TheZombieGame.com Forums

Full Version: New Rules Index. (Each Answer From Jason C. Hill)
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3
This took me a long time and is an on-going project. I hope you find this useful! Every Answer if from the maker of LNoE Jason C. Hill.

Adjacent
Does include through walls.
http://boardgamegeek.com/article/2332390#2332390

'Adjacent' is meant to include diagonals and is NOT blocked by walls. Think of it as stabbing the Fence Post through a window or door to skewer a Zombie on the other side.
http://boardgamegeek.com/article/2212800#2212800

Advanced Abilities combined with Timber Peak
- A Hero's Advanced Ability works just like a normal Hero Upgrade - get enough Experience Tokens to get an Upgrade and you can choose to take a Random card from the top of an Upgrade Deck (Melee, Ranged, or Special), or you can take the Hero's unique Advanced Ability that is only available to them. Hero Advanced Ability cards count exactly like Hero Upgrades in every way (other than that they are unique to a specific Hero).
- Zombie Advanced Abilities are slightly different than normal Zombie Upgrades in that they are stronger, permanant bonuses and so cost 5 Experience Tokens each (instead of the normal 3). Draw randomly from the Zombie Advanced Abilities cards.
This replaces the previous method for getting Experience on the original version of the Advanced Abilities Rule sheet (it was originally that Heroes could only collect up to 1 Experience Token per turn and that Zombies only got an Advanced Ability by killing a Hero - this was to slow down the system a bit when there were fewer Upgrades to be had, and when there weren't other normal Hero and Zombie cards to support the system).
Anyone who purchases the Advanced Abilities Supplement now is receiving the new version of the Rule sheet (with these changes) and the plan is to post the new Rule sheet on the website as a free download shortly (with the changes noted above).
The new Heroes in Timber Peak do not have Advanced Abilities yet (they did just start fighting Zombies afterall ;> ). The intent is to address this in a future Supplement, once a few more Timber Peak era Heroes are released.
http://boardgamegeek.com/article/10127762#10127762

Advanced Abilities: Zombie Card 'Outbreak'
On the rules sheet there is a clarification specifically for Outbreak that notes that it only applies during step 6 of the Zombie Turn (placing newly Spawned Zombies).
As for the Scenarios, remember that, as noted on the card, the Zombie cannot be placed in the same or adjacent space to a Hero, so they shouldn't really be able to spawn directly into the Manor or Safehouse unless you leave it fairly undefended. If this card is in play, it might require you to change up your tactics a bit though.
One other note is that for Scenarios that use Townsfolk Allies or Townsfolk Heroes, the Townsfolk should be considered 'Heroes' for the sake of placing these new Zombies (so not in the same or adjacent space).
So, it might make some scenarios a little harder for the Heroes (not un-winnable though), but that is why it's a ‘bonus' for the Zombies.
http://boardgamegeek.com/article/5894580#5894580

Automatically Killed
On the Chainsaw it says that a Zombie beaten in a Fight is automatically Killed, even if no doubles were rolled. That simply means that if the Hero wins the Fight while using the Chainsaw, the Zombie is Killed (you don't have to have doubles on your dice in addition to winning the Fight).
http://boardgamegeek.com/article/4576464#4576464

Bio Canisters
You CAN use "Catch!" on the Bio Canisters. If a 1 is rolled, instead of discarding the canister, it is dropped to the ground and must be picked up again in the Exchange Items phase (as noted in the scenario rules for when a Hero with a Canister is killed). Roll a D6. On a 1, 2, or 3, place the Canister in the space where the thrower is; on the roll of 4, 5, or 6, place the Canister in the space where the receiver is.
http://boardgamegeek.com/article/2513360#2513360

Black Zone (The)
If a Hero is killed while the Sun Track is still in the Black Zone, the player draws a new Hero as well as their dead character turning into a Zombie Hero.
http://boardgamegeek.com/article/1778789#1778789

Break Test
Hand Weapon Break Tests
Hand Weapon Items are the most common way for a Hero to get a Combat Bonus: Although powerful tools in the Hero's fight against the Zombies, most of these weapons 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 Combat Bonus: of the weapon, they must roll an additional die to see if the weapon Breaks. This is called a Break Test. If the Break Test roll is equal to X as printed on the card (usually 1 or 2), the Hand Weapon is destroyed in the fight and must be discarded. It is important to note that whether or not the weapon Breaks, the Combat Bonus: still takes affect.

Buildings
I should also point out that some buildings have smaller, walled-off areas within them, such as the Hospital (in this case, the Morgue). These areas are still part of the larger building as a whole and are only walled-off to affect movement, sight, and for theme. Individual buildings ALWAYS have a Random Number set in one of the corners (1,2,3 etc.).
http://boardgamegeek.com/article/1765056#1765056

A building is defined by being named, enclosed by Walls, and having the Random Number set in one corner. Smaller walled off areas within larger buildings are still part of the same building (such as the Freezer or Morgue).
http://boardgamegeek.com/article/2213622#2213622

Book Store
Anytime a Hero is in the Book Store they can pay one less Experience to purchase an Upgrade.
http://boardgamegeek.com/article/11194661#11194661

Hospital
Yes, the Hospital Pick Up can be used on ANY card with the First Aid Keyword (including Recovery).
It is important to note thought that the limit of not using the same copy of a single card multiple times per turn DOES still apply to Event cards as well as Items. I will need to take a look at the FAQ and see about updating that if it doesn't mention it yet.
http://boardgamegeek.com/article/5737977#5737977

Card Pool
Card Pool is only at the start of the game.

Cards: Discarding
A Hero may NOT discard Items or Events unless they have to (or it is part of using the card's text). Not only would this abuse the mechanics (with Pick Up:s and the like) but it also goes against the theme. If Father Joseph finds a Shotgun, even if he finds the use of Guns distasteful, he would still recognize its value in a life or death struggle and try to get it into the hands of the Sheriff.
http://boardgamegeek.com/article/1765056#1765056

Cards: Discard Pile
You can look through any discard pile at any time.
http://boardgamegeek.com/article/1965711#1965711

The reason that you are not supposed to count is to help preserve suspense (if the Hero player can count their discard pile, then they can reasonably know how many cards they have remaining). This rule is more about Theme than functionality. If everyone in your group agrees, you can let players count the discard piles, it just sucks some of the fun out of things.
In a tournament situation, this non-counting rule would not be feasible to enforce.
http://boardgamegeek.com/article/2513365#2513365

Cards: General
The Hero players may show each other their Event Cards as well, but the decision of how they are played always rests with the player who has the card. This helps to push the teamwork feel. The Heroes really do need each other to survive.
http://boardgamegeek.com/article/1713608#1713608

No matter how many characters a Hero Player is controlling, they only have a single hand of Event cards (this is a combined group of cards found by all of the Heroes they control). Item cards are ALWAYS immediately placed face up on the table on the character that found them. Also, individual Heroes are limited to only carrying 4 Items (up to 2 of which can be Weapons). The card borders are color coded. Green/Grey borders are Items/Weapon Items and Gold borders are Events (Townsfolk Events have a washed out Brick border, but are still Events).
http://boardgamegeek.com/article/1714273#1714273

A player may play cards during any turn (even during their opponent's turn) as long as the card is appropriate (card canceling, re-rolling dice, etc).
http://boardgamegeek.com/article/1736086#1736086

There is no limit on the number of 'Event' cards a Hero Player may have in hand.
http://boardgamegeek.com/article/1952123#1952123

Event cards are held by a player and not directly associated with any particular Hero character. Event cards may be played on ANY Hero (yours or your partner's).
This is not the same for multiple Zombie Players as some of the Zombie cards actually say, 'play on your Zombie...' which means that the card can only be played on one of that Player's Zombies.
http://boardgamegeek.com/article/2646002#2646002

It is important to note thought that the limit of not using the same copy of a single card multiple times per turn DOES still apply to Event cards as well as Items. I will need to take a look at the FAQ and see about updating that if it doesn't mention it yet.
The player gets to keep any Event cards they have and can continue to use them. Event cards are not directly tied to a Hero, but rather they are collected by the Player and can be played on any Hero on the team.

Note that Events may be played anytime unless stated otherwise on the card.

Hero Cards
At Last
The Hero Card 'At Last' plays at the start of a Hero Turn and Cancels any Zombie Card that 'Remains in Play'. Alternatively you could use any Hero card that 'Cancels a Zombie card' as this includes cards that Remain in Play.
http://boardgamegeek.com/article/1750569#1750569

Bandages
It is 3 uses total - one for each of the 2 tokens and one for the card itself.
http://boardgamegeek.com/article/10417674#10417674

Blocked Windows
Blocked Windows only prevents Zombies from moving through walls, it doesn't prevent them from spawning inside or being placed in your space.
http://boardgamegeek.com/article/1772533#1772533

If a Zombie can't reach an adjacent Hero for some reason (say Blocked Windows is in play), the Zombie may move normally (ignoring the Zombie Hunger caused by that unreachable Hero).
http://boardgamegeek.com/article/1944925#1944925

Catch!
You CAN use "Catch!" on the Bio Canisters. If a 1 is rolled, instead of discarding the canister, it is dropped to the ground and must be picked up again in the Exchange Items phase (as noted in the scenario rules for when a Hero with a Canister is killed). Roll a D6. On a 1, 2, or 3, place the Canister in the space where the thrower is; on the roll of 4, 5, or 6, place the Canister in the space where the receiver is.
http://boardgamegeek.com/article/2513360#2513360

Faith
Any Hero can have multiple Faiths played on them, even in the same turn. The 'Limit 1' refers to the fact that a 'Holy' Hero (like Father Joseph) can only have 1 Faith card 'Remain in Play' on them at a time. You could play all 3 Faiths on Father Joseph in one turn, but at the end of that turn, all but one of them would be discarded.
http://boardgamegeek.com/article/1712575#1712575

Faith is a very temporary thing (except on Father Joseph) and as such, not generally as powerful as Items or Weapons you might get with a Pick Up:. Another balancing factor is that the Church only has one door. This makes it a very deadly place to hang out for the Heroes.
From a thematic stand point, the intent is that the Hero that is in the Church is the one that has the Faith and is praying for the other Heroes to survive. Imagine a montage scene of one Hero kneeling at the alter praying as the movie cuts between scenes of other Heroes across town cutting down Zombies and fighting for their lives (with appropriately dramtic music of course).
http://boardgamegeek.com/article/1737187#1737187

The limit is for Remains in Play. In other words, you can play as many Faiths as you want, but only one can Remain in Play on a Hero (the rest would be discarded after use).
http://boardgamegeek.com/article/4147192#4147192

Fire Extinguisher
With Fire Extinguisher, you are allowed to move any and all Zombies in your space as well as all adjacent spaces (and yes, Fire Extinguisher is a very good card for several different combos).
http://boardgamegeek.com/article/1759560#1759560

Only Zombies are affected by the Fire Extinguisher (Heroes and Old Betsy just stay where they are). Also remember that moving Zombies with the Fire Extinguisher is optional for the Hero on an individual basis (you could choose to NOT move the ones out of Old Betsy's space if you wanted to keep them pinned down).
http://boardgamegeek.com/article/1954520#1954520

The second half of the card should read, "Discard at any time (except during a Fight) to move every Zombie...".
http://boardgamegeek.com/article/2227317#2227317

The 'Cancel a Fight' portion of the card certainly can be used even if it is not your Hero's turn.
http://boardgamegeek.com/article/2854474#2854474

Try using Fire extinguisher and Gasoline/Dynamite together for a powerhouse blow to the Zombies.

First Aid Kit
"First Aid Kit" CAN be used on the Hero who has it. You'll notice that Becky's healing ability may only be used on 'another' character in the same space.
http://boardgamegeek.com/article/1700145#1700145

As for the First Aid Kit, 'During a Fight' is from the time that the Fight Dice are rolled (one Zombie vs. one Hero), to the time at which the Fight is Resolved (somebody wins and somebody loses - Zombie is fended off and/or wounds are taken). You CAN use the First Aid Kit between two Fights (after the first Fight resolves, but before the second Fight begins). This can be very important in keeping your Heroes alive.
http://boardgamegeek.com/article/2141950#2141950

The First Aid Kit can be used any time 'except during a Fight'.
http://boardgamegeek.com/article/3702540#3702540

Gasoline
I would say that an exploding Gas Marker should have the chance to set off adjacent Gas Markers on the roll of 3+ (or auto if in the same space). Everybody loves a big explosion.
http://boardgamegeek.com/article/1730957#1730957

To pour the Gasoline, a Hero must actually 'move' as their Move Action (even if they choose to stay in the same space). This means that they cannot do any other Move Action, such as Heal with 'Youth' or Search, if they want to pour the Gasoline.
You can place the Gas Marker at any point during the move (before, during, or after), even in your own space.
http://boardgamegeek.com/article/2343470#2343470

A Hero can use the Free Search marker only at 'the end' of their Move. That means when you draw your Hero card, your Move is officially over. Since you can only pour Gasoline 'during' your Move, no Gas after using a Free Search marker.
http://boardgamegeek.com/article/2779791#2779791

Remember that a Gas Marker can be ignited by any gun or signal flare as well as by a fire item.

