Even Death May Die 1 0
Even Death May Die 1 0
Even Death May Die 1 0
0 by DonkusGaming
Contents:
Setting up a Game
pg. 2
Sequence of Play
pg. 4
Actions
Moving
pg. 7
Shooting
pg. 9
Melee
pg. 10
Biting
pg. 11
Other Actions
pg. 12
pg. 14
pg. 15
pg. 16
pg. 18
Running a Campaign
pg. 22
pg. 31
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Welcome to Even Death May Die. This game utilises a D8 (Eightsided die) system for 28mm (1/56 approx.) scale miniatures. This
game is designed for two or more players.
What you will need:
Setting up a game:
Make sure you play the game on a flat surface or game board that
is large enough to be able to play on. A minimum 5 x 5 surface,
such as a large dining table may be a good starting point.
Each player should take control of one Faction of the game: human
survivors, zombies, the military, or bandits. Players should choose
units from those available to that faction (see Units, Weapons and
Statistics.)
Each player should then take turns setting up one unit (or herd in
the case of zombies) at a time within their Deployment Zone on
the playing field (see the diagrams under The Playing Field for
ideas.) Once all units are placed, you are ready to begin the
Sequence of Play.
Please Note: Whenever the words die or dice are mentioned
from this point on within the context of the game, this refers to D8
(eight-sided die.)
Terrain, etc.
Deployment Zones
Four Player Game
Sequence of Play:
At the beginning of a game, a Roll for Priority must be performed.
To do this, players roll a die each; the player with the highest
number wins! Be sure to reroll if there is a tie. Roll for priority until
a clear order is established for player turns. The winning player
always takes their Turn first.
The Structure of a Turn
1. Select a unit.
2. Choose up to 2 actions for the unit to perform, in any desired
order.
a) Move
b) Attack
c) Other actions
3. This unit is now used and may not perform any more actions
this turn.
4. Choose another of your units. Repeat steps 2 4.
5. If all of your units have been used it is now the other
players turn.
See flowchart for more details.
Winning a Battle:
There are a few ways a player can win a
battle within the game:
1) Every opposing unit has been eliminated.
2) Your units are the only ones remaining on
the battlefield (via opponents withdrawing
their units past a table edge.)
3) Your units are the sole units within a preagreed set distance of an objective (for
example, within 12 of a lighthouse) for a
set amount of time (for example, five
turns.)
4) Your opponent concedes.
Commands
Military
Only
Human
Shove
Climb
Brain Check
Other
Actions
Zombie
If
Dangerous
Terrain
Aim
Get Up
Human
Interact
Move
Zombie
Reload
Get Up
Shooting
Melee
Biting
Split Up
Human
Merge
Attack
Brain Check
Climb
Zombie
Roll a
Rambling
Check
START OF
YOUR TURN
Zombie
Select a
Unit or Herd
Choose an
Action to
perform
After 2
Actions
Human
If all Units or
Herds are
used
If Infected, roll
an Infection
Check.
End of
your turn
Roll a Psych
Check if
appropriate
This Unit or
Herd is now
Used
START OF
YOUR TURN
Check Victory
Points
If you have 40
or more Victory
Points
VICTORY
If zero (0)
Supplies are left
If Human, reduce
Supplies by 1
for each Force
If Zombie, roll
for Horde
Generation
Human
Perform a Health
Check for each
Force.
Zombie
Choose an
Action to
perform
Move
Force/Horde
Control
Area
Shared
Military
Only
Battle
Zombify
Feast
Zombie
Only
Supply
Drop
Human Only
Build
Heal
END OF
YOUR TURN
Train
Paratrooper
Drop
Bandit
Only
Search
Raid
Pillage
Actions
Move:
Read the unit sheet to determine how far (in inches) your unit can
typically move. This is listed under Movement. Units can move shorter
than this distance if they wish, but not longer.
Your Movement is affected by several variables in game, particularly the
type of terrain you are moving. Movement may also be affected by your
units Condition.
Check your unit and the terrain you are moving on or into and apply
movement penalties if necessary. You may now move up to the full
Movement possible.
Terrain type
Examples
Normal
Grass, roads,
concrete, tiles, yards,
etc.
No modifier is applied.
Impassable
Cliffs, canyons,
ravines, etc.
Difficult
Trenches, woods,
water, hills, etc.
Minefields, booby
traps, fires, etc.
