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==Movement and Searching==
# '''Keep your distance:''' During Zombie Phase, Walkers, Brutes, and Abominations move once, Runners move twice. Keeping your survivors at least 2 spaces away from zombies is usually safe. Just consider there are extra activation cards and Abominations activate each time their card is drawn.


Level Management and Combat
Keep your survivors at least ''two spaces away'' from zombies. During "Zombie Phase", Walkers, Brutes, and Abominations move once. Runners move twice. Don't forget that zombies may sometimes activate during the players' turn and Abominations activate each time their card is drawn.  
# '''Level up together:''' Keep all survivors on the same experience color tier (Blue, Yellow, Orange, Red). Spawns scale to the highest-level character, so if one player races ahead, the rest of the team will be crushed by massive zombie waves.
# '''Watch target priority:''' When shooting into a zone with your own team, any missed dice rolls hit your survivors instead (friendly fire).
## '''Targeting Priority Order''' is '''1. Fatties → 2. Walkers → 3. Runners → 4. Abominations'''
# '''Prioritize Runners:''' Deal with Runners quickly because they activate twice per turn and can easily close the distance to trap a weak character.


Exploration and Searching
Clear rooms early. Achieve objectives while you're still in safe levels (blue/yellow).
# '''Clear rooms early:''' Open up buildings and clear out objectives while you are still in the safe Blue or Yellow danger levels.
 
# '''Never search last:''' Avoid using your final action of a turn to search a building. If you pull a zombie card, you will have no actions left to deal with the spawn before the zombie phase.
Avoid using your character's final action to Search. If you pull a zombie card, you will have no actions left to deal with them.
 
==Levels and Combat==
 
Keep all survivors on the same adrenaline/danger level (the blue, yellow, orange, red scale at the bottom of the character card). Zombies spawn according to the highest Danger Level achieved by any Survivor (the closer to red, the more zombies spawn). So if one player races ahead, the rest of the team will be overwhelmed.
 
When shooting, be aware of what targets are in the space. If you fail a combat dice roll, you will damage another survivor (friendly fire).
 
Prioritize ''Fatties'', then ''Runners'', then ''Walkers'', then ''Abominations''. Fatties require 2 damage to kill and Runners activate twice per turn, easily closing the distance to trap a weak character.

Revision as of 22:18, 18 August 2026

Movement and Searching

Keep your survivors at least two spaces away from zombies. During "Zombie Phase", Walkers, Brutes, and Abominations move once. Runners move twice. Don't forget that zombies may sometimes activate during the players' turn and Abominations activate each time their card is drawn.

Clear rooms early. Achieve objectives while you're still in safe levels (blue/yellow).

Avoid using your character's final action to Search. If you pull a zombie card, you will have no actions left to deal with them.

Levels and Combat

Keep all survivors on the same adrenaline/danger level (the blue, yellow, orange, red scale at the bottom of the character card). Zombies spawn according to the highest Danger Level achieved by any Survivor (the closer to red, the more zombies spawn). So if one player races ahead, the rest of the team will be overwhelmed.

When shooting, be aware of what targets are in the space. If you fail a combat dice roll, you will damage another survivor (friendly fire).

Prioritize Fatties, then Runners, then Walkers, then Abominations. Fatties require 2 damage to kill and Runners activate twice per turn, easily closing the distance to trap a weak character.