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Compatible with every edition and expansion up to and including Hero Pack 2
This document was written by Thomas Gustafsson. It may be used, printed, or altered
in any way the user sees fit. Last Night On Earth and all of its expansions, components,
and supplements are owned by Flying Frog Productions; any and all credit for this
-Spellcheck
1. Introduction
So, your friends couldn't make it to game night? Or did you just want to brave the
zombie horde by yourself? Don't worry, LNOE can be a perfectly enjoyable experience
to play solo. However, since this game was not designed with solo-play in mind, I
personally encourage you to be a little fluid in some decision-making, and use your
best judgement in times of doubt. The existing rules can only be bent so far. If you
decide to use this particular system and run into any sort of trouble or doubt, try
to figure out what works best for you in that situation, instead of contacting me about
any type of specific answer, because there are none. This is not (just) out of laziness,
but rather because I encourage free thinking and creative problemsolving. I do hope
at least, that I have covered what is necessary for everyone else to understand my way
With that said, consider this a massive disclaimer: This is in no way a definitive
during my own playsessions. Consider it more like guidelines than actual rules, if you will.
This document will also assume that the reader is at least somewhat experienced with
LNOE, so do not expect me to go into detail about what certain rules or terms mean.
With all of that out of the way, I believe it is time to get started!
2. Game setup
The first thing you should do is to gather up all of the cards in the Zombie Deck, put
them in one huge stack, and then take out all of the Fight cards and put them in a separate
stack. This will be referred to as the Fight Deck from this point. Also decide on which
Fight System you would like to use for this particular game. (See section 3.6) The same
system will be used for the entire duration of the Scenario. This is becuase this particular
system will make use of a kind of "Zombie AI" during the Fights. More on that later. The
rest of the setup is pretty much the same as with the normal game. Choose Mission, choose
One additional thing you should do is to assign numbers to all your Heroes. Put the Number
Counters that comes with the game on their Character Sheets, and if they're used for the
Scenario you're playing, just write the numbers on a few pieces of paper. The important
thing is that every Hero should have a number. This will be used when asked to roll
For increased challenge, feel free to add any Optional Rules. Do this at your own risk.
This system also uses all of the available Zombie Types, so roll for which type of
Grave Dead you will use and arrange your Zombie Pool accordingly.
Note: If you have either of the Radioactive Zombie packs (Grave Dead, Grave Weapons)
and want to use them, simply use them instead of the normal types. Or, if you want to
increase the randomness, roll a d6 with 1-3 being the normal types and 4-6 being the
Radioactive ones. The point is, you use one or the other, not both standard and Radioactive.
I highly recommend that you do not use more than 4 Heroes for each game for the sake
of balancing. Should you for any reason want to use 5 or more Heroes, add in the
When applying the effects of Cards on Zombies, there might be cases where there are
multiple Zombies on the same space. If there are just one type of Zombie on that space,
it doesn't matter which Zombie gets the effect. If there are more than than one type
however, here is a "Priority List" on which Zombie Type gets the effect first, with 1
being highest priority and 6 being the lowest. When a Card asks you to remove Zombies,
1. Zombie Behemoth
2. Feral Dead
3. Grave Dead with Grave Weapon/Radioactive Grave Dead with Grave Weapon
6. Zombie Hero
7. Zombie
After all of this, you are good to go! I will describe each step of the Zombie Turn
based on the Reference Card (with one addition) that comes with the game, with
3. Zombie Turn
3.1. Move the Sun Track - I'd say this one is pretty self-explanatory.
3.2. Draw New Zombie Cards - Draw 4 Zombie Cards and apply their effects
wherever it's applicable until the start of the next Zombie Turn. At the
start of the next Zombie Turn, discard any Cards that were not used, and
draw a new hand of 4 cards. Refer to the Card List further down for
3.3. Draw Zombie Upgrade - If you have the required XP, draw a Zombie Upgrade.
3.4. Roll to Spawn New Zombies - Roll 2d6 as normal, if Auto-Spawn is not used
3.5. Move Zombies - Zombies will always move towards the Hero closest to that
particular Zombie model, unless they have a specific objective (As in the Zombie
Apocalypse Scenario) where that objective will take precedence. Zombie Hunger is,
3.6. Fight Heroes - During Fights, each Zombie Model involved gets to draw 1 card
from the Fight Deck and benefit from its effect during the Fight. Refer to the
Card List further down for when/how to use them. There are a few different ways
to handle the Fights, and how you do that is decided before the start of the game.
3.6.1. Each Zombie gets a new Fight Card for each phase of the Fight.
(One during the Zombie Turn and one during the Hero Turn) If this system is used,
the Zombie would get a Card even if the Hero were the one attacking on his/her Turn.
3.6.2. Each Zombie gets a new Fight Card every Zombie Turn.
3.6.3. Each Zombie gets 1 Fight Card which lasts until the Fight is resolved in any way.
3.7. Place Newly Spawned Zombies - When choosing where to spawn the new Zombies, start
with the Spawn Point on the Board Section with the most Heroes on it and go clockwise
from there. What type of Zombie to be spawned though is another matter entirely and
attemps to do away with the Spawn Token system found in the regular game.
You start by rolling the d6 as usual, and we will go over the results from there.
2-5. 1 Special Zombie, with the rest being regular Zombies. Look at the Spawn List below for which
type to spawn.
If you rolled 4+ and wish to place 2 Special Zombies for increased challange, that is entirely up to you.
