Night of the Living Dead Card Game
|Night of the Living Dead Game Rules|
|Players||2 (Requires both Zombie and Human Deck to play)|
|This deck has not been categorised.|
|To play Dvorak: Draw five cards each and leave the rest as a draw pile. On your turn, draw a card from the draw pile and play one Thing and/or one Action. (See the full rules.)|
| Print this deck|
Based off the 1968 George A. Romero film, this game "pits the dead against the living" as a tribute to the first true Zombie film. This film is in the public domain and can be downloaded from the Internet Archive.
- 1 Physical Challenge Rules
- 1.1 Human Deck
- 1.2 Zombie Deck
- 1.3 Zones
- 2 Set-Up
- 3 Sequence of Play
Physical Challenge Rules
I have decided to keep about half of the Physical Challenge rules created by Wayland. Some of the rules I have modifed in order to create more of a feel for the theme:
Types of Things
There are four types of Things in the deck: Characters (not actually in the deck), Items, Effects, and Goals (also not in the deck).
The Human player takes the seven Character cards and places them in front of him. These Characters are used to fight the Zombies. However, a Character cannot 'destroyed' and sent to the discard pile like other things. Instead, (s)he is considered 'killed', which means (s)he is removed from play, and the Zombie Player may draw two cards.
Characters have 3 numerical Attributes: Speed, Strength, and Health. Speed is how fast the Character can run from Zombies, Strength is how strong the Character is in combat, and Health determines how many wounds the Character can take.
Equipment are played onto Characters (except Vehicles, which Characters are placed 'inside'). There are four types of Equipment: Items, Melee Weapons, Ranged Weapons and Vehicles.
Items are useful tools that can can help a Character succeed in a non-combat related task, give a Character an ability to use, or other things. There are no attributes for Items.
Melee Weapons are used to perform Melee Attacks. There is only one numerical attribute for a Melee Weapon: Strength Bonus, which gives a bonus to the Strength of the Character wielding the Weapon when he is attacking a Zombie.
Ranged Weapons are more powerful Weapons that can attack Zombies from far away. Ranged Weapons have one numerical attribute: Damage, which is how much damage a target recives when it is hit by this Ranged Weapon.
There is only one Vehicle in the game: the Truck. It is used in cunjunction with the "Escape to Willard" Goal.
Effects are things that create an effect, such as "Barracade the Windows" or "They're all Messed Up". They have special instructions on when to play and how to play them.
Goals are also not shuffled into the deck. Instead, the Human Player draws a goal and must accomplish it in order to win the game. If (s)he cannot accomplish the goal, then the Zombie Player wins.
Types of Actions
There are two types of Actions in this deck: Actions and Reactions
Actions are basically treated the same way in NOTLD as per the original Dvorak Rules. You may play an Action any time during your turn, but you may only play one Action. This goes the same for the Zombie Player.
Reactions are played in response to a card ability or other event. Reactions do not count as have being played an action during your turn, for you usually play Reactions during your opponent's turn.
Types of Things
There are three types of Things in the Zombie Deck: Zombies, Enhancements, and Effects.
Zombies are lifeless, dead corpses that are constantly attacking the Farmhouse the characters have been taking refuge in. Zombies have three numerical Attributes: Defense, Strength, and Health. Defense is how hard it is to hit the Zombie in the head, Strength is how strong the Zombie is, and Health is how much damage the Zombie can take.
Enhancements come in two types, Upgrades and Mutations.
Upgrades are cards that give a Zombie a bonus to one of its Attributes. Upgrades have three numerical Attributes: Defense Bonus, Strength Bonus, and Health Bonus, which are pretty self explanatory.
Mutations give Zombies a new Ability to use during the game.
Effects are things that create an effect, such as "Bitten" or "Helen, I Need that Gun!" They have special instructions on when to play and how to play them.
Types of Actions
There are two types of Actions in the Zombie Deck: Actions and Reactions. These are just like the Human Deck.
Human Player Zone
The Human Player Zone contains the Deck, the Discard Pile, the Dead Pile (where killed Characters are placed), and his Play Area. The Human Play Area consists of the Character Row (where all seven Characters and their Equipment are placed until killed), the Goal Area (where the Goal is placed), and the Miscellanious Area (where Miscellanious Cards such as Effects and Vehicles are placed). Note that the Effect Card "Barracade the Windows" is placed on a space in the Active Row of the Zombie Player.
