Zpocalypse Reference Sheet by Universal Head
Zpocalypse Reference Sheet by Universal Head
Zpocalypse Reference Sheet by Universal Head
The
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These sheets are intended only for the personal use of existing owners of the game for additional reference.
Universal Head makes no claim whatsoever to the rights of the publisher and copyright holder, and does not
benefit financially from these player aids. Artwork from the original game is copyrighted by the publisher and
used without permission. This PDF may not be re-posted online, sold or used in any way except for personal use.
Game:
ZPOCALYPSE
Publisher:
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v1
Feb 2014
Print on card (ensure you are printing at 100% scale) laminate and trim to size.
SETUP
Choose your starting base tile set (4 tiles with a matching
colored glow) and place them together to form your starting
base. The Hotel Lobby is recommended for first time players,
and the Park is for experienced players. Decide which side of
the remaining tiles to play and shuffle them into a stack.
Shuffle the following card types into separate decks: Survivors,
Armory, Food, Items, Scavenge and Somethings Happened!
Shuffle the Scenario cards and the Daily Goal card decks.
Place the Search tokens facedown (X side up) in a pile.
Place the Bunker near the base tile set and place 2 Survivor
cards and 2 Armory cards facedown under it. Place the Victory
Point tracker board near the base tile set.
Each player chooses a color and takes the matching Squad
board. Choose any 2 hero miniatures, attach them to your
matching squad base, and place this miniature in the bunker.
Place your matching pawn on the starting space of the Victory
Point Tracker board.
Draw a Scenario card and follow the setup instructions. Though
it may vary according to the scenario, each player usually starts
with the following cards drawn from the decks:
1
2
2
1
2
Players may choose to wait until after the first Scavenge phase
to record their stats on their Squad board.
When a card is used, discard it faceup to the appropriate
discard pile. When a deck is exhausted, shuffle the discard pile
to create a new facedown deck.
SQUADS
Your squad is made up of a maximum of 4 survivors. Additional
survivors may be kept facedown in the bunker as a common
survivor pool for all players.
Hit Points (HPs) and
Armor are equal to the sum of your
survivors stats in each of these categories.
Melee are equal to the sum of your
Firearm and
survivors stats in each of these categories, and never
decrease.
Movement is equal to the slowest squad member.
Smarts is equal to that of your smartest squad member.
Each survivor has a special ability that can only be used once
per day unless otherwise specified. Combat abilities apply to
both of the squads actions during their turn.
Place cards underneath Survivor cards to indicate who is
holding what. Each survivor can carry a maximum of 4 cards
(any combination of Armory, Item or Food cards).
If you exceed your carry limit, drop the extra card(s)
immediately. Place a Death token of your color on the card(s),
and leave the second token on the square where you dropped
them. The first squad to get to the token can pick up your gear
for 1 action. The token stays on the board until all the gear is
taken or the Combat phase ends. If your gear is still on the
map when the phase ends, it is removed from the game.
GAME SUMMARY
A game is played over a series of days, each of which consists
of 4 phases.
During this phase you may spend 2 Food to look at all the
Survivor cards in the bunker and select one for your squad.
Decide on your squad of up to 4 survivors and assign your cards
to them. Each survivor may only carry up to 4 Armory, Food and
Item cards; you must give any extra cards to other players or
place them faceup next to the bunker.
Finally, tally all your squad stats and record them on your Squad
board. Note that survivors who ate radioactive food (and have a
Radiation token) have 1 less HP.
2. Fortify
Each player may build fortifications.
Survivors Required
Scrap Cost
VPs
of zombies in
- 1
Night 2: Add an extra red die to each double zombie attack roll.
Gate
Lookout
Sandbags
Trap
Wall
Gates are placed on the edge of a square. They act the same
as regular walls, but survivors can move freely through them.
Survivors may not attack through gates.
Lookouts
are placed on squares. Nothing blocks the LOS
of a survivor using a firearm from a lookout space. A survivor
may only use melee weapons from a lookout space which have
a range of 2.
1. Player Actions
In turn order, each player takes 2 of the following actions:
Attack (Firearm / Melee) using Armory cards.
Move a number of squares up to your Move stat.
Heal 6 HPs damage by discarding a First Aid
card.
