How to Play

How a Turn Works

03 Oct 2025

How a Turn Works

A crisp, table-ready walkthrough of a full turn in NecroGenesis—from AP/TP refresh and drawing a card to the Zombie player’s TH economy, spawns, Advance, Attack, and a single Quick Escape roll when it matters most.

Overview

Your objective is simple: reduce the opposing Survivor to 0 HP (or make them unable to draw). Each turn has two parts—your Survivor Phase and your opponent’s Zombie Phase—and then roles swap. This guide shows the exact order of operations with a compact, real-play example that matches the Quick Start Guide.

Resources (at a glance)

  • AP (Action Points) — Gain 3 AP at the start of your Survivor Phase. Unused AP does not carry over.
  • TP (Tactical Points) — Gain 2 TP at the start of your Survivor Phase and you may bank up to 1 TP from last turn.
  • TH (Threat Points) — The Zombie player gains 4 TH at the start of each Zombie Phase; TH carries over, but if they end a Zombie Phase with > 6 TH, they must discard 1 TH.

Zones (at a glance)

  • Zombie Zone — where zombies spawn.
  • Threat Zone — zombies here attack the Survivor.
  • Survivor Zone / Equipment Area — your Survivor and equipped cards.
  • Graveyard / Exile — where used or KO’d cards go.

The Turn, Step by Step

1) Survivor Phase (your turn)

  • Refresh: Ready cards; gain 3 AP and 2 TP. If you banked 1 TP last turn, add it now (max 1 banked).
  • Draw 1 card (except the first player’s first turn).
  • Spend AP (typical cost 1) to:
    • Attack with Weapons (check Range and Hit Roll like 🎲 4+ on a d6).
    • Play/Equip Weapons & Items.
    • Loot (discard 1 to draw 1).
  • Reacts: Spend TP whenever their trigger happens. (You’ll also have access to Quick Escape during the Zombie Phase: once per Zombie Phase, 1 TP, d6 vs a zombie’s Escape Difficulty.)

2) Zombie Phase (opponent acts)

  • Gain 4 TH (keep leftover TH from previous turns).
  • Spawn: Pay ZTC (Zombie Threat Cost) to place zombies into the Zombie Zone. (Example costs: Walkers 1, Runners 2, Brutes 3, Mutants varies, Boss max 1 in deck.)
  • Summoning Sickness: Newly spawned zombies cannot Advance this turn unless they have Fast/Haste.
  • Advance: All zombies already in the Zombie Zone move into the Threat Zone (if able).
  • Attack: Zombies in the Threat Zone attack the Survivor.
  • Quick Escape: Before a single zombie’s attack resolves, the Survivor may spend 1 TP to roll a d6 vs that zombie’s ED. On success, negate that one attack. (Limit once per Zombie Phase.)
  • End of Turn: “Until end of turn” effects expire. If the Zombie player ends with > 6 TH, they discard 1 TH. Roles swap.

A Clean Example Turn (with dice)

The following uses example weapon/stats for clarity (not final card text).

Board at start:

  • Your Survivor is equipped with a Pistol (Melee/Ranged, 🎲 4+, 2 dmg, Durability 3).
  • The Threat Zone has 1 Walker (2 HP) from the last Zombie Phase.
  • You banked 1 TP last turn.

Your Survivor Phase

  • Refresh → AP = 3; TP = 2 + 1 banked = 3.
  • Draw 1.
  • Action 1 (1 AP): Attack the Walker (Threat Zone). Roll d6 for the Pistol’s 🎲 4+ → you roll 5 (hit). Deal 2 damage → Walker at 0 HP, it goes to Graveyard.
  • Action 2 (1 AP): Loot to dig for an Item. Discard 1 card → Draw 1.
  • Action 3 (1 AP): Equip a Bandolier (example Item) to increase staying power.

End of Survivor Phase: AP spent (0 left). TP = 3 (available for Reacts; you can only bank 1 TP into your next Survivor Phase).

Opponent’s Zombie Phase

  • TH Refresh → they had 2 TH stored, gain 4 TH = 6 TH total.
  • Spawn: Pay 3 TH to spawn a Brute (ZTC 3) into the Zombie Zone, and 1 TH for a Walker (ZTC 1). TH left = 2.
  • Summoning Sickness: Both are newly spawned; they cannot Advance this turn (assume no Fast/Haste).
  • Advance: Any earlier zombies in the Zombie Zone would move to the Threat Zone now. In this example, none.
  • Attack: Threat Zone is empty, so no attacks occur.
  • End of Turn: They end on 2 TH (≤ 6), so no TH decay. Roles swap.

If there had been an attack: Before one zombie’s damage resolves, you could spend 1 TP to Quick Escape. Example: Brute ED 4+; you spend 1 TP, roll d6. If you roll 4 or higher, that one attack is negated. You cannot Quick Escape again this Zombie Phase.

Combat & React Notes

  • Hit Rolls: When a weapon shows 🎲 X+, roll a d6; X or higher is a hit. If a card has no hit roll, it hits automatically.
  • Damage & KO: Zombies at 0 HP go to the Graveyard. Survivors at 0 HP lose.
  • Quick Escape (baseline ability): Once per Zombie Phase, spend 1 TP to attempt to negate one incoming attack with a d6 vs ED.
  • TP Banking: You can only bank 1 TP between turns (Survivor side).
  • TH Banking & Decay: TH carries over; if the Zombie player ends a Zombie Phase with > 6 TH, they discard 1 TH.

One-page checklist (Zombie Phase)

  • Gain 4 TH (carry over any banked TH).
  • Spawn by paying ZTC (any number of zombies).
  • Advance all zombies already in the Zombie Zone.
  • Attack with zombies in the Threat Zone (Survivor may Quick Escape once).
  • End step: If TH > 6, discard 1 TH.

TL;DR: Master the order of operations and your resource rhythm—AP/TP for plays and defense, TH/ZTC for pressure and timing—and your turns will feel clean, lethal, and consistent.

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