Quick Escape is your once-per–Zombie Phase panic button: spend 1 TP, roll a d6 vs the attacking zombie’s ED, and on success negate that one attack.
Reacts fire when their trigger text happens—learn the windows, budget TP wisely, and turn lethal turns into survive-and-strike-back moments.
Quick Escape — the core facts
- When: During the Zombie Phase, once per Zombie Phase total.
- Cost: 1 TP (from your current pool, including any banked reserve).
- Target: One zombie that is about to deal damage to your Survivor.
- Roll: d6 vs that zombie’s ED (e.g.,
4+).
- Result: Success → negate that attack. Failure → resolve the attack as normal.
- Not: No movement, no zone change, and it doesn’t stack—you can’t use it twice in the same Zombie Phase.
Tip: If multiple zombies are attacking, prioritize the highest damage or nastiest on-hit effect.
Reacts — how timing works
Reacts are instant tricks paid with TP when their trigger text occurs. They can happen in either player’s turn as long as the window is open.
Common windows you’ll see on cards
- When a zombie spawns / enters a zone — during Spawn or Advance.
- When a zombie declares an attack — after target is chosen, before damage.
- Before damage is dealt / assigned — right before numbers land.
- After a die is rolled (before results apply) — can modify a Hit or Escape roll.
- After damage is dealt / a card is destroyed — immediate aftermath window.
If a React would cancel or replace the same attack you plan to Quick Escape, choose one line of play—you can’t meaningfully cancel the same attack twice.
Putting it together in the Zombie Phase
- Zombie gains 4 TH.
- Spawn (pay ZTC). Newly spawned don’t Advance this turn unless they have Fast/Haste.
- Advance zombies already in the Zombie Zone → Threat Zone.
- Attack with zombies in the Threat Zone.
- Survivor may play Reacts as their triggers occur.
- Once this phase, Survivor may Quick Escape one incoming attack (pay 1 TP, roll vs ED).
- End step: If TH > 6, discard 1 TH.
Examples
Three attackers
- A Brute (big damage), a Runner, and a Walker are about to hit.
- You spend 1 TP to Quick Escape the Brute (ED 4+). You roll a 5 → negated.
- You still face Runner/Walker—use Reacts only if their triggers apply.
React vs Quick Escape (same attack)
- A React says, “When a zombie declares an attack on your Survivor, cancel that attack.”
- If you play it, there’s no attack left to Quick Escape.
- If you fail a Quick Escape roll, you can’t then play that declaration cancel React unless that window is still open. Pick your line before the window closes.
TP budgeting matters
- You started the turn with 2 TP, spent 1 earlier on a React → now 1 TP left.
- You can still Quick Escape once. At 0 TP, you cannot.
Roll modifiers
- If a React says “After you roll, reroll that die,” you may apply it to your Quick Escape roll if the trigger fits and the timing window is still open.
Judge-friendly rulings (fast)
- One per Zombie Phase means total, not “per attacker.”
- Targeting: Quick Escape only works on an attack against your Survivor (not an Item) unless a card says otherwise.
- ED source: Use the attacking zombie’s printed ED, modified by active effects.
- No zone change: Quick Escape never moves the Survivor or grants Cover.
- Trigger precedence: If two effects could negate the same attack, the controller chooses one line; the other fizzles for lack of a valid target/window.
One-glance checklist
- Do I have 1 TP ready?
- Which attack is worst to face?
- Is there a React I should use instead (or to modify my Escape roll)?
- Did I announce Quick Escape before damage from that attack is applied?
- Have I already used Quick Escape this Zombie Phase?
Quick Escape is a scarce, high-impact safety valve—pair it with tight React timing and you’ll turn the Zombie Phase into a sequence of winnable micro-moments.