Dangerous
When moving a unit, use a ruler or tape measure to guide your unit from
point a to b. You should move a unit from the point on the units base (or
approximate) that is closest to the direction that you wish to travel, to the
opposite edge of the units base.
Things to note:
You cannot move into, over, or through another unit unless they have been
Knocked Down. This is particularly important to consider when facing zombies in
narrow spaces.
These variables can combine their penalties. For example, difficult terrain and poor
health.
You cannot move if you have been Knocked Down until you perform the action
Get up.
2
2
Attack:
Shooting Only Humans can shoot. In order to shoot your weapon, you must
first have the target enemy in Sight. You cant shoot at a target you cant see!
Now, check to see if your enemy is within the Range of the weapon. If they are
not, you fail your shooting action (presumed a miss!) If they are within Range,
look up how many D8 die you should roll with your weapon (Under Hits) and add
or remove die and/or resulting die numbers as necessary (from Aiming, flanking,
Cover, etc. See table below.)
Now, roll your total number of die indicated. Each die that shows the number
indicated by that weapons Accuracy or higher is a Success. Otherwise, your
shots are a Miss. Your target must now roll the indicated number of die listed
under their Toughness in response to your Successes. Again, they should add
or remove die as necessary. Each die they roll that results in a number equal to
or higher than their Toughness is a Success. Whoever has the most Success is
the winner of the attack (see Wounds and Dying.)
Primary Factors
Shooter is Energised.
Shooter is Exhausted.
Shooter is Healthy.
Shooter is Sick.
Target is Rotten/Sick.
* These factors only come into play if you are playing a scenario or campaign.
Situations where you cannot shoot:
- You cannot shoot at a target that is in base contact with a friendly unit.
- You cannot shoot at a target in base contact with yourself.
- You cannot shoot if you need to Reload.
- You cannot shoot if you dont have Sight of the target.
- You cannot shoot while Knocked Down.
Diagram: An example of a
zombie herd in Sight but
considered behind Cover.
Melee Only humans can melee. In order to melee (close combat), you must
be in Base Contact with your target. If you are, look up how many D8 die you
should roll with your weapon (Under Hits) and add or remove die and/or
resulting die numbers as necessary (from Aiming, flanking, fatigue, etc. See table
below.)
Now, roll your total number of die indicated. Each die that shows the number
indicated by that weapons Accuracy or higher is a Success. Otherwise, your
attacks Miss.
Your target must now roll the indicated number of die listed under their
Toughness in response to your Successes. Again, they should add or remove
die as necessary. Each die they roll that results in a number equal to or higher
than their Toughness is a Success.
Whoever has the most Success is the winner of the attack (see Wounds and
Dying.)
Primary Factors
Secondary (optional*)
Factors
Attacker is Energised.
Attacker is Exhausted.
Attacker is Healthy.
Attacker is Sick.
Target is Rotten/Sick.
* These factors only come into play if you are playing a scenario or campaign.
Situations where you cannot melee:
- You cannot melee if you dont have Sight of the target.
- You cannot melee through Cover.
- You cannot melee while Knocked Down.
Base Contact between models occurs when two models
successfully touch bases and are within sight of each other (see 1.)
1.
Diagram:
Examples
of Base
Contact
between a
zombie and
2.
a human.
Base Contact also can occur between models who have a terrain
feature between them, so long as said feature is half the models
height or less (such as a low wall) and the models are within arms
reach (see 2.)
10
Biting This attack can only be performed by zombies. This action may not be
performed by a herd of zombies who has failed a Rambling Check. In order to
bite a target, you must be in base contact with the target. When zombies Bite
they attack to form a group. When one zombie in a Herd is in base contact with
a target unit and chooses the Bite action, the zombie player may automatically
move any adjacent zombies within 2 of that zombies target into base contact
with the target. Up to 6 zombies may be in base contact of a single target unit at
any time.
Note: Once in base contact with a target, a zombie cannot withdraw from base
contact until the target is dead, even if they are within 2 of another target that is
attacked by a zombie. Choose your targets wisely!
Next, add one (1) die for each zombie in base contact with the target and add or
remove die and/or resulting die numbers due to factors as necessary (See table
below.)
Now, roll your total number of die indicated. Each die that shows the number
indicated by your zombies Accuracy or higher is a Success. Otherwise, your
attacks Miss. To determine your zombies accuracy, use the following formula:
Herd is Starved.
Herd is Full.
