are on the board. If the card is normally played on a building, the Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Survival Decks ***


Survival of the Fittest The SURVIVAL DECKS scenario special rule allows the Heroes access to the UNIQUE ITEMS and SURVIVAL TACTICS DECKS during the game. Note: Any time a Hero has a 5+ movement, they may take a special SURVIVAL DECK CARD when SEARCHING in a building instead of the normal HERO DECK CARD. The SURVIVAL DECK that the Hero can draw from (UNIQUE ITEMS or SURVIVAL TACTICS) is based on the RANDOM NUMBER SET of the building they are currently in (located in the corner of the building) as follows: (1, 2, 3) or (1, 2) = UNIQUE ITEM (4, 5, 6) or (5, 6) = SURVIVAL TACTIC (3,4) = Heros choice of either

Extra Heroes (X) *****


All Hallows Eve II (Web Scenario) EXTRA HEROES are just like it sounds, extra Hero characters that are part of the Hero team. Each of these extra Heroes acts just like a normal Hero would in every way; the scenario just uses 4+X Heroes instead of only 4 Heroes.

This RANDOM NUMBER SET availability is listed on the back of each of the SURVIVAL DECKS for ease of reference during the game. A Hero may always SEARCH normally and take a regular HERO DECK CARD, regardless of what their movement roll is (though it is always a good idea to roll for movement, even if you plan on staying and SEARCHING, just to see what your options are). Also note that the Hero needs to have a 5+ movement, not necessarily to have actually rolled a 5 or 6 on the die. So for example, BILLY can add +1 to his movement each turn. This also gives him +1 to his chance of being able to draw a SURVIVAL DECK CARD. Conversely, if a Hero had -1 to their movement, they would be -1 to their chances of being able to draw a SURVIVAL DECK CARD as well.

Starting Cards (2) ****


Survival of the Fittest Same as HERO STARTING CARD (1), but Heroes instead start the game with 2 free HERO CARDS each.

Unique Advanced Abilities ****


Advanced Abilities All Heroes start the game (or come into play) with their unique ADVANCED ABILITY already active on them. This is a good way to add extra abilities to the Hero characters and allows all of the Heroes to be tougher from the outset. This includes starting Heroes as well as any new Heroes that enter play mid-game. Any ability that is instead of SEARCHING requires that the Hero could SEARCH, but then gives up that action to use the ability instead.
ZOMBIE HEROES gain no benefit from any HERO ADVANCED ABILITY that may have been on the living Hero.

Action Horror *****


Yokis House Rules Heroes KILL Zombies on any high roll, not just doubles. Zombies can no longer be FENDED OFF.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth Zombie Scenario Advantages


Lights Out Random (X) *
Survival of the Fittest At the start of the game, before Hero placement, roll a random building to have LIGHTS OUT. Place a LIGHTS OUT marker on the building to show that any Hero moving into a space of this building must end their move. This LIGHTS OUT marker may be canceled as though it were a ZOMBIE CARD that REMAINS IN PLAY. Otherwise the marker lasts for the entire game (or until canceled).

Always Zombie Heroes **


Survival of the Fittest Always used in Timber Peak While this rule is in effect, anytime a Hero is KILLED, they are automatically turned into a ZOMBIE HERO. If the Hero would normally have been turned into a ZOMBIE HERO anyway, the new ZOMBIE HERO may not be WOUNDED or KILLED in any way until the start of the next ZOMBIE TURN.

Pillage *
Zombie Pillage During the Zombie Turn, at the start of the FIGHT HEROES step, any Zombie in a building space (with no Hero in the space) may PILLAGE. Roll a D6. On a roll of 4+, discard the top HERO CARD. If this discards the last HERO CARD, the Heroes automatically lose. Only one Zombie per space may try to PILLAGE. If there is more than one Zombie in the same space, do not roll; the single PILLAGE is automatically successful (any ZOMBIE HERO also always automatically succeeds at PILLAGE rolls). Zombies may NOT PILLAGE in a building that is TAKEN OVER or in a space with a SPAWNING PIT. Whenever a building is TAKEN OVER, the Zombie Player automatically gets a free PILLAGE roll (discard on a 4+) for every space of that building (even SPAWNING PITS). If the scenario uses a TOWN DECK, cards may ONLY be PILLAGED from the TOWN DECK (NOT the normal HERO DECK.

Lights Out Choice (X) **


Survival of the Fittest This is the same as LIGHTS OUT RANDOM (X) except that the Zombie Player(s) may choose which building to be LIGHTS OUT instead of rolling randomly. Note that this must still be a valid choice, the same as if you had rolled ZOMBIES CHOICE for the random building roll.

Locked Doors (X) **


Yokis House Rules At the start of the game, the Zombie Player may place 2 of the LOCKED DOOR markers on any doors on the board. These doors are now permanently locked, and may only be opened using ITEMS that allow a Hero to ignore the effects of Locked Door (such as KEYS or FIRE AXE) that let that Hero discard any LOCKED DOOR marker moved through. The HERO CARD ESCAPE THROUGH THE WINDOWS, however, does not cancel LOCKED DOOR markers, instead it simply allows the Heroes to move through LOCKED DOOR markers for the turn just like any other wall. You can take this ADVANTAGE more than once, and play 2 LOCKED DOOR markers each time. (Note: there are only 4 LOCKED DOOR markers included in GROWING HUNGER.)

Advanced Abilities Random (X) **


Advanced Abilities The Zombies may start with any number of their ADVANCED ABILITIES drawn at random for 2 DOTS each. The Zombies may purchase some CHOSEN and some at RANDOM if they like (CHOSEN ADVANCED ABILITY CARDS should always be taken before RANDOM ones are drawn). These ZOMBIE ADVANCED ABILITIES start in play and remain so for the entire game.
ZOMBIE HEROES gain no benefit from any HERO ADVANCED ABILITY that may have been on the living Hero.

