Dvorak Export: Urban Dead deck


Instructions

Adjust these settings until the cards fit comfortably, with the correct number per page, in your browser's Print Preview.

When you're happy with the settings, send all but the first page to your printer, and cut the cards out with something sharp. Either stick the results onto cardboard, slip them into deck-protectors with some spare CCG cards for padding, or just play with them as flimsy bits of paper.

Deck-Print Settings

Card Height :cm Title Box Height :cm
Card Width :cm Text Box, Min. Height :cm
Cards per Page :x Text Size :

Fireman 4
Thing - Survivor
This brave civil servant carries a fire axe, giving him a natural attack of 2
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Fireman 4
Thing - Survivor
This brave civil servant carries a fire axe, giving him a natural attack of 2
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Scout 3
Thing - Survivor
The Scout's Free Running ability lets him escape from battle in the middle of a Zombie counterattack, without taking any damage (Although the Zombies attacking him use their move). Ability: Flare Gun - Take 5 cards from the top of your deck. Add any Thing - Survivor type cards to your hand, and shuffle the rest back into your deck. The Zombie player gets to attack you once without the possibility of a counterattack. Cooldown: 5
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Scout 3
Thing - Survivor
The Scout's Free Running ability lets him escape from battle in the middle of a Zombie counterattack, without taking any damage (Although the Zombies attacking him use their move). He has a natural attack of 1. Ability: Flare Gun - Take 5 cards from the top of your deck. Add any Thing - Survivor type cards to your hand, and shuffle the rest back into your deck. The Zombie player gets to attack you once without the possibility of a counterattack. Cooldown: 5
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Cop 6
Thing - Survivor
When you play this card, place 6 ammo tokens on it. The cop may use up one of these tokens to perform an attack with 3 damage. Otherwise, his natural attack is 1.
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Cop 6
Thing - Survivor
When you play this card, place 6 ammo tokens on it. The cop may use up one of these tokens to perform an attack with 3 damage. Otherwise, his natural attack is 1.
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Consumer 1
Thing - Survivor
For each Consumer card in the Fighter area for the entire duration of your turn, draw an extra card at the end of your turn.
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Consumer 1
Thing - Survivor
For each Consumer card in the Fighter area for the entire duration of your turn, draw an extra card at the end of your turn.
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Private 4
Thing - Survivor
If the Private attacks during the Survivor player's turn, he can return directly to the Fighter area rather than to the Rest Area. When you play this card, place 12 ammo tokens on it. The Private may use up one of these tokens to perform an attack with 3 damage. Otherwise, his natural attack is 1.
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Private 4
Thing - Survivor
If the Private attacks during the Survivor player's turn, he can return directly to the Fighter area rather than to the Rest Area. When you play this card, place 12 ammo tokens on it. The Private may use up one of these tokens to perform an attack with 3 damage. Otherwise, his natural attack is 1.
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Medic 3
Thing - Survivor
When you play this card, place 6 ammo tokens on it. The Medic may use up one of these tokens to perform an attack with 2 damage. Otherwise, his natural attack is 1. Ability: Medical Expertise - Heal a Survivor card of 2 damage (3 in a powered building). Cooldown: 1
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Medic 3
Thing - Survivor
When you play this card, place 6 ammo tokens on it. The Medic may use up one of these tokens to perform an attack with 2 damage. Otherwise, his natural attack is 1. Ability: Medical Expertise - Heal a Survivor card of 2 damage (3 in a powered building). Cooldown: 1
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Lab Assistant 2
Thing - Survivor
When at least one card of this type is involved in an attack, the attack of every other Survivor card goes up by 1. This card has a natural attack of 1, and cannot use items that increase his attack. Ability: Revivification - When a Zombie Hero card is killed in a battle, and this card is involved in that battle, search your deck, add the first Thing - Survivor card you find to your hand and shuffle the rest into your deck.
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Lab Assistant 2
Thing - Survivor
When at least one card of this type is involved in an attack, the attack of every other Survivor card goes up by 1. This card has a natural attack of 1, and cannot use items that increase his attack. Ability: Revivification - When a Zombie Hero card is killed in a battle, and this card is involved in that battle, search your deck, add the first Thing - Survivor card you find to your hand and shuffle the rest into your deck.
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Doctor 2
Thing - Survivor
When this card is in play, you may heal a single Survivor in the same area as this card of 2 damage (3 in a powered building, 5 if the building is powered and you have "Hospital" in play) at the end of each turn, unless this card is in "Cool-down mode" Ability: Surgery - Heal a single Thing - Survivor type card of 5 damage (6 in a powered building, 8 if the building is powered and you have "Hospital" in play)
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Doctor 2
Thing - Survivor
When this card is in play, you may heal a single Survivor in the same area as this card of 2 damage (3 in a powered building, 5 if the building is powered and you have "Hospital" in play) at the end of each turn, unless this card is in "Cool-down mode" Ability: Surgery - Heal a single Thing - Survivor type card of 5 damage (6 in a powered building, 8 if the building is powered and you have "Hospital" in play)
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Radio 5
Thing - Item
A player must have this card in play to use any Action - Radio cards.
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Radio 5
Thing - Item
A player must have this card in play to use any Action - Radio cards.
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Generator 5
Thing - Item
A portable electric generator.
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Generator 5
Thing - Item
A portable electric generator.
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Refuel 3
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Refuel 3
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Refuel 3
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Refuel 4
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Refuel 4
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Refuel 5
Action
When you play this card, add the corner value of this card in fuel tokens to a Generator card you control.
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Biofuel
Action
If you kill any Zombies in the three turns after this is played, add half the number of Zombies killed as fuel tokens to a Generator you control.
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Biofuel
Action
If you kill any Zombies in the three turns after this is played, add half the number of Zombies killed as fuel tokens to a Generator you control.
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Call for Reinforcements
Action - Radio
Draw 5 cards from the top of your deck. Pick 1 Survivor card (If any are found) from them and shuffle the rest back into your deck.
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Call for Reinforcements
Action - Radio
Draw 5 cards from the top of your deck. Pick 1 Survivor card (If any are found) from them and shuffle the rest back into your deck.
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Call for Fuel
Action - Radio
Add 3 fuel tokens to a Generator you control.
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Call for Fuel
Action - Radio
Add 3 fuel tokens to a Generator you control.
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Call Military 5
Action - Radio
Your opponent must discard a number of Zombie tokens equal to the corner value of this card.
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Call Military 10
Action - Radio
Your opponent must discard a number of Zombie tokens equal to the corner value of this card.
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Call Military 10
Action - Radio
Your opponent must discard a number of Zombie tokens equal to the corner value of this card.
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Military Status Report
Action - Radio
Your opponent must show you his hand.
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Military Status Report
Action - Radio
Your opponent must show you his hand.
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