* These factors only come into play if you are playing a scenario or campaign.
(d)
(d)
>2
(c)
(a)
2
Zombie (a)
moves into
Base Contact
2
(b)
(a)
(b)
(c)
Diagram: An
example of
biting
movements.
11
Concentrate Fire: (4 Command Points.) Increase all military unit D8 die results
during Shooting actions this turn by 1.
Get to cover: (3 Command Points.) Increase all military unit D8 die Toughness
results this turn by 1.
Climbing Some Impassable terrain, such as cliffs or tall fences/walls, may be climbed.
Players should unanimously agree of what may be climbed before the game begins.
Climbing distance is 50% base Movement.
Units climb ladders at 50% base Movement. Units always successfully climb barriers that
are less than their height.
Do nothing This unit performs no action.
Get up A unit that has been Knocked Down cannot perform other actions, and units
may pass over them during their movement. If you choose to Get Up, you are
automatically successful and are no longer Knocked Down.
If part of a zombie herd has been Knocked Down the whole herd cannot perform any
other actions until Get up has been performed.
Interact Depending on the scenario and terrain, this action can perform several
functions. It may for example, be used to open a gateway or door, turn on a generator,
call for an elevator, etc. There are many possibilities for players to agree on. Use your
imaginations!
Reloading Each shooting weapon has a value under Reload. This indicates how many
Actions must be spent Reloading in order to fire your weapon again. Some weapons do
not have to be reloaded. Each different shooting weapon carried by a human must be
reloaded individually if applicable.
Shove A shove can only be performed against target(s) in base contact with your unit.
Roll a D8, and check your success based on the following formula:
D8 roll required = 3 + (number of targets in base contact - 1)
If you are successful you have Knocked Down the target(s) (Place them on their side.
They may attempt to Get up next turn). They take no damage from shoving, however
units may pass over them during movement.
If you fail, then you waste your action.
12
Free
movement
Free
movement
2
6
6
2
Free
movement
Free
movement
13
14
Result
Unit(s) are now Infected.
Unit(s) are now Sick.
Unit(s) remains Healthy.
15
Battle Condition
Morale
Modifier
Eager
+2
Willing
+1
Shaken
-1
Broken
-2
- Trauma: Witnessing (being within Sight of) the death of a friendly human.
Perform one check on this units next turn.
- Being Infected: If the unit takes damage from Infection at the beginning of
their turn, perform one check immediately after this damage (unless dead).
- Being Isolated: A human unit is considered isolated when it is not in sight of
a friendly human unit while in addition being over 18 away from the closest
friendly human unit. Perform one check at the beginning of each turn while
isolated.
- Seeing Multiple Full Strength (15 zombies) Herds: When multiple (two or
more) full strength zombie herds are within sight of this unit, perform one
check at the beginning of their turn each unique time this event occurs (with
different herds).
16
Brain Checks:
Herd Size
Modifier
11 15 zombies
+2
6 10 zombies
+1
1 5 zombies
+0
Herd Size
If a herd does not pass their Brain Check then they do not
perform the results of the intended action, therefore wasting
one of their actions this turn.