Taken Over Random (X) **


Survival of the Fittest At the start of the game, before Hero placement, roll a random building to be TAKEN OVER by the Zombies. Place a TAKEN OVER marker on the building to show that no Heroes may enter that building (note that unlike the MY GOD THEYVE TAKEN THE card, no Zombies are placed with this marker). This TAKEN OVER marker may be canceled as though it were a ZOMBIE CARD that REMAINS IN PLAY. Otherwise the marker last for the entire game (or until canceled). Any Hero that would start in a TAKEN OVER building counts as though their START LOCATION is not on the board.

Infectious The roll for the additional WOUND is made after the first WOUND has been taken. If the first WOUND is prevented, do not roll for the additional WOUND. Also, cards like I FEEL KIND OF STRANGE may be played after the initial WOUND, but before rolling for the extra WOUND. Outbreak This only applies to Zombies placed during phase 6 of the ZOMBIE TURN. Ravenous When discarding a REMAINS IN PLAY card, that card must already be in play, not in hand.

Advanced Abilities Chosen (X) ***


Advanced Abilities The Zombies may start with any number of their ADVANCED ABILITIES CHOSEN for 3 DOTS each. The Zombies may PURCHASE some CHOSEN and some at RANDOM if they like (CHOSEN ADVANCED ABILITY cards should always be taken before RANDOM ones are drawn). These ZOMBIE ADVANCED ABILITIES start in play and remain so for the entire game.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Evolved Predators ***


Yokis House Rules The Zombie Player may play any number of FIGHT CARDS per FIGHT.

Grave Weapons ***


Survival of the Fittest Whenever the Zombie Player is SPAWNING new Zombies, in place of SPAWNING 2 new Zombies, they may give one of their Zombies a GRAVE WEAPON CARD instead. This can be done multiple times if you have enough SPAWN worth of new Zombies. Note that this does NOT count when a card tells you to place new Zombies on the board, only when actually SPAWNING new Zombies onto the board. To give a Zombie a GRAVE WEAPON, draw a card from the GRAVE WEAPONS DECK and then choose any Zombie on the board that is NOT in the same or adjacent space as a Hero (or ANY Zombie on a SPAWNING PIT) and place the marker for the GRAVE WEAPON CARD drawn under that Zombie (or use the GRAVE DEAD Zombie models, sold separately). You may even assign a GRAVE WEAPON to a Zombie that has just been SPAWNED in the same phase. Place the GRAVE WEAPON CARD face up on the table to show that it is active and for reference. Any Zombie, including GRAVE DEAD, ZOMBIE HEROES, etc. may be given a GRAVE WEAPON, but no Zombie may have more than one GRAVE WEAPON assigned to them. Note: The Zombie Player may not have more than 8
GRAVE WEAPONS total on the board at a time (or up to 4 GRAVE WEAPONS each for 2 Zombie Players).

Grave Dead ***


Growing Hunger At the start of the game, take 7 extra Zombies and place them in a separate GRAVE DEAD POOL. These extra Zombies are not part of your ZOMBIE POOL, they are a limited supply of specialty Zombies called GRAVE DEAD that have a dangerous random ability. During the game, whenever you are allowed to SPAWN new Zombies, you have the additional option of SPAWNING one or more GRAVE DEAD ZOMBIES. GRAVE DEAD are SPAWNED in the same way as normal Zombies with the exception that instead of placing 2 normal Zombies, you may place 1 new GRAVE DEAD. Note: When GRAVE DEAD are KILLED, they are removed from the game. They are NOT returned to the GRAVE DEAD POOL. Each GRAVE DEAD model is ONE USE ONLY.
GRAVE DEAD may only be brought into play when SPAWNING NEW ZOMBIES or when placing your starting Zombies at the beginning of the game. GRAVE DEAD may NOT be placed with cards that do not actually SPAWN (such as MY GOD, THEYVE TAKE THE or SURPRISE ATTACK). GRAVE DEAD do count toward the number of Zombies you have on the board when rolling to SPAWN.

If there are 2 Zombie Players, each player has their normal Zombie Pool of 7 Zombies and share the extra GRAVE DEAD ZOMBIE POOL of 7 GRAVE DEAD that either player can pull from. During the game, control of the GRAVE DEAD is split between the 2 Zombie Players. One Zombie Player controls the GRAVE DEAD (moves, rolls FIGHT DICE, counts them when rolling to spawn, etc.) during even numbered turns and the other Zombie Player controls the GRAVE DEAD on odd numbered turns. Roll a D6 once at the start of the game to determine which ability your GRAVE DEAD have. Note that you only roll once to determine the ability that all of your GRAVE DEAD have for this game. 1) Very Rotten May ignore any wound on the roll of 4+ (except from an EXPLOSIVE). 2) Brainthirsty Have 2 HEALTH BOXES. When a they take a WOUND, place a WOUND marker under their base to show that they have taken damage. 3) Freshly Dead Move D3 spaces instead of just 1. 4) Ravenous Roll an extra FIGHT DIE. 5) Pack Mentality May be SPAWNED into any space that already has at least one Zombie. 6) Carrier When they WOUND a Hero, roll a D6. On the roll of 5+, the Hero is immediately turned into a ZOMBIE HERO (the Hero Player may draw a new Hero). This effect may be canceled as though it were a ZOMBIE CARD, even after the roll has been made.

If a Zombie already has a GRAVE WEAPON, you may not assign another one to them. GRAVE WEAPONS are especially powerful when used with the AUTO SPAWN rule. When this is the case, you may continue to SPAWN GRAVE WEAPONS onto your Zombies using your SPAWN rolls each turn, even if you have no Zombies remaining in your ZOMBIE POOL (up to a maximum of 8 GRAVE WEAPONS total on the board at a time).