Get Back You Devils!
Cards like "Get Back You Devils!" may only be played after the Fight is 'Resolved' as the card says 'when a Zombie is beaten in a Fight'. The Zombie cannot be beaten until you know that the Hero has won the Fight.
During a Fight both players may play cards to add dice, re-roll dice, etc. Only after all players agree that they are done playing cards do you 'Resolve' the Fight and see who won.
http://boardgamegeek.com/article/2226843#2226843

Heroic Resolve
With Heroic Resolve, the character continues to get the extra Fight Die and Wins on Ties. The price that you pay, of course, is not getting to search anymore if you want to keep the bonus.
http://boardgamegeek.com/article/1923503#1923503

Heroic Resolve is a 'Remains in Play' card which means that when you play it, instead of discarding it like most Event cards, it stays in play on the Hero you played it on and continues to take affect. The card is only discarded if that Hero searches. In this way, the card may not affect more than one Hero (the Hero it was originally played on).
http://boardgamegeek.com/article/1956899#1956899

I Don’t Trust ‘Em.
The first half of the card should read, “Until the start of the next Zombie Turn, Heroes may not Exchange Items. Discard this card.”

I’ll See You In Hell!
It states that the Hero is 'Removed from the board'. For this reason, no amount of 'preventing Wounds' (or preventing a character from being killed in any way with the card Against All Odds) is going to help. Even if the Wounds are prevented, the character is still 'Removed from the Board'.
http://boardgamegeek.com/article/4323737#4323737

I've Got To Get To The... and the target building gets Taken Over
At that point you would need to roll a new target building for the "I've Got to Get to the..." since your current target is no longer valid.
http://boardgamegeek.com/article/6149189#6149189

Just a Scratch
Just a Scratch CAN be used to prevent any single wound, even a self-inflicted wound such as for Father Joseph's 'Strength of Spirit' ability.
http://boardgamegeek.com/article/2376334#2376334

Just a Scratch 'prevents' a Wound from being taken which means that it is never placed in the Health Box and can be done ANY TIME a Wound is about to be placed.
http://boardgamegeek.com/article/4323737#4323737

Just What I Needed
The first half of the card should read, “Take any non-‘Play Immediately’ card from the Hero Cards discard pile. If there are none, you may draw a new Hero Card.”
http://boardgamegeek.com/article/2227317#2227317

Keys
The ability to discard Keys to immediately draw two Hero Cards is NOT limited to when the Hero is Searching. It can be done anytime, as long as the Hero is in a Building.
http://boardgamegeek.com/article/3665348#3665348

Lighter
Technically, 'using' an Item includes the use of any card text, Keywords, symbols etc on that card. In the case of the Keyword 'Fire' Item to light Dynamite, the Hero is 'using' the Keyword. (Also, thematically, it is obvious that the Hero is using the Lighter). By the letter of the rule, two Heroes would NOT be able to use the same Lighter to light Dynamite in the same turn.

Lizzy The Shopkeeper
You can play Lizzy on a building that already has a Lights Out or Taken Over marker. She is only discarded if another card targets that building after she is in play.
http://boardgamegeek.com/article/3025782#3025782

Old Betsy
When in doubt, the wording on a card should always prevail. Relentless Advance lets Zombies move, but Old Betsy says, "No Zombie may move from that space this turn." So, Old Betsy trumps any form of Zombie movement from the chosen space.
http://boardgamegeek.com/article/1727481#1727481

Old Betsy is only removed from the board if a Zombie tries to move away and rolls the 5 or 6 necessary to 'escape'. This happens immediately so any other Zombies in the space that haven't tried to escape yet may move normally.
http://boardgamegeek.com/article/1753473#1753473

T.J. Thoroughbred
T.J. can be used at ANY time, including after you have just Searched or Moved. It can also be used to move away from a Fight if things are looking bad (if either the Zombie or Hero leaves the space before the Fight has been Resolved, the Fight is automatically canceled).
This is a very powerful escape card, but that is why you have to discard it to use the ability (jump on the horse and ride).
http://boardgamegeek.com/article/1867502#1867502

TJ can be used after the Fight Dice are rolled. It is very powerful, but also is a 'discard to use' ability.
http://boardgamegeek.com/article/2227317#2227317

Wireless Radio
Reveal cards from the top of the deck until an Event is revealed, then take that Event card into hand.
http://boardgamegeek.com/article/2035655#2035655
Zombie Cards
Zombies are not restricted in how many cards they play in a turn (even in the Hero Turn), with the exception of 'Fight:' cards of which they are limited to one per combat. Individual Zombies can only really hold one idea in their head at a time and it is usually, "Tasty braaiinnnss!"
http://boardgamegeek.com/article/1700151#1700151

A Town Overrun
A Town Overrun discards the top 10 Hero Cards but can be a double-edged sword for the Zombies. It potentially gives the Heroes a lot more opportunties to use the 'Pick Up' ability in the buildings.
http://boardgamegeek.com/article/1754166#1754166

Feels No Pain
The Zombie Card 'Feels no Pain' only works to prevent a Zombie from being 'Instantly Killed' like by the Meat Cleaver for instance. It does not work for preventing any other form of being Killed. This is a pretty specific circumstance which is why there is another possible card effect on the 'Feels no Pain' card that has a much more general use.
http://boardgamegeek.com/article/4576464#4576464

Fighting Instincts
If the Zombie grabs up a weapon that 'Instantly Kills' like the 'Meat Cleaver' (or even just 'Kills' like the Chainsaw), a Hero may still prevent one or more of those wounds to avoid death. Remember that 'Kills' really means to fill all of the character's remaining Health Boxes with wounds. So if you can prevent even one of those, you are still breathing.
That means that Rachelle's 'Intuition' can give her multiple chances to survive against a Zombie attack of this nature (one chance to prevent each wound taken). In test, this has saved her bacon many times where anyone else would be toast.
http://boardgamegeek.com/article/2211590#2211590

Fighting Instincts (with Crowbar vs. Johnny)
As a default, Zombies win on ties.
Any card/ability that contradicts this would take precedence. That is why Johnny's 'Tough' ability works.
If there are two such cards/abilities that directly contradict one another, they do in fact cancel each other out and it returns to the default (in this case, the default of 'Zombies win on ties').
http://boardgamegeek.com/article/2513360#2513360

Haunted By The Past
The intent of 'Haunted by the Past' is that Townsfolk Events may not be played on the Hero or anything involved with them or a Fight they are in. If a Zombie is fighting a Hero that is 'Haunted', Townsfolk may not affect/cancel Zombie Fight Cards, Fight Dice Rolls, etc and Townsfolk may not target the 'Haunted' Hero or any card that is on that Hero (Items, Zombie Events that 'Remain in play' on them etc.).
A Hero Player may always still play their Townsfolk Event cards on any Hero that is not 'Haunted'.
http://boardgamegeek.com/article/2131428#2131428

Haunted by the past has two different game effects; 1) The Hero gains the Keyword Strange and 2) The Hero may not have Townsfolk played on them. Gaining the Keyword Strange just opens you up to other cards like "I Don't Trust 'em'.
http://boardgamegeek.com/article/2150516#2150516

'Haunted By the Past' adds the Keyword Strange, but does not take any other Keywords away.

I Don't Trust 'Em
The first half of the card should read, “Until the start of the next Zombie Turn, Heroes may not Exchange Items. Discard this card.”
http://boardgamegeek.com/article/2227317#2227317

I Feel Kinda Strange
Even if a Hero heals, "I Feel Kinda Strange..." Remains in Play. This makes the card very dangerous for Heroes and one that is good to cancel if you can.
http://boardgamegeek.com/article/1700145#1700145

I’ve Got To Get To The…
If the building is made unavailable to the Hero, then you must re-roll to determine a new building for the Hero to get to.
http://boardgamegeek.com/article/1971768#1971768

Lights Out
Lights Out has no effect on searching, it just slows movement.
http://boardgamegeek.com/article/1700145#1700145

Lights Out has NO effect on anything except moving. It is assumed that the Hero can still see enough to fire at Silhouettes and search around in the dark for something useful.
http://boardgamegeek.com/article/1754214#1754214

'Lights Out' MAY be played on the Manor House because it is a Building (even though it may not be chosen for a Random Building).
http://boardgamegeek.com/article/1835765#1835765

You should also note that Lights Out ends a Hero's Movement if they 'move into a space of that building'. This means that a Hero inside the building who is not next to a door will have to move one space a turn until they can escape through a door, or sit and wait for the Zombies to close in.
Lights out is best for trapping a Hero that is deep inside a building or for playing on a building with multiple doors so that Heroes won't want to try and move through it (such as the Diner or Bank). It's also great for the 'Burn em Out' Scenario to play Lights Out on buildings with Zombie Spawn Pits (such as the Barn or Plant) so that Heroes will take extra time to get to the Pit to blow it up.
http://boardgamegeek.com/article/2020181#2020181

The card should read, “Play this card at the start of a Zombie Turn to place a Lights Out marker on any building…”
http://boardgamegeek.com/article/2227317#2227317

'Light[s] Out' has no affect on Ranged Attacks. Think of it as shooting at the stumbling and moaning shadows, moving around in the dark.
http://boardgamegeek.com/article/2451425#2451425

As stated on the Lights Out card and marker, if you move into a space of that building, your move immediately ends. That means any space of that building.
Note that if you are at a doorway and you step outside, you can continue moving, since you haven't 'entered' a space of that building.
http://boardgamegeek.com/article/2717859#2717859

Locked Door
"Locked Door" only effects a single character for their current move. It is assumed that after that they (or any other character) are able to force the door open or break through somehow.
http://boardgamegeek.com/article/1700145#1700145

Locked Door only lasts for a single Hero's movement (preventing them from moving through the door and ending their move early). The idea is that they can quickly force their way through or find an alternate way (smashing glass etc), it just takes a little longer. Ending their move represents the extra time it takes them.
http://boardgamegeek.com/article/1753199#1753199

Loss of Faith
I'm afraid that 'Loss of Faith' does indeed Cancel (discards) the 'Faith' card, even if it has been played on Father Joseph and 'Remains in Play'. There are 3 'Faith' cards in the Hero deck though, so it is possible to play it on him again (so he can regain his faith). Also, if the Church is on the board, he can always run back there to 'Pick Up' Faith from the discard pile.
http://boardgamegeek.com/article/1699701#1699701

My God They’ve Taken The…
The building is always Taken Over even if no new Zombies are placed.
http://boardgamegeek.com/article/1765056#1765056

The Zombies must be placed in empty spaces (that means no Hero and no other Zombies there).
http://boardgamegeek.com/article/1765056#1765056

A space is 'empty' if there is not a Hero or Zombie model in it. (And if you want to get really picky, it also has to not have a Townsfolk Hero in it - which is part of a Scenario Special Rule in the free Web Download Scenario "Run For It!").
The intent is that to be 'Empty' the space must not have a character in it that gets a turn during either the Hero or Zombie Turn of the game (moved around and controlled by a player).
http://boardgamegeek.com/article/4587282#4587282

As a general rule, a card may not be canceled after it has caused dice to be rolled (or re-rolled). In your example of "My God, They've Taken the...", you could either cancel the card before the Random Building has been rolled, or wait until the card has fully been played (placing Zombies etc); then once the card is left on the table as 'Remains in Play', cancel it. This would remove the Taken Over marker but leave the new Zombies in play.

