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Last night on earth FAW

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FAQ for the board game Last night on earth

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Page 1: Last night on earth FAW
Page 2: Last night on earth FAW

LAST NIGHT ON EARTH

Unnoficial FAQ v3

Hero Characters

Sheriff Anderson, Small Town LawManI had a question about theRevolver Sheriff Anderson startswith. Does he start with anactual Revolver card from theHero Deck, or is this a ‘virtual’Revolver?

Actually, Sheriff Anderson's abilityDOES let him take one of the

Revolver cards out of the Hero deck at the start of thegame. This means when he runs out of ammo, he canuse his 'Man of Action' ability in any building to get itback (unless the Zombies remove it from the gameusing the card – ‘There's no time, Leave it!’ etc). Thismakes Sheriff Anderson a really good character forkilling off Zombies.

http://www.boardgamegeek.com/article/1685211

Does the sheriff get his gun if the game's alreadyunderway?

When Sheriff Anderson comes into play he takes aRevolver card from the Hero deck then re-shuffles (ifthere are none left in the Hero deck, take one from thediscard pile).

http://www.boardgamegeek.com/thread/223291

Johnny, High School QuarterbackOn the ‘Blitz’ ability it says thehero may continue moving whenentering a Zombie occupiedsquare after fighting. If thesquare contains more than oneZombie, we thought the Herohad to fight every Zombie in thesquare before moving on, werewe correct?

You are correct. With the ‘Blitz’ ability, Johnny maymove into a space with one or more Zombies, Fighteach of them, and then continue moving (win or lose,assuming he is not dead). This may be done multipletimes during your move, even involving the sameZombie(s) more than once. For instance, Johnny couldmove into a space with a Zombie and Fight, move out,then move back into the same space and Fight thatZombie again. Blitz can be a really fun ability to use(especially with a Chainsaw), but it can easily get youkilled. You have been warned!

http://www.boardgamegeek.com/thread/206592

Father Joseph, Man Of The ClothDoes Father Joseph take thewound for the chance of success,or does he only take the wound ifhe rolls a 3+?

When he uses the 'Strength of Spirit'ability, Father Joseph takes a woundand then rolls to see if the ZombieCard is cancelled or not. Father

Joseph can use this ability even if taking the woundwill kill him (he still gets to roll to see if the card iscancelled). He can even use the ability if he is about totake 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 thenroll. This makes it dangerous (and exciting).

There is no limit to the number of times he can use theability (he just takes a wound for each attempt). Hecan even use the ability if the wound will kill him (hestill gets to roll to cancel the Zombie card). FatherJoseph can even use his Strength of Spirit if he hasone 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 acard on the way out (sort of a, ‘with my last breath...’kind of thing).

He can use the ability on ANY Zombie card (even onesthat are 'Remains in Play'). And yes, Father Josephand Becky are a great combo!

http://www.boardgamegeek.com/thread/216807

Can you use Father Joseph’s ability more thanonce to cancel a card? If you fail the first roll canyou take another wound and try again?

Yes. You can even still use the ability if taking thewound kills Father Joseph (you still get to roll to cancelthe Zombie Card).

http://www.boardgamegeek.com/thread/270012

Page 3: Last night on earth FAW

Becky, The NurseBecky can heal one wound froma shared-space character at ‘theend of the Hero Turn'. Is this atthe end of her Turn, the end ofthe ailing Hero's Turn, or the endof all the Hero's Turns?

Normally your actions are allduring your own Turn, but then I

got thinking it doesn't say 'her Hero Turn', and itdoesn't say 'the sick person's Turn'...

You are correct. Becky can heal one wound fromanother Hero in her space at the end of the overallHero Turn.

http://www.boardgamegeek.com/thread/285489

‘This Could Be Our Last Night On Earth’ wasplayed on Becky and Billy who were both in thesame space. Billy had one Wound. At the end ofthe Hero Turn, may Becky use her inherentability to heal a Wound on Billy? Becky's ability isused at the end of the Hero Turn (not at the endof her individual actions). The same questionwould apply to the card ‘Bickering’.

Because Becky's First Aid ability happens at the end ofthe 'Hero Turn', it MAY still be used even if she (and/orthe target) lost their individual turns.

http://www.boardgamegeek.com/article/1835765

Your question about Nurse Becky brings up thebiggest issue I have with the rules. The idea of a‘Hero Turn’ where each Hero also has a ‘HeroTurn’ within it. This could have been completelyavoided by calling the over-arching period the‘Hero Phase’ and each individual Hero's turnwithin that the ‘Hero Turn’

Any card which refers to the 'Hero Turn' means thewhole turn (not the individuals). If a card says 'theturn', 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 bereworded for clarity in the future), but anytimesomething refers to the 'Zombie Turn' or the 'HeroTurn' it means the whole thing. (If anything getsrenamed for clarity, it will be the indivdual Hero'ssequence of actions).

http://www.boardgamegeek.com/article/1835765

Sally, The High School SweetheartDoes the power affecteveryone’s fights? Is shepractically a lucky charm forevery Hero out there on thefield?

I'm afraid that only Sally maybenefit from her 'Lucky' ability.

http://www.boardgamegeek.com/thread/215249

Abilities that are used to modify a Fight may only beused by the character who has the ability (much likethe 'Combat Bonus' of a Hand Weapon). Sally's Luckyability is a good example of this.

http://www.boardgamegeek.com/thread/216807

Sally is light weight. She can only hold aRevolver due to the kickback of the Shotgun.What about the Signal Flare? I've house ruledthis one, because the kick on a Signal Flare is noworse than a Revolver. Jason what's therationale on this one?

You'll notice that the Signal Flare is not Keyword Gun(and does not have the Gun Symbol on it). This meansthat Sally can use it with no problems. As a side note,it also means that 'Ammo' cannot be discarded in placeof the Signal Flare.

http://www.boardgamegeek.com/thread/219309

Jenny, The Farmer’s DaughterOK, so if Jenny has a weapon, itcan never break, right? She canadd or subtract from her die rollto check for weapon breakage,so if you roll a ‘2’, you add 1 tomake it a ‘3’ and the weapon isOK. If you roll a ‘1’, then yousubtract 1 to make it a ‘0’, andthe weapon is OK. Right?

Wrong? If you can't go to ‘0’, then why is itwritten on the card ’add or subtract 1’ from aweapon break roll?

If Jenny has the Baseball Bat, she can pretty muchfend off/kill a Zombie in a fight (as long as the Zombiedidn't roll a ‘6’, because they normally win ties)automatically, since she can re-roll dice until she getsdouble 6's (or whatever number she needs) and thebat can never break (since she's Handy)

Jenny's 'Handy' ability does allow you to add orsubtract 1 to the die roll when rolling to see if a HandWeapon breaks. Unfortunately, this may not bring theroll below 1. So most Hand Weapons will always stillbreak if you roll a 1.

The 'or Subtract' is really just there for potential futureItems.

'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

Page 4: Last night on earth FAW

Jake Cartwright, The DrifterIn previous games a playerplaying Jake interpreted hisability to mean that any timeHero Cards were drawn, he couldtake two and choose. In theJunkyard, he randomly took twofrom the discard pile, and whenhe got Keys he would take atotal of 4 cards from the Hero

Draw Deck and choose two to keep. This madethe combination of Just What I Needed and Keysvery potent. Last night we decided to play thatJake only got best of 2 cards when he did asearch 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 doeswork (and is very, very good). It should, however, beplayed as draw 2 cards and choose, then draw theother 2 cards and choose (as opposed to draw 4 andchoose 2).

The text of the Junkyard is a little more obscure(because it needed to be brief to fit), but it does hintat the wording by saying, "...to Pull from". With theJunkyard, his ability does not work (you are 'pulling' arandom card from the discard pile rather than actually'drawing').

http://www.boardgamegeek.com/thread/210254

When Jake uses ‘Resourceful’ can he discusswith other Heroes which of the two cards heshould keep?

Yes. Heroes may always show each other their cardsand discuss strategy. This is no exception.

http://www.boardgamegeek.com/thread/217098

Zombie Cards

DiscardWith 2 Zombie players, may they each discardone card before drawing back up to 2 cards tobegin the Zombie turn?

Yes, in a 2 Zombie Player game, both players maydiscard before drawing up.

http://www.boardgamegeek.com/thread/212830

Draw New Zombie CardsIf certain parts of the Zombie turn are combinedwith 2 players (like moving the sun trackmarker) are cards drawn up to 4 total for the twoplayers and then divided up as the ZombiePlayers see fit or does each Zombie Playerseparately draw cards to bring them up to 2cards?

Each Zombie Player has their own hand of 2 cards(half of what you get as a solo Zombie Player). Eachplayer may discard up to one card and then drawsback up to fill their hand (2 cards total). They mayalways discuss strategy of what to play, what todiscard, 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 canhold in their hands.Adrian Bolt

Though strictly speaking, there is no stated limit to theZombie Player's hand of cards, the intent is that theynormally have a hand of 4. Some cards (currently only‘Oh, the Horror!’) allow the Zombie Player totemporarily have more than their normal hand of 4cards (though, as stated on the card, you must discardback down at the start of the following Zombie Turn).

So you COULD say that the Zombies have a hand limitof 4 cards (which may be temporarily increasedthrough card play).

http://www.boardgamegeek.com/article/1880353

Fight: CardsIs there a limit to how many Event cards aplayer/Zombie player can use in a turn? Forexample we had a fight with a Hero vs. Zombieand the Zombie player used ‘Uuuurrrggghh’ and‘Braaains’, this gave the Zombie in question 3fight dice and of which could add +1 to any ofthose rolls, is this correct?

Zombies are not restricted in how many cards theyplay in a turn (even in the Hero Turn), with theexception of 'Fight' cards of which they are limited toone per combat. Individual Zombies can only reallyhold one idea in their head at a time and it is usually,‘Tasty braaiinnnss!’

http://www.boardgamegeek.com/article/1700108

Page 5: Last night on earth FAW

I Feel Kinda StrangeIf a Hero is wounded by ‘I Feel Kinda Strange’and is then healed by a First Aid Kit, Becky orYouth ability, is the card still in effect?

Even if a Hero heals, ‘I Feel Kinda Strange’ ‘Remains inPlay’. This makes the card very dangerous for Heroesand 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 aboutto take a wound.4) Hero Player plays ‘Just a Scratch’.

In this case, the Hero would have beenwounded... if not for the ‘Just a Scratch’ card.

So, does ‘Just a Scratch’ do anything to preventthe Hero from becoming a Zombie Hero?

Preventing an action (in this case a wound) alwaystrumps an 'instead of' action (such as with ‘I FeelKinda Strange’ where instead of taking a wound, theHero becomes a Zombie Hero).

Another example of this is in one of the GrowingHunger preview cards called ‘The Line is Dead!’, theZombie Player may use the card to cancel a Hero'sSearch. This would also prevent any action that wouldbe instead of Searching such as using the Pick Up in abuilding to take a card from the discard pile.

http://www.boardgamegeek.com/thread/216024

‘I've Got to Get To The…‘Zombie Player plays this card. Later in the gamethe building is Taken Over. What happens? Doesthe card get cancelled or the way we played israndomly roll another building the characterneeds to go to. It says something on the cardabout if the Hero is already in the building orcan’t get in it then re roll.

If the building is made unavailable to the Hero, thenyou must re-roll to determine a new building for theHero to get to.

http://www.boardgamegeek.com/article/1971768

Lights OutOnce a ‘Lights Out’ has been played on abuilding, do Heroes need a light source in orderto search in that building?

Lights Out has no effect on searching, it just slowsmovement.

http://www.boardgamegeek.com/article/1699929

Does this affect Line of Sight in a building forpurpose of ranged attack?

Lights Out has NO effect on anything except moving.It is assumed that the Hero can still see enough to fireat Silhouettes and search around in the dark forsomething useful.

http://www.boardgamegeek.com/thread/217098

Another thread on the forum said that the LightsOut card only limits the Hero's movement andthat he can still search and use weapons. So howis this card used to benefit the Zombies? i.e. howis it a deterrent for the Heroes? The Hero canstill enter the building, search and attack.

Also, the card says that any Hero entering thebuilding has to immediately stop his movement.So does the card have any impact if a Hero isalready in the building when the Lights Out cardis played?

