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Solo System for Last Night On Earth

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

amazing game should be directed towards them.

Version 2 (possibly Final) Changes:

-Spellcheck

-Fixed some spacing

-Streamlined process when rolling random Hero

-Added minor challenge tweaks to one Fight System

and the Spawn Zombie Phase

-Added material from Hero Pack 2

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

of thinking when I play this on my own.

With that said, consider this a massive disclaimer: This is in no way a definitive

ruleset for solo-playing LNOE. It is simply what I found to be a useful form of it

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

number of Heroes, set up the board, etc.

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

random Heroes in any given situation.

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

Zombie Auto-Spawn and Zombie Horde rules.

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,

the order is reversed.

1. Zombie Behemoth

2. Feral Dead
3. Grave Dead with Grave Weapon/Radioactive Grave Dead with Grave Weapon

4. Zombie with Grave Weapon/Radioactive Zombie with Grave Weapon

5. Grave Dead/Radioactive Grave Dead

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

clarifications where necessary.

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

when/how to use them.

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

for whatever reason.

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,

however, always an unavoidable factor.

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.

1. Just 1 regular old Zombie. D'oh.

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.

6. Zombie Behemoth. If you do not have enough XP, re-roll.


3.7.1. Spawn List - If you rolled 2-5 on the die, make another roll with 2d6.

1-4. Just regular Zombies.

5-8. 1 Grave Dead/Radioactive Grave Dead.

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.

4.1. Zombie Hand

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

one gets the effect.

Note: Whenever a Card has two alternatives, roll a d6. On 1-3, take the top

alternative, on 4-6, take the bottom alternative.


Note: Whenever a Card tells you to roll a Random Building, if the roll is

Zombie's Choice, re-roll.

All is Lost - N/A

Angry Dead - Sacrifice, simply shuffle the cards in hand and draw 2 at random

Anxious to Feed - N/A

A Town Overrun - N/A

Bickering - If there are more than one space with several Heroes, assign numbers

to the spaces and roll a d6 to decide.

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)

Blood in the Forest - N/A

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,

assign numbers to the spaces and roll a d6 to decide.

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.

Dead End - N/A

Deadly Instincts - N/A

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.

Divide and Conquer - N/A

Don't Go In the... - N/A

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

Falling Darkness - N/A


Fight for Survival - Draw a card from the Hero discard pile at random.

If you draw a Scenario Search Item, re-draw.

Fire! - Place Fire next to Zombie closest to Heroes/Objective.

Gaining Ground - Choose the board section with most Heroes on it.

Growing Hunger - N/A

Guilty Conscience - Play on Hero with most XP Tokens. If several Heroes have same amount,

roll random Hero.

Haunted By The Past - Roll random Hero for which Hero without keyword Student gets the

effect. If only Student Heroes, discard without effect.

Haunted Memories - N/A

Heavy Rain - N/A

Hopeless - Sacrifice, shuffle any RiP cards and choose at random.

Hunger for the Living - N/A

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 Feel Kinda Strange - Play on first Hero that gets wounded.

I Have a Bad Feeling! - Play on Hero with least remaining HP. If several Heroes

have same amount, roll random Hero.

Infected - Play on first Hero that gets wounded.

It's Stuck! - N/A

I've Got to Get to the... - N/A

Knocked Away - Play on first Hero that gets wounded. Discard Weapons first.

Legions of the Dead - N/A

Let's Split Up - N/A

Lights Out - Roll Random Building. If Zombie's Choice, re-roll.

Living Nightmare - N/A

Lockdown - N/A

Locked Door - Play on first Hero that moves through a door.


Loner - N/A

My God, He's A Zombie - If top alternative and no Townsfolk Cards are in play,

discard without effect. If bottom alternative, roll random Hero.

My God, They've Taken the... - N/A

New Spawning Pit - N/A

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

Heroes/Objective. Draw Hero at random.

Nowhere To Hide - N/A

Nowhere To Run - N/A

Oh the Horror! - N/A

Out of Control - Move afflicted Hero towards closest Zombie.

Out of Luck - N/A

Outsider - N/A
Overconfidence - N/A

Overtaken - N/A

Overwhelmed - If more than one space qualify, assign numbers and roll d6.

Relentless Advance - Choose Zombies farthest away from Heroes/Objective.

Resilient - N/A

Risen From The Grave - Sacrifice, remove the two Zombies farthest away from

Heroes/Objective. Choose Cards at random.

Rookie Mistake - Immediately used on first Hero that initiates a Fight.

Rotten Bodies - Choose Zombies farthest away from Heroes/Objective.

Shamble - Choose Zombie farthest away from Heroes/Objective.

Smoldering Dead - N/A

Spilled Gas - N/A

Spreading Flames - If top alternative, choose Zombie closest to Heroes/Objective.

If bottom alternative and roll fails, discard without effect.

