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LAST NIGHT ON EARTH

Unnoficial FAQ v3
Hero Characters Sheriff Anderson, Small Town LawMan
I had a question about the Revolver Sheriff Anderson starts with. Does he start with an actual Revolver card from the Hero Deck, or is this a virtual Revolver? Actually, Sheriff Anderson's ability DOES let him take one of the Revolver cards out of the Hero deck at the start of the game. This means when he runs out of ammo, he can use his 'Man of Action' ability in any building to get it back (unless the Zombies remove it from the game using the card There's no time, Leave it! etc). This makes Sheriff Anderson a really good character for killing off Zombies. http://www.boardgamegeek.com/article/1685211 Does the sheriff get his gun if the game's already underway? When Sheriff Anderson comes into play he takes a Revolver card from the Hero deck then re-shuffles (if there are none left in the Hero deck, take one from the discard pile). http://www.boardgamegeek.com/thread/223291

Father Joseph, Man Of The Cloth


Does Father Joseph take the wound for the chance of success, or does he only take the wound if he rolls a 3+? When he uses the 'Strength of Spirit' ability, Father Joseph takes a wound and then rolls to see if the Zombie Card is cancelled or not. Father Joseph can use this ability even if taking the wound will kill him (he still gets to roll to see if the card is cancelled). He can even use the ability if he is about to take a wound in a Fight (as a final act of defiance!). http://www.boardgamegeek.com/thread/210254 As worded, Father Joseph must take a wound and then roll. This makes it dangerous (and exciting). There is no limit to the number of times he can use the ability (he just takes a wound for each attempt). He can even use the ability if the wound will kill him (he still gets to roll to cancel the Zombie card). Father Joseph can even use his Strength of Spirit if he has one wound left, is in a Fight, and currently losing (which is going to kill him when the Fight is resolved). He can pre-emptively take a wound to try to cancel a card on the way out (sort of a, with my last breath... kind of thing). He can use the ability on ANY Zombie card (even ones that are 'Remains in Play'). And yes, Father Joseph and Becky are a great combo! http://www.boardgamegeek.com/thread/216807 Can you use Father Josephs ability more than once to cancel a card? If you fail the first roll can you take another wound and try again? Yes. You can even still use the ability if taking the wound kills Father Joseph (you still get to roll to cancel the Zombie Card). http://www.boardgamegeek.com/thread/270012

Johnny, High School Quarterback


On the Blitz ability it says the hero may continue moving when entering a Zombie occupied square after fighting. If the square contains more than one Zombie, we thought the Hero had to fight every Zombie in the square before moving on, were we correct? You are correct. With the Blitz ability, Johnny may move into a space with one or more Zombies, Fight each of them, and then continue moving (win or lose, assuming he is not dead). This may be done multiple times during your move, even involving the same Zombie(s) more than once. For instance, Johnny could move into a space with a Zombie and Fight, move out, then move back into the same space and Fight that Zombie again. Blitz can be a really fun ability to use (especially with a Chainsaw), but it can easily get you killed. You have been warned! http://www.boardgamegeek.com/thread/206592

Becky, The Nurse


Becky can heal one wound from a shared-space character at the end of the Hero Turn'. Is this at the end of her Turn, the end of the ailing Hero's Turn, or the end of all the Hero's Turns? Normally your actions are all during your own Turn, but then I got thinking it doesn't say 'her Hero Turn', and it doesn't say 'the sick person's Turn'... You are correct. Becky can heal one wound from another Hero in her space at the end of the overall Hero Turn. http://www.boardgamegeek.com/thread/285489 This Could Be Our Last Night On Earth was played on Becky and Billy who were both in the same space. Billy had one Wound. At the end of the Hero Turn, may Becky use her inherent ability to heal a Wound on Billy? Becky's ability is used at the end of the Hero Turn (not at the end of her individual actions). The same question would apply to the card Bickering. Because Becky's First Aid ability happens at the end of the 'Hero Turn', it MAY still be used even if she (and/or the target) lost their individual turns. http://www.boardgamegeek.com/article/1835765 Your question about Nurse Becky brings up the biggest issue I have with the rules. The idea of a Hero Turn where each Hero also has a Hero Turn within it. This could have been completely avoided by calling the over-arching period the Hero Phase and each individual Hero's turn within that the Hero Turn Any card which refers to the 'Hero Turn' means the whole turn (not the individuals). If a card says 'the turn', it means the whole turn; while if a card says 'their turn' it refers to an individual Hero. The terminology can be a little tricky (and may be reworded for clarity in the future), but anytime something refers to the 'Zombie Turn' or the 'Hero Turn' it means the whole thing. (If anything gets renamed for clarity, it will be the indivdual Hero's sequence of actions). http://www.boardgamegeek.com/article/1835765

Sally, The High School Sweetheart


Does the power affect everyones fights? Is she practically a lucky charm for every Hero out there on the field? I'm afraid that only Sally may benefit from her 'Lucky' ability. http://www.boardgamegeek.com/thread/215249 Abilities that are used to modify a Fight may only be used by the character who has the ability (much like the 'Combat Bonus' of a Hand Weapon). Sally's Lucky ability is a good example of this. http://www.boardgamegeek.com/thread/216807 Sally is light weight. She can only hold a Revolver due to the kickback of the Shotgun. What about the Signal Flare? I've house ruled this one, because the kick on a Signal Flare is no worse than a Revolver. Jason what's the rationale on this one? You'll notice that the Signal Flare is not Keyword Gun (and does not have the Gun Symbol on it). This means that Sally can use it with no problems. As a side note, it also means that 'Ammo' cannot be discarded in place of the Signal Flare. http://www.boardgamegeek.com/thread/219309

Jenny, The Farmers Daughter


OK, so if Jenny has a weapon, it can never break, right? She can add or subtract from her die roll to check for weapon breakage, so if you roll a 2, you add 1 to make it a 3 and the weapon is OK. If you roll a 1, then you subtract 1 to make it a 0, and the weapon is OK. Right? Wrong? If you can't go to 0, then why is it written on the card add or subtract 1 from a weapon break roll? If Jenny has the Baseball Bat, she can pretty much fend off/kill a Zombie in a fight (as long as the Zombie didn't roll a 6, because they normally win ties) automatically, since she can re-roll dice until she gets double 6's (or whatever number she needs) and the bat can never break (since she's Handy) Jenny's 'Handy' ability does allow you to add or subtract 1 to the die roll when rolling to see if a Hand Weapon breaks. Unfortunately, this may not bring the roll below 1. So most Hand Weapons will always still break if you roll a 1. The 'or Subtract' is really just there for potential future Items. 'A die roll may never be reduced to 0 or less. It may, however, be increased to 7 or more.' http://www.boardgamegeek.com/article/1684580

Jake Cartwright, The Drifter


In previous games a player playing Jake interpreted his ability to mean that any time Hero Cards were drawn, he could take two and choose. In the Junkyard, he randomly took two from the discard pile, and when he got Keys he would take a total of 4 cards from the Hero Draw Deck and choose two to keep. This made the combination of Just What I Needed and Keys very potent. Last night we decided to play that Jake only got best of 2 cards when he did a search action. Which one is right? Again, it's all in the wording. Keys allows a Hero to 'Draw' 2 Hero cards so Jake Cartwright's ability does work (and is very, very good). It should, however, be played as draw 2 cards and choose, then draw the other 2 cards and choose (as opposed to draw 4 and choose 2). The text of the Junkyard is a little more obscure (because it needed to be brief to fit), but it does hint at the wording by saying, "...to Pull from". With the Junkyard, his ability does not work (you are 'pulling' a random card from the discard pile rather than actually 'drawing'). http://www.boardgamegeek.com/thread/210254 When Jake uses Resourceful can he discuss with other Heroes which of the two cards he should keep? Yes. Heroes may always show each other their cards and discuss strategy. This is no exception. http://www.boardgamegeek.com/thread/217098

Draw New Zombie Cards


If certain parts of the Zombie turn are combined with 2 players (like moving the sun track marker) are cards drawn up to 4 total for the two players and then divided up as the Zombie Players see fit or does each Zombie Player separately draw cards to bring them up to 2 cards? Each Zombie Player has their own hand of 2 cards (half of what you get as a solo Zombie Player). Each player may discard up to one card and then draws back up to fill their hand (2 cards total). They may always discuss strategy of what to play, what to discard, etc. http://www.boardgamegeek.com/thread/217098 Do Zombies have a 4 card max (specific Zombie + cards not withstanding)? There is no limit to the number of cards Zombies can hold in their hands. Adrian Bolt Though strictly speaking, there is no stated limit to the Zombie Player's hand of cards, the intent is that they normally have a hand of 4. Some cards (currently only Oh, the Horror!) allow the Zombie Player to temporarily have more than their normal hand of 4 cards (though, as stated on the card, you must discard back down at the start of the following Zombie Turn). So you COULD say that the Zombies have a hand limit of 4 cards (which may be temporarily increased through card play). http://www.boardgamegeek.com/article/1880353

Fight: Cards
Is there a limit to how many Event cards a player/Zombie player can use in a turn? For example we had a fight with a Hero vs. Zombie and the Zombie player used Uuuurrrggghh and Braaains, this gave the Zombie in question 3 fight dice and of which could add +1 to any of those rolls, is this correct? Zombies are not restricted in how many cards they play in a turn (even in the Hero Turn), with the exception of 'Fight' cards of which they are limited to one per combat. Individual Zombies can only really hold one idea in their head at a time and it is usually, Tasty braaiinnnss! http://www.boardgamegeek.com/article/1700108

Zombie Cards Discard


With 2 Zombie players, may they each discard one card before drawing back up to 2 cards to begin the Zombie turn? Yes, in a 2 Zombie Player game, both players may discard before drawing up. http://www.boardgamegeek.com/thread/212830

I Feel Kinda Strange


If a Hero is wounded by I Feel Kinda Strange and is then healed by a First Aid Kit, Becky or Youth ability, is the card still in effect? Even if a Hero heals, I Feel Kinda Strange Remains in Play. This makes the card very dangerous for Heroes and one that is good to cancel if you can. http://www.boardgamegeek.com/article/1699929 Here's the situation: 1) Hero takes a wound from a Zombie. 2) Zombie Player plays I Feel Kinda Strange 3) Next turn, Hero fights a Zombie and is about to take a wound. 4) Hero Player plays Just a Scratch. In this case, the Hero would have been wounded... if not for the Just a Scratch card. So, does Just a Scratch do anything to prevent the Hero from becoming a Zombie Hero? Preventing an action (in this case a wound) always trumps an 'instead of' action (such as with I Feel Kinda Strange where instead of taking a wound, the Hero becomes a Zombie Hero). Another example of this is in one of the Growing Hunger preview cards called The Line is Dead!, the Zombie Player may use the card to cancel a Hero's Search. This would also prevent any action that would be instead of Searching such as using the Pick Up in a building to take a card from the discard pile. http://www.boardgamegeek.com/thread/216024

Does this affect Line of Sight in a building for purpose of ranged attack? Lights Out has NO effect on anything except moving. It is assumed that the Hero can still see enough to fire at Silhouettes and search around in the dark for something useful. http://www.boardgamegeek.com/thread/217098 Another thread on the forum said that the Lights Out card only limits the Hero's movement and that he can still search and use weapons. So how is this card used to benefit the Zombies? i.e. how is it a deterrent for the Heroes? The Hero can still enter the building, search and attack. Also, the card says that any Hero entering the building has to immediately stop his movement. So does the card have any impact if a Hero is already in the building when the Lights Out card is played? Helps the zombie player it that if a Hero is already IN a building, it slows 'em down from getting OUT, or if one Hero is trying to get to another hero in a building (say to hand off items) it can slow 'em down from getting to each other. Imagine if the zombies are closing in & the Hero rolls a 6 to get away, then *BOOM* the lights go out OR Billy is in a buliding w/ dynamite & Sally is running to him w/ the lighter when the lights suddenly go out, & you'll see some of the uses. http://www.boardgamegeek.com/thread/278849 Moon Syler You should also note that Lights Out ends a Hero's Movement if they 'move into a space of that building'. This means that a Hero inside the building who is not next to a door will have to move one space a turn until they can escape through a door, or sit and wait for the Zombies to close in. Lights Out is best for trapping a Hero that is deep inside a building or for playing on a building with multiple doors so that Heroes won't want to try and move through it (such as the Diner or Bank). It's also great for the 'Burn em Out' Scenario to play Lights Out on buildings with Zombie Spawn Pits (such as the Barn or Plant) so that Heroes will take extra time to get to the Pit to blow it up. http://www.boardgamegeek.com/thread/278849 We played Defend The Manor House, which in this scenario the Manor House may never be chosen when rolling for a random building. The card Lights Out was played by the Zombie Player. May the Manor House be chosen as the building? 'Lights Out' MAY be played on the Manor House because it is a Building (even though it may not be chosen for a Random Building). http://www.boardgamegeek.com/article/1835765