Helps the zombie player it that if a Hero is already IN abuilding, it slows 'em down from getting OUT, or if oneHero is trying to get to another hero in a building (sayto hand off items) it can slow 'em down from gettingto each other.

Imagine if the zombies are closing in & the Hero rolls a‘6’ to get away, then *BOOM* the lights go out ORBilly is in a buliding w/ dynamite & Sally is running tohim w/ the lighter when the lights suddenly go out, &you'll see some of the uses.

http://www.boardgamegeek.com/thread/278849Moon Syler

You should also note that Lights Out ends a Hero'sMovement if they 'move into a space of that building'.This means that a Hero inside the building who is notnext to a door will have to move one space a turn untilthey can escape through a door, or sit and wait for theZombies to close in.

Lights Out is best for trapping a Hero that is deepinside a building or for playing on a building withmultiple doors so that Heroes won't want to try andmove through it (such as the Diner or Bank). It's alsogreat for the 'Burn em Out' Scenario to play Lights Outon buildings with Zombie Spawn Pits (such as the Barnor Plant) so that Heroes will take extra time to get tothe Pit to blow it up.

http://www.boardgamegeek.com/thread/278849

We played ‘Defend The Manor House’, which inthis scenario the Manor House may never bechosen when rolling for a random building. Thecard ‘Lights Out’ was played by the ZombiePlayer. May the Manor House be chosen as thebuilding?

'Lights Out' MAY be played on the Manor Housebecause it is a Building (even though it may not bechosen for a Random Building).

http://www.boardgamegeek.com/article/1835765

Page 6: Last night on earth FAW

Locked DoorHow long do locked doors stay locked? Just aturn until a Hero finds keys? Would it be possiblefor Heroes to become locked inside a building?

‘Locked Door’ only affects a single character for theircurrent move. It is assumed that after that they (orany other character) are able to force the door open orbreak 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 andending their move early). The idea is that they canquickly force their way through or find an alternateway (smashing glass etc), it just takes a little longer.Ending their move represents the extra time it takesthem.

http://www.boardgamegeek.com/thread/216807

Loss of FaithDoes the Priest lose his ‘Faith’ card if ‘Loss ofFaith’ is played on him?

I'm afraid that 'Loss of Faith' does indeed Cancel(discards) the 'Faith' card, even if it has been playedon Father Joseph and 'Remains in Play'. There are 3'Faith' cards in the Hero deck though, so it is possibleto play it on him again (so he can regain his faith).Also, if the Church is on the board, he can always runback there to 'Pick Up' Faith from the discard pile.

http://www.boardgamegeek.com/article/1699628

Playing a game Tuesday night, encountered asituation where all three ‘Faith’ cards were in thediscard pile and the Church was in play. One ofthe players spent multiple turns using ‘Pick Up:Faith’ and playing it on the Heroes across theboard. As far as I can tell, nothing in the rulesprevents this. however, as all the other ‘Pick up:X’'s are items, this seems to be inconsistent withthe spirit of ‘Pick up: X’. Is this how you intendedthe situation, or should the ‘Faith’ card in thecircumstance be only playable upon thesearching Hero? Should it be played immediately,or could the player fill his hand and hold themuntil needed?

I think I can see where you are coming from with this.Most Pick Up items are things that you use yourself, orif you want someone else to use them you have to goto the space with the other Hero to get it to them.Faith can be just played on anyone without any extrawork to it.I think the designers didn't want make an extra rule togovern Faith to make it different from the other ‘PickUps’. The difference with Faith cards is that they arenot permanent (unless played on the preacher). Theyeither go away at the end of the turn, or when Herosearches, etc., whereas an item if lucky could bearound for the rest of the game. Faith is easier to playbut not as powerful as a weapon, so it evens out.

http://www.boardgamegeek.com/thread/212829Mark Sellmeyer

Mark is correct. Faith is a very temporary thing(except on Father Joseph) and as such, not generallyas powerful as Items or Weapons you might get with aPick Up:. Another balancing factor is that the Churchonly has one door. This makes it a very deadly placeto hang out for the Heroes.

From a thematic stand point, the intent is that theHero that is in the Church is the one that has the Faithand is praying for the other Heroes to survive. Imaginea montage scene of one Hero kneeling at the alterpraying as the movie cuts between scenes of otherHeroes across town cutting down Zombies and fightingfor their lives (with appropriately dramatic music ofcourse). ;>

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 thatplayer pick a specific building, or just a specificzone (requiring that an additional die be rolled todetermine the specific building)?

Whenever a 'Hero's Choice' or 'Zombies' Choice' isrolled for a Random Building, they may choose thespecific Building itself. The building chosen must beeligible (it has the two or three 'random roll' numbersin the corner of the building). If something is beingplaced inside the building, like a New Spawning Pit,the specific space of that building is always chosen bythe player who controls whatever is being placed.

http://www.boardgamegeek.com/article/1684580

When Heroes/Zombies choose a RandomBuilding, how exactly does it work? They choosethe specific building or do they choose the legand die chooses the building?

When Zombies or Heroes get to 'Choose' the RandomBuilding, they may pick any building on the entireboard that they want (as long as it is a valid choice - abuilding that could normally be selected by 'rolling').

http://www.boardgamegeek.com/thread/216807

If all Zombies are out where do the otherZombies come from? It says to place a Zombie inevery square of the building.

If all Zombies are already on the board, then you don'tplace any new ones, but the building is still taken over.

http://www.boardgamegeek.com/thread/216527Mary Beth Magallanes

Page 7: Last night on earth FAW

Playing the "Burn 'Em Out!" scenario, NurseBetty was two steps away from a spawn point inthe Hospital, Zombie player draws the ‘My God,They've Taken the...’ card and gets ZombiePlayer's Choice so of course picks the Hospital.Now the card only says that players may notenter the building and that if already therecannot search. My question is, did Nurse Bettyhave to immediately leave the building on hernext move (this is how it was played) or couldshe still have gone to the spawn pit anddestroyed it?

She can stay and try to attack the point. There is nosuggestion that a player has to ‘get out’ of a buildingthat has been taken over. The only limitations as whatyou mentioned, that they can't ENTER and if they areinside they can't SEARCH. They are allowed to staythere and fight Zombies if they desire...or in yourcase, go after the spawn pit. Of course it would bequite a dangerous situation assuming that a heap ofZombies just arrived!Tommy Dean

This is correct. Becky the Nurse could continue on hermission to blow up the spawn pit. The only restrictions(as listed) are that you can't Enter the building and, ifalready there, you can't search. This does not precludeyou from moving around the building and in thisscenario, destroying the spawn pit.

http://www.boardgamegeek.com/thread/220526

This is a question for the ‘My God, They’ve TakenThe…’ Card and 2 Zombie Players. If ZombiePlayer #1 is out of Zombies in his Pool, andZombie Player #2 has 3, say Zombie player #1plays the ‘My God, They’ve Taken the…’ card. Canthe 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 takeZombies from everyone's Pool, or just your own?We saw the rule saying take from ‘YOUR’ ZombiePool, but didn't see any cards specifically sayingthat.

In a 2 Zombie Player game, each player has their ownZombie Pool of 7 models. When a card says 'theZombie Pool', it refers to your Zombie Pool of 7. Youmay never place another player's Zombie on theboard. Also keep in mind that with ‘My God, They'veTaken the...’ the building is always Taken Over even ifno new Zombies are placed.

http://www.boardgamegeek.com/thread/219309

When playing with the advanced rules I wasplaying as the Nurse and was in the Hospital. Ona random roll the Hospital was Taken Over withtwo Zombies inside on the space with the Heroand only three Zombies in the Zombie Pool left(everyone else was busy). In distributing theZombies, my GF wanted to place all the newZombies on the space with the Hero - Do thenewly spawned Zombies that are taking overhave to be evenly distributed on open(unoccupied) spaces?

With ‘My God, They've Taken the...’, the Zombies mustbe placed in empty spaces (that means no Hero andno other Zombies there).

I should also point out that some buildings havesmaller, walled-off areas within them, such as theHospital (in this case, the Morgue). These areas arestill part of the larger building as a whole and are onlywalled-off to affect movement, sight, and for theme.Individual buildings ALWAYS have a Random Numberset in one of the corners (1,2,3 etc.). This is probablyimportant enough to warrant a mention in the rulesand is already part of the forthcoming Errata (soon, Ipromise).

I think that just about covers it.

http://www.boardgamegeek.com/thread/219309

If the Zombie Player plays ‘My God, They'veTaken the..’ card and randomly rolls the buildingand gets the Hospital so he starts filling up theHospital with Zombies can the Heroes say ‘Wait!We play Principal Gomez and cancel that card’...question is does Principal Gomez cancel the cardbefore any Zombies are placed or do the Zombiesstill get placed?

As a general rule, a card may not be canceled after ithas caused dice to be rolled (or re-rolled). In yourexample of ‘My God, They've Taken the...’, you couldeither cancel the card before the Random Building hasbeen rolled, or wait until the card has fully been played(placing Zombies etc); then once the card is left on thetable as 'Remains in Play', cancel it. This wouldremove the Taken Over marker but leave the newZombies in play.

http://www.boardgamegeek.com/article/1952123

‘Oh the Horror!’What happens if the Zombie player draws an ‘OhThe Horror!’ card and has to draw three newcards immediately, and then draws another ‘OhThe Horror!’ card - draw another three?

It is possible to get a second ‘Oh the Horror!’ as partof the three cards. Like drawing any other PlayImmediately card, you must play it. It is harsh when ithappens, but is very uncommon. In general, ‘Oh theHorror!’ is a good card for the Heroes to cancel.Though it doesn't directly do any harm, it can openyou up to a world of pain.

http://www.boardgamegeek.com/article/1698451

Page 8: Last night on earth FAW

When discarding down to your hand size becauseyou are still over from having used ‘Oh, theHorror!’ cards can you discard an additional cardin order to draw at least one, or can you onlydiscard down to your card limit?

You may discard down to your hand limit BEFORE the'Draw New Zombie Cards' phase, and then discard upto one card and draw back up during the phase.

http://www.boardgamegeek.com/thread/217098

OverconfidenceIt seems this card stays with the Hero even ifthey win a Fight. When is the +4 roll to discardthe card made?

You only roll to get rid of Overconfidence when youlose a Fight (as soon as a Fight is Resolved in whichthe Hero lost). It does not matter if the Hero isactually wounded or not. You could, for instance, play'Just a Scratch' to prevent the wound and still get toroll to see if Overconfidence is discarded on the roll of4+ for losing the Fight.

http://www.boardgamegeek.com/thread/217098

It is stated on the ‘Overconfidence’ card thatwhile the Hero is in a space with a Zombie, hemay not be moved away. This should mean that Ican cast it on any Hero even if he is currently noton a space with Zombie. Right?

That is correct.

http://www.boardgamegeek.com/thread/263432

The Overconfidence card was played on one ofthe Heroes with the Youth ability (Billy, Jenny,Johnny, or Sally), and that Hero already had oneWound. Can the Hero still use the Youth ability toheal that Wound, even though they aren'tallowed to move?

The card states that the Hero may still perform aSearch action, but the Youth text says that theHero gives up a Move action to heal, not a Searchaction.

'Overconfidence' prevents the actual movement, butdoes not prevent other 'Move Actions' (such asSearching or Healing for a Hero with the 'Youth'ability).

http://www.boardgamegeek.com/article/2042975

Play ImmediatelyThe Zombie Player starts with 4 cards. At thestart of each new turn he draws back up to 4. Ifhe runs out of cards he reshuffles.

When the player is drawing back up to 4, and hedraws a Play Immediately card, does he lay itdown and keep drawing up to 4 or does thatcount toward his 4 card total (i.e. if Scott has 2cards and needs to draw 2 more to fill his handat the start of the turn - he draws one and thendraws his second, which is a ‘Play Immediately’card - does he draw another after the PlayImmediately or does he continue his turn with 3cards in his hand?)

The Play Immediatelys DO count towards the 4 totaldrawn. The Play Immediately cards are just PlayedImmediately.

http://www.boardgamegeek.com/article/1672517

You DO draw all cards and then decide what order toplay your 'Play Immediately' cards (as stated on p.5).You'll notice that the wording is the same on p.5 as itis on p.16, it's just that p.5 elaborates more.

