RULEBOOK
V.2
A Fan Made Expansion For
THE Z
E OMBI
GAME
Created By: D153453D
STORIES OF THE UNDEAD INFERNO
A Fan Made Expansion by D153453D featuring: Four New L-shaped Boards Two Story Buildings Wooded Terrain Zombie Mobs A Comprehensive Fire System A New Scenario A Full Color Rule Booklet My Free Time Back
(My Free Time not included)
Based on a Game by Flying Frog Productions
Special Thanks to:
for providing the a great game for my creative outlet to expand upon
Jason C. Hill
for providing a great art style which I tried my best to replicate
Jack Scott Hill Joel Hills
for providing all the information I needed on FlyingFrogWiki
TheZombieGame.com & BoardGameGeek.com
for ideas and encouragement during its creation
for their patience while I remain locked away in my room
Kelli & Odie
Contact me at [email protected]
i
Two Story Buildings
When the outbreak struck, some residents barricaded the first floors and took refuge on higher ground. In this expansion each of the new L-shaped boards has at least one two story building indicated by red walls. These areas grant Heros protection from zombies and increased range for weapons. A word of caution Heros, when overrun, refuge from these areas just might make you the second course.
Zombie Movement
Zombie movement within these areas act just like any other space; However, the red walls provide limitations. A Zombie may only move orthogonally through red walls only after rolling a Z 5+ for a successful zombie climb. If unsuccessful, the H Zombie may move to another space as usual. If unable to reach a Hero, the Zombie may move to ANY spot within the Heros 1 space Zombie Hunger radius. To increase the efficiency of undead assaults the Zombie Player may form a Zombie Mob! (see Zombie Mob) A Zombie does not roll to move through a red wall when descending to the ground floor. Zombies take no penalty as they have no regard for their own lives!
Hero Movement
Hero movement within these areas act just like any other space. Heros cannot move through the red walls. Some squares on the board have special rules associated with them. These rules are printed on the board. If using in conjunction with Survival of the Fittest expansion, red walls can NOT be barricaded.
Ranged Bonus
Not only does the second story offer defense from the Zombie Horde (see Zombie Movement), but it provides a +1 square bonus when measuring weapon range or discarding items.
Zombie Mobs
Zombies increasingly become active around other undead when brains are involved. The craving increases as zombie accumulate into the Zombie Mob! Zombies beware, a whole Mob can be obliterated with the right Hero card! Zombie Mobs occur when two or more zombies occupy the same square and when Zombie Hunger applies. Once a Zombie Mob is formed it benefits each zombie rolling to climb the building by reducing the number it needs to climb for every Zombie.
3+
Z 3+ Z
Za
3+
Zb
5+
Zombies in the same space are NOT a Mob if they are not within Zombie Hunger range of a Hero. These rules may also apply to zombie attacks on barricades when playing with Survival of the Fittest expansion.
Zb needs to roll a 5+ to climb, but Za needs a 3+ due to the Mob bonus.
Card Influences
Occasionally cards may come into play that can affect movement through red walls. These are most often at the benefit of the Zombie Player. The Shamble card allows a regular zombie to move through red walls without the need to roll. Instead it may climb at the cost of 2 movement points.
5+
Z 5+ Z
Za
5+
Zb
5+
Zb needs to roll a 5+ to climb, and Za needs a 5+ because there is no Mob without Zombie Hunger.
Here the player rolls a 3 but only moves 2 spaces since it climbs the red wall.
Z 4+ Z
4+
Za
Zb
5+
The Escape Through the Windows card still allows applies to red walled structures as they still have a first floor. This card also allows a Hero above to move orthogonally out a window to the ground floor, but takes a penalty. A jumping Hero immediately ends their movement outside the building.
Z Z
Zb needs to roll a 5+ to climb, and Za climbed successfully and weakened the Mob for the remaining Zombies.
H
0
If Hero Pack One is used, A Hero may opt to take the Twisted Ankle card and continue their movement under its effects.