17
Pistol
Range
2 - 12
<Free>
Hits
2 Die
Accuracy
6+
Machine Pistol
Range
2 - 18
Range
6 28
Hits
2 Die
Hits
3 Die
Range
4 - 32
Range
4 - 18
Accuracy
5+
Reload
Yes (2)
Accuracy
4+
Reload
Yes (2)
Accuracy
3+
Reload
Yes (3)
<15 points>
Hits
4 Die
Hits
3 Die
<10 points>
Accuracy
3+
Hits
6 Die
Reload
Yes (1)
<10 points>
Molotov Cocktail
Range
6 18
Reload
Yes (1)
<10 points>
Hits
3 Die
LMG
Accuracy
6+
Accuracy
4+
Hits
3 Die
Rifle
Reload
No
<10 points>
Assault Rifle
Range
4 - 24
Accuracy
5+
<5 points>
Shotgun
Range
4 18
<5 points>
Hits
2 Die
Bow
Reload
No
Accuracy
3+
Reload
Yes (3)
<20 points>
Reload
Yes (3)
18
Melee Weapons
Unarmed
<Free>
Hits
1 Die
Accuracy
7+
<5 points>
Accuracy
6+
<10 points>
Accuracy
5+
Accuracy
4+
Chainsaw
Hits
4 Die
<15 points>
<15 points>
Accuracy
6+
About weapons:
19
Vitality
3
Toughness
7+ (2 Die)
Armour
No
Vitality
4
Toughness
7+ (2 Die)
Armour
No
Movement
6
Special Ability
Vitality
5
Toughness
6+ (3 Die)
Armour
Yes
Movement
7
Special Ability
Vitality
6
Toughness
6+ (3 Die)
Armour
Yes
Military:
Conscript <10 points>
Movement
6
Vitality
4
Toughness
6+ (2 Die)
Armour
Yes
Movement
6
Armour
Yes
Special Ability
Movement
6
Special Ability
Movement
6
Special Ability
Vitality
5
Toughness
5+ (3 Die)
Armour
Yes
Armour
Yes
20
Bandits:
Convict <10 points>
Movement
6
Vitality
3
Toughness
7+ (2 Die)
Armour
No
Vitality
4
Toughness
7+ (2 Die)
Armour
No
Vitality
4
Toughness
6+ (3 Die)
Armour
Yes
Vitality
5
Toughness
6+ (3 Die)
Armour
Yes
Zombies:
Regular Zombies
Movement
4
1 5 zombies
6 10 zombies
11 15 zombies
Toughness
7+ (2 Die) <10 points>
6+ (3 Die) <20 points>
5+ (4 Die) <30 points>
Armour
No
Fast Zombies
Movement
8
Special Ability
Toughness
1 5 zombies
7+ (1 Die)<15 points>
6 10 zombies
6+ (2 Die) <30 points>
11 15 zombies
6+ (3 Die) <45 points>
Armour
No
Movement
4
Toughness
1 5 zombies
6+ (2 Die) <20 points>
6 10 zombies
6+ (3 Die) <40 points>
11 15 zombies
5+ (4 Die) <60 points>
Armour
Yes
21
Running a Campaign
Disclaimer: This aspect of the game is still particularly in development.
22
Only one Force/Horde may be present in any map tile at the same
time.
Each human faction player begins the game with 4 Supplies points.
Turn Structure
At the start of each players campaign turn (in this order of priority):
o
Calculate Victory Points for this player and determine if they have
the necessary number to win the game (excludes the first campaign
turn for each player of the game.)
Human Factions make a Health Check for each Force they control
on the map if their factions Supplies are at zero (0.)
23
Shared Actions:
Each Faction of the game can perform the actions below:
24
Human-Only Actions:
Build: This action can only be performed in map tiles you Control. Choose
one of the following Structures to create in this map tile*:
Farm: You gain one (1) Supplies point at the start of each one of your
campaign turns.
Aid Station: Enables the Heal action for a force occupying this map tile.
Training Ground: Enables the Train action for a force occupying this map tile.
* Note: Only one Structure can be built within a map tile at the same time.
Heal: This action can only be performed in map tiles containing an Aid
Station. This action can only be performed once on this map tile per campaign
turn.
Reduce your Supplies by one (1) point. Restore all units in the force
occupying this map tile to their maximum vitality.
Train: This action can only be performed in map tiles containing a Training
Ground. This action can only be performed once on this map tile per
campaign turn.
Reduce your Supplies by one (1) point. You gain 50 points to spend on
modifying the units within the occupying force (such as giving them different
equipment, Promoting them to a more powerful class of unit [such as turning
a Conscript into a Soldier,]) or generating a new Force.
Search: This action may, or may not be, performed by one of your forces in a
map tile you Control. This action can only be performed within an individual
map tile once per game.
Roll a D8* on the Random Encounter table below and perform the described
effect:
Result
Effect
1-2
34
56
You have found some luxuries. While not the supplies you were
looking for, they are greatly appreciated. Your faction is Eager until
your next campaign turn.
You have found a survivor who agrees to join your faction. Add a
unit of your faction to this force worth 20 Points or less. If this would
put you over the point limit, transfer them to your nearest force
capable of accepting them.
* Note: If this action is performed in a map tile you Control then you may
add or subtract one (1) from your die result in order to gain a desired effect.
25
Bandit-Only Actions:
Military-Only Actions:
Supply Drop: Roll a D8. If the result is 3+ then you gain one
(1) Supplies point.
Zombie-Only Actions:
26
Victory Points
Earned
All
+2
All
+3
All
+5
Humans
+1 for every 5
Supplies points
possessed at the
start of your
factions turn.