9-10. Draw a Grave Weapon Card and give it to a Zombie on the board.
11-12. 1 Feral Dead if you have the required XP. If not, re-roll.
4. Card List
Now for the meat and potatoes of this document - the card effects!
For ease of reference, I will arrange them all in three groups and
alphabetically within each group: Zombie Hand, Fight Deck, and Zombie Upgrades.
Some of the cards are easy enough to interpret that they don't need any
clarification, but will be listed anyway for the sake of having a "complete" list.
Note: Whenever a Card says "any Hero", without any more specific criteria,
assign numbers to the Heroes (As described above) and roll a d6 to see which
Note: Whenever a Card has two alternatives, roll a d6. On 1-3, take the top
Angry Dead - Sacrifice, simply shuffle the cards in hand and draw 2 at random
Bickering - If there are more than one space with several Heroes, assign numbers
Bitten - N/A
Blinding Rage - Play on the Zombie that is farthest away from any Hero/Objective.
If more than one Zombie in a space, refer to the Priority List. (Section 2)
Building Overrun - If more than one bulding qualifies, assign numbers to them and roll a d6.
Catfight - If there are more than one space with several female Heroes,
Closing In - Sacrifice, remove the three Zombies farthest away from Heroes/Objective.
Choose the board section with the most Zombies on it afterwards.
Cornered - N/A
Dark Forest - Start spawning on section with most Heroes on it, continue clockwise from there.
Deadly Surprise - If dice roll fails on bottom alternative, discard without effect.
Despair - If Heroes use an Event Card during their Turn, roll the d6.
Desperate for Flesh - Zombies get to draw 2 Fight Cards only for the first round of any Fight.
Dragging Meat - Play on the Zombies that are farthest away from any Hero/Objective.
Dying Slash - If more than one Hero in its space, roll random Hero.
Exhaustion - N/A
Gaining Ground - Choose the board section with most Heroes on it.
Guilty Conscience - Play on Hero with most XP Tokens. If several Heroes have same amount,
Haunted By The Past - Roll random Hero for which Hero without keyword Student gets the
Hungry Dead - Sacrifice, remove the three Zombies farthest away from Heroes/Objective.
Hysteria - N/A
I Don't Trust 'em - If bottom alternative and no Heroes have keyword Strange, discard without effect.
I Have a Bad Feeling! - Play on Hero with least remaining HP. If several Heroes
Knocked Away - Play on first Hero that gets wounded. Discard Weapons first.
Lockdown - N/A
My God, He's A Zombie - If top alternative and no Townsfolk Cards are in play,
Night That Never Ends - Draw a card from the Zombie discard pile at random.
No... It can't be! - Sacrifice, remove the four Zombies farthest away from
Outsider - N/A
Overconfidence - N/A
Overtaken - N/A
Overwhelmed - If more than one space qualify, assign numbers and roll d6.
Resilient - N/A
Risen From The Grave - Sacrifice, remove the two Zombies farthest away from
Teen Angst - If more than one Hero with keyword Student, roll random Hero.
This Could Be Our Last Night On Earth - If more than one space qualifies,
assign numbers and roll d6. Optionally, this can be used on a space with 2 Heroes of any gender.
Tide of the Dead - Sacrifice, shuffle Cards and choose two at random.
Tools of the Grave - Choose board section with most Zombies on it.
Trapped! - Use on Hero with least remaining HP. If more than one Hero have same amount,
Trip! - Use on first Hero to roll 3+ for Movement. If no Hero does, discard without effect.
We've Got to Reach the... - Roll Random Building. If Zombie's Choice, re-roll.
You've Gotta be Kidding! - N/A
Braaains! - N/A
Endless Rage - Choose Card at random and shuffle it back in the Zombie Hand Deck.
Feels No Pain - Roll a d6. On 1-3, take the top alternative, on 4-6,
Loss of Faith - If targeted Hero has a Faith Card on him/her, cancel it.
If not, choose the other effect.
Undead Hate The Living - Instantly used if Zombie was Fended Off or Killed.
Uuuurrrggghh! - N/A
Concussion - N/A
Mistrust - N/A
You'll Only Make Them Mad! - Choose the Zombie closest to the one who is wounded.
5. Scenario Notes
they are placed in a space adjacent to any Heroes that are moved.
All Hallows Eve II: The Ritual - The Zombies will always target Father Joseph,
Defend the Manor House - If there are no Heroes in the Manor House at any given time,
the Zombies will instead move toward the house instead of toward the Heroes.
Learn To Survive - If the Zombies would have 3 XP at the Spawn Zombies Phase,
these are instead saved to guarantee an Upgrade during the next Zombie Turn.
Left Behind - After the D6 roll at the start of the Zombie Turn, move the
Radio For Help - If a Zombie is ever closer to the generator than a Hero,
Rescue Mission - Whenever available, the Zombies will attempt to target the
Townsfolk Allies instead of the Heroes.
Run For It! - Whenever available, the Zombies will target the Townsfolk Heroes
Stock Up! - As soon as there is at least one item in the Stockpile Building,
the Zombies will try to go there instead of chasing Heroes around the town.
Supply Run - Once there are 5 or more Supply markers in the Manor House,
We've Got To Go Back! - Whenever a Hero is holding a Bio Canister, the Zombies
will always target that Hero. If two Heroes are holding Canisters, the Zombie
Zombie Apocalypse - Zombies will always try to move into position to destroy buildings
(starting with the smallest and working their way up) unless Zombie Hunger compels