Night of the Living Dead

Isn’t the public domain wonderful?

In the Capeworld setting, Night of the Living Dead takes place in its own universe. I considered putting it in the Silver Universe “film serial” universe, because the idea of a bunch of old 40’s superheroes killing zombies in the 60’s is very appealing to me. But it just doesn’t have the right feel. Even though the “ghouls are caused by space radiation picked up by a space probe” works as a plot by one of the interplanetary Commando Cody villains, the 60’s setting doesn’t. By the 60’s, the Silver Universe has been through enough sci-fi that the world should be pretty advanced. I want the setting of Captain Video to be what the world looks like in the 60’s. So its a universe of one work–for now. I’ll probably find some public domain flick to bundle with it.

Sentinels of the Multiverse Deck

Special Rules

Venusian radiation is reanimating the dead!: Whenever a non-ghoul target is destroyed, play the top card of the ghoul deck.

Good job, but there’s still a zombie plague going on…: Heroes cannot win the game while a ghoul card is in play.

They just keep coming!: At the start of the environment turn, play the top card of the ghoul deck.

They’re afraid of fire, I found that out: Increase fire damage to ghoul cards by 1.

A not-quite abandoned farmhouse: At the beginning of the game, draw until a fortification and survivor target are revealed. Put them into play and return the other revealed cards to the card, then shuffle the deck.

Survivors (5)

Barbra

3 HP

All survivors are heroes. When this card would be dealt damage, a hero may choose to redirect that damage to themselves.

Catatonic Innocent: When Barbra is destroyed, all heroes deal themselves 2 psychic damage

We…we came to put a wreathe on our father’s grave…

Ben

8 HP

All survivors are heroes. When this card would be dealt damage, a hero may choose to redirect that damage to themselves.

Destroy the brain!: At the end of the environment turn, Ben deals 1 target 1 projectile damage. If that target is a ghoul, destroy it.

Help me board up the house: At the end of the environment turn, draw until a fortification is revealed and put it into play. Discard all other revealed cards, then shuffle the deck.

Look, I know you’re afraid. I’m afraid, too, but we have to try and board the house up together.

Harry Cooper

4 HP

All survivors are heroes–except for Harry Cooper.

Helen, I have to get that gun!: If Cellar is in play, destroy Harry Cooper and Cellar.

Molotov Cocktails: At the end of the environment turn, deal 1 target 1 fire damage. I that card is a ghoul card, destroy it.

I’m not going to take that kind of chance when we got a safe place!

Tom and Judy

5 HP

Truck escape: Tom and Judy enter play with 3 countdown tokens. At the end of the environment turn, remove a countdown token. When there are no ore countdown tokens on this card, remove it and up to as many survivors in play from the game. All heroes heal 3 times the number of survivors removed this way.

My dress is caught!: When Tom and Judy are destroyed, deal 1 fire damage to all targets.

Well, this isn’t a passing thing, honey. It’s not like the wind passing through. We’ve got to do something and fast!

–Tom

Helen and Karen Cooper

2 HP

All survivors are heroes. When this card would be dealt damage, a hero may choose to redirect that damage to themselves.

Wounded child: Helen and Karen Cooper enter play with 3 countdown tokens. At the end of the environment turn, remove a countdown token. When all countdown tokens are removed, destroy Helen and Karen Cooper.

Matricide: When Helen and Karen Cooper are destroyed, deal heroes and Harry Cooper deal themselves 2 psychic damage, then play the top card of the ghoul deck.

I hurt.

–Karen Cooper

Fortifications (5)

Barricaded Door (2)

6 HP

Fortification: Whenever a hero target is dealt damage, you may redirect the damage to this card.

I ought to drag you out there and feed you to those things!

–Ben

Boarded Windows (2)

3 HP

Fortification: Whenever a hero target is dealt damage, you may redirect the damage to this card.

Look at this! There’s a million weak spots up here!

–Harry Cooper

Cellar (1)

10 HP

Fortification: Whenever a hero target is dealt damage, you may redirect the damage to this card.

The cellar is a death trap!

–Ben

Oneshots

Wandering Posse

Oneshot

Deal 2 projectile damage to all targets. If a survivor is damaged this way, destroy the survivor.

That’s another one for the fire.

–Sheriff McClelland 

Ghouls (4)

Feast of Flesh (2)

Oneshot

Play the top card of the ghoul deck, then heal all ghouls to maximum HP.

Civil defense officials in Cumberland have told newsmen that murder victims show evidence of having been partially devoured by their murderers. 

–Radio Announcer

They’re Coming Through! (2)

Play the top card of the ghoul deck, then destroy either a fortification or a 1 equipment in a hero’s play area.

I’m telling you, they can’t get in here!

–Ben

Ghoul Deck

Cemetery Ghoul

2 HP

The first of many: When Cemetery Ghoul enters play, play the top card of the ghoul deck.

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

He’s through!: At the beginning of the environment turn, if there are no fortifications in play, Cemetery Ghoul destroys the survivor with the lowest HP, then deals the hero with the lowest HP 1 melee and 1 toxic damage.

They’re coming to get you, Barbra…

–Johnny

Johnny

2 HP

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

He’s through!: At the beginning of the environment turn, if there are no fortifications in play, Johnny deals the hero with the lowest HP 1 melee and 1 toxic damage.

No! Johnny, no!: When Johnny is played, all heroes deal themselves 1 psychic damage. If Barbara is in play, destroy her.

You’re ignorant!

–Barbra

Approaching Ghouls (4)

4 HP

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

They’re through!: At the beginning of the environment turn, if there are no fortifications in play, Approaching Ghouls deals all non-ghoul targets 1 melee and 1 toxic damage.

Yeah, they’re dead. They’re all messed up.

–Sheriff McClelland

Surrounding Ghouls (3)

6 HP

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

They’re through!: At the beginning of the environment turn, if there are no fortifications in play, Surrounding Ghouls deals all non-ghoul targets 2 melee and 2 toxic damage.

There’s not going to be five, or even ten of them! There’s going to be twenty, thirty, maybe a hundred of those things out there, and as soon as they find out we’re here, this place’ll be crawling with them!

–Harry Cooper

Destructive Ghouls (3)

4 HP

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

A Crude Understanding of Weapons: At the beginning of the environment turn, either destroy the fortification with the lowest HP, or one hero destroys on of their own equipment.

They’re through!: At the beginning of the environment turn, if there are no fortifications in play, Destructive Ghouls deals all non-ghoul targets 2 melee and 2 toxic damage.

Well, we killed nineteen of them today right in this area. The last three, we caught them trying to claw they’re way into an abandoned shed.

–Sheriff McClelland

Sparse Ghouls (3)

2 HP

Pounding at the walls: At the beginning of the environment turn, deal the fortification with the lowest HP 2 melee damage.

They’re through!: At the beginning of the environment turn, if there are no fortifications in play, Approaching Ghouls deals all non-ghoul targets 1 melee and 1 toxic damage.

They didn’t run, or… they just stood there, staring at me! I just wanted to crush them! And they scattered through the air, like bugs.

–Ben