'As soon as they are drawn' is intended to mean 'assoon as you are finished drawing'.

http://www.boardgamegeek.com/thread/217639

Is there any limit to how many cards a zombieplayer can play in a turn? (i.e. can he play 2 ‘Playthis card at the start of a Zombie Turn’ at thestart of his turn, then play 2 Shamble cards lateron?

Can play them all or not at all. No limits.

http://www.boardgamegeek.com/article/1672517Coony, playtester

I'm going to add as well the Zombie player does notneed to lay them down when he draws PlayImmediatelys. If he/she draws several PlayImmediately cards he/she can choose in which orderhe/she plays them

http://www.boardgamegeek.com/article/1672517Mary Beth Magallanes, Flying Frog Productions

When pulling a Play Immediately at thebeginning of the game when you get your initialhand or in the case of a Hero get your bonus cardas well (starting in town square) do you discardimmediately and reshuffle or do they come intoplay and the effects taken?

A Zombie Player draws up ALL of their cards first to filltheir Hand. Then, once drawn up, they get to choosewhat order to play their 'Play Immediately' cards in. Ifthere are two Zombie Players, they may discussstrategy before deciding.

http://www.boardgamegeek.com/thread/210772

Page 9: Last night on earth FAW

Promo cardsOn the Promo cards, do you just throw them inthe mix or are you supposed to pull a card toreplace? Since they duplicate an existing cardI'm assuming you pull one of those out. But thensince there's one card for Heroes and one forZombies it might just even out fine to throwthem in without pulling one. Does adding theminstead of pulling an old one screw up thebalance?

All of the Promo cards for Last Night On Earth arereleased in pairs that are designed to balance oneanother. That means that you can just add them in toyour existing decks.

Now granted, if you start adding several different setsof Promos it might start shifting the balance a little forcertain Scenarios (especially those that require theHeroes to find Search Items).

As for the Preview Release (GenCon) Promos,'Chainsaw' and 'Braaains!', these are probably the twomost powerful cards in the game, but you only get oneof each in the normal Hero and Zombie Decks. Addingthe Promos in allows for you to have two of each whichsort of steps it up a notch. If after playing with themfor a little while you decide that it is 'too much of agood thing' for either/both players, you can alwayspull/switch them out.

http://www.boardgamegeek.com/article/1689314

ResilientThe Zombie card ‘Resilient’ says that if a Zombieis killed with a Gun, this card can be played tomake the player discard the Gun. There really isno other discussion about what happens to theZombie - that would make me think the Zombiestays dead, but the Gun is discarded. Theconfusion for me is that the card is entitled‘Resilient’ which implies that the Zombie shrugsoff the damage as well and doesn't really die. Ithink the character in the picture on the card issaying something like ‘Why…won't…you…die!?’or something like that, which is anotherindication that the Zombie doesn't die. The ‘textbox’ on the card says nothing about the Zombiesurviving the attack and says only that when aZombie is ‘killed’ with a gun it is discarded.Anyone have any thoughts?

On a Revolver, this doesn't matter because the roll toHit the Zombie is the same as the roll to see if you areout of ammo (if you roll a '1' to Hit, the gun is out ofammo). On other Guns such as Pump Shotgun,Resilient may be played AFTER the roll for ammo ismade. This makes Resilient powerful, but to use iteffectively, you might have to keep it in your hand fora while (taking up one of your four card slots - or oneof your two card slots in a two Zombie Player game).

http://www.boardgamegeek.com/article/1672527

We are having trouble interpreting the Resilientcard. The text only mentions that the gun isdestroyed, but the name of the card and thequote both seem to suggest that the Zombiedestroys the gun AND doesn't die.

I play it the way the text reads. The resilience couldjust mean it took all the rounds in the gun to put thezombie down.

http://www.boardgamegeek.com/thread/264586David Gray

That is correct. The card is played when a Zombie iskilled to also discard the gun. As noted above, itrepresents unloading all of your ammo into the Zombieto kill it.

Players who have gotten the web exclusive 'Stock Up!'Supplement also know that there is a Zombie Cardincluded called 'Unstoppable' which prevents a Zombiefrom being killed by a ranged attack (including anexploding Gas Marker).

http://www.boardgamegeek.com/thread/264586

Can Resilient and Unstoppable be combined to keep aZombie alive AND discard the gun? I would think no,since keeping it alive would defy the conditions ofResilient, and you can't bring it back after it's beenkilled, but I wanted to check.

That is correct! Either the Zombie is killed and you canuse 'Resiliant' OR the Zombie is 'Unstoppable' and isnot killed by the attack.

http://www.boardgamegeek.com/thread/264586

Rotten BodiesMost Zombies are killed with a single Hit, so doesa Zombie Hero take a Wound while Rotten Bodiesis in effect?

Zombie Heroes do still take wounds, they just can'ttake their last wound while Rotten Bodies is in effect.

http://www.boardgamegeek.com/thread/217213

For the play immediately Rotten Bodies cardremove 1d6 Zombies and also for the play at endof Zombie turn spawn 1d6 zombies, how does itwork?

1) The Zombie Player who plays it,removes/spawns 1d6 Zombies from their pool?

2) The 2 Zombie Players between themremove/spawn 1d6 Zombies from their pool?

To answer your questions:

With 'Rotten Bodies', the Zombie Player that plays thecard rolls a D6 and removes that many Zombies fromany of the Zombies on the board, returning them tothe appropriate Zombie Pool. This can be any mix ofyour Zombies and your teammate's Zombies. Then,NO Zombies can be killed until the start of the nextZombie Turn.

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The card ‘There's Too Many!’ allows the Zombie Playerthat plays it to Spawn D6 new Zombies. A player mayonly ever 'Spawn' their own Zombies (Green orBrown). Also, the ability to remove them fromanywhere on the board if there are not enough out ofplay, only allows you to remove your own Zombies(the intent is that you will be re-Spawning theremoved Zombies and you can only 'Spawn' your ownZombies).

Hope that helps.

http://www.boardgamegeek.com/thread/269959

ShambleMay the Zombie player roll 1st, then choose theeffected Zombie to move at this speed?

When playing Shamble you should choose the Zombieand then roll to see how far they get to move.

http://www.boardgamegeek.com/thread/212830

If Zombies move (the rules say you may movethem 1 space) are you required to move themthe full amount of the roll? Or, can you roll andthen decide not to move them or only move thema lesser amount than the die roll?

You may always roll and then decide how far to moveor if you want to move at all. Keep in mind that'Zombie Hunger' (having to move into an adjacentHero's space if you can) is always in affect - evenduring your move. In this way you can't Shamble pasta closer Hero to get to one that is farther away (unlessyou can avoid moving adjacent to the closer one).

http://www.boardgamegeek.com/thread/217098

StrategyWhen there are two Zombie players, do they doeach step of the Zombie turn in concert, or dothey decide who goes first and then each goesthrough their full 6 steps before the otherZombie player goes? So far we've played thatthey go through each step together, just as ifthey were one player playing the full Zombiepart.

You are playing correctly. If there are 2 ZombiePlayers, they go through the steps of the Zombie Turntogether (both Draw cards, then both roll to spawn,then both Move, etc).

http://www.boardgamegeek.com/thread/210254

There’s Too Many!The rulebook spells out the meaning of ‘Start ofthe Turn.’ How about card situations like ‘There'sToo Many!’ which says ‘play this card at the endof the zombie Turn’. Does this include anytimeduring the Fight Heroes and/or Place Newly-Spawned Zombies phases? Or perhaps it appliesafter the Move Zombies phase but before theFight 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 lastHero has finished their step '4) Fight Zombies' phase.

http://www.boardgamegeek.com/thread/214912

Undead Hate The LivingDoes this mean that the Zombie player can pickwhich of the Hero’s dice to reroll (as opposed tothe number)? e.g. Zombie rolls a 4 and the Heroroles 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 maychoose how many AND which dice the Hero must re-roll! Obviously the Zombie would force the Hero to Re-roll the higher roll(s).

http://www.boardgamegeek.com/thread/213165

What does ‘to hate a Hero’ mean, from athematical standpoint?

Really it is meant to be funny. You don't normallyassociate Zombies with being emotional so the thoughtthat the Zombie might 'hate' the Hero isstrange/humorous. Perhaps the Zombie hates the Herofor playing keep away with those tasty brains. ;>

http://www.boardgamegeek.com/thread/213165

Zombie vs ZombieCan a zombie player play his cards on the otherplayer's zombies?

The Zombie cards are only limited by the text on thecard. If it says, ‘your zombie(s)’ you can only play iton your color of Zombie. Otherwise, you can use cardson any Zombie.

http://www.boardgamegeek.com/article/1699645

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Spawn New Zombies

SpawningI'm playing Zombies, I have 7 in the board.

In the ‘Roll to Spawn New Zombies’ phase, I rollan 8.

In the ‘Place Newly Spawned Zombies’ phase, Iroll a 4 so I distribute 4 evenly in 4 SpawningPits of my choice.

Is this the correct way to play?

If you are a single Zombie Player, you get to spawn D6new Zombies at the end of the turn. If there are 2Zombie Players, you only get to spawn D3.

http://www.boardgamegeek.com/thread/211047

But just to clarify, in a two Zombie Player game eachmakes a separate roll to see if they spawn, rolling 1D6and comparing to the number of zombies of their coloron the board. Whoever succeeds spawns 1d3 zombiesat the end of the turn. That could be neither, either, orboth of them.

If there's one Zombie player, roll 2d6 for the checkand 1d6 to determine the number of new Zombiesplaced.

http://www.boardgamegeek.com/article/211047Elstree

When new Zombies are spawned can you place aZombie on a spawn location that already has oneif there is a location with none? For example, Ispawn 1 Zombie on turn 3. Three of the Pits haveZombies on them and one is empty. Do I have toplace my spawned Zombie on the empty Pit?Does this apply if the Pits have my co-player'sZombies on them but not mine?

When you place newly spawned Zombies, you mustevenly distribute YOUR Zombies for THIS turn betweenall of the Spawning Pits (even if there are existingZombies in those spaces). In other words, if you areplacing 4 or fewer Zombies they will all have to be ondifferent spawning Pits from each other - that is theonly restriction.

http://www.boardgamegeek.com/thread/217098

On the card ‘There's Too Many!’ it says you mayremove Zombies from the board if you don't haveenough to spawn, does this also apply whenspawning Zombies during normal play?

This is a special case just for that card. You may onlyremove and place Zombies from elsewhere on theboard 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 stillspawn zombies?

Standing on a Zombie Spawning Pit has no effect onthe pit itself (it is likely to get you killed pretty quicklythough). ;>

http://www.boardgamegeek.com/thread/216807

Hero Cards

Blocked WindowsTonight, my pal set down a Blocked Windowscard. I then drew a Surprise Attack. When I put aZombie down on a Hero, she said that this wasillegal because of the Blocked Windows. Idisagree, as my Zombie isn't moving through anywalls to do the Surprise Attack. Any thoughts onwhat should happen?

The zombie didn't go through a wall or door. It brokeup through the floor. Plus, no zombie moved. Itspawned. IMO, your interpretation is correct.

http://www.boardgamegeek.com/thread/221147Walt Mulder

You are correct! Blocked Windows only preventsZombies from moving through walls, it doesn't preventthem from spawning inside or being placed in yourspace.

http://www.boardgamegeek.com/thread/221147

If a Zombie has to move through a Wall to satisfyZombie Hunger, but Blocked Windows is ineffect, do they have to ‘lose’ their moveattempting to move through the Wall and failing,or can they just ignore the Zombie Hunger andgo somewhere else?

If a Zombie can't reach an adjacent Hero for somereason (say Blocked Windows is in play), the Zombiemay move normally (ignoring the Zombie Hungercaused by that unreachable Hero).

http://www.boardgamegeek.com/article/1944925

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DiscardCan a Hero discard an item card voluntarily atany time? We saw a nice glitch they tried to playtonight, by having one guy in the Police Station,and having the Priest in his Church. The Priestsearched and found the Shotgun, but can't use it.He wanted to voluntarily discard it, and then thenext Player would pick it up from the discard pilebecause he was in the Police Station. We didn'tfind anything in the rules at all that talked aboutHeroes discarding cards. All we found wasZOMBIES could discard one card before theydrew up. If this works, can Heroes also discardan Event card at will?

