On Each Turn:
1) Roll 2 non-Zed dice. On doubles move National Guard marker one space towards Arrive. If any match a Zed, that die advances.
2) Compare dice to the results chart
3) Spend Action Points (AP = High Die - Low Die)
* 1 AP to move Hero one space
* 1 AP to Attack adjacent
* 1 AP and 1 Ammo to Attack up to 3 spaces
You win the game when the National Guard arrives. You lose if a Zed enters town, or your last hero dies.