The Forest
In this expansion, the rural town Woodinvale now has wooded areas. These are special outdoor spaces different than grass and are included to counter the range bonus of the new two story structures. The dense woods provide cover for the lurking undead! A Hero shooting either into a wooded space or from a wooded space has a -1 penalty to the number required to kill a zombie.
Wooded spaces, along with buildings, may also catch and spread fire.
The Taken Over and New Spawning Pit cards do not affect second story areas: instead, re roll the dice until a valid location is rolled.
Although they cannot be selected, a room on the first floor that is Taken Over can either trap Heros or cut off access to the second floor completely!
The Lights Out card becomes particularly deadly when placed on larger buildings.
3+
H Z
Basic Fire
Fire spreads and consumes anything that burns, lifeless brain-eaters included! This expansion includes rules to burn those zombies back to hell, but beware of torching the dead because fire is often used to their advantage! It is a great way for the Zombie Player to block or restrict Hero movement within buildings and woods.
Z Z
This Hero is basically trapped under the Lights Out effect due to the length of the hallway.
Zombie Heros
Because Zombie Heros roll D3 for movement they are able to climb red walls without the need to roll. Instead it may climb at the cost of 2 movement points. Any Zombie capable of moving 2+ spaces may climb anyway after an unsuccessful roll.
Starting Fire
Fires are started when Heros use weapons and items marked with or on them. If a weapon is used in a fight wither either of these symbols on it then the Zombie is ignited. Although not indicated, a Flare Gun kill will result in a Fire Marker placement.
Once on fire, place a Burning Zombie marker underneath as you would any grave weapon of Zombie Hero marker.
Legal spaces only include buildings or wooded areas. If there is no legal space then nothing happens. Grass fires only burn on a slain Burning Zombie or a gasoline soaked explosion (see Gasoline pg.6). Fires can NOT spread to other grass squares. On a roll of a 5 the Marker itself will increase in Fire Intensity, and no new marker is placed on the board. If the Fire Intensity is already 4 then choose any legal space to place a new Fire Marker or any adjacent fire to increase. On the roll of a 6 the Fire Marker is removed from the board as it has burned itself out. Once the Fire Marker with the highest Fire Intensity is rolled for and the outcome has been applied, the fires begin to burn out. All the markers that were not modified by the outcome of the dice are rotated clockwise indicating a decrease in Fire Intensity as they are slowing burning out each round. If a marker was modified OR newly placed then its Fire Intensity is NOT decreased this phase, i.e. rotated clockwise.
If a zombie is killed by any on these weapons or items then immediately place a Fire Marker on the square indicating that its lifeless-less body is a now burning on the ground. Always place the markers facing the correct orientation with the middle board. The numbers indicate the Fire Intensity, with 4 being the highest.
Fire Phase
The Fire Phase takes place before the Zombie Players turn, and controlled by the Zombie Player. If there are no Fire Markers on the board then the Fire Phase is skipped. During the this phase the Fire Marker with the highest Fire Intensity is rolled a single die to determine which direction it spreads. One of three possible outcomes will occur: On a roll of 1-4 a new Fire Marker is placed in any legal space corresponding to the number. If the space rolled already has a fire burning then increase its Fire Intensity once.
Hero Movement
Heros cannot move through Fire Markers at ever; after all it would scorch Johnnys sweet varsity jacket! However, Heros may move diagonally through them as regular movement with the corner of buildings.
H
Heros ending their movement on a space with a Fire H Marker must take a wound. This may happen if the Fire spreads to a space with a Hero who has no valid space to move, i.e. blocked by surrounding fires, walls, or cannot move due to card effects. During the Zombie Phase, A Hero who kills a Burning Zombie in the same space as himself is allowed to move 1 legal space in any adjacent direction in order to avoid ending their turn on a Fire Marker. Zombies choice! During the Hero Phase, A Hero who kills a Burning Zombie in the same space as himself is allowed to move 1 legal space in any adjacent direction in order to avoid ending their turn on a Fire Marker. Heros choice! A Burning Zombie killed in the same space as any other Hero does NOT allow the other Hero to move. They must move on their OWN turn.