I've Got to Get To The


Zombie Player plays this card. Later in the game the building is Taken Over. What happens? Does the card get cancelled or the way we played is randomly roll another building the character needs to go to. It says something on the card about if the Hero is already in the building or cant get in it then re roll. If the building is made unavailable to the Hero, then you must re-roll to determine a new building for the Hero to get to. http://www.boardgamegeek.com/article/1971768

Lights Out
Once a Lights Out has been played on a building, do Heroes need a light source in order to search in that building? Lights Out has no effect on searching, it just slows movement. http://www.boardgamegeek.com/article/1699929

Locked Door
How long do locked doors stay locked? Just a turn until a Hero finds keys? Would it be possible for Heroes to become locked inside a building? Locked Door only affects a single character for their current move. It is assumed that after that they (or any other character) are able to force the door open or break through somehow. http://www.boardgamegeek.com/article/1699929 Locked Door only lasts for a single Hero's movement (preventing them from moving through the door and ending their move early). The idea is that they can quickly force their way through or find an alternate way (smashing glass etc), it just takes a little longer. Ending their move represents the extra time it takes them. http://www.boardgamegeek.com/thread/216807

Mark is correct. Faith is a very temporary thing (except on Father Joseph) and as such, not generally as powerful as Items or Weapons you might get with a Pick Up:. Another balancing factor is that the Church only has one door. This makes it a very deadly place to hang out for the Heroes. From a thematic stand point, the intent is that the Hero that is in the Church is the one that has the Faith and is praying for the other Heroes to survive. Imagine a montage scene of one Hero kneeling at the alter praying as the movie cuts between scenes of other Heroes across town cutting down Zombies and fighting for their lives (with appropriately dramatic music of course). ;> http://www.boardgamegeek.com/thread/212829

My God, They've Taken the...


If you roll the die and the result is either Zombie's or Hero's Choice, does that let that player pick a specific building, or just a specific zone (requiring that an additional die be rolled to determine the specific building)? Whenever a 'Hero's Choice' or 'Zombies' Choice' is rolled for a Random Building, they may choose the specific Building itself. The building chosen must be eligible (it has the two or three 'random roll' numbers in the corner of the building). If something is being placed inside the building, like a New Spawning Pit, the specific space of that building is always chosen by the player who controls whatever is being placed. http://www.boardgamegeek.com/article/1684580 When Heroes/Zombies choose a Random Building, how exactly does it work? They choose the specific building or do they choose the leg and die chooses the building? When Zombies or Heroes get to 'Choose' the Random Building, they may pick any building on the entire board that they want (as long as it is a valid choice - a building that could normally be selected by 'rolling'). http://www.boardgamegeek.com/thread/216807 If all Zombies are out where do the other Zombies come from? It says to place a Zombie in every square of the building. If all Zombies are already on the board, then you don't place any new ones, but the building is still taken over. http://www.boardgamegeek.com/thread/216527 Mary Beth Magallanes

Loss of Faith
Does the Priest lose his Faith card if Loss of Faith is played on him? I'm afraid that 'Loss of Faith' does indeed Cancel (discards) the 'Faith' card, even if it has been played on Father Joseph and 'Remains in Play'. There are 3 'Faith' cards in the Hero deck though, so it is possible to play it on him again (so he can regain his faith). Also, if the Church is on the board, he can always run back there to 'Pick Up' Faith from the discard pile. http://www.boardgamegeek.com/article/1699628 Playing a game Tuesday night, encountered a situation where all three Faith cards were in the discard pile and the Church was in play. One of the players spent multiple turns using Pick Up: Faith and playing it on the Heroes across the board. As far as I can tell, nothing in the rules prevents this. however, as all the other Pick up: X's are items, this seems to be inconsistent with the spirit of Pick up: X. Is this how you intended the situation, or should the Faith card in the circumstance be only playable upon the searching Hero? Should it be played immediately, or could the player fill his hand and hold them until needed? I think I can see where you are coming from with this. Most Pick Up items are things that you use yourself, or if you want someone else to use them you have to go to the space with the other Hero to get it to them. Faith can be just played on anyone without any extra work to it. I think the designers didn't want make an extra rule to govern Faith to make it different from the other Pick Ups. The difference with Faith cards is that they are not permanent (unless played on the preacher). They either go away at the end of the turn, or when Hero searches, etc., whereas an item if lucky could be around for the rest of the game. Faith is easier to play but not as powerful as a weapon, so it evens out. http://www.boardgamegeek.com/thread/212829 Mark Sellmeyer

Playing the "Burn 'Em Out!" scenario, Nurse Betty was two steps away from a spawn point in the Hospital, Zombie player draws the My God, They've Taken the... card and gets Zombie Player's Choice so of course picks the Hospital. Now the card only says that players may not enter the building and that if already there cannot search. My question is, did Nurse Betty have to immediately leave the building on her next move (this is how it was played) or could she still have gone to the spawn pit and destroyed it? She can stay and try to attack the point. There is no suggestion that a player has to get out of a building that has been taken over. The only limitations as what you mentioned, that they can't ENTER and if they are inside they can't SEARCH. They are allowed to stay there and fight Zombies if they desire...or in your case, go after the spawn pit. Of course it would be quite a dangerous situation assuming that a heap of Zombies just arrived! Tommy Dean This is correct. Becky the Nurse could continue on her mission to blow up the spawn pit. The only restrictions (as listed) are that you can't Enter the building and, if already there, you can't search. This does not preclude you from moving around the building and in this scenario, destroying the spawn pit. http://www.boardgamegeek.com/thread/220526 This is a question for the My God, Theyve Taken The Card and 2 Zombie Players. If Zombie Player #1 is out of Zombies in his Pool, and Zombie Player #2 has 3, say Zombie player #1 plays the My God, Theyve Taken the card. Can the Zombies come from the 2nd Player's Pool? On the card it says take from the Zombie Pool. Also what are the rules for when you can take Zombies from everyone's Pool, or just your own? We saw the rule saying take from YOUR Zombie Pool, but didn't see any cards specifically saying that. In a 2 Zombie Player game, each player has their own Zombie Pool of 7 models. When a card says 'the Zombie Pool', it refers to your Zombie Pool of 7. You may never place another player's Zombie on the board. Also keep in mind that with My God, They've Taken the... the building is always Taken Over even if no new Zombies are placed. http://www.boardgamegeek.com/thread/219309

When playing with the advanced rules I was playing as the Nurse and was in the Hospital. On a random roll the Hospital was Taken Over with two Zombies inside on the space with the Hero and only three Zombies in the Zombie Pool left (everyone else was busy). In distributing the Zombies, my GF wanted to place all the new Zombies on the space with the Hero - Do the newly spawned Zombies that are taking over have to be evenly distributed on open (unoccupied) spaces? With My God, They've Taken the..., the Zombies must be placed in empty spaces (that means no Hero and no other Zombies there). I should also point out that some buildings have smaller, walled-off areas within them, such as the Hospital (in this case, the Morgue). These areas are still part of the larger building as a whole and are only walled-off to affect movement, sight, and for theme. Individual buildings ALWAYS have a Random Number set in one of the corners (1,2,3 etc.). This is probably important enough to warrant a mention in the rules and is already part of the forthcoming Errata (soon, I promise). I think that just about covers it. http://www.boardgamegeek.com/thread/219309 If the Zombie Player plays My God, They've Taken the.. card and randomly rolls the building and gets the Hospital so he starts filling up the Hospital with Zombies can the Heroes say Wait! We play Principal Gomez and cancel that card... question is does Principal Gomez cancel the card before any Zombies are placed or do the Zombies still get placed? As a general rule, a card may not be canceled after it has caused dice to be rolled (or re-rolled). In your example of My God, They've Taken the..., you could either cancel the card before the Random Building has been rolled, or wait until the card has fully been played (placing Zombies etc); then once the card is left on the table as 'Remains in Play', cancel it. This would remove the Taken Over marker but leave the new Zombies in play. http://www.boardgamegeek.com/article/1952123

Oh the Horror!
What happens if the Zombie player draws an Oh The Horror! card and has to draw three new cards immediately, and then draws another Oh The Horror! card - draw another three? It is possible to get a second Oh the Horror! as part of the three cards. Like drawing any other Play Immediately card, you must play it. It is harsh when it happens, but is very uncommon. In general, Oh the Horror! is a good card for the Heroes to cancel. Though it doesn't directly do any harm, it can open you up to a world of pain. http://www.boardgamegeek.com/article/1698451

When discarding down to your hand size because you are still over from having used Oh, the Horror! cards can you discard an additional card in order to draw at least one, or can you only discard down to your card limit? You may discard down to your hand limit BEFORE the 'Draw New Zombie Cards' phase, and then discard up to one card and draw back up during the phase. http://www.boardgamegeek.com/thread/217098

Play Immediately
The Zombie Player starts with 4 cards. At the start of each new turn he draws back up to 4. If he runs out of cards he reshuffles. When the player is drawing back up to 4, and he draws a Play Immediately card, does he lay it down and keep drawing up to 4 or does that count toward his 4 card total (i.e. if Scott has 2 cards and needs to draw 2 more to fill his hand at the start of the turn - he draws one and then draws his second, which is a Play Immediately card - does he draw another after the Play Immediately or does he continue his turn with 3 cards in his hand?) The Play Immediatelys DO count towards the 4 total drawn. The Play Immediately cards are just Played Immediately. http://www.boardgamegeek.com/article/1672517 You DO draw all cards and then decide what order to play your 'Play Immediately' cards (as stated on p.5). You'll notice that the wording is the same on p.5 as it is on p.16, it's just that p.5 elaborates more. 'As soon as they are drawn' is intended to mean 'as soon as you are finished drawing'. http://www.boardgamegeek.com/thread/217639 Is there any limit to how many cards a zombie player can play in a turn? (i.e. can he play 2 Play this card at the start of a Zombie Turn at the start of his turn, then play 2 Shamble cards later on? Can play them all or not at all. No limits. http://www.boardgamegeek.com/article/1672517 Coony, playtester I'm going to add as well the Zombie player does not need to lay them down when he draws Play Immediatelys. If he/she draws several Play Immediately cards he/she can choose in which order he/she plays them http://www.boardgamegeek.com/article/1672517 Mary Beth Magallanes, Flying Frog Productions When pulling a Play Immediately at the beginning of the game when you get your initial hand or in the case of a Hero get your bonus card as well (starting in town square) do you discard immediately and reshuffle or do they come into play and the effects taken? A Zombie Player draws up ALL of their cards first to fill their Hand. Then, once drawn up, they get to choose what order to play their 'Play Immediately' cards in. If there are two Zombie Players, they may discuss strategy before deciding. http://www.boardgamegeek.com/thread/210772

Overconfidence
It seems this card stays with the Hero even if they win a Fight. When is the +4 roll to discard the card made? You only roll to get rid of Overconfidence when you lose a Fight (as soon as a Fight is Resolved in which the Hero lost). It does not matter if the Hero is actually wounded or not. You could, for instance, play 'Just a Scratch' to prevent the wound and still get to roll to see if Overconfidence is discarded on the roll of 4+ for losing the Fight. http://www.boardgamegeek.com/thread/217098 It is stated on the Overconfidence card that while the Hero is in a space with a Zombie, he may not be moved away. This should mean that I can cast it on any Hero even if he is currently not on a space with Zombie. Right? That is correct. http://www.boardgamegeek.com/thread/263432 The Overconfidence card was played on one of the Heroes with the Youth ability (Billy, Jenny, Johnny, or Sally), and that Hero already had one Wound. Can the Hero still use the Youth ability to heal that Wound, even though they aren't allowed to move? The card states that the Hero may still perform a Search action, but the Youth text says that the Hero gives up a Move action to heal, not a Search action. 'Overconfidence' prevents the actual movement, but does not prevent other 'Move Actions' (such as Searching or Healing for a Hero with the 'Youth' ability). http://www.boardgamegeek.com/article/2042975