A Hero may NOT discard Items or Events unless theyhave to (or it is part of using the card's text). Not onlywould this abuse the mechanics (with Pick Up:s andthe like) but it also goes against the theme. If FatherJoseph finds a Shotgun, even if he finds the use ofGuns distasteful, he would still recognize its value in alife or death struggle and try to get it into the hands ofthe Sheriff.

http://www.boardgamegeek.com/thread/219309

EventsCan event cards be played at any time? In otherwords, can a Hero player play one of his Eventcards while another Hero player is taking histurn?

Unless it says otherwise on the card, yes!

Some exceptions are cards that say, ‘except during aFight’ which means that if Fight Dice have been rolled,you can't play the card until that Fight has beenresolved (and any resulting wounds dealt).

http://www.boardgamegeek.com/article/1699711

Is there any limit to how many cards the HeroPlayers can have in their hand? Not including theItems on the Hero's themselves.

There is no limit on the number of 'Event' cards a HeroPlayer may have in hand.

http://www.boardgamegeek.com/article/1952123

Fire ExtinguisherCan you move all Zombies within your squareand ALL adjacent squares? Or can you only moveZombies that all occupy ONE square of yourchoosing?

With Fire Extinguisher, you are allowed to move anyand all Zombies in your space as well as all adjacentspaces (and yes, Fire Extinguisher is a very good cardfor several different combos). ;>

http://www.boardgamegeek.com/thread/218307

I’ve played Old Betsy on a group of 4 Zombies.I’ve also got 3 Zombies looming up on me so Iplay Fire Extinguisher. All the Zombies get blownback. What happens to Old Betsy?

Only Zombies are affected by the Fire Extinguisher(Heroes and Old Betsy just stay where they are). Alsoremember that moving Zombies with the FireExtinguisher is optional for the Hero on an individualbasis (you could choose to NOT move the ones out ofOld Betsy's space if you wanted to keep them pinneddown).

http://www.boardgamegeek.com/thread/262742

First Aid KitsCan Heroes use First Aid Kits on themselves atany time?

‘First Aid Kit’ CAN be used on the Hero who has it.You'll notice that Becky's healing ability may only beused on 'another' character in the same space.

http://www.boardgamegeek.com/article/1699929

Heroic ResolveThe card says: ‘Once ‘Heroic Resolve" is playedon a Hero, the Hero continues to get the extradie regardless of the number of Zombies inher/his square (at least until the charactersearches or another card is played that causes itto be discarded).’

Can this card be played on one Hero first, andsubsequently be played on another since EventCards can be cast on Heroes not holding on tothe cards? (Also taking note of the rule that thesame card cannot be used more than once perHero Turn).

Heroic Resolve is a 'Remains in Play' card which meansthat when you play it, instead of discarding it like mostEvent cards, it stays in play on the Hero you played iton and continues to take affect. The card is onlydiscarded if that Hero searches. In this way, the cardmay not affect more than one Hero (the Hero it wasoriginally played on).

http://www.boardgamegeek.com/thread/263425

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Running Out of CardsIf the Hero's deck runs out and some point laterin the game the Zombies play a card thatrequires the players to discard a card from theHero deck, does this end the game immediatelyor does the card get discarded since the deck isalready empty?

The Heroes automatically lose if a Zombie card forcesthem to discard the last Hero Card from the deck or ifa Zombie Card WOULD discard the last card, even ifthere aren't any to be discarded. This alternate victorycondition very rarely comes into play, but is more of apsychological threat as the Hero deck starts gettinglow (How many are left? Should we stop searching?etc).

You'll find that most Zombie cards that discard HeroCards from the deck are sort of a double-edged sword.You get rid of some Hero Cards, but it opens up morepossibilities for the Heroes to use the 'Pick Up:' abilityof buildings around the board.

http://www.boardgamegeek.com/thread/210772

StrategyIf there are two Zombie players, the rules saythat ‘they may show each other their cards anddiscuss strategy’. What about the Hero players?Can they show each other their cards and discussstrategy? I guess no.

Actually, the Hero players may show each other theirEvent Cards as well, but the decision of how they areplayed always rests with the player who has the card.This helps to push the teamwork feel. The Heroesreally do need each other to survive.

http://www.boardgamegeek.com/thread/207076

If you’re playing a 2 player game; the Zombiegets 4 cards in his hand and the Hero player doeswhich of the following:

1) As he searches, he keeps Event cards found byeach character organized by character as we dowith items or guns, or

2) Organizes Guns and Items per character asthey are found, but keeps Event cards together,essentially having a general hand of Events forthe Hero characters.

Are the Heroes allowed to keep items secret? Iask because the last game I played I was thezombies and we were doing the ‘Burn 'Em Out!’scenario. I had a ‘Locked Door’ card I washolding to try to keep the Heroes out of my lastSpawning Pit. Billy made a run into the roomwhere it was, where I thought he was going tosearch, but instead, he revealed a Gasoline cardfrom his hand. Is that legal, or do items have tobe played to the table first? Had I known he hadgas I would've used my Locked Door to keep himout for a turn.

No matter how many characters a Hero Player iscontrolling, they only have a single hand of Eventcards (this is a combined group of cards found by all ofthe Heroes they control).

Item cards are ALWAYS immediately placed face up onthe table on the character that found them. In yourexample with the Gasoline, I'm afraid that it was not a'legal' Hero move to keep the gas secret. For onething, how did they know Billy had the Gas if it was intheir collective hand of Event cards? Also, individualHeroes are limited to only carrying 4 Items (up to 2 ofwhich can be Weapons).

This can be a common mistake for new players, so thecard borders are color coded. Green/Grey borders areItems/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

T.J., ThoroughbredThe card reads it can be used at any time. Doesthis allow the Hero Player to use normalmovement and gain additional movement fromT.J.? Additionally, can the Hero Player Hero usethis 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 havejust Searched or Moved. It can also be used to moveaway from a Fight if things are looking bad (if eitherthe Zombie or Hero leaves the space before the Fighthas been Resolved, the Fight is automaticallycanceled).

This is a very powerful escape card, but that is whyyou have to discard it to use the ability (jump on thehorse and ride). ;>

Also keep in mind that T.J. is a preview from GrowingHunger and the theme of that expansion is thateverything is stepped up a notch (for Heroes andZombies alike)!

http://www.boardgamegeek.com/article/1867502

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Moving

DiagonalsMay a Hero move from a grass space to anothergrass space, which are diagonally adjacent, ifthere is a building space orthogonally adjacent tothe two grass spaces ?

Here is an example to clear up the situation:

G,G' and G'' are grass spaces; B is a buildingspace:

B GG'G''

May a hero move diagonally from G to G'?

As is the case with most questions with LNOE, I wouldtake the direct wording from the rulebook for this. So Iwould say that yes a Hero can move from those twospaces.Gene

The same kind of situation, but for a Heromoving inside a building.

B, B' and B'' are building spaces. G is a grassspace.

G BB'B''

May a hero move diagonally from B to B'?

It is possible for a hero to move diagnally from onespace to another moving a hero past a corner that isinside of a building. This would be allowed anywhereinside of a building except for the extending cornersand center of the Manor House.Gene

The only other restriction is that a Hero may nevermake a diagonal move thru any doorways.Sean Swart

You guys are correct. Those are both legal moves. Asmentioned, the only restricted diagonals are the ManorHouse extended 'Corner Walls' and Doors (nicelydone!).

http://www.boardgamegeek.com/article/1766342

Searching

Discard PilesCan players search their own or their opponent'sdiscard piles?

Yes. You can look through any discard pile at any time.

http://www.boardgamegeek.com/thread/265888

Pick UpPlayed the basic scenario twice last night andhad a blast with it. After being trapped in thehigh school and overwhelmed in the first game,the players developed a strategy for the win inthe second game that might be fishy. A couple ofthe Heroes hid out in the Gun Shop andeventually took all the guns out of the Hero Deckthrough searching. Can the Heroes then takethem out of the Discard Pile as well? I know thatsearching the Junkyard lets you take a randomitem out of the Discard Pile, but the Heroes weretrying to be crafty and I couldn't find anywherein the rules that didn't specifically say that theycouldn't raid the Discard Pile as well.

Looks like the Heroes were playing correctly. Here'ssome more info on the subject for others who mightbe confused: The only way to pull items from the HeroDiscard Pile is to either play the card ‘Just What INeeded’ which pulls anything from the Discard Pile orto stand in locations that have a ‘pick up’ item, such asthe Gun Shop has the ‘Pick Up any Gun or AmmoCard.’ Therefore, instead of searching, Heroes mayrummage through the Discard Pile (not the draw deck)and find any keyword gun or ammo item. You can alsopull the Shotgun at the Police Station. A random Herocard may be pulled from the Junkyard. SheriffAnderson may pull a Revolver instead of searching inany building. Other than that, there are no more waysof getting guns out of the discard pile.

http://www.boardgamegeek.com/article/1679539Mary Beth Magallenes. Flying Frog Productions

Two heroes are in the Airplane Hangar, samespace (by the door), and one of them has aSignal Flare.

Hero 1 fires Signal Flare, and discards it. Hero 2uses Pick Up power of Hangar and picks updiscarded Signal Flare and immediately fires it.Repeat ad infinitum.

Is this correct? I think so, and it is they way weplay, but I want to make sure.

If you look on page 22 of the Rulebook (the FAQ), thefirst entry addresses this. ‘A Weapon card may NOT beused by more than one Hero in the same turn.’

A single Hero in the Airplane Hangar can 'Pick Up' andfire the Signal Flare every turn, but unless there aremore than one copy of the card in the discard pile, noother Hero may use the same copy of the Weaponcard.

http://www.boardgamegeek.com/thread/212987

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Just triple-checking this: in our first game lastnight, we would up with a swarm of Zombiesnear the Hospital, and thanks to the ‘discard 10cards’ card being played, there was a First Aid kitin the discard pile.

So we all piled into the Hospital, and spent acouple of turns picking up, using and discardingthe First Aid kit, recycling it every turn. Couldn'tsee anything in the rules forbidding it. Were wemissing something?

It says this exact wording on p. 12 of the rules: ‘...noItem may be used by more than one Hero in the sameturn.’

An interesting thing to note from the thread linked toby Sean, that the word 'Item' in this contextapparently refers to an individual Item card, so thattwo identical Item cards count as different Items inapplying this rule. I had assumed this, but it is good tosee it spelled out clearly.

http://www.boardgamegeek.com/thread/220755Bill Bennett

That is correct!

No single copy of an 'Item' card may be used by morethan one Hero in the same turn. You MAY use a PickUp: to get an Item just discarded back, but cannotthen use it again this same turn.

This is covered in the forthcoming Official FAQ/Errataand is specifically noted as applying to ALL Items now,not just weapons.

Sorry for any confusion.

http://www.boardgamegeek.com/thread/220755

ZombiesCan a hero search a square with a zombie theretoo?

Yes, Heroes can still search even if there is a Zombieright on top of them ready to pounce. This is especiallyhelpful if the Hero happens to roll a 1 for movement -searching is usually a better option.

http://www.boardgamegeek.com/article/1689058

Exchange Items

Exchange ItemsNeed help with the following. Thanks!

1. Can Event Cards be exchanged, just like Itemor Weapon Cards?

2. Can a Hero pass cards to another Hero in thesame space without getting a card back inreturn?

3. Is there a limit to the number of cards beingexchanged?

1. It doesn't matter, because the owner of the HeroEvent is a trivial factor. No matter who holds the card,they can use it on anyone at any time. If the owner ofthe Event decides they want someone else to use it,they can just play that Event on behalf of the otherplayer. No need to transfer the card.

2. Yes, you can give cards without getting anything, oryou can take cards without giving anything. (With theother players permission of course)

3. There's no limit to how many exchanges can bemade. You could trade all of your items with multipleHeroes if you wanted to.

http://www.boardgamegeek.com/thread/263437Cameron McKenzie

Ranged Attacks

Line Of SightHow do I trace the Line of Sight between an ‘A’and a ‘B’ square? Do I have to imagine a linebetween the ‘A’ center and ‘B’ center, or how is itdone? And what if I do intersect the end of ablocking wall? Is there an ‘official’ rule on LOS?

When checking for Line of Sight, you do not need toworry about center of space to center of space. Youcan either see a space or not (because it is on a grid,you can count out the squares). In the upcomingexpanded FAQ/Errata on the official website, there willbe an additional diagram to help out with oddsituations.

As for the Truck, it does not officially block sight (ifyou want to make a house rule you may, but aswritten, only walls block sight).

