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Setup Game Play

1) Choose a mission from the mission sheet and read its briefing. The The game is played in turns until at the end of a turn you have completed
missions are meant to be played in sequence as a story divided into five the mission goal, or you have died or failed the mission.
chapters, but may also be played separately. Note that missions may
The Turn:
modify the setup described below.
1) Draw phase: Draw 5 cards to hand from the draw deck, and place any
2) Choose a character and take their card. Set any remaining Calvin cards
snowman cards drawn onto the table as attacking snowmen. These
After the Virus by Jacob Fryxelius aside and add the other 3 Survivor cards to the player deck. Place the save
snowmen need to be dealt with during the action phase.
Calvin & Hobbes retheme by Wil Su marker on 0 and the wave marker as instructed by the mission briefing.
If there are less than 5 cards to draw in your deck, then you need to
3) Arrange 14 snowman cards with two 4-snowman cards on the bottom,
reshuffle. First increase the wave number by one. Then add snowman cards
Background followed by three 3-snowmen, four 2-snowmen, and then five 1-snowman equal to the new wave number from your snowman pile to your discard pile.
cards on the top. During the game, the snowman pile should always be
Then reshuffle the discard pile and place it face down under the previously
Deranged mutant killer monster snow goons are attacking! You must sorted in this way.
remaining cards to replenish your draw deck. Now you can draw your 5
rescue as many survivors you can while holding off the ever-increasing
4) Check the ‘in play’ card for your character, and place the indicated card cards and proceed as normal.
number of snowmen.
sideways (unprepared) in the play area, to the right of your character If you don’t have enough snowman cards to add during reshuffle, then you
Overview card. must add as many as you can, and then you must destroy any 2 non-
In this solitaire version of After the Virus, you choose one of the unique 5) Construct your starting draw deck by taking the rest of the starting snowman cards from your discard pile before reshuffling.
characters, each with their own starting deck, to complete missions. cards indicated for your character. Note that snowman cards are always 2) Action phase: Actions can be taken multiple times and in any order (see
During the mission, you scout the area for items that can be retrieved and taken from the top of the snowman pile. Shuffle your draw deck and place
below for explanation of the actions). The cards in your hand can either be
prepared for use. it face down to the left of your character card.
played, or discarded without effect to pay for other actions.
Many items are weapons and traps that can be used to defeat the 6) The 30 remaining cards from the player deck are shuffled to form the This phase ends when there are no attacking snowmen, you have no cards
advancing snowmen. You will also try to save survivors by playing them area deck.
left in your hand, or you do not wish to do any more actions. If you haven’t
from your hand, preparing them, and playing Shelter to get them out of
fulfilled the win condition then proceed to the next turn.
harm’s way.
Take-backs are not allowed!
Each time you reshuffle your deck, you add more snowman cards to it, and
when you draw snowmen you must place them on the table to deal with, or Actions (can be performed any number of times, and in any order):
suffer wounds when they attack. If you get 3 wounds, you die and lose. You
A) Play an action card (green) from your hand: Get the effect and place
win if, at the end of any turn, you fulfill the mission goal.
the event in your discard pile.
Components B) Play a non-action card (with a circular prepare-arrow on the bottom
Rules, mission sheet, 1 score tracker card, 7 character cards, 15 snowman left) from your hand: Place the card sideways in your play area. It cannot
cards, 21 tool cards (blue), 2 vehicle cards (yellow), 9 weapon cards (red), 5 be used until it has been prepared (action E).
action cards (green), 10 wound markers, 1 wave marker, and 1 saved marker. C) Scout: discard 1 card from your hand to place the top card from your
area deck face up on the table as a scouted card. There can be any number
of scouted cards in play.
D) Retrieve: Retrieve one of your scouted cards to your play area Killing and discarding snowmen If ammo is part of the prepare cost of a weapon, it means you need to add
(sideways) by discarding a number of cards equal to its retrieve cost ammo from hand to prepare it, and it is usually the only time you may add
A snowman card can have up to 4 snowmen that are treated separately.
