You are on page 1of 6

The Esoteric Order of Gamers

www.orderofgamers.com

High quality materials for the dedicated devotee of immersive, thematic tabletop games.
Game rules summaries, foamcore box plans, articles, interviews, reviews, videos, tutorials, forums and lots more.

@EOGamers gplus.to/EOGamers facebook.com/EOGamers EsotericOrderGamers


v1.2
Mar 2016

Game: DEAD OF WINTER: A CROSSROADS GAME


Publisher: Plaid Hat Games (2014)

Page 1: Rules summary front


Page 2: Rules summary back
Page 3: Player reference front x2
Page 4: Player reference back x2

Print on card (ensure you are printing at 100% scale) laminate and trim to size.

These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Even though you receive 1 action die per survivor you control, You may use the same survivors ability multiple times in a single
the action die does not belong to that survivor, but to your group
PLAYER TURN ACTIONS turn (unless the ability says otherwise), as long as you spend an
of survivors. You can spend multiple action dice on performing Some actions require spending an action die: move the action die equal to or higher than the abilitys number each time
multiple actions with a single survivor. appropriate die from your unused action die pool to your used it is used.
action die pool.
3. Player Turns Some actions require that the action die be a specific result Actions that do not require an Action Die
Each player, starting with the first player, takes a turn. (having rolled it during the roll action dice step).
Play a Card
At the beginning of your turn, the player to your right draws a
crossroads card, applying its effects to you if, at anytime during Actions that require an Action Die As many times as you like during your turn (and your turn only),
you may play a card from your hand by placing it on top of the
the turn, you meet the trigger requirement.
Once you have performed all the actions you wish (or if you run
Attack waste pile.

out of actions you are able to perform) on your turn, play passes Choose a survivor you control and spend an action die equal to or A card with an equip ability is instead equipped to any survivor
to the player on your left. higher than that survivors attack value. You may then choose a you control by placing it next to that survivor, who now has the
target for that attack: a zombie or survivor that shares a location effect listed on that card. Once a card is equipped it cannot be
Play continues clockwise until each player has taken a turn, and with the attacking survivor. unequipped unless it is being added to a crisis or handed off.
SETUP then the colony phase begins.
If a zombie is chosen, kill it and remove it from the board. Roll If a survivor with 1 or more equipped cards dies at the colony the
Place the colony board in the center of the play area with the 6 equipped cards are added back to the controlling players hand.
for exposure on the attacking survivor.
location cards around it. Each player takes a reference sheet. 2. COLONY PHASE If a survivor with 1 or more equipped cards dies at a non-colony
If a survivor is chosen, roll the spent action die. If the result is location the equipped cards are shuffled into that locations item
Choose a main objective card (or pick one randomly) and place
it on its space on the colony board. Set up the board according
1. Pay Food equal to or less than the chosen survivors attack value place a deck.
Remove 1 food token from the food supply for every 2 survivors wound marker on the chosen survivor and take a card at random
the cards setup instructions. Use the blue marker to track
from the hand of the player that controls that survivor. Do not roll
morale and the red marker to track rounds. (including helpless survivors) in the colony (rounded up).
for exposure when attacking another survivor.
Add a Card to the Crisis
Shuffle the non-betrayal secret objective cards and set aside Survivors at locations other than the colony do not count towards You may add 1 or more cards from your hand, and/or cards that
the total number of survivors in the colony. You may attack multiple times with the same survivor in a single are equipped to survivors you control, to the currently revealed
2 (facedown) per player; return the rest to the box. Shuffle
turn as long as you spend an action die equal to or higher than crisis card. Cards from your hand are added facedown.
the betrayal secret objective cards and set aside 1 of them If there are not enough food tokens do not remove the attack value of the survivor each time that survivor attacks.
(facedown); return the rest to the box. any food tokens. Instead, add 1 starvation token to Food cards that add multiple food tokens to the food supply still
the food supply and decrease morale by 1 for each You cannot have a survivor you control attack another survivor only count as 1 card played into the crisis.
Shuffle the set aside cards together and deal 1 to each player.
starvation token currently in the food supply. you control. You cannot attack a helpless survivor.
Return the remaining cards, unseen, to the box. You cannot
reveal your secret objective card to other players. Move a Survivor
Note that if you did not add a starvation token to the food supply Search You may move each survivor you control once during your turn to
Shuffle the crisis cards and place the deck on its space on the this phase, you do not lose morale for starvation tokens.
You can search at any location except the colony. To perform a any location that has an empty survivor space.
colony board. search, choose a survivor you control and spend an action die
2. Check Waste equal to or higher than that survivors search value. Then draw
Shuffle and make decks of the survivor, exiled objective and
Count the cards in the waste pile. For every 10 cards (rounded 1 card from the item deck of the location that survivor is on, After each time you move a survivor,
crossroad cards and place the decks to the side of the play area
down), decrease morale by 1. looking at it but not yet adding it to your hand. you must roll for exposure.
(remove the cards with mature themes marked if desired).
Shuffle the starter item cards and deal 5 to each player. Return 3. Resolve Crisis You may then choose to either:
If the result of rolling for exposure was a bitten, when it is spread
the rest to the box. add that card to your hand and end your search action, or
Shuffle the cards that were added facedown to the crisis during it spreads to a survivor in the location that the moved survivor
Separate the remaining item cards into separate decks the player turns phase and reveal them one at a time. Each item make noise by placing a noise token on an empty noise space just moved to.
according to their location. Shuffle each deck and place it on its card added with a symbol matching a symbol in the prevent at the survivors location to draw and look at an additional
corresponding location card. section of the crisis is worth 1 point. Each card without a card. You may draw additional cards as long as there are still Spend Food Tokens
matching symbol subtracts 1 point. empty noise spaces for the corresponding noise tokens. You may spend 1 or more food tokens by removing
Deal 4 survivor cards to each player. Each player chooses 2 to
keep and returns the others to the deck; then re-shuffle the deck. After revealing all of the cards, if the combined point total is them from the food supply area on the board.
When you decide the survivor has made enough
lower than the number of players then immediately resolve the Then increase any 1 unused action die you control
Make 1 of your 2 survivors your group leader, placing it to the noise (or he can no longer make any more noise), you
crisis. If the point total equals or exceeds the number of players by 1 for every food token you spend.
left of your reference sheet. Place the other survivor in your must add 1 of the drawn cards to your hand, and
the crisis is prevented. Additionally, if the point total exceeds the
following, below your sheet. place the rest on the bottom of that item deck.
number of players by 2 or more the colony gains 1 morale.
Add the corresponding survivor standees for each players You may search multiple times with the same survivor in a single
Request
After resolving the crisis, remove all cards added to the crisis You may request 1 or more item cards from other players.