Promo cards
On the Promo cards, do you just throw them in the mix or are you supposed to pull a card to replace? Since they duplicate an existing card I'm assuming you pull one of those out. But then since there's one card for Heroes and one for Zombies it might just even out fine to throw them in without pulling one. Does adding them instead of pulling an old one screw up the balance? All of the Promo cards for Last Night On Earth are released in pairs that are designed to balance one another. That means that you can just add them in to your existing decks. Now granted, if you start adding several different sets of Promos it might start shifting the balance a little for certain Scenarios (especially those that require the Heroes to find Search Items). As for the Preview Release (GenCon) Promos, 'Chainsaw' and 'Braaains!', these are probably the two most powerful cards in the game, but you only get one of each in the normal Hero and Zombie Decks. Adding the Promos in allows for you to have two of each which sort of steps it up a notch. If after playing with them for a little while you decide that it is 'too much of a good thing' for either/both players, you can always pull/switch them out. http://www.boardgamegeek.com/article/1689314

We are having trouble interpreting the Resilient card. The text only mentions that the gun is destroyed, but the name of the card and the quote both seem to suggest that the Zombie destroys the gun AND doesn't die. I play it the way the text reads. The resilience could just mean it took all the rounds in the gun to put the zombie down. http://www.boardgamegeek.com/thread/264586 David Gray That is correct. The card is played when a Zombie is killed to also discard the gun. As noted above, it represents unloading all of your ammo into the Zombie to kill it. Players who have gotten the web exclusive 'Stock Up!' Supplement also know that there is a Zombie Card included called 'Unstoppable' which prevents a Zombie from being killed by a ranged attack (including an exploding Gas Marker). http://www.boardgamegeek.com/thread/264586 Can Resilient and Unstoppable be combined to keep a Zombie alive AND discard the gun? I would think no, since keeping it alive would defy the conditions of Resilient, and you can't bring it back after it's been killed, but I wanted to check. That is correct! Either the Zombie is killed and you can use 'Resiliant' OR the Zombie is 'Unstoppable' and is not killed by the attack. http://www.boardgamegeek.com/thread/264586

Resilient
The Zombie card Resilient says that if a Zombie is killed with a Gun, this card can be played to make the player discard the Gun. There really is no other discussion about what happens to the Zombie - that would make me think the Zombie stays dead, but the Gun is discarded. The confusion for me is that the card is entitled Resilient which implies that the Zombie shrugs off the damage as well and doesn't really die. I think the character in the picture on the card is saying something like Whywon'tyoudie!? or something like that, which is another indication that the Zombie doesn't die. The text box on the card says nothing about the Zombie surviving the attack and says only that when a Zombie is killed with a gun it is discarded. Anyone have any thoughts? On a Revolver, this doesn't matter because the roll to Hit the Zombie is the same as the roll to see if you are out of ammo (if you roll a '1' to Hit, the gun is out of ammo). On other Guns such as Pump Shotgun, Resilient may be played AFTER the roll for ammo is made. This makes Resilient powerful, but to use it effectively, you might have to keep it in your hand for a while (taking up one of your four card slots - or one of your two card slots in a two Zombie Player game). http://www.boardgamegeek.com/article/1672527

Rotten Bodies
Most Zombies are killed with a single Hit, so does a Zombie Hero take a Wound while Rotten Bodies is in effect? Zombie Heroes do still take wounds, they just can't take their last wound while Rotten Bodies is in effect. http://www.boardgamegeek.com/thread/217213 For the play immediately Rotten Bodies card remove 1d6 Zombies and also for the play at end of Zombie turn spawn 1d6 zombies, how does it work? 1) The Zombie Player who plays it, removes/spawns 1d6 Zombies from their pool? 2) The 2 Zombie Players between them remove/spawn 1d6 Zombies from their pool? To answer your questions: With 'Rotten Bodies', the Zombie Player that plays the card rolls a D6 and removes that many Zombies from any of the Zombies on the board, returning them to the appropriate Zombie Pool. This can be any mix of your Zombies and your teammate's Zombies. Then, NO Zombies can be killed until the start of the next Zombie Turn.

The card There's Too Many! allows the Zombie Player that plays it to Spawn D6 new Zombies. A player may only ever 'Spawn' their own Zombies (Green or Brown). Also, the ability to remove them from anywhere on the board if there are not enough out of play, only allows you to remove your own Zombies (the intent is that you will be re-Spawning the removed Zombies and you can only 'Spawn' your own Zombies). Hope that helps. http://www.boardgamegeek.com/thread/269959

Theres Too Many!


The rulebook spells out the meaning of Start of the Turn. How about card situations like There's Too Many! which says play this card at the end of the zombie Turn. Does this include anytime during the Fight Heroes and/or Place NewlySpawned Zombies phases? Or perhaps it applies after the Move Zombies phase but before the Fight Heroes phase? The 'End of the Turn' is a little more straight forward. For the Zombie Turn, it is after you have finished step '6) Place Newly Spawned Zombies'. For the Heroes, the 'End of the Turn' is after the last Hero has finished their step '4) Fight Zombies' phase. http://www.boardgamegeek.com/thread/214912

Shamble
May the Zombie player roll 1st, then choose the effected Zombie to move at this speed? When playing Shamble you should choose the Zombie and then roll to see how far they get to move. http://www.boardgamegeek.com/thread/212830 If Zombies move (the rules say you may move them 1 space) are you required to move them the full amount of the roll? Or, can you roll and then decide not to move them or only move them a lesser amount than the die roll? You may always roll and then decide how far to move or if you want to move at all. Keep in mind that 'Zombie Hunger' (having to move into an adjacent Hero's space if you can) is always in affect - even during your move. In this way you can't Shamble past a closer Hero to get to one that is farther away (unless you can avoid moving adjacent to the closer one). http://www.boardgamegeek.com/thread/217098

Undead Hate The Living


Does this mean that the Zombie player can pick which of the Heros dice to reroll (as opposed to the number)? e.g. Zombie rolls a 4 and the Hero roles a 5 and a 3 . Does the Zombie get to say reroll the 5 or does he say reroll one dice (which the Hero would obviously pick the 3)? 'Zombie's Choice' means that the Zombie Player may choose how many AND which dice the Hero must reroll! Obviously the Zombie would force the Hero to Reroll the higher roll(s). http://www.boardgamegeek.com/thread/213165 What does to hate a Hero mean, from a thematical standpoint? Really it is meant to be funny. You don't normally associate Zombies with being emotional so the thought that the Zombie might 'hate' the Hero is strange/humorous. Perhaps the Zombie hates the Hero for playing keep away with those tasty brains. ;> http://www.boardgamegeek.com/thread/213165

Strategy
When there are two Zombie players, do they do each step of the Zombie turn in concert, or do they decide who goes first and then each goes through their full 6 steps before the other Zombie player goes? So far we've played that they go through each step together, just as if they were one player playing the full Zombie part. You are playing correctly. If there are 2 Zombie Players, they go through the steps of the Zombie Turn together (both Draw cards, then both roll to spawn, then both Move, etc). http://www.boardgamegeek.com/thread/210254

Zombie vs Zombie
Can a zombie player play his cards on the other player's zombies? The Zombie cards are only limited by the text on the card. If it says, your zombie(s) you can only play it on your color of Zombie. Otherwise, you can use cards on any Zombie. http://www.boardgamegeek.com/article/1699645

Spawn New Zombies Spawning


I'm playing Zombies, I have 7 in the board. In the Roll to Spawn New Zombies phase, I roll an 8. In the Place Newly Spawned Zombies phase, I roll a 4 so I distribute 4 evenly in 4 Spawning Pits of my choice. Is this the correct way to play? If you are a single Zombie Player, you get to spawn D6 new Zombies at the end of the turn. If there are 2 Zombie Players, you only get to spawn D3. http://www.boardgamegeek.com/thread/211047 But just to clarify, in a two Zombie Player game each makes a separate roll to see if they spawn, rolling 1D6 and comparing to the number of zombies of their color on the board. Whoever succeeds spawns 1d3 zombies at the end of the turn. That could be neither, either, or both of them. If there's one Zombie player, roll 2d6 for the check and 1d6 to determine the number of new Zombies placed. http://www.boardgamegeek.com/article/211047 Elstree When new Zombies are spawned can you place a Zombie on a spawn location that already has one if there is a location with none? For example, I spawn 1 Zombie on turn 3. Three of the Pits have Zombies on them and one is empty. Do I have to place my spawned Zombie on the empty Pit? Does this apply if the Pits have my co-player's Zombies on them but not mine? When you place newly spawned Zombies, you must evenly distribute YOUR Zombies for THIS turn between all of the Spawning Pits (even if there are existing Zombies in those spaces). In other words, if you are placing 4 or fewer Zombies they will all have to be on different spawning Pits from each other - that is the only restriction. http://www.boardgamegeek.com/thread/217098 On the card There's Too Many! it says you may remove Zombies from the board if you don't have enough to spawn, does this also apply when spawning Zombies during normal play? This is a special case just for that card. You may only remove and place Zombies from elsewhere on the board with cards that specifically say so, such as There's Too Many!. http://www.boardgamegeek.com/thread/205147

If a Hero stands on a Spawning Pit, can it still spawn zombies? Standing on a Zombie Spawning Pit has no effect on the pit itself (it is likely to get you killed pretty quickly though). ;> http://www.boardgamegeek.com/thread/216807

Hero Cards Blocked Windows


Tonight, my pal set down a Blocked Windows card. I then drew a Surprise Attack. When I put a Zombie down on a Hero, she said that this was illegal because of the Blocked Windows. I disagree, as my Zombie isn't moving through any walls to do the Surprise Attack. Any thoughts on what should happen? The zombie didn't go through a wall or door. It broke up through the floor. Plus, no zombie moved. It spawned. IMO, your interpretation is correct. http://www.boardgamegeek.com/thread/221147 Walt Mulder You are correct! Blocked Windows only prevents Zombies from moving through walls, it doesn't prevent them from spawning inside or being placed in your space. http://www.boardgamegeek.com/thread/221147 If a Zombie has to move through a Wall to satisfy Zombie Hunger, but Blocked Windows is in effect, do they have to lose their move attempting to move through the Wall and failing, or can they just ignore the Zombie Hunger and go somewhere else? If a Zombie can't reach an adjacent Hero for some reason (say Blocked Windows is in play), the Zombie may move normally (ignoring the Zombie Hunger caused by that unreachable Hero). http://www.boardgamegeek.com/article/1944925

Discard
Can a Hero discard an item card voluntarily at any time? We saw a nice glitch they tried to play tonight, by having one guy in the Police Station, and having the Priest in his Church. The Priest searched and found the Shotgun, but can't use it. He wanted to voluntarily discard it, and then the next Player would pick it up from the discard pile because he was in the Police Station. We didn't find anything in the rules at all that talked about Heroes discarding cards. All we found was ZOMBIES could discard one card before they drew up. If this works, can Heroes also discard an Event card at will? A Hero may NOT discard Items or Events unless they have to (or it is part of using the card's text). Not only would this abuse the mechanics (with Pick Up:s and the like) but it also goes against the theme. If Father Joseph finds a Shotgun, even if he finds the use of Guns distasteful, he would still recognize its value in a life or death struggle and try to get it into the hands of the Sheriff. http://www.boardgamegeek.com/thread/219309

Ive played Old Betsy on a group of 4 Zombies. Ive also got 3 Zombies looming up on me so I play Fire Extinguisher. All the Zombies get blown back. What happens to Old Betsy? Only Zombies are affected by the Fire Extinguisher (Heroes and Old Betsy just stay where they are). Also remember that moving Zombies with the Fire Extinguisher is optional for the Hero on an individual basis (you could choose to NOT move the ones out of Old Betsy's space if you wanted to keep them pinned down). http://www.boardgamegeek.com/thread/262742

First Aid Kits


Can Heroes use First Aid Kits on themselves at any time? First Aid Kit CAN be used on the Hero who has it. You'll notice that Becky's healing ability may only be used on 'another' character in the same space. http://www.boardgamegeek.com/article/1699929