(shown in the top left corner). Event cards are retrieved directly to your ammo. A prepare cost of X means that you add any number of cards (even
What happens to the snowman card depends on what happens to the
discard pile without effect. 0) from your hand to prepare the weapon.
snowmen on it:
E) Prepare: Prepare one of your unprepared cards (turning a sideways card Some weapons (like Catapult) may become useless once their ammo is
• If all snowmen on the card are killed, or if the snowman card itself is
upright) by discarding the number of cards indicated by the number inside spent, but note that the card Ammo may be added as ammo to a prepared
killed, then the card is placed back in the snowman pile.
the circular prepare-arrow. A few cards require you to discard a specific weapon via its own effect, regardless of what the weapon says.
card from your hand instead (like Shelter or Survivor). From this point, the • If all snowmen on the card are discarded, or if the snowman card itself is
prepared card can be used (action F). There is no way to un-prepare a discarded, then the card is discarded to the discard pile.
Limited weapons and vehicles
prepared card. At most you can have 2 prepared weapons in play (or 1 if your arm is
• If at least 1 of the snowmen on the card is discarded and the rest are
wounded). If you ever have more than allowed (by preparing an additional
F) Use: Use your prepared card’s effect by following the text on the card. If killed, then the snowman card is discarded to the discard pile.
weapon, or getting your arm wounded when you already have 2 prepared
a card is not discarded or destroyed by using it, or limited to once/turn,
A snowman card stays in play until all snowmen on it has either been killed weapons), you must immediately destroy one of your weapons to get down
then you can use the card several times during the turn (as long as you
or discarded. Remember, there may be no attacking snowmen left at the to the limit (removing it from the game). Similarly, you can never have more
can pay any additional cost stated on the card). When using a card, it
end of the turn – if you can’t deal with them in other ways, they will than 1 prepared vehicle in play.
does not become unprepared.
eventually attack you (action G).
You may have any number of unprepared (sideways) weapons and vehicles
Also note the difference between ‘Discard to’ (meaning that the card itself
You can keep track of killed snowmen on a card by using wound markers. in play.
is discarded to pay for the effect) and ‘Discard 1 to’ (meaning that you
discard any card from hand to pay for the effect). ‘Removing’ a snowman works exactly like killing it, but is different Saving survivors
thematically and does not count as killing a snowman. This difference may
G) Snowman attack: Sooner or later you may have to engage any remaining To save a Survivor, you need to play it and then prepare it by discarding
be important for some missions, such as 4D: Cleanup.
snowmen in close combat. When you take this action, one of your attacking another card from your hand. When you have prepared Survivors, you can
snowmen attacks you, causing a wound. The attacking snowman dies in the Wounds play the Shelter event to save 1 or more of your Survivors; the Survivors
fight. Even if a snowman card has several remaining snowmen, they still are discarded (along with the Shelter event) and you can now choose for
When you get wounded, place a wound marker on one of the free wound
only attack one at a time. See more under Killing and discarding snowmen. each saved Survivor to EITHER
spots on your character card. If you place a wound on the head, then
Some cards may also react to actions during the game. For example: you’re immediately dead and the mission is lost. A) count it as saved by moving the saved marker up 1 step OR
Fireplace allows you to heal one wound whenever you play Shelter. This is
If your arm is wounded, you can only have 1 prepared weapon in play, B) retrieve 1 card for free from the top of the area deck; place it face up
not an action but a reaction to something, as noted on the card.
instead of 2 (see Limited weapons and vehicles). sideways in your play area.
Example: You retrieve Fireplace (action D) by discarding 2 cards from hand,
If your leg is wounded, you can’t play the action card ‘Run!’ (You may still Because of this option, saving Survivors may be a good strategy even in
and prepare it (action E) by discarding a Survivor from hand. Then you let
discard it as payment though). missions that don’t require you to save any Survivors. It can be a good
a snowman attack you (action G), taking a wound in the leg. After that,
option even if you do need to save some people, by getting the gear you
you play Shelter (action A) and save your previously prepared Survivor, Ammo need to survive the entire mission.
triggering the Fireplace (reaction) so that you heal your wound.
