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DOTZ Game Sequence Redux 1.0
DOTZ Game Sequence Redux 1.0
DOTZ Game Sequence Redux 1.0
7. Defeat = Retreat all friendly units Move again after winning HtH combat
• Attack enemy units if retreating into their space
Recover 1 Hit when activated
• Zeds towards their track Start space; If Overstacked:
a) Continue retreating weaker unit(s)* Enemy always retreats after combat
b) In Start space: Move to any other Start space*
c) No free Start space: Return to cup (Regular) or Super Weapons
Eliminate (Super) Zeds Knuckles 1 in HtH attacks (not when defending)
*Real Zeds: Exchange stronger with weaker units Hypo Z Gun 1 for all Gunfire attacks
• Player units toward Town Center when defending or Phosphor Ammo Zeds retreat if 2+ Gunfire Hits
the space they attacked from when attacking 4 Hits (distribute evenly, incl. Disease
Gas Grenade
a) If Overstacked: Continue retreating, leaving Spreaders) + 1 Chaos in adjacent space
either unit as possible Zeds Treats Inflict +1 Hit when defending
• Raiders retreat toward their track’s Start space
• Refugees do not retreat (+2💀💀; May make Saving Roll)
Tunnel Track
• Villagers flip and retreat if left alone with Zeds • No Long-Range Gunfire attacks
8. Place Chaos if Zeds gain control of a named space • Stacking is 1 unit per space except unlimited in Catacombs
(but no Mob) and 2 units in Start & Town Center Basement
Zeds Movement Reminder • Catacombs: All units (except Red Diamond ) 🎲🎲 to leave,
• Village space: Release Defiant Civilians; Villagers may flee Zeds move individually (strongest to weakest):
• Goodbye Events: Destroy Barricade; Catacombs Roll; 1-3 = leave; 4-5 = stay in Catacombs; 6 = make a Lost roll
Pickles’ Bark; Reanimator Zeds Heal • Lost roll: 🎲🎲 and place unit on that # space on Tunnel track
• Hello Events: No Entry marker; Johnson’s Traps; Kingman’s & resolve any combat; If it is the same space the unit was
Perimeter and Minefield; Devour Refugees if alone; on, it is eliminated without any Saving Roll
Uncontested named space = Chaos; Pickles’ Stealth; Ferry/
Bridge Collapsed; Alyssa’s Assassin Strike; Stench attack End Game
• Town Center: Game Over! • Win if you reach the END card without losing
• Lose when a Zeds unit enters Town Center (before combat)
Chaos/Zeds Control or when you must place Chaos and there are none left
• Place Chaos in named spaces where Zeds (incl. Disease
Spreaders) are alone; These spaces are Zeds controlled Epilogue
• Player units cannot Move or Act in Chaos spaces except to +1 Per Hero/Civilian/National Guard alive
defend and retreat +3 Per Refugee/Villager alive
+1 If Superweapon/Antidote discovered
Fate Draws +1 If Ammo > 1; if Supplies > 1; If 💀💀 < 7
1. Draw a Fate card to determine Location -1 Per Chaos marker on map
2. Conduct Event or place new Zeds/Super Zeds -1 Per Event card remaining if you lost
3. Play this Fate Card (Plot Twist) or Hold for Later
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