Oh, The Horror!
For "Oh, The Horror!", It is possible to get a second "Oh, The Horror!" as part of the three cards. Like drawing any other Play Immediately card, you must play it. It is harsh when it happens, but is very uncommon. In general, "Oh, The Horror!" is a good card for the Heroes to cancel. Though it doesn't directly do any harm, it can open you up to a world of pain.
http://boardgamegeek.com/article/1698596#1698596

With 'Oh, The Horror!' it allows the Zombie player to immediately draw 3 cards. This may take the Zombie Player over their hand-size limit. At the start of the following turn, they must discard down to their hand-size if they still have too many cards.
http://boardgamegeek.com/article/1727636#1727636

Overconfidence
You only roll to get rid of Overconfidence when you lose a Fight (as soon as a Fight is Resolved in which the Hero lost). It does not matter if the Hero is actually wounded or not. You could, for instance, play 'Just a Scratch' to prevent the wound and still get to roll to see if Overconfidence is discarded on the roll of 4+ for losing the Fight.
http://boardgamegeek.com/article/1754214#1754214

'Overconfidence' prevents the actual movement, but does not prevent other 'Move Actions' (such as Searching or Healing for a Hero with the 'Youth' ability).
http://boardgamegeek.com/article/2042975#2042975

Resilient
On a Revolver, this doesn't matter because the roll to Hit the Zombie is the same as the roll to see if you are out of Ammo (if you roll a '1' to Hit, the gun is out of ammo). On other Guns such as Pump Shotgun, Resilient may be played AFTER the roll for ammo is made. This makes Resilient powerful, but to use it effectively, you might have to keep it in your hand for a while (taking up one of your four card slots - or one of your two card slots in a two Zombie Player game).
http://boardgamegeek.com/article/1684779#1684779

The card is played when a Zombie is killed to also discard the gun. As noted above, it represents unloading all of your ammo into the Zombie to kill it.
http://boardgamegeek.com/article/1961484#1961484

Rotten Bodies
Zombie Heroes do still take wounds, they just can't take their last wound while Rotten Bodies is in effect.
http://boardgamegeek.com/article/1754479#1754479

Rotten Bodies (With 2 Zombie Players)
With 'Rotten Bodies', the Zombie Player that plays the card rolls a D6 and removes that many Zombies from any of the Zombies on the board, returning them to the appropriate Zombie Pool. This can be any mix of your Zombies and your teammate's Zombies. Then, NO Zombies can be killed until the start of the next Zombie Turn.
http://boardgamegeek.com/article/1981727#1981727

Secretly Bitten
Secretly Bitten. It says to 'Select a Random Hero'. You could not choose which Hero to play it on, it must be determined Randomly.

Shamble
When playing Shamble you should choose the Zombie and then roll to see how far they get to move.
http://boardgamegeek.com/article/1737165#1737165

You may always roll and then decide how far to move or if you want to move at all. Keep in mind that 'Zombie Hunger' (having to move into an adjacent Hero's space if you can) is always in affect - even during your move. In this way you can't Shamble past a closer Hero to get to one that is farther away (unless you can avoid moving adjacent to the closer one).
http://boardgamegeek.com/article/1754214#1754214

Shamble says 'instead of its normal move'. Because Shamble replaces the Zombies normal move of 1 space, you can only do it once for any given Zombie in a turn (you can't replace that Zombie's move more than once in the same turn).
http://boardgamegeek.com/article/2452295#2452295

The Line Is Dead
the Zombie Player may use the card to cancel a Hero's Search. This would also prevent any action that would be instead of Searching such as using the Pick Up in a building to take a card from the discard pile.
http://boardgamegeek.com/article/1750545#1750545

This Zombie card cancels a Hero's Search. This can be used to cancel a Search, or anything that is 'instead of Searching' like using a buildings 'Pick Up:' ability or Sheriff Anderson's 'Man of Action' ability.
http://boardgamegeek.com/article/2131602#2131602

The Smell of Brains
The Zombies DO get to fight, even if they have already fought this turn. Choice of timing with this card is everything and it can be a real killer.
http://boardgamegeek.com/article/3042309#3042309

There’s Too Many!
Whenever you get to place new Zombies on the board, they must come from your Zombie Pool. "There's Too Many!" is the exception to this and is noted as such on the card (that you may remove them from elsewhere on the board as well if you have no more in your pool).
http://boardgamegeek.com/article/1753499#1753499

There's Too Many! (with 2 Zombie Players)
The card "There's Too Many!" allows the Zombie Player that plays it to Spawn D6 new Zombies. A player may only ever 'Spawn' their own Zombies (Green or Brown). Also, the ability to remove them from anywhere on the board if there are not enough out of play, only allows you to remove your own Zombies (the intent is that you will be re-Spawning the removed Zombies and you can only 'Spawn' your own Zombies).
http://boardgamegeek.com/article/1981727#1981727

It states that, "...You may remove them from anywhere on the board if there are not enough out of play."
http://boardgamegeek.com/article/2451423#2451423

Undead Hate The Living
You don't normally associate Zombies with being emotional so the thought that the Zombie might 'hate' the Hero is strange/humorous. Perhaps the Zombie hates the Hero for playing keep away with those tasty brains.
'Zombie's Choice' means that the Zombie Player may choose 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://boardgamegeek.com/article/1738030#1738030

The Zombie Player chooses how many AND which specific dice to be Re-rolled by the Hero.
http://boardgamegeek.com/article/2469380#2469380

Unnecessary Sel Sacrifice
'Unecessary Self Sacrifce' is "Intead of Fighting" so it replaces the Fight. This means that it CAN be canceled as though it were a fight, but cards that may not be played "during a fight' may not be used. So you could cancel the 'Fight' but you could not use the Extinguisher's second ability or play a card like 'Recovery' to heal before taking the Self Sacrifice wound.
http://boardgamegeek.com/article/2131602#2131602

Cast Appear on the Cards
I do play a Zombie in the background of several cards, but the one that is easiest to point out is Shamble. I am the front Zombie on Shamble - with no lower jaw and the cleaver. Mary Beth (who did the music) is the Zombie in the background of Shamble (the really evil little one).
http://boardgamegeek.com/article/1737609#1737609
Character's Abilities
Hero abilities can only be used on Fights they are involved in (just like Hand Weapon 'Combat Bonuses' can only be used in a Fight involving the Hero that actually has the weapon).
Kenny can ONLY use his 'Clean Up on Aisle 7' ability when he beats a Zombie in a Fight.
Sally can ONLY use her 'Lucky' ability on a Zombie she is Fighting.
http://boardgamegeek.com/article/5008233#5008233

Alice
Alice's two Move Actions are completely independant of one another (except for the fact that she uses the same move roll of 1 or 2 for both of them).
'Always on the Go' can be a powerful ability. That being said, if you never roll a 1 or 2 for move, then it won't ever come into play.
http://boardgamegeek.com/article/10128425#10128425

Becky
Because Becky's First Aid ability happens at the end of the 'Hero Turn', it MAY still be used even if she (and/or the target) lost their individual turns.
http://boardgamegeek.com/article/1835765#1835765

Becky can heal one wound from another Hero in her space at the end of the overall Hero Turn.
http://boardgamegeek.com/article/2046865#2046865

Becky CAN still use her ability to Heal another Hero at the end of the total Hero Turn. Losing HER turn just means that she does not get to go through the 4 phases for an individual Hero (Move Action, Exchange Items, Ranged Attack, Fight).
http://boardgamegeek.com/article/5123258#5123258

Father Joseph
When he uses the 'Strength of Spirit' ability, Father Joseph takes a wound and then rolls to see if the Zombie Card is canceled or not. Father Joseph can use this ability even if taking the wound will kill him (he still gets to roll to see if the card is canceled). He can even use the ability if he is about to take a wound in a Fight (as a final act of defiance!).
http://boardgamegeek.com/article/1727481#1727481

As worded, Father Joseph must take a wound and then roll. This makes it dangerous (and exciting).
There is no limit to the number of times he can use the ability (he just takes a wound for each attempt). He can even use the ability if the wound will kill him (he still gets to roll to cancel the Zombie card). Father Joseph can even use his Strength of Spirit if he has one 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 a card on the way out (sort of a, "with my last breath..." kind of thing).
He can use the ability on ANY Zombie card (even ones that are 'Remains in Play'). And yes, Father Joseph and Becky are a great combo!
http://boardgamegeek.com/article/1753199#1753199

Father Joseph CAN use his 'Strength of Spirit' ability multiple times to try to cancel the same card if it doesn't work the first time. Obviously this is dangerous as he is hurting himself, but if you really want something canceled...
http://boardgamegeek.com/article/1754166#1754166

You can even still use the ability if taking the wound kills Father Joseph (you still get to roll to cancel the Zombie Card).
http://boardgamegeek.com/article/1981919#1981919

Father Joseph may not use Guns himself, but he is more than happy to run around town with an armload of shotguns passing them out.
http://boardgamegeek.com/article/2059509#2059509

Father Joseph may use his Strength of Spirit ability multiple times to try and cancel the same card (be careful though, this has lead to his untimely demise more times than I can count).
http://boardgamegeek.com/article/2059509#2059509

Jake Cartwright
The Drifter's Resourceful ability 'may' be used when drawing cards. In this case, the 'may' just means that you can choose to use the ability or not. You must, however, choose whether or not to use the ability before drawing any cards.
http://boardgamegeek.com/article/2480799#2480799

The Road out of Town is NOT a building and Heroes may not Search there. It IS Jake's Start location though, so if it is on the board, he does NOT start in the Center of Town with a free Hero card. One of the reasons Jake starts on the Road out of Town is because it is NOT a building (and it fits the theme well). This is meant to balance out the fact that he is so good at searching due to his Resourceful ability.
http://boardgamegeek.com/article/2421070#2421070

Any time he is 'drawing' a card, Jake DOES get to take 2 and choose which to keep (this includes the free Hero card for starting in the Center of Town).
http://boardgamegeek.com/article/2421070#2421070

With the Drifter's ability, you draw 2 Hero cards and choose which you want to keep and discard the other. Then, if the one you have chosen is 'Play Immediately', you must play it. The card that is discarded is completely ignored, even if it is 'Play Immediately'.
http://boardgamegeek.com/article/2603868#2603868

Jake Cartwright and Keys
Keys allows a Hero to 'Draw' 2 Hero cards so Jake Cartwright's ability does work (and is very, very good). It should, however, be played as draw 2 cards and choose, then draw the other 2 cards and choose (as opposed to draw 4 and choose 2).
http://boardgamegeek.com/article/1727481#1727481

Jake Cartwright and Junkyard
The text of the Junkyard is a little more obscure (because it needed to be brief to fit), but it does hint at the wording by saying, "...to Pull from". With the Junkyard, his ability does not work (you are 'pulling' a Random card from the discard pile rather than actually 'drawing').
http://boardgamegeek.com/article/1727481#1727481

Jenny
Jenny with a Baseball Bat is very good as the Bat only breaks on the roll of 1 after each use.
http://boardgamegeek.com/article/1737253#1737253

Jenny's 'Handy' Ability does allow you to add or subtract 1 to the die roll when rolling to see if a Hand weapon Breaks. Unfotunately, this may not bring the roll below 1. So most Hand Weapons will always still break if you roll a 1.

The 'or Subtract' is really just there for potential future Items.

This is a good catch and will be included in the forthcoming Updated FAQ on the Ofical Website.

'A die roll may never be reduced to 0 or less. It MAY, however, be incresed to 7 or more.'
http://boardgamegeek.com/article/1684761#1684761

Johnny
With the Blitz ability, Johnny may move into a space with one or more Zombies, Fight each of them, and then continue moving (win or lose, assuming he is not dead). This may be done multiple times during your move, even involving the same Zombie(s) more than once. For instance, Johnny could move into a space with a Zombie and Fight, move out, then move back into the same space and Fight that Zombie again. Blitz can be a really fun ability to use (especially with a Chainsaw), but it can easily get you killed. You have been warned!
http://boardgamegeek.com/article/1712567#1712567

The intent is that the Hero must WIN and get doubles on any of their dice. So, yes Johnny could do a wound to the Zombie by getting a Tie and doubles.
http://boardgamegeek.com/article/2513370#2513370

Rachelle
A wound can only be prevented if it has been assigned to the Hero. For this to be the case, the Fight has to have been Resolved and a wound is about to be placed (too late to cancel the Fight once it has been Resolved though you can cancel the Fight up until it has been Resolved).
http://boardgamegeek.com/article/2211590#2211590

Anytime Rachelle would be wounded, roll a D6. On the roll of 6, prevent that wound.
http://boardgamegeek.com/article/2513623#2513623

The Intuition ability of Rachelle 'prevents' a Wound from being taken which means that it is never placed in the Health Box and can be done ANY TIME a Wound is about to be placed.
http://boardgamegeek.com/article/4323737#4323737

Abilities like Rachelle's Intuition require a single additional die roll to see if it is successful. The reason it is listed as 6+ is to account for being able to modify the roll to more than 6
http://boardgamegeek.com/article/4564578#4564578

Sally
Only Sally may benefit from her 'Lucky' ability.
http://boardgamegeek.com/article/1746913#1746913

You'll notice that the Signal Flare is not Keyword Gun (and does not have the Gun Symbol on it). This means that Sally can use it with no problems.
http://boardgamegeek.com/article/1765056#1765056

Hero abilities that affect a Fight (such as Sally's 'Lucky' ability) may only be used on a Fight involving that Hero.