2. Zombie Actions
When all players have taken their actions, the zombies
move and attack.
During nights 3 and 4 zombies move and attack first.
MAXIMUM ZOMBIES
The number of zombies you may place on the board is limited
by the number provided with the game.
SEARCH
You may search a Search square you are standing
on as an action. Roll red dice equal to your squads
Smarts: for each success (5 or Z) draw 1 card from
the deck matching the symbol inside the search icon.
Now draw a Search token and place it on the space
with the number side faceup.
White numbers are the minimum number of Smarts you need to
roll to search again.
When a location is successfully searched a second time, flip the
token to the X side to show the location is exhausted.
Red numbers mean you must place that number of zombies
adjacent to you; then flip the token to the X side to show the
location is exhausted.
MOVEMENT
General Movement
Zombies and squads may never occupy the same square.
A squad may pass through a square occupied by another squad.
All figures may move diagonally, but diagonal movement through
doorways, or around corners, is not allowed.
No squad or zombie can move through or into squares with a
or through a red line.
It costs 1 Move point to move from the bunker to the board, or
to move from the bunker to a tunnel entrance on the board.
The bunker acts as a single square for all purposes.
It costs 1 Move point to move through a tunnel
(there must be a tunnel entrance on the board).
Zombies may not use tunnels unless noted.
Squad Movement
Squads may move twice by using both their actions (but they
may not then attack).
It costs 2 Move points for a squad to move onto a yield
on it (and 4 Move points to
square or over a sandbag with a
move onto a trap with
).
A squad who starts their turn on, or moves through, a biohazard
or radiation
square loses 1 HP.
Zombie Movement
The player with the most VPs moves the zombies (other players
may help), starting with the zombies closest to their goals (the
bunker or nearby squads). Zombies always move the maximum
number of squares possible along the shortest path to the
bunker entrance, moving around all objects except sandbags
and traps. They move towards a squad instead of the bunker if,
at any time, the squad comes within 4 squares and LOS.
Single zombies (grey) become double zombies (lime green)
when they move into the same square; create double zombies
whenever possible. Otherwise, zombies may pass through a
square occupied by other zombies, but if their movement is
blocked by another zombie, they push those zombies along.
A zombie must stop after it moves over a player-placed sandbag;
otherwise it ignores all yield
squares.
If given a choice of attacking or moving towards more than 1
squad, the zombies split, with the larger group attacking the
player with the higher VPs. On a VP tie, both players roll a red
die: the higher roller gets 1 fewer zombie.
Once the bunker is breached and there are no survivors left
inside, zombies gain +2 Movement and always move
towards the closest squad.
COMBAT
Each survivor in your squad who wields a weapon can roll the
number of red dice shown on the Armory card the survivor is
using (according to your squads skill level in the type of weapon).
Each survivor can only use 1 weapon at a time (unless the
Duel Wield ability has been unlocked, in which case both
weapons must have this ability).
Zombies Attacking
A squad attacked by a zombie must make a defence roll. Roll
a red die for each survivor in your squad. Each 5 or Z result
prevents 1 zombie from attacking.
Night 3: Defensive roll successes are reduced to Z.
Night 4: Squads get no defensive rolls.
Zombies still attacking after the defence roll each roll 1 red die
(double zombies roll 2 red dice).
Add up the total result and subtract your squads Armor. Reduce
your squads HP by the final result.
Roll red attack dice (and blue ammo dice) for firearms first,
then roll red attack dice (and blue ammo dice if necessary) for
melee weapons. Firearm and melee weapon attack dice can be
rolled simultaneously if the target is within range and LOS of
both. You may change targets between actions.
Weapon Cards
Each card has a VP
EXPLOSIVES
value tallied up at the end of the game.
Ammo Check: This means that the weapon requires ammo. You
must roll 1 blue die when attacking. If you roll a CLICK on this
die, you are out of ammo. Discarding an Ammo item card
to
reload your weapon is a free action.
Special Weapon Traits: On your turn, you may choose which
special ability to use but only if you meet the prerequisite level
of the ability. Once you have reached the level to unlock a trait,
you have the option to use it if you are at a higher level. For
each action a special ability can only be applied once. Roll for
weapons with traits separately.
