Village
Your Piles
Pile A is a mystery draw. Pile B always shows its next card face up before you draw it.
Pile A is a mystery draw. Pile B always shows its next card face up before you draw it.
You've banked three matching black cards. Detonate now, or keep waiting for a fourth.
A mysterious virus has plagued your town. Red cards are zombies; black cards are healthy survivors. Flip cards from your two Player Piles to inoculate the village before the zombies overrun it.
Clear every face-up red (zombie) card off the 4Ć4 Village board. The board only shows a card once a Zombie Attack reveals it ā before that, it's an unknown face-down card. You win the moment the board has zero face-up red cards, checked continuously as you play, as long as at least one attack has already happened.
Each turn, choose one of your two Player Piles and flip its top card. Pile A is a mystery ā you only see its top card once you flip it. Pile B always shows its next card face up before you draw it, so you know exactly what you're about to get from that pile one card ahead. Use that to plan: hold off on Pile B when its visible next card doesn't help yet, or time your Pile A gambles around what you already know is coming from B. There's no shared Draw Pile to fall back on ā once a pile's own cards are gone, they're gone for good, and if both piles ever run out at once, you lose. Cards you discard or that get burned off the board don't come back either, so every card is single-use.
Get a Reserve pile three deep for one rank ā a black bomb pile, built from cards you deliberately bank, or reds that later settled in underneath it ā and you can detonate it instead of spending them one at a time: every red card of that rank disappears at once, on the board and in your Reserve. A single pile can only hold 3 cards ā once it's capped, anything more of that rank has nowhere to stack and needs a Reserve space of its own instead.
After every turn, the top card of the Zombie Draw Pile is revealed. Black: nothing happens. Red: the whole Village flips face up. Revealed black cards are discarded and replaced; revealed red cards stay face up until destroyed. If the entire Village ever fills with face-up red cards, the zombies win.
Everyone who plays "Today's Challenge" on the same day gets the exact same shuffle. It's locked to one attempt per day ā your result is saved and compared against your streak of consecutive days won. "New Random Game" is unlimited practice with a fresh shuffle every time.
The printed rulebook gives every player 4 Reserve spaces, sized for a physical table where 2-4 people share the work of drawing rescuing black cards each round. Playing alone, one person gets far fewer chances per round to find a match ā testing showed the 4-space Reserve made solo essentially unwinnable, so this version gives a solo player 7 Reserve spaces instead to compensate. If you're playing the physical card game with friends, stick to the printed 4.