Sheriff Anderson (Joining Mid-Game)
When Sheriff Anderson comes into play he takes a Revolver card from the Hero deck then re-shuffles (if there are none left in the Hero deck, take one from the discard pile).
http://boardgamegeek.com/article/1782478#1782478

Actually, Sheriff Anderson's ability DOES let him take one of the Revolver cards out of the Hero deck at the start of the game. This means when he runs out of Ammo, he can use his 'Man of Action' ability in any building to get it back (unless the Zombies remove it from the game using the card - "There's no time, Leave it!" etc). This makes Sheriff Anderson a really good character for killing off Zombies.
http://boardgamegeek.com/article/1685254#1685254

Victor
Victor’s Criminal Ability It may be canceled just like any other 'Remains in Play' Zombie Card.
http://boardgamegeek.com/article/4598771#4598771

Victor's 'Rage' ability says, "Rolls an extra Fight Dice for each Hand Weapon he has.". This is Automatic because the Hero does not have the option to roll or not to roll the extra dice; they must roll the extra dice.

Corner Walls Prevent Diagonal Movement
The term 'Corner Walls' is defined in the basic LNOE rulebook and simply refers to the small wall extensions that protrude from some of the corners inside the Manor House as well as the small 'plus' shaped wall in the center of the Manor.
http://boardgamegeek.com/article/4564595#4564595

Corn Field
With the Cornfield, it is ALWAYS the Hero's choice as to whether they want to hide or not (force the Zombie to roll to find them). Zombies can't use the Cornfield to 'Hide' from Heroes.
http://boardgamegeek.com/article/2059509#2059509

Discard Pile
You can look through any discard pile at any time.

The reason that you are not supposed to count is to help preserve suspense (if the Hero player can count their discard pile, then they can reasonably know how many cards they have remaining). This rule is more about Theme than functionality. If everyone in your group agrees, you can let players count the discard piles; it just sucks some of the fun out of things.
In a tournament situation, this non-counting rule would not be feasible to enforce.

Empty Space
A space is 'empty' if there is not a Hero or Zombie model in it. (And if you want to get really picky, it also has to not have a Townsfolk Hero in it - which is part of a Scenario Special Rule in the free Web Download Scenario "Run For It!").
The intent is that to be 'Empty' the space must not have a character in it that gets a turn during either the Hero or Zombie Turn of the game (moved around and controlled by a player).

End of the Turn
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 last Hero has finished their step '4) Fight Zombies' phase.
http://boardgamegeek.com/article/1744816#1744816

Except During a Fight
Some exceptions are cards that say, "except during a Fight" which means that if Fight Dice have been rolled, you can't play the card until that Fight has been resolved (and any resulting wounds dealt).
http://boardgamegeek.com/article/1699719#1699719

Exchanging Items
In the Exchange Items phase, the acting Hero may give and/or receive any number of Items to/from any other Heroes in their space. You can give Items, get Items, or both.
http://boardgamegeek.com/article/1725104#1725104

Exploration Marker: New Hero
Exploration Markers are meant to be NO dot cost. It is an optional rule that should be agreed upon by all players before hand. The reason for this is that it CAN BE a bit lopsided in favor of the Heroes or Zombies depending on which markers are randomly revealed. This also allows it to add a lot more tension to the basic act of entering a building (which is the bread and butter for Heroes).
If a Hero moves into a building and finds the '2x Zombie Surprise Attack', he's probably in serious trouble! Even the '1x Zombie' can be quite deadly. This offsets the obvious bonus of getting the much more common 'Free Search'.
http://boardgamegeek.com/article/2461286#2461286

Exploration Marker: New Hero and Heroes Replenish Scenario Special Rule
It is meant to be played so that only the 'New Hero Found' character is never replaced. Any other Hero that is killed while you have Heroes Replenish should still be replaced as normal (even while the 5th 'New
Hero' is still alive).
http://boardgamegeek.com/article/4572349#4572349
Fights
A Fight is a single hand-to-hand combat between one Zombie and one Hero. The Fight starts as soon as the 'Fight Dice' are rolled and only ends after the Fight has been Resolved and any wounds have been applied.
http://boardgamegeek.com/article/1700836#1700836

A Fight begins once the Fight Dice are rolled and lasts until the Fight has been resolved (and any wounds taken).
http://boardgamegeek.com/article/1754214#1754214

1) Fight Begins (between 1 Hero and 1 Zombie)
2) Both Hero and Zombie roll Fight Dice
3) Both players have the chance to use cards/abilities/etc.
4) Both players agree they are finished playing Fight cards
5) Fight is Resolved - comparing highest individual Fight Dice for each
After the Fight is Resolved (who wins/loses), then cards can be played to prevent any wounds they are about to take. Once wounds are dealt (and the results are 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 player who is currently losing is likely to want to play a card. Players can continue to play cards/use abilities until both players decide to stop, only then is the Fight Resolved.
http://boardgamegeek.com/article/1972448#1972448

Basics of a Fight -
- Heroes roll 2 Fight Dice and pick the single highest (do not add them)
- Zombies roll only 1 Fight Dice, but win on a Tie
- If a Zombie wins, the Hero takes a wound
- If the Hero wins, the Zombie is fended off and remains in the space
- If the Hero wins AND has doubles on any of their dice, the Zombie is wounded (removed)
http://boardgamegeek.com/article/3283319#3283319

A Fight should have the Hero roll 2 Fight Dice and pick the highest of the 2 dice, while the Zombie rolls 1 Fight Dice but wins on a Tie.

It is intended that the Hero rolls their basic Fight Dice with any Automatic modifiers (minimum of 1 Fight Dice), and may then add additional dice with Optional card effects and abilities after the roll is made. It is important to note that negative modifiers DO stack, but only really matter if the Hero has more than 2 Fight Dice through Automatic abilities or card effects. An 'Automatic' ability or card effect is one that is NOT Optional (usually does not have the phrase 'may add', etc).

When you beat a Zombie in a Fight (by having the highest single die), you win that Fight. If you also got doubles on ANY of your dice it does a wound to the Zombie. The intent is that unless you have some way to 'Kill' the Zombie (which means filling all of its Health Boxes with wounds), you can only do a single wound per Fight. Of course this will remove most Zombies from the board, but Plague Carriers are a little bit tougher.

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

Fights- Cancel a Fight
Cards that "Cancel a Fight" may be played DURING a Fight. So you can wait until you roll the dice and are actually losing before Mr. Hyde comes out and Cancels the Fight. A Fight that is Cancelled is not Resolved so no one wins/loses and no damage is done.
http://boardgamegeek.com/article/1700836#1700836

Actually, you CAN wait and Cancel a Fight after the dice have been rolled! (The restriction only applys to Canceling individual 'cards' after they have caused dice to be rolled). There are not very many cards that let you Cancel a Fight, but they are amongst the most powerful. They are almost always a Townsfolk and usually represent them running in and saving you while getting torn down in the process.
The ability to occasionally Cancel a Fight is one thing that the Heroes have going for them in their uphill struggle for survival.
http://boardgamegeek.com/article/1737165#1737165

The Cancelled card DOES count as the one Zombie Fight: card pre Fight. This makes the tactical choice of when/if to Cancel cards very important. It also might be worth pointing out that if you play a card to 'Cancel a Fight', that Fight ends without being resolved (no wounds are done). This is another powerful tool the Heroes can get through their cards.
http://boardgamegeek.com/article/1754214#1754214

A Fight can be canceled right up until it is Resolved (when actual wounds are done/the Zombie is fended off etc). Some cards like "Get Back You Devils!" or "I Feel Kinda Strange" are only played after the Fight has been Resolved (the zombie has to have already been beaten for 'Get Back' and the Hero has to have just taken the Wound for 'Feel Strange').
Other than that, you can see how the Fight is going and what the Fight Dice rolls are before you decide to Cancel or not.
http://boardgamegeek.com/article/2190492#2190492

Fight Dice
The dice that both the Hero and the Zombie roll during a 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.
http://boardgamegeek.com/article/1761970#1761970

The term 'Fight Dice' is only used for hand to hand combat.
http://boardgamegeek.com/article/2717872#2717872

Fights- May Not Be Used During A Fight
Healing cards which "may not be used during a Fight" may be used between two Fights in the same turn... Zombies are rather slow, but you can't heal yourself if you are currently being killed).
http://boardgamegeek.com/article/1700836#1700836

That just means you can't use the healing card in combat from the time that the Fight Dice are rolled to the time that the Fight is Resolved. In other words, if one more wound will kill the Hero and the dice show that you are going to lose the Fight, you can't use the healing card at that point (you had to have used it before the Fight Dice were rolled).
http://boardgamegeek.com/article/1737288#1737288

Fights- Pairing Off
In the Zombie turn, the Heroes and Zombies are paired off evenly and Heroes choose who has to fight the extra(s). While in the Hero turn, a Hero has to fight every Zombie in their space (keep in mind that if the Hero started in the space with the Zombies, he could always move away before having to fight).
http://boardgamegeek.com/article/1699702#1699702

All Heroes in a space must decide which of them is fighting the extra Zombie(s) before any of the Fights there begin.
http://boardgamegeek.com/article/1712571#1712571

The Zombie/Hero pairings are decided on first, then each of them is resolved. If a Hero dies before all of their Fights are complete, the remaining Zombies that Hero was supposed to Fight do not fight anyone (they spend the time feeding on the dead Hero).
http://boardgamegeek.com/article/1841276#1841276

Fights- Resolving a Fight
'Resolving a Fight' means comparing Fight Dice and deciding who has won the Fight (usually based on the highest single roll); then assigning any Wounds that result from that Fight. The Fight is not technically over until the Wounds have been assigned.
http://boardgamegeek.com/article/4323737#4323737

Fights- Zombie Fight Card
As noted in the rules, Zombies are limited to a single Fight: card - even if that Fight: card is then canceled.
http://boardgamegeek.com/article/1755292#1755292

Free Search Markers
A Hero can use the Free Search marker only at 'the end' of their Move. That means when you draw your Hero card, your Move is officially over. Since you can only pour Gasoline 'during' your Move, no Gas after using a Free Search marker.
http://boardgamegeek.com/article/2779791#2779791

Grave Dead
The Grave Dead form their own pool of 7 Red Zombies and are totally separate from the normal Zombie Pool of 14 (Green and Brown). If you look at the bottom left on pg 5 of the Growing Hunger book, it reads:
"Scenarios that already use the Red Zombies may not use the Grave Dead Scenario Special Rule (such as the Plague Carriers Scenario)."
So if you have Zombie Horde (21), you could not also use Grave Dead.
http://boardgamegeek.com/article/2328773#2328773

When using Grave Dead, you CAN have more than your 14 on the board at one time (because they are from different Pools - The Zombie Pool has 14 models and the Grave Dead Pool has 7 models).
On the actual board, all Zombies only count as a single model ( for rolling to Spawn etc.) Just count up the number of actual models (be they normal, Grave Dead, Zombie Heroes etc).
Remember that Grave Dead models are one use only, and when killed are removed from the game.
http://boardgamegeek.com/article/2328797#2328797

Grave Weapon Deck
When the Grave Weapons deck runs out of cards, it is reshuffled.
http://boardgamegeek.com/article/4572449#4572449

Grave Weapon: Zombie Placement
The intent is that you CAN place a Grave Weapon onto any Zombie that is on a Spawning Pit, regardless of the proximity of a Hero.
http://boardgamegeek.com/article/4612041#4612041