Events
Can event cards be played at any time? In other words, can a Hero player play one of his Event cards while another Hero player is taking his turn? Unless it says otherwise on the card, yes! Some exceptions are cards that say, except during a Fight which means that if Fight Dice have been rolled, you can't play the card until that Fight has been resolved (and any resulting wounds dealt). http://www.boardgamegeek.com/article/1699711 Is there any limit to how many cards the Hero Players can have in their hand? Not including the Items on the Hero's themselves. There is no limit on the number of 'Event' cards a Hero Player may have in hand. http://www.boardgamegeek.com/article/1952123

Heroic Resolve
The card says: Once Heroic Resolve" is played on a Hero, the Hero continues to get the extra die regardless of the number of Zombies in her/his square (at least until the character searches or another card is played that causes it to be discarded). Can this card be played on one Hero first, and subsequently be played on another since Event Cards can be cast on Heroes not holding on to the cards? (Also taking note of the rule that the same card cannot be used more than once per Hero Turn). Heroic Resolve is a 'Remains in Play' card which means that when you play it, instead of discarding it like most Event cards, it stays in play on the Hero you played it on and continues to take affect. The card is only discarded if that Hero searches. In this way, the card may not affect more than one Hero (the Hero it was originally played on). http://www.boardgamegeek.com/thread/263425

Fire Extinguisher
Can you move all Zombies within your square and ALL adjacent squares? Or can you only move Zombies that all occupy ONE square of your choosing? With Fire Extinguisher, you are allowed to move any and all Zombies in your space as well as all adjacent spaces (and yes, Fire Extinguisher is a very good card for several different combos). ;> http://www.boardgamegeek.com/thread/218307

Running Out of Cards


If the Hero's deck runs out and some point later in the game the Zombies play a card that requires the players to discard a card from the Hero deck, does this end the game immediately or does the card get discarded since the deck is already empty? The Heroes automatically lose if a Zombie card forces them to discard the last Hero Card from the deck or if a Zombie Card WOULD discard the last card, even if there aren't any to be discarded. This alternate victory condition very rarely comes into play, but is more of a psychological threat as the Hero deck starts getting low (How many are left? Should we stop searching? etc). You'll find that most Zombie cards that discard Hero Cards from the deck are sort of a double-edged sword. You get rid of some Hero Cards, but it opens up more possibilities for the Heroes to use the 'Pick Up:' ability of buildings around the board. http://www.boardgamegeek.com/thread/210772

Are the Heroes allowed to keep items secret? I ask because the last game I played I was the zombies and we were doing the Burn 'Em Out! scenario. I had a Locked Door card I was holding to try to keep the Heroes out of my last Spawning Pit. Billy made a run into the room where it was, where I thought he was going to search, but instead, he revealed a Gasoline card from his hand. Is that legal, or do items have to be played to the table first? Had I known he had gas I would've used my Locked Door to keep him out for a turn. No matter how many characters a Hero Player is controlling, they only have a single hand of Event cards (this is a combined group of cards found by all of the Heroes they control). Item cards are ALWAYS immediately placed face up on the table on the character that found them. In your example with the Gasoline, I'm afraid that it was not a 'legal' Hero move to keep the gas secret. For one thing, how did they know Billy had the Gas if it was in their collective hand of Event cards? Also, individual Heroes are limited to only carrying 4 Items (up to 2 of which can be Weapons). This can be a common mistake for new players, so the card borders are color coded. Green/Grey borders are Items/Weapon Items and Gold borders are Events (Townsfolk Events have a washed out Brick border, but are still Events). http://www.boardgamegeek.com/article/207076

Strategy
If there are two Zombie players, the rules say that they may show each other their cards and discuss strategy. What about the Hero players? Can they show each other their cards and discuss strategy? I guess no. Actually, the Hero players may show each other their Event Cards as well, but the decision of how they are played always rests with the player who has the card. This helps to push the teamwork feel. The Heroes really do need each other to survive. http://www.boardgamegeek.com/thread/207076 If youre playing a 2 player game; the Zombie gets 4 cards in his hand and the Hero player does which of the following: 1) As he searches, he keeps Event cards found by each character organized by character as we do with items or guns, or 2) Organizes Guns and Items per character as they are found, but keeps Event cards together, essentially having a general hand of Events for the Hero characters.

T.J., Thoroughbred
The card reads it can be used at any time. Does this allow the Hero Player to use normal movement and gain additional movement from T.J.? Additionally, can the Hero Player Hero use this card during the Zombie Player turn? If so, seems like a really strong escape card... T.J. can be used at ANY time, including after you have just Searched or Moved. It can also be used to move away from a Fight if things are looking bad (if either the Zombie or Hero leaves the space before the Fight has been Resolved, the Fight is automatically canceled). This is a very powerful escape card, but that is why you have to discard it to use the ability (jump on the horse and ride). ;> Also keep in mind that T.J. is a preview from Growing Hunger and the theme of that expansion is that everything is stepped up a notch (for Heroes and Zombies alike)! http://www.boardgamegeek.com/article/1867502

Moving Diagonals
May a Hero move from a grass space to another grass space, which are diagonally adjacent, if there is a building space orthogonally adjacent to the two grass spaces ? Here is an example to clear up the situation: G,G' and G'' are grass spaces; B is a building space: BG G'G'' May a hero move diagonally from G to G'? As is the case with most questions with LNOE, I would take the direct wording from the rulebook for this. So I would say that yes a Hero can move from those two spaces. Gene The same kind of situation, but for a Hero moving inside a building. B, B' and B'' are building spaces. G is a grass space. GB B'B'' May a hero move diagonally from B to B'? It is possible for a hero to move diagnally from one space to another moving a hero past a corner that is inside of a building. This would be allowed anywhere inside of a building except for the extending corners and center of the Manor House. Gene The only other restriction is that a Hero may never make a diagonal move thru any doorways. Sean Swart You guys are correct. Those are both legal moves. As mentioned, the only restricted diagonals are the Manor House extended 'Corner Walls' and Doors (nicely done!). http://www.boardgamegeek.com/article/1766342

Pick Up
Played the basic scenario twice last night and had a blast with it. After being trapped in the high school and overwhelmed in the first game, the players developed a strategy for the win in the second game that might be fishy. A couple of the Heroes hid out in the Gun Shop and eventually took all the guns out of the Hero Deck through searching. Can the Heroes then take them out of the Discard Pile as well? I know that searching the Junkyard lets you take a random item out of the Discard Pile, but the Heroes were trying to be crafty and I couldn't find anywhere in the rules that didn't specifically say that they couldn't raid the Discard Pile as well. Looks like the Heroes were playing correctly. Here's some more info on the subject for others who might be confused: The only way to pull items from the Hero Discard Pile is to either play the card Just What I Needed which pulls anything from the Discard Pile or to stand in locations that have a pick up item, such as the Gun Shop has the Pick Up any Gun or Ammo Card. Therefore, instead of searching, Heroes may rummage through the Discard Pile (not the draw deck) and find any keyword gun or ammo item. You can also pull the Shotgun at the Police Station. A random Hero card may be pulled from the Junkyard. Sheriff Anderson may pull a Revolver instead of searching in any building. Other than that, there are no more ways of getting guns out of the discard pile. http://www.boardgamegeek.com/article/1679539 Mary Beth Magallenes. Flying Frog Productions Two heroes are in the Airplane Hangar, same space (by the door), and one of them has a Signal Flare. Hero 1 fires Signal Flare, and discards it. Hero 2 uses Pick Up power of Hangar and picks up discarded Signal Flare and immediately fires it. Repeat ad infinitum. Is this correct? I think so, and it is they way we play, but I want to make sure. If you look on page 22 of the Rulebook (the FAQ), the first entry addresses this. A Weapon card may NOT be used by more than one Hero in the same turn. A single Hero in the Airplane Hangar can 'Pick Up' and fire the Signal Flare every turn, but unless there are more than one copy of the card in the discard pile, no other Hero may use the same copy of the Weapon card. http://www.boardgamegeek.com/thread/212987

Searching Discard Piles


Can players search their own or their opponent's discard piles? Yes. You can look through any discard pile at any time. http://www.boardgamegeek.com/thread/265888

Just triple-checking this: in our first game last night, we would up with a swarm of Zombies near the Hospital, and thanks to the discard 10 cards card being played, there was a First Aid kit in the discard pile. So we all piled into the Hospital, and spent a couple of turns picking up, using and discarding the First Aid kit, recycling it every turn. Couldn't see anything in the rules forbidding it. Were we missing something? It says this exact wording on p. 12 of the rules: ...no Item may be used by more than one Hero in the same turn. An interesting thing to note from the thread linked to by Sean, that the word 'Item' in this context apparently refers to an individual Item card, so that two identical Item cards count as different Items in applying this rule. I had assumed this, but it is good to see it spelled out clearly. http://www.boardgamegeek.com/thread/220755 Bill Bennett That is correct! No single copy of an 'Item' card may be used by more than one Hero in the same turn. You MAY use a Pick Up: to get an Item just discarded back, but cannot then use it again this same turn. This is covered in the forthcoming Official FAQ/Errata and is specifically noted as applying to ALL Items now, not just weapons. Sorry for any confusion. http://www.boardgamegeek.com/thread/220755

Exchange Items Exchange Items


Need help with the following. Thanks! 1. Can Event Cards be exchanged, just like Item or Weapon Cards? 2. Can a Hero pass cards to another Hero in the same space without getting a card back in return? 3. Is there a limit to the number of cards being exchanged? 1. It doesn't matter, because the owner of the Hero Event is a trivial factor. No matter who holds the card, they can use it on anyone at any time. If the owner of the Event decides they want someone else to use it, they can just play that Event on behalf of the other player. No need to transfer the card. 2. Yes, you can give cards without getting anything, or you can take cards without giving anything. (With the other players permission of course) 3. There's no limit to how many exchanges can be made. You could trade all of your items with multiple Heroes if you wanted to. http://www.boardgamegeek.com/thread/263437 Cameron McKenzie

Ranged Attacks Line Of Sight


How do I trace the Line of Sight between an A and a B square? Do I have to imagine a line between the A center and B center, or how is it done? And what if I do intersect the end of a blocking wall? Is there an official rule on LOS? When checking for Line of Sight, you do not need to worry about center of space to center of space. You can either see a space or not (because it is on a grid, you can count out the squares). In the upcoming expanded FAQ/Errata on the official website, there will be an additional diagram to help out with odd situations. As for the Truck, it does not officially block sight (if you want to make a house rule you may, but as written, only walls block sight).

Zombies
Can a hero search a square with a zombie there too? Yes, Heroes can still search even if there is a Zombie right on top of them ready to pounce. This is especially helpful if the Hero happens to roll a 1 for movement searching is usually a better option. http://www.boardgamegeek.com/article/1689058

My question on line of sight is mostly about the diagonals from within a building. Let's say this awful illustration below is the case. H is the Hero inside a building, Zs are Zombies, and each x is a square, and assume that the Hero has enough range to hit any of the Zombies: x x x x ZZxxxxx Zxxxxxx x x x |====== xxx|H

Fights Baseball Bat


We played the game this weekend for the first time, and had a question regarding the procedure for making attacks with weapons that state may be used multiple times per fight. How does this work? Say the Zombie player rolls his die and gets a 4. Then, the Hero rolls his two dice, and gets a 2 and a 3. The hero has the Baseball Bat. What is he able to do, how many times can he do it, and when does he check for bat breakage? Is it a separate roll? The other weapons state roll ONE extra die, or Limit once per fight, the Baseball Bat is the only card that has this effect listed on it, and as far as I know, your interpretation is correct. Since it states it may be use multiple times PER FIGHT you could keep rolling an extra die & rolling for breakage until you either win or break the Bat. Since you can wait until you roll the die before you decide to play a card, the procedure might look like this: roll your 2 die, decide to use the Bat, roll the 3rd die, check for breakage. No breakage? Did you kill the Zombie? No? Roll 3rd die again, check for breakage. Repeat as necessary. http://www.boardgamegeek.com/thread/206121 Moon Sylver Not quite! At least not the roll 3rd die again part! Let's say the Zombie rolls a 4. The Hero rolls 2 and 3. Hero decides to use the Bat: a 3 (another roll to see if it breaks - no). So the Hero has now 2, 3, 3. The Hero now HAS doubles and could kill the zombie, but he still needs to roll higher. So the Hero uses the Bat again: a 5 (check for breaking - yes, the Bat breaks). That makes the Heros result 2, 3, 3, 5! (2 normal dice plus two dice from the Bat). So with the last strike, the Hero was able to kill the Zombie because of his higher roll, and the doubles he had rolled before. The card doesn't say to re-roll, but to add another die, and that can be done multiple times per fight. In one of my solo games, Sally had to hit about six times before that Zombie finally gave up - and yes, the Bat broke with the last hit. She had several doubles, but no higher roll yet (needed a 5 but continued to roll 3's and 4's). http://www.boardgamegeek.com/article/206121 Ben Spicher

