Dirty trick ARES: ZOMBIES! Sharpshooter - Play this card to improve the ranged combat skill of one of your figures by one die type (max d12) --------------------------------------------------

Slides:



Advertisements
Similar presentations
Newtown Girls Lacrosse The Power of Three! Skills every girl should learn in Youth Lacrosse The Power of Three! Skills every girl should learn in Youth.
Advertisements

Anthony Wayne Lacrosse
The Basics D&D is a role playing game Take on the persona of anyone. You are the character of the story, the DM is the author, you define your world. Use.
SAMPLE TURN. Sample Three Player Starting Setup. After each player has selected their army and five Starting Troops, The remaining tiles are mixed and.
Wheelchair Tag Rugby League. Field Markings Referees There are 2 referees in charge of games - one on each touch line. Both Referees’ should have a whistle.
Team Offense: The 21 Set.
Select Team Offense: The 23 Set
Bounty Hunter 5000 The Game by Darian Stone. Game Plot In the year 5001 humanity has advanced deep into space, discovered six solar systems and countless.
The Plague Choose Your Own Adventure
Practical Response to Active Shooters. Purpose of Training: Primary objective is to SURVIVE Developing a Survivor Mindset Practical Responses to Threats.
What you need to know to survive a zombie apocalypse.
“I can't change the laws of physics” Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. “Random chance seems to have operated.
Game Setup Place the game board on the table, choosing one side Western Europe or Eastern Europe … in our case, the chosen map is Western EuropeNow, place.
Positions Goalkeeper: Keeps the ball out of the goal and organizes team defense. Uses hands and arms within the penalty area. Possesses sure hands to.
Western Piedmont Baseball Rule 7 Batting. Rule 7 Batting Player becomes batter when he steps into a batter's box. Improper batter when out of order. Can.
Hylar V Assault Laser All of your Cruisers and Destroyers now receive +1 on all combat rolls. Deep Space Cannon (req. Hylar V Assault Laser) Enemy flets.
Space Rescue Chad Seippel Cory VanHooser. Story 2050 brand new International Space Station Distress call from ISS about “alien attack” No further communication.
Phases of a Round 1.Move and Feed Take turn in ascending order. Amoebas in the soup are treated in numerical order. Each amoeba must drift 1 space (compass)
RED DEAD REVOLVER Artificial Intelligence Critique By Mitchell C. Dodes CIS 588.
The Pirates of the Crimson Cutlass Game Design Presentation: By Pete Kinnunen.
Trading Card Game. What is The Dresden Files? The Dresden Files is a series of fantasy/mystery novels written by Jim Butcher. He provides a first person.
Rapid Recall Activities. Retention of facts is key with the New Curriculum Rolling Dice: Rolling a 10-sided dice and making number bonds to 10 Adding.
For “Francelette’s Kindness Adventure” Game Series Card Game Proposition.
US Army Corps of Engineers BUILDING STRONG ® 1 Disaster Readiness Committee hosts: Are you and your family prepared for the next disaster? 15 October 2014.
Click to add text You Make the Call Questions from the FIFA Q & A, 2005 ed.
1 GK Power/Finesse Set up is a goalkeeper protecting a full size goal, a coach with a supply of balls on the goal line, and a line of shooters behind a.
RuneQuest Reference Sheet
Iron Demon Iron Demons are some of the best Demons for controlling a bad situation, primarily thanks to their Shell Cannon, which is one of the cheapest.
Tunnelsnakes Rule!. Story and Genre The game is about surviving waves of enemies for however long you can while gunning for a high score. You play the.
Help or Hindrance? Roll a die. On an odd result your Brain task gets +1D6, otherwise it gets -1D6. Terribly Good Luck Play when you are about to make a.
Isolation By Evan Telford. It’s been six months since the war and I haven’t seen a single person. I spend most of my time hunting and scavenging for food,
Undead Tower Defense Terry Holt, Joe Shunia. Abstract of Game Story Storyline: An infectious disease has spread across the world to the human and various.