Grave Weapon: Barbed Wire Vs. Meat Cleaver
The intent is that all 'Instant' effects would resolve simultaniously. So in this case, the Hero would Kill the Zombie and the Hero would lose the Fight (and take a wound).
The reason that the fight does not normally Resolve with a Meat Cleaver 6 is that the Zombie is Instantly Killed before moving on, so there is no Zombie left to Resolve the Fight with.
http://boardgamegeek.com/article/4669247#4669247

Grave Weapon: Stench of Death
It is intended that the Hero rolls their basic Fight Dice with any Automatic modifiers (minimum of 1 Fight Dice), and may then add additional dice with Optional card effects and abilities after the roll is made.
It is important to note that negative modifiers DO stack, but only really matter if the Hero has more than 2 Fight Dice through Automatic abilities or card effects. An 'Automatic' ability or card effect is one that is NOT Optional (usually does not have the phrase 'may add', etc).
For example in Survival of the Fittest, the Unique Item 'Doc Brody's Memoirs' says that "The Hero may roll an extra Fight Dice against Zombies." This is Optional, so may be added after the dice are rolled.
At the same time, in the Hero Pack 1, Victor's 'Rage' ability says, "Rolls an extra Fight Dice for each Hand Weapon he has.". This is Automatic because the Hero does not have the option to roll or not to roll the extra dice; they must roll the extra dice.
http://boardgamegeek.com/article/4617046#4617046

Healing a Wound
'Healing a Wound' means removing a Wound that is already in the target's Health Box. Pretty much everything in the game that 'Heals' Wounds says that it cannot be used during a Fight.
http://boardgamegeek.com/article/4323737#4323737

Hero- Death
Every Hero death adds up toward a Zombie victory.
http://boardgamegeek.com/article/2227317#2227317

Heroes- Entering Play Mid-Game
Heroes who come into play mid-game are not placed in their Start Location, but rather in a Random Building or Center of Town with a Free Hero Card (Hero may choose either). This applies even if you are playing 'Escape in the Truck'.
http://boardgamegeek.com/article/1700145#1700145

'Any time a Hero or Zombie Hero enters play mid-game, they do not get to participate in the current phase of the game turn. After the current phase is complete, they act normally in every way.'
So for instance, if it is the Zombie Turn in the 'Fight Heroes' phase and a Hero is killed, they are immediately replaced with both a Zombie Hero and a new character for the Hero player. Neither of them is allowed to take part in a Fight this turn because the current phase is 'Fight Heroes'.
If a Hero is killed in the Hero Turn during their 'Fight Zombies' phase, a new Hero is immediately placed (as well as the Zombie Hero). The new Hero MAY take a full turn as the current phase when the Hero died was the old character's 'Fight Zombies' phase (Hero Turn phases are character specific and consequently each phase is very short).
This may seem odd as potentially you could have 5 Heroes go within the confines of a single Hero Turn, but this is a very small bonus for losing one of your characters. It also means that the new Zombie Hero will get to do their full turn when the Zombie Turn starts
http://boardgamegeek.com/article/1719221#1719221

When a Hero enters play mid-game (or when a Zombie Hero enters play), they do not participate in the current phase of the turn (usually the Fight Heroes phase of the Zombie Turn or in one of the Heroes' Fight Zombies phase during the Hero Turn). This means that when a new Hero is placed, they don't have to fight any Zombies that are in their space. If it is during the Hero Turn (when one of the other Heroes has just been killed), the new Hero doesn't participate in the dead Hero's Fight phase (not that they ever would), but acts normally from then on(may take their turn etc.).
http://boardgamegeek.com/article/1750472#1750472

Anytime a player loses their last Hero, they get to bring on a new Hero to replace them (the old Hero then becomes a Zombie Hero. - this may be done more than once per player). When a new Hero comes into play mid-game, you can choose to either place them at the center of town with a Free Hero Card (in this case at the truck), or in a Random Building.
http://boardgamegeek.com/article/1782478#1782478

As for bringing on new Heroes, this works exactly like bringing on a new Hero when your last Hero dies. They are placed immediately on the board, but do not take part in the current phase of the Turn. After that they act normally (If it is the Hero Turn, they DO still get to go this turn).
http://boardgamegeek.com/article/2214147#2214147

Heroes placed during the game use the rules in the LNOE Rulebook (you have the option of starting in a Random Building, or the Center of Town with a free Hero card. This free card is in addition to any other cards you would start with based on abilities or Scenario Special Rules. This even applies in Scenarios where you don't start in the center if your Start Location is not on the board (such as 'Burn it to the Ground!').
http://boardgamegeek.com/article/2226455#2226455

Hero or Heroes- Miss A Turn
When a Hero gives up (or loses) their turn, they may not Move, Exchange Items, or Make a Ranged Attack. They DO still have to Fight Zombies in their space unless whatever caused them to lose the turn says otherwise (such as "This Could Be Our Last Night On Earth...").
http://boardgamegeek.com/article/1744475#1744475

Hero- Movement
Heroes CANNOT move through walls OR the corners where the walls meet (these are also part of the walls). Heroes CAN move through Doors (the breaks in the wall) and when they do, they must move straight through the Door (not diagonally).
http://boardgamegeek.com/article/1765077#1765077

"If a Hero enters a space with one or more Zombies in it, the Hero's move immediately ends."
http://boardgamegeek.com/article/1917839#1917839

Heroes- Replenish
Currently the only times that a player gets to replace a dead Hero are:
- If the Hero was killed while the Sun Track marker was still in the 'Black Zone' (this also turns the dead Hero into a Zombie Hero).
- If the Hero killed was the last Hero that the player was currently controlling (this also turns the dead Hero into a Zombie Hero).
- If the Scenario being played uses the 'Heroes Replenish' Special Rule that first appeared in the Growing Hunger Expansion (this does not turn the dead Hero into a Zombie Hero unless they would become a Zombie Hero for some other reason).
http://boardgamegeek.com/article/4641814#4641814

Hero- Turn
- If a Hero moves into a Zombie's space, the Hero's move immediately ends.
- A Hero must fight EVERY Zombie in their space during the Hero Turn (during the Zombie Turn, the Fights are divided evenly between Heroes and Zombies in the same space).
- Heroes must Move OR Search during their turn (not both), and may only Search while in a building space.
http://boardgamegeek.com/article/3283319#3283319

Any card which refers to the 'Hero Turn' means the whole turn (not the individuals). If a card says 'the turn', it means the whole turn; while if a card says 'their turn' it refers to an individual Hero.

Hero- Upgrades
The intent is that Jake has a base cost of 2 XP for the first Upgrade, and any additional would cost the extra +1 XP per, as normal.
Ed Baker starts with an Upgrade for free, and each additional costs the +1 XP per, as normal (so the second would be 4 XP etc.).
The easier way to look at this is that whenever you want to buy an Upgrade, it always costs your base cost (usually 3 XP) +1 per Upgrade you currently already have. If you lose an Upgrade somehow, it no longer counts toward the cost of your next one.
So Jake's ability is that his base cost for Upgrades is 2 XP, and Ed Baker's ability is that he gets his first Upgrade for free.
http://boardgamegeek.com/article/10395199#10395199

Instantly Killed
Sometimes a card effect or ability will happen instantly. This means that no other card effects or abilities may interrupt it. The only exceptions to this are cards and abilities that prevent wounds may be used to prevent damage from an instant effect.
If a Zombie is Killed instantly during a Fight, that Fight immediately ends without being resolved.
(Timber Peak Rulebook p.16)

Items
A Hero may NOT discard Items or Events unless they have to (or it is part of using the card's text). Not only would this abuse the mechanics (with Pick Up and the like) but it also goes against the theme. If Father Joseph finds a Shotgun, even if he finds the use of Guns distasteful, he would still recognize its value in a life or death struggle and try to get it into the hands of the Sheriff.
http://boardgamegeek.com/article/1765056#1765056

No single copy of an 'Item' card may be used by more than one Hero in the same turn. You MAY use a Pick Up: to get an Item just discarded back, but cannot then use it again this same turn.
http://boardgamegeek.com/article/1772527#1772527

Technically, 'using' an Item includes the use of any card text, Keywords, symbols etc on that card. In the case of the Keyword 'Fire' Item to light Dynamite, the Hero is 'using' the Keyword. (Also, thematically, it is obvious that the Hero is using the Lighter). By the letter of the rule, two Heroes would NOT be able to use the same Lighter to light Dynamite in the same turn.
http://boardgamegeek.com/article/2059509#2059509

Item Limit
I should also note that the Item limit for Heroes is 'up to 4 Items, up to 2 of which can be weapons'. Note that this is still a total limit of 4. There is no limit on Event cards.
http://boardgamegeek.com/article/2717872#2717872

Killed
'Killed' (with a capital 'K') means to assign a finite number of wounds to the target which is equal to the number of health boxes the target currently has remaining at that moment.
http://boardgamegeek.com/article/4323737#4323737

Last Hero Card
The Heroes automatically lose if a Zombie card forces them to discard the last Hero Card from the deck or if a Zombie Card WOULD discard the last card, even if there aren't any to be discarded. This alternate victory condition very rarely comes into play, but is more of a psychological threat as the Hero deck starts getting low (How many are left? Should we stop searching? etc).
You'll find that most Zombie cards that discard Hero Cards from the deck are sort of a double-edged sword. You get rid of some Hero Cards, but it opens up more possibilities for the Heroes to use the 'Pick Up:' ability of buildings around the board.
http://boardgamegeek.com/article/1729571#1729571

Line of Sight (LOS)
When checking for Line of Sight, you do not need to worry about center of space to center of space. You can either see a space or not (because it is on a grid, you can count out the squares). In the upcoming expanded FAQ/Errata on the official website, there will be an additional diagram to help out with odd situations.
As for the Truck, it does not officially block sight
http://boardgamegeek.com/article/1730664#1730664

It is true that you can see out from walls along the diagonal. If you look on page 13 of the Rulebook, there are diagrams which show how this works. It is uncommon for a Hero to be in a building but only touching a single wall, and you can see out of every wall you are touching.
Remember also that if a Hero is touching a wall, they can see out from the entire length of that wall.
http://boardgamegeek.com/article/1730973#1730973

Losing Your Last Hero
If a player's last Hero character is killed, that character immediately becomes a Zombie Hero (controlled by the Zombie player that killed him) and the Hero Player may immediately draw a new Hero Character to join the game with. The intent is that no player is ever kicked out of the game. If you start the game, you play until it's over.
http://boardgamegeek.com/article/1687959#1687959

Manor House
it IS still a building but may not be rolled randomly (it may also not be chosen for a Random Building result of 'Hero's/Zombie's Choice'). The Manor House is different from other buildings in several ways (no searching, no Random Number set, it's in the Center of the board, etc). You'll also notice that in the Growing Hunger Rulebook, the different 'rooms' of the Manor House are also now named (this has to do with Free Search Markers and future Scenarios).
http://boardgamegeek.com/article/2213622#2213622

The Manor House is an exception to the normal rules because it is a special type of building (sort of an 'objective' building if you will). You can't search there and it has no Random Building numbers so it cannot be rolled or chosen for a Random Building. It is still a building in the sense that while inside, you are in a 'building space' and it CAN be chosen as the target building for cards that do not target a 'Random Building' (such as 'Lights Out' or 'Lizzie, The Shopkeeper'.
http://boardgamegeek.com/article/2328835#2328835

May Not Be Killed
Part of the 'may not be killed' is that the Hero may not be turned into a Zombie Hero in any way.