survivors to the colony occupants spaces on the board. turn as long as you spend an action die equal to or higher than
from the game.
The player whose group leader has the highest influence value the search value of the survivor each time that survivor searches. Other players may give you an item card from their hand; if they
takes the first player token and the first turn of the game. 4. Add Zombies Barricade
do, it must be revealed and immediately played. The requested
card cannot be added to the crisis.
Add 1 zombie to the colony for every 2 survivors (including
Choose a survivor you control and spend an action
helpless survivors) in the colony (rounded up).
die of any result to place a barricade token on any Hand Off
Add 1 zombie to each non-colony location for every 1 survivor empty entrance space at that survivors location. You may have a survivor you control that has an item equipped
Weapon Fuel Education Food Medicine Tool Survivor present at that location. One at a time remove each noise token hand that item off to another survivor at the same location.
at a location and roll an action die for each. Add a zombie to that Clean Waste It is unequipped from the survivor that is handing it off and is
GAME ROUND location on each roll of 3 or lower. If you control at least 1 survivor at the colony, spend 1 action immediately equipped to the survivor it is being handed to.
die of any result to remove the top 3 cards of the waste pile from
1. PLAYER TURNS PHASE 5. Check Main Objective the game. If the item has a once per round ability and it has already been
Check to see if the goal on the main objective has been used that round it cannot be used again by handing it off to
1. Reveal Crisis achieved. If it has, the game immediately ends. Attract another survivor.
Reveal the top card of the crisis deck.
Choose a survivor you control and spend an action die of any
6. Move Round Tracker result to move 2 zombies from any location to any empty
Vote to Exile
2. Roll Action Dice Move the round tracker down 1 space on the round track. If it is entrance spaces at that survivors location. Once during your turn you may choose another player and
Each player removes any action dice remaining in his used and moved onto 0 the game immediately ends. initiate a vote to exile that player. This forces all players to
unused action dice pools. Then each player receives 1 action die, Survivor Ability simultaneously cast a vote of yes (thumbs up) or no (thumbs
plus 1 additional action die for each survivor he controls. 7. Pass First Player Token If a survivor ability requires an action die to be spent, there is a
down) to determine whether or not the chosen player is exiled.
Each player must roll all of his action dice and keep the results The first player passes the first player token to the player on his number in front of the abilitys text. The action die spent must You cannot initiate a vote to exile yourself. As usual, all ties are
in his unused action dice pool for use during his turn. right. A new round begins. meet or exceed that number in order for it to be used. broken by the first player.
ROLLING FOR EXPOSURE ZOMBIES SURVIVORS OTHER RULES
Immediately after a survivor moves to a new location or kills
a zombie, the player that controls that survivor must roll for Adding Zombies Adding Survivors Voting
exposure by rolling the red exposure die. Adding zombies to the colony: Always place the first zombie on Some game effects cause you to add a new survivor to your Players may be given the option to vote with a thumbs up or
any empty space in entrance 1, the second on any empty space following. Whenever a survivor is added to the game, its down, either because a player initiated a vote to exile or because
Blank: Nothing happens. in entrance 2, the third in entrance 3, etc., one at a time until corresponding standee is added to the Colony Occupants section a crossroads card called for a vote to be cast.
all of the zombies that need to be added have been placed. of the board.
Wound: The survivor receives 1 wound token. Players may take time to deliberate before casting their vote.
When adding a seventh zombie, place it on any empty space You may use your new survivor during your turn, but you do not Once players are ready to vote, count down from 3, with every
Frostbite: The survivor receives 1 frostbite wound token. in entrance 1 again, an eighth zombie on any empty space in roll an additional action die for it until the roll action dice step of player simultaneously casting his vote on 0.
This is considered a wound. At the beginning of each entrance 2, etc. the player turns phase.
of your turns, each survivor you control with 1 or more If there are no empty entrance spaces in the entrance the zombie If there are no empty survivor spaces remaining at the colony, Cards
frostbite wound tokens receives an additional wound would be placed but there is a barricade token in one of those you cannot trigger crossroads cards that would add survivors When a card effect contradicts the rules, the card effect takes
token. spaces, destroy that token and remove the zombie that would (including helpless survivors) and cannot play item cards that precedence.
have been placed. would add survivors. If two game effects would ever seem to trigger simultaneously,
Bitten: The survivor is killed and the bite effect spreads.
If there are no empty spaces and no barricade tokens, the the first player decides in which order they will resolve.
entrance has been overrun. Remove that zombie and kill the Killing Survivors
An item card cannot be played to interrupt an effect currently
survivor at the colony that has the lowest influence value. When zombies overrun a location entrance a survivor is killed.
taking place.
If there are only helpless survivors at the colony, kill a helpless When a survivor has 3 or more wound tokens it is killed.
If a crisis card has two item symbols on it, any combination of
survivor. If there are no survivors at the colony remove the zombie When a survivor is bitten it is killed. the item types shown will fulfil the crisis conditions.
Wound Token Frostbite Token that would have been placed without further effect.
Some card effects may kill a survivor. Outsider cards count as item cards when trying to complete a
