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FAIR OF FLESH RULES AND MISSIONS

1 CAROUSEL TOKEN
#1 EXPANSION CONTENT

10 FRONT/REAR TILES

12 SPACIAL MISSION CARDS

10 EQUIPMENT CARDS
Bocchetta antincendio.......x2
Lancia Antincendio................x2
Tubo Antincendio................x6

6 WINDOW TOKENS

3 PLANK TOKEN

5 VEHICLES TOKEN

2 FOF TOKEN DOORS

2 FAIR OF FLESH RULES AND MISSIONS


#2 INTRO UNIVERSE #3 NEW LOCATION
They thought to find the perfect place where
to hide, with all the fences around them. MOVEMENTS:
This park looked like an impregnable fortress....
Once inside Larry, the guardian of park, told us
-Park Entrance:
Entrance:
that here was a disaster like everywhere else.
This park has two main gates one bring you in
He tried his best to save all the children… and the other out they are shown under the name
All this poor kids running from their already “Enter” and “Exit” they onlu work in one
unrecognizable parents. direction.

...he saved few of them...THAT WASN’T


MEANT TO BE HIS ROLE...

It’s not possible to


But he understands why other survivors keep go back.
coming here as he couldn’t leave the place
himself.
When you know a place so better you got an
huge advantage.

Larry can only go through


the Enter zone to go inside Mickey can only walk though
the park the exit to go outside the park

To move through the


carousel Mickey can take
-The carousel:
carousel:
different directions.
Once active from what specified into the
mission rules, the carousel does a ¼ turn
clockwise.
The carousel makes noise, once started
makes 8 noise so put 2 noise tokens for each
zone around the carousel.

PLAYING ORDER
Playing order:
order:
1 -Rotate the carousel before
survivors turns.
turns.
2 -Survivors keep playing as

3
normal.
normal.

FAIR OF FLESH RULES AND MISSIONS


MOVEMENTS:
- Water Zones:
Spend 2 movement actions to advance from one
area of water to another. The skills "2 zones for
each movement" does not apply.
The water areas are very dangerous because
the crawlers are on the bottom and are not
visible from the surface.
When you arrive in a new water zone, roll a die
and at 6+ a crawler is placed next to you and
you immediately take a wound. If you are not
using crawlers you can use walkers.

It’
It’s not possible to come Survivors can jump to
back to the dock without the water from the
using the stairs dock

Honk can only enter


the boat or the skull

Queste sono zone di


acqua

Larry can jump into the Mickey can


water from the dock or come back
into the inflatable boat to the dock

4 and back to the dock.


dock. from both
stairs

FAIR OF FLESH RULES AND MISSIONS


Fences are considered as barbwires
and abomination can break them. Holes

Mickey can go through the


This walker have line hole as he doesn’
doesn’t have a
of sight thought the plank token
fence

Once started the


wagon stops only when
back to starting
position
Honk can go thought
the holes using the
plank token

4 Zone
wagon
arrive
zone

Wagon moves 4 zones so


Larry and the 3 walkers
walkers
Holes risk to get a wound

-Roller coaster (Il grande 8):


The wagon is activated only through special rules
specified in the mission.
Once started advances 4 zones per turn and does not
stop until it returns to the starting area.
Survivors on board earn:
- +1 range;
- Result of the dice -1;
Roll a die for each survivor and Zombie crossed by the
wagon.
PLAYING ORDER
For a 4+ survivors take a wound.
For a 4+ walkers turn into crawlers, for 6+ they are
killed. Palying order:
order:
If you do not play with the crawlers the walkers are hit 1- Move the wagon before survivors
at 4+ turn.
turn.
You can’t get off the big 8 while running without taking 2- Roll a die to see who is hit by the
wagon

5
a wound.
3- Survivors keep playing as usual

FAIR OF FLESH RULES AND MISSIONS


Larry can only enter the door
on board of the wagon

Once started the wagon


only stop when back to
starting area

Door only open and close


when the wagon goes
through it.

When honk open the door it generate a spawn for all


zones so 4 zones.