Natural Doubles
The doubles do not need to be 'natural', that is one of the big bonuses of getting to 'add or subtract' 1 to a roll. It can give you that extra push to be able to take out a Zombie.
http://boardgamegeek.com/article/1712571#1712571

Painting Your LNoE Figures
I would just like to add that you should be sure to wash the plastic figures with soap and water first to remove any left over mold release from them. If you do not, spray primer will make a mess of them (all sticky and nasty) and the paint will tend to rub off anyway once you are done.
You should wash the minis with soap and water before you paint them to get any remaining mold release off of them. If you don't, the paint will not stick very well and any spray primer will just cause a mess.
http://boardgamegeek.com/article/2079589#2079589

Play Immediately Cards
A Zombie Player draws up ALL of their cards first to fill their Hand. Then, once drawn up, they get to choose what order to play their 'Play Immediately' cards in. If there are two Zombie Players, they may discuss strategy before deciding.
http://boardgamegeek.com/article/1729571#1729571

You DO draw all cards and then decide what order to play your 'Play Immediately' cards (as stated on p.5). You'll notice that the wording is the same on p.5 as it is on p.16, it's just that p.5 elaborates more.
'As soon as they are drawn' is intended to mean 'as soon as you are finished drawing'.
http://boardgamegeek.com/article/1756534#1756534

Preventing a Wound
'Preventing a Wound' means that the Wound is never placed in the target's Health Box.
http://boardgamegeek.com/article/4323737#4323737

'Canceling' and 'Preventing' a wound are the same.
http://boardgamegeek.com/article/5320067#5320067

Promo Cards
All of the Promo cards for LNOE are released in pairs that are designed to balance one another. That means that you can just add them in to your existing decks.
Now granted, if you start adding several different sets of Promos it might start shifting the balance a little for certain Scenarios (especially those that require the Heroes to find Search Items).
As for the Preview Release (GenCon) Promos - Alt. Image 'Chainsaw' and 'Brains', these are probably the two most powerful cards in the game, but you only get one of each in the normal Hero and Zombie Decks. Adding the Promos in allows for you to have two of each which sort of steps it up a notch. If after playing with them for a little while you decide that it is 'too much of a good thing' for either/both players, you can always pull/switch them out.
http://boardgamegeek.com/article/1689524#1689524

Random Building
Whenever a 'Hero's Choice' or 'Zombies' Choice' is rolled for a Random Building, they may choose the specific Building itself. The building chosen must be eligable (it has the two or three 'random roll' numbers in the corner of the building). If something is being placed inside the building, like a New Spawning Pit, the specific space of that building is always chosen by the player who controls whatever is being placed.
http://boardgamegeek.com/article/1684761#1684761

When Zombies or Heroes get to 'Choose' the Random Building, they may pick any building on the entire board that they want (as long as it is a valid choice - a building that could normally be selected by 'rolling').
http://boardgamegeek.com/article/1753199#1753199

Road Out Of Town
The Road out of Town is NOT a building and Heroes may not Search there. It IS Jake's Start location though, so if it is on the board, he does NOT start in the Center of Town with a free Hero card. One of the reasons Jake starts on the Road out of Town is because it is NOT a building (and it fits the theme well). This is meant to balance out the fact that he is so good at searching due to his Resourceful ability.
http://boardgamegeek.com/article/2421070#2421070

Range for weapons
"Range may always be counted using the shortest possible number of spaces".
This is one element that could be considered a little 'gamey', but helps to make a more streamlined and fun atmosphere to play in. Consider it that as you get closer to the center of town, there are less things in the way to block your shot, so you can effectively shoot a little further.
http://boardgamegeek.com/article/3734020#3734020

Rolling To Spawn
Keep in mind that when rolling to spawn, you still count ALL of your Zombies on the board (including Zombie Heroes, etc) and must roll over this number to bring more on from your Zombie Pool (If you already have 12 or more on the board, you cannot spawn by the normal means, you would have to have a special card to bring on more Zombies from you pool).

Sacrifice
The Sacrifice mechanic has a built in rule that it may only be played 'at the start of the Zombie turn'.
http://boardgamegeek.com/article/3660893#3660893
Scenarios

All Hallows Eve
The Book is NOT destroyed by an exploding Gas Marker etc. It is magical afterall. The Book may only be destroyed by having a Fire Item and the Book and giving up your turn to burn it. Think of it as a ritual you have to perform to destroy the evil of the Book
http://boardgamegeek.com/article/1819536#1819536

"A building with a Townsfolk counter currently in it (including the Zombie Master), may not be Taken Over. If this would happen, re-roll as normal."
Also under the Zombie Master entry it should read:
"Once discovered, the Zombie Master immediately counts as a Zombie Hero in every way with 2 Health Boxes (use the evil Townsfolk’s counter to represent the Zombie Master on the board and the evil Townsfolk’s Hero Card to place wound markers on). The only exception to this is that the Zombie Master may not enter buildings that are Taken Over (his last vestiges of humanity prevent it). Note that... "
http://boardgamegeek.com/article/1877754#1877754

Burn 'Em Out
Once a pit is destroyed there is nothing left there to spawn from (so Zombies will have to find somewhere else to crawl up out of).
Destroying a Zombie pit has no effect on Zombies that are already in the space.
http://boardgamegeek.com/article/1689513#1689513

When Buildings With Spawning Pits In Are Taken Over
This is a dangerous situation that can crop up. If it happens, the Heroes need to find a card to Cancel a Zombie Card (there are several of these in the deck), use Father Joseph's Strength of Spirit, or hope for a New Spawning Pit to show up. It is pretty uncommon for this to happen, and pretty much always takes care of itself (through one of the above mentioned methods of getting around it). I have yet to see the Heroes lose because all of the remaining Spawning Pits were Taken Over for the rest of the game.
http://boardgamegeek.com/article/1753199#1753199

In 'Burn 'Em Out', destroying a Spawning Pit is not like a regular explosion of a Gas Marker. The Hero must start their turn in the space with the pit, give up their turn (no move, shoot, exchange etc.), fight any Zombies in the space, and then discard their Explosive (Gasoline or Dynamite) to destroy the pit (you do NOT need a Keyword Fire Item).
Aside from having to fight any Zombies before blowing up the pit, it does not make a difference if there are Zombies in the space or not. Blowing up the pit has no effect on the Zombies and Zombies have no effect on a Hero's ability to blow up the pit.
http://boardgamegeek.com/article/1753464#1753464

You can only destroy a Zombie SPawning Pit in the Scenario 'Burn 'em Out'. To destroy a pit, you need Gasoline or Dynamite, but you do not need anything to light it with (see page 20 of the rulebook for additional clarification on Scenarios). Zombies have a choice in this scenario to stay by the pits and guard them (hard to guard all four), or come out to fight the Heroes. If they guard the pits, the Heroes have free reign to search a lot and find the best weapons and cards to get the job done. If the Zombies hunt down the Heroes, they leave the pits virtually unguarded and open to Hero attack. This is part of the strategy of the 'Burn 'em Out' scenario.
http://boardgamegeek.com/article/1898777#1898777

In Burn 'Em Out, using an Explosive to destroy a Spawning Pit works differently than the normal uses for Explosives. Just throwing Dynamite at a Spawning Pit will not destroy it. You can think of giving up your turn as planting the Explosives in strategic spots in order to destroy the pit. Destroying a Pit has no affect on Zombies (or Heroes) in the same or adjacent spaces, regardless of what Explosive is being used.
http://boardgamegeek.com/article/2022582#2022582

Die, Zombies, Die!
'Die Zombies, Die!' was designed to be played either as the Basic game (40 card decks) or Advanced Game (with all 60 cards). It works well both ways. It is designated as the 'Basic Game Scenario' because the premise is easy to understand, the victory conditions are straight forward, and it plays rather fast. All in all, a good intro to the game mechanics.
That being said, using the Advanced cards with 'Die Zombies, Die!' makes it that much more interesting as a head-to-head battle scenario.
http://boardgamegeek.com/article/1713620#1713620

Defend The Manor House
So the thematic intent of the scenario is that all of the surviving townsfolk are barricaded into the attic or basenment of the house (think Night of the Living Dead), but if enough Zombies get into the house they will break through and eat everyone. The strongest/bravest of the townsfolk venture out to distract/fend off the Zombie horde until morning when the Zombies lose strength and outside help can arrive.
Unfortunately this bit of flavorful background did not make it into the final version of the Rulebook or Scenario card.
http://boardgamegeek.com/article/1749471#1749471

It is one of the main Hero strategies for Defend the Manor House (sacrificing themselves to keep the Zombies out of the house).
http://boardgamegeek.com/article/1755283#1755283

The Zombies win AT ANY TIME if they have 9 or more Zombies in the Manor House. There is a clarification though for Zombie Hunger which is quite important.
http://boardgamegeek.com/article/5153058#5153058

Escape in the Truck
One strategy that helps the Zombies in 'Escape in the Truck', is to always keep some Zombies on the center of town board. That way when they find the Gas they have to fight their way through and then take a full turn to Gas Up the Truck... during which, of course, you can pounce.
http://boardgamegeek.com/article/1699715#1699715

Hunker Down
It requires Both buildings to be Hunkered down at the same time to get a 'victory turn'.
http://boardgamegeek.com/article/4669279#4669279

Hunt For Survivors
If there are no Townsfolk Survivors found, then 'All Townsfolk Survivors' equals 0. That means that the Heroes just need to get the Keys and at least 2 Heroes back to the truck to win the Scenario. Generally speaking, the hardest part of this Scenario is usually investigating all 6 of the face down counters. You can usually reveal 4 or 5 of them, but a good Zombie Player will start focusing their defense on the last 1 or 2 that haven't been revealed yet. As a side note, it is very unlikely that there will be NO Townsfolk Survivors found (around 1.54% chance), so this should rarely be an issue.
http://boardgamegeek.com/article/4616803#4616803

Plague Carriers
Heroes start with 2 Hero Cards plus whatever specific cards they would normally start with (such as Sheriff Anderson with the Revolver). The 2 Hero Cards are in place of the free Hero Card you would normally get for not having your Start location on the board.
http://boardgamegeek.com/article/2214147#2214147

Part of the Scenario is that all of their Start Locations are considered to be the Center of Town. Therefore, they all automatically have their Start Locations on the board (no extra card).
http://boardgamegeek.com/article/2226455#2226455

"Plague Carriers are never returned to the Zombie Pool and do not count toward the number of Zombies on the board for rolling to spawn.”
http://boardgamegeek.com/article/2239276#2239276

Plague Carriers DO count as Zombies in every way. "Plague Carriers may NOT move other than for Zombie Hunger (they may not be affected by movement cards such as Relentless Advance, etc).”
Other than movement oriented cards, you can play any cards on a Plague Carrier just like any other Zombie.
http://boardgamegeek.com/article/2239276#2239276

The intended movement for Plague Carriers is to only move 1 Space. The fact that they are effected by Zombie Hunger from 2 spaces away just means that they will HAVE TO MOVE toward a Hero if they are within 2 spaces. They still only move 1 space like a normal Zombie.
This is what the scenario has been balanced for. Letting Plague Carriers move 2 spaces would most likely be more advantageous for the Heroes in the long run as it would make it easier for the Heroes to pull them into one space and use an Explosive to blow several up at once (this is still a good stratgey, but requires more effort and coordination on the part of the Heroes as it currently stands).
http://boardgamegeek.com/article/4329555#4329555

Radio For Help
Radio For Help uses 1x Tools and 1x Repair Parts.
http://boardgamegeek.com/article/10291903#10291903

Run For It
Heroes:
-Try to keep Heroes in the same space as, or adjacent to the Townsfolk to help protect them.
-Try using all or most of your Townsfolk Hero Movement points on a single Townsfolk as a burst of speed to get them to safety or even to Escape.
-Try building up with a few turns of Searching in buildings before making a push.
-Avoid attempting to break through the Zombie defenses in the center, but rather push through the left or right side. It takes the Zombies a lot longer to reposition than it does for the Heroes to change direction.
-Use the Townsfolk abilities sparingly. They are powerful but can easily lead to disaster if it kills them.
Zombies:
-Form a wall of Zombies along the entire width of the board to prevent the Townsfolk from charging right past you.
-Keep some safety Zombies in the backfield near the Escape Zone.
-Block off the choke points at doorways and between buildings (don’t forget about buildings that are touching at corners; Townsfolk can always ‘Squeeze’ through like Students).
-Avoid shifting your Zombie net too far left or right as it can be easy for the Townsfolk to slip by if you are out of position.
-Use movement cards (like Shamble) to strike at unsuspecting lone Townsfolk
http://boardgamegeek.com/article/4142596#4142596

The Heroes must get at least 4 Townsfolk Heroes into the Escape Zone over the course of the game to win.
http://boardgamegeek.com/article/4153475#4153475

Search For The Truth
When a Hero is killed, they discard all Items they had, including any Records.
The objective and Final Location are based off of the first two Records found, regardless of if those Records are subsequently lost or not. If the objective requires that you have some Records to complete it, these can be the same and/or different Records than those originally found.
http://boardgamegeek.com/article/4663419#4663419

We’ve Got to Go Back
You CAN use "Catch!" on the Bio Canisters. If a 1 is rolled, instead of discarding the canister, it is dropped to the ground and must be picked up again in the Exchange Items phase (as noted in the scenario rules for when a Hero with a Canister is killed). Roll a D6. On a 1, 2, or 3, place the Canister in the space where the thrower is; on the roll of 4, 5, or 6, place the Canister in the space where the receiver is.
http://boardgamegeek.com/article/2513360#2513360

Zombie Apocalypse
To Destroy a building, there must be at least 1 Zombie in every space of that building at the start of the Zombie 'Fight Heroes' phase with no Heroes inside the building. ..."
Buildings are destroyed during the Zombie Turn, at the start of the 'Fight Heroes' phase.
Note also, that a building may NOT be destroyed as long as there are ANY Heroes inside it.
http://boardgamegeek.com/article/2343447#2343447

Scenario Search Items
Scenario Search Items are discarded like any other cards. Fortunately for the Heroes you still have things like 'Just What I Needed' and 'Deputy Taylor' to get these important cards back.