A top-down space action shooter for Windows and Xbox. NEREUS Ben Davis | Jacob Leach | Dipen Patel.
Constraint propagation is your friend Ian Horswill and Leif Foged Northwestern University.
Rock Demon 2 reflex2 hands35 EP Physical Attacks Back Flip Kick: Deals 10 damage, and flip a coin. If heads, deals 20 extra damage. Spike: Deals 15 damage.
©2009, Tom McKendree Biplanes ©2009, Tom McKendree.
1971 Indo Pak War On the night of December 4/5th, Lieutenant Vir reported noises from across the border suggesting a major armour movement Shortly.
Tactics. What is a tactic? A tactic is a specific way of carrying out a particular strategy and of applying in action principles of play common in games.
Bloomington North Women’s Soccer ‘Technical Tests’
Campus Guide to Active Shooter MCLNO Police Department.
Developed by Response Options Who or What is it? A.L. i. C.E.
NAVY SEALS Combat. Commander Da Boss, We have received intelligence that the leader of the enemy army is now in their capitol. We need you to get in there.
U9/10 Winter Training Week 7 Attacking 1v1 DiagramOrganizationCoaching Points 4v4 Scrimmage Unrestricted Free play first minutes Everyone with a.
Dead Run James Kelly, Mike Papo, Josh Lovatt. Basic Details Single Player Top Down Action game.
All of your Cruisers and Destroyers now receive +1 on all combat rolls. Hylar V Assault Laser All of your Destroyers receive +2 and roll 1 additional die.
Coaching Pack 12 – 16 Years. What Am I Coaching Today? What Might the Players Learn or Get Better at? TechnicalPsychological example PhysicalSocial example.
Coaching Pack 9 – 11 Years. What Am I Coaching Today? What Might the Players Learn or Get Better at? TechnicalPsychological example PhysicalSocial example.
Ash Demon 2 reflex2 hands35 EP Physical Attacks Shroud: Prevents the next 10 damage done to the Ash Demon. This effect doesn’t stack. Smoldering Embers:
FIBA 3-PERSON OFFICIATING MECHANICS 2015
Higher Basketball Roles and Rules. Higher Basketball The object of the game of basketball is to outscore your opponents by throwing the ball through the.
ABSTRACT Afterworld is an action-RPG set in the not too distant future where the Earth has been all but destroyed by a solar flare. It features an open.
Kickball Workshop. Players and Equipment 0 Each team shall consist of 8 players (any sex). Each team must have a minimum of 5 players in order to begin.
StatusOut Of SightOut of RangeWithin Range 1PanickedMove Away 2CautiousMoveWaitAttack 3AggressiveMove Attack 4BerserkMove Status change Every enemy miniature.
Active Shooter on Campus. Active Shooter is Not a New Phenomenon  May 18, 1927 in Bath Township, MI  School board member Andrew Kehoe  Three explosions.
May contain few bloody slides. Not suitable children under 18 P.s. that is sarcastic.
Resilient Treats OOF as Knocked Down. Hard to kill Treat Obviously Dead result as a Knock Down instead. Wary Add 1d6 when taking In Sight tests. Bad Shot.
Elven Hunter Ranger / Level 6 STRENGTH Athletics CONSTITUTION Endurance DEXTERITY Acrobatics Stealth+13 Thievery+10 INTELLIGENCE.
Plot Map for the sniper By: Adam Insley Date: Class: English Period: 5 th The Sniper: Liam O’Flaherty.
Breaking Contact B Trp 7-10 CAV 4ID Reference Material
* Crossfire  Unit must have members in squadron in both from and rear arcs of target ** Close Formation  Unit must have one more friendly unit in close.
HALION 10M HC An Introduction.
Kickball Workshop.
Outbreak 2-D Game Design
Defensive Play Heading Back to Goal
+5 PTS Ben Dixon Class: Standard Veritech Pilot Special Abilities: Selfless (When a mecha within 4 inches of Ben’s mecha is hit, hit player may choose.
Block (X): Units with this trait have large shields designed to protect themselves from enemy fire. Units with this trait get a free chance to block the.
Maze Defender By Jon and Mohammad.
2D Game Pitch Kazi Ahmed Fadi Alnabolsi CIS Fall 2014
Spoiler Alert- There is no winning M. Haworth
Water Powerup Water Powerup Steam Demon Steam Demon Steam Demon
Presentation transcript:

Dirty trick ARES: ZOMBIES! Sharpshooter - Play this card to improve the ranged combat skill of one of your figures by one die type (max d12) Ambush - However, after playing this card, you must place two zombies within six inches of a single living figure (your choice). These zombies may not be placed in close combat. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Brawler - Play this card to improve the melee combat skill of one of your figures by one die type (max d12) Ambush - However, after playing this card, you must place two zombies 1-6” from a single living figure (your choice). These zombies may not be placed in close combat. (Play During Your Activation) Dirty trick ARES: ZOMBIES! New Combat Boots - Play this card to improve the MV speed of one of your figures by 2” Trip - However, after playing this card, you must select one player’s figure (your choice), who s knocked prone. This figure may not be within four inches of a zombie. (Play During Your Activation) Dirty trick ARES: ZOMBIES! I Need A Hero! - Play this card to increase one of your figures’ actions/activation by one Stumble - However, after playing this card, you must select one player’s figure (your choice), who is knocked prone. This figure may not be within four inches of a zombie. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Durability- Play this card to increase the armour rating of one figure (you choose) by one die type Stumble - However, after playing this card, you must select one player’s figure (your choice), who s knocked prone. This figure may not be within four inches of a zombie. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Tough as Nails! - Play this card to give one living figure (you choose) the Thick Skull special ability Malfunction Select a living figure, who must discard a ranged weapon (Play During Your Activation) Dirty trick ARES: ZOMBIES! I’ve Got a Plan!- Play this card to give each of your figures one extra action this activation Lumbering Charge – However, after playing this card, select two zombies (your choice), who make an immediate charge move/attack. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Convincing Shamble - Play this card to allow one of your figures to mimic zombie shambling. As long as this figure only performs slow moves (-1” MV), it will not be sensed or attacked by any zombies. As soon as it performs a different type of action, this ability is lost The Dead Rise - However, after playing this card, you must add three zombies to the board. These zombies must be at least 12” from any living figure. (Play During Your Activation) Dirty trick ARES: ZOMBIES! That’s What I Was Looking For! - Play when you search a building or location. Look through all the items at that location, and choose the one you get What a Racket ! – However, after playing this card, place eight noise counters next to the entrance of the building/location you are searching (Play During Your Activation)

Dirty trick ARES: ZOMBIES! New Combat Boots - Play this card to improve the MV speed of one of your figures by 2” Trip - However, after playing this card, you must select one player’s figure (your choice), who s knocked prone. This figure may not be within four inches of a zombie. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Tough as Nails! - Play this card to give one living figure (you choose) the Thick Skull special ability Malfunction Select a living figure, who must discard a ranged weapon (Play During Your Activation) Dirty trick ARES: ZOMBIES! Feeding Frenzy Play this card after a living figure is killed by a zombie. All zombies within 12” will charge and attack the fallen figure until the end of the next Zombie Activation Phase. (Play Anytime) Dirty trick ARES: ZOMBIES! Out of Gas - You must play this card on a vehicle being driven. The vehicle is out of gas, and will not operate until a figure with a gas can uses an action next to its fuel tank Hot Coffee! – After you play this card, you may restore one of your wounded figures to full health, and give him one additional wound for the remainder of the game (Play Anytime) Dirty trick ARES: ZOMBIES! Barricaded Door - You must play this card when a living figure attempts to enter a building. The door is locked, and will require two additional actions to open Hot Coffee! – After you play this card, you may restore one of your wounded figures to full health, and give him one additional wound for the remainder of the game (Play Anytime) Dirty trick ARES: ZOMBIES! Powerful Blow– Play this card after your figure makes a successful melee attack. Add one additional wound to the damage inflicted Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Sweeping Attack– Play this card after your figure makes a successful melee attack. Add one additional wound to the damage inflicted Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Desperate Defense – Play this card after your figure is struck in melee combat. Add 6 to your defense roll before applying damage Armoured Zombies– However, after playing this card, select three zombies on the board (your choice). These zombies now have a D12 armour rating. (Play Anytime) Dirty trick ARES: ZOMBIES! Barricaded Door - You must play this card when a living figure attempts to enter a building. The door is locked, and will require two additional actions to open Combat Reflexes - You may immediately activate one of your figures, who may perform two actions. (Play Anytime)