Knockdown: You knock over a single zombie, instead of killing
it. Knockdowns occur when you roll 1 face value less then your
skill requires on a red die. Place the knocked down miniature
on its side. Any player may then spend 1 action to automatically
curb stomp its face for the kill.
On the next zombie turn, if the zombie was left alive it gets
back up. It cannot move, but may attack a survivor within range.
You cannot knockdown double zombies.
Range (bottom right hand corner): The distance, in squares, at
which you can attack a zombie. You must have LOS.
Range for Thrown: Roll this number of red dice to determine
the maximum number of squares the object may be thrown.
Amor: Added to your total Armor stat.
First Aid
On your turn, you may spend a First Aid item card and use one
action to add 6 HPs, up to your maximum. The card is then
discarded.
Draw 1 new tile per player and attach them to existing tiles
closest to the bunker entrance (no VPs).
1. Player Actions
In turn order, each player takes 2 of the following actions:
Attack (Firearm / Melee) using Armory cards.
Move a number of squares up to your Move stat.
Heal 6 HPs damage by discarding a First Aid
card.
1. Player Actions
In turn order, each player takes 2 of the following actions:
Attack (Firearm / Melee) using Armory cards.
Move a number of squares up to your Move stat.
Heal 6 HPs damage by discarding a First Aid
card.
During this phase you may spend 2 Food to look at all the
Survivor cards in the bunker and select one for your squad.
During this phase you may spend 2 Food to look at all the
Survivor cards in the bunker and select one for your squad.
Tally all your squad stats and record them on your Squad
board. Survivors with a Radiation token have 1 less HP.
2. Fortify
Each player may build fortifications. You may build as many
fortifications as you have active survivors and scrap
, but
each survivor may only work on one task per day.
Structure
Survivors Required
Scrap Cost
VPs
Sandbags
- 1
Trap
Wall
Gate
Lookout
2. Zombie Actions
When all players have taken their actions, the zombies
move and attack. During nights 3 and 4 zombies move and
attack first.
SEARCH
You may search a Search square you are standing
on as an action. Roll a Smarts check: for each
success (5 or Z) draw 1 card from the deck
matching the symbol inside the search icon.
Place a Search token on the space with the
number side faceup. White numbers are the
minimum Smarts number you need to roll to
search again. After being searched successfully a second
time, flip the token to show the location is exhausted.
Red numbers mean place that number of zombies adjacent
to you, then flip the token to show the location is exhausted.
Tally all your squad stats and record them on your Squad
board. Survivors with a Radiation token have 1 less HP.
2. Fortify
Each player may build fortifications. You may build as many
fortifications as you have active survivors and scrap
, but
each survivor may only work on one task per day.
Structure
Survivors Required
Scrap Cost
VPs
Sandbags
Trap
- 1
-
Wall
Gate
Lookout
2. Zombie Actions
When all players have taken their actions, the zombies
move and attack. During nights 3 and 4 zombies move and
attack first.
SEARCH
You may search a Search square you are standing
on as an action. Roll a Smarts check: for each
success (5 or Z) draw 1 card from the deck
matching the symbol inside the search icon.
Place a Search token on the space with the
number side faceup. White numbers are the
minimum Smarts number you need to roll to
search again. After being searched successfully a second
time, flip the token to show the location is exhausted.
FORTIFICATIONS
Sandbags are placed on the edge of a square. When a
zombie moves over one, its move ends and it cannot attack
during its next turn. Squads must spend an extra Move point
to move over a sandbag. Both zombies and survivors can
attack over a sandbag.
Barbed Wire Traps are placed on squares. 2 zombies can
fall into a trap and be killed (no one gains VPs for zombies
killed in this way). When 1 zombie is killed by the trap, flip
the token; when 2 have been killed, remove the token.
Walls are placed on the edge of a square. When a double
zombie reaches a wall placed by a player, it is blocked for
1 round of combat. On the next round remove the wall from
the board. On the third round, the zombie can continue to
move. Survivors cannot move through walls.
Gates are placed on the edge of a square. They act the same
as regular walls, but survivors can move freely through them.
Survivors may not attack through gates. A single zombie
cannot push over a wall or a gate: it tries for 1 round, then
looks for another way in.