The top-right Zombie is on a direct diagonal line to the wall, so the Hero has line of sight. The top-left Zombie is just outside the diagonal, and the lower Zombie is well below the diagonal. Can the Hero see them? Like I said before, my interpretation of the rules is that line of sight exists along diagonals, which simplifies things if you're not using a center-tocenter line. Is that the intent of the rules? It is true that you can see out from walls along the diagonal. If you look on page 13 of the Rulebook, there are diagrams which show how this works. Something like this. OXXXXXXXXXXXXXO OOXXXXXXXXXXXOO OOOXXXXXXXXXOOO OOOO|=====|OOOO OOOO|__H__ It is uncommon for a Hero to be in a building but only touching a single wall, and you can see out of every wall you are touching. In your asci diagram, the Hero (H) appears to be touching both walls of the corner and so can see through both of those walls. Remember also that if a Hero is touching a wall, they can see out from the entire length of that wall. http://www.boardgamegeek.com/thread/211107

Out Of Ammo
Does the Revolver run out of ammo on the 'to hit' roll, but the Pump Shotgun needs a separate roll to check if it runs out of ammo? Or do they both need a separate roll? The Revolver is just a single roll and if you are unfortunate enough to roll a '1' to hit, the gun is out of ammo. With the Pump Shotgun it is an additional roll for ammo because you get to roll to hit each and every Zombie in a space. The end result is that no matter how many Zombies are in the space you're shooting at, you only have to roll once to see if you are out of ammo. http://www.boardgamegeek.com/article/1694745 Shotgun lets you roll individually to hit every Zombie in a single space and then roll once afterward to see if the gun is out of ammo (think of it as a buckshot blast). http://www.boardgamegeek.com/thread/216807

Moon Sylver and Ben are correct. You can keep swinging (adding extra dice and rolling to see if it breaks) until either the Bat breaks or the Zombie breaks (or both)! http://www.boardgamegeek.com/article/206121 It is true, Jenny with a Baseball Bat is very good as the Bat only breaks on the roll of 1 after each use. It can be used multiple times per Fight, but you do have to roll to see if it breaks after each use. As for the break roll, something that will be in the forthcoming Errata/FAQ is that a die roll MAY be increased beyond 6 (to 7 or 8 etc), but MAY NOT be reduced below 1. http://www.boardgamegeek.com/thread/212782

Rulebook pg.15 under 'Hero Combat Bonus: Cards -' Hand Weapon Break Tests Hand Weapon Items are the most common way for a Hero to get a Combat Bonus:. Although powerful tools in the Hero's fight against the Zombies, most of these weapons do have a chance of breaking during combat. Many Hand Weapons have the text: After each use, Breaks on X (Discard). This means that after the Hero gains the Combat Bonus: of the weapon, they must roll an additional die to see if the weapon Breaks. This is called a Break Test. If the Break Test roll is equal to X as printed on the card (usually 1 or 2), the Hand Weapon is destroyed in the fight and must be discarded. It is important to note that whether or not the weapon Breaks, the Combat Bonus: still takes affect. I hope this clears up the remaining confusion. Also remember that Guns do NOT make Break Tests, they just have the possibility to run out of ammo and be discarded. http://www.boardgamegeek.com/thread/218630

Break Tests
On weapons such as the Crowbar, it gives the stipulation that it breaks on a 1 or 2. For a Hero only rolling 2 dice, and he rolls a 4 and a 1. The 4 is obviously the dice he takes. Does the weapon break because he ROLLED a one? Or does it count which dice you use in the fight? The dice that both the Hero and the Zombie roll during a Fight are called 'Fight Dice'. Normally a Hero rolls 2 'Fight Dice' and picks the highest and a Zombie rolls 1 'Fight Dice' but wins on ties. Many Hero Hand Weapons have a Combat Bonus that lets you add extra 'Fight Dice' or re-roll one or more of your 'Fight Dice'. For almost all Hand Weapons, after you use the Combat Bonus ability, you must roll a Break Test as noted on the individual card. This is a totally separate, single die roll to see if the weapon Breaks (usually on the roll of 1 or 2). This separate roll is NOT a 'Fight Dice'. So with the Crowbar, the Combat Bonus is that the Hero may win the Fight on a tie result. Once you declare that you are using the Crowbar, for the rest of this Fight the Hero is assumed to win if the result is a tie roll. The Break Test is made as soon as the weapon's Combat Bonus takes affect (in this case, as soon as you declare that you are using the Crowbar). It is also important to note that the Hero still wins on a tie for this Fight even if the Crowbar 'Breaks'. Hand Weapons 'Breaking' should be better described in the Rules as a universal notion (there is not enough room on each individual card to do it). I am working on the updated FAQ/Errata right now and will add the following for clarity:

Combat Bonus Cards


Fight and Combat Bonus cards can be played after the Fight dice rolls. So, you can roll the dice, then decide to use your chainsaw, gun, whatever? Sort of takes the risk out of it doesn't it? Yes, cards can be played after the fight dice are rolled to change the outcome. http://www.boardgamegeek.com/article/1698451 Jason Horton When a Hero rolls fight dice can they choose which of their current weapons/combat bonuses (non-range) they are using or must they use all the weapons/combat bonuses for fight roll? My understanding is that you can choose whichever combat bonus you would like to use at any point. For instance lets say you have the Baseball Bat (roll one extra die, may be used multiple times rolling for breakage each time) and the Crowbar (Hero can win on ties), now lets say the Zombie rolls a 5 and the Hero rolls a 3 and a 2. The Hero could decide to roll an extra die(using the Baseball Bat), he rolls a 5, after this roll the Hero could decide to use the Crowbar to win the fight. http://www.boardgamegeek.com/thread/217354 Marc Johnston Marc is correct, you can choose to use (or not use) any weapon's Combat Bonus at any time during a Fight (before dice are rolled, after dice, after another card is played, etc). Also you may use any number of Combat Bonuses as well as Events (as noted in the rules, Zombies are limited to a single Fight: card - even if that Fight: card is then canceled). The intent is that 'thematically' the Heroes are always using their weapons to fight off the Zombies with, but the weapons are only potentially breakable if the weapon is the focus of your attack and/or the situation is dire.

For example, a Hero with a Baseball Bat is assumed to always be swinging it around, taking off a hand here or a couple of teeth there, but only if you decide, "That's it!" and start beating the Zombie over the head with it does it actually have a chance of breaking the Bat. Similarly, with the Fire Axe, you can assume that the Hero is chopping off bits of Zombie left and right, but only if you bury the Axe in the Zombie's chest can you stop him from lunging (ie- canceling a potentially deadly Fight: card). http://www.boardgamegeek.com/thread/217354 Just to be clear, what I said before about a Hero ALWAYS using their weapons to fight off Zombies was to describe the 'real world' rational as it relates to Theme. A Hero only 'uses' a Hand Weapon if they actually utilize it's Combat Bonus. This can be done after Fight Dice are rolled. After gaining the Combat Bonus of a Hand Weapon, it is a separate roll to see if it breaks as noted on the individual card (most weapons that can break do so on the roll of 1 or 2). Revolver is the only card currently in the game that can 'run out of ammo/break' that doesn't require a separate roll to see if it is discarded (it runs out of ammo if you roll a 1 to Hit). http://www.boardgamegeek.com/thread/217354 Torch is a Combat Item. Does it have to be used against a Zombie in combat with the character holding the Torch? Or can the character holding it use it against a Zombie in another space fighting another character? A card's 'Combat Bonus:' may only be used by the character that has the item for a Fight that they are involved. http://www.boardgamegeek.com/thread/213523

The Cornfield does not have a 'Random Building Number Set' (the little 1, 2, 3 etc in the bottom corner) and so may not be Taken Over / Lights Out etc. http://www.boardgamegeek.com/article/1801276

Meat Cleaver
Says Zombies are Killed on a 6. What if the Zombie player rolls a 6 (or through card play gets a 7, etc)? Actually, you'll notice that the Meat Cleaver says, instantly Killed. That means if the Hero rolls a 6 at all, the Zombie is instantly killed and the fight ends immediately. Because it is instant, Zombies do not even get the chance to play cards (may not force a reroll etc). Cleaver of doom indeed. Just don't get overconfident, I have seen many Heroes charge into a pack of Zombies with a Meat Cleaver and get torn to pieces. http://www.boardgamegeek.com/article/1699034 All hand weapons have a break roll of some sort as Jason explained to me in my last thread. We ran into the Meat Cleaver card. It does not have any text about breaking. Is this meant to be this way or is it irrational? Is it one of those really awesome Meat Cleavers that chef's buy that don't break unless they are shot to the moon? It is not a mistake, some Hero weapons do not have to make a Break Test. These weapons are especially powerful and long-lasting, and can really give a character the edge they need to become the 'Hero' they were born to be! (Ok, it's cheesy, but what do you want, I had to type this stuff twice ;> ). http://www.boardgamegeek.com/thread/219309

Cornfield
So last night the players were trying to hide the townsfolk in the Cornfield. The question became when exactly is a Zombie attacking? Or more precisly when does a Zombie have to roll the 4+ to attack? Is it only during the Zombie Players turn or do they have to roll at the end of the Heroes turn as well (if a player ends his turn in a space with zombies)? Also is the cornfield a location that can be targeted with My God, Theyve Taken the... The way the Cornfield works will be clarified in the updated FAQ/Errata. Basically, ANYTIME a Zombie is going to Fight a Hero in a Cornfield space, the Hero may choose if they want to hide or not. If they hide, the Zombie must roll a 4+ to find them and fight. In this way, the Zombie must ALWAYS roll to find them on a 4+ (Hero Turn or Zombie Turn) unless the Hero wants to Fight.

Ranged Weapons
Can you use a ranged weapon in a hand-to-hand fight? As I understand it, no. Because a Hero can only make one ranged attack per turn and the Ranged Attack step comes before the Fight Zombies step in the Hero's turn order. http://www.boardgamegeek.com/article/1698451 Jason Horton

Resolving the Fight


If there are two Heroes and three Zombies in a space: 1) On the Zombie's turn are there 3 fights or 6? We played as follows: Three, two pairs of combat, each Hero with a different Zombie, and then a third combat with the third Zombie, and the Heroes get to decide which Hero fights the third Zombie. 2) On the Heroes' turns are there 2 fights or 6? We played as follows: Each Hero, in their turn, has to fight all zombies in the same square. Therefore, the number of fights depends on the results of each Hero's outcome, i.e. it could be as few as two or as many as six, assuming there aren't cards played that could affect the fights. This is exactly correct! In the Zombie turn, the Heroes and Zombies are paired off evenly and Heroes choose who has to fight the extra(s). While in the Hero turn, a Hero has to fight every Zombie in their space (keep in mind that if the Hero started in the space with the Zombies, he could always move away before having to fight). http://www.boardgamegeek.com/article/1699631 If there are an odd number of Zombies in a square with multiple Hduring the Zombie's Fight step, do the Heroes have to decide, before any combats are fought, who will fight the odd one, or can they complete their respective combats and then see who is in the best shape to fight the last one? Yes, the Heroes must decide how many Zombies each of them will Fight before any of the Fights take place (you have to sort of hedge your bets). As they are paired off evenly, this only matters for the extra Zombies. http://www.boardgamegeek.com/thread/205147 When Zombies are divided between Heroes, and one dies, are the remaining fights allocated to that Hero done by the other Hero, or do the Zombies simply not fight? In addition, if the dying Hero becomes a Zombie, does the living Hero have to fight it? The Zombie/Hero pairings are decided on first, then each of them is resolved. If a Hero dies before all of their Fights are complete, the remaining Zombies that Hero was supposed to Fight do not fight anyone (they spend the time feeding on the dead Hero). As for the newly created Zombie Hero, when a Hero or Zombie Hero enters play mid-game, they do not participate in the current phase of the turn. In this case, the Zombie Turn 'Fight Heroes' phase. Therefore, the new Zombie Hero does NOT get to fight. http://www.boardgamegeek.com/article/1841276