Once on fire, place a Burning Zombie marker underneath as you would any grave weapon of Zombie Hero marker. After moving a Burning Zombie rolls a D6. The Zombie burns to death on a 6, and a fire Marker is placed in that square.
Extinguishing Fire
Heros can Extinguish Fire as part of their movement roll. The Hero may roll for movement and decrease the Fire Intensity at the cost of 1 movement. A Hero may fire Partially or completely and use the remainder of their movement points left to flee to safety.
H H H
Zombie Movement
Zombies may move through fire freely as they have no regard for their own lives! Moving through a space with a Fire Marker ignites the Zombie.
Heros may move and extinguish interchangeably as long as their movement points allow. Heros can only extinguish Fire in spaces orthogonally to them. Heros can NOT Extinguish Fire and search on their turn.
Card Influences
The Fire Extinguisher card can be played to immediately remove all the fire markers in its range. Burning Zombies effect by this card are extinguished.
The Heavy Rain card decreases the Fire Intensity faster by rotating Fire Markers twice during the Fire Phase (see pg.4). It also extinguishes Zombies on a roll of a 6 instead burning them to death. This can be both a blessing and a curse for the Zombie Player! This card only effects Fire Markers outdoors, and if using Advanced Fire a Wooded Debris Marker is NOT placed.
Gasoline and Dynamite may be discarded into Fire Markers as the source of fire similar to using the Lighter. A Gasoline Can in fire is rolled for every Hero Turn until it explodes.
Advanced Fire
Fire spreads and consumes anything that burns, and with these rules I really mean it! This section includes rules for only the bravest, or brainless, Heros. These rules are required to play the new scenario included, The Undead Inferno.
Gasoline
Gasoline is played as it normally would with the exception that every space is rolled for even without figures on it. This allows for every space adjacent to be coated in gasoline and become flammable on a 3+. Gasoline will create a large number of Fire Markers with a Fire Intensity of 4. The zombie player may choose which to begin rolling for to determine spreading.
Rubble
When a Fire Markers Fire Intensity is reduced past 1, i.e. the marker has spun full circle back to 4, a Rubble Marker is placed on that space only if is a valid space inside a building. These are randomly drawn and then placed by the Zombie Player. If a Hero reduced the Fire Intensity during his movement phase that space is considered saved, and a Rubble Marker is NOT placed.
B A
Fires only connect orthogonally. Fire A must be rolled for separately then Fire B. The highest Fire Intensity is ALWAYS rolled for. Fire B has a ties and both Markers are rolled for spreading.
Rubble Markers have a number assigned to them and may only be searched if a Heros movement dice equals that exact number.
Townsfolk Event cards drawn from Rubble piles are considered dead and removed from the game.
Some Rubble Markers have a number assigned to them which allows a chance for Zombie ignition is rolled exactly. A few of them uncover Zombie Spawning pits too! Rubble Markers with spawning pits are not allowed on the second floor, and a replicated must be randomly chosen. Fire Markers can NOT spread to Rubble Markers.
The Undead Inferno
This scenario uses the rules from the Advanced Fire section of the rule book. It was created to bring something completely new to both the Zombie and Hero players. In this scenario the Zombie player plays both offensively to spread fiery destruction throughout Woodinvale, but must also defend the fire from being extinguished by survivors. The Heros emphasis is the removal of fire, not combat. Although slaying the undead is a great way to stop fires from spreading, Heros often have to choose between searching for tools of destruction or saving their town. This scenario uses the Manor House as the main center board for the zombie spawn pit. Heros without a starting location roll a random building to place each Hero in. Place a the Burning Manor House over the existing Manor House indicating that the whole buidling is on fire. Zombies only spawn evenly on these Markers and are immediately ignited. These Fire Markers never burn out and are never rolled for in the Fire Phase. The Zombie Player must burn down Woodinvale with the Burning Zombies, and immediately wins if at least half of the squares in each building are Rubble. The Manor House is not included when determining Zombie Win conditions. After 19 turns if at least half the squares are filled with Rubble Markers or Fire Markers the Zombies win. Heros win if the town is saved until the early morning storm hits Woodinvale.