Dirty trick ARES: ZOMBIES! Distraction Play this card to have the nearest six zombies to one of your figures move 6” toward a point you select. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Airstrike Pick a spot on the map, then roll 2D10 inches of scatter in a random direction. All figures within 6 inches of the impact point suffer a 2D12 melee attack. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Shell Shocked Play this card and select an enemy figure. This figure only gets one action on its next activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Flesh Wound Play this card as one of your figures is hit. Reduce the number of wounds he takes to one. (Play Anytime) Dirty trick ARES: ZOMBIES! Disoriented Play this card to move an enemy figure 8” in any direction. You may not move him within charge range of any zombies. (Play Anytime) Dirty trick ARES: ZOMBIES! Duck Play this card after your one of your figures is hit by a ranged attack. The hit counts as a miss. Your figure must be knocked prone. (Play Anytime) Dirty trick ARES: ZOMBIES! Satchel Charge Play this card when one of your figures is next to a building. All figures inside the building suffer a 2D12 melee attack. (Play Anytime) Dirty trick ARES: ZOMBIES! Walking Wounded Play this card as one of your figures is killed. Leave him on the table with one wound remaining, and a MV rate reduced by one inch. (Play Anytime) Dirty trick ARES: ZOMBIES! Straggler Play this card to place a straggler figure within 6 inches of one of your figures. You control this figure for the remainder of the game. (Play Anytime)

Dirty trick ARES: ZOMBIES! (Play During Your Activation) Dirty trick ARES: ZOMBIES! Bull Rush - Play this card to give one of your figures one free move action (with 200% of his MV rating). Any zombies contacted during this bull rush move are knocked prone, and do not hinder your figure’s movement. (place four noise counters at the start of the bull rush ) It Just Won't Die! - Pick a zombie, which receives a +2 per die defensive bonus for the remainder of the game. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Baby Kitten - Play this card to place a baby kitten marker within 6” of one of your figures. All zombies within 8” of this adorable little kitten will charge and attack it on the next Zombie Activation Phase Survivor - Place a survivor figure in any building doorway. This doorway must be at least 18” from any table edge. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Jack Be Nimble - Play this card and select one of your figures. This figure may move freely out of close combat for the remainder of the game Missed A Few – However, after playing this card, place 1D4 zombies at the entrance of an already searched building (your choice). (Play During Your Activation) Dirty trick ARES: ZOMBIES! Convincing Shamble - Play this card to allow one of your figures to mimic zombie shambling. As long as this figure only performs slow moves (-1” MV), it will not be sensed or attacked by any zombies. As soon as it performs a different type of action, this ability is lost The Dead Rise - However, after playing this card, you must add four zombies to the board. These zombies must be at least 12” from any living figure. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Jack Be Quick - Play this card and select one of your figures. This figure may move at 200% of it’s MV value until the end of its next activation Fast Zombies – However, after playing this card, choose and replace three zombies on the board with Fast zombies (who have two activations per turn instead of one.) These fast zombies must be more than six inches from a living figure. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Jack Be Quick - Play this card and select one of your figures. This figure may move at 200% of it’s MV value until the end of its next activation Fast Zombies – However, after playing this card, choose and replace three zombies on the board with Fast zombies (who have two activations per turn instead of one.) These fast zombies must be more than six inches from a living figure. (Play During Your Activation) Dirty trick ARES: ZOMBIES! New Sneakers - Play this card to improve the MV speed of one of your figures by 2” Stumble - However, after playing this card, you must select one player’s figure (your choice), who s knocked prone. This figure may not be within four inches of a zombie. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Move Move Move! - Play this card to give each of your figures one extra action this activation Twisted Ankle – Select a figure more than 6” from any zombies. This figure has its MV rating halved until the end of its next activation. (Play During Your Activation) Extra Sneaky - Play this card to give a figure the Extra Sneaky ability until the end of his next activation. All actions this figure performs while extra sneaky cause one less noise counter to be placed Survivor - Place a survivor figure in any building doorway. This doorway must be at least 18” from any table edge.

