Zombie Chickens FAQs

Gameplay

How many of each card is included in the game?

96 Day Cards:

20 Hay Bale

6 Scarecrow

14 Shotgun

24 Ammo

10 Booby Trap

6 Shield

6 Flamethrower

6 Fuel

4 W.O.L.R.

61 Night Cards:

4 Walker

2 Climber

2 Crawler

2 Sneaker

6 Creeper

4 Stalker

2 Clucker

2 Chomper

2 Toaster

2 Thunder

2 Floater

2 Blaster

6 Boomer

2 Raider

4 Kablooey

10 Biter

16 Life Cards

How do turns work during the Night? Does a player flip over all of their Night cards before moving to the next player, or only one?

Players take turns flipping over 1 Night card at a time and defending against it. (After each Night card, play moves to the next player.) For example, on Night 3, all players are dealt 3 Night cards. Player 1 flips over their first Night card and deals with it. Then Player 2 flips over their first Night card, etc. After each player has dealt with their first Night card, Player 2 flips over their second Night card, and so on. This continues until all Night cards have been played, or until only one player remains alive.

What does the red “1-Time-Use” ribbon in the top-right corner of a card mean?

Several Day cards have a “1-Time-Use” symbol: Ammo, Booby Trap, Shield, W.O.L.R. This means that once those cards are used they must be discarded immediately from your farm.

When I place a Shield card on my farm, do I assign it to a specific stack to protect?

No. Simply place the Shield on your farm as its own stack. At that point it is available for you to use to defend whichever stack you would like when an Exploding zombie comes during the night. Once you have used the Shield to defend a stack, discard it (since it is a 1-Time-Use card).

Can a shield save a 1-time-use card from being discarded after use?

No. 1-time-use cards must be discarded once they are used - no matter what.

Can I place an “incomplete” stack on my farm during the day? (for example, a Flamethrower without Fuel?)

Yes. You can place any Day card from your hand onto your farm, in any order you’d like, even if a stack is incomplete.

Is there a way to remember which night we are on or track the game’s progress as we go?

We made a handy Day/Night Tracker printout for just this purpose. You can download it on the Zombie Chickens page on this website.

If I am trying to stop a zombie that has the TIMID trait, do I have to have a Scarecrow to stop it, or can I stop it with a different defense card?

You do not necessarily have to use a Scarecrow to stop a zombie with a TIMID trait. You can use any defense card you have that can stop that particular zombie.

Why is Ammo 1-Time-Use, but Fuel is not?

Each shotgun shot uses up a round of ammo, but fuel tanks have lots of fuel in them, so they can be used over and over again.

Is there a limit to how many stacks a player can have on their farm?

No. There is no limit. It's your land so you can have as few or as many stacks as you'd like!

Event Cards

An Event card is drawn that requires all players to discard cards from their farm, but I can’t because I don’t have enough cards on my farm. What do I do?

You’re in luck (in a way)... Follow the instructions on the Event card to the extent that you can. For example, if it requires you to discard 3 cards on your farm but you only have 1, discard that 1 card and you’re done.

When a Silent Night event Card is turned over, are the remaining Night Cards discarded or placed back into the Night Deck?

When a Silent Night card is turned over, simply discard any remaining Night Cards and begin the next day!

When an event card is turned over that destroys defense cards (Tornado, Lightning Strike, Heavy Rainfall, etc.), can you use a Shield to protect any of your cards?

No. A Shield may only be used to shield a stack from the explosion caused by an Exploding zombie.

Cooperative Version

Is there an instructional video for the Cooperative version?

Not at this time. We find it’s easiest to learn the Competitive version first (start with that video), and then read the instructions for the Cooperative version. If you still have questions that aren’t covered in these FAQs, feel free to reach out using the Contact Us page of this website.

Can we communicate together or show each other our cards in the cooperative version?

Yes! Communication is encouraged. In fact, some players like to lay out the cards in their hand face-up in front of them so that their fellow-players can easily see what they have.

How does trading work in the cooperative version?

At any time during the Day, players may trade cards from their hand with other players. You may trade more than 1 card at a time, but all players must end each trade with 5 cards in their hand. It does not have to be your turn to trade cards with another player.

In the Cooperative version, how do you handle Event cards that refer to “all players…” (for example, “All players discard 3 cards from their farm”)?

Events that reference “all players” should be handled as if the group is 1 player. (E.g., if the event says “All players must discard 3 cards from their Farm”, the group should collectively choose 3 cards total to discard.)

Is there a way to make the Cooperative version easier (or more difficult)?

Yes. Simply increase or decrease the number of Life Cards you start the game with (a normal game uses 5 shared cards for the team). Use 6 for an easier game, or 4 for a harder game.

Solo Version

Is there an instructional video for the Solo version?

Not at this time. We find it’s easiest to learn the Competitive version first (start with that video), and then read the instructions for the Cooperative version. If you still have questions that aren’t covered in these FAQs, feel free to reach out using the Contact Us page of this website.

How does a turn work in the Solo version?

During the Day, turns work exactly like in the Competitive version, except there is only 1 player. So, start in the Morning by discarding 1 card (optional), placing 2 cards on your Farm, and then drawing 2 replacements. Then, immediately repeat that process for your Afternoon turn (discard 1, place 2, draw 2).

At Night, draw the number of Night cards that correspond to the Night you are on, and then flip over those cards 1 at a time and deal with each before flipping over the next. When you’ve successfully dealt with each of your Night cards, you go on to the next day.

Is there a way to make the Solo version easier (or more difficult)?

Yes. Simply increase or decrease the number of Life Cards you start the game with (a normal game uses 5). Use 6 for an easier game, or 4 for a harder game.