-Break Dance:
MOVEMENTS: The carousel is activated only through special
rules specified in the mission.
Once started it advances 1/2 turn clockwise per
-The ghost
ghost train: turn.
The wagon is activated only through special rules The survivors on board take a -1 on the result
specified in the mission. of the dice.
Once started it advances by 2 zones per turn, Survivors can climb inside a carousel only if it is
and does not stop until it returns to the starting still. You can’t go down until this is running..
area. Survivors take a wound at 4+ if they are not
It does not inflict any damage. inside a spacecraft when the carousel is
At 4+ he pushes a Zombie. marching.
If you want
wan t to go down before the end of the The zombies are turned into crawlers at 4+ and
race, roll a die, if the result is 1 or 2, you take killed at 6+.
a wound Zombies or survivors who do not receive a
Corridors are considered as building areas but wound are pushed out of the carousel of an area.
can’t
can ’t be searched. At the first opening Crawlers can’t be pushed.
generate a spawn for each area.

Honk it’s not seated inside


the carousel so when this
Mickey is seated and
starts he may take a wound
same as walkers
can’t get hurt by the
rotation Playing order
Playing order:
order:
1 -R otate the carousel before
survivors turns
2 -Survivors keep playing as usual

FAIR OF FLESH RULES AND MISSIONS


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- Big 8 barbed wire:

All the grids of the big eight are considered as


barbed wire.

Grids are line of sight for both survivors and


Zombies.

If a zombie sees a survivor, he is on the grid until


there is a line of sight. when there is no more line
of sight he move as usual.

The abominations break the grids.

-Matching machines:
They can be driven like normal cars but only
within the designated area. They move 1 zone for
driver's action.
At 4+ they push a zombie, at 6+ they turn into a
crawler. If you do not use the crawlers consider
themselves killed.

-Windows:
Windows are represented by window tokens.
The window
win dow gives the line of sight for the
survivor but also for the zombies.
If a zombie sees a survivor inside a building they
crod to the window until there is a line of sight,
when there is no more line of sight the usual rules
will apply.
A survivor in the street can look inside a window
at a distance of one area.
Reveal a spawn card for that area. The
abominations and the fatties break the
windows.

SPECIAL RULES
Optional rules:
1 - If 6 or more zombies are stacked at
the window, this keeps it at 4+
otherwise with 1,2,3 yields and breaks.
2- you can increase the possibility of
breaking according to the number of
zombies in the example window:
6Z 4 + / 10Z 5 + / 12Z = 6 +
7
FAIR OF FLESH RULES AND MISSIONS
#4 BONUS MISSIONS
BONUS MISSIONS RULES
- FOF door equipment:
Mix the two FOF1 and FOF2 cards in the
equipment deck. When the card is drawn,
place an FOF door in the searched area. This
allows access to the relative room.

- FOF Missions Card:


When a FOF door is revealed roll a die to
determine which mission is associated. Each FOF
area has 6 bonus mission cards
Bonus missions are optional and are not
mandatory to win the game.

8 FAIR OF FLESH RULES AND MISSIONS


-Ghost train:
train :

#5 NEW VEHICLES
RULES NEW VEHICLES: It does not inflict any damage
At 4+ he pushes a Zombie
-Inflatable boat:
boat: Movement = 2 Zones per turn
You can’t go down without taking a wound at 3+

-Dodgem:
odgem:
Does not Inflict any damage.
Movement = 1 Zone by driver's action

-The raft:
raft:
It does not inflict any damage.
At 4+ He pushes a Zombie.
At 6+ turns into Crawler, if you do not play
with the crawlers are killed.
Movement = 1 Zone by driver's action.
Does not Inflict any damage.
Movement = 1 Zone by driver's action

-Big 8 wagon:
wagon :

Survivors on board earn:


- +1 range;
- Result of the dice -1;
Roll a die for each survivor and Zombie crossed
by the wagon.
For a 4+ survivors take a wound.
For a 4+ walkers turn into crawlers, for 6+ they
are killed.
If you do not play with the crawlers the walkers
are hit at 4+
You can’
can ’t get off the big 8 while running
without taking a wound.

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FAIR OF FLESH RULES AND MISSIONS
FOF01 DON’T
GET WET
MEDIUM / 6+ Survivors / 120 Minutes

We'll have to go through this damn area of


water! We'll have to put our feet in there to
cross it. I see a boat in front, I hope it still
works ...
Let's take back the dust that I saw in the boat
and take a ride we should find another way out!
We'll find the captain ... Of course we'll find
the captain!
Tiles needed: VJ13,VJ14,VJ15 & VJ16

SPECIAL RULES
• It looks really in pieces!
Each red objectives gains 5 experience
OBJECTIVES points to the survivor who takes them

• Start that fucking boat! • Be careful not to blow it up


Find the tokens to start the boats on the Each green objectives gains 5 experience
water area. Take the red objective. points to the survivor who takes them