Radioactive Grave Dead ***


Radioactive Grave Dead RADIOACTIVE GRAVE DEAD work just like the GRAVE DEAD from GROWING HUNGER, except that instead of rolling their ability, they are always RADIOACTIVE. Any Hero in a space with one or more RADIOACTIVE GRAVE DEAD rolls one less FIGHT DIE than normal. When KILLED, instead of removing the RADIOACTIVE GRAVE DEAD from the game, lay the model on its side in the space (or replace it for effect with one of the GREEN OOZE counters from GROWING HUNGER to show that it has liquefied). Heroes in the same space as a RADIOACTIVE GRAVE DEAD body are still affected by the radiation (roll one less FIGHT DIE). Any Hero with a FIRE ITEM that ends their move in the same space as a RADIOACTIVE body may burn it to destroy it (remove the body from the board). If there is more than one body in the same space, a Hero may only burn one per turn. Scenarios that use GRAVE DEAD may instead use RADIOACTIVE GRAVE DEAD, but no scenario should use both GRAVE DEAD and RADIOACTIVE GRAVE DEAD.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Taken Over Choice (X) ***


Survival of the Fittest This is the same as TAKEN OVER RANDOM (X) except that the Zombie Player(s) may choose which building to be TAKEN OVER instead of rolling randomly. Note that this must still be a valid choice, the same as if you had rolled ZOMBIES CHOICE for the random building roll.

Auto Spawn ****


Growing Hunger, Survival of the Fittest, Hero Pack One, & Timber Peak The Zombie Player(s) may ALWAYS SPAWN new Zombies at the end of the ZOMBIE TURN (during step 6 PLACE NEWLY SPAWNED ZOMBIES). Because of this, you may skip step 3 ROLL TO SPAWN NEW ZOMBIES as there is no need to roll.

Horde (21) ****


Growing Hunger Scenarios that use ZOMBIE HORDE (21) have 21 Zombies in the ZOMBIE POOL. This means that you can have one overwhelming horde of 21 Zombies on the board at a time (plus any ZOMBIE HEROES)! If there are 2 Zombie Players, each player has their normal ZOMBIE POOL of 7 Zombies and there is an extra ZOMBIE POOL of 7 that either player can pull from. During the game, control of the extra Zombies is split between the 2 Zombie Players. One Zombie Player controls the extra Zombies (moves, rolls FIGHT DICE, counts them when rolling to SPAWN, etc.) during even numbered turns and the other Zombie Player controls them on odd numbered turns. When they are KILLED, they are returned to the communal extra ZOMBIE POOL. Extra Zombies used with ZOMBIE HORDE (21) are normal Zombies in every way. Most Scenarios that use ZOMBIE HORDE (21) also use AUTO SPAWN. When this is not the case, roll 3D6 and add them together when rolling to SPAWN new Zombies. If the total rolled is more than the number of Zombies you have on the board, you may SPAWN new Zombies at the end of the turn. If there are 2 Zombie Players, whoever controls the extra Zombies this turn should roll 2D6 and add them together when rolling to SPAWN new Zombies instead of the normal D6).

Increased Hand Size (X) ****


Yokis House Rules The Zombie Player hand size is increased by 1 each time this ADVANTAGE is taken (i.e. first to 5 cards, then 6, etc.). With two Zombie Players their hand size goes up the same way (i.e. first to 3 cards, then 4, etc.).

Massive Horde () *****


Yokis House Rules Massive Horde () must be used together with AUTO SPAWN (together they cost 9 DOTS). This means that your ZOMBIE POOL is limited only by how many Zombie models you own.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth New and Optional Scenario Rules


Combining Items
Survival of the Fittest Some new cards such as the SURVIVAL TACTIC DUCT TAPE allow a Hero to COMBINE any 2 ITEMS. When this happens, choose any 2 ITEMS the Hero has and stack them on top of each other to show that they have been COMBINED. These 2 ITEMS now count as a single ITEM for CARRYING LIMIT (if either ITEM is a WEAPON, they now count as a single WEAPON ITEM for CARRYING LIMIT). From now on, if either ITEM would be discarded, both must be discarded. However, anytime one of the cards would have to be discarded for any reason (broken, out of ammo, etc.), roll a D6. On the roll of 4+ it does not have to be discarded. For example, if a Hero used DUCT TAPE to COMBINE a CHAINSAW and a PUMP SHOTGUN, then anytime the PUMP SHOTGUN would run out of ammo or the CHAINSAW would be lost in a FIGHT against a Zombie, the Hero would get to roll a D6 and prevent the discard on a 4+. They would also only take up a single WEAPON ITEM slot for the Heros CARRYING LIMIT. A COMBINED Item may be COMBINED again if the Hero gets another card that would let them COMBINE ITEMS. There are some special case COMBINATIONS that a Hero may get, with special rules associated with them as follows: Guns If any 2 GUN ITEMS are COMBINED, then they may both be fired as a single RANGED ATTACK during the Heros RANGED ATTACK phase, at the same or different targets. Old Betsy If the card OLD BETSY is COMBINED with another ITEM, the Hero may deliver that other ITEM to any Hero in the space that BETSY is deployed to using her cards game text. Alternatively, if GASOLINE is COMBINED with OLD BETSY, you may place a GAS MARKER in the space that BETSY is deployed to; or if a Hero COMBINES DYNAMITE with OLD BETSY and that Hero has a FIRE ITEM, then BETSY may deliver the lit DYNAMITE to the space in which she is deployed to try and blow up the Zombies there (as always, BETSY is unaffected by DYNAMITE or GAS MARKER explosions). The OLD BETSY card is always discarded when used for her card effect (no roll to prevent discarding may be used). Double-Handed Items May be COMBINED with another ITEM before having to discard based on CARRYING LIMIT. Together these ITEMS are still considered DOUBLEHANDED. This may even be used to COMBINE 2 DOUBLEHANDED ITEMS (FENCE POST/GARDEN SHEERS anyone?). This still only counts as a single DOUBLE-HANDED ITEM card. Dynamite with Dynamite If 2 DYNAMITE cards are COMBINED together, they become very unstable. This is good and bad. A Hero may now discard the DYNAMITES to use them as a single RANGED ATTACK (no roll to prevent discarding may be used). The Hero does NOT need a FIRE ITEM as they will explode on impact. Also, it will create a much larger explosion. Anything in the target space is automatically KILLED, and you must roll a D6 for every model adjacent to the target space. On the roll of 2+, the model takes a WOUND. Also, once COMBINED, anytime the Hero loses a FIGHT or tries to throw the DYNAMITE as a RANGED ATTACK, roll a D6. On the roll of 1, the DYNAMITE immediately explodes as though the Heros space was the target of the RANGED ATTACK.