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My question on line of sight is mostly about thediagonals from within a building. Let's say thisawful illustration below is the case. H is the Heroinside a building, Zs are Zombies, and each x is asquare, and assume that the Hero has enoughrange to hit any of the Zombies:

x Z Z x x x x xx Z x x x x x xx x x x |======x x x x | H

The top-right Zombie is on a direct diagonal lineto the wall, so the Hero has line of sight. Thetop-left Zombie is just outside the diagonal, andthe lower Zombie is well below the diagonal. Canthe Hero see them?

Like I said before, my interpretation of the rulesis that line of sight exists along diagonals, whichsimplifies things if you're not using a center-to-center line. Is that the intent of the rules?

It is true that you can see out from walls along thediagonal. If you look on page 13 of the Rulebook,there are diagrams which show how this works.Something like this.

OXXXXXXXXXXXXXOOOXXXXXXXXXXXOOOOOXXXXXXXXXOOOOOOO|=====|OOOOOOOO|__H__

It is uncommon for a Hero to be in a building but onlytouching a single wall, and you can see out of everywall you are touching. In your asci diagram, the Hero(H) appears to be touching both walls of the cornerand so can see through both of those walls.

Remember also that if a Hero is touching a wall, theycan see out from the entire length of that wall.

http://www.boardgamegeek.com/thread/211107

Out Of AmmoDoes the Revolver run out of ammo on the 'to hit'roll, but the Pump Shotgun needs a separate rollto check if it runs out of ammo? Or do they bothneed a separate roll?

The Revolver is just a single roll and if you areunfortunate enough to roll a '1' to hit, the gun is out ofammo.

With the Pump Shotgun it is an additional roll forammo because you get to roll to hit each and everyZombie in a space. The end result is that no matterhow many Zombies are in the space you're shootingat, you only have to roll once to see if you are out ofammo.

http://www.boardgamegeek.com/article/1694745

Shotgun lets you roll individually to hit every Zombiein a single space and then roll once afterward to see ifthe gun is out of ammo (think of it as a buckshotblast).

http://www.boardgamegeek.com/thread/216807

Fights

Baseball BatWe played the game this weekend for the firsttime, and had a question regarding theprocedure for making attacks with weapons thatstate ‘may be used multiple times per fight’.

How does this work? Say the Zombie player rollshis die and gets a 4. Then, the Hero rolls his twodice, and gets a 2 and a 3. The hero has theBaseball Bat. What is he able to do, how manytimes can he do it, and when does he check forbat breakage? Is it a separate roll?

The other weapons state roll ONE extra die, or ‘Limitonce per fight’, the Baseball Bat is the only card thathas this effect listed on it, and as far as I know, yourinterpretation is correct. Since it states it may be usemultiple times PER FIGHT you could keep rolling anextra die & rolling for breakage until you either win orbreak the Bat.

Since you can wait until you roll the die before youdecide to play a card, the procedure might look likethis: roll your 2 die, decide to use the Bat, roll the 3rddie, check for breakage. No breakage? Did you kill theZombie? No? Roll 3rd die again, check for breakage.Repeat as necessary.

http://www.boardgamegeek.com/thread/206121Moon 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 ifit 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 theBat again: a 5 (check for breaking - yes, the Batbreaks).

That makes the Hero’s result 2, 3, 3, 5! (2 ‘normaldice’ plus two dice from the Bat).

So with the last strike, the Hero was able to kill theZombie because of his higher roll, and the doubles hehad rolled before. The card doesn't say to re-roll, butto add another die, and that can be done multipletimes per fight.

In one of my solo games, Sally had to hit about sixtimes before that Zombie finally gave up - and yes,the Bat broke with the last hit. She had severaldoubles, but no higher roll yet (needed a 5 butcontinued to roll 3's and 4's).

http://www.boardgamegeek.com/article/206121Ben Spicher

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Moon Sylver and Ben are correct. You can keepswinging (adding extra dice and rolling to see if itbreaks) until either the Bat breaks or the Zombiebreaks (or both)!

http://www.boardgamegeek.com/article/206121

It is true, Jenny with a Baseball Bat is very good asthe Bat only breaks on the roll of 1 after each use.

It can be used multiple times per Fight, but you dohave to roll to see if it breaks after each use. As forthe break roll, something that will be in theforthcoming Errata/FAQ is that a die roll MAY beincreased beyond 6 (to 7 or 8 etc), but MAY NOT bereduced below 1.

http://www.boardgamegeek.com/thread/212782

Break TestsOn weapons such as the Crowbar, it gives thestipulation that it breaks on a 1 or 2. For a Heroonly rolling 2 dice, and he rolls a 4 and a 1. The 4is obviously the dice he takes. Does the weaponbreak because he ROLLED a one? Or does itcount which dice you use in the fight?

The dice that both the Hero and the Zombie roll duringa 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 Weaponshave a Combat Bonus that lets you add extra 'FightDice' or re-roll one or more of your 'Fight Dice'.

For almost all Hand Weapons, after you use theCombat Bonus ability, you must roll a Break Test asnoted on the individual card. This is a totally separate,single die roll to see if the weapon Breaks (usually onthe roll of 1 or 2). This separate roll is NOT a 'FightDice'.

So with the Crowbar, the Combat Bonus is that theHero may win the Fight on a tie result. Once youdeclare that you are using the Crowbar, for the rest ofthis Fight the Hero is assumed to win if the result is atie roll. The Break Test is made as soon as theweapon's Combat Bonus takes affect (in this case, assoon as you declare that you are using the Crowbar).It is also important to note that the Hero still wins on atie for this Fight even if the Crowbar 'Breaks'.

Hand Weapons 'Breaking' should be better described inthe Rules as a universal notion (there is not enoughroom on each individual card to do it).

I am working on the updated FAQ/Errata right nowand will add the following for clarity:

Rulebook pg.15 under 'Hero Combat Bonus: Cards -'

Hand Weapon Break TestsHand Weapon Items are the most common way for aHero to get a Combat Bonus:. Although powerful toolsin the Hero's fight against the Zombies, most of theseweapons 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 CombatBonus: of the weapon, they must roll an additional dieto see if the weapon Breaks. This is called a BreakTest. If the Break Test roll is equal to X as printed onthe card (usually 1 or 2), the Hand Weapon isdestroyed in the fight and must be discarded. It isimportant to note that whether or not the weaponBreaks, the Combat Bonus: still takes affect.

I hope this clears up the remaining confusion. Alsoremember that Guns do NOT make Break Tests, theyjust have the possibility to run out of ammo and bediscarded.

http://www.boardgamegeek.com/thread/218630

Combat Bonus CardsFight and Combat Bonus cards can be playedafter the Fight dice rolls. So, you can roll thedice, then decide to use your chainsaw, gun,whatever? Sort of takes the risk out of it doesn'tit?

Yes, cards can be played after the fight dice are rolledto change the outcome.

http://www.boardgamegeek.com/article/1698451Jason Horton

When a Hero rolls fight dice can they choosewhich of their current weapons/combat bonuses(non-range) they are using or must they use allthe weapons/combat bonuses for fight roll?

My understanding is that you can choose whichevercombat bonus you would like to use at any point. Forinstance lets say you have the Baseball Bat (roll oneextra die, may be used multiple times rolling forbreakage each time) and the Crowbar (Hero can winon ties), now lets say the Zombie rolls a 5 and theHero rolls a 3 and a 2. The Hero could decide to roll anextra die(using the Baseball Bat), he rolls a 5, afterthis roll the Hero could decide to use the Crowbar towin the fight.

http://www.boardgamegeek.com/thread/217354Marc Johnston

Marc is correct, you can choose to use (or not use) anyweapon's Combat Bonus at any time during a Fight(before dice are rolled, after dice, after another card isplayed, etc). Also you may use any number of CombatBonuses as well as Events (as noted in the rules,Zombies are limited to a single Fight: card - even ifthat Fight: card is then canceled).

The intent is that 'thematically' the Heroes are alwaysusing their weapons to fight off the Zombies with, butthe weapons are only potentially breakable if theweapon is the focus of your attack and/or the situationis dire.

Page 18: Last night on earth FAW

For example, a Hero with a Baseball Bat is assumed toalways be swinging it around, taking off a hand here ora couple of teeth there, but only if you decide, "That'sit!" and start beating the Zombie over the head with itdoes it actually have a chance of breaking the Bat.

Similarly, with the Fire Axe, you can assume that theHero is chopping off bits of Zombie left and right, butonly if you bury the Axe in the Zombie's chest can youstop him from lunging (ie- canceling a potentiallydeadly Fight: card).

http://www.boardgamegeek.com/thread/217354

Just to be clear, what I said before about a HeroALWAYS using their weapons to fight off Zombies wasto describe the 'real world' rational as it relates toTheme.

A Hero only 'uses' a Hand Weapon if they actuallyutilize it's Combat Bonus. This can be done after FightDice are rolled. After gaining the Combat Bonus of aHand Weapon, it is a separate roll to see if it breaks asnoted on the individual card (most weapons that canbreak do so on the roll of 1 or 2).

Revolver is the only card currently in the game thatcan 'run out of ammo/break' that doesn't require aseparate roll to see if it is discarded (it runs out ofammo if you roll a 1 to Hit).

http://www.boardgamegeek.com/thread/217354

Torch is a Combat Item. Does it have to be usedagainst a Zombie in combat with the characterholding the Torch? Or can the character holdingit use it against a Zombie in another spacefighting another character?

A card's 'Combat Bonus:' may only be used by thecharacter that has the item for a Fight that they areinvolved.

http://www.boardgamegeek.com/thread/213523

CornfieldSo last night the players were trying to hide thetownsfolk in the Cornfield. The question becamewhen exactly is a Zombie attacking? Or moreprecisly when does a Zombie have to roll the 4+to attack? Is it only during the Zombie Playersturn or do they have to roll at the end of theHeroes turn as well (if a player ends his turn in aspace with zombies)?

Also is the cornfield a location that can betargeted with ‘My God, They’ve Taken the...’

The way the Cornfield works will be clarified in theupdated FAQ/Errata. Basically, ANYTIME a Zombie isgoing to Fight a Hero in a Cornfield space, the Heromay choose if they want to hide or not. If they hide,the Zombie must roll a 4+ to find them and fight. Inthis way, the Zombie must ALWAYS roll to find themon a 4+ (Hero Turn or Zombie Turn) unless the Herowants to Fight.

The Cornfield does not have a 'Random BuildingNumber Set' (the little 1, 2, 3 etc in the bottomcorner) and so may not be Taken Over / Lights Outetc.

http://www.boardgamegeek.com/article/1801276

Meat CleaverSays Zombies are Killed on a 6. What if theZombie player rolls a 6 (or through card playgets 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 endsimmediately. Because it is instant, Zombies do noteven get the chance to play cards (may not force a re-roll etc). Cleaver of doom indeed. Just don't getoverconfident, I have seen many Heroes charge into apack of Zombies with a Meat Cleaver and get torn topieces.

http://www.boardgamegeek.com/article/1699034

All hand weapons have a break roll of some sortas Jason explained to me in my last thread. Weran into the Meat Cleaver card. It does not haveany text about breaking. Is this meant to be thisway or is it irrational? Is it one of those reallyawesome Meat Cleavers that chef's buy thatdon't break unless they are shot to the moon?

It is not a mistake, some Hero weapons do not have tomake a Break Test. These weapons are especiallypowerful and long-lasting, and can really give acharacter the edge they need to become the 'Hero'they were born to be! (Ok, it's cheesy, but what doyou want, I had to type this stuff twice ;> ).

http://www.boardgamegeek.com/thread/219309

Ranged WeaponsCan you use a ranged weapon in a hand-to-handfight?

As I understand it, no. Because a Hero can only makeone ranged attack per turn and the Ranged Attackstep comes before the Fight Zombies step in theHero's turn order.

http://www.boardgamegeek.com/article/1698451Jason Horton

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Resolving the FightIf there are two Heroes and three Zombies in aspace:

1) On the Zombie's turn are there 3 fights or 6?

We played as follows: Three, two pairs ofcombat, each Hero with a different Zombie, andthen a third combat with the third Zombie, andthe Heroes get to decide which Hero fights thethird 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 theresults of each Hero's outcome, i.e. it could be asfew as two or as many as six, assuming therearen't cards played that could affect the fights.

