Dead of Winter: A Crossroads Game

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

Dead of Winter is a semi-cooperative survival game set in a zombie-infested winter. Players control a colony of survivors working toward a shared Main Objective, but each player also has a Secret Objective. Only players who complete their Secret Objective when the game ends win — and one player may secretly be a Betrayer working against the colony. The game features the unique Crossroads mechanic where story events trigger based on player actions.

Components

Setup

  1. Place Colony Board centrally with 6 Location Cards around it.
  2. Each player takes a Player Reference Sheet.
  3. Choose or randomly select a Main Objective; set up board per its instructions.
  4. Prepare Secret Objectives: set aside 2 non-betrayal per player, add 1 betrayal card, shuffle and deal 1 each. Return rest unseen.
  5. Shuffle Crisis cards onto Colony Board.
  6. Shuffle Survivor, Exiled Objective, and Crossroads decks separately.
  7. Shuffle Starting Items, deal 5 to each player.
  8. Separate remaining Item cards by location; shuffle each deck onto its Location Card.
  9. Deal 4 Survivor cards to each player; keep 2, return others. One becomes Group Leader, the other a Follower.
  10. Place corresponding Survivor standees in the Colony.
  11. Highest-influence Group Leader’s player gets First Player Token.

Turn Structure

Each round has 2 phases:

Phase 1: Player Turns

  1. Reveal Crisis: Flip top Crisis card. Must be prevented by contributing correct item types.
  2. Roll Action Dice: Each player rolls dice = 1 + number of survivors they control (starting: 3 dice).
  3. Player Turns: Clockwise from First Player. Before each turn, the player to the right draws a Crossroads card (resolves if triggered during that turn).

Phase 2: Colony Phase

  1. Pay Food: Remove Food tokens = number of survivors at the Colony (helpless included). Shortfall adds Starvation tokens (each lowers Morale by 1).
  2. Check Waste: If waste pile has 10+ cards, lose Morale (1 per 10 cards).
  3. Resolve Crisis: Count contributed cards. Need cards = number of non-exiled players. If enough correct type → prevented. Wrong-type cards count against. Failed → crisis effect occurs.
  4. Add Zombies: Add 1 zombie per 2 survivors at each location (Colony included). Place at entrances in order.
  5. Check Main Objective: See if completed.
  6. Move Round Marker: Advance round track. If it reaches 0, game ends.
  7. Pass First Player Token: to the left.

Actions

Actions Requiring an Action Die

Actions NOT Requiring a Die

Exposure Die

Rolled when moving or attacking zombies:

Scoring / Victory Conditions

Game End Triggers

Winning

Each player who has completed their Secret Objective when the game ends wins. The Main Objective may need to be completed as part of your Secret Objective. If Morale hits 0, only the Betrayer (if any) can win.

The Betrayer

One Secret Objective may be a Betrayal card. The Betrayer wins if the colony fails (Morale reaches 0). The Betrayer can sabotage crises, waste resources, and undermine the colony.

Exile

If voted out, a player draws an Exiled Secret Objective. They can no longer enter the Colony but still take turns at outside locations. They have new win conditions.

Special Rules & Edge Cases

Player Reference

Round Summary:

  1. Reveal Crisis → 2. Roll Dice → 3. Player Turns (Crossroads each turn) → 4. Colony Phase (Food → Waste → Crisis → Zombies → Objective → Round → First Player)

Exposure Die: | Result | Effect | |——–|——–| | Blank | Nothing | | Wound | 1 wound | | Frostbite | 1 frostbite | | Bite | Survivor dies; chain reaction possible |

Key Numbers: