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STORIES OF THE UNDEAD INFERNO
A Fan Made Expansion by D153453D featuring:
Four New L-shaped BoardsTwo Story BuildingsWooded TerrainZombie Mobs
A Comprehensive Fire SystemA New Scenario
A Full Color Rule BookletMy Free Time Back
(My Free Time not included)
Based on a Game by Flying Frog Productions
Special Thanks to:
Jason C. Hillfor providing the a great game for my creative outlet to expand upon
Jack Scott Hillfor providing a great art style which I tried my best to replicate
Joel Hillsfor providing all the information I needed on FlyingFrogWiki
TheZombieGame.com & BoardGameGeek.comfor ideas and encouragement during its creation
Kelli & Odie
for their patience while I remain locked away in my room
Contact me at [email protected]
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Zombie Movement
Zombie movement within these areas actjust like any other space; However, theredwallsprovide limitations. A Zombie mayonly move orthogonally
throughred wallsonly after rolling a5+for a successful
zombie climb. Ifunsuccessful, the
Zombie may moveto another space asusual.
If unable to reach a Hero, the Zombie
may move to ANY spot within the Heros1 space Zombie Hunger radius.
To increase the efficiency of undeadassaults the Zombie Player may form aZombie Mob! (see Zombie Mob)
A Zombie does not roll to move through ared wall when descending to the ground floor.Zombies take no penalty as they have no regardfor their own lives!
Zombie Mobs
Zombies increasingly become activearound other undead when brains areinvolved. The craving increases as zombieaccumulate into the Zombie Mob! Zombiesbeware, a whole Mob can be obliterated withthe right Hero card!
Zombie Mobs occur when two or morezombies occupy the same square and whenZombie Hunger applies. Once a ZombieMob is formed it benefits each zombie rolling
to climb the building by reducing the numberit needs to climb for every Zombie.
Two Story Buildings
When the outbreak struck, some residentsbarricaded the first floors and took refugeon higher ground. In this expansion each ofthe new L-shaped boards has at least one twostory building indicated by red walls. Theseareas grant Heros protection from zombiesand increased range for weapons. A word ofcaution Heros, when overrun, refuge fromthese areas just might make you the secondcourse.
Hero Movement
Hero movement within these areas actjust like any other space.
Heros cannot movethrough thered walls.Some squares on the
board have specialrules associated withthem. These rules areprinted on the board.
If using in conjunction with Survivalof the Fittest expansion,red walls can
NOT be barricaded.
Ranged Bonus
Not onlydoes the secondstory offer
defense from theZombie Horde
(see ZombieMovement), but
it provides a +1square bonus when
measuring weaponrange or discarding
items.
H
Z
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Zombies in the same space are NOTa Mob if they are not within ZombieHunger range of a Hero.
These rules may also apply to zombie
attacks on barricades when playing withSurvival of the Fittest expansion.
Card Influences
Occasionally cards may come into playthat can affect movement through red walls.These are most often at the benefit of theZombie Player.
The Shamblecard allows aregular zombieto move throughred walls withoutthe need to roll.Instead it may
climb at the cost of2 movement points.
Here the player rolls a 3 but only moves2spaces since it climbs the red wall.
The Escape Through the Windows cardstill allows applies tored walled structures as
they still have a first floor.
This card also allows aHero above to move
orthogonally outa window to theground floor, buttakes a penalty.A jumping Heroimmediately ends
their movementoutside the building.
Zb needs to roll a 5+to climb, but Zaneeds a 3+due to the Mob bonus.
Zb needs to roll a 5+to climb, andZa needs a 5+because there is no Mobwithout Zombie Hunger.
Zb needs to roll a 5+to climb, and Zaclimbed successfully and weakened theMob for the remaining Zombies.
H ZbZa
Z
Z
5+
3+
3+
3+
ZbZa
ZZ
5+
5+
5+
5+
H Zb
ZaZ
Z
5+4+
4+
ZZZ
310
H
H
ZZZ
Z
5
0
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The Forest
In this expansion, the rural townWoodinvale now has wooded areas. Theseare special outdoor spaces different than grassand are included to counter the range bonus
of the new two story structures. The densewoods provide cover for the lurking undead!
A Hero shootingeither into a woodedspace or from awooded space has a-1 penalty to the
number requiredto kill a zombie.
