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Solitaire Rules for Last Night on Earth (with Growing Hunger)

Last Night on Earth designed by Jason Hill for Flying Frog Productions. Solitaire system designed by Eric Herman.

Remove the following cards from the full Zombie deck (the remainder of which is shuffled and called

the

Locked Door (2), Loss of Faith (2), Resilient (2), Trip, Undead Hate the Living (5), Urrrrggghhh! (5)

Zombie Main Deck

): Bickering, Braaains, I Feel Kinda Strange (2), Last Night on Earth (2),

If playing with Growing Hunger, also remove Catfight, Caught Off Guard, Despair (2), Bitten (2), Fighting Instincts, It’s Stuck (2), Knocked Away, Scratch and Claw (2), The Line is Dead

Return The Line is Dead and one of the Locked Door cards to the box and set the other Locked Door card aside.

Shuffle the other cards from that group together to make a

Zombie Special Deck

.

To offset the effect of The Line is Dead card, which was removed, choose a Hero who begins inside a building. That Hero may not Search on their first turn. If no Heroes begin inside buildings, one of them does not receive a Hero card which they would normally be entitled to receive to start the game.

, inasmuch as they can be played. Play and move Zombies in the way that would be most detrimental to the Heroes or that would most benefit the Zombie objective in the particular scenario. Discard any card drawn that cannot reasonably be used.

At the beginning of each Zombie turn, draw and play 2 cards from the

Zombie Main Deck

Beginning with the second game turn, be aware of when one of the following situations occurs:

ANY FIGHT HAPPENS HERO WINS A FIGHT HERO TAKES A WOUND TWO HEROES IN THE SAME SPACE AT START OF HERO TURN HERO EVENT CARD IS PLAYED ZOMBIE KILLED BY A GUN A FAITH CARD IS IN PLAY (check every turn if Father Joseph has it) HERO PASSES HAND WEAPON BREAK CHECK HERO MOVES 4-6 SPACES (not merely rolls 4-6, but moves that far)

If one of those situations occurs, draw 2 or 3 cards from the

--draw 2 the first time --draw 2 any time after there was a successful draw --draw 3 any time after a draw was not successful (If you prefer, to keep things simple, just draw 2 cards every time

Zombie Special Deck

)

:

If one of the cards drawn is a card that could be played in the current situation, then play it and

discard it. Return any cards that were not used to the

If more than one card is applicable to the situation, only play the first one drawn.

Zombie Special Deck

and reshuffle that deck.

Locked Door: Once the turn marker has reached 8, shuffle the Locked Door card into the Zombie Special Deck and from that point on include HERO PASSES THROUGH A DOOR as a situation

OPTIONAL (does not affect gameplay directly): As cards are played, cross them off from the following list. If a particular situation has no more cards available, then you don't need to draw cards for it anymore. Note that there are only two Loss of Faith cards total, so when one is crossed off for one of its applicable situations, cross off one of the Loss of Faith cards for the other possible situation at the same time. (GH = Growing Hunger card; cross these off at the start if you’re not using that expansion.)

ANY FIGHT HAPPENS Caught Off Guard (GH) Fighting Instincts (GH) It's Stuck (GH) It's Stuck (GH) Scratch and Claw (GH) Scratch and Claw (GH) Urrrggghhh Urrrggghhh Urrrggghhh Urrrggghhh Urrrggghhh

HERO WINS A FIGHT Bitten (GH) Bitten (GH) Undead Hate the Living Braaains

HERO TAKES A WOUND I Feel Kinda Strange Knocked Away (GH)

TWO HEROES IN THE SAME SPACE AT START OF HERO TURN Bickering Catfight (GH) Last Night on Earth

HERO EVENT CARD IS PLAYED Despair (GH) Despair (GH)

ZOMBIE KILLED BY A GUN Resilient

A FAITH CARD IS IN PLAY (check every turn if Father Joseph has it) Loss of Faith Loss of Faith

HERO PASSES HAND WEAPON BREAK CHECK Loss of Faith Loss of Faith

HERO MOVES 4-6 SPACES (not merely rolls 4-6, but moves that far) Trip