Wooded Debris
When a Fire Markers Fire Intensity is reduced past 1, i.e. the marker has spun full circle back to 4, a Debris Marker is placed on that space only if is a valid space in The Forest. Wooded spaces can be reduced to smoldering debris and no longer have effects on determining ranged weapon hits. Some Debris Markers have a number assigned to them which allows a chance for Zombie ignition is rolled exactly. A few of them uncover Zombie Spawning pits too! Fire Markers can NOT spread to Debris Markers.
The Cheap Motel
The Cheap Motel residents barricaded the first floors and took refuge above from its former guests. The second offers a great vantage point for skilled marksmen, but escaping is impossible once zombies breach the second floor. Its narrow hallways and small rooms make maneuvering around the undead difficult. If the power is ever cut heros may never find their way out of the maze of rooms.
S S
S S
First Story Forest Movement
S S
Second Story Grass Special Movement
Specials
The Rooms
Each room grants a +1 card draw for every Hero who is in the same room. It is possible to draw up 4 Hero cards, but a Hero can only keep 1 of the cards drawn that turn.
Window Escape
Heros can only move out the window as indicated on the board itself.
The Saw Mill
The Sawmill lies on the edge of surrounded within thick Woodinvale Woods which makes cover for the lurking undead. While abandoned during the outbreak, the Mill is still operational and any Hero getting the jump on a Zombie can use the wood chipper to their advantage. Beware, trying to escape down the conveyor belt; you may not be fast enough to keep your brains.
S S S
S
First Story Forest Movement Specials Second Story Grass Special Movement
Wood chipper
If a Hero wins a fight and the number rolled is at least 3+ higher than the Zombies dice, the Zombie is killed by the wood chipper.
Conveyor
Anything moving through this area is granted a +1 or penalized a -1 to their movement. Regular Zombies are reduced to 0.
The fire Station
A large well maned fire station keeps Woodinvales lumber industry from going up in smoke. It is well stocked for emergency situations even after its quarters were overrun by the dead. The poor condition of the building may offer surprising challenges for Heros searching for supplies. Its collapsed, narrow corridors offer certain death for those trapped inside.
First Story Forest Movement
Second Story Grass Special Movement
Specials
Pole
Heros can only move down the fire pole as indicated on the board itself.
Movement
While not special, this board is allows for movement out the rear of the Garage when using irregular board set ups.
10
The Residence
A small rural house near the corner of town may offer seclusion from the living, but its current residents would love to have you over for dinner. While the previous family has vanished, their faithful dog still roams the house viciously protects its territory.
S S
First Story Forest Movement
Second Story Grass Special Movement
Specials
Betsys Yard
If placed in the yard, Heros may move to other yard squares at the beginning of the Hero Turn. Zombies can escape on a 5+, but Ole Betsy is only removed on a 6.
Kennel Fence
It costs Heros 3 movement points to squeeze under the fence.
11
STORIES OF THE UNDEAD INFERNO
A Fan Made Expansion by D153453D Based on a Game by Flying Frog Productions
Disclaimer:
Id like to clarify that to the best of my knowledge I have given everyone at Flying Frog Productions their due credit in regards to making this expansion. Most of the art seen in this booklet was created by my own hand with the exception of a few elements: original booklet artwork, original imaging used for the cover, original scenario card, grass squares, a handful of original board art elements. Everything lists was modified in some way or another to create an original artwork or enhance existing content for style and clarity. These elements are not used to cut corners or to sneak in as my own work but as reminders of proper scale and to create a consistent art style that would reflect that of Flying Frog Productions. During the entire creation of this expansion, emphasis was always placed on generating content that would not degrade aesthetically or thematically to any of Flying Frog Productions original content. I knowledge that The Last Night on Earth is legal property of Flying Frog Productions. However, the rules in this booklet are the product of my imagination and are my creative property. They were created with the official Flying Frog Productions content in mind so that they would work with most of their amazing products.
I hope that you enjoy at least one thing in this expansion, thanks for the download.
Contact me at [email protected]