Adding zombies to non-colony locations: secret objective. Unlike item cards they do not go to the waste
SPREADING A BITE EFFECT Follow the same rules, except all of the zombies
Whenever a survivor (including a helpless survivor) is killed pile when used, but are removed from play instead. You may
When a survivor is killed as a result of a bitten roll, the bite are placed in spaces at the one entrance. keep an Outsider card in your hand until you want to play it. You
by any game effect the colony loses 1 morale.
effect spreads to the survivor with the lowest influence that If you run out of zombie standees, use the tokens. can even request and play these cards into the crisis, like any
shared a location with the bitten survivor. other item card.
When a survivor is killed, remove its survivor standee from the
Each time a bite effect spreads, the player that controls the Killing Zombies board, decrease morale by 1, and place its survivor card in a
survivor it spread to must choose from these options: Whenever a zombie is attacked it is killed. Whenever a zombie removed from game pile.
VARIANTS
Option 1 is killed by an attack or card effect, the survivor that killed the
Kill the survivor that the bite effect spread to. The bite effect zombie must roll for exposure. If the survivor had any cards equipped to it and he was at the Co-op
colony, those cards are added to the hand of the player that Use the hardcore side of the main objective card and do not
stops spreading. When killing a zombie at the colony, you may choose which controlled that survivor. assign secret objectives.
Option 2 zombie to kill from any entrance.
If the survivor is at any other location those cards are shuffled Each players only objective is to complete the main objective.
Roll the exposure die again. On a blank result, the survivor that A zombie that is killed or otherwise removed from the board is into that locations item deck.
the bite effect spread to is not killed and the bite effect stops Players cannot vote to exile a player.
placed back into the pile of unused zombies.
spreading. If your group leader is killed (or otherwise lost), you must choose During setup, remove from the game every card showing the non
a survivor from your following and make it your group leader.
On any other result, the survivor that the bite effect spread to EXILE co-op symbol on the bottom right corner of the card.
is killed and the bite effect spreads again. The bite effect will If your last remaining survivor would be killed (or otherwise lost),
If the players vote in favor of exiling a player, the exiled player
continue to spread until a player either chooses option 1, rolls must immediately draw 1 exiled secret objective card. This card
immediately remove from the game all cards in your hand, draw 2 Player
a blank result after choosing option 2, or there are no more a new survivor card, add it to the game, and make that survivor Follow the same rules as the Co-op variant.
adjusts his secret objective.
survivors at the location. your new group leader.
The exiled player must move all of the survivors he controls that During setup, each player receives 7 starting item cards instead
If a helpless survivor is killed (by the effects of a card or as the of 5 and receives 4 survivors and keeps 3 of them instead of
RESOLVING CROSSROADS CARDS are in the colony to non-colony locations of his choice. They
result of a zombie overrun), remove a helpless survivor token and keeping only 2 of them.
follow all of the normal rules for movement, except this move
At the beginning of your turn, the player to your right draws a reduce morale by 1.
does not count as the one move the survivors are allowed to make
crossroads card. That player keeps the card secret, only revealing during their turn. Some card effects remove survivors from the game. This is not Betrayer
it if its trigger happens. the same thing as killing a survivor. You do not lose morale when During setup players may choose to add only 1 non-betrayal
As an exiled player, these new rules apply to you:
The text on that card applies to you, the player taking a turn. removing a survivor unless the card directs you to. secret objective per player rather than 2, greatly increasing the
If at any time on your turn you meet the requirements of the You cannot add cards to a crisis. odds of a betrayer.
trigger, the player who drew the card reads all of the cards text When you are directed to add helpless survivor tokens to the WINNING AND LOSING THE GAME
(including all option text) aloud. colony those tokens are not added. When the game ends for any reason, if a player has completed Hardcore
You must then choose 1 of the options. That option immediately his secret objective he wins. If he has not, he loses. Use the hardcore side of the main objective for a greater
If you play a survivor item card to add a survivor to the game,
takes effect and the card is removed from the game. If you are challenge.
it is placed at a non-colony location of your choice rather than Some players may win in a game that other players lost; there
unable to meet the conditions of an option on a crossroads card, at the colony. can be multiple winners. Everyone may lose if no one has
you must choose the other option. completed his secret objective when the game ends.
Player Elimination
You cannot spend food tokens to increase your action die
If the card doesnt trigger, place it on the bottom of the If your last remaining survivor would be killed (or otherwise lost),
results, but may play food cards to increase an action die The game can end as follows:
crossroads deck. remove from the game all cards in your hand. You are out of the
result by 1 for each food card played rather than carrying out
If the morale track reaches 0 the game ends immediately. Do game.
If a crossroads card triggers when a player performs an action, the effect listed on the food card.
not check to see if the main objective has been completed.
the trigger takes place after the action has been resolved. You cannot vote.
If the round track reaches 0 the game ends immediately. Do
If you have to search a deck for a specific card, shuffle the deck The colony does not lose morale when a survivor you control is not check to see if the main objective has been completed.
afterwards. killed.
The main objective is completed.
When you play a card, instead of placing it in the waste pile,
you remove it from the game.

