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Gamehelproadtothebunker

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ROAD TO THE BUNKER

Players: 2-6 | Playtime: 30 minutes | Age: 8+ Context

2066. The apocalypse happened years ago. Your only goal: survive. Wastelands, looted cities, and the ever-present zombie threat surround you. But for a few months, hope has returned; a radio broadcast claims a gigantic bunker can still take in survivors, provided you can pay the entry fee and arrive alive. You know your journey is ending, and only the best will see its doors open.

It’s the Apocalypse! Build your path tile by tile to reach the refuge. Gather resources, make the right choices, and block your opponents, because at the Bunker's entrance, only the best equipped will get a spot. Goal of the Game

Build the most profitable tile path to the Bunker while hindering the progress of other survivors. Components 103 Tiles

   54 Exploration tiles:
       6 Unexpected Event (Événement imprévu)
       4 It's gonna blow! (Ca va péter !)
       2 Tents (Tentes)
       11 Resources +1
       2 Resources +1 + Change of plan (changement de plan)
       4 Safe zones (Zones de sûreté)
       10 Resources +2
       8 Resources +3
       2 Danger Averted (Danger Écarté)
   32 Danger tiles:
       9 Watch out Zombies! -2 (Attention Zombies !)
       9 Watch out Zombies! -1 (Attention Zombies !)
       9 Dead ends (Impasses)
       4 Zombie Hordes (Hordes de Zombies)
       3 Fires (Incendies)
   3 That's mine! tiles (Ca, c’est à moi !)
   6 Equipment tiles:
       3 Smoke masks (Masques anti-fumée)
       3 Weapons (Armes)
   6 Start tiles (tuiles Départ)
   4 Hybrid "Hidden Resource" tiles (tuiles Hybrides "Ressource cachée")
   1 Bunker tile (tuile Bunker)

43 Cards

   13 Event cards (cartes Évènement)
   18 Resource cards (One +4, six +3, eleven +2)
   12 Point cards

Setup

   Each player places a gray Start tile in front of them.
   Remove any Exploration tiles not suited for the player count (e.g., in a 2-player game, remove tiles marked "3+").
   Shuffle the remaining Exploration tiles into a draw pile. Shuffle the yellow Bunker tile into the bottom 4 tiles of this pile (it will appear among the last 5 tiles drawn).
   Each player draws 4 Exploration tiles for their hand.
   Reveal 4 tiles from the Exploration pile to form a face-up river.
   Shuffle the Event cards into a draw pile.
   Shuffle the Resource cards into a draw pile.
   The first player is the one who would die first in a zombie apocalypse.

Turn Overview

The active player draws one tile (either a face-up river tile or the top face-down Exploration tile) and adds it to their hand.

They then perform one of the following actions:

   Play a Progression tile in their own exploration zone to expand their path(s).
   Play a Danger tile in an opponent's exploration zone.
   Rotate a tile already placed in their exploration zone. (To do this, the player must discard two tiles from their hand, meaning they will play the rest of the game with a smaller maximum hand size).
   Discard a tile from their hand.

Apply the played tile's effect, refill the river to 4 tiles if necessary, and pass the turn to the next player. Game Mechanics Tile Types

   Gray (Start): Placed in front of players before the game.
   Green (Progression): Placed in the active player's zone. Not all roads must connect.
   Red (Danger): Placed in an opponent's zone. Roads on the placed tile must connect to existing paths or be left open if possible.
   Purple (Equipment): Kept in hand. Its effect only triggers at the end of the game.
   Yellow (Bunker): Ends the game immediately when drawn. Each player places it at the end of their most resource-rich uninterrupted path.
   Purple/Green (Hybrid): Can be kept in hand as Equipment or played in your zone as Progression.