The number of "Just What I Needed" cards in the deck is precisely tuned to exactly where it needs to be to get the card ratios right for all of the Search Item Scenarios.

Searching
Heroes can still search even if there is a Zombie right on top of them ready to pounce. This is especially helpful if the Hero happens to roll a 1 for movement - searching is usually a better option.
http://boardgamegeek.com/article/1689510#1689510

A Hero can always continue to Search, even with a Zombie right on top of them! Just remember that you will still have to Fight the Zombie in the 'Fight Zombies' phase if you're in the same space with him.
http://boardgamegeek.com/article/1737288#1737288

Set Up
Heroes that start in the center of town (because their Start Location is not on the board) get a Free bonus Hero Card at the start of the game.
http://boardgamegeek.com/article/1754166#1754166

- The Zombie Player starts with 2 dice worth of Zombies on the board during setup
- Zombies get the first turn
- Zombies have a hand of 4 cards and get to draw back up to refill their hand during every Zombie turn
http://boardgamegeek.com/article/3283319#3283319

Sacrifice
The Sacrifice mechanic has a built in rule that it may only be played 'at the start of the Zombie turn'.

Spawning Zombies
When you place newly spawned Zombies, you must evenly distribute YOUR Zombies for THIS turn between all of the Spawning Pits (even if there are existing Zombies in those spaces). In other words, if you are placing 4 or fewer Zombies they will all have to be on different spawning Pits from each other - that is the only restriction.
http://boardgamegeek.com/article/1754214#1754214

Starting Cards
Starting cards also apply to new Heroes entering play mid game
http://boardgamegeek.com/article/4587320#4587320

Heroes that come into play mid-game DO get their Starting cards as wells as any card for starting in the Center of Town or cards that they always start with (The Sheriff with the Revolver, etc.).
Survival Tactics
When either Survival Deck runs out of cards, it is NOT reshuffled. The Heroes may simply no longer draw from that special deck for the rest of the game.
http://boardgamegeek.com/article/4572449#4572449

The ability to draw or take a card from the 'Hero Cards' discard pile does not apply to the Survival Decks discard piles.
http://boardgamegeek.com/article/4572449#4572449

Survival Deck cards are NOT considered 'Hero Cards' and so cannot be canceled as such. So yes, these Survival Tactics are very powerful. There is a reason that the Survival Deck cards are harder to get than normal Hero Cards. They range in power level within the two decks, but the more powerful ones are very good for both the Survival Tactics as well as the Unique Items.
http://boardgamegeek.com/article/8982604#8982604

Barricades
If either wall is Barricaded, the Zombie must still roll a 4+ to get through.
http://boardgamegeek.com/article/4572449#4572449

Townsfolk Allies may NOT remove Reinforcement markers from a Barricade as they cannot move on their own. Their ability to build a Barricade/Reinforcement or attack a Zombie in the same or adjacent space is a special feature that they can perform once per turn, and not related to any movement.
http://boardgamegeek.com/article/4576432#4576432

A Zombie trying to break through a Barricade (or remove reinforcement) only gets one attempt per instance of moving, regardless of the number of spaces being moved. So for example, Shamble would not have any benefit on trying to get through a Barricade, but Relentless Advance would allow the Zombie to try once when the card is played and then again in the normal Move Zombies phase.
http://boardgamegeek.com/article/5411902#5411902

Barricades: Reinforcements (Heroes wanting to remove Reinforcements upon entering a space with a Zombie or a Building with Lights Out)
They cannot. Because their move immediately ends, they do not have any remaining move points to spend on removing the reinforcements. The same would be true for if they entered a space of a building with Lights Out on it.
http://boardgamegeek.com/article/5411902#5411902

Duct Tape
As noted on p.3 of the Survival of the Fittest rulebook, while Items are Combined (with Duct Tape), if either Item would have to be discarded, you may prevent the discard on the D6 roll of 4+. This can really help to potentially ignore a Gun running out of Ammo or a Hand Weapon Breaking in a Fight.
http://boardgamegeek.com/article/4572449#4572449

Duct Tape: With Items that have Tokens
You only get to roll when the card itself would be discarded, not the individual tokens.
http://boardgamegeek.com/article/11321686#11321686

Holy Blessing: Hero
It can prevent any wound.
http://boardgamegeek.com/article/5082632#5082632

Sewers
It costs one movement point to go from either Sewer Entrance down into the Sewer Interior space, and one movement point to go from the Sewer Interior up to either of the Sewer Entrance Spaces.
http://boardgamegeek.com/article/4572449#4572449

Townsfolk as Characters…
We actually have Official playable Hero versions of all of the Townsfolk that will become available along the way as new web content (they have been around for a while, but haven't all fully gone through testing yet). I think you'll find 'Mr Hyde, The Shop Teacher' will live up to his butt-kicking Archetype when he is released.
http://boardgamegeek.com/article/2106313#2106313

Townsfolk Allies
Townsfolk Allies may NOT remove Reinforcement markers from a Barricade as they cannot move on their own. Their ability to build a Barricade/Reinforcement or attack a Zombie in the same or adjacent space is a special feature that they can perform once per turn, and not related to any movement.
http://boardgamegeek.com/article/4576432#4576432

Turn
Any card which refers to the 'Hero Turn' means the whole turn (not the individuals). If a card says 'the turn', 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 be reworded for clarity in the future), but anytime something refers to the 'Zombie Turn' or the 'Hero Turn' it means the whole thing. (If anything gets renamed for clarity, it will be the indivdual Hero's sequence of actions).
http://boardgamegeek.com/article/1835765#1835765

A 'Turn' is either the Hero Turn or the Zombie Turn (not both combined).
http://boardgamegeek.com/article/4839650#4839650

Two Zombie Players
If there are 2 Zombie Players, they go through the steps of the Zombie Turn together (both Draw cards, then both roll to spawn, then both Move, etc).
http://boardgamegeek.com/article/1727481#1727481

If you are a single Zombie Player, you get to spawn D6 new Zombies at the end of the turn. If there are 2 Zombie Players, you only get to spawn D3.
http://boardgamegeek.com/article/1729717#1729717

In a 2 Zombie Player game, both players may discard before drawing up.
http://boardgamegeek.com/article/1737165#1737165

Both Zombie Players have a combined turn (the Sun Track is moved once, both players then draw up, then move etc).
Each Zombie Player has their own hand of 2 cards (half of what you get as a solo Zombie Player). Each player may discard up to one card and then draws back up to fill their hand (2 cards total). They may always discuss strategy of what to play, what to discard, etc.
http://boardgamegeek.com/article/1754214#1754214

In a 2 Zombie Player game, each player has their own Zombie Pool of 7 models. When a card says 'the Zombie Pool', it refers to your Zombie Pool of 7. You may never place another player's Zombie on the board.
http://boardgamegeek.com/article/1765056#1765056

Unique Items
Johnny’s Jacket
Technically you only discard any Wound marker that is actually on the Jacket at the time. That being said, there is no reason right now that you wouldn't always just put your first wound marker on the Jacket. Unless you wanted to hand off the Jacket to another character - then any wound marker on the Jacket would be passed along with the Jacket itself (think of it like the Jacket is temporarily torn or worn out).
http://boardgamegeek.com/article/5535698#5535698

Jade’s Diary
The intent is that using the Diary happens in the Ranged Attack phase and prevents the Hero using it from making any other Ranged Attack that turn.
http://boardgamegeek.com/article/4676978#4676978

Doc Broady’s Memoirs
'Doc Brody's Memoirs' says that "The Hero may roll an extra Fight Dice against Zombies." This is Optional, so may be added after the dice are rolled.
Weapons
If you look on page 22 of the Rulebook (the FAQ), the first entry addresses this. "A Weapon card may NOT be used by more than one Hero in the same turn."
http://boardgamegeek.com/article/1737226#1737226

Breaks
Rolling to see if a Hand Weapon 'Breaks' is ALWAYS a separate roll. Roll a D6, the weapon Breaks on the roll of X (usually 1 or 2).
http://boardgamegeek.com/article/1761679#1761679

Some Hero weapons do not have to make a Break Test. These weapons are especially powerful and long-lasting, and can really give a character the edge they need to become the 'Hero' they were born to be!
http://boardgamegeek.com/article/1765056#1765056

Combat Bonus
You can choose to use (or not use) any weapon's Combat Bonus at any time during a Fight (before dice are rolled, after dice, after another card is played, etc). Also you may use any number of Combat Bonuses as well as Events.
http://boardgamegeek.com/article/1755292#1755292

A Hero only 'uses' a Hand Weapon if they actually utilize it's Combat Bonus. This can be done after Fight Dice are rolled. After gaining the Combat Bonus of a Hand Weapon, it is a separate roll to see if it breaks as noted on the individual card (most weapons that can break do so on the roll of 1 or 2).
http://boardgamegeek.com/article/1758596#1758596

Many Hero Hand Weapons have a Combat Bonus that lets you add extra 'Fight Dice' or re-roll one or more of your 'Fight Dice'.
For almost all Hand Weapons, after you use the Combat Bonus ability, you must roll a Break test as noted on the individual card. This is a totally separate, single die roll to see if the weapon Breaks (usually on the roll of 1 or 2). This separate roll is NOT a 'Fight Dice'.
http://boardgamegeek.com/article/1761970#1761970

Hand Weapon Break Tests
Hand Weapon Items are the most common way for a Hero to get a Combat Bonus:. Although powerful tools in the Hero's fight against the Zombies, most of these weapons 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 Combat Bonus: of the weapon, they must roll an additional die to see if the weapon Breaks. This is called a Break Test. If the Break Test roll is equal to X as printed on the card (usually 1 or 2), the Hand Weapon is destroyed in the fight and must be discarded. It is important to note that whether or not the weapon Breaks, the Combat Bonus: still takes affect.
Also in the Glossary -
Break Test - A separate die roll needed for many Hero Hand Weapons to see if they are discarded after each use. Referred to on cards as 'Breaks on X’.
http://boardgamegeek.com/article/1762461#1762461

Baseball Bat
You can keep swinging (adding extra dice and rolling to see if it breaks) until either the bat breaks or the Zombie breaks (or both)!
http://boardgamegeek.com/article/1711107#1711107

It can be used multiple times per Fight, but you do have to roll to see if it breaks after each use.
http://boardgamegeek.com/article/1737253#1737253

The Baseball Bat always has a chance to break, even with Jenny's 'Handy' ability (on the roll of 1, the Bat still breaks as adding +1 to the roll still only makes the roll a 2). I believe that people may have confused this, thinking that the roll could be reduced to 0. That is, however, not the case.
A die roll may NOT be modified below 1 (a roll may NOT become 0 or less), though it MAY be modified above 6 (a roll MAY become 7 or higher).
http://boardgamegeek.com/article/2168125#2168125

Chainsaw
On the Chainsaw it says that a Zombie beaten in a Fight is automatically Killed, even if no doubles were rolled. That simply means that if the Hero wins the Fight while using the Chainsaw, the Zombie is Killed (you don't have to have doubles on your dice in addition to winning the Fight).
http://boardgamegeek.com/article/4576464#4576464

Crowbar
So with the Crowbar, the Combat Bonus is that the Hero may win the Fight on a tie result. Once you declare that you are using the Crowbar, for the rest of this Fight the Hero is assumed to win if the result is a tie roll. The Break test is made as soon as the weapon's Combat Bonus takes affect (in this case, as soon as you declare that you are using the Crowbar). It is also important to note that the Hero still wins on a tie for this Fight even if the Crowbar 'Breaks'.
You must roll to see if the Crowbar 'Breaks' as soon as you declare that you are using it. The Zombie may then still play cards afterward to add Fight Dice etc.
http://boardgamegeek.com/article/1761970#1761970