Some weapons use ammo (other cards tucked beneath that weapon). The
General rules weapon itself specifies when ammo is added and how it is used. When Adjusting difficulty
adding ammo to the weapon, simply place any cards from your hand The first three missions (1A – 1C) are a little easier than the rest of the
• All numbers in card effects should be understood as ”up to” this number,
beneath that weapon as ammo. When an ammo card leaves its weapon, it missions. If you want to modify difficulty for any mission, you may
but...
stops being ammo. If a weapon with ammo is discarded or destroyed, place decrease the starting wave by one to make the mission easier. To make it
• Cards may not be used for no effect. For example, you may not use a its ammo cards in your discard pile. harder, you can add an extra snowman card to the starting draw deck.
weapon if there are no attacking snowmen to target.
Mission 2: The Base Mission 3: School Work

Mission 2A: Train Resistance Warriors (long) Mission 3A: Back To School (short)
You cannot hope to save humanity from these hordes of snowmen all by Lucky you skipped school today, because Miss Wormwood, Principal Spittle
yourself. You must find weapons for the other survivors and train them up, and your entire class are trapped there, surrounded by roaming snowman
quickly! hordes. You must get through to them as you are clearly their only hope!
Goal: End the turn with 4 saved Survivors. Goal: End the turn on wave 8 or higher.
Setup: Start at wave 1. Setup: Start at wave 5.
Mission 1: Invasion Special rule: To save a Survivor you must also destroy a prepared weapon.
Only one Survivor can be saved each time you play Shelter. Clones may not Mission 3B: Save The Class (long)
Mission 1A: Premonition (short) be used and the retrieve option may not be used when saving a Survivor.
You’ve reached your elementary school but now you have to gather what
Nobody seems to have noticed the sudden increase in snowmen cropping supplies there are in the building and prepare your terrified classmates for
up around your neighbourhood. You are the only one who sees them for Mission 2B: Set Up Secret Base (long) the trip out. Many may not survive, but that doesn’t worry you too much.
what they truly are: deranged mutant killer snow goons! It’s time to
Your secret undercover base needs to be fortified and stocked with Goal: End the turn with 5 persons (including yourself), 3 equipment, and a
prepare for the coming invasion that only you can see.
Weapons of Snowy Destruction (WSD) if it is to withstand the growing Runaway Sled, all in play and prepared.
Goal: End the turn with 5 prepared cards in play. threat of the snow goon invasion.
Setup: Start at wave 2 with a scouted Runaway Sled.
Setup: Start at wave 1. Goal: End the turn with 5 saved Survivors. You must also have 8 prepared
traps, equipment, and facilities in any combination.
Mission 1B: A Crowd of Snow Goons (short) Setup: Start at wave 1 with up to 3 facilities scouted (Mom still starts
with Fireplace in play). Shuffle three 2-snowman cards into the area deck.
You have stayed hiding indoors for days as more and more snow goons
gather on your lawn. You must now break out, rescuing your family before Special rule: When scouting (or retrieving by saving Survivors) a snowman
it is too late! card from the area deck, place it in play and scout (or retrieve) the next
card instead.
Goal: End the turn with 4 Survivors saved.
Setup: Start at wave 1. Start with four 1-snowman cards in your deck.
Mission 2C: Assault (short)
Somehow, the nearby snow goons have stumbled on your new base and are
Mission 1C: Get to Safety (medium)
approaching in full force. You must quickly prepare yourself for the
Getting a grip on the situation, you realize you need to organize a assault!
resistance of some sort. You need to gather some people and prepare a
Goal: End the turn on wave 6 or higher.
secret undercover base.
Setup: Start at wave 1.
Goal: End the turn with 6 saved Survivors and a prepared facility.
Special rule: When you reach wave 5, add all snowman cards from the
Setup: Start at wave 1.
snowman pile to the discard pile before shuffling it.
