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Rules&Missions Rev.0
Rules&Missions Rev.0
1 CAROUSEL TOKEN
#1 EXPANSION CONTENT
10 FRONT/REAR TILES
10 EQUIPMENT CARDS
Bocchetta antincendio.......x2
Lancia Antincendio................x2
Tubo Antincendio................x6
6 WINDOW TOKENS
3 PLANK TOKEN
5 VEHICLES TOKEN
PLAYING ORDER
Playing order:
order:
1 -Rotate the carousel before
survivors turns.
turns.
2 -Survivors keep playing as
3
normal.
normal.
It’
It’s not possible to come Survivors can jump to
back to the dock without the water from the
using the stairs dock
4 Zone
wagon
arrive
zone
5
a wound.
3- Survivors keep playing as usual
-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.
-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.
#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 :
9
FAIR OF FLESH RULES AND MISSIONS
FOF01 DON’T
GET WET
MEDIUM / 6+ Survivors / 120 Minutes
SPECIAL RULES
• It looks really in pieces!
Each red objectives gains 5 experience
OBJECTIVES points to the survivor who takes them
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
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.
Survivors
Window Plank starting zone Big 8 Wagon
13
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.
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.
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.