Fence Post
'Adjacent' is meant to include diagonals and is NOT blocked by walls. Think of it as stabbing the Fence Post through a window or door to skewer a Zombie on the other side.
http://boardgamegeek.com/article/2212800#2212800

That is correct. The Fence Post is a Double-Handed weapon which means that it counts as 2 weapons (you are only allowed to carry 2 weapons at a time). Because of this, you could not carry the Fence Post and the Revolver at the same time.
As for what the Fence Post does -
The Fence Post has a 'Combat Bonus:' that lets you roll an extra Fight Dice. It also allows you to Fight every Zombie in one adjacent space at the end of your move. If the Zombie wins, nothing happens. If you win and get doubles, the Zombie dies as normal. These Fights with Zombies in an adjacent space are in addition (and occur before) any normal Fights in your own space. Of course, you get to use the extra Fight Dice Combat Bonus in all of these Fights (in your own space and adjacent).
http://boardgamegeek.com/article/2216166#2216166

The Hero is still in their own space, only the Fight is considered to be in the Zombie's space. Example, Billy would still get the 'Beautiful' bonus from Amanda as he is in the same space as her.
A good example of a time that the location of the Fight might matter is if 'Lizzy, The Shopkeeper' is on a building and the Hero is inside that building, but the Zombie is not. The Fight does not take place in the building, so Lizzy would not be able to help.
http://boardgamegeek.com/article/2226455#2226455

A Hero must 'Move' to be able to use the Fence Post to attack an adjacent space, even if they don't actually go anywhere.
http://boardgamegeek.com/article/2469703#2469703

The Fight takes place in the Zombie's space.
http://boardgamegeek.com/article/2524222#2524222 and P. 10 Growing Hunger Rulebook

Jumper Cables
The Hero may move the Zombie however they wish, even through walls (think of it as the Zombie is blown back by the electric shock).
http://boardgamegeek.com/article/2059509#2059509

Meat Cleaver
The Meat Cleaver is an 'Instant' Kill if you roll a 6. The Zombie Player does not have the chance to force a re-roll or anything else.
http://boardgamegeek.com/article/1754166#1754166

Actually, you'll notice that the Cleaver says, "instantly" killed. That means if the Hero rolls a 6 at all, the Zombie is instantly killed and the fight ends immediately. Because it is instant, Zombies do not even get the chance to play cards (may not force a re-roll etc). Cleaver of doom indeed. Just don't get overconfident, I have seen many Heroes charge into a pack of Zombies with a meat cleaver and get torn to pieces.
http://boardgamegeek.com/article/1699087#1699087

The reason that the fight does not normally Resolve with a Meat Cleaver 6 is that the Zombie is Instantly Killed before moving on, so there is no Zombie left to Resolve the Fight with.

With the Meat Cleaver’s Combat Bonus, if a Hero rolls a 6 on any of their Fight Dice, the Zombie they are fighting is instantly Killed and the Fight ends immediately. Because it is ‘instant’, Zombies do NOT even get the chance to play cards (may not force a re-roll etc). It is also important to note that the Fight is NOT Resolved (the Hero is not hurt, even if the Zombie would normally have won the Fight).
The roll MAY be modified in order to get a 6 (adding extra dice, Re-rolling, adding 1 to a roll to change a 5 result into a 6), but once a 6 is rolled, the Hero may instantly act on it to use the Meat Cleaver’s Combat Bonus. If a Hero decides not to use the Combat Bonus to ‘instantly’ Kill (say they do not want to Kill the Zombie for some reason), the opportunity is wasted and the Meat Cleaver may NOT be used in conjunction with that 6 roll for the rest of the Fight.

Meat Cleaver and Baseball Bat Combo
Weapon combos work great. As for theme, remember that the Meat Cleaver doesn't actually give a Hero any extra Fight Dice. The idea is that it is a weapon of opportunity which can be deadly (to the undead) if given an opening. It can only be used if the Hero rolls a 6, thus giving them the opening they need to finish off the Zombie with the cleaver. Combining it with the Baseball Bat just means that you get the chance to beat the zombie around a few times to try and get that opening for the Meat Cleaver.

Meat Cleaver vs. Barbed Wire Grave Weapon Zombie.
The intent is that all 'Instant' effects would resolve simultaneously. So in this case, the Hero would Kill the Zombie and the Hero would lose the Fight (and take a wound).
http://boardgamegeek.com/article/4669247#4669247

Police Shotgun with the Hero Upgrade: (Ranged) Rapid Fire
The Police Shotgun does not have any special restrictions for the Rapid Fire Upgrade. Rapid Fire basically gives you 2 Ranged Attacks so you finish one Ranged Attack with the Police Shotgun and then begin another. With a 4+ to hit, statistically you will likely only Hit once even with both shots in the same turn. It does however allow for the 'potential' for a major Zombie killing spree if you get on a lucky streak!
http://boardgamegeek.com/article/9922602#9922602

Pump Shotgun
With the Pump Shotgun it is an additional roll for ammo because you get to roll to hit each and every Zombie in a space. The end result is that no matter how many Zombies are in the space you're shooting at, you only have to roll once to see if you are out of ammo.
http://boardgamegeek.com/article/1696220#1696220

Shotgun lets you roll individually to hit every Zombie in a single space and then roll once afterward to see if the gun is out of ammo (think of it as a buckshot blast).
http://boardgamegeek.com/article/1753199#1753199

With the Pump Shotgun, you fire at every Zombie in a space. Because of this, you roll to Hit each Zombie there (on a 3+) and then make a single separate roll to see if the gun runs out of ammo on the roll of 1 or 2).
http://boardgamegeek.com/article/1761679#1761679

Pump Shotgun and Resilient
You should roll to hit every Zombie in the space first, then roll for ammo check and/or discard due to 'Resilient'.
http://boardgamegeek.com/article/2359496#2359496

Revolver
The Revolver is just a single roll and if you are unfortunate enough to roll a '1' to hit, the gun is out of ammo.
http://boardgamegeek.com/article/1696220#1696220

The Revolver fires at a single target and so the Ammo Roll is just wrapped into the roll to Hit (if you roll a 1 to Hit the Zombie, the gun runs out of ammo).
http://boardgamegeek.com/article/1761679#1761679

Signal Flare
A single Hero in the Airplane hanger can 'Pick Up' and fire the Signal Flare every turn, but unless there are more than one copy of the card in the discard pile, no other Hero may use the same copy of the Weapon card.
http://boardgamegeek.com/article/1737226#1737226

You'll notice that the Signal Flare is not Keyword Gun (and does not have the Gun Symbol on it). This means that Sally can use it with no problems. As a side note, it also means that 'Ammo' cannot be discarded in place of the Signal Flare.
http://boardgamegeek.com/article/1765056#1765056

Zombie Card Limit
Though strictly speaking, there is no stated limit to the Zombie Player's hand of cards, the intent is that they normally have a hand of 4. Some cards (currently only "Oh, the Horror!") allow the Zombie Player to temporarily have more than their normal hand of 4 cards (though, as stated on the card, you must discard back down at the start of the following Zombie Turn).
So you COULD say that the Zombies have a hand limit of 4 cards (which may be temporarily increased through card play).
http://boardgamegeek.com/article/1880353#1880353

Zombie Hero
Zombie Heroes are never considered to be a 'Hero' in any way (Rules p19). The name 'Zombie Hero' more refers to the fact that they are a Zombie that was once a Hero rather than that they are a hero to Zombiekind.
http://boardgamegeek.com/article/1754590#1754590

Zombie Hunger
It is only if the Zombie starts adjacent to a Hero and is going to move, they must move to attack the adjacent Hero (if there are more than one, the Zombie may choose).
Usually you would want to do this anyway, but occasionally it means that the Heroes can lure your Zombies away from important objectives.
http://boardgamegeek.com/article/1719303#1719303

I should point out that if there are more than one adjacent Hero, the Zombie gets to choose which Hero he moves at.
http://boardgamegeek.com/article/1755283#1755283

There is a general rules clarification that All Zombies must move using Zombie Hunger (if it applies to them) before any other Zombies move normally. The Defend the Manor House objectives are a great example of why this is important.
http://boardgamegeek.com/article/1940083#1940083

If a Zombie can't reach an adjacent Hero for some reason (say Blocked Windows is in play), the Zombie may move normally (ignoring the Zombie Hunger caused by that unreachable Hero).
http://boardgamegeek.com/article/1944925#1944925

Zombies are affected by Zombie Hunger ANY time they move (not just their normal move) - including Shamble, Relentless Advance etc.
It only affects Zombies that are currently adjacent to a Hero (there is no lasting effect from turn to turn).
http://boardgamegeek.com/article/2145172#2145172

Zombies must move using the Zombie Hunger rule BEFORE any other Zombies move during the Move Zombies phase.
Normally this doesn’t matter, but during some scenarios it becomes important. For instance, Defend the Manor House ends the moment that there are 9 Zombies or more in the Manor House. Moving by Zombie Hunger first means that Heroes have the chance to lure Zombies out of the house before new ones move in.
http://boardgamegeek.com/article/5153058#5153058

Zombie Movement
Zombies can always move diagonally and can move through walls.
http://boardgamegeek.com/article/1765056#1765056

Zombies never have to move unless affected by Zombie Hunger (adjacent to a Hero). Grouping around the truck can be a good Zombie strategy, just watch out for shotguns and dynamite!
http://boardgamegeek.com/article/1877758#1877758

Zombie Pool
Normally you only have 14 Zombies in your Zombie Pool. That means you cannot have more than those 14 normal Zombies on the board, because your pool would be empty. If you have Zombie Heroes, Plague Carriers, Grave Dead, etc. on the board; these are in addition to Zombies from your Zombie Pool.
Keep in mind that when rolling to spawn, you still count ALL of your Zombies on the board (including Zombie Heroes, etc) and must roll over this number to bring more on from your Zombie Pool (If you already have 12 or more on the board, you cannot spawn by the normal means, you would have to have a special card to bring on more Zombies from you pool).
As for the Plague Carriers Scenario, it says on the Scenario Card itself, "Plague Carriers are never returned to the Zombie Pool and do not count toward the number of Zombies on the board for rolling to spawn.".
http://boardgamegeek.com/article/2239276#2239276

To clarify further, when using Grave Dead, you CAN have more than your 14 on the board at one time (because they are from different Pools - The Zombie Pool has 14 models and the Grave Dead Pool has 7 models).
On the actual board, all Zombies only count as a single model ( for rolling to Spawn etc.) Just count up the number of actual models (be they normal, Grave Dead, Zombie Heroes etc).
Remember that Grave Dead models are one use only, and when killed are removed from the game.
http://boardgamegeek.com/article/2328797#2328797

The 'no more than 14 Zombies' is in reference to having 14 Zombies in your Zombie Pool. Zombie Heroes and specialty Zombies (such as Grave Dead from the Growing Hunger expansion) do NOT count against this limit.
http://boardgamegeek.com/article/3665337#3665337

Zombies- Removing and Replacing Elsewhere
Zombies may ONLY be removed from the board and re-placed if a card specifically allows it. The only card in the main game that currently allows that is "There's Too Many!".
http://boardgamegeek.com/article/1765056#1765056

Zombie Turn
- The 'Start of the Zombie Turn' is considered to be up until the first Zombie moves in the 'Move Zombies' phase. This is important as many cards are played 'at the start of the Zombie Turn' (these can be played even if you just drew them).
- Remember that you can discard up to 1 Zombie Card before refilling your hand. This helps to clear things out that you can't use.
http://boardgamegeek.com/article/3283319#3283319

Zombie- Victory (defaults)
Killing 4 Heroes is always a Zombie Victory condition unless specifically stated otherwise in the scenario (this also applies to the victory condition of running the Hero Deck out of cards).
http://boardgamegeek.com/article/2212312#2212312

Every Hero death adds up toward a Zombie victory.
http://boardgamegeek.com/article/2227317#2227317

A dead Hero is a dead Hero. It does not matter how it happened.
http://boardgamegeek.com/article/5240497#5240497
done?
(02-26-2013 12:55 AM)mqstout Wrote: [ -> ]done?

Yes thanks for your help.Watchmen02
Thank you friskers too!Zombie17
Excellent, what a great resource. Thanks
Pages: 1 2 3
Reference URL's