Door / Locked Door Markers


Growing Hunger Doors are one of the most important features of the LAST NIGHT ON EARTH game board. One way to really change the feel of the board is to alter where the doors are located, perhaps even adding new doors. You can place the DOOR / LOCKED DOOR markers provided on sections of wall to change the position of doors on the board. DOOR markers create a door where there previously was none, and LOCKED DOOR markers permanently close a door so that it cannot be used anymore. Alternatively, if you like, you can try the following: At the start of the game, the Hero Player may place 2 of the DOOR markers on any walls on the board. These doors are permanent entry ways and work just like any other doors in the game. To counter this, the ZOMBIE CARD LOCKED DOOR is now considered REMAINS IN PLAY. When LOCKED DOOR is played on a given doorway during the game, place a LOCKED DOOR marker over that doorway; the door has been locked and Heroes may NOT move through it. If the LOCKED DOOR card is canceled, remove the marker as you would with any other REMAINS IN PLAY card.

Double-Handed Items
Survival of the Fittest Some ITEMS are listed as DOUBLE-HANDED in their text box. These Items count as 2 ITEMS toward the Heros ITEM CARRYING LIMIT. If the DOUBLE-HANDED ITEM is a WEAPON, it counts as 2 WEAPON ITEMS.

Experience System
Advanced Abilities The EXPERIENCE SYSTEM can be used with any existing scenario as long as all players agree. At the end of a Hero characters activation, if they have KILLED one or more Zombies this turn, they gain 1 EXPERIENCE token. Place a token of some sort by the HEROS RECORD SHEET to mark this EXPERIENCE. At any time, a Hero with 3 EXPERIENCE tokens may trade them in to gain their unique ADVANCED ABILITY. Take the ADVANCED ABILITY card that relates to the Hero and place it by their RECORD SHEET. That Hero now has the additional ability listed on the card. For now, there is no reason to keep tracking EXPERIENCE for that particular Hero. Zombies work a bit differently. At the end of any ZOMBIE TURN in which one or more Heroes were KILLED, the Zombies may immediately draw a Zombie ADVANCED ABILITY at Random and put it into play.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Experience System
Timber Peak One of the new aspects introduced in TIMBER PEAK is the EXPERIENCE SYSTEM. This allows the Heroes and Zombies to gain experience during a game (marked by EXPERIENCE tokens) and get UPGRADES along the way. Gaining Experience A Hero gains 1 EXPERIENCE token any time they do a WOUND to a Zombie. Place an EXPERIENCE token on that HERO RECORD SHEET. The Zombies gain 1 EXPERIENCE token any time they do a WOUND to a Hero. Zombies do not gain EXPERIENCE individually like Heroes, but rather have a collective total for the entire Zombie horde. Place EXPERIENCE tokens that the Zombies collect in a pile near the Zombie Player(s). If there is more than one Zombie Player, they share a single pile of EXPERIENCE.
WOUNDS that are prevented, in any way, cancel any EXPERIENCE token that the Hero/Zombies would have gained. There is no limit to the number of EXPERIENCE

In addition, if a Hero ever has two of the exact same


HERO UPGRADE card, it automatically counts as though the BOOST effect has been activated. This also occurs if a Hero gets a HERO UPGRADE that has the exact same

name of a character ability that they already have for instance, if JAKE CARTWRIGHT gets the RESOURCEFUL HERO UPGRADE card, he already has the ability called RESOURCEFUL, so the UPGRADES BOOST effect is automatically activated. Zombie Upgrades The Zombies may spend their EXPERIENCE tokens at any time to gain a ZOMBIE UPGRADE. This doesnt represent the Zombies learning so much as it is them getting more aggressive as they smell fresh blood (this is why most of the ZOMBIE UPGRADES are marked as ONE USE ONLY). These ZOMBIE UPGRADES are shared by the entire Zombie team (not just for a Zombie or Zombie Player).
ZOMBIE UPGRADES cost 3 EXPERIENCE tokens each.

Note that there is no additional cost for existing


UPGRADES that the Zombies already have in play like there is with HERO UPGRADES.

tokens a Hero/Zombie may gain during a turn, and no limit on how many they can have at a time. Note that no EXPERIENCE tokens are gained by an individual Hero for WOUNDS done indirectly to Zombies (using cards such as MILES, the BLAST MINER or if a Zombie moves itself into a FIRE marker). At the same time, the Zombies do not gain EXPERIENCE for Heroes doing WOUNDS to themselves (such as blowing themselves up with an EXPLOSIVE or using an ability that requires taking a WOUND). Hero Upgrades A Hero may spend their EXPERIENCE tokens at any time to gain a HERO UPGRADE.
HERO UPGRADES cost 3 EXPERIENCE tokens +1 EXPERIENCE token for each UPGRADE the Hero already has.

Most ZOMBIE UPGRADES are marked at the bottom as ONE USE ONLY. The Zombie Player(s) may use the effect of these UPGRADES at any time (unless specified otherwise on the card), and then that ONE USE ONLY UPGRADE is discarded. Just like HERO UPGRADES, ZOMBIE UPGRADES are NOT considered Zombie cards and may not be affected or canceled as such. Experience Tokens and Other Abilities Some abilities or cards require the Hero or Zombies to spend EXPERIENCE tokens to use. How many EXPERIENCE tokens they cost and when they can be used will be noted on the individual card or ability. Hero Upgrade Cards
HERO UPGRADES are a new set of cards that represent a

So if Alice already has 2 HERO UPGRADES, her third HERO UPGRADE would cost her a total of 5 EXPERIENCE tokens. The Hero removes the spent EXPERIENCE from their character sheet and chooses which HERO UPGRADE DECK they want to draw from - MELEE, RANGED, or SPECIAL. Draw the top card from the selected deck and place it face up on the table next to the HERO RECORD SHEET. The Hero now has the ability listed on that UPGRADE card in addition to the abilities they have already.
HERO UPGRADES are NOT considered Hero cards and