If there are 3 Zombies and one Hero in a square is that one fight? Or 3 separate fights? If the Hero had a med kit could he use it in between those fights? It would be 3 distinct Fights. As with all of the healing cards, 'First Aid Kit' may be used between any of these Fights (just not DURING one of the Fights). http://www.boardgamegeek.com/article/1952123 When battling with humans they get to roll 2 dice. If they roll doubles they kill the Zombie. Does that mean it has to be a higher roll than a Zombie? Doubles only count when you have the higher roll to defeat the Zombie. However with the use of cards you can increase the number of Fight Dice you roll. So if you roll three dice and get a 5, 3, and 3 and the Zombie player rolls a 4 you would fend off the Zombie with the 5 and defeat him with the double 3s. Keep in mind too that you can roll two dice first and then decide whether to add more dice via cards to go for the kill. So if you rolled a 3 and 5 you could then decide to use a card in the hopes of getting another 3 or 5 http://www.boardgamegeek.com/article/1680458 Jason Horton Hand-to-Hand combat in Last Night on Earth is called a 'Fight' and works as followsThe Hero rolls 2 Fight Dice and picks the highest roll. The Zombie rolls 1 Fight Dice, but wins on a tie. If the Zombie wins, the Hero takes a Wound (if it is their last wound they are killed). If the Hero wins (one of their rolls is higher than the Zombie's roll), the Zombie is kept at bay and 'Fended Off'. The Zombie stays in the space, but doesn't hurt the Hero. If the Hero wins, and rolls doubles on any of their dice, the Zombie is not just 'Fended Off' but actually wounded (this is enough to kill a normal Zombie). Without a weapon of some sort or a trick up your sleeve, combat can be very dangerous for a Hero. This description is of a basic Fight with no weapons or extra cards or abilities being used. As you can see, it's not too hard to Fend Off a Zombie, but unless you kill it, you may have to keep fighting it in consecutive turns. http://www.boardgamegeek.com/thread/205226

There are cards, e.g. Mr. Hyde, The Shop Teacher, that add or subtract 1 to a fight die. If so, how does this affect doubles for getting Zombie kills? e.g. if the Zombie rolls a 4 and the Hero rolls a 4 and a 5, and then the Hero can play a card to add 1 to a die, will this count as a double 5 or are only natural double rolls counted for kills? And, if so, I guess can Zombie cards that can do this (there aren't any currently AFAIK) cancel kill doubles rolled by the Heroes? It does not need to be 'natural' doubles to wound a Zombie. Cards like Mr. Hyde are really good for getting that extra boost to give you the kill instead of just Fending Off. Rolls are only taken into account when you Resolve the Fight (after everyone is done playing cards and using abilities). Until then, the rolls/results may be altered around as much as the players want. (The only exception to this is cards that have an 'instant' effect such as Meat Cleaver). http://www.boardgamegeek.com/thread/205147 The following situation came up tonight: Jenny and the Drifter are in the same space. Into the space wanders three Zombies (during the zombie turn). The Heroes get to divvy up the resulting fight, and assign two Zombies to Jenny and one to the Drifter. The hero player plays Mr. Hyde, The Shop Teacher which cancels a fight which involves a student hero (Jenny). 1) Does this card cancel one fight, meaning that Jenny must fight the second Zombie? (And the Drifter fights his?) 2) Or, does Jenny not have to fight either of her Zombies? (but the Drifter still fights his?) 3) Or, if the entire thing (space?) is a single fight, then Jenny and the Drifter do not have to fight at all? We played as per (1), citing language within the rulebook of fights, but the rest of the night kept finding examples which would seem to cause problems when used with that definition (such as items that heal but cannot be played during a fight - but between individual fights?). Could you explicitly define when a fight starts and ends? I agree with 1). When a Hero and Zombie end in the same space, they will need to fight. Hand-to-hand combat with more than one Zombie are obviously fights. Where is the problem with an item that cannot be played during a fight, but between individual fights? It just means that you can't heal a Hero that was just killed during a fight (resolving a fight is still part of the Fight procedure I'd say). But if he was wounded in that fight, he may heal before fighting against another Zombie in the same square (they ARE slow, you know) http://www.boardgamegeek.com/article/1700660 Ben Spicher

Your '1)' is correct. A Fight is a single hand-to-hand combat between one Zombie and one Hero. The Fight starts as soon as the 'Fight Dice' are rolled and only ends after the Fight has been Resolved and any wounds have been applied. Healing cards which may not be used during a Fight may be used between two Fights in the same turn (as Ben pointed out, Zombies are rather slow, but you can't heal yourself if you are currently being killed). Also, just as a side note, cards that Cancel a Fight may be played DURING a Fight. So you can wait until you roll the dice and are actually losing before Mr. Hyde comes out and Cancels the Fight. A Fight that is Cancelled is not Resolved so no one wins/loses and no damage is done. http://www.boardgamegeek.com/article/1700660 OK, here is the scenario from last night: Hero gets into a fight with a Zombie. Hero loses roll. Hero decides to take the wound. Zombie plays card that makes it so the next wound that Hero takes will turn him into a zombie (I Feel Kinda Strange). Hero THEN decides to use his weapon (Torch I think?) to allow him to RE-ROLL one of his combat die now that he sees that the wound is going to be worse than he thought. The rules for this game allow for so much backtracking that we allowed it to happen as we could not find anywhere in the rules where the fight officially ENDED, but to be honest in this case I feel that since the wound was accepted (thus IMHO ENDING the fight) that this should not be allowed. Is there an official ruling on this situation? This is, in fact, NOT allowed as the 'I Feel Kinda' Strange' card is played after the Fight has been Resolved. The basic breakdown of a Fight is as follows: 1) Fight Begins (between 1 Hero and 1 Zombie) 2) Both Hero and Zombie roll Fight Dice 3) Both players have the chance to use cards/abilities/etc. 4) Both players agree they are finished playing Fight cards 5) Fight is Resolved - comparing highest individual Fight Dice for each After the Fight is Resolved (who wins/loses), then cards can be played to prevent any wounds they are about to take. Once wounds are dealt (and the results are in), players can use cards like 'I Feel Kinda' Strange' or 'Get Back You Devils' etc. As far as who gets to play cards first during the Fight, it really doesn't matter much because only the player who is currently losing is likely to want to play a card. Players can continue to play cards/use abilities until both players decide to stop, only then is the Fight Resolved. http://www.boardgamegeek.com/thread/267746

Thanks for the replies, that is what I thought but there was really no-where in the rules that defined WHEN a fight ended. We were trying to apply Magic: The Gathering concepts to help us define it but in the end it came down to if the placing of the wound was still within the fight or outside of it. I think that the part you are looking for is on page 15 of the rule book in the section 'Resolving the Fight'. It reads: Resolving the Fight A Fight is only resolved after all players have decided not to use any more cards or abilities. Once both players have chosen their highest Fight Dice roll and are done using cards and abilities, the Fight is resolved as follows: - If the Zombie wins... http://www.boardgamegeek.com/thread/267746

By asking this while holding an event card like you might play it if he says yes, you might even bluff him into premature use of one of his cards if you don't hold the Get Back You Devils card. http://www.boardgamegeek.com/thread/222553 Rick Young This is exactly right! 'Get Back You Devils! is only played after the fight has resolved (both players have elected to not play any more cards to alter the fight and a winner is determined). You may find that it is worthwhile to ask, Do you want to play anything else?, then, if not, OK, you're fended off and .... This works the same way for the Zombies using I Feel Kinda' Strange. http://www.boardgamegeek.com/thread/222553

Zombie Fight: Cards


When a zombie Fight: card is cancelled, does it count as the one card that a Zombie Player may play during a Fight, or may another card be played? The Cancelled card DOES count as the one Zombie Fight: card pre Fight. This makes the tactical choice of when/if to Cancel cards very important. It also might be worth pointing out that if you play a card to 'Cancel a Fight', that Fight ends without being resolved (no wounds are done). This is another powerful tool the Heroes can get through their cards. http://www.boardgamegeek.com/thread/217098

Using Cards And Abilities


The rules state that cancelling a card that has caused dice to be rolled is not legal. If the card can only be cancelled BEFORE rolling the dice, then the appropriate thing for the person playing the card is to IMMEDIATELY throw the dice while playing the card, so that no one can cancel it. That just seems silly, thus my question. The intent of this timing structure is to keep up the tension and tactical decision making (as well as to avoid confusion wait, which dice did you just roll?). I find that usually if you have a card that Cancels, you are ready and waiting for just the right moment to play it. If this kind of timing system is abused by members of your group, I would consider having a policy that, if a player doesn't ask if you want to Cancel, then you CAN Cancel AFTER the dice are rolled (I think that is the way it would need to be handled in a Tournament Situation'). http://www.boardgamegeek.com/thread/217626 A huge altercation broke out at our first playing regarding the sequence of played cards. Zombies were attacking and lost the first battle (no doubles) and were fended off. Since the player they were fighting was not critically injured, Zombies chose to save their special card (I believe the Uuuurrrggghh! card that allows Zombies to add 2 more dice to their fight roll). Then another Hero played the card that turns a fended off Zombie (defeated I believe is the wording) to a killed Zombie. The Zombies then wanted to play the card that allowed 2 dice to be added to their fight roll. Is this allowed? My take on this is that the Hero player should ask the Zombie player Are you accepting the result of the fight?. If he says yes and you play your event, he cannot do anything about it.

Scenarios All Hallows Eve


Logic seems to dictate that if you have some Gasoline and a ranged weapon that you would be able to use said ranged weapon on the gas and blow up the Book. Of course your Hero would have to set down said gas & Book to step away before blowing it up ... giving a Zombie or Zombie Hero a chance to grab the Book. The Book is NOT destroyed by an exploding Gas Marker etc. It is magical afterall. The Book may only be destroyed by having a Fire Item and the Book and giving up your turn to burn it. Think of it as a ritual you have to perform to destroy the evil of the Book. http://www.boardgamegeek.com/thread/230540

Played a rollicking game of Last Night On Earth last Sunday, trying out Jason's Halloween scenario. Problem was, two of the buildings with suspects got Taken Over in the first couple of turns and the Heroes couldn't enter them. The Heroes lost before they got down to those Townsfolk, but it seemed to be a totally insurmountable problem. To win, the Heroes have to (potentially) interrogate all suspects; Zombie Taken Over cards cycle, while Hero cancel permanent card cards do not. We've got a standing house rule now that Taken Over cannot be used on any win-condition building (roll again), but is there any other official word from on high about how Taken Over should be used if the building in question is a win-condition area? You guys are correct! That was part of the 'All Hallows Eve' scenario in testing and I think it got left out in the final written version somehow. It should have included the following text in the Special Rules Townsfolk section: A building with a Townsfolk counter currently in it (including the Zombie Master), may not be Taken Over. If this would happen, re-roll as normal. Also under the Zombie Master entry it should read: Once discovered, the Zombie Master immediately counts as a Zombie Hero in every way with 2 Health Boxes (use the evil Townsfolks counter to represent the Zombie Master on the board and the evil Townsfolks Hero Card to place wound markers on). The only exception to this is that the Zombie Master may not enter buildings that are Taken Over (his last vestiges of humanity prevent it). Note that... I will see about getting that corrected on the website version of the Scenario. http://www.boardgamegeek.com/thread/244531

When a scenario goal involves a Hero giving up his turn, is he allowed to roll his movement die before deciding to give up a turn? In my most recent example, Joseph was on the same spot as a Zombie and we were playing All Hallows Eve. I could have stood there to fight the Zombie and burn the book, but I decided to roll to try to get away from the Zombie so I could burn it safely in a future turn. If I rolled a low number and couldn't get away, could I change my mind and fight the Zombie to burn the book, or have I already forfeited my opportunity to burn it by rolling? This is a little bit of a grey area and really depends on how your group's play style is. By the letter of the rules, you should probably not get to roll. That being said, it seems to be a little strict. Generally this kind of thing falls under the 'friendly game' category of house rules and can set the tone for everyone to enjoy the game (or not). Remember, you may be playing Zombies now, but perhaps next time you will be playing as the Heroes and could then benefit from the same rules call (as long as you are consistant between game sessions). http://www.boardgamegeek.com/article/1841276