• Hei ... stop ... I had already stolen


that powder ...?
SPECIAL MOVEMENT RULES
Find the powder barrel. Take the green
objective. • Water zones:
2 actions are required to move from one
• What the Heck a pirate
pirate restaurant... area of water to another. The special
Reach the exit area with all survivors. A ability "2 Zones per action" cannot be
survivor can leave this area if it does not applied.
contain zombies at the end of his turn.
• Water areas
areas are very dangerous
because they are full of crawlers on the
bottom and are not visible from the
surface.
When you enter a new water zone roll a
die and at 6+ put a crawler next to you
and immediately take a wound. If you
are not using crawlers, do this step
anyway.

FAIR OF FLESH RULES AND MISSIONS


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Door Objectives (5XP) Spawn zones

Survivors starting
Spawn tokens Exit Zone Inflatable boat
zone

5 11
FAIR OF FLESH RULES AND MISSIONS
FOF02 THE BIG 8 SPECIAL RULES
MEDIUM / 6+ Survivors / 120 Minutes
• Beware of the holes
holes!
Going through this big 8 will not be easy ... I’m The blue objective gains 5 experience
sure we will to fight with our bodies!
points to the survivor who takes it, the
spawn blue zone activates when this is
Shit, I'm sure the damn key is in the big 8's
taken
wagon!
Who wants a ride. • Fuses are in the corner!
Tiles needed: VJ10,VJ11,VJ9 & VJ8 Each red objectives gains 5 experience
points to the survivor who takes them

• Be carefouls the noise will attract


them
The green objective gains 5 experience
points to the survivor who takes it, the
green spawn zone is activated when this
is taken

OBJECTIVES
• Stop ... we can not force it! SPECIAL MOVEMENT RULES
Finding the key to open the blue door
Take the blue objective. • The big 8:
• Something tells me we'll need it .. Sheet 5
Take the plank token. A survivor can take
the plank from the ground. Put the plank • Windows:
Windows:
in one of the available places in your Sheet 7
inventory.
• Swith all ON was not a great idea • Fences:
Fences:
Restore the electric current of the Sheet 7
attraction. Take the red objective.
• It will be worse for those who are not
on board!
Recover the magnetic key inside the car.
Take the green goal.
• We will know ... it's the end of the
road.
Reach the exit area with all survivors. A
survivor can only escape if there are no
zombies in that area at the end of his turn.

FAIR OF FLESH RULES AND MISSIONS


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Doors Open Doors Spawn Zones

Exit Zone Barbwire opening Objectives (5XP)


fatties

Survivors
Window Plank starting zone Big 8 Wagon

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FAIR OF FLESH RULES AND MISSIONS
SPECIAL RULES
FO0 THE BIG 8 • Every objectives gives 5 XP. The Yellow and Purple
objectives are mixed with the other reds.
HARD / 6+ Survivors / 120 Minutes • To exit, you must perform an exit action next to it, no
zombies must be present in the area
It is our turn to mount on the train. At the • At the beginning of the game the wagon and the carousel
start the shouts will rise in the crowd. The last are active while the white and purple invasion zone are
inactive.
vision when we climbed the rails was a mob
• White and purple targets activate the corresponding invasion
attacked by angry people ... zones.
Shit, I did not think this contagion would come • The plank can’t be removed or moved if someone is on it.
to our house ...
Running
We have to leave!
The Big 8 Wagon does not stop automatically, it is necessary
Inside the security room, there is an arsenal to enter the control room and activate the switch.
and the doors are reinforced. This is our next The only time to get off the car is next to the control room (the
step for survival. 3 adjacent areas): the tracks are lower. You will jump directly
into the control room. On the move, the train counts as 6 noise
Tiles needed: VJ9,VJ10,VJ4, VJ11,VJ8 & VJ6
tokens.
Ticket inspector
Inside the control room, the controller became a zombie. Add
a walker on the white lens.
Hey guys I found the .... AHHHH
If you find the yellow objectives, turn a spawn card and an
abomination of the corresponding type will appear
If there are 6 or more zombies next to a grid at their activation I think I found the key
phase roll a die at 4+ they break through.
The purple lens will be the key that will allow you to open the
purple door. Give the objective to the character that founds it.
OBJECTIVES The objective can be exchanged as an equipment card and
occupies a place in the inventory if the one who keeps it dies it
Get off the wagon, find the purple key, open the purple door, falls to the ground will not give other experience points to
change the position of the plank towards the exit. All survivors those who collect it again.
must go out.