If at any time there are 2 exiled players and neither had a


betrayal secret objective, morale immediately drops to 0.
ITEM CARDS 4. Add Zombies ITEM CARDS 4. Add Zombies
+1 zombie to the colony for every 2 survivors (including +1 zombie to the colony for every 2 survivors (including
helpless survivors) in the colony (rounded up). helpless survivors) in the colony (rounded up).

Wpn Fuel Education Food Medicine Tool Survivor +1 zombie to each non-colony location for every 1 Wpn Fuel Education Food Medicine Tool Survivor +1 zombie to each non-colony location for every 1
survivor present. survivor present.
GAME ROUND One at a time remove each noise token at a location
GAME ROUND One at a time remove each noise token at a location
1. PLAYER TURNS PHASE and roll an action die for each. Add a zombie to that 1. PLAYER TURNS PHASE and roll an action die for each. Add a zombie to that
location on each roll of 3 or lower. location on each roll of 3 or lower.
1. Reveal Crisis 1. Reveal Crisis
Reveal the top card of the crisis deck.
5. Check Main Objective Reveal the top card of the crisis deck.
5. Check Main Objective
Check to see if the goal on the main objective has been Check to see if the goal on the main objective has been
2. Roll Action Dice achieved. If it has, the game immediately ends. 2. Roll Action Dice achieved. If it has, the game immediately ends.

Remove any action dice in your used and unused action 6. Move Round Tracker Remove any action dice in your used and unused action 6. Move Round Tracker
dice pools. Then each player receives 1 action die, plus dice pools. Then each player receives 1 action die, plus
1 additional die for each survivor he controls. Move the round tracker down 1 space on the round 1 additional die for each survivor he controls. Move the round tracker down 1 space on the round
track. If it is moved onto 0 the game immediately ends. track. If it is moved onto 0 the game immediately ends.
Each player then rolls all of his action dice and puts Each player then rolls all of his action dice and puts
the results in his unused action dice pool. 7. Pass First Player Token the results in his unused action dice pool. 7. Pass First Player Token
The first player passes the first player token to the The first player passes the first player token to the
3. Player Turns player on his right. A new round begins.
3. Player Turns player on his right. A new round begins.
Each player, starting with the first player, takes a turn. Each player, starting with the first player, takes a turn.
The player to your right draws a crossroads card, ROLLING FOR EXPOSURE The player to your right draws a crossroads card, ROLLING FOR EXPOSURE
applying its effects to you if, at anytime during the applying its effects to you if, at anytime during the
Immediately after a survivor moves to a new location or Immediately after a survivor moves to a new location or
turn, you meet the trigger requirement. turn, you meet the trigger requirement.
kills a zombie, roll the exposure die. kills a zombie, roll the exposure die.
Once you have performed all the actions you wish Once you have performed all the actions you wish
(or if you run out of actions you can perform), play Blank: Nothing happens. (or if you run out of actions you can perform), play Blank: Nothing happens.
continues clockwise until each player has taken a continues clockwise until each player has taken a
Wound: The survivor receives 1 wound token. Wound: The survivor receives 1 wound token.
turn, and then the colony phase begins. turn, and then the colony phase begins.

Frostbite: The survivor receives 1 frostbite Frostbite: The survivor receives 1 frostbite
2. COLONY PHASE wound token. This is considered a wound. 2. COLONY PHASE wound token. This is considered a wound.
At the beginning of each of your turns, each At the beginning of each of your turns, each
1. Pay Food survivor you control with 1 or more frostbite 1. Pay Food survivor you control with 1 or more frostbite
Remove 1 food token from the food supply for every 2 tokens receives an additional wound token. Remove 1 food token from the food supply for every 2 tokens receives an additional wound token.
survivors in the colony (rounded up). survivors in the colony (rounded up).
Bitten: The survivor is killed and the bite effect Bitten: The survivor is killed and the bite effect
If there are not enough food tokens do not remove any spreads. If there are not enough food tokens do not remove any spreads.
food tokens. Instead, add 1 starvation token to the food food tokens. Instead, add 1 starvation token to the food
supply and decrease morale by 1 for each starvation supply and decrease morale by 1 for each starvation
token currently in the food supply. SPREADING A BITE EFFECT token currently in the food supply. SPREADING A BITE EFFECT
When a survivor is killed as a result of a bitten roll, When a survivor is killed as a result of a bitten roll,
2. Check Waste the bite effect spreads to the survivor with the lowest 2. Check Waste the bite effect spreads to the survivor with the lowest
For every 10 cards in the waste pile (rounded down), influence that shared a location with the bitten survivor. For every 10 cards in the waste pile (rounded down), influence that shared a location with the bitten survivor.
-1 morale. Each time a bite effect spreads, the player must choose -1 morale. Each time a bite effect spreads, the player must choose
from these options: from these options:
3. Resolve Crisis 3. Resolve Crisis
Option 1: Kill the survivor that the bite effect spread Option 1: Kill the survivor that the bite effect spread
Shuffle the cards that were added facedown to the Shuffle the cards that were added facedown to the
to. The bite effect stops spreading. to. The bite effect stops spreading.
crisis and reveal them one at a time. Each item card crisis and reveal them one at a time. Each item card
with a symbol matching a symbol in the prevent section Option 2: Roll the exposure die again. On a blank with a symbol matching a symbol in the prevent section Option 2: Roll the exposure die again. On a blank
of the crisis is +1 point. Each card without a matching result, the survivor that the bite effect spread to is not of the crisis is +1 point. Each card without a matching result, the survivor that the bite effect spread to is not
symbol is -1 point. killed and the bite effect stops spreading. symbol is -1 point. killed and the bite effect stops spreading.
If the combined point total is lower than the number On any other result, the survivor that the bite effect If the combined point total is lower than the number On any other result, the survivor that the bite effect
of players then immediately resolve the crisis. If the spread to is killed and the bite effect spreads again. of players then immediately resolve the crisis. If the spread to is killed and the bite effect spreads again.
total equals or exceeds the number of players the crisis total equals or exceeds the number of players the crisis
The bite effect will continue to spread until a player The bite effect will continue to spread until a player
is prevented. If the point total exceeds the number of is prevented. If the point total exceeds the number of
either chooses option 1, rolls a blank result after either chooses option 1, rolls a blank result after
players by 2 or more the colony gets +1 morale. players by 2 or more the colony gets +1 morale.
choosing option 2, or there are no more survivors at choosing option 2, or there are no more survivors at
Then remove all cards added to the crisis from the game. the location. Then remove all cards added to the crisis from the game. the location.
PLAYER TURN ACTIONS PLAYER TURN ACTIONS