This is exactly correct! In the Zombie turn, the Heroesand Zombies are paired off evenly and Heroes choosewho has to fight the extra(s). While in the Hero turn, aHero has to fight every Zombie in their space (keep inmind that if the Hero started in the space with theZombies, he could always move away before having tofight).

http://www.boardgamegeek.com/article/1699631

If there are an odd number of Zombies in asquare with multiple Hduring the Zombie's Fightstep, do the Heroes have to decide, before anycombats are fought, who will fight the odd one,or can they complete their respective combatsand then see who is in the best shape to fight thelast one?

Yes, the Heroes must decide how many Zombies eachof them will Fight before any of the Fights take place(you have to sort of hedge your bets). As they arepaired off evenly, this only matters for the extraZombies.

http://www.boardgamegeek.com/thread/205147

When Zombies are divided between Heroes, andone dies, are the remaining fights ‘allocated’ tothat Hero done by the other Hero, or do theZombies simply not fight? In addition, if thedying Hero becomes a Zombie, does the livingHero have to fight it?

The Zombie/Hero pairings are decided on first, theneach of them is resolved. If a Hero dies before all oftheir Fights are complete, the remaining Zombies thatHero was supposed to Fight do not fight anyone (theyspend the time feeding on the dead Hero).

As for the newly created Zombie Hero, when a Hero orZombie Hero enters play mid-game, they do notparticipate in the current phase of the turn. In thiscase, 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 squareis that one fight? Or 3 separate fights? If theHero had a med kit could he use it in betweenthose fights?

It would be 3 distinct Fights. As with all of the healingcards, 'First Aid Kit' may be used between any of theseFights (just not DURING one of the Fights).

http://www.boardgamegeek.com/article/1952123

When battling with humans they get to roll 2dice. If they roll doubles they kill the Zombie.Does that mean it has to be a higher roll than aZombie?

Doubles only count when you have the higher roll todefeat the Zombie. However with the use of cards youcan increase the number of Fight Dice you roll. So ifyou roll three dice and get a 5, 3, and 3 and theZombie player rolls a 4 you would fend off the Zombiewith the 5 and defeat him with the double 3s.

Keep in mind too that you can roll two dice first andthen decide whether to add more dice via cards to gofor the kill. So if you rolled a 3 and 5 you could thendecide to use a card in the hopes of getting another 3or 5

http://www.boardgamegeek.com/article/1680458Jason Horton

Hand-to-Hand combat in Last Night on Earth is called a'Fight' and works as follows-

The 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 istheir last wound they are killed).

If the Hero wins (one of their rolls is higher than theZombie's roll), the Zombie is kept at bay and 'FendedOff'. The Zombie stays in the space, but doesn't hurtthe Hero.

If the Hero wins, and rolls doubles on any of their dice,the Zombie is not just 'Fended Off' but actuallywounded (this is enough to kill a normal Zombie).

Without a weapon of some sort or a trick up yoursleeve, combat can be very dangerous for a Hero. Thisdescription is of a basic Fight with no weapons or extracards or abilities being used. As you can see, it's nottoo 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

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There are cards, e.g. ‘Mr. Hyde, The ShopTeacher’, that add or subtract 1 to a fight die. Ifso, how does this affect doubles for gettingZombie kills? e.g. if the Zombie rolls a 4 and theHero rolls a 4 and a 5, and then the Hero canplay a card to add 1 to a die, will this count as adouble 5 or are only ‘natural’ double rollscounted for kills? And, if so, I guess can Zombiecards that can do this (there aren't any currentlyAFAIK) ‘cancel’ kill doubles rolled by the Heroes?

It does not need to be 'natural' doubles to wound aZombie. Cards like Mr. Hyde are really good for gettingthat extra boost to give you the kill instead of justFending Off. Rolls are only taken into account whenyou Resolve the Fight (after everyone is done playingcards and using abilities). Until then, the rolls/resultsmay 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: Jennyand the Drifter are in the same space. Into thespace wanders three Zombies (during the zombieturn). The Heroes get to divvy up the resultingfight, and assign two Zombies to Jenny and oneto the Drifter. The hero player plays ‘Mr. Hyde,The Shop Teacher’ which cancels a fight whichinvolves a student hero (Jenny).

1) Does this card cancel one ‘fight’, meaning thatJenny must fight the second Zombie? (And theDrifter 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 tofight at all?

We played as per (1), citing language within therulebook of ‘fights’, but the rest of the night keptfinding examples which would seem to causeproblems when used with that definition (suchas items that heal but cannot be played ‘during’ afight - but ‘between’ individual fights?).

Could you explicitly define when a ‘fight’ startsand ends?

I agree with ‘1)’. When a Hero and Zombie end in thesame space, they will need to fight. Hand-to-handcombat with more than one Zombie are obviouslyfights.

Where is the problem with an item that cannot beplayed during a fight, but between individual fights? Itjust means that you can't ‘heal’ a Hero that was justkilled during a fight (‘resolving’ a fight is still part ofthe ‘Fight’ procedure I'd say). But if he was woundedin that fight, he may heal before fighting againstanother Zombie in the same square (they ARE slow,you know…)

http://www.boardgamegeek.com/article/1700660Ben Spicher

Your '1)' is correct.

A Fight is a single hand-to-hand combat between oneZombie and one Hero. The Fight starts as soon as the'Fight Dice' are rolled and only ends after the Fight hasbeen 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 (asBen pointed out, Zombies are rather slow, but youcan'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 untilyou roll the dice and are actually losing before Mr.Hyde comes out and Cancels the Fight. A Fight that isCancelled is not Resolved so no one wins/loses and nodamage 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 nextwound that Hero takes will turn him into azombie (‘I Feel Kinda Strange’).

Hero THEN decides to use his weapon (Torch Ithink?) to allow him to RE-ROLL one of hiscombat die now that he sees that the wound isgoing to be worse than he thought.

The rules for this game allow for so muchbacktracking that we allowed it to happen as wecould not find anywhere in the rules where thefight officially ENDED, but to be honest in thiscase I feel that since the wound was accepted(thus IMHO ENDING the fight) that this shouldnot be allowed. Is there an official ruling on thissituation?

This is, in fact, NOT allowed as the 'I Feel Kinda'Strange' card is played after the Fight has beenResolved. 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 Dice3) Both players have the chance to usecards/abilities/etc.4) Both players agree they are finished playing Fightcards5) Fight is Resolved - comparing highest individualFight Dice for each

After the Fight is Resolved (who wins/loses), thencards can be played to prevent any wounds they areabout to take. Once wounds are dealt (and the resultsare 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 playerwho is currently losing is likely to want to play a card.Players can continue to play cards/use abilities untilboth players decide to stop, only then is the FightResolved.

http://www.boardgamegeek.com/thread/267746

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Thanks for the replies, that is what I thought butthere was really no-where in the rules thatdefined WHEN a fight ended. We were trying toapply Magic: The Gathering concepts to help usdefine it but in the end it came down to if theplacing of the wound was still within the fight oroutside of it.

I think that the part you are looking for is on page 15of the rule book in the section 'Resolving the Fight'. Itreads:

’Resolving the Fight -A Fight is only resolved after all players have decidednot to use any more cards or abilities.

Once both players have chosen their highest Fight Diceroll and are done using cards and abilities, the Fight isresolved as follows:

- If the Zombie wins...’

http://www.boardgamegeek.com/thread/267746

Using Cards And AbilitiesThe rules state that cancelling a card that hascaused dice to be rolled is not legal. If the cardcan only be cancelled BEFORE rolling the dice,then the appropriate thing for the person playingthe card is to IMMEDIATELY throw the dice whileplaying 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 thetension and tactical decision making (as well as toavoid confusion – ‘wait, which dice did you just roll?’).I find that usually if you have a card that Cancels, youare ready and waiting for just the right moment toplay it.

If this kind of timing system is abused by members ofyour group, I would consider having a policy that, if aplayer doesn't ask if you want to Cancel, then you CANCancel AFTER the dice are rolled (I think that is theway it would need to be handled in a ‘TournamentSituation').

http://www.boardgamegeek.com/thread/217626

A huge altercation broke out at our first playingregarding the sequence of played cards. Zombieswere attacking and lost the first battle (nodoubles) and were fended off. Since the playerthey were fighting was not critically injured,Zombies chose to save their special card (Ibelieve the ‘Uuuurrrggghh!’ card that allowsZombies to add 2 more dice to their fight roll).Then another Hero played the card that turns afended off Zombie (defeated I believe is thewording) to a killed Zombie. The Zombies thenwanted to play the card that allowed 2 dice to beadded to their fight roll. Is this allowed?

My take on this is that the Hero player should ask theZombie player ‘Are you accepting the result of thefight?’. If he says yes and you play your event, hecannot do anything about it.

By asking this while holding an event card like youmight play it if he says yes, you might even bluff himinto premature use of one of his cards if you don't holdthe ‘Get Back You Devils’ card.

http://www.boardgamegeek.com/thread/222553Rick Young

This is exactly right!

'Get Back You Devils!’ is only played after the fight hasresolved (both players have elected to not play anymore cards to alter the fight and a winner isdetermined). 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 forthe Zombies using ‘I Feel Kinda' Strange’.

http://www.boardgamegeek.com/thread/222553

Zombie Fight: CardsWhen a zombie ‘Fight:’ card is cancelled, does itcount as the one card that a Zombie Player mayplay during a Fight, or may another card beplayed?

The Cancelled card DOES count as the one ZombieFight: card pre Fight. This makes the tactical choice ofwhen/if to Cancel cards very important. It also mightbe worth pointing out that if you play a card to 'Cancela Fight', that Fight ends without being resolved (nowounds are done). This is another powerful tool theHeroes can get through their cards.

http://www.boardgamegeek.com/thread/217098

Scenarios

All Hallows EveLogic seems to dictate that if you have someGasoline and a ranged weapon that you would beable to use said ranged weapon on the gas andblow up the Book. Of course your Hero wouldhave to set down said gas & Book to step awaybefore blowing it up ... giving a Zombie orZombie Hero a chance to grab the Book.

The Book is NOT destroyed by an exploding GasMarker etc. It is magical afterall. The Book may onlybe destroyed by having a Fire Item and the Book andgiving up your turn to burn it. Think of it as a ritualyou have to perform to destroy the evil of the Book.

http://www.boardgamegeek.com/thread/230540

Page 22: Last night on earth FAW

Played a rollicking game of Last Night On Earthlast Sunday, trying out Jason's Halloweenscenario.

Problem was, two of the buildings with‘suspects’ got Taken Over in the first couple ofturns and the Heroes couldn't enter them. TheHeroes lost before they got down to thoseTownsfolk, but it seemed to be a totallyinsurmountable problem.

To win, the Heroes have to (potentially)interrogate all suspects; Zombie Taken Overcards cycle, while Hero ‘cancel permanent card’cards do not.

We've got a standing house rule now that TakenOver cannot be used on any win-conditionbuilding (roll again), but is there any otherofficial word from on high about how Taken Overshould be used if the building in question is awin-condition area?

You guys are correct! That was part of the 'All HallowsEve' scenario in testing and I think it got left out in thefinal written version somehow.

It should have included the following text in theSpecial Rules Townsfolk section:

‘A building with a Townsfolk counter currently in it(including the Zombie Master), may not be TakenOver. If this would happen, re-roll as normal.’

Also under the Zombie Master entry it should read:

’Once discovered, the Zombie Master immediatelycounts as a Zombie Hero in every way with 2 HealthBoxes (use the evil Townsfolk’s counter to representthe Zombie Master on the board and the evilTownsfolk’s Hero Card to place wound markers on).The only exception to this is that the Zombie Mastermay not enter buildings that are Taken Over (his lastvestiges of humanity prevent it). Note that... ‘

I will see about getting that corrected on the websiteversion of the Scenario.

http://www.boardgamegeek.com/thread/244531

When a scenario goal involves a Hero giving uphis turn, is he allowed to roll his movement diebefore deciding to give up a turn? In my mostrecent example, Joseph was on the same spot asa Zombie and we were playing All Hallows Eve. Icould have stood there to fight the Zombie andburn the book, but I decided to roll to try to getaway from the Zombie so I could burn it safely ina future turn. If I rolled a low number andcouldn't get away, could I change my mind andfight the Zombie to burn the book, or have Ialready forfeited my opportunity to burn it byrolling?