Strength of Death - Use on first Zombie that gets wounded.


Strength of Hate - Use on first Zombie that gets into a Fight.

Surprise Attack - N/A

Teen Angst - If more than one Hero with keyword Student, roll random Hero.

If no Hero with keyword Student, discard without effect.

Terror at Timber Peak - N/A

That's Not Good - Use on first Zombie that gets wounded.

This Can't Be Happening! - N/A

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.

The Hungry One - Choose Zombie farthest away from Heroes/Objective.

The Line is Dead! - Use on first Hero that is Searching.

There's No Time, Leave It! - Choose Card at random.

There's Too Many! - N/A

They're Coming From the... - N/A


They're Everywhere! - N/A

Tide of the Dead - Sacrifice, shuffle Cards and choose two at random.

Tools of the Grave - Choose board section with most Zombies on it.

Town Secrets - If bottom alternative, roll random Hero.

Trapped! - Use on Hero with least remaining HP. If more than one Hero have same amount,

roll random Hero.

Trip! - Use on first Hero to roll 3+ for Movement. If no Hero does, discard without effect.

Twisted Ankle - Use on first Hero to roll a 1.

Unnecessary Self Sacrifice - N/A

Unrelenting Attack - Use on first Zombie involved in a Fight.

Unrelenting Horde - Use on Zombies furthest away from Heroes.

Unstoppable - Use on first Zombie damaged by Guns or exploding gas markers.

We're Too Late! - Choose Card at random.

We've Got to Reach the... - Roll Random Building. If Zombie's Choice, re-roll.
You've Gotta be Kidding! - N/A

Zombie Surge - Sacrifice, roll random Hero.

4.2. Fight Deck

Braaains! - N/A

Caught Off-Guard - Choose weapons first, then any other.

Chewing Through - Use on first Zombie involved in a Fight.

Clawing Strike - 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,

take the bottom alternative.

Fighting Instincts - N/A

Hungry for Brains - N/A

Jagged Teeth - N/A

Loss of Faith - If targeted Hero has a Faith Card on him/her, cancel it.
If not, choose the other effect.

Pulled Away - Weapons first, then heal items, then random.

Savagery of the Dead - N/A

Scratch and Claw - N/A

The Smell of Brains - N/A

Undead Hate The Living - Instantly used if Zombie was Fended Off or Killed.

Uuuurrrggghh! - N/A

Vicious Attack - N/A

4.3. Zombie Upgrades

Beyond Reason - Instantly used if Zombie was Fended Off or Killed.

Breakdown - Choose Hero with most Upgrades.

Concussion - N/A

End of the Line - N/A


Every Man For Himself - Wound Hero with least remaining HP.

Grave Danger - Use on first Zombie that gets wounded.

Instinct to Feed - N/A

Limitless Dead - Use if there are less Zombies than double

the amount of Heroes on the board and there is enough XP.

Mistrust - N/A

Overcome By Fear - N/A

Secretly Bitten - N/A

Starving Dead - N/A

Tainted - Choose Card at random.

You'll Only Make Them Mad! - Choose the Zombie closest to the one who is wounded.

5. Scenario Notes

Airstrike - If a building is destroyed with Zombies in it that may survive,

they are placed in a space adjacent to any Heroes that are moved.

If no Heroes were in the building, they are placed at random.


All Hallows Eve - Whenever a Hero is holding The Book of the Dead,

that Hero is automatically targeted by all Zombies.

All Hallows Eve II: The Ritual - The Zombies will always target Father Joseph,

unless Zombie Hunger compels them to move away from him.

Alone In the Dark - N/A

Blow Up the Town! - N/A

Broken Down - N/A

Burn 'En Out! - N/A

Burn It To the Ground! - N/A

Darkest Night - As soon as both of the Generatos run out of Gas,

the Zombies will always target Samantha.

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.

Die Zombies, Die! - N/A

Escape In the Plane - N/A


Escape In the Truck - N/A

Hold the Line! - N/A

Hunker Down - N/A

Hunt For Survivors - N/A

It Fell From the Sky - N/A

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

Zombies furthest away from the Heroes.

Lost In the Woods - N/A

Mountain of the Dead - If a Zombie is ever closer to a generator than a Hero,

they will move toward it instead.

Plague Carriers - N/A

Radio For Help - If a Zombie is ever closer to the generator than a Hero,

they will move toward it instead.

Rescue Mission - Whenever available, the Zombies will attempt to target the
Townsfolk Allies instead of the Heroes.

Revenge of the Dead - N/A

Run For It! - Whenever available, the Zombies will target the Townsfolk Heroes

instead of the regular Heroes.

Salvage Mission - N/A

Save the Townsfolk - N/A

Search For the Truth - N/A

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,

the Zombies will try to enter to overrun it.

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

targets the one closest to it.

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

them to go after Heroes.

Zombie Pillage - N/A

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