Actions that require an Action Die Actions that do not require an Action Die Actions that require an Action Die Actions that do not require an Action Die
Attack Play a Card Attack Play a Card
Choose a survivor you control and spend an action die As many times as you like during your turn only, you Choose a survivor you control and spend an action die As many times as you like during your turn only, you
equal to or higher than that survivors attack value. may play a card from your hand by placing it on top of equal to or higher than that survivors attack value. may play a card from your hand by placing it on top of
the waste pile. the waste pile.
Choose a target: a zombie or survivor that shares a Choose a target: a zombie or survivor that shares a
location with the attacking survivor. A card with an equip ability is instead equipped to any location with the attacking survivor. A card with an equip ability is instead equipped to any
survivor you control by placing it next to that survivor. survivor you control by placing it next to that survivor.
Zombie: kill it and remove it from the board. Roll for Zombie: kill it and remove it from the board. Roll for
Once a card is equipped it cannot be unequipped Once a card is equipped it cannot be unequipped
exposure on the attacking survivor. exposure on the attacking survivor.
unless it is being added to a crisis or handed off. unless it is being added to a crisis or handed off.
Survivor: roll the spent action die. If equal to or less Survivor: roll the spent action die. If equal to or less
If a survivor with 1 or more equipped cards dies at If a survivor with 1 or more equipped cards dies at
than the survivors attack value place a wound marker than the survivors attack value place a wound marker
the colony the equipped cards are added back to the the colony the equipped cards are added back to the
on the chosen survivor and take a card at random from on the chosen survivor and take a card at random from
controlling players hand. If the survivor dies at a non- controlling players hand. If the survivor dies at a non-
the hand of the survivors controlling player. Do not roll the hand of the survivors controlling player. Do not roll
colony location the equipped cards are shuffled into colony location the equipped cards are shuffled into
for exposure when attacking another survivor. for exposure when attacking another survivor.
that locations item deck. that locations item deck.
You may attack multiple times with the same survivor You may attack multiple times with the same survivor
in a single turn if you spend an appropriate action Add a Card to the Crisis in a single turn if you spend an appropriate action Add a Card to the Crisis
die each time he attacks. You cannot attack another You may add 1 or more cards from your hand, and/or die each time he attacks. You cannot attack another You may add 1 or more cards from your hand, and/or
survivor you control, or a helpless survivor. cards that are equipped to survivors you control, to the survivor you control, or a helpless survivor. cards that are equipped to survivors you control, to the
currently revealed crisis card. Cards from your hand are currently revealed crisis card. Cards from your hand are
Search added facedown. Search added facedown.
You can search at any location except the colony. You can search at any location except the colony.
Choose a survivor you control and spend an action die Move a Survivor Choose a survivor you control and spend an action die Move a Survivor
equal to or higher than that survivors search value. You may move each survivor you control once during equal to or higher than that survivors search value. You may move each survivor you control once during
Then draw 1 card from the item deck of the location your turn to any location with an empty survivor space. Then draw 1 card from the item deck of the location your turn to any location with an empty survivor space.
that survivor is on. You may then either: that survivor is on. You may then either:
add that card to your hand and end your search After each time you move a survivor, add that card to your hand and end your search After each time you move a survivor,
action, or you must roll for exposure. action, or you must roll for exposure.
make noise: place a noise token on an empty make noise: place a noise token on an empty
noise space at the location to draw and look at an If the result of rolling for exposure was a bitten, when noise space at the location to draw and look at an If the result of rolling for exposure was a bitten, when