Zombie Player Zone
The Zombie Player Zone contains the Deck, Discard Pile, and his Play Area. His Play Area consists of his four Battle Rows, each containing as much Cards as there are Human Characters. The First Row (closest to the Human Player) is his Active Row (Zombies that are inside the house). These "Active" Zombies can attack Humans during the Zombie Player's Combat Phase. The next three Rows are his Reserve Rows. These are Zombies that are slowly moving towards the House. They may not attack, but they can be the target of Ranged Weapons. Enhancement cards are played directly on Zombies, and Effect cards are played in the Misc. Area.
Before play, the Human Player takes the seven Character cards and places them in the Character Row. Then, the Human Player randomly selects a Goal card, which is his objective for the game.
Both players shuffle their decks and draw five cards. The Human Player goes first.
Sequence of Play
Human Turn Order
1. Draw Phase
2. Search Phase
3. Combat Phase
4. Goal Phase
Zombie Turn Order
1. Draw Phase
2. Play and Enhance Zombies Phase
3. Move Phase
4. Combat Phase
5. Hand Size Phase
Description of Phases
At the start of the turn, the current player refils his/her hand to five cards. If any card abilities happen or Reactions can be played during this phase, they happen before cards are drawn.
The Search Phase allows the Human player to play an Equipment on one or two of his Characters. However, those Characters may not attack this turn, for they have just found an item/weapon/whatever (the Truck is the only exception). A Character may only carry 1 Weapon, but may carry an infinite number of Items. During this phase, the Human Player may also play any one Effect, unless it should be played during another phase. Also, you can change the order of your Characters in the Row, even if there is an Active Zombie.
Play and Enhance Zombies Phase
During this phase, the Zombie Player may play up to 3 Zombies and/or Enhancements from his hand. Zombies are always placed onto the last Reserve Row, but are moved during the Move Phase. Enhancements are played on Zombies on the last two Reserve Rows.
During this phase, the Zombie Player moves all of his Zombies one space forward, unless blocked by Zombie infront of them. They may not move sideways unless by a card effect. Also, if there are more Zombies on a row than there are Human Characters, the Zombie Player must shuffle those Zombies into his/her deck.
There are two types of Combat for Humans: Melee and Ranged. Melee Combat is used when a Character either has no Weapon, or has a Melee Weapon. The Character must attack the Active Zombie in front of him. However, with a Ranged Weapon, the Charcter can attack any Zombie in play, even in the Reserve Rows.
To declare a Melee Attack, choose the Character you are attacking with. They must be able to attack (may not have found an Equipment this turn). Roll a six-sided die and compare it to the Zombie's Defense attribute.
If it is higher than the Zombie's Defense, then the Zombie takes damage equal to the Character's Strength + the Weapon's Strength Bonus, minus the Zombie's Strength attribiute, (if the Zombie takes Damage equal to or higher than it's health, it is destroyed, if not, all of its Attributes are lowered by the damage taken.) If it is equal to or lower, the attack does not hit the Zombie's head, and does not hurt it.
To declare a Ranged Attack, choose a Character with a Ranged Weapon. You may then choose a Zombie that is in play. Roll a six sided die and compare it to the Zombie's Defense Attribute.
If it is higher than the Zombie's Defense, then the Zombie takes damage equal to the Weapon's Damage Attribute minus the Zombie's Strength attribiute, (if the Zombie takes Damage equal to or higher than it's health, it is destroyed, if not, all of its Attributes are lowered by the Damage taken.) If it is equal to or lower, the bullet misses the Zombie's Head.
(Note, the die roll made to see if the attack hits is called the "To Hit" roll, and can be modified)
Zombies may only particpate in Melee Combat and a Zombie may only attack once. Zombies may only attack the Character in front of them. To declare a Zombie Attack, choose a Zombie to attack. Roll a six-sided die and compare it to the defending Character's Speed.
If it is higher than the Character's Speed, then the Character recieves damage equivilent to the Zombie's Strength + any Strength Bonus, minus the Character's Strength. If it is equal to or lower the Character's Speed, then the Character succesfully evades the Zombie. Damage is recieved just like Human Combat.
If the Human Player has achieved the Goal or can achieve the Goal by this Phase, he wins! If he is permenatly unable to achieve the Goal by this phase, then the Zombie Player wins. Also, the Human Player checks his Hand Size during this phase. If it is over 5 cards, he/she must discard down to five cards.
Hand Size Phase
During this phase, the Zombie Player must discard down to five cards if he has more than five cards.