Specific Tiles

   Fire: A Danger tile placed only over a Progression tile featuring a Resource symbol. It blocks the path at that point, though the player may continue building past it. It cannot be part of the final path to the Bunker unless the player uses a Smoke mask.
   Zombie Horde: A Danger tile placed only over an Exploration tile (red or green) without a Resource symbol. It is impassable; paths must bypass it unless canceled by "It's gonna blow!".
   Tent: A Progression tile placed at the end of an uninterrupted path. The player counts all Resources from their Start tile to the Tent. They will draw that many extra Resource cards at the end of the game. All tiles between the Start and the Tent are removed, and the Tent becomes the player's new Start tile.
   Weapon (Equipment): Kept in hand. At game end, each Weapon cancels one 2-zombie penalty.
   Smoke mask (Equipment): Kept in hand. When scoring (end game or Tent usage), it cancels a Fire Danger tile's effect, turning it into a normal crossroads. Resources behind the fire become accessible again.

Symbols & Effects

   Danger Averted: Placed over a Danger tile to cancel its effect.
   Change of plan: Refreshes all 4 tiles in the river.
   Safe zone: This tile and all physically adjacent tiles (connected or not) are immune to Danger tiles. It does not protect against Event cards.
   Hidden Resource: If kept in hand until the end, draw +1 Resource card.
   Resource Looting: Used to tally how many Resource cards to draw at the end of the game.
   That's mine!: Swap this tile with an opponent's placed tile that has a Resource symbol. The stolen tile is immediately played into your own zone.
   Watch out Zombies!: A Danger tile placed at the end of an opponent's path. If included in their final path to the Bunker, it reduces their Resource card draw (1 zombie = -1 card; 2 zombies = -2 cards).
   It's gonna blow!: Placed over a Zombie Horde to cancel it. It acts as a standard Progression crossroads.
   Unexpected Event: Draw and resolve an Event card immediately after placement.

Event Cards

(Start and Tent tiles are immune to Event effects).

   Wait, did I really go that way?: All players swap their most recently placed zone tile (excluding this event tile) with their left neighbor. Stacks move together.
   Sometimes I feel like I'm becoming someone else: All players pass their hands face-down to the left. The number of tiles passed is equal to the smallest hand size at the table (e.g., if one player only has 2 tiles, everyone only passes 2 tiles).
   I had a bad feeling about this road anyway...: Target an opponent. They must remove their most recently placed zone tile and one adjacent connected tile (stacks are removed entirely).
   I have to recalculate everything, this isn't right: The player discards at least one tile from their hand (more if desired), refills to their limit from the Exploration pile, and their turn ends immediately.
   I've always believed in my lucky star (x2): Remove one red Danger tile from your zone.
   Espionage is a good thing (x2): Draw a random tile from an opponent's hand, then discard one tile from your own hand. The opponent immediately draws a replacement from the Exploration pile.
   Actually, I'll be much better off here: Move your Start tile to the loose end of one of your existing paths.
   Like a stroke of genius: Take another turn immediately.
   The grass is always greener on the other side, right?: Swap your most recently placed tile (excluding the event tile) with any opponent's most recently placed tile. Stacks move together.
   If nobody wants it, it must be valuable!: Keep this card. During any of your future turns, you may discard it to take one tile from the discard pile, then discard one tile from your hand.
   Hmm, this is a find!: Keep this card. It counts as an additional +1 Resource at the end of the game.

End of the Game

The game ends immediately when the yellow Bunker tile is drawn. Players resolve scoring one by one:

   Place the Bunker tile at the end of the single, uninterrupted path yielding the most Resources. (You may loop or pass over non-Resource tiles multiple times).
   Tally the path's total value and draw that many Resource cards.
       Add +1 card per Hidden Resource tile in your hand.
       Add +1 card if you hold the Hmm, this is a find! event card.
   Reveal your Resource cards and sum their point values.
   Reshuffle the Resource deck and pass the Bunker tile to the next player to score.

Winning: The player with the highest total points wins. Tie-breakers:

   Most Danger tiles visible in your Exploration zone.
   Most Resource symbols on your path.
   Longest physical path to the Bunker.