Mission 4: War Mission 4D: The Candace Clean Up (long) Mission 5C: Weapon Testing (medium)
Your classmate Candace calls for help with the increasing snowman Hobbes has had a breakthrough! It seems that snow goons can be
Mission 4A: Scouting (long) threat. Her neighbourhood has not yet been overrun, so if you can clear it transmogrified into chocolate frosted sugar bombs! But now you need to
of snow goons this could be a haven for survivors. test this revolutionary new technology on more snowmen.
It’s been quiet for a few days. This is a good time to explore the ruins of
your neighbourhood to see who and what remains. Goal: End the turn having killed at least 100 snowmen (keep track with the Goal: End the turn after having saved 6 Transmogrified snowmen (keep
saved marker, and a wound marker for laps of 20 kills). track with the saved marker).
Goal: End the turn with the entire area deck scouted.
Setup: Start at wave 2 with any weapon from the area deck in play Setup: Start at wave 2 with Secret Base and Transmogrifier in play and
Setup: Shuffle three 1-snowman cards and two 2-snowman cards into the
unprepared. Add two extra 1-snowman cards to the player deck, and prepared. Add two extra 1-snowman cards to your draw deck.
area deck. Start at wave 1.
shuffle three 2-snowman cards into the area deck.
Special rule: When scouting (or retrieving by saving Survivors) a snowman
Special rule: When scouting (or retrieving by saving Survivors) a snowman Mission 5D: The Last Stand (short)
card from the area deck, place it in play and scout (or retrieve) the next
card from the area deck, place it in play and scout (or retrieve) the next
card instead. While Hobbes is fine-tuning his new Transmogrification Blaster the
card instead.
snowman have found out about it. They make one last desperate assault
on your secret undercover base. Can you hold out long enough?
Mission 4B: The Ronald Rescue (long)
Goal: End the turn on wave 6 or higher.
Ronald, that annoying kid from your class, staggers in from the street.
Before he collapses, he tells you there are many people still alive on his Mission 5: The Secret Weapon Setup: Start at wave 1 with one 1-snowman card in the deck.
block, holed up in fortified houses with snowmen gathering outside. It won’t
Special rule: Treat the Survivor cards as 1-snowman cards, starting in your
be long until they are overrun - you must get them out of there!
Mission 5A: Find a Lab (long) deck (going to the snowman pile when killed).
Goal: End the turn with 10 saved Survivors.
To defeat the snow goons you will need a secret weapon. As the smartest
Setup: Start at wave 2. Choose and scout any 2 cards from your area person around (according to him), Hobbes volunteers to work it. But first
deck. he needs a secure base and some Calvin clones to experiment on.
Aftermath
The new secret weapon blasts the mutant snowman hordes to
Goal: End the turn with a prepared Secret Base and having saved Clones
smithereens, leaving just a mountain of chocolate frosted sugar bombs!
Mission 4C: A Silent Movie (short) (gaining no cards for it).
Cheering crowds instantly elect you Lifelong President of Everywhere. In the
An urgent phone call from your babysitter Rosalyn reveals that she and Setup: Start at wave 2 with Secret Base as card 17 and Clones as card 18
days ahead you will humbly lead humanity back from the ruins, building a
her boyfriend Charlie are trapped in a darkened movie theatre swarming in the area deck (insert face down after shuffle).
new and better world based on deliciously fudgy breakfast foods.
with snow goons. To extract the trapped moviegoers you’ll need to sneak
through the darkness, keeping very quiet... You win!
Mission 5B: Research… (short)
Goal: End the turn with 5 saved Survivors.
Hobbes is desperately trying to find the right configuration of
Setup: Start at wave 1. Add one extra 1-snowman card to your starting technologies to squash the snow goons, but time is running out!
deck.
Goal: End the turn on wave 6 or lower having used Tech cards six times
Special rule: You may not use cards that might make loud noises (Wagon, (keep track with the saved marker).
Runaway Sled, Dart Gun, Snowball, Chainsaw, Water Balloon, Tobog-Gun,
Setup: Start at wave 1 with Secret Base scouted.
Catapult, and Bombs Away). They can still be used as payment though.

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