Woodedspaces, alongwith buildings,may also catch andspread fire.
Basic Fire
Fire spreads and consumes anythingthat burns, lifeless brain-eaters included!
This expansion includes rules to burn thosezombies back to hell, but beware of torchingthe dead because fire is often used to theiradvantage! It is a great way for the ZombiePlayer to block or restrict Hero movementwithin buildings and woods.
Starting Fire
Fires are started when Heros use weapons
and items marked with or on them.If a weapon is used in a fight wither either ofthese symbols on it then the Zombie is ignited.
Although not indicated, a Flare Gunkill will result in a Fire Marker placement.
If Hero Pack One is used, A Hero mayopt to take the Twisted Ankle card andcontinue their movement under its effects.
The Taken Over and New SpawningPit cards do not affect second story areas:
instead, re roll the dice until a valid location isrolled.
Although they cannot be selected, a roomon the first floor that is Taken Overcan either trap Heros or cut off access tothe second floor completely!
The Lights Out card becomesparticularly deadly when placed on largerbuildings.
This Hero is basically trapped under theLights Out effect due to the length of thehallway.
Zombie Heros
Because Zombie Heros roll D3 formovement they are able to climbred walls
without the need to roll. Instead it may climbat the cost of 2 movement points.
Any Zombie capable of moving2+ spaces may climb anyway after anunsuccessful roll.
H
Z
Z
Z
Z
Z
H
Z
3+
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Legal spaces only include buildings orwooded areas. If there is no legal space then
nothing happens. Grass fires only burn on aslain Burning Zombie or a gasoline soaked
explosion (seeGasolinepg.6).
Fires can NOT spread to other grasssquares.
On a roll of a 5 the Marker itself willincrease inFire Intensity, and no new marker isplaced on the board.
If the Fire Intensity is already 4thenchoose any legal space to place a new FireMarker or any adjacent fire to increase.
On the roll of a 6 the Fire Marker isremoved from the board as it has burned itselfout.
Once the Fire Marker with the highestFire Intensity is rolled for and the outcomehas been applied, the fires begin to burn out.All the markers that were not modified bythe outcome of the dice are rotated clockwiseindicating a decrease inFire Intensityas they
are slowing burning out each round.If a marker was modified OR newly
placed then itsFire Intensity is NOTdecreased this phase, i.e. rotated clockwise.
Hero Movement
Heros cannot movethrough Fire Markersat ever; after all itwould scorch Johnnyssweet varsity jacket!
However, Heros maymove diagonally throughthem as regular movementwith the corner of buildings.
Once on fire, place aBurning Zombie markerunderneath as you wouldany grave weapon ofZombie Hero marker.
If a zombie is killed by anyon these weapons or items then immediately
place a Fire Marker on the square indicatingthat its lifeless-less body is a now burning onthe ground.
Always place themarkers facing thecorrect orientationwith the middleboard. The
numbers indicatethe Fire Intensity,with 4 being thehighest.
Fire Phase
The Fire Phase takes place before theZombie Players turn, and controlled by the
Zombie Player.If there are no Fire Markers on the
board then the Fire Phase is skipped.
During the this phase the Fire Marker withthe highestFire Intensity is rolled a single dieto determine which direction it spreads. One ofthree possible outcomes will occur:
On a roll of 1-4 a new Fire Marker is
placed in any legal space corresponding to thenumber.
If the space rolled already has a fireburning then increase itsFire Intensityonce.
H
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Once on fire, place a Burning Zombiemarker underneath as you would any graveweapon of Zombie Hero marker.
After moving a Burning Zombie rollsa D6. The Zombie burns to death on a 6,
and a fire Marker is placed in that square.
Extinguishing Fire
Heros can Extinguish Fire as part of theirmovement roll. The Hero may roll formovement and decrease theFire Intensity atthe cost of 1 movement. A Hero may firePartially or completely and use the remainderof their movement points left to flee to safety.
Heros may move andextinguish interchangeably aslong as their movement points allow. Heroscan only extinguish Fire in spaces orthogonallyto them.
Heros can NOT Extinguish Fire andsearch on their turn.
Card InfluencesThe Fire Extinguisher card can be played
to immediately remove all the fire markers inits range. Burning Zombies effect by this cardare extinguished.