Dirty trick ARES: ZOMBIES! Jack Be Quick - Play this card and select one of your figures. This figure may move at 200% of it’s MV value until the end of its next activation Fast Zombies – However, after playing this card, choose and replace three zombies on the board with Fast zombies (who have two activations per turn instead of one.) These fast zombies must be more than six inches from a living figure. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Dropped Backpack– Play this card and select two items from this list: pistol, ammo, food, first aid kit, keys, one- handed CC weapon HazMat Zombies – However, after playing this card, select two zombie within 12” of a living figure. These zombies are now HazMat Zombies. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Survivor’s Stash – Play this card when one of your figures is in a building. Select two items from this list: pistol, shotgun, SMG, ammo, food, first aid kit,, one-handed CC weapon HazMat Zombies – However, after playing this card, select two zombie within 12” of a living figure. These zombies are now HazMat Zombies. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Bull Rush - Play this card to give one of your figures one free move action (with 200% of his MV rating). Any zombies contacted during this bull rush move are knocked prone, and do not hinder your figure’s movement. (place four noise counters at the start of the bull rush) It's Back on it's Feet! - Return one dispatched zombie to the game atthe location he was killed (revived zombie will have one wound) (Play During Your Activation) Dirty trick ARES: ZOMBIES! Umbrella Corporation Sniper (Umbrella Players Only) As long as an Umbrella Corp helicopter is over the board, you may make one D10/D12 powerful ranged attack on each of your activations against a target of your choice. Defender’s range die is D8. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Police Sniper (Police Players Only) You may make one D10/D10 powerful ranged attack on each of your activations against a zombie in LOS of your starting table edge. Defender’s range die is D8. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Rocket Strike (Army Players Only) As long as an Army helicopter is over the board, you may launch a rocket strike on each of your activations. Pick a target location on the board, and roll a D5 (D10 halved, rounded down) for the scatter distance and direction. All figures within 2.5” radius of the hit location suffer a 2D10 melee attack. All wounded figures are knocked down. (Play During Your Activation) Dirty trick ARES: ZOMBIES! Barricaded Door - You must play this card when a living figure attempts to enter a building. The door is locked, and will require two additional actions to open Combat Reflexes - You may immediately activate one of your figures, who may perform two actions. (Play Anytime) Dirty trick ARES: ZOMBIES! Glancing Blow - Play this card to reduce the number of wounds inflicted by a ranged or melee attack by one It's Back on it's Feet! - Return one dispatched zombie to the game at the location he was killed (the revived zombie will have one wound) (Play Anytime)

Dirty trick ARES: ZOMBIES! Aimed Shot - Play after a ranged attack. Add 6 to your attack roll, plus add 1 wound to the damage inflicted Survivor Place a survivor figure in any building doorway. This doorway must be at least 18” from any table edge. (Play Anytime) Dirty trick ARES: ZOMBIES! Holy Symbol (Flaming Torch) Play this card and select a living figure, who may negate one zombie charge/turn made against him or another living figure within 3 inches of him(the zombies’ charge actions are wasted) Malfunction Select a living figure, who must discard a ranged weapon (Play Anytime) Dirty trick ARES: ZOMBIES! Glancing Blow - Play this card to reduce the number of wounds inflicted by an attack by one Police Patrol - Place two police figures in a location more than six inches from a door or zombie (you choose the location). (Play Anytime) Dirty trick ARES: ZOMBIES! Feeding Frenzy Play this card after a living figure is killed by a zombie. All zombies within 12” will charge and attack the fallen figure until the end of the next Zombie Activation Phase. (Play Anytime) Dirty trick ARES: ZOMBIES! Helpful Survivor - A survivor in an upstairs window shoots a zombie. Make a D10/D10 ranged attack against a zombie of your choice (zombie’s range die for defense is a D8) It’s chewed through the seatbelt! – Place a zombie next to an abandoned vehicle somewhere on the board (your choice). (Play Anytime) Dirty trick ARES: ZOMBIES! First Strike - Play this card and select a living figure (your choice), who may immediately make one free melee attack Neighborhood Watch - Place two survivors at a location (you choose) more than six inches from any zombies. (Play Anytime) Dirty trick ARES: ZOMBIES! Burst of Speed - A figure of your choice may make two free move actions Kick the Can – However, after the move actions, place six noise counters next to a living figure (your choice). (Play Anytime) Dirty trick ARES: ZOMBIES! First Strike - Play this card and select a living figure (your choice), who may immediately make one free melee attack Lumbering Charge – However, after playing this card, select two zombies (your choice), who make an immediate charge move/attack. (Play Anytime) Dirty trick ARES: ZOMBIES! Dodge - Play this card after your figure receives one or more wounds. These wounds are negated Zombies in the Mist – However, after playing this card, place four zombies six inches from any table edge. (Play Anytime)