Lookouts are placed on squares. Nothing blocks the LOS of
a survivor using a firearm from a lookout space. A survivor
may only use melee weapons from a lookout space which
have a range of 2. When 4 single or double zombies are
adjacent to the lookout, it acts the same as a wall. On the
next turn it turns into rubble and anyone on the space takes
1 red die of direct damage, ignoring Armor, and loses both
their actions next turn. At a cost of 1 action a survivor may
jump down from a lookout into an adjacent empty square.
COMBAT
Each survivor in your squad who wields a weapon can roll
the number of red dice shown on the Armory card the
survivor is using (according to your squads skill level in
the type of weapon). The maximum number of red dice you
can roll is 8. Firearms and melee weapons can be used
simultaneously if the target is within range.
For each success rolled (5 or Z) you kill a single zombie and
gain 1 VP.
Firearm Weapons: Choose a zombie or double zombie within
the firearms range and in LOS (you may shoot at adjacent
squares). Roll dice for all the firearms being used. Check
your firearm skill level to see what counts as a success.
The first successes rolled kill the targeted zombie(s) and
subsequent successes kill zombies on or adjacent to the
target zombie within LOS.
Melee Weapons: Choose a zombie or double zombie
within the melee weapons range and LOS (you may attack
adjacent squares). Roll dice for all the melee weapons being
used. Check your melee skill level to see what counts as a
success. Any successes rolled kill the targeted zombie(s).
Weapon Cards
Knockdown: You knock over a single zombie, instead of
killing it. Knockdowns occur when you roll 1 face value less
then your skill requires on a red die. Place the knocked
down miniature on its side. Any player may then spend 1
action to automatically curb stomp its face for the kill.
On the next zombie turn, if the zombie was left alive it gets
back up. It cannot move, but may attack a survivor within
range. You cannot knockdown double zombies.
Range for Thrown: Roll this number of red dice to determine
the maximum number of squares the object may be thrown.
Zombies Attacking
An squad attacked by a zombie must make a defence roll.
Roll a red die for each survivor in your squad. Each 5 or Z
result prevents 1 zombie from attacking.
Night 3: Defensive roll successes are reduced to Z.
Night 4: Squads get no defensive rolls.
Zombies still attacking then roll 1 red die each (double
zombies roll 2 red dice).
Nights 2-4: Double zombies roll 3 red dice.
Add up the total result and subtract your squads Armor.
Reduce your squads HP by the final result.
If the zombies roll double Zs, immediately lose a survivor
from your squad (dropping any cards he carried), and
add a zombie to the board adjacent to your squad. Then
recalculate your squads stats as a result. Finally, tally the
result of damage, ignoring the double Z results.
On Deaths Door: If your squads total HPs are below 10
and double Zs are rolled by attacking zombies, instead of
subtracting a survivors total HP from your squad, reduce
your total HPs by 2. However still subtract their Armor and
adjust your Move and Smarts if necessary.
EXPLOSIVES
For explosives, roll the number of red dice shown on the
card to see how many squares you can throw it. The target
square must be equal to or less than the number rolled.
The square in which the explosive lands and all 8 adjacent
squares are affected. Any single or double zombie in the
center is automatically killed. Then roll the number of dice
listed. The number of successes is how many zombies are
killed in the surrounding 8 squares (gain 1 VP per zombie).
If another squad is in the blast radius, roll the damage dice,
killing off zombies as normal. Any dice not absorbed by
zombies in the blast are applied to the squad as damage. If
you throw the explosive on the square of a fellow survivor,
use the dropping the explosive rules for that squad.
Dropping the explosive: If you roll double 1s on your range
dice roll the number of damage dice: each 5 or Z kills 1
survivor in your squad. The total of any remaining dice is
applied to your squad as normal attack damage, minus
Armor. Adjacent zombies are not affected.
FORTIFICATIONS
Sandbags are placed on the edge of a square. When a
zombie moves over one, its move ends and it cannot attack
during its next turn. Squads must spend an extra Move point
to move over a sandbag. Both zombies and survivors can
attack over a sandbag.
Barbed Wire Traps are placed on squares. 2 zombies can
fall into a trap and be killed (no one gains VPs for zombies
killed in this way). When 1 zombie is killed by the trap, flip
the token; when 2 have been killed, remove the token.
