Skills

All Survivors begin the game with one Blue skill. As the Survivor gains experience, they gain access to the Yellow skills; eventually choosing one from each of the Orange and Red skills listed on their cards.

### **+1 Damage**

* **+1 Damage: [Type] -** The Survivor gets a +1 Damage bonus with the specified type of Combat Action (Magic, Melee or Ranged).
	+ **+1 Damage: Magic**
	+ **+1 Damage: Melee**
	+ **+1 Damage: Ranged**

* **+1 Damage with [Equipment] -** The Survivor gets a +1 Damage bonus with the specified Equipment.
	+ **+1 Damage with Sword**

### **Bloodlust**

* **Bloodlust: Combat -** Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then gains one free Combat Action.
* **Bloodlust: Melee -** Spend one Action with the Survivor: He moves up to two Zones to a Zone containing at least one Zombie (or rival Survivor). He then gains one free Melee Action.

### **Defence**

* **Ironclad: [Zombie type]** - The Survivor ignores all Wounds coming from Zombies having the indicated keyword in its name (such as “Walker”, “Runner”, etc .). “Ironclad: Walker” works with Orc Walkers, for example.
	+ **Ironclad: Abomination**
	+ **Ironclad: Fatty**
	+ **Ironclad: Runner**
	+ **Ironclad: Walker**
	+ **Ironclad: Zombie Wolfz**
* **Iron hide -** The Survivor can make Armour rolls with a 5+ Armour value, even when he does not wear an armour on his Body slot. Wearing an armour, the Survivor adds 1 to the result of each die he rolls for Armour rolls. The maximum result is always 6.
* **Is that all you've got? -** You can use this Skill any time the Survivor is about to get Wounded cards. Discard one Equipment card in your Survivor’s inventory for each Wound he’s about to receive. Negate a Wounded card per discarded Equipment card.
* **Low Profile -** The Survivor can’t get hit by Survivors’ Magic and Ranged Actions (Siege Actions still apply). Ignore them when casting a Combat spell or shooting in the Zone they stand in. Game effects that kill everything in the targeted Zone, like Dragon Fire, still kill them, though.
* **Tough -** The Survivor ignores the first Attack he receives from a single Zombie every Zombies’ Phase.

### **Frenzy**

* **Frenzy: Combat -** All weapons and Combat spells the Survivor carries gain +1 die per Wound the Survivor suffers . Dual weapons each gain a die, for a total of +2 dice per Wound and per Dual Combat Action (Melee, Ranged, or Magic) .
* **Frenzy: Magic -** Combat spells the Survivor carries gain +1 die per Wound the Survivor suffers . Dual Combat spells each gain a die, for a total of +2 dice per Wound and per Dual Magic Action .
* **Frenzy: Melee -** Melee weapons the Survivor carries gain +1 die per Wound the Survivor suffers . Dual Melee weapons each gain a die, for a total of +2 dice per Wound and per Dual Melee Action .
* **Frenzy: Ranged -**  Ranged weapons the Survivor carries gain +1 die per Wound the Survivor suffers . Dual Ranged weapons each gain a die, for a total of +2 dice per Wound and per Dual Ranged Action .

### **Healing**

* **Regeneration -** At the end of each Game Round, remove all Wounds the Survivor received . Regeneration doesn’t work if the Survivor has been eliminated .

### **Magic**

* **Double casting -** Every time the Survivor performs an Enchantment Action, they can select an extra target for the same Enchantment, for free. First, designate both targets, then resolve one application after the other, in any order.
* **Mana Rain -** When resolving a Magic Action, the Survivor may substitute the Dice number of the Combat spell(s) they use with the number of Zombies standing in the targeted Zone. Skills affecting the dice value, like +1 die: Magic, still apply.
* **Spellbook -** All Combat spells and Enchantments in the Survivor’s Backpack are considered equipped in Hand. With this Skill, a Survivor could effectively be considered as having several Combat spells and Enchantments cards equipped in Hand. For obvious reasons, they can only use 2 identical dual Combat Spells at any given time . Choose any combination of 2 before resolving Actions or rolls involving the Survivor.
* **Spellcaster -** The Survivor has 1 extra free Action. This Action may only be used for a Magic Action or an Enchantment Action.
* **Transmutation -**  The Survivor can use this Skill as often as they please, during each of their Turns. Spend an Action and discard an Equipment card from your Inventory: draw a new Equipment card. This is not a Search Action. Aaahh!! cards are resolved as usual.

