Game Objective
In Running Wild, players take on the role of Survivors fighting to protect the last trained horses while the city is overrun by zombies. The main goal is to survive the waves of zombies and, at the end of the game, accumulate the highest amount of adrenaline points. Victory is achieved when the end‑game mode is triggered and the player with the most adrenaline points wins. If all Survivors are eliminated or if any player’s Solo Horse takes a wound, the game ends in defeat for everyone.
Setup
- Choosing Survivors: Each player selects a Survivor and receives two miniatures – a Standard and a Rider. If the player chooses to use the Rider miniature, they must place the corresponding Solo Horse token in their zone.
- Board Assembly: Arrange the board according to the Running Wild layout, positioning the train pieces (Pieces 11R and 12R) and the Wagon (10R) as indicated in the manual.
- Abomination Deck: Add the Nightmare Horse card to the Abomination Deck before shuffling.
- Card Distribution: Shuffle the Action Deck and deal the starting cards according to standard Zombicide rules.
- Initial Placement: Place each Survivor in their starting zone, with the Standard or Rider miniature as chosen. If in Rider Mode, remove the Solo Horse token from the zone.
- Zombie Preparation: Place the zombie pieces in the zones indicated in the manual, including the Nightmare Horse Abomination if it is in play.
Game Flow
The game follows the typical turns and rounds structure of Zombicide, with some specific additions for Running Wild:
- Survivor Turn: Each player, in order, performs their actions. During the turn, a Survivor can switch between Standard Mode and Rider Mode as a free action, at no action cost.
- Zombie Turn: After all Survivors have completed their actions, zombies act according to the movement and attack order established in the manual.
- Maintenance: At the end of each round, execute the maintenance rules (e.g., discarding cards, rolling zombie dice, etc.). If there are global events, they are resolved in this phase.
- End of Round: Check if any end‑game trigger has been activated (e.g., all zombies have been eliminated or the Solo Horse has taken a wound). If so, proceed to the End Game and Scoring section.
Actions and How to Play
During the Survivor Turn, each player can perform up to 3 actions (or fewer if restrictions apply). The available actions are:
- Move: Move the miniature to an adjacent zone, respecting Rider Mode rules (cannot enter balconies or move to interior zones except exit zones).
- Attack: Use a weapon or melee combat ability. If the Survivor is in Rider Mode, they receive +1 melee die and +1 zone per move.
- Use Ability: Activate a class or Survivor ability. In Rider Mode, movement abilities (such as +1 free movement action, Hit and Run, Jump, or Run) cannot be used.
- Switch Mode: As mentioned, a free switch between Standard Mode and Rider Mode can be made at any time during the turn.
For the Nightmare Horse Abomination, the special rules are:
- It is an Abomination with 1 action, deals 2 wounds, and requires Damage 3 (or Dynomite) to eliminate.
- While on the board, all zombies that normally deal 1 wound now deal 2 wounds.
- Eliminating it grants 5 adrenaline points.
End Game and Scoring
The game ends when one of the following triggers occurs:
- All Survivors have been eliminated.
- The Solo Horse of any player takes a wound.
- All zombies have been eliminated.
After the trigger, count each player's adrenaline points. Each eliminated Abomination awards points according to its adrenaline granted table. The player with the highest score wins. If there is a tie, consult the manual for tiebreaker details.
Tips for Winning
- Use Rider Mode strategically: Take advantage of the +1 melee die bonus and the ability to traverse exit zones to position yourself advantageously.
- Protect the Solo Horse: Avoid placing your Solo Horse in high‑risk zones; if it takes a wound, the game ends.
- Eliminate the Nightmare Horse early: Since it increases zombie damage, removing it quickly can reduce pressure on the Survivors.