Overview
Last Night on Earth is a scenario-driven survival horror game where players take on the roles of either Heroes or Zombies in the small town of Woodinvale. Hero players work together using cunning and found items to survive the night and complete scenario objectives. Zombie players control waves of undead trying to overwhelm the Heroes. Each scenario plays like a horror movie plot with different victory conditions.
Components
- 1 full colour rulebook
- 1 Town Center game board
- 6 L-shaped outer boards
- 8 unique Hero figures (grey)
- 14 Zombie figures (7 green, 7 brown)
- 40-card Hero deck (basic) + 20 advanced cards
- 40-card Zombie deck (basic) + 20 advanced cards
- 6 reference cards
- 8 large Hero character sheets
- 5 large scenario cards
- 2 die-cut counter sheets (wound markers, sun track marker, spawning pit markers, etc.)
- 16 six-sided dice
- 1 CD soundtrack
Setup
- Place Town Center board in center, attach 4 random L-shaped outer boards.
- Choose a scenario; follow its setup instructions.
- Divide players: some play Heroes (always 4 Hero characters), some play Zombies.
- Place Hero figures in designated starting locations.
- Place starting Zombies on Zombie Spawning Pit spaces.
- Place Sun Track Marker on the starting position.
- Shuffle Hero and Zombie decks separately.
Player Distribution:
| Total Players |
Heroes |
Zombies |
| 2 |
1 (controls 4 Heroes) |
1 |
| 3 |
1 (controls 4 Heroes) |
2 |
| 4 |
2 (2 Heroes each) |
2 |
| 5 |
2 (2 Heroes each) |
2 + extra rules |
| 6 |
4 (1 Hero each) |
2 |
Turn Structure
Each game round has two turns:
Zombie Turn
- Draw Zombie Card: Each Zombie player draws 1 card (hand limit applies).
- Move Zombies: Each Zombie may move 1 space (no diagonal movement). Zombies may not enter buildings unless a Hero is inside.
- Spawn New Zombies: Roll 2d6. For each Spawning Pit, if the roll meets the spawn requirement, place a new Zombie on that pit. Max 14 Zombies on the board.
- Fight: Zombies in the same space as a Hero must fight.
Hero Turn
Each Hero performs actions in any order:
- Move OR Search: Move up to D6 spaces, OR if in a building, Search (draw 1 Hero card).
- Exchange Items: Heroes in the same space may trade cards.
- Fight: If in the same space as Zombies, the Hero may fight.
- Advance Sun Track: Move the Sun Track Marker 1 space.
Actions
Combat (Fight)
- Hero attacks Zombie: Roll 1d6. On a result of the Hero’s fight value or higher, the Zombie is killed and removed from the board.
- Zombie attacks Hero: Roll 2d6 (Zombie dice) vs. Hero’s 1d6 (fight dice). If Zombie total >= Hero total, the Hero takes a wound. Heroes typically have 2-4 wound capacity.
- Ranged weapons: Some Hero cards allow ranged attacks (guns).
Searching
- Only available in buildings. Draw 1 card from the Hero deck.
- Cards include weapons, items, allies, and event effects.
Special Zombie Actions
- Play Zombie cards for events, traps, and ambushes.
- Some cards allow extra movement or spawning.
Scoring / Victory Conditions
Victory conditions depend on the chosen scenario:
- Die, Zombie, Die!: Heroes must kill 15 Zombies before the sun sets.
- Defend the Manor House: Heroes must survive until dawn without Zombies entering the manor.
- Escape in the Truck (Advanced): Heroes must find keys and gas, reach the truck, and drive away.
- Burn ‘Em Out (Advanced): Heroes must find gasoline and destroy Zombie spawning pits.
If Heroes complete the scenario objective, they win. If the Sun Track reaches the end, check scenario: usually Zombies win if objectives are incomplete.
Special Rules & Edge Cases
- D3 rolls: Roll a D6; 1-2 = 1, 3-4 = 2, 5-6 = 3.
- Wound markers: Placed on Hero Character Sheets. When wounds equal health, the Hero is killed.
- Killed Heroes: May become Zombie Heroes (Advanced game) or be out of the game.
- Buildings: Heroes inside buildings are protected until Zombies enter. Zombies need a Hero present to enter.
- Taken Over markers: Buildings overrun by Zombies that Heroes can no longer enter.
- Lights Out markers: Buildings without power (card effect).
- Gun attacks: Range and ammo vary by weapon card.
- Advanced Game: Adds additional cards, the Truck, Gas markers, Zombie Heroes, and Old Betsy the farm dog.
Player Reference
Zombie Turn Summary:
- Draw Zombie card
- Move each Zombie 1 space
- Spawn new Zombies (roll 2d6 per spawning pit)
- Fight Heroes in same space
Hero Turn Summary:
- Each Hero: Move (D6) OR Search (draw card if in building)
- Exchange items with adjacent Heroes
- Fight Zombies in same space
- Advance Sun Track 1 space
Combat Quick Reference:
| Attacker |
Dice |
Kills On |
| Hero vs Zombie |
1d6 |
Meet/exceed fight value |
| Zombie vs Hero |
2d6 vs Hero’s 1d6 |
Zombie total >= Hero total = wound |