### **Melee**

* **Barbarian -** When resolving a Melee Action, the Survivor may substitute the Dice number of the Melee weapon(s) they use with the number of Zombies standing in the targeted Zone. Skills affecting the dice value, like +1 die: Melee, still apply.
* **Battle Rage -** The Survivor gains an extra die to roll for subsequent Melee Actions whenever they kill at least 1 Zombie with a Melee Action. The bonus is cumulative if the Survivor gets at least 1 Zombie kill in the subsequent Melee Actions and applies until the end of the Survivor’s Activation.
* **Super Strength -** Consider the Damage value of Melee weapons used by the Survivor to be 3.
* **Swordmaster -**  The Survivor treats all Melee weapons as if they had the Dual symbol.

### **Multiple Combat Type**

* **Ambidextrous -**  The Survivor treats all Combat spells, Melee, and Ranged weapons as if they had the Dual symbol.
* **Marksman -** The Survivor may freely choose the targets of all their Magic and Ranged Actions . Misses don’t hit Survivors.
* **Point-Blank -** The Survivor can perform Ranged and Magic Actions in their own Zone, no matter the minimum Range. When resolving a Magic or Ranged Action at Range 0, the Survivor freely chooses the targets and can kill any type of Zombies. Their Combat spells and Ranged weapons still need to inflict enough Damage to kill the targets. Misses don’t hit Survivors.
* **Steady Hand** **-** The Survivor can ignore other Survivors of their choosing when missing with a Magic or Ranged Action. The Skill does not apply to game effects killing everything in the targeted Zone (such as a Dragon Fire, for example).
* **Trick Shot -** When the Survivor is equipped with Dual Combat spells or Ranged weapons, they can aim at different Zones with each spell/weapon in the same Action.

### **Ranged**

* **Free Reload -** The Survivor reloads reloadable weapons (Hand Crossbows, for example) for free.
* **Iron Rain -** When resolving a Ranged Action, the Survivor may substitute the Dice number of the Ranged weapon(s) they use with the number of Zombies standing in the targeted Zone. Skills affecting the dice value, like +1 die: Ranged, still apply.

### **Reaper**

* **Reaper: Combat -** Use this Skill when assigning hits while resolving a Melee, Ranged, or Magic Action. 1 of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. The Survivor gains the experience for the additional Zombie.
* **Reaper: Magic -** Use this Skill when assigning hits while resolving a Magic Action. 1 of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. The Survivor gains the experience for the additional Zombie.
* **Reaper: Melee -** Use this Skill when assigning hits while resolving a Melee Action. 1 of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. The Survivor gains the experience for the additional Zombie.
* **Reaper: Ranged -** Use this Skill when assigning hits while resolving a Ranged Action. 1 of these hits can freely kill an additional identical Zombie in the same Zone. Only a single additional Zombie can be killed per Action when using this Skill. The Survivor gains the experience for the additional Zombie.

## **Dice Effects**

### **+1 Die**

* **+1 die: Combat -** The Survivor's weapon's and Combat spells roll an extra die in Combat (Melee, Ranged or Magic). Dual weapons and spells gain a die for each, for a total of +2 dice per Dual Combat Action.
* **+1 die: Magic -** The Survivor's Combat spells roll an extra die Magic actions. Dual combat spells gain a die each, for a total of +2 dice per Dual Magic Action.
* **+1 die: Melee -** The Survivor's Melee weapons roll an extra die for Melee actions. Dual Melee actions gain a die each, for a total of +2 dice per Dual Ranged Action.
* **+1 die: Ranged -** The Survivor's Ranged weapons roll an extra die for Ranged actions. Dual Ranged actions gain a die each, for a total of +2 dice per Dual Ranged Action.

### **Dice Roll**

* **+1 to dice roll: Combat -** The Survivor adds 1 to the result of each die they roll on a Combat Action (Melee, Ranged, or Magic) . The maximum result is always 6 .
* **+1 to dice roll: Magic -** The Survivor adds 1 to the result of each die they roll on a Magic Action . The maximum result is always 6 .
* **+1 to dice roll: Melee -** The Survivor adds 1 to the result of each die they roll on a Melee Action . The maximum result is always 6 .
* **+1 to dice roll: Ranged -** The Survivor adds 1 to the result of each die they roll on a Ranged Action . The maximum result is always 6 .
* **Lucky -** The Survivor can re­roll once all the dice for each Action (or Armour roll) they take . The new result takes the place of the previous one . This Skill stacks with the effects of other Skills (1 re­roll per Turn, for example) and Equipment that allows re­rolls.