Dirty trick ARES: ZOMBIES! Desperate Defense – Play this card after your figure is struck in melee combat. Add 6 to your defense roll before applying damage Armoured Zombies– However, after playing this card, select three zombies on the board (your choice). These zombies now have a D12 armour rating. (Play Anytime) Dirty trick ARES: ZOMBIES! Furious Assault– Play this card after your figure makes a successful melee attack. Immediately make one free additional melee attack Armoured Zombies– However, after playing this card, select three zombies on the board (your choice). These zombies now have a D12 armour rating. (Play Anytime) Dirty trick ARES: ZOMBIES! Powerful Blow– Play this card after your figure makes a successful melee attack. Add one additional wound to the damage inflicted Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Sweeping Attack– Play this card after your figure makes a successful melee attack. Add one additional wound to the damage inflicted Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Trip Kick– Play this card after your figure makes a successful melee attack. Add one additional wound to the damage inflicted Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Sieze the Initiative– Play this card to change your initiative card to any value. This will allow your force to activate immediately Strong Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have the Powerful special ability. (Play Anytime) Dirty trick ARES: ZOMBIES! I’ve Got a Plan!- Select two living figures, who may immediately perform one action Lumbering Charge – However, after playing this card, select two zombies (your choice), who make an immediate charge move/attack. (Play Anytime) Dirty trick ARES: ZOMBIES! I’m A Trained Locksmith (I Spent Time in Prison)- Select one living figure, who may pick locks or hotwire cars automatically Barking Dog – However, after playing this card, place six Noise tokens in a location within 12” of a living figure (your choice). (Play Anytime) Dirty trick ARES: ZOMBIES! Zombie Survival Guide – Draw three dirty trick cards, and select one to keep Barking Dog – However, after playing this card, place six Noise tokens in a location within 12” of a living figure (your choice). (Play Anytime)

Dirty trick ARES: ZOMBIES! Sieze the Initiative– Play this card to change your initiative card to any value. This will allow your force to activate immediately Fast Zombies– However, after playing this card, select two zombies on the board (your choice). These zombies now have two actions per activation. (Play Anytime) Dirty trick ARES: ZOMBIES! Sieze the Card!– Play this card to take a dirty trick card from another player I Know That Zombie! – However, after playing this card, select a zombie within 12” of one of your figures (your choice, mut be in LOS). Your figures may not attack this zombie until it makes an attack against one of your figures. (Play Anytime) Dirty trick ARES: ZOMBIES! The Keys are In It!– Play this card to allow you to drive a vehicle without having keys or hotwiring it I Know That Zombie! – However, after playing this card, select a zombie within 12” of one of your figures (your choice, mut be in LOS). Your figures may not attack this zombie until it makes an attack against one of your figures. (Play Anytime) Dirty trick ARES: ZOMBIES! The Keys are In It!– Play this card to allow you to drive a vehicle without having keys or hotwiring it HazMat Zombies – However, after playing this card, select two zombie within 12” of a living figure. These zombies are now HazMat Zombies. (Play Anytime) Dirty trick ARES: ZOMBIES! Dropped Backpack– Play this card and select two items from this list: pistol, ammo, food, first aid kit, keys, one- handed CC weapon HazMat Zombies – However, after playing this card, select two zombie within 12” of a living figure. These zombies are now HazMat Zombies. (Play Anytime) Dirty trick ARES: ZOMBIES! Survivor’s Stash– Play this card when one of your figures is in a building. Select two items from this list: pistol, shotgun, SMG, ammo, food, first aid kit,, one-handed CC weapon HazMat Zombies – However, after playing this card, select two zombie within 12” of a living figure. These zombies are now HazMat Zombies. (Play Anytime) Dirty trick ARES: ZOMBIES! Barricaded Door - You must play this card when a living figure attempts to enter a building. The door is locked, and will require two additional actions to open Mountain Dew – After you play this card, you may restore one of your wounded figures to full health, and give him one additional wound for the remainder of the game (Play Anytime) Dirty trick ARES: ZOMBIES! Barricaded Door - You must play this card when a living figure attempts to enter a building. The door is locked, and will require two additional actions to open Hot Coffee! – After you play this card, you may restore one of your wounded figures to full health, and give him one additional wound for the remainder of the game (Play Anytime) Dirty trick ARES: ZOMBIES! Out of Gas - You must play this card on a vehicle being driven. The vehicle is out of gas, and will not operate until a figure with a gas can uses an action next to its fuel tank Hot Coffee! – After you play this card, you may restore one of your wounded figures to full health, and give him one additional wound for the remainder of the game (Play Anytime)