Walls are placed on the edge of a square. When a double
zombie reaches a wall placed by a player, it is blocked for
1 round of combat. On the next round remove the wall from
the board. On the third round, the zombie can continue to
move. Survivors cannot move through walls.
Gates are placed on the edge of a square. They act the same
as regular walls, but survivors can move freely through them.
Survivors may not attack through gates. A single zombie
cannot push over a wall or a gate: it tries for 1 round, then
looks for another way in.
Lookouts are placed on squares. Nothing blocks the LOS of
a survivor using a firearm from a lookout space. A survivor
may only use melee weapons from a lookout space which
have a range of 2. When 4 single or double zombies are
adjacent to the lookout, it acts the same as a wall. On the
next turn it turns into rubble and anyone on the space takes
1 red die of direct damage, ignoring Armor, and loses both
their actions next turn. At a cost of 1 action a survivor may
jump down from a lookout into an adjacent empty square.
COMBAT
Each survivor in your squad who wields a weapon can roll
the number of red dice shown on the Armory card the
survivor is using (according to your squads skill level in
the type of weapon). The maximum number of red dice you
can roll is 8. Firearms and melee weapons can be used
simultaneously if the target is within range.
For each success rolled (5 or Z) you kill a single zombie and
gain 1 VP.
Firearm Weapons: Choose a zombie or double zombie within
the firearms range and in LOS (you may shoot at adjacent
squares). Roll dice for all the firearms being used. Check
your firearm skill level to see what counts as a success.
The first successes rolled kill the targeted zombie(s) and
subsequent successes kill zombies on or adjacent to the
target zombie within LOS.
Melee Weapons: Choose a zombie or double zombie
within the melee weapons range and LOS (you may attack
adjacent squares). Roll dice for all the melee weapons being
used. Check your melee skill level to see what counts as a
success. Any successes rolled kill the targeted zombie(s).
Weapon Cards
Knockdown: You knock over a single zombie, instead of
killing it. Knockdowns occur when you roll 1 face value less
then your skill requires on a red die. Place the knocked
down miniature on its side. Any player may then spend 1
action to automatically curb stomp its face for the kill.
On the next zombie turn, if the zombie was left alive it gets
back up. It cannot move, but may attack a survivor within
range. You cannot knockdown double zombies.
Range for Thrown: Roll this number of red dice to determine
the maximum number of squares the object may be thrown.
Zombies Attacking
An squad attacked by a zombie must make a defence roll.
Roll a red die for each survivor in your squad. Each 5 or Z
result prevents 1 zombie from attacking.
Night 3: Defensive roll successes are reduced to Z.
Night 4: Squads get no defensive rolls.
Zombies still attacking then roll 1 red die each (double
zombies roll 2 red dice).
Nights 2-4: Double zombies roll 3 red dice.
Add up the total result and subtract your squads Armor.
Reduce your squads HP by the final result.
If the zombies roll double Zs, immediately lose a survivor
from your squad (dropping any cards he carried), and
add a zombie to the board adjacent to your squad. Then
recalculate your squads stats as a result. Finally, tally the
result of damage, ignoring the double Z results.
On Deaths Door: If your squads total HPs are below 10
and double Zs are rolled by attacking zombies, instead of
subtracting a survivors total HP from your squad, reduce
your total HPs by 2. However still subtract their Armor and
adjust your Move and Smarts if necessary.
EXPLOSIVES
For explosives, roll the number of red dice shown on the
card to see how many squares you can throw it. The target
square must be equal to or less than the number rolled.
The square in which the explosive lands and all 8 adjacent
squares are affected. Any single or double zombie in the
center is automatically killed. Then roll the number of dice
listed. The number of successes is how many zombies are
killed in the surrounding 8 squares (gain 1 VP per zombie).
If another squad is in the blast radius, roll the damage dice,
killing off zombies as normal. Any dice not absorbed by
zombies in the blast are applied to the squad as damage. If
you throw the explosive on the square of a fellow survivor,
use the dropping the explosive rules for that squad.
Dropping the explosive: If you roll double 1s on your range
dice roll the number of damage dice: each 5 or Z kills 1
survivor in your squad. The total of any remaining dice is
applied to your squad as normal attack damage, minus
Armor. Adjacent zombies are not affected.