### **Roll 6**

* **Roll 6: +1 die Combat -** You may roll an additional die for each 6 rolled on any Melee, Ranged, or Magic Action. Keep on rolling additional dice as long as you keep getting 6. Game effects that allow re­rolls (the Plenty Of Arrows Equipment card, for example) must be used before rolling any additional dice for this Skill.
* **Roll 6: +1 die Magic -** You may roll an additional die for each 6 rolled on a Magic Action. Keep on rolling additional dice as long as you keep getting 6. Game effects that allow re­rolls must be used before rolling any additional dice for this Skill.
* **Roll 6: +1 die Melee -** You may roll an additional die for each 6 rolled on a Melee Action. Keep on rolling additional dice as long as you keep getting 6. Game effects that allow re­rolls must be used before rolling any additional dice for this Skill.
* **Roll 6: +1 die Ranged -** You may roll an additional die for each 6 rolled on a Ranged Action . Keep on rolling additional dice as long as you keep getting 6. Game effects that allow re­rolls (the Plenty Of Arrows Equipment card, for example) must be used before rolling any additional dice for this Skill.

## **Gameplay**

### **+1**

* **+1 Action -** The Survivor has an extra Action they may use as they please.
* **+1 max Range -** The Survivor’s Ranged weapons and Combat spells’ maximum Range is increased by 1.
* **+1 Zone per Move -** The Survivor can move through 1 extra Zone each time they perform a Move Action. This Skill stacks with other effects benefiting Move Actions. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

### **+1 free ...**

* **+1 free Combat Action -** The Survivor has 1 extra free Combat Action. This Action may only be used for Melee, Ranged, or Magic Actions.
* **+1 free Enchantment Action -** The Survivor has 1 extra free Enchantment Action. This Action may only be used for Enchantment Actions.
* **+1 free Magic Action -**  The Survivor has 1 extra free Magic Action. This Action may only be used for Magic Actions.
* **+1 free Melee Action -** The Survivor has 1 extra free Melee Action. This Action may only be used for a Melee Action.
* **+1 free Move Action -** The Survivor has 1 extra free Move Action. This Action may only be used as a Move Action.
* **+1 free Ranged Action -** The Survivor has 1 extra free Ranged Action. This Action may only be used as a Ranged Action.
* **+1 free Search Action -** The Survivor has 1 extra free Search Action . This Action may only be used to Search, and the Survivor can still only Search once per Turn.

### **Collector**

* **Collector: [Zombie Type] -** The Survivor gains double the experience each time they kill a Zombie of the specified type.

### **Player**

* **Born Leader -** During the Survivor’s Turn, the Survivor may give 1 free Action to another Survivor to use as they please. This Action must be used during the recipient’s next Turn or it is lost.
* **Break-in -** In order to open doors, the Survivor rolls no dice and needs no Equipment (but still spends an Action to do so). They don’t make Noise while using this Skill. However, other prerequisites still apply (such as taking a designated Objective before a door can be opened). Moreover, the Survivor gains 1 extra free Action that can only be used to open doors.
* **Brother in Arms -** The Survivor can use this Skill whenever standing in the same Zone as at least 1 other Survivor. As long as Brother in arms is active, each Survivor in the Zone (including the one with this Skill) benefits from the indicated Skill or game effect.
* **Destiny -**  The Survivor can use this Skill once per Turn when they reveal an Equipment card they drew. They can ignore and discard that card, then draw another Equipment card.
* **Rotten -** At the end of their Turn, if the Survivor has not resolved any Combat Action (Melee, Ranged, or Magic), not Fired a Siege Engine, and not produced a Noise token, place a Rotten token next to their base. As long as they have this token, they are totally ignored by all Zombies and are not considered a Noise token. Zombies don’t attack them and will even walk past them. The Survivor loses their Rotten token if they resolve any kind of Combat Action (Melee, Ranged, or Magic), Fire a Siege Engine, or makes noise. Even with the Rotten token, the Survivor still has to spend extra Actions to move out of a Zone crowded with Zombies.
* **Tactician -** The Survivor’s Turn can be resolved anytime during the Players’ Phase, before or after any other Survivor’s Turn. If several Survivors benefit from this Skill at the same time, choose their Turn order.

