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  • CARRIER : SET UP
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    • CARRIER : SET UP
  • Home
  • About us
  • Carrier
  • How to play
  • Player guide
  • Characters & Secret Roles
  • The Urban Collective
  • Contact Us
  • Blog
  • Register here
  • CARRIER : SET UP

Everyone has an Allegiance.

The Curefinder

The Curefinder

The Curefinder

 Conceal the existence of the cure, preventing the Carrier from targeting you and seizing it. 

The Survivors

The Curefinder

The Curefinder

 Ensure the Curefinder's escape, protecting him from threats within and beyond the group. 

The Carriers

The Curefinder

The Pretender

 Identify the Curefinder and steal the cure, ensuring humanity does not  survive the Apocalypse.

The Pretender

The Curefinder

The Pretender

 Pursue personal gain, completing your secret mission undetected amidst the chaos. 

CHARACTER CARDS

The Code Breaker

The Code Breaker

The Code Breaker

The Code Breaker deciphers secrets by examining the hand cards of two players. This ability provides valuable insights needed for strategic advances.


*You can see how many Supply and Sample, what kind of support kit/s a player has.

The Geneticist

The Code Breaker

The Code Breaker

 The Geneticist gathers crucial information by uncovering someone's secret role, in  exchange of revealing his own. While it narrows down to who-is-who, it cannot be taken lightly!


*If you are a Cure Finder, you would not want to accidentally reveal yourself to a Carrier!

The Investigator

The Code Breaker

The Investigator

  The Investigator reveals hidden truths by involving more people. The person he chose to check another might say a truth or lie, making trust even more uncertain!


*You might want to choose a player who you already trust, so as not to stir any more confusion!


The Virologist

The Virologist

The Investigator

   Unlike the Geneticist and  Investigator, the Virologist can check secret roles multiple times, as long as you have 3 sample cards to discard.


*You might want to establish trust with the other players first, so they can give you sample cards to use, then you will be able to check more players' secret roles!

The Engineer

The Virologist

The Pathfinder

  The Engineer salvages resources by searching the discard pile for supply cards, distributing them strategically to aid the group during Encounters.


*If you are a Carrier, you might not want to help give resources to the other players, but you definitely need to be sneaky about it!

The Pathfinder

The Virologist

The Pathfinder

The Pathfinder scouts ahead - examines and rearranges 6 cards from the game deck -  to navigate the group through the upcoming Encounters.


*Whether you are a good or bad guy, you might want to take the most useful support kit for yourself, or even assign a "tricky" Encounter to someone you want to get rid of.

The Survivalist

The Impersonator

The Survivalist

 The Survivalist excels at resource management, ensuring that successful encounters always yield supply card refunds. 


*Most often you will be asked to join every encounter to make sure there is enough Supply cards in play.

The Tactician

The Impersonator

The Survivalist

  The Tactician strategically allocates resources by retrieving supply cards from the discard pile and distributing them to the group. 


*You might prefer to distribute wisely the Supply cards among the trusted players, to maximize Character abilities and succeed Encounters.

The Impersonator

The Impersonator

The Impersonator

 The Impersonator sows confusion by swapping identities, making Secret Roles difficult to discern. 


*Whether you are a good or bad guy, you might want to swap Character with more "useful" ability, or hinder a suspicious player from using his current ability - all depending on your motive!

SECRET ROLE CARDS

Curefinder

Patient Zero

Curefinder

 The Curefinder holds the cure - the key to humanity's survival amidst Zombie Apocalypse. To win, they must escape without any Carrier/s while avoiding those infected. This role makes the Curefinder both a target and humanity's last hope. 

Apprentice

Patient Zero

Curefinder

  The Apprentice steps into the limelight once the Curefinder is eliminated. To secure victory, the Apprentice must escape with the Patient Zero, all while avoiding relentless Carrier/s. This secret role is the safeguard when the unexpected thing happens.

Patient Zero

Patient Zero

Patient Zero

 Patient Zero holds the secret to immunity and is vital for re-developing the cure. To secure victory, he must escape with the Apprentice. Both the Apprentice and Patient Zero must make their identities unknown until the time they are needed!

Carrier

Super Carrier

Patient Zero

 The Carrier thrives on eliminating threats by killing whoever possesses the cure - making them a dangerous adversary and a pivotal figure in the fight for survival. 

Enthraller

Super Carrier

Super Carrier

 The Enthraller wields devastating power by eliminating one player for every four discarded sample cards. Unlike the Carrier, the Enthraller has more chances of killing, as long as the requirement is met - making him a formidable threat and a key figure in the struggle for control and survival. 

Super Carrier

Super Carrier

Super Carrier

 The Super Carrier is a lethal force, capable of eliminating two players in one go. It is comparable to having two Carriers - might want to kill the two players most likely to have cure!

Foreteller

Foreteller

Foreteller

 The Foreteller reveals crucial information when the "True Sight" event occurs. The Curefinder, Enthraller, and Pretender (can be changed accordingly) will be visible to the Foreteller only -  providing a significant strategic advantage.

Pretender

Foreteller

Foreteller

After eight sample cards are discarded, he can steal another player's Character and Secret Role, eliminating the chosen player from the game. This makes the Pretender a unpredictable force. 

Amnesiac

Foreteller

Amnesiac

 The Amnesiac's true allegiance remains a mystery until the fourth escape token is drawn, adding an element of suspense and uncertainty to the game. This role keeps both allies and enemies guessing, until surety is established.

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