Burn Em Out!
What do you use to mark the detonated Zombie Spawning Pits? I believe in the rulebook under Scenario Notes it says to mark the destroyed pit with a Wound marker. http://www.boardgamegeek.com/article/1689278 Can the zombie player still spawn from destroyed Zombie Spawning Pits? Once a pit is destroyed there is nothing left there to spawn from (so Zombies will have to find somewhere else to crawl up out of). http://www.boardgamegeek.com/article/1689278 On the turn where the Zombie Spawning Pit is destroyed, do all the zombies on that pit get destroyed as well? Destroying a Zombie pit has no effect on Zombies that are already in the space. http://www.boardgamegeek.com/article/1689278 To destroy the Pit, it says that a character has to start on the space, give up his whole turn, survive any Zombies, then the Pit is destroyed. Isn't fighting a Zombie using your turn? Fighting on the Zombies players turn should not matter, but shouldn't the space be clear of Zombies at the START of the Heroes turn, so that the character can give it up to ignite the gas? Otherwise, he is using the fight part of his turn and not giving up his whole turn then. When a Hero gives up (or loses) their turn, they may not Move, Exchange Items, or Make a Ranged Attack. They DO still have to Fight Zombies in their space unless whatever caused them to lose the turn says otherwise (such as This Could Be Our Last Night On Earth...). http://www.boardgamegeek.com/thread/213900

We had a situation the Heroes were on the Zombie Pit, and dropped the gasoline to destroy the Zombie Pit. There were two Zombies on the pit at the time. The Hero survived all of the Zombie fights. The question is when the pit is destroyed does it kill the Zombies on that spot like a normal explosion would do? Or does the pit not get destroyed cause there are Zombies on that pit? In 'Burn 'Em Out', destroying a Spawning Pit is not like a regular explosion of a Gas Marker. The Hero must start their turn in the space with the pit, give up their turn (no move, shoot, exchange etc.), fight any Zombies in the space, and then discard their Explosive (Gasoline or Dynamite) to destroy the pit (you do NOT need a Keyword Fire Item). Aside from having to fight any Zombies before blowing up the pit, it does not make a difference if there are Zombies in the space or not. Blowing up the pit has no effect on the Zombies and Zombies have no effect on a Hero's ability to blow up the pit. http://www.boardgamegeek.com/article/1753465 The scenario card states that you have to be in the same space as the Pit in order to destroy it. Does that mean that you can't use the Explosive as a ranged weapon? There's no mention on the scenario card that the usual Explosive 'hit' criteria count (e.g. hits on D6 roll of 3+), so are players to assume that discarding the Explosive and surviving as per scenarion instructions are all you need to do to destroy a Pit? If the answer is yes, I guess that no Zombies in adjacent spaces are affected (i.e. the player doesn't destroy any adjacent Zombies with a roll of 3+ or whatever the usual Explosive criteria are). In Burn 'Em Out, using an Explosive to destroy a Spawning Pit works differently than the normal uses for Explosives. Just throwing Dynamite at a Spawning Pit will not destroy it. You can think of giving up your turn as planting the Explosives in strategic spots in order to destroy the pit. Destroying a Pit has no affect on Zombies (or Heroes) in the same or adjacent spaces, regardless of what Explosive is being used. http://www.boardgamegeek.com/article/2022582 How can the Heroes win if the Zombies take over 2 buildings that have 2 of the 4 Spawning Pits? This is a dangerous situation that can crop up. If it happens, the Heroes need to find a card to Cancel a Zombie Card (there are several of these in the deck), use Father Joseph's Strength of Spirit, or hope for a New Spawning Pit to show up. It is pretty uncommon for this to happen, and pretty much always takes care of itself (through one of the above mentioned methods of getting around it). I have yet to see the Heroes lose because all of the remaining Spawning Pits were Taken Over for the rest of the game. http://www.boardgamegeek.com/thread/216807

Defend The Manor House


The scenario stipulates that the Zombie player needs to get 9 Zombies into the mansion before sunrise... that's the simplest way to sum it up. Think back to Night of the Living Dead. Really, most zombie movies. The Heroes barricade themselves in the home and struggle to fight off the unending Zombie hordes. I was looking forward to that. The way that the Heroes win the scenario, however, was quite different. In fact, I don't think a Hero ever stepped foot in the mansion. The zombie hunger rule stipulates that Zombies move towards adjacent Heroes. So her strategy consisted of staying outside of the mansion, picking off Zombies as they got close to it, and then running in to lure them out of the mansion. And I, as the Zombie player, needed to avoid the Heroes just to get Zombies into the mansion! Don't go into that mansion, Zombie! Stay outside and snack on my nice, warm brain! Tactically, that was a good solution to the scenario. Thematically, it was just nuts. So the thematic intent of the scenario is that all of the surviving townsfolk are barricaded into the attic or basenment of the house (think Night of the Living Dead), but if enough Zombies get into the house they will break through and eat everyone. The strongest/bravest of the townsfolk venture out to distract/fend off the Zombie horde until morning when the Zombies lose strength and outside help can arrive. Unfortunately this bit of flavorful background did not make it into the final version of the Rulebook or Scenario card. I hope this helps reconcile theme vs strategy here. ;> http://www.boardgamegeek.com/thread/215732 We played Defend The Manor House, which in this scenario the Manor House may never be chosen when rolling for a random building. The card Lights Out was played by the Zombie Player. May the Manor House be chosen as the building? 'Lights Out' MAY be played on the Manor House because it is a Building (even though it may not be chosen for a Random Building). http://www.boardgamegeek.com/article/1835765

When playing the Manor House scenario, the Zombie Player wins if they get 9 or more Zombies in the House. Since the Hero Player is on the outside of the House drawing Zombies out, the question is whether or not you can move a few Zombies into the House and declare victory or if you have to move all Zombies both in and out of the House before you can count the number in the House. There is a general rules clarification that All Zombies must move using Zombie Hunger (if it applies to them) before any other Zombies move normally. The Defend the Manor House objectives are a great example of why this is important. http://www.boardgamegeek.com/article/1944925

I was playing the Heroes, and had the Sheriff, Jenny, Billy and the Nurse. There was no Police Station, so the Sheriff started in the center of town, with the truck. He also received a starter Hero card as a bonus for not starting in a building. My starting card as the Sheriff was Just What I Needed. Ah... a can of Gasoline in the back of the truck! Jenny then searched the Farmhouse, and scrounged up some Keys her old man left behind. The next turn, I rolled high enough on the movement roll to get Jenny to the truck. She and the Sheriff rolled out of town, leaving the others to fend for themselves. A Hero... victory? Maybe the scenario needs one more search item, or some other difficulty. Although this is a very unlikely situation, it does seem to occasionally frustrate people that it is possible for such a short game. If it bothers you, I would suggest having a House Rule for 'Escape in the Truck' that either: Heroes starting in the center of town do NOT get a free Hero card. or Heroes starting in the center of town must re-shuffle and re-draw if they get a Scenario Search Item or Just What I Needed. We have never really found this to be an issue (if the game ever ends in 5 turns or less, we usually just play again). ;> http://www.boardgamegeek.com/thread/219694 Since the Hero Players show their Item cards face up then the Zombie Player(s) know when the Heroes have discovred the Gas and Key items and will be heading towards the Truck. At this point, the Zombie Player will typically send his horde towards the tTuck to intercept the Heroes. Assuming there are NO Heroes adjacent to a Zombie in a space, can the Zombie Player CHOOSE not to move that Zombie indefinitely until the end of the game? Zombies never have to move unless affected by Zombie Hunger (adjacent to a Hero). Grouping around the truck can be a good Zombie strategy, just watch out for shotguns and dynamite! http://www.boardgamegeek.com/article/1877758

Die Zombies, Die!


Haven't tried it yet, but was wondering if anyone else tried playing Die Zombie, Die! with the advance cards? Does in affect play balance? I'm asking because I was thinking of the time (OK, I'll admit it, I'm lazy) I'd save not picking out all the advance cards out of the card deck every time to play it. Yes -- its ok. Die Zombies, Die! is actually one of the ones where it theoretically DOESNT matter if you use 40 or 60 cards http://www.boardgamegeek.com/thread/207106 Stephen Shaw It's true, 'Die Zombies, Die!' was designed to be played either as the Basic game (40 card decks) or Advanced Game (with all 60 cards). It works well both ways. It is designated as the 'Basic Game Scenario' because the premise is easy to understand, the victory conditions are straight forward, and it plays rather fast. All in all, a good intro to the game mechanics. That being said, using the Advanced cards with 'Die Zombies, Die!' makes it that much more interesting as a head-to-head battle scenario. http://www.boardgamegeek.com/article/207106

Escape in the Truck


In the Escape in the Truck scenario, if a Hero brings in a new Hero, due to the Zombification of their last Hero, are they allowed to start on the truck if there is no start building for that Hero? Heroes who come into play mid-game are not placed in their Start Location, but rather in a Random Building or Center of Town with a Free Hero Card (Hero may choose either). This applies even if you are playing 'Escape in the Truck'. http://www.boardgamegeek.com/article/1699929

The Advanced Game Death of Your Last Hero


If a Hero is killed in the Black Zone, it will always be turned into a Zombie Hero and be replaced with another hero, but if in the Red Zone it will only be turned and replaced if it is the player's last Hero, correct? If so, doesn't this alter the balance of the game depending on whether there are 1, 2 or 4 Hero players, once the turn marker is in the Red Zone? If there are 4 then there will always be 4 Heroes present as each Hero will be each player's last one, if there are 2 Hero players, then there could only be 2 Heroes alive, if each player lost one (and then there would only be a max of 2 Heroes for the rest of the game), and if there was only 1 hero player, he would only have 1 Hero respawned (if the game went on longer than 4 kills for the Zombies to win)? You are correct, this is how it works. One of the things that this means is that the game experience is different if you are playing with one Hero Player or four Hero Players. With four Hero Players you will always have all four Heroes running around, but you are more likely to have Zombie Heroes running around as well. Also, it is much harder to coordinate multiple Hero Players to work together than if there is one player controlling all of the Heroes (ever heard the phrase, I'm not going in there!). In testing it was shown time and again that these factors actually balance out the differences nicely You'll also notice that many of the Scenarios have a Zombie Victory Condition of killing X number of Heroes (they can win any Scenario by killing off 4 Heroes). This also helps to balance out the differences (if you have more Heroes running around more of the time, there are more Heroes for the Zombies to corner and kill off). http://www.boardgamegeek.com/article/1705113 After losing his last Hero and placing a new one, does that Hero immediately get a turn - that is, if the now-dead Hero was killed during a Hero turn? The short answer is - yes. Here is why. When a Hero enters play mid-game (or when a Zombie Hero enters play), they do not participate in the current phase of the turn (usually the Fight Heroes phase of the Zombie Turn or in one of the Heroes' Fight Zombies phase during the Hero Turn). This means that when a new Hero is placed, they don't have to fight any Zombies that are in their space. If it is during the Hero Turn (when one of the other Heroes has just been killed), the new Hero doesn't participate in the dead Hero's Fight phase (not that they ever would), but acts normally from then on(may take their turn etc.). http://www.boardgamegeek.com/thread/216137

We started the Escape in the Truck scenario. We were playing 5 players, so each Hero got a new one every time he died. These new players started on the truck. The other players being near death kept trying to just give that one person the Keys and Gasoline and let them win since they would have health and everything they need to win. Do the new Heroes start there or somewhere else? Anytime a player loses their last Hero, they get to bring on a new Hero to replace them (the old Hero then becomes a Zombie Hero. - this may be done more than once per player). When a new Hero comes into play mid-game, you can choose to either place them at the center of town with a Free Hero Card (in this case at the truck), or in a Random Building. http://www.boardgamegeek.com/thread/223291