Heros ending theirmovement on a
space with a FireMarker must take awound. This may
happen if the Fire
spreads to a spacewith a Hero whohas no valid space to
move, i.e. blocked bysurrounding fires, walls,
or cannot move due to card effects.
During the Zombie Phase, A Hero whokills a Burning Zombie in the same space ashimself is allowed to move 1 legal space inany adjacent direction in order to avoid ending
their turn on a Fire Marker. Zombies choice!
During the Hero Phase, A Hero who killsa Burning Zombie in the same space as himselfis allowed to move 1 legal space in any adjacentdirection in order to avoid ending their turn ona Fire Marker. Heros choice!
A Burning Zombie killed in the samespace as any other Hero does NOT allow
the other Hero to move. They must moveon their OWN turn.
Zombie Movement
Zombies maymove throughfire freely as
they have noregard fortheir ownlives! Movingthrough aspace with a FireMarker ignites the
Zombie.
H
Z Z Z
H
H H
H
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Gasoline and Dynamite may be discardedinto Fire Markers as the source of fire similarto using the Lighter. A Gasoline Can in fire isrolled for every Hero Turn until it explodes.
Advanced FireFire spreads and consumes anything that
burns, and with these rules I really meanit! This section includes rules for only thebravest, or brainless, Heros. These rules arerequired to play the new scenario included,The Undead Inferno.
Rubble
When a Fire MarkersFire Intensityisreduced past 1, i.e. the marker has spun fullcircle back to 4, a Rubble Marker is placedon that space only if is a valid space inside a
building. These are randomly drawn and thenplaced by the Zombie Player.
If a Hero reduced theFire Intensityduring his movement phase that space isconsidered saved, and a Rubble Marker is
NOT placed.Rubble Markers
have a number assignedto them and may onlybe searched if a Herosmovement dice equalsthat exact number.
TownsfolkEvent cards drawnfrom Rubble piles are
considered dead andremoved from thegame.
The Heavy Rain card decreases the FireIntensity faster by rotating Fire Markerstwice during the Fire Phase (seepg.4). It alsoextinguishes Zombies on a roll of a 6 insteadburning them to death. This can be both ablessing and a curse for the Zombie Player!
This card only effects Fire Markersoutdoors, and if using Advanced Fire aWooded Debris Marker is NOT placed.
Gasoline
Gasoline is played as it normally wouldwith the exception that every space is rolled for
even without figures on it. This allows for
every space adjacent to be coated in gasoline andbecome flammable on a 3+.
Gasoline will create a large number ofFire Markers with aFire Intensity of 4. Thezombie player may choose which to beginrolling for to determine spreading.
Fires only connect orthogonally. Fire Amust be rolled for separately then Fire B.The highest Fire Intensity is ALWAYSrolled for. Fire B has a ties and bothMarkers are rolled for spreading.
A
B
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The Undead Inferno
This scenario uses the rules from theAdvanced Fire section of the rule book. Itwas created to bring something completelynew to both the Zombie and Hero players.In this scenario the Zombie player playsboth offensively to spread fiery destructionthroughout Woodinvale, but must alsodefend the fire from being extinguished bysurvivors. The Heros emphasis is the removalof fire, not combat. Although slaying theundead is a great way to stop fires fromspreading, Heros often have to choose betweensearching for tools of destruction or savingtheir town.
This scenario uses the Manor House asthe main center board for the zombie spawnpit. Heros without a starting location roll arandom building to place each Hero in.
Place a the Burning Manor House overthe existing Manor House indicating thatthe whole buidling is on fire. Zombiesonly spawn evenly on these Markers and are
immediately ignited. These Fire Markers
never burn out and are never rolled for in theFire Phase.
The Zombie Player must burn downWoodinvale with the Burning Zombies, and
immediately wins if at least half of the squaresin each building are Rubble. The ManorHouse is not included when determiningZombie Win conditions.
After 19 turns if at least half the squares arefilled with Rubble Markers or Fire Markersthe Zombies win.
Heros win if the town is saved until theearly morning storm hits Woodinvale.
Some Rubble Markers have a numberassigned to them which allows a chance forZombie ignition is rolled exactly. A few ofthem uncover Zombie Spawning pits too!
Rubble Markers with spawning pits
are not allowed on the second floor, and areplicated must be randomly chosen.