Hero learning new skills as they fight, to help keep them alive. The HERO UPGRADES are split into 3 UPGRADE DECKS MELEE, RANGED, and SPECIAL. These decks each have a different icon on the back and should be individually shuffled and set out on the table near the Hero Players. Zombie Upgrade Cards Similar to the Heroes, the Zombies also have a new set of ZOMBIE UPGRADE cards that represents the Zombie horde getting more aggressive as they smell fresh blood. Unlike the Heroes though, the ZOMBIE UPGRADES are only a single deck of cards to draw from and many of them are marked as ONE USE ONLY, meaning that they must be discarded to use their effect.

may not be affected or canceled as such. Hero Upgrade Boosts Every HERO UPGRADE card has a BOOST effect listed at the bottom with an EXPERIENCE token cost. The Hero may pay the listed EXPERIENCE token cost at any time to instantly activate the BOOST effect for that UPGRADE. Place a BOOST marker (the back side of the EXPERIENCE token) over the cost to show that it has been permanently activated.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Exploration Markers
Growing Hunger There are 20 round EXPLORATION markers (that say EXPLORATION on the back). 16 of these are FREE SEARCH, 2 are SURPRISE ATTACK x1, and there is 1 SURPRISE ATTACK x2 and 1 NEW HERO FOUND. You can add these EXPLORATION markers to any scenario that does not already use the normal FREE SEARCH markers rule. Like the FREE SEARCH markers, EXPLORATION markers are usually good for the Heroes, but add an element of danger as well as a greater potential reward. To use EXPLORATION markers, the Zombie Player(s) should mix all 20 of them up in an opaque cup at the beginning of the game and place them out randomly without looking, EXPLORATION side up, in all of the unoccupied buildings (just like with the FREE SEARCH markers special rule). Extra EXPLORATION markers should be left in the cup and will not be used for this game.
EXPLORATION markers work just like FREE SEARCH markers

FIRE markers do NOT block LINE OF SIGHT and have no effect on SEARCHING or FIGHTING in their space.

At most one FIRE marker per single space. Starting Fires When a FIRE starts in a space, place a New FIRE marker in that space. New FIRES usually start during either the HERO or ZOMBIE TURNS, or if existing FIRES spread during the FIRE PHASE itself. Hero Fire Items Any HERO ITEM with the KEYWORD FIRE may be discarded by a Hero in their RANGED ATTACK PHASE to automatically start a FIRE in an adjacent space. This is a good way to attack a group of Zombies at once or block off an area, but is dangerous, as FIRES can easily spread out of control. Heroes that have an ability that lets them always count as having a FIRE ITEM may NOT discard their ability in this way. Damage From Fires Every time a FIRE starts in a models space, when a model enters a space with a FIRE, or ends their move in a space with a FIRE, they must roll a D6. A Hero takes 1 WOUND on a roll of 4+, while a Zombie only takes a WOUND on a roll of 5+. The Fire Phase In the FIRE PHASE, the Zombie Player rolls a D6 for each FIRE on the board that has its directional arrows side up. D6 1 2-4 5-6 Effect Fire Goes Out No Effect Fire Spreads

except for the fact that when a Hero ends their movement in a building with an EXPLORATION marker, they flip it over to see what they have found before discarding it. Free Search If the EXPLORATION marker is a FREE SEARCH, then it works exactly like a normal FREE SEARCH marker (the Hero may immediately draw a HERO CARD, use the buildings PICK UP: ABILITY, etc.). Surprise Attack If the EXPLORATION marker is a SURPRISE ATTACK, place the number of Zombies listed (either 1 or 2) from the ZOMBIE POOL in the same space as the Hero. The Hero has unwittingly stumbled right into the clutches of the undead. If playing with 2 Zombie Players, these Zombies can come from either of their ZOMBIE POOLS. New Hero Found If the EXPLORATION marker is a NEW HERO FOUND, then you have stumbled across another survivor and they eagerly join you. Immediately draw a new Hero from the unused HERO RECORD SHEETS to take control of and place their model in the same space as the Hero that revealed the EXPLORATION marker. This new fifth Hero DOES come into play with a bonus FREE HERO CARD. As a fifth character, this new Hero is NEVER replaced if KILLED, even if the Sun Track is in the BLACK ZONE or the scenario uses the HEROES REPLENISH special rule. Also, unlike normal, this new Hero may NOT do anything on the turn they enter play as they are focused on making contact with the group of Hero survivors (they do not need to FIGHT Zombies in their space this turn).

Fires Going Out When a FIRE GOES OUT, simply remove its marker. Fires Spreading When a FIRE SPREADS, this means a New FIRE will be added to the board. Roll another D6 and use the simple directional chart on the Fire marker itself to determine the direction the FIRE SPREADS. Note that the only way that a FIRE may SPREAD diagonally is if either Heros or Zombies Choice is rolled. Place a New FIRE into the space in the direction rolled. FIRES may SPREAD through Walls, but are stopped by other FIRES and Board Edges. If there are more than one possible space to SPREAD to in the direction rolled (for example if the FIRE SPREADS from one of the large Center Board squares to the smaller Outer Board squares), it's the Zombie Player's choice where to place the New FIRE marker. Fire Limit If all 8 FIRE markers are already on the Board and a New FIRE needs to be placed, the Player who started the FIRE may choose any existing FIRE marker on the Board that has its directional arrows side up (not a New FIRE) to remove. This marker is then used for the New FIRE that needs to be placed. The Zombie Players always choose which FIRE marker is removed if this occurs during the FIRE PHASE.