Gas Markers
I assume that blowing up a Gas Marker requires two rolls; a first roll to hit and then a second roll for the effect on adjacent spaces. Am I right? Regarding the roll for those adjacent spaces... Is it one roll, one roll per adjacent space, or one roll per model? Roll once to hit the Gas Marker, then roll individually for each model that is in an adjacent space. http://www.boardgamegeek.com/thread/206780 Was wondering whether a Hero or Zombie that has a wall between them and a gas explosion is considered adjacent for the purposes of being killed by the blast? You are correct, Walls do NOT block the explosion. http://www.boardgamegeek.com/article/1701851 Can the explosion from one Gas Marker ignite an adjacent Gas Marker? I reason that since a Gas Marker can be ignited by a Ranged Attack, and an exploding Gas Marker could be interpreted as a ranged attack. tt follows that an adjacent Gas Marker could be ignited by the first explosion (pending a roll of 3+ of course). Extending this, Gas Markers could be stacked so that if one is ignited they all are and the player would roll one die for each gas marker against each Zombie or Hero and if any is 3+ that Zombie/Hero dies. We have yet to see this happen, but it would be pretty sweet! I would say that an exploding Gas Marker should have the chance to set off adjacent Gas Markers on the roll of 3+ (or auto if in the same space). Everybody loves a big explosion. http://www.boardgamegeek.com/thread/211407

So, if it is possible to have 2 Gas Markers in the same space, and if you shoot at one of them, when they explode, all the Zombies/Heroes have to roll twice to check if they die? ex: 2 Gas Markers, Hero hits one, a Zombie in an adjacent space must roll 1 or 2 in two dice rolls, or he dies. Is this correct? Correct! So... don't stand too close to multiple Gas Markers. http://www.boardgamegeek.com/article/1730772 Can you spill gasoline then set it on fire all in the same turn? Yes. That is in fact the most effective way to use the gasoline. http://www.boardgamegeek.com/article/1782478

Ive played Old Betsy on a group of 4 Zombies. Ive also got 3 Zombies looming up on me so I play Fire Extinguisher. All the Zombies get blown back. What happens to Old Betsy? Only Zombies are affected by the Fire Extinguisher (Heroes and Old Betsy just stay where they are). Also remember that moving Zombies with the Fire Extinguisher is optional for the Hero on an individual basis (you could choose to NOT move the ones out of Old Betsy's space if you wanted to keep them pinned down). http://www.boardgamegeek.com/thread/262742

Zombie Heroes
These are created ANY time a player's last Hero is killed, and, if ANY Hero is killed during the Black Zone? Also, I assume Zombie Heroes immediately lose all their items and cards. Correct. http://www.boardgamegeek.com/article/1698451 Can a Hero become a Zombie Hero even if he is full on wounds? If he does, does that just mean that one hit kills that Zombie Hero? When a Hero is killed and turned into a Zombie Hero, they remove all Wound markers from the character card. From that point forward, the Zombie Hero must take a number of wounds equal to the character's starting wounds to be killed (they effectively become a zombie that has to be hit either two or three times to kill depending on the character). It is worth noting that any card that says that it Kills a zombie actually fills all the remaining Wound slots on a Zombie Hero and CAN kill them outright. http://www.boardgamegeek.com/thread/205147 When a player loses their last Hero it becomes a Zombie Hero, at that point do they draw back up to 4 Heroes or just 1? Also when they lose a Hero if there are unused ones but they haven't lost all their Heroes yet, do they draw a new one at this point too? Players ONLY get to draw a new Hero character if: - The last Hero character they control is killed. - Their Hero is killed while the sun is still in the 'Black Zone' (turn 14 or higher on the Sun Track). - If instructed to by a card or Scenario special rule. http://www.boardgamegeek.com/thread/210772

Old Betsy
We had a very fun situation come up when all the Heroes were holed up searching during the Save the Townsfolk Scenario. All four Heroes were in the Police Station, which is quite close to a Spawning Pit. Towards the end of the game, I had Old Betsy and played her on the Spawning Pit on the Zombie turn. The Zombie player had Relentless Advance. The question from the Zombie player was if Relentless Advance trumped Old Betsy or if Old Betsy trumped Relentless Advance. When in doubt, the wording on a card should always prevail. Relentless Advance lets Zombies move, but Old Betsy says, No Zombie may move from that space this turn. So, Old Betsy trumps any form of Zombie movement from the chosen space. http://www.boardgamegeek.com/thread/210254 The card says Old Betsy goes away if the Zombie escapes... does that mean if the Zombie dies for whatever reason, the dog token is still in the space and just stays there like a good little boy? Old Betsy is only removed from the board if a Zombie tries to move away and rolls the 5 or 6 necessary to 'escape'. This happens immediately so any other Zombies in the space that haven't tried to escape yet may move normally. http://www.boardgamegeek.com/thread/216807

Do Zombie Heroes count as Zombies for the Protect the Mansion scenario? Zombie Heroes count as a Zombie in just about every way. They are just harder to kill and move slightly faster. http://www.boardgamegeek.com/thread/216807 Are Zombie Heroes immune to Shotgun? The card says Heroes are immune. No the Zombie Hero is still a Zombie and is effected by the Shotgun. A different way to have worded the card would have been no other Hero Player characters. But as you see that would crowd the card. Sean Swart Zombie Heroes are never considered to be a 'Hero' in any way (Rules p19). The name 'Zombie Hero' more refers to the fact that they are a Zombie that was once a Hero rather than that they are a hero to Zombiekind. ;> http://www.boardgamegeek.com/article/1735199

If a Hero dies due to a self sacrifice (or collateral damage) from either Dynamite or Gasoline use on the Hero Turn, do they become a Zombie Hero? We had the Sheriff sacrifice himself to Gasoline to take out 5 Zombies in a space. We didn't think it was fair since there wasn't much left of him after the torching, plus technically he wasn't killed by a Zombie Player which according to the rules The Zombie Player who killed the Hero gains control.... This is a bit of a grey area. By the letter of the rules, the Hero would still become a Zombie Hero even if their last wound was self-inflicted. As to who would get control of them, I would say that if there are two Zombie players, they should roll off. That being said, I think it would be in keeping with the spirit of the game to say that any Hero Killed by an Explosive may NOT be turned into a Zombie Hero. (This may even become an Errata as it does encourage some interesting, movie-like self-sacrifice moments when an infected Hero blows themselves up rather than becoming a Zombie. There actually is a card kind of like this down the road a bit). http://www.boardgamegeek.com/article/1835765

LAST NIGHT ON EARTH


Index

Advanced Game Death of Your Last Hero: 24,25,26 Dynamite: 5,23,27 Explosives: 23,26,27 Gas Marker: 21,22,23,25,26,27 Gasoline: 22,23,26,27 Old Betsy: 12,26 The Truck: 15,24 Zombie Heroes: 5,9,19,22,25,26,27 Baseball Bat: 3,16,17 Becky, The Nurse: 3,5,12 Break Tests: 3,17,18 Canceling Cards and Fights: 2,6,7,20,21 Chainsaw: 2,9 Cornfield: 18 Death of Your Last Hero: 24,25,26 Discard Pile: 2,4,14 Doors: 5,6,11 Dynamite: 5,23,27 End of the Turn Heroes: 3,10 Zombies: 10 Exchange Items: 15,22,23 Explosives Dynamite: 5,23 Gasoline: 22,23,27 Events: 4,12,13,15,17,21 Father Joseph, Man of the Cloth: 2,6,12,23 Fights Baseball Bat: 3,16,17 Break Tests: 3,17,18 Canceling Cards and Fights: 2,6,7,20,21 Cornfield: 18 Hero Combat Bonus: Cards: 17,18 Ranged Weapons: 18 Resolving the Fight: 19,20,21 Start of the Turn: 20 Using Cards and Abilities: 2,3,4,10,16,17,18,21 Zombie Fight: Cards: 21 Fire Extinguisher: 12,26 First Aid Kits: 5,12,19

Game Board Cornfield: 18 Doors: 5,6,11 Junkyard: 4,14 Placing New Heroes During The Game: 24,25 Rolling a Random Building: 5,6,23 Town Center: 24,25 Walls: 11,14,15,16,25 Gas Marker: 21,22,23,25,26,27 Gasoline: 22,23,26,27 Healing: 3,5,8,12,19,20 Hero Cards Blocked Windows: 11 Discard: 12,13,14 Events: 4,12,13,15,17,21 Fire Extinguisher: 12,26 First Aid Kits: 5,12,19 Hero Combat Bonus: Cards: 17,18 Heroic Resolve: 12 Items: 5,6,9,12,13,14,15,22,26 Promo Cards: 9,13 Running Out of Cards: 13 Strategy: 4,13 T.J., Thoroughbred: 13 Hero Characters Sheriff Anderson, Small Town Law Man: 2,14 Johnny, The High School Quarterback: 2 Father Joseph, Man of the Cloth: 2,6,12,23 Becky, The Nurse: 3,5,12 Sally, The High School Sweetheart: 3 Jenny, The Farmers Daughter: 3,17 Jake Cartwright, The Drifter: 3 Heroes Abilities: 2,3,4,5,8,12,20,21 Death of Your Last Hero: 24,25,26 Healing: 3,5,8,12,19,20 Placing New Heroes During The Game: 24,25 Wounding: 2,5,8,19,20,21,27 Hero Turn Move Action: 2,5,6,7,8,13,14,19,22,23 Exchange Items: 15,22,23 Ranged Attack: 2,3,5,9,15,16,17,18,21,25 Fight Zombies: 16,17,18,19,20,21 End of the Turn: 3,10 Items: 5,6,9,12,13,14,15,22,26 Jake Cartwright, The Drifter: 3 Jenny, The Farmers Daughter: 3,17 Johnny, The High School Quarterback: 2 Junkyard: 4,14

LAST NIGHT ON EARTH


Index

Lights Out: 5,18,23 Meat Cleaver: 18,20 Old Betsy: 12,26 Pick Up: 5,6,12,14,15 Placing New Heroes During The Game: 24,25 Play Immediately: 7,8 Promo Cards: 9,13 Pump Shotgun: 3,9,14,16,27 Ranged Attack Gas Markers: 9,21,23,25 Line of Sight: 5,15,16 Out of Ammo: 2,3,9,16,17,18 Remains in Play: 2,5,6,7,12 Revolver: 2,3,9,14,16,18 Rolling a Random Building: 5,6,23 Running Out of Cards: 13 Sally, The High School Sweetheart: 3 Scenarios All Hallows Eve: 21,22 Burn Em Out!: 22,23 Defend The Manor House: 23,24 Die Zombies, Die!: 24 Escape In The Truck: 24 Search Discard Pile: 2,4,14 Pick Up: 5,6,12,14,15 Zombies: 15 Sheriff Anderson, Small Town Law Man: 2,14 Signal Flare: 3,14 Spawn New Zombies: 7,9,10,11 Spawning Pit: 5,6,11,22,23 Taken Over: 5,6,7,18,22 Town Center: 24,25 The Truck: 15,24

Walls: 11,14,15,16,25 Weapons Baseball Bat: 3,16,17 Break Test: 3,17,18 Chainsaw: 2,9 Meat Cleaver: 18,20 Pump Shotgun: 3,9,14,16,27 Revolver: 2,3,9,14,16,18 Signal Flare: 3,14 Winning the Game: 13,24 Wounds Healing: 3,5,8,12,19,20 Heroes: 2,5,8,19,20,21,27 Zombie Cards Discard: 4,7,8 Draw New Cards: 4,8 Fight: Cards: 4 I Feel Kinda Strange: 5,20,21 Ive Got to Get To The: 5 Lights Out: 5,18,23 Locked Door: 6 Loss of Faith: 6 My God, Theyve Taken The: 5,6,7,18,22 Oh the Horror!: 4,7,8 Overconfidence: 8 Play Immediately: 7,8 Promo cards: 9 Resilient: 9 Rotten Bodies: 9,10 Shamble: 10 Strategy: 4,8,10,13 Theres Too Many: 10,11 This Could Be Our Last Night On Earth: 22 Undead Hate The Living: 10 Zombie Fight: Cards: 21 Zombie vs Zombie: 10 Zombie Heroes: 5,9,19,22,25,26,27 Zombie Hunger: 10,11,24 Zombie Pool: 7,9,10 Zombie Turn Draw New Cards: 4,8 Spawn New Zombies: 7,9,10,11 Move Zombies: 8,11,20,22 Fight: 16,17,18,19,20,21 Place Newly Spawned Zombies: 7,9,10,11 End of the Turn: 10

Last Night on Earth: The Zombie Game is copyright 2007 Flying Frog Productions, LLC This FAQ is intended only for the personal use of existing owners of the game for additional reference. Artwork from the original game is copyrighted by the publisher and used without permission.

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