Fire Markers can NOT spread toRubble Markers.
Wooded Debris
When a FireMarkersFire Intensityis reduced past 1, i.e.the marker has spun fullcircle back to 4, a DebrisMarker is placed on thatspace only if is a validspace in The Forest.
Wooded spaces can be reduced tosmoldering debris and no longer have effects on
determining ranged weapon hits.
Some Debris Markershave a number assignedto them which allows achance for Zombie ignitionis rolled exactly. A fewof them uncover ZombieSpawning pits too!
Fire Markers can NOT spread to DebrisMarkers.
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First Story
Forest
Movement
Specials
Second Story
Grass
Special Movement
The Cheap Motel
The Cheap Motel residents barricaded the first floors and took refuge above from itsformer guests. The second offers a great vantage point for skilled marksmen, but escaping isimpossible once zombies breach the second floor. Its narrow hallways and small rooms makemaneuvering around the undead difficult. If the power is ever cut heros may never find their
way out of the maze of rooms.
S
S
S
S
S
S
S
The Rooms
Each room grants a +1 card draw for everyHero who is in the same room. It is possibleto draw up 4 Hero cards, but a Hero can onlykeep 1 of the cards drawn that turn.
Window Escape
Heros can only move out the window asindicated on the board itself.
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First Story
Forest
Movement
Specials
Second Story
Grass
Special Movement
The Saw Mill
The Sawmill lies on the edge of surrounded within thick Woodinvale Woods whichmakes cover for the lurking undead. While abandoned during the outbreak, the Mill is stilloperational and any Hero getting the jump on a Zombie can use the wood chipper to theiradvantage. Beware, trying to escape down the conveyor belt; you may not be fast enough to
keep your brains.
S
S
S
S
Wood chipper
If a Hero wins a fight and the numberrolled is at least 3+ higher than the Zombiesdice, the Zombie is killed by the wood chipper.
ConveyorAnything moving through this area
is granted a +1 or penalized a -1 to theirmovement. Regular Zombies are reduced to 0.
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The fire Station
A large well maned fire station keeps Woodinvales lumber industry from going up insmoke. It is well stocked for emergency situations even after its quarters were overrun by thedead. The poor condition of the building may offer surprising challenges for Heros searchingfor supplies. Its collapsed, narrow corridors offer certain death for those trapped inside.
First Story
Forest
Movement
Specials
Second Story
Grass
Special Movement
SPole
Heros can only move down the fire pole asindicated on the board itself.
MovementWhile not special, this board is allows
for movement out the rear of the Garage whenusing irregular board set ups.
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The Residence
A small rural house near the corner of town may offer seclusion from the living, butits current residents would love to have you over for dinner. While the previous family hasvanished, their faithful dog still roams the house viciously protects its territory.
S S
S
First Story
Forest
Movement
Specials
Second Story
Grass
Special Movement
SBetsys Yard
If placed in the yard, Heros may move toother yard squares at the beginning of the Hero
Turn. Zombies can escape on a 5+, but OleBetsy is only removed on a 6.
Kennel FenceIt costs Heros 3 movement points to
squeeze under the fence.
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STORIES OF THE UNDEAD INFERNO
A Fan Made Expansion by D153453D
Based on a Game by Flying Frog Productions
Disclaimer:Id like to clarify that to the best of my knowledge I have given everyone at
Flying Frog Productions their due credit in regards to making this expansion.Most of the art seen in this booklet was created by my own hand with the
exception of a few elements: original booklet artwork, original imaging usedfor the cover, original scenario card, grass squares, a handful of original board
art elements. Everything lists was modified in some way or another to createan original artwork or enhance existing content for style and clarity. Theseelements are not used to cut corners or to sneak in as my own work but as
reminders of proper scale and to create a consistent art style that would reflectthat of Flying Frog Productions. During the entire creation of this expansion,
emphasis was always placed on generating content that would not degradeaesthetically or thematically to any of Flying Frog Productions original
content. I knowledge that The Last Night on Earth is legal property of FlyingFrog Productions. However, the rules in this booklet are the product of my
imagination and are my creative property. They were created with the officialFlying Frog Productions content in mind so that they would work with most of
their amazing products.
I hope that you enjoy at least onething in this expansion, thanks
for the download.
Contact me at [email protected]
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