Fire
Timber Peak At the end of each ZOMBIE TURN, if there is FIRE on the board, there is a FIRE PHASE in which the FIRE has a chance to spread or burn out. Fire Markers FIRE markers have two sides, a New FIRE side which is plain with the word FIRE printed on it, and an existing FIRE side that has a set of directional arrows.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Flipping Over New Fires At the end of each FIRE PHASE, any New FIRES should be flipped over to show their directional arrows side. It is best to rotate these FIRE markers so that the arrows on the markers line up to the same orientation as the RANDOM BOARD NUMBER ARROWS on the CENTER BOARD. Burning Down Buildings If there is ever a FIRE marker in every space of a building, that building is immediately DESTROYED in a fiery blaze and all of those FIRES are removed. Explosives and Fires If a Hero has an EXPLOSIVE ITEM with a RANGED ATTACK that requires a FIRE ITEM to use (such as DYNAMITE), but they do not have a FIRE ITEM, they may attempt to light the EXPLOSIVE by throwing it into or through a space with a FIRE marker! If thrown into a FIRE markers space, the EXPLOSIVE will automatically be set off immediately in that space. If the Hero is feeling more risky, they may instead throw the EXPLOSIVE through the space with the FIRE marker in the hopes that it might be lit along the way. If a RANGED ATTACK EXPLOSIVE travels through a space with a FIRE marker on its way to the target space, the EXPLOSIVE will be lit on the D6 roll of 4+, exploding when it reaches the target space. If not lit, the EXPLOSIVE does not go off and is simply discarded. A GAS MARKER that is in an adjacent space to a FIRE will also be immediately set off, automatically. This is very dangerous when placing a GAS MARKER into a space with a FIRE marker or even adjacent to a FIRE marker, as it will immediately explode, likely catching the Hero in the blast (the dangers of pouring gas on a fire). Destroyed Buildings Sometimes an entire building will be DESTROYED. When this happens, place one of the large circular counter (LIGHTS OUT / TAKEN OVER) face down in the building to show that it is DESTROYED. No models may enter a DESTROYED building. Any Heroes already there are immediately pushed to an adjacent space of their choice that is not inside a DESTROYED building (if there are none, the Hero is pushed two spaces to get out). Any Zombie in a building when it is DESTROYED is automatically crushed (KILLED). If the building destroyed had any cards or Fires played on it, they are discarded. If the building was part of an objective, roll a new Random Building for that objective. FIRES may not start or spread into a destroyed building.

GENERATORS do NOT block movement or LINE OF SIGHT for RANGED ATTACKS and do NOT trigger ZOMBIE HUNGER.

A Hero in a space with a GENERATOR may NOT SEARCH. A Zombie may attack a GENERATOR, only if there are no Heroes in the space, during their FIGHT HEROES phase. The Zombie rolls its FIGHT DICE and may play a FIGHT CARD (as normal) and anything else that could be used when Fighting a Hero (such as cards like UNRELENTING ATTACK). If the Zombie gets at least one 5 or 6 on its FIGHT DICE, the GENERATOR takes 1 Wound.
GENERATORS do NOT get to roll any FIGHT DICE and can never hurt the Zombie that is attacking it.

Zombies only FIGHT GENERATORS in the Zombies FIGHT HEROES phase, NOT during the HERO TURN.
GENERATORS have 2 HEALTH BOXES When a GENERATOR has taken 2 WOUNDS, it is destroyed and removed. GENERATORS may NOT be HEALED.

Zombies DO gain EXPERIENCE tokens for WOUNDING a GENERATOR, just as if it was a Hero.
GENERATORS are damaged by FIRE on the D6 roll of 5 or 6. You must roll for damage once when the FIRE starts/spreads into the GENERATORS space, and again at the start of each FIRE phase.

If a building is destroyed, so is any GENERATOR in it.

Infected Markers
Timber Peak Cards may call for an INFECTED marker to be placed on a Hero. From now on, anytime the Hero takes a WOUND, roll a D6. On the roll of 1 or 2, they take an additional WOUND for being INFECTED. This is triggered once per source of damage. If a Zombie were to play the VICIOUS ATTACK card during a FIGHT, doing 2 WOUNDS to a Hero that has an INFECTED marker, the Hero would only roll once to see if they take an additional WOUND for the INFECTED marker. A WOUND caused by the INFECTED marker DOES NOT trigger an additional roll. A Hero with 2 INFECTED markers immediately becomes a ZOMBIE HERO. There are not many ways to remove an INFECTED marker, so once a Hero has one, their days are likely numbered!

Generators (X)
Timber Peak GENERATORS are objective points that the Heroes must protect, and the Zombies destroy. The number listed in parenthesis is how many GENERATORS are used in the scenario. They are placed on the board by the Heroes as described in the scenario, with a limit of 1 GENERATOR per building. Heroes in a building with a GENERATOR may ignore LIGHTS OUT and TAKEN OVER markers. If a GENERATOR is destroyed, any LIGHTS OUT or TAKEN OVER markers on that building immediately take effect.

Not Much Left


Survival of the Fittest You may add the rule that any Hero KILLED by an EXPLOSIVE may not be turned into a ZOMBIE HERO (there is simply not enough of them left in one piece).

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Number Counters
Survival of the Fittest, HP One, & Timber Peak When a scenario uses the NUMBER COUNTERS rule, take the NUMBER COUNTERS marked 1-6 and shuffle them up, placing them face down in 6 random buildings without looking (limit 1 per building). These counters are on the entire building, not just a single space. A building with a number counter on it may NOT be TAKEN OVER (REROLL). A Hero may give up their SEARCH to reveal a NUMBER COUNTER on the building they are in. The effects of a NUMBER COUNTER when revealed should be described in the individual scenario they appear in.

If there is more than one SEWER in play, they are considered to be independent of one another unless specifically states as part of the scenario. Both the SEWER ENTRANCE markers as well as the SEWER interior space are labeled with an A or B to form two sets of markers.

Stockpile Cards
Survival of the Fittest Some of the new HERO CARDS add a STOCKPILE to a random building on the board. These are additional PICK UPS that can be used by a Hero in that building as a SEARCH (like any other PICK UP on the board). There is a chance after each use that the STOCKPILE will be exhausted and get discarded. If this is the case, it is listed on the card.