This is a little bit of a grey area and really depends onhow your group's play style is. By the letter of therules, you should probably not get to roll. That beingsaid, it seems to be a little strict. Generally this kind ofthing falls under the 'friendly game' category of houserules and can set the tone for everyone to enjoy thegame (or not). Remember, you may be playingZombies now, but perhaps next time you will beplaying as the Heroes and could then benefit from thesame rules call (as long as you are consistant betweengame sessions).

http://www.boardgamegeek.com/article/1841276

Burn ‘Em Out!What do you use to mark the detonated ZombieSpawning Pits?

I believe in the rulebook under Scenario Notes it saysto mark the destroyed pit with a Wound marker.

http://www.boardgamegeek.com/article/1689278

Can the zombie player still spawn from destroyedZombie Spawning Pits?

Once a pit is destroyed there is nothing left there tospawn from (so Zombies will have to find somewhereelse to crawl up out of).

http://www.boardgamegeek.com/article/1689278

On the turn where the Zombie Spawning Pit isdestroyed, do all the zombies on that pit getdestroyed as well?

Destroying a Zombie pit has no effect on Zombies thatare already in the space.

http://www.boardgamegeek.com/article/1689278

To destroy the Pit, it says that a character has tostart on the space, give up his whole turn,survive any Zombies, then the Pit is destroyed.Isn't fighting a Zombie using your turn? Fightingon the Zombies players turn should not matter,but shouldn't the space be clear of Zombies atthe START of the Heroes turn, so that thecharacter can give it up to ignite the gas?Otherwise, he is using the fight part of his turnand not ‘giving up’ his whole turn then.

When a Hero gives up (or loses) their turn, they maynot Move, Exchange Items, or Make a Ranged Attack.They DO still have to Fight Zombies in their spaceunless whatever caused them to lose the turn saysotherwise (such as ‘This Could Be Our Last Night OnEarth...’).

http://www.boardgamegeek.com/thread/213900

Page 23: Last night on earth FAW

We had a situation the Heroes were on theZombie Pit, and dropped the gasoline to destroythe Zombie Pit. There were two Zombies on thepit at the time. The Hero survived all of theZombie fights. The question is when the pit isdestroyed does it kill the Zombies on that spotlike a normal explosion would do? Or does the pitnot get destroyed cause there are Zombies onthat pit?

In 'Burn 'Em Out', destroying a Spawning Pit is not likea regular explosion of a Gas Marker. The Hero muststart their turn in the space with the pit, give up theirturn (no move, shoot, exchange etc.), fight anyZombies in the space, and then discard their Explosive(Gasoline or Dynamite) to destroy the pit (you do NOTneed a Keyword Fire Item).

Aside from having to fight any Zombies before blowingup the pit, it does not make a difference if there areZombies in the space or not. Blowing up the pit has noeffect on the Zombies and Zombies have no effect ona Hero's ability to blow up the pit.

http://www.boardgamegeek.com/article/1753465

The scenario card states that you have to be inthe same space as the Pit in order to destroy it.Does that mean that you can't use the Explosiveas a ranged weapon?

There's no mention on the scenario card that theusual Explosive 'hit' criteria count (e.g. hits onD6 roll of 3+), so are players to assume thatdiscarding the Explosive and surviving as perscenarion instructions are all you need to do todestroy a Pit? If the answer is‘ yes’, I guess thatno Zombies in adjacent spaces are affected (i.e.the player doesn't destroy any adjacent Zombieswith a roll of 3+ or whatever the usual Explosivecriteria are).

In Burn 'Em Out, using an Explosive to destroy aSpawning Pit works differently than the normal usesfor Explosives. Just throwing Dynamite at a SpawningPit will not destroy it. You can think of giving up yourturn as planting the Explosives in strategic spots inorder to destroy the pit. Destroying a Pit has no affecton Zombies (or Heroes) in the same or adjacentspaces, regardless of what Explosive is being used.

http://www.boardgamegeek.com/article/2022582

How can the Heroes win if the Zombies take over2 buildings that have 2 of the 4 Spawning Pits?

This is a dangerous situation that can crop up. If ithappens, the Heroes need to find a card to Cancel aZombie Card (there are several of these in the deck),use Father Joseph's Strength of Spirit, or hope for aNew Spawning Pit to show up. It is pretty uncommonfor this to happen, and pretty much always takes careof itself (through one of the above mentioned methodsof getting around it). I have yet to see the Heroes losebecause all of the remaining Spawning Pits were TakenOver for the rest of the game.

http://www.boardgamegeek.com/thread/216807

Defend The Manor HouseThe scenario stipulates that the Zombie playerneeds to get 9 Zombies into the mansion beforesunrise... that's the simplest way to sum it up.Think back to Night of the Living Dead. Really,most zombie movies. The Heroes barricadethemselves in the home and struggle to fight offthe unending Zombie hordes. I was lookingforward to that.

The way that the Heroes win the scenario,however, was quite different. In fact, I don'tthink a Hero ever stepped foot in the mansion.The zombie hunger rule stipulates that Zombiesmove towards adjacent Heroes. So her strategyconsisted of staying outside of the mansion,picking off Zombies as they got close to it, andthen running in to ‘lure’ them out of themansion. And I, as the Zombie player, needed toavoid the Heroes just to get Zombies into themansion!

’Don't go into that mansion, Zombie! Stayoutside and snack on my nice, warm brain!’

Tactically, that was a good solution to thescenario. Thematically, it was just nuts.

So the thematic intent of the scenario is that all of thesurviving townsfolk are barricaded into the attic orbasenment of the house (think Night of the LivingDead), but if enough Zombies get into the house theywill break through and eat everyone. Thestrongest/bravest of the townsfolk venture out todistract/fend off the Zombie horde until morning whenthe Zombies lose strength and outside help can arrive.

Unfortunately this bit of flavorful background did notmake it into the final version of the Rulebook orScenario card.

I hope this helps reconcile theme vs strategy here. ;>

http://www.boardgamegeek.com/thread/215732

We played ‘Defend The Manor House’, which inthis scenario the Manor House may never bechosen when rolling for a random building. Thecard ‘Lights Out’ was played by the ZombiePlayer. May the Manor House be chosen as thebuilding?

'Lights Out' MAY be played on the Manor Housebecause it is a Building (even though it may not bechosen for a Random Building).

http://www.boardgamegeek.com/article/1835765

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When playing the Manor House scenario, theZombie Player wins if they get 9 or moreZombies in the House. Since the Hero Player ison the outside of the House drawing Zombiesout, the question is whether or not you can movea few Zombies into the House and declare victoryor if you have to move all Zombies both in andout of the House before you can count thenumber in the House.

There is a general rules clarification that All Zombiesmust move using Zombie Hunger (if it applies to them)before any other Zombies move normally. The Defendthe Manor House objectives are a great example ofwhy this is important.

http://www.boardgamegeek.com/article/1944925

Die Zombies, Die!Haven't tried it yet, but was wondering if anyoneelse tried playing Die Zombie, Die! with theadvance cards? Does in affect play balance? I'masking because I was thinking of the time (OK,I'll admit it, I'm lazy) I'd save not picking out allthe advance cards out of the card deck everytime to play it.

Yes -- it’s ok. Die Zombies, Die! is actually one of theones where it theoretically DOESNT matter if you use40 or 60 cards

http://www.boardgamegeek.com/thread/207106Stephen Shaw

It's true, 'Die Zombies, Die!' was designed to beplayed either as the Basic game (40 card decks) orAdvanced Game (with all 60 cards). It works well bothways. It is designated as the 'Basic Game Scenario'because the premise is easy to understand, the victoryconditions are straight forward, and it plays ratherfast. All in all, a good intro to the game mechanics.

That being said, using the Advanced cards with 'DieZombies, Die!' makes it that much more interesting asa head-to-head battle scenario.

http://www.boardgamegeek.com/article/207106

Escape in the TruckIn the ‘Escape in the Truck’ scenario, if a Herobrings in a new Hero, due to the ‘Zombification’of their last Hero, are they allowed to start onthe truck if there is no ‘start’ building for thatHero?

Heroes who come into play mid-game are not placedin their Start Location, but rather in a Random Buildingor Center of Town with a Free Hero Card (Hero maychoose either). This applies even if you are playing'Escape in the Truck'.

http://www.boardgamegeek.com/article/1699929

I was playing the Heroes, and had the Sheriff,Jenny, Billy and the Nurse. There was no PoliceStation, so the Sheriff started in the center oftown, with the truck. He also received a starterHero card as a bonus for not starting in abuilding. My starting card as the Sheriff was ‘JustWhat I Needed’. Ah... a can of Gasoline in theback of the truck! Jenny then searched theFarmhouse, and scrounged up some Keys her oldman left behind. The next turn, I rolled highenough on the movement roll to get Jenny to thetruck. She and the Sheriff rolled out of town,leaving the others to fend for themselves. AHero... victory? Maybe the scenario needs onemore search item, or some other difficulty.

Although this is a very unlikely situation, it does seemto occasionally frustrate people that it is possible forsuch a short game. If it bothers you, I would suggesthaving a House Rule for 'Escape in the Truck' thateither:

Heroes starting in the center of town do NOT get afree Hero card.

or

Heroes starting in the center of town must re-shuffleand re-draw if they get a Scenario Search Item or ‘JustWhat I Needed’.

We have never really found this to be an issue (if thegame ever ends in 5 turns or less, we usually just playagain). ;>

http://www.boardgamegeek.com/thread/219694

Since the Hero Players show their Item cardsface up then the Zombie Player(s) know whenthe Heroes have discovred the Gas and Key itemsand will be heading towards the Truck. At thispoint, the Zombie Player will typically send hishorde towards the tTuck to intercept the Heroes.Assuming there are NO Heroes adjacent to aZombie in a space, can the Zombie PlayerCHOOSE not to move that Zombie indefinitelyuntil the end of the game?

Zombies never have to move unless affected byZombie Hunger (adjacent to a Hero). Grouping aroundthe truck can be a good Zombie strategy, just watchout for shotguns and dynamite!

http://www.boardgamegeek.com/article/1877758

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The Advanced Game

Death of Your Last HeroIf a Hero is killed in the Black Zone, it will alwaysbe turned into a Zombie Hero and be replacedwith another hero, but if in the Red Zone it willonly be turned and replaced if it is the player'slast Hero, correct?

If so, doesn't this alter the balance of the gamedepending on whether there are 1, 2 or 4 Heroplayers, once the turn marker is in the Red Zone?If there are 4 then there will always be 4 Heroespresent as each Hero will be each player's ‘last’one, if there are 2 Hero players, then there couldonly be 2 Heroes alive, if each player lost one(and then there would only be a max of 2 Heroesfor the rest of the game), and if there was only 1hero player, he would only have 1 Hero‘respawned’ (if the game went on longer than 4kills for the Zombies to win)?

You are correct, this is how it works. One of the thingsthat this means is that the game experience isdifferent if you are playing with one Hero Player orfour Hero Players. With four Hero Players you willalways have all four Heroes running around, but youare more likely to have Zombie Heroes running aroundas well. Also, it is much harder to coordinate multipleHero Players to work together than if there is oneplayer controlling all of the Heroes (ever heard thephrase, ‘I'm not going in there!’). In testing it wasshown time and again that these factors actuallybalance out the differences nicely

You'll also notice that many of the Scenarios have aZombie 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 youhave more Heroes running around more of the time,there are more Heroes for the Zombies to corner andkill 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, ifthe now-dead Hero was killed during a Heroturn?

The short answer is - yes. Here is why.

When a Hero enters play mid-game (or when a ZombieHero enters play), they do not participate in thecurrent phase of the turn (usually the Fight Heroesphase of the Zombie Turn or in one of the Heroes'Fight Zombies phase during the Hero Turn). Thismeans that when a new Hero is placed, they don'thave to fight any Zombies that are in their space. If itis during the Hero Turn (when one of the other Heroeshas just been killed), the new Hero doesn't participatein the dead Hero's Fight phase (not that they everwould), but acts normally from then on(may take theirturn etc.).

http://www.boardgamegeek.com/thread/216137

We started the Escape in the Truck scenario. Wewere playing 5 players, so each Hero got a newone every time he died. These new playersstarted on the truck. The other players beingnear death kept trying to just give that oneperson the Keys and Gasoline and let them winsince they would have health and everythingthey need to win. Do the new Heroes start thereor somewhere else?