Bandits
Successfully Pillage a
Structure.
+1 for each
structure pillaged.
All
Condition(s)
27
Key:
Dark Green = Forest Blue = Water
Yellow = City
Note: The centre tile of Lake Eloura is not accessible on this map. Crossing is permissible via
the road bridge Southeast of Brawley.
28
Fields typically contain short to moderate length grass, and are interspersed with
occasional trees, rocks, small, shallow bodies of water and human constructs (fences,
lone houses, trails, signs, etc.) Fields are primarily flat, with only mild hills and dips in
terrain.
Forests typically contain large numbers of tree clusters, ranging from moderate to
dense. Tall grasses and small rocky outcrops often surround forests. Human
constructs are minimal. There is more variety in the elevation of forests, which can be
relatively flat, or steep depending on the presence of nearby mountains.
Mountains (Brown)
Mountains often have frequent hills and cliffs of steep and high elevation, making
moving difficult. Mountains are usually either quite sparse of trees and very rocky, or
densely packed with trees. Relatively flat valleys can also be a feature of mountains,
where rivers pass through. Human constructs are practically non-existent.
Water (Blue)
Water typically has a several inch (in game terms) radius along its outside of shallows
which may be moved in. The rest of water should not be able to be moved into, as it
is too deep. Water occurs on coasts and in lakes, lagoons, and similar bodies. The
edge of water is often sandy or rocky, with occasional trees and foliage.
Rivers are water bodies that are elongated and relatively shallow. In game terms,
wide rivers should only be able to be crossed at crossings, while thin rivers should be
able to be crossed as difficult terrain. Some crossings for rivers may include terrain
such as a fallen tree, rocky fords, shallows, or even a road and bridge. The edges of
rivers are often sandy or rocky, with occasional trees and foliage. Elevation should
taper down towards rivers, which are flat.
Towns are relatively small human settlements. Natural constructs are uncommon (up
to about a quarter of the battlefield), while human constructs are common. Towns
should contain plenty of buildings and roads. Towns are more suburban than cities,
with only mild changes in elevation.
Cities (Yellow)
Cities are relatively large human settlements. Natural constructs are rare, if not nonexistent, while human constructs are very common. Cities should consist primarily of
buildings and roads. Cities are very urban, and are typically quite flat in elevation.
Roads intersect almost all other map terrain and are a common feature. Roads and
bridges should be almost entirely flat and devoid of structures.
29
Map Template
30
Fine
Exhausted
Campaign Condition(s)
Has Abundant level supplies.
Modifier
Increase this units
D8 die results during
Shooting or Melee
actions by 1.
No modifier is
applied.
Decrease this units
D8 die results during
Shooting or Melee
actions by 1.
Campaign Condition(s)
Abundant
Rationing
Deprived
Modifier
Units are now
Energised and
Healthy (Unless
Infected.)
Units are now Fine
and Healthy (Unless
Infected.)
Units make a Health
Check (unless
already Infected.)
Health: Being in poor health can reduce a survivors ability to react to situations.
State
Campaign Condition(s)
Healthy
Sick
Infected
Modifier
No modifier is applied.
Decrease this units
Movement by 2. *
Unit rolls one less
Toughness D8.
Decrease this units
Movement by 4. * Unit
rolls one less Toughness
D8. Unit is now Infected
and must perform
Infection Checks.
31
Zombie Variables:
Zombies arent as complex as humans, but they still have needs:
Decay: Even as zombies continue to feed, they are damaged by time and the
elements.
State
Campaign Condition(s)
Modifier
Fresh
No modifier is
applied.
Rotten
Shambling
Docile
Campaign Condition(s)
Rolled 7 or 8 on the Zombie Behaviour
Generator.
Modifier
These zombies
automatically pass
any Brain Checks.
Hunger: Hunger is a powerful motivator. A zombie with a full belly poses far less
of a threat.
State
Campaign Condition(s)
Modifier
Starved
Hungry
No modifier is
applied.
Full
32
Perks:
As humans adapt to fighting zombies they gain perks. Perks give humans
more character as well as an edge in combat and survival. Consider
spreading a choice of different Perks amongst a group of humans.
Level 1 Perks
Perk Name
Description
Athletic
Expert
Scavenger
Medic
Perk Name
Description
Quick
Reloader
Parkour
Immune
Specialist *
Perk Name
Description
Overwatch
Stoic
Concentration
33