Road Out of Town


There are two different L-shaped outer boards with a ROAD OUT OF TOWN space, and multiple Heroes start there. If both of these spaces are on the board, each Hero may choose in which space to start. Note that although the art shows an extended road, only the space actually named is considered to be the ROAD OUT OF TOWN space.

Trees
Timber Peak TREES are always at the center point between 4 spaces and have a small plus-shape wall in the middle. Trees block Heroes from moving diagonally through them. They DO NOT block LINE OF SIGHT or Zombie movement in any way.

Sacrifice
Survival of the Fittest Some ZOMBIE CARDS have a SACRIFICE cost in their text box. These cards may only be played at the start of the ZOMBIE TURN and to play the card, the Zombie Player must be able to pay the SACRIFICE cost listed in the grey bar. A SACRIFICE cost that removes Zombies from the board returns them to the players ZOMBIE POOL (they do not count as having been KILLED).

Scenario Search Items and Starting Cards


Survival of the Fittest, & Timber Peak If a Hero gets a SCENARIO SEARCH ITEM (or a card that lets them take a SCENARIO SEARCH ITEM from the deck such as JUST WHAT I NEEDED) in their starting cards, they must shuffle it back into the deck and draw again. If they draw it a second time they may keep it.

Sewers
Survival of the Fittest Sometimes a card will allow the Heroes to start moving using the SEWERS underneath the streets of Woodinvale. A SEWER has two markers on the board to represent its two entrances as well as a larger marker that is off board to represent the interior of the SEWER itself. The interior SEWER space is considered to be a single space that is adjacent to both of the SEWER ENTRANCE spaces. Any model that moves onto one of the SEWER ENTRANCES may move to the interior SEWER space and from there can continue moving back out of either entrance. A model MAY end inside the SEWER interior if you like. The interior SEWER space is NOT a building (you may not SEARCH there and may not build BARRICADES there) and can only draw LINE OF SIGHT to the two entrance spaces. Both entrance spaces may also draw a LINE OF SIGHT to the SEWER interior space. Note: Once the SEWER is placed on the board, both Heroes and Zombies may use it for movement.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Last Night on Earth Card Notes & Expansion Modifications


Hero Cards
1) Courage (Zombie Pillage) This bonus FIGHT DIE does stack for each time a Hero (such as Johnny with his BLITZ ability) enters a space with a Zombie during their MOVE. 2) Endurance (Zombie Pillage) Heroes with the YOUTH ability may FULLY HEAL as a MOVE ACTION, including any WOUND on this card. 3) Ill See You in Hell! (Stock Up!) This card may be used even if the Hero does not have a keyword FIRE ITEM and may even be used during a FIGHT. Youll find it is most effective (and satisfying) to use when a Hero is about to lose their last WOUND in a FIGHT. Note that as the Hero is KILLED and REMOVED from the board, they may not prevent the WOUNDS and may not be turned into a ZOMBIE HERO. 4) Rise to the Challenge (Advanced Abilities) discarding this card to force a Zombie to REROLL its FIGHT DICE may only be used in FIGHT involving the Hero with this card. 5) Ruuuuuuun! (Revenge of the Dead) This card may be played after a Hero has rolled for movement normally to then roll an extra die and choose which result to keep. 6) Fire Extinguisher (Last Night on Earth) Has the additional ability: Discard to remove any number of FIRES from the same and/or adjacent spaces to the Hero (just like the FIRE EXTINGUISHER from TIMBER PEAK).

Zombie Cards
1) Anxious to Feed (Advanced Abilities) If two copies of this card are in play at the same time, the card effects stacks (i.e. a Zombie placed at a SPAWNING PIT may move 2 Spaces when SPAWNED). 2) Closing In (Zombie Pillage) Each Zombie on the board section should individually roll a D6 and move up to that amount. 3) Divide and Conquer (Revenge of the Dead) For card effects like this one, a BOARD SECTION is considered to be the single L-SHAPED BOARD or TOWN CENTER BOARD that the Hero is currently on. 4) Falling Darkness (Zombie Pillage) This card targets a single Hero Card that REMAINS IN PLAY. 5) Hysteria (Zombie Pillage) This card will attempt to cancel any Hero EVENT card played on the Hero or any cards that are played to try and cancel a ZOMBIE CARD that REMAINS IN PLAY on that Hero (such as HYSTERIA itself). HYSTERIA has no effect on pre-existing Hero EVENT cards that REMAIN IN PLAY on the Hero. 6) Legions of the Dead (Stock Up!) In DEFEND THE MANOR HOUSE, this card may NOT be used to place Zombies in any Manor House space. 7) No it cant be! (Stock Up!) If there are no unused HERO RECORD SHEETS left available, you may draw a HERO RECORD SHEET from those that have already been KILLED. Playing this card does NOT count as killing a Hero. 8) Risen From the Grave (Revenge of the Dead) This card may temporarily allow a Zombie Player to have more than their HAND SIZE of cards at one time. If at the Start of the following ZOMBIE TURN, the player still has more cards than they are normally allowed, they must discard down to their normal HAND SIZE limit. 7) The Smell of Brains (Revenge of the Dead) This Zombie movement completely ignores the rules of ZOMBIE HUNGER so all Zombies within 2 spaces move to this space, even if there is another Hero closer or if they are in a space with a Hero already. These new Zombies are divided between the Heroes in this space as normal and then must still be fought this turn. Though these Zombies ignore ZOMBIE HUNGER, they may still be prevented from reaching this space by other means (FARMER STY or BLOCKED WINDOWS for instance). 8) Heavy Rain (Last Night on Earth) When in play, FIRES GOES OUT during the FIRE PHASE on the roll of 1 or 2 (instead of only on a 1).

Timber Peak Modifications


Last Night on Earth
When playing a Scenario that requires a Hero to discard an EXPLOSIVE to accomplish an objective (such as BURN EM OUT), a Hero may discard a single marker from an EXPLOSIVE card such as CRATE OF DYNAMITE.

Growing Hunger
When using the FREE SEARCH markers from GROWING HUNGER with the RADIO STATION board, one marker should be placed in each of the rooms of the RADIO STATION buildings (similar to the MANOR HOUSE as described in the GROWING HUNGER rulebook).

