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Solitaire Rules for Last Night on Earth (with Growing Hunger)

Last Night on Earth designed by Jason Hill for Flying Frog Productions. Solitaire system designed by Eric Herman.

Remove the following cards from the full Zombie deck (the remainder of which is shuffled and called
the Zombie Main Deck): Bickering, Braaains, I Feel Kinda Strange (2), Last Night on Earth (2),
Locked Door (2), Loss of Faith (2), Resilient (2), Trip, Undead Hate the Living (5), Urrrrggghhh! (5)
If playing with Growing Hunger, also remove Catfight, Caught Off Guard, Despair (2), Bitten (2),
Fighting Instincts, Its Stuck (2), Knocked Away, Scratch and Claw (2), The Line is Dead
Return The Line is Dead and one of the Locked Door cards to the box and set the other Locked Door
card aside.
Shuffle the other cards from that group together to make a Zombie Special Deck.
To offset the effect of The Line is Dead card, which was removed, choose a Hero who begins inside a
building. That Hero may not Search on their first turn. If no Heroes begin inside buildings, one of
them does not receive a Hero card which they would normally be entitled to receive to start the game.
At the beginning of each Zombie turn, draw and play 2 cards from the Zombie Main Deck,
inasmuch as they can be played. Play and move Zombies in the way that would be most detrimental to
the Heroes or that would most benefit the Zombie objective in the particular scenario. Discard any
card drawn that cannot reasonably be used.
Beginning with the second game turn, be aware of when one of the following situations occurs:
ANY FIGHT HAPPENS
HERO WINS A FIGHT
HERO TAKES A WOUND
TWO HEROES IN THE SAME SPACE AT START OF HERO TURN
HERO EVENT CARD IS PLAYED
ZOMBIE KILLED BY A GUN
A FAITH CARD IS IN PLAY (check every turn if Father Joseph has it)
HERO PASSES HAND WEAPON BREAK CHECK
HERO MOVES 4-6 SPACES (not merely rolls 4-6, but moves that far)
If one of those situations occurs, draw 2 or 3 cards from the Zombie Special Deck:
--draw 2 the first time
--draw 2 any time after there was a successful draw
--draw 3 any time after a draw was not successful
(If you prefer, to keep things simple, just draw 2 cards every time...)
If one of the cards drawn is a card that could be played in the current situation, then play it and
discard it. Return any cards that were not used to the Zombie Special Deck and reshuffle that deck.
If more than one card is applicable to the situation, only play the first one drawn.
Locked Door: Once the turn marker has reached 8, shuffle the Locked Door card into the Zombie
Special Deck and from that point on include HERO PASSES THROUGH A DOOR as a situation
for which to draw from the Zombie Special Deck.

OPTIONAL (does not affect gameplay directly): As cards are played, cross them off from the
following list. If a particular situation has no more cards available, then you don't need to draw cards
for it anymore. Note that there are only two Loss of Faith cards total, so when one is crossed off for
one of its applicable situations, cross off one of the Loss of Faith cards for the other possible situation
at the same time. (GH = Growing Hunger card; cross these off at the start if youre not using that
expansion.)
ANY FIGHT HAPPENS
Caught Off Guard (GH)
Fighting Instincts (GH)
It's Stuck (GH)
It's Stuck (GH)
Scratch and Claw (GH)
Scratch and Claw (GH)
Urrrggghhh
Urrrggghhh
Urrrggghhh
Urrrggghhh
Urrrggghhh
HERO WINS A FIGHT
Bitten (GH)
Bitten (GH)
Undead Hate the Living
Braaains
HERO TAKES A WOUND
I Feel Kinda Strange
Knocked Away (GH)
TWO HEROES IN THE SAME SPACE AT START OF HERO TURN
Bickering
Catfight (GH)
Last Night on Earth
HERO EVENT CARD IS PLAYED
Despair (GH)
Despair (GH)
ZOMBIE KILLED BY A GUN
Resilient
A FAITH CARD IS IN PLAY (check every turn if Father Joseph has it)
Loss of Faith
Loss of Faith
HERO PASSES HAND WEAPON BREAK CHECK
Loss of Faith
Loss of Faith
HERO MOVES 4-6 SPACES (not merely rolls 4-6, but moves that far)
Trip

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