FAIR OF FLESH RULES AND MISSIONS


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SPECIAL RULES
FOFLL01 Water zone: 3 action to move from one area of
water to another. The water areas are very
ZOMBIES OF dangerous because the walkers are on the
bottom and are not visible from the surface.
Whenever you enter a new water zone roll a 6+
CARIBBEANS nut to put a walker in that area and immediately
take a wound.
EASY / 4 Survivors / 60 Minutes

Missione di : Gandolfly
We absolutely have to put something under our
teeth after seeing that god's goodness at Jack's
bakery.
But first we have to turn off that damn
attraction
Tiles needed: S01: 1B FOF: VG12
VJ14,VJ13,VJ15,VJ16

OBJECTIVES
1: Turn off that attraction to take the
green objective.
2: Look for sufficient food (1 food per
survivor).
Victory Conditions: Reach the exit area
with all survivors. A survivor can leave the
area if there are no zombies in that area
at the end of his turn.

FAIR OF FLESH RULES AND MISSIONS


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Is there something to be gained? The survivor who

WASH10 All FOR finds the green objective recovers the concrete saw,
gains 5XP and can destroy the barricades with this
tool.
TWINKIES Exit or double. The survivor who takes the yellow
objetive receives 5XP and the fuel card set aside at the
HARD / 6+ Survivors / 150 Minutes
beginning of the game. You can keep it or discard it if
And here we are. To satisfy the impulse of a the fuel has already been found. As soon as the yellow
Twinkie Doug, we are stuck in this park. Mr. objective has been recovered, the red activation zones
Doug had the good idea to put the generators are deactivated and the yellow ones become active.
on the road to see more clearly, which of course Here the exit. The survivor activating the white switch
has attracted all the zombies around. Ok, the takes the white target and wins 5XP. It allows you to
current has been cut and the Z can’t enter the open the white security gates.
park (we set fire to the entrance), but we have
You will have to fight your way. As soon as the white
to take care of those inside and above all find
objective has been recovered, the white activation
another way out ...
zone becomes active and the purple is inactive.
Required versions : PO, TCM, FOF Hasta la vista baby. A survivor may escape through
Tiles needed : VJ8, VJ11, VJ16, VJ12, VJ18, VJ17, VJ16, the exit area at the end of his turn, provided there are
VJ13
no zombies.

OBJECTIVES The foot of the sea. A survivor can embark on a


inflatable boat from the beack or water area by
1 - Get all the objectives spending an action. It can also get off for the cost of
2 - Recover the concrete saw to destroy the barricades an action.
that block the passage.
3 - To avoid getting wet, look for the fuel to make the Many trips you will do. The motorized boat can be
motorized boat work used indefinitely from the moment when a survivor
4 - Open the security gates to leave the park has boarded, discards a fuel card. It can only support
two survivors and can’t move without anyone on
SETUP board. The boat moves, only on the water, an area for
action. A boat does not cause injuries.
Before starting, remove the concrete saw and a fuel What is hidden? The boat can be searched
card from the equipment deck as targets. repeatedly. Draw equipment cards until you find an
Mix a green objectives with two reds and place them item. Discard the weapon's cards. An "Aaahh" card
face down as shown.
stops the search.
From water to the cellar. A survivor or a zombie can
SPECIAL RULES dive into the water or escape by spending an action.
Once a survivor or a zombie begins activation in the
There are people today. At the beginning of the
mission, only the red and purple activation zones are water, he can only use a movement action during it. It
active. can only move one area to the maximum (during their
activation, the runners move only one zone and then
He must not leave anything trapped. Each red use only one action if they can’t hurt anyone)
objectives gives 5XP to the survivor who finds it
Wet dust Incendiary weapons (Molotov,
As long as I win, I play. The survivor who finds the flamethrowers, incendiary grenades, etc ...) are
blue objective gets 5XP and can open the blue door. ineffective if you hit a water zone

FAIR OF FLESH RULES AND MISSIONS


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FAIR OF FLESH RULES AND MISSIONS
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Special thanks to the author if he will never see this publication, unfortunately i couldn’t get hold of him
before issue this but all credits go to VJU for the incredible work. Mission are still very few but the material
it’s a lot and I’m sure we can all contribute in make this project to keep going.
ANespeca

FAIR OF FLESH RULES AND MISSIONS


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