Survival of the Fittest


When using the GRAVE WEAPONS from the SURVIVAL OF THE FITTEST, GENERATORS do NOT prevent a Zombie from having a GRAVE WEAPON SPAWNED onto them (like nearby Heroes do). When Searching in the RADIO STATION, a Hero may NOT draw a SURVIVAL DECK card (SURVIVAL TACTICS or UNIQUE ITEMS) as there are no RANDOM NUMBER SETS for the RADIO STATION buildings.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Yokis Last Night on Earth Zombie Horde


Walker / The Shuffling Horde / The Walking Dead Fight: 1 Fight Die Move: 1 Space Hits: 1 Wound Runner / Slim-Fast / Springstep / Roamer Fight: 1 Fight Die Move: 2 Spaces Hits: 1 Wound

Long Dead / Skellies / Grandpops / Gram / Grannies / Oldies Fight: 1 Fight Die Brittle / Skin n Bones Move: 1 Space Hits: 1 Wound

These Zombies may never use any FIGHT CARDS, but the Zombie Player may SPAWN 2 of these instead of 1 normal Zombie (i.e. a Walker).

Sewer Rats / Juicy Fruit / Wet Ones Fight: 1 Fight Die Poppin Out of the Sewers / Grate to See Ya! Move: 1 Space Hits: 1 Wound

The Zombie Player may SPAWN at a SEWER ENTRANCE instead of a SPAWNING PIT. If the Sewers are not in play yet, the Zombie Player may place the two SEWER ENTRANCES as they wish.

Wallhugger / Chameleon / Phantom / Ambusher Fight: 1 Fight Die Ambush / Blindside / Hug the Wall / Attack From Out of Nowhere Move: 1 Space Hits: 1 Wound

Set aside this Zombie instead of SPAWNING it as normal, and at any time during HERO TURN step 1, the Zombie Player may ambush the active Hero if it is within 1 space of any wall by placing the Zombie in the Hero's space and then skipping immediately to HERO TURN step 4, FIGHT ZOMBIES.

Shrieker / Siren / Squealer / Screech / Loudmouth / Yeller / Banshee Fight: 1 Fight Die Dinner Bell / Shriek of Doom / Bloodcurdling Scream Move: 2 Spaces Hits: 1 Wound

Shrieks when it causes a WOUND, and this attracts all Zombies by one full movement, ZOMBIE HUNGER applies as normal.

Sprinter / Dasher / Gofer / Heat-Seeker / Mostly Dead Fight: 1 Fight Die Heat Seeking Missile Move: 3 Spaces Hits: 1 Wound

Must always move towards the closest visible Hero.

Fatty / Chubby / Flabby / Blubber / Big 'Un Fight: 2 Fight Dice Wide Load / Fat Ass Move: 1 Spaces Hits: 2 Wounds

Blocks the LINE OF SIGHT of any RANGED ATTACK that passes through its space.

Hunter / Seeker / Snatcher Fight: 2 Fight Dice Cunning Pounce / Bounding Ambush Move: 2 Spaces No ZOMBIE HUNGER. If they end ZOMBIE TURN step 4, MOVE ZOMBIES, 2 spaces away from a Hero, the Zombie Player may immediately move them to the Hero's space. Hits: 1 Wound

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

Yokis Last Night on Earth Zombie Horde (continued)


Splasher / Toxic / Bleeder Fight: 1 Fight Die Acid Blood / Toxin / Poisonous Move: 1 Space Hits: 1 Wound

If a Hero kills one of these in a FIGHT they immediately take 1 WOUND. Heroes are better off shooting these Zombies at a distance.

Rager / Infected / Contaminator Fight: 1 Fight Dice Rage Attack / Frenzied Assault Carrier / Contagious / Infectious Move: 2 Spaces Hits: 1 Wound

If they end ZOMBIE TURN step 4, MOVE ZOMBIES, 1 space away from a Hero, the Zombie Player may immediately move them to the Hero's space. When they WOUND a Hero, roll a D6. On a roll of 5+, the Hero is immediately turned into a ZOMBIE HERO (the Hero Player may draw a new Hero). This effect may be canceled as though it were a ZOMBIE CARD, even after the roll.

Jumper / Kanga / Daddy Long Legs / Jumpin Jack Flash / King Fisher Fight: 2 Fight Dice Cunning Death from Above! / Leap of Doom Move: 1 Space No ZOMBIE HUNGER. If they end ZOMBIE TURN step 4, MOVE ZOMBIES, 3 spaces away from a Hero, the Zombie Player may immediately move them to the Hero's space. Hits: 1 Wounds

Ripe One / Bomber / Bombie / Boom Boom / Reeker / Rotter Fight: N/A Stench of the Dead / Rotten to the Core / Come Feast My Darlings Splosion / Guts of Gore / Inside Out / Splat Goes the Bowels Move: 2 Spaces Hits: 2 Wounds

When KILLED, this Zombie goes pop and the stench attracts all Zombies within 2 spaces by one full movement, ZOMBIE HUNGER applies as normal. If this Zombie should find itself in a FIGHT, it immediately explodes and all models in its space must roll a D6, and suffer a WOUND on a 4+.

Abomination / Cutter / Slayer / Big Ass Motherf'er / Reaper Fight: 3 Fight Dice Blood Frenzy Tough as Nails / Solid as a Rock Iron Hide / Unbreakable / Indestructible Brick Wall / Built Like a House Evolved Predator Move: 2 Spaces Hits: 3 Wounds

Must always move towards the closest visible Hero. Ignore WOUNDS on a D6 roll of 4+. Instant KILL effects (from ABILITIES or HERO CARDS) only WOUNDS this Zombie. TOUGH AS NAILS does not apply to this WOUND however. Blocks the LINE OF SIGHT of any RANGED ATTACK that passes through its space. The Zombie Player may play any number of FIGHT CARDS when this Zombie FIGHTS.

Last Night on Earth Rules Summary version 1.0 by Yoki Erdtman.

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