### **Starts with...**

* **Starts with a [Equipment] -** The Survivor begins the game with the indicated Equipment. Its card is automatically assigned to them during Setup.
	+ **Starts with an Axe**
	+ **Starts with a Dagger**
	+ **Starts with Dragon Aura**
	+ **Starts with a Flaming Great Sword**
	+ **Starts with a Great Sword**
	+ **Starts with a Hammer**
	+ **Starts with Healing**
	+ **Starts with Hell Goat**
	+ **Starts with a Longbow**
	+ **Starts with a Sword**

### **Zombie**

* **Shove -** The Survivor can use this Skill, for free, once during each of their Turns. Select a Zone at Range 1 from your Survivor. All Zombies standing in your Survivor’s Zone are pushed to the selected Zone. This is not a Movement. Both Zones need to share a clear path. A Zombie can’t cross closed doors, ramparts (see the Wulfsburg expansion) or walls, but can be shoved in or out of a Vault (see Black Plague), a Waterhole Zone, and through a Barrier or Hedge.
* **Taunt -** The Survivor can use this Skill, for free, once during each of their Turns. Select a Zone your Survivor can see. All Zombies standing in the selected Zone immediately gain an extra Activation: they try to reach the taunting Survivor by any means available. Taunted Zombies ignore all other Survivors. They do not attack them and leave the Zone they are standing in if needed to reach the taunting Survivor.
* **Zombie Link -** The Survivor plays an extra Turn each time an Extra Activation card is drawn from the Zombie pile. They play before the extra­activated Zombies. If several Survivors benefit from this Skill at the same time, choose their Turn order.

## **Movement**

### **Combat Related Movement**

* **Blitz -** Each time the Survivor kills the last Zombie in a Zone, they get 1 free Move Action to use immediately.
* **Hit & Run -** The Survivor can use this Skill for free, just after they resolved a Magic, Melee, or Ranged Action resulting in at least 1 Zombie kill. They can then resolve a free Move Action. The Survivor does not spend extra Actions to perform this free Move Action if Zombies are standing in their Zone.

### **Zombie Related Movement**

* **2 Zones per Move Action -** When the Survivor spends 1 Action to Move, they can Move 1 or 2 Zones instead of 1. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
* **Charge -** The Survivor can use this Skill for free, as often as they please, during each of their Turns: they move up to 2 Zones to a Zone containing at least 1 Zombie. Normal Movement rules still apply. Entering a Zone containing Zombies still ends the Survivor’s Move Action.
* **Lifesaver -** The Survivor can use this Skill, for free, once during each of their Turns. Select a Zone containing at least 1 Zombie at Range 1 from your Survivor. Choose Survivors in the selected Zone to be dragged to your Survivor’s Zone without penalty. This is not a Move Action. A Survivor can decline the rescue and stay in the selected Zone if their controller chooses. Both Zones need to share a clear path. A Survivor can’t cross closed doors or walls, and can’t be extracted into or out of a Vault. They can cross Barriers and Hedges, though.
* **Slippery -** The Survivor does not spend extra Actions when they perform a Move Action out of a Zone containing Zombies. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

### **Pure Movement**

* **Jump -** The Survivor can use this Skill once during each of their Turns. The Survivor spends 1 Action: They move 2 Zones into a Zone to which they have Line Of Sight. Movement related Skills (like +1 Zone per Move Action or Slippery) are ignored, but Movement penalties (like having Zombies in the starting Zone) apply. Ignore everything in the intervening Zone.
* **Sprint -** The Survivor can use this Skill once during each of their Turns. Spend 1 Move Action with the Survivor: they may move 2 or 3 Zones instead of 1. Entering a Zone containing Zombies still ends the Survivor’s Move Action.

## **Search/Loot**

* **Hold Your Nose -** This Skill can be used once per Turn. The Survivor gets a free Search Action in the Zone if they have eliminated a Zombie (even in a Vault or a street Zone) in the same Game Round. This Action may only be used to Search, and the Survivor can still only Search once per Turn.
* **Matching Set! -** When a Survivor performs a Search Action and draws an Equipment card with the Dual symbol, they can immediately take a second card of the same type from the Equipment deck. Shuffle the deck afterward.
* **Scavenger -** The Survivor can Search in any Zone . This includes street Zones, Waterhole Zones, etc.
* **Search: +1 card -** Draw an extra card when Searching with this Survivor.