additional card. You may draw additional cards as it is spread it spreads to a survivor in the location that additional card. You may draw additional cards as it is spread it spreads to a survivor in the location that
long as there are still empty noise spaces for the the moved survivor just moved to. long as there are still empty noise spaces for the the moved survivor just moved to.
corresponding noise tokens. corresponding noise tokens.
When you decide you have made enough noise (or can Spend Food Tokens When you decide you have made enough noise (or can Spend Food Tokens
no longer make any more noise), add 1 of the cards to You may spend 1 or more food tokens by removing no longer make any more noise), add 1 of the cards to You may spend 1 or more food tokens by removing
your hand (place the rest at the bottom of the deck). them from the food supply area on the board. your hand (place the rest at the bottom of the deck). them from the food supply area on the board.
You may search multiple times with the same survivor Then increase any 1 unused action die you control by 1 You may search multiple times with the same survivor Then increase any 1 unused action die you control by 1
in a single turn if you spend an appropriate action die for every food token you spend. in a single turn if you spend an appropriate action die for every food token you spend.
each time he searches. each time he searches.
Request Request
Barricade You may request 1 or more item cards from other players. Barricade You may request 1 or more item cards from other players.
Choose a survivor you control and spend an action die Choose a survivor you control and spend an action die
Other players may give you an item card from their Other players may give you an item card from their
of any result to place a barricade token on any empty of any result to place a barricade token on any empty
hand; if they do, it must be revealed and immediately hand; if they do, it must be revealed and immediately
entrance space at that survivors location. entrance space at that survivors location.
played. The requested card cannot be added to the played. The requested card cannot be added to the
crisis. crisis.
Clean Waste Clean Waste
If you control at least 1 survivor at the colony, spend 1 Hand Off If you control at least 1 survivor at the colony, spend 1 Hand Off
action die of any result to remove the top 3 cards of the action die of any result to remove the top 3 cards of the
You may have a survivor you control that has an item You may have a survivor you control that has an item
waste pile from the game. waste pile from the game.
equipped hand that item off to another survivor at the equipped hand that item off to another survivor at the
same location. same location.
Attract Attract
Choose a survivor you control and spend an action die Vote to Exile Choose a survivor you control and spend an action die Vote to Exile
of any result to move 2 zombies from any location to of any result to move 2 zombies from any location to
Once during your turn you may choose another player Once during your turn you may choose another player
any empty entrance spaces at that survivors location. any empty entrance spaces at that survivors location.
and initiate a vote to exile that player. All players must and initiate a vote to exile that player. All players must
simultaneously cast a vote of yes (thumbs up) or no simultaneously cast a vote of yes (thumbs up) or no
Survivor Ability (thumbs down) to determine whether or not the chosen Survivor Ability (thumbs down) to determine whether or not the chosen
If a survivor ability requires an action die to be spent, player is exiled. If a survivor ability requires an action die to be spent, player is exiled.
there is a number in front of the ability that the action there is a number in front of the ability that the action
You cannot initiate a vote to exile yourself. As usual, all You cannot initiate a vote to exile yourself. As usual, all
die spent must meet or exceed. die spent must meet or exceed.
ties are broken by the first player. ties are broken by the first player.
You may use the same survivors ability multiple times You may use the same survivors ability multiple times
in a single turn (unless the ability says otherwise), as When a survivor (including a helpless survivor) is in a single turn (unless the ability says otherwise), as When a survivor (including a helpless survivor) is
long as you spend an action die equal to or higher than killed by any game effect the colony loses 1 morale. long as you spend an action die equal to or higher than killed by any game effect the colony loses 1 morale.
the abilitys number each time it is used. the abilitys number each time it is used.