Anytime a player loses their last Hero, they get tobring on a new Hero to replace them (the old Herothen becomes a Zombie Hero. - this may be donemore than once per player). When a new Hero comesinto play mid-game, you can choose to either placethem at the center of town with a Free Hero Card (inthis case at the truck), or in a Random Building.

http://www.boardgamegeek.com/thread/223291

Gas MarkersI assume that blowing up a Gas Marker requirestwo rolls; a first roll to hit and then a second rollfor the effect on adjacent spaces. Am I right?Regarding the roll for those adjacent spaces... Isit one roll, one roll per adjacent space, or one rollper model?

Roll once to hit the Gas Marker, then roll individuallyfor each model that is in an adjacent space.

http://www.boardgamegeek.com/thread/206780

Was wondering whether a Hero or Zombie thathas a wall between them and a gas explosion isconsidered adjacent for the purposes of beingkilled 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 anadjacent Gas Marker?

I reason that since a Gas Marker can be ignitedby a Ranged Attack, and an exploding GasMarker could be interpreted as a ranged attack.tt follows that an adjacent Gas Marker could beignited by the first explosion (pending a roll of3+ of course). Extending this, Gas Markers couldbe stacked so that if one is ignited they all areand the player would roll one die for each gasmarker against each Zombie or Hero and if any is3+ that Zombie/Hero dies.

We have yet to see this happen, but it would be prettysweet!

I would say that an exploding Gas Marker should havethe chance to set off adjacent Gas Markers on the rollof 3+ (or auto if in the same space). Everybody lovesa big explosion.

http://www.boardgamegeek.com/thread/211407

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So, if it is possible to have 2 Gas Markers in thesame space, and if you shoot at one of them,when they explode, all the Zombies/Heroes haveto roll twice to check if they die?

ex: 2 Gas Markers, Hero hits one, a Zombie in anadjacent 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 GasMarkers.

http://www.boardgamegeek.com/article/1730772

Can you spill gasoline then set it on fire all in thesame turn?

Yes. That is in fact the most effective way to use thegasoline.

http://www.boardgamegeek.com/article/1782478

Old BetsyWe had a very fun situation come up when all theHeroes were holed up searching during the ‘Savethe Townsfolk’ Scenario. All four Heroes were inthe Police Station, which is quite close to aSpawning Pit. Towards the end of the game, Ihad Old Betsy and played her on the SpawningPit on the Zombie turn. The Zombie player hadRelentless Advance. The question from theZombie player was if Relentless Advancetrumped Old Betsy or if Old Betsy trumpedRelentless Advance.

When in doubt, the wording on a card should alwaysprevail. Relentless Advance lets Zombies move, butOld Betsy says, ‘No Zombie may move from that spacethis turn.’ So, Old Betsy trumps any form of Zombiemovement from the chosen space.

http://www.boardgamegeek.com/thread/210254

The card says ‘Old Betsy’ goes away if theZombie ‘escapes’... does that mean if the Zombiedies for whatever reason, the dog token is still inthe space and just stays there like a good littleboy?

Old Betsy is only removed from the board if a Zombietries to move away and rolls the 5 or 6 necessary to'escape'. This happens immediately so any otherZombies in the space that haven't tried to escape yetmay move normally.

http://www.boardgamegeek.com/thread/216807

I’ve played Old Betsy on a group of 4 Zombies.I’ve also got 3 Zombies looming up on me so Iplay Fire Extinguisher. All the Zombies get blownback. What happens to Old Betsy?

Only Zombies are affected by the Fire Extinguisher(Heroes and Old Betsy just stay where they are). Alsoremember that moving Zombies with the FireExtinguisher is optional for the Hero on an individualbasis (you could choose to NOT move the ones out ofOld Betsy's space if you wanted to keep them pinneddown).

http://www.boardgamegeek.com/thread/262742

Zombie HeroesThese are created ANY time a player's last Herois killed, and, if ANY Hero is killed during theBlack Zone? Also, I assume Zombie Heroesimmediately lose all their items and cards.

Correct.

http://www.boardgamegeek.com/article/1698451

Can a Hero become a Zombie Hero even if he isfull on wounds? If he does, does that just meanthat one hit kills that Zombie Hero?

When a Hero is killed and turned into a Zombie Hero,they remove all Wound markers from the charactercard. From that point forward, the Zombie Hero musttake a number of wounds equal to the character'sstarting wounds to be killed (they effectively become azombie that has to be hit either two or three times tokill 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 ona Zombie Hero and CAN kill them outright.

http://www.boardgamegeek.com/thread/205147

When a player loses their last Hero it becomes aZombie Hero, at that point do they draw back upto 4 Heroes or just 1? Also when they lose a Heroif there are unused ones but they haven't lost alltheir Heroes yet, do they draw a new one at thispoint 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 'BlackZone' (turn 14 or higher on the Sun Track).

- If instructed to by a card or Scenario special rule.

http://www.boardgamegeek.com/thread/210772

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Do Zombie Heroes count as Zombies for theProtect the Mansion scenario?

Zombie Heroes count as a Zombie in just about everyway. They are just harder to kill and move slightlyfaster.

http://www.boardgamegeek.com/thread/216807

Are Zombie Heroes immune to Shotgun? Thecard says Heroes are immune.

No the Zombie Hero is still a Zombie and is effected bythe Shotgun. A different way to have worded the cardwould have been ‘no other Hero Player characters’. Butas you see that would crowd the card.Sean Swart

Zombie Heroes are never considered to be a 'Hero' inany way (Rules p19). The name 'Zombie Hero' morerefers to the fact that they are a Zombie that was oncea 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 collateraldamage) from either Dynamite or Gasoline useon the Hero Turn, do they become a ZombieHero? We had the Sheriff sacrifice himself toGasoline to take out 5 Zombies in a space. Wedidn't think it was fair since there wasn't muchleft of him after the torching, plus technically hewasn't killed by a Zombie Player which accordingto the rules ‘The Zombie Player who killed theHero 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 iftheir last wound was self-inflicted. As to who would getcontrol of them, I would say that if there are twoZombie players, they should roll off.

That being said, I think it would be in keeping with thespirit of the game to say that any Hero Killed by anExplosive may NOT be turned into a Zombie Hero.(This may even become an Errata as it does encouragesome interesting, movie-like self-sacrifice momentswhen an infected Hero blows themselves up ratherthan becoming a Zombie. There actually is a card kindof like this down the road a bit).

http://www.boardgamegeek.com/article/1835765

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LAST NIGHT ON EARTH

Index

Advanced GameDeath of Your Last Hero: 24,25,26Dynamite: 5,23,27Explosives: 23,26,27Gas Marker: 21,22,23,25,26,27Gasoline: 22,23,26,27Old Betsy: 12,26The Truck: 15,24Zombie Heroes: 5,9,19,22,25,26,27

Baseball Bat: 3,16,17Becky, The Nurse: 3,5,12Break Tests: 3,17,18

Canceling Cards and Fights: 2,6,7,20,21Chainsaw: 2,9Cornfield: 18

Death of Your Last Hero: 24,25,26Discard Pile: 2,4,14Doors: 5,6,11Dynamite: 5,23,27

End of the TurnHeroes: 3,10Zombies: 10

Exchange Items: 15,22,23Explosives

Dynamite: 5,23Gasoline: 22,23,27

Events: 4,12,13,15,17,21

Father Joseph, Man of the Cloth: 2,6,12,23Fights

Baseball Bat: 3,16,17Break Tests: 3,17,18Canceling Cards and Fights: 2,6,7,20,21Cornfield: 18Hero Combat Bonus: Cards: 17,18Ranged Weapons: 18Resolving the Fight: 19,20,21Start of the Turn: 20Using Cards and Abilities: 2,3,4,10,16,17,18,21Zombie Fight: Cards: 21

Fire Extinguisher: 12,26First Aid Kits: 5,12,19

Game BoardCornfield: 18Doors: 5,6,11Junkyard: 4,14Placing New Heroes During The Game: 24,25Rolling a Random Building: 5,6,23Town Center: 24,25Walls: 11,14,15,16,25

Gas Marker: 21,22,23,25,26,27Gasoline: 22,23,26,27

Healing: 3,5,8,12,19,20Hero Cards

Blocked Windows: 11Discard: 12,13,14Events: 4,12,13,15,17,21Fire Extinguisher: 12,26First Aid Kits: 5,12,19Hero Combat Bonus: Cards: 17,18Heroic Resolve: 12Items: 5,6,9,12,13,14,15,22,26Promo Cards: 9,13Running Out of Cards: 13Strategy: 4,13T.J., Thoroughbred: 13

Hero CharactersSheriff Anderson, Small Town Law Man: 2,14Johnny, The High School Quarterback: 2Father Joseph, Man of the Cloth: 2,6,12,23Becky, The Nurse: 3,5,12Sally, The High School Sweetheart: 3Jenny, The Farmer’s Daughter: 3,17Jake Cartwright, The Drifter: 3

HeroesAbilities: 2,3,4,5,8,12,20,21Death of Your Last Hero: 24,25,26Healing: 3,5,8,12,19,20Placing New Heroes During The Game: 24,25Wounding: 2,5,8,19,20,21,27

Hero TurnMove Action: 2,5,6,7,8,13,14,19,22,23Exchange Items: 15,22,23Ranged Attack: 2,3,5,9,15,16,17,18,21,25Fight Zombies: 16,17,18,19,20,21End of the Turn: 3,10

Items: 5,6,9,12,13,14,15,22,26

Jake Cartwright, The Drifter: 3Jenny, The Farmer’s Daughter: 3,17Johnny, The High School Quarterback: 2Junkyard: 4,14

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LAST NIGHT ON EARTH

Index

Lights Out: 5,18,23

Meat Cleaver: 18,20

Old Betsy: 12,26

Pick Up: 5,6,12,14,15Placing New Heroes During The Game: 24,25Play Immediately: 7,8Promo Cards: 9,13Pump Shotgun: 3,9,14,16,27

Ranged AttackGas Markers: 9,21,23,25Line of Sight: 5,15,16Out of Ammo: 2,3,9,16,17,18

Remains in Play: 2,5,6,7,12Revolver: 2,3,9,14,16,18Rolling a Random Building: 5,6,23Running Out of Cards: 13

Sally, The High School Sweetheart: 3Scenarios

All Hallows Eve: 21,22Burn ‘Em Out!: 22,23Defend The Manor House: 23,24Die Zombies, Die!: 24Escape In The Truck: 24

SearchDiscard Pile: 2,4,14Pick Up: 5,6,12,14,15Zombies: 15

Sheriff Anderson, Small Town Law Man: 2,14Signal Flare: 3,14Spawn New Zombies: 7,9,10,11Spawning Pit: 5,6,11,22,23

Taken Over: 5,6,7,18,22Town Center: 24,25The Truck: 15,24

Walls: 11,14,15,16,25Weapons

Baseball Bat: 3,16,17Break Test: 3,17,18Chainsaw: 2,9Meat Cleaver: 18,20Pump Shotgun: 3,9,14,16,27Revolver: 2,3,9,14,16,18Signal Flare: 3,14

Winning the Game: 13,24Wounds

Healing: 3,5,8,12,19,20Heroes: 2,5,8,19,20,21,27

Zombie CardsDiscard: 4,7,8Draw New Cards: 4,8Fight: Cards: 4I Feel Kinda Strange: 5,20,21‘I’ve Got to Get To The…’: 5Lights Out: 5,18,23Locked Door: 6Loss of Faith: 6‘My God, They’ve Taken The…’: 5,6,7,18,22‘Oh the Horror!’: 4,7,8Overconfidence: 8Play Immediately: 7,8Promo cards: 9Resilient: 9Rotten Bodies: 9,10Shamble: 10Strategy: 4,8,10,13There’s Too Many: 10,11‘This Could Be Our Last Night On Earth…’: 22Undead Hate The Living: 10Zombie Fight: Cards: 21Zombie vs Zombie: 10

Zombie Heroes: 5,9,19,22,25,26,27Zombie Hunger: 10,11,24Zombie Pool: 7,9,10Zombie Turn

Draw New Cards: 4,8Spawn New Zombies: 7,9,10,11Move Zombies: 8,11,20,22Fight: 16,17,18,19,20,21Place Newly Spawned Zombies: 7,9,10,11End 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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