
I have been drooling over the “Last days – Zombie Apocalypse” rules for some time, and when the companion “Seasons” arrived in the first week of isolation it was the final trigger to extract the digit and get painting.

The zombie hunters

The hunted


Five objective markers and three starting zombies are placed.


One zombie for each character level are then placed. Clyde’ group has eight level one characters so eight zombies are placed on the opposite board edge.
The zombie hunters are placed within 3 inches of the table edge opposite the zombies.


I will outline the first turn in detail so you can get a feel for the rules.
Turn 1
The Action Phase
Normally you would start the phase rolling for initiative and choosing if you want to move or shoot first. In solo play you are only playing against zombies so you automatically have the initiative in both the shooting and close quarters combat phase.
Figures can use their action points to walk, jump, run, climb, pick up things, reload a firearm, open or close a door, go locked and loaded or interact.

Clyde runs for 5 actions (moves 2″ X 5), but does not have the three actions left to pick up the loot.

Bob moves 1 action forward (1″) and then runs for 5 actions (10″).

Bonnie moves her 5 action straight forward (5″). The role of a Crony is to “cheer from the rear”.

Billie moves her 6 actions in a dog leg. Running must be in a straight line which could have been done by moving one inch and then running the remainder of her actions (like Bob), but as she is a weak character it was best to keep her behind the others, but close enough in case zombies come on from the rear.

Doc Martin moves up behind Billie just in case.

Scooby moves one action to avoid the container and then runs 7 actions ( a massive 14 inches) to join Bob, barking all the way.

Sam moves 6 of his 8 actions forward to protect the group from zombies coming down the side alley.

Robyn moves her 6 actions to join Sam.
The shooting phase.

Bob decides to shoot at the “Santa” zombie. He adds plus one for shooting at a zombie, but minus one because he ran. He adds his fire arms factor of 3 to a D6 roll and needs to reach a total of seven to hit. Bob rolls a 5 plus 3 for his FA factor for a total of 8. He hits the zombie. Against another player you would now roll for damage but against zombies you roll again needing a 5 or 6 to “hit them in the head” and take them out. On a score of 1-4 you fail to take down the zombie but push them back the “knock back value” of the weapon. In the case of a pistol this is 1 inch.

Bob rolls a 4 and misses the head of the zombie, deducting one activation point (1″ movement) in the zombie activation phase.

Santa is also within the 12 inch range of Clyde’s pistol but with a roll of one fails to hit the zombie at all.

With no other zombies in range of the group the shooting phase ends.
Close Quarters Combat Phase.
With no one in contact with any zombies there is no close quarter combat this turn.
The End Phase.
As the group did not receive any casualties for the turn there is no need to test if the group has reached breaking point.
Turn 1 has now ended.
Turn 2
The Menace Phase
This is where things get interesting.
The first thing you do is place noise tokens (blue beads) for point of noise generated.

Bob and Clyde created one noise marker each for each rate of fire (in this case one) of their weapons. Scooby the woofa created one noise marker because that’s just what he does. All three ran so added an additional noise marker for two each. You now roll a dice for each figure that has created noise and if the total of the noise markers and the D6 is seven or more then a zombie arrives on the board edge closest to them.

Two more zombie arrive on the table edge behind the group.
Next you place ammo markers (red beads).

A single ammo marker was placed against both Bob and Clyde for the rate of fire of each of their pistols. A D6 is rolled and added to the number of noise markers. If the total is equal or greater than the reload value of the weapon then it is out of ammunition. As Clyde rolled a six his pistol is out of ammunition. Bob only rolled a three so the weapon can still fire.
In a solo game you need to role on the End Phase Event table to see if anything happens. A D6 is rolled and the current turn is added for a final score. With the roll of a 3 resulting in nothing unusual happening.
Zombie activation now occurs.
Each Zombie moves towards the closest character in line of sight. If there is no model in line of sight they will move to the closest character that generated noise that turn i.e. Bob, Cyde, or Scooby.



Zombies on the move.
Action Phase.
Clyde quickly reloads 2AP, picks up the objective 3AP and moves 1 inch.
Bob moves 1 inch side ways for 1AP, runs for 2AP and pick up the objective for 3AP.
Robyn and Bonnie move to be able to shoot both ways down the road.
Scooby engages the Santa zombie in close quarters combat.
Sam moves 2 inches and runs into combat with the zombie on the table edge.
Billie and Doc form a firing line with the others.

Both Scooby and Sam needed to take a horror test for assaulting a zombie. Opposing horror and courage characteristics are added to a D6 roll. Both passed their courage tests and readied themselves for the close quarters combat ahead.


Shooting Phase
With only one zombie now an eligible target, Robyn elects to take the shot despite the “fatty” being partly obscured by the red Ford Mustang . Living up to her Archery Olympic Gold medal she rolls a five to hit (5 plus 3 FA = 8) and then a six, plus the +2 for the hunting bow takes the head completely off the zombie fatty.

Close Quarters Combat

Having survived the horror test Sam attacks. With a CQC characteristic of 4 and a roll of 5 he was easily able to defeat the zombies roll of 4 and CQC of 2. The damage roll of 4 plus one for the fire axe “hits the zombie in the head” taking her out.

Scooby was not so lucky. With modified rolls of eight to 5 Scooby’s attack succeeded but unfortunately the damage roll of 4 did not eliminate “Santa” enabling him to fight back in the Zombie attack phase.

Santa’s revenge
With total modified rolls of 6 to 8 there were yelps being heard right across Gotham. In order to determine character damage you roll a D6 (Santa rolled a 5) and add the strength of the attacker (3) giving a total of eight. You then divide this by the endurance of the defender (Scooby’s is 3) and round down for a total of two wounds.
Scooby is still in the fight but just.
With close quarters combat now finished we move into the end phase.
Turn 2 End Phase
As there was no casualties there was no need to take a break test.
The End Phase Event table resulted in a modified roll of 7. This meant that if a zombie was within two inches of a vehicle the car alarm would go off with three noise markers. Fortunately there was only one vehicle withing two inches of any zombies.

With turn 3 about to start it is time to finish this episode. Same time same bat channel tomorrow night.