RuleSage cited table rulings
← Zombie Teenz Evolution

You asked

How do I play?

Answered counted as answered

Asked with: Zombie Teenz Evolutionbg-310448-en-1e

To play Zombie Teenz Evolution, follow these procedures:
Setup
1. Place the Town Board in the centre of the table.[1]
2. Put the Overrun Building Tiles and the White Die nearby.[1]
3. Place any 3 Zombie Hordes in a line next to the board in the order of your choice, and place the 4th Zombie Horde on the Sewer space of its colour (for easier mode, put all 4 Zombie Hordes in the line and none on the board).[1]
4. Shuffle the Event Cards and place them in a face-down pile next to the board.[1]
5. Place an Ingredient Crate in each Building on the 4 corners of the Town Board.[1]
6. Each player chooses a Hero and places it in the School space in the centre of the Board.[1]
7. In a 2-player game, place one of the 2 unused Heroes in the School space.[1]
8. Choose a starting player.[1]
A Turn
1. Play in turn, in a clockwise direction.[2]
2. At the beginning of your turn, roll the White Die.[2]
3. Draw an Event Card and apply its effects.[2]
4. If the Die lands on a coloured side, place the Zombie Horde of that colour on the corresponding Sewer space; if that Zombie Horde is already on the board, advance it one space, following the footprints.[2]
5. Perform up to 2 of the 3 Actions in the order of your choice (you may perform the same Action twice, or perform only 1 Action, or choose to do nothing):[2]
* Move your Hero to an adjacent space.[2]
* Attack a Zombie Horde in the same space as your Hero to remove it and place it at the end of the line next to the Board (you may attack a Horde in a Building, but cannot remove Overrun Building Tiles).[2]
* Transfer an Ingredient Crate between your Hero and a Hero in an adjacent space (you must cooperate with other players; you can pass a Crate to an adjacent Hero or take a Crate from an adjacent Hero into your space).[3]
Note on Zombie Movement: As soon as a Zombie Horde lands on a Building, they overrun that building and construct a trampoline to propel themselves to the next Building; place the Overrun Building Tile of the building's colour on that space.[2] If a Zombie Horde on an Overrun Building Tile has to advance, or lands on an Overrun Building Tile, it immediately bounces directly to the next Building in clockwise order until it lands on a Building without an Overrun Building Tile, at which point you place an Overrun Building Tile there.[2]
Winning and Losing
* To Win: Bring all 4 Ingredient Crates to the School.[3][1] When an Ingredient Crate is successfully brought into the School, all players must celebrate with a fist-bump.[3]
* To Lose: The game is over and players lose if the 4 Buildings are overrun.[2][4]
[1] RULEBOOK Zombie Teenz Evolution — Rulebook · p.4 · RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES
[2] RULEBOOK Zombie Teenz Evolution — Rulebook · p.5 · GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · …
[3] RULEBOOK Zombie Teenz Evolution — Rulebook · p.5 · TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME
[4] RULEBOOK Zombie Teenz Evolution — Rulebook · p.6 · EXAMPLE OF A TURN · END OF THE GAME

Now you know — make it count.

🔧 debug — where this ruling came from
outcome
ANSWERED — Answered
corpus profile
live,vps
answerer pin (deploy-frozen, attribution only)
gemma4:26b think:false 5571076f3d70
timings
search 133 ms · ask 13480 ms · total 45623 ms
single-flight (PR-5)
queued 32008 ms · generation 13615 ms
retrieval refs (raw) — what the PASSAGE SEARCH returned, not what the answerer read
[{"page": 8, "score": 0.04866, "snippet": "13 14 In certain envelopes, you will discover new rules that will make the base-game richer. If these new rules prove too difficult, or if you want to introduce the game to someone who has never played before, you do not need to use them. Y ou can simply play using whichever rules you enjoy most! AD", "headingPath": "", "sharpsignalDocId": 1105}, {"page": 5, "score": 0.047371, "snippet": "Play in turn, in a clockwise direction. On your turn, perform the following phases, in this order: At the beginning of your turn, roll the White Die . Draw an Event Card and apply its effects. If the card shows a Trash symbol as it will no longer be needed in this game. If the pile is empty removed ", "headingPath": "GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · …", "sharpsignalDocId": 1105}, {"page": 6, "score": 0.046696, "snippet": "It's Malek's turn to play. He rolls green on the White Die. Because the Green Horde is already in play, he advances it one space, to the Hospital. Because this Building is ALREADY Overrun, the Horde bounces to the next Building, the Diner (purple). This Building is also Overrun, so it moves on to th", "headingPath": "EXAMPLE OF A TURN · END OF THE GAME", "sharpsignalDocId": 1105}, {"page": 4, "score": 0.045541, "snippet": "Zombie Teenz Evolution is a game by Annick Lobet , illustrated by NIKAO . This game is the sequel to Zombie Kidz Evolution , but you don't need to have played that game to play this one. Zombie Teenz Evolution is a special game: It evolves and becomes richer the more you play and accomplish incredib", "headingPath": "RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES", "sharpsignalDocId": 1105}, {"page": 12, "score": 0.045235, "snippet": "21 22 *Last name *First name *Date of your first game *Whenever you play with someone for the first time, write their name here. (For the Bonus Mission, this section is only complete once 5 names have been written.) 1 2 3 4 5 P-1 P-2 P-4 P-3 P-5 PASSPORT When you have filled in all information marke", "headingPath": "", "sharpsignalDocId": 1105}, {"page": 10, "score": 0.032258, "snippet": "17 18 MISSIONS Win a game with no Overrun Buildings. Win a game delivering the Ingredients in this exact order: Medicine (Hospital), Doughnut (Police Station), Ketchup (Restaurant), Popcorn (Arcade). Win 3 games in a row. Fill in a circle with a pencil every time you win a game, and erase all filled", "headingPath": "", "sharpsignalDocId": 1105}, {"page": 7, "score": 0.03125, "snippet": "Every time you finish a game, regardless of whether you have won or lost , place a Brain Sticker on the Progress Track on the back of this booklet, starting on the top left. Later in this booklet, you will discover a list of Missions that will allow you to progress more quickly. At the end of each g", "headingPath": "GAME EVOLUTION · MISSIONS · IMPORTANT! · OPEN AN EVOLUTION ENVELOPE (1 TO 10) · OPEN AN ACCOMPLISHMENT ENVELOPE (A TO D) · ZOMBIE KIDZ EVOLUTION · …", "sharpsignalDocId": 1105}, {"page": 5, "score": 0.030769, "snippet": "Transfer an Ingredient Crate between your Hero and a Hero in an adjacent space. If you are in a space with an Ingredient Crate, you can pass it to a Hero on an adjacent space. If you are in a space adjacent to one with both a Hero and an Ingredient Crate, you can take the Ingredient Crate from them ", "headingPath": "TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME", "sharpsignalDocId": 1105}]
citations (raw) — what the answer cited, chosen from a retrieval this page cannot show
[{"page": 4, "quote": null, "headingPath": "RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES", "sharpsignalDocId": 1105}, {"page": 5, "quote": null, "headingPath": "GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · …", "sharpsignalDocId": 1105}, {"page": 5, "quote": null, "headingPath": "TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME", "sharpsignalDocId": 1105}, {"page": 6, "quote": null, "headingPath": "EXAMPLE OF A TURN · END OF THE GAME", "sharpsignalDocId": 1105}]
boost provenance — errata + base rulebook (E2/E3)
no registered errata card matched this query; base rulebook doc 1105 boosted; rulesage.errata.boost-enabled=true, rulesage.errata.supersedence-enabled=true
base rulebook doc 1105 boosted
answered-before recall
this ruling was answered, so past rulings were not offered
similarity threshold in force: 0.55 (rulesage.answered-before.similarity-threshold; the exact-question tier is not gated by it)
answer fence
passed — letter density 0.91045 of 2144 non-space chars (floor 0.45); 0 glyph-index tokens (max 2)
debug row recorded
Sep 7, 2026 03:03 UTC

what this block IS: the PASSAGE SEARCH's own results — the same search that fills this page's closest-passages list — and NOT the passages the answerer read. Answering runs its OWN retrieval: a far wider candidate pool, re-ranked down to a final handful, plus floors this search never applies — the base rulebook, surviving errata corrections, and one slot per book on a multi-book read. Each of those armed only if THIS ask sent what it needs: the boost block names the ids it forwarded, and the scope line names the books it read. A document the answer CITES that no row here names is therefore EXPECTED, not a defect: two searches, two candidate pools, two orders. The answerer's own final rows are shown in their own block below, beside these and never mixed into them.

score = the fused retrieval score (reciprocal-rank fusion over the search arms) — NOT a cosine similarity. This ruling ran the THREE-ARM fuse (full-text + vector + the doc-priority boost arm, which carried the base rulebook and/or the errata corrections this query matched), whose arithmetic ceiling is 0.04918 — all three arms ranking the same chunk #1 (ceiling = arms/(k+1) at k=60). The measured healthy band 0.016–0.033 was measured on TWO-arm asks and does not bound this one: its high end is the two-arm ceiling, and a third arm has room above it. A chunk only one arm ranked highly lands near 0.016 (that one arm's #1 vote), so 0.03 here is an excellent hit, not a 3% match.

per-arm ranks (the rank each search arm gave a chunk): NOT DISCLOSED by the gateway. Fusion happens gateway-side and only the FUSED score crosses the wire, so rulesage cannot show them without a gateway change. The rank column below is the FUSED rank (position in the returned list), which is real.

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

fused rankdocumentheadingpage fused RRF scoresnippet chars
#1 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.8 0.04866 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#2 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · … p.5 0.047371 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#3 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) EXAMPLE OF A TURN · END OF THE GAME p.6 0.046696 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#4 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES p.4 0.045541 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#5 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.12 0.045235 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#6 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.10 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#7 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) GAME EVOLUTION · MISSIONS · IMPORTANT! · OPEN AN EVOLUTION ENVELOPE (1 TO 10) · OPEN AN ACCOMPLISHMENT ENVELOPE (A TO D) · ZOMBIE KIDZ EVOLUTION · … p.7 0.03125 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300
#8 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME p.5 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) 300

what this block IS: the passages the ANSWERING read put in front of the answerer, in the order it read them — the other half of the two reads described above, and the one that decides what the answer could possibly say. Each row names the book it came from and where in that book it sits, what it scored when the search arms were fused, which arm carried it there, and whether the re-ranker chose it or a floor guaranteed it a slot. A row here that no passage-search row names is EXPECTED: a far wider pool, re-ranked, with floors the passage search never applies.

candidate pool: the answering read scored 14 passages, out of a ceiling of 80 set gateway-side. Both figures are reported by the gateway for THIS ask — measurements of what actually happened, not constants read out of anyone's source and printed here on faith.

floors armed for this ask: the base rulebook — armed · surviving errata corrections — not armed · one slot per book on a multi-book read — not armed. Every floor is stated on every ask, armed or not, so a floor that did not apply here is never mistaken for one this app does not know about.

arms fused for this ask: vector + full-text + the doc-priority boost arm. Stated separately from the rows because an arm that ran and carried nothing is a different fact from an arm that never ran.

read atdocumentheadingpage fused rankfused RRF scorecarried byhow it got its slot
#1 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · … p.5 #2 0.047371 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#2 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME p.5 #8 0.030769 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#3 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.10 #6 0.032258 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + the doc-priority boost arm the re-ranker chose it
#4 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.12 #5 0.045235 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#5 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.13 #9 0.029644 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text the re-ranker chose it
#6 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES p.4 #4 0.045541 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#7 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) EXAMPLE OF A TURN · END OF THE GAME p.6 #3 0.046696 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it
#8 RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) p.8 #1 0.04866 (healthy, below this ruling's 3-arm ceiling 0.04918 (the measured band 0.016–0.033 was taken on two-arm asks and does not bound a 3-arm one)) vector + full-text + the doc-priority boost arm the re-ranker chose it

token count per chunk: NOT DISCLOSED — chunk token counts are not reported on the ask path. The character counts below are of the bounded snippet/quote rulesage actually received — a real measurement of what we hold, never an estimate of the chunk.

#documentheadingpagequote chars
[1] RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) RULE BOOK · CONTENT & SETUP · EASY MODE · 2-PLAYER GAME · BOARD DIVISION AND ADJACENT SPACES p.4 no quote on the wire
[2] RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) GAMEPLAY · 1 ZOMBIE ACTIVATION · If it lands on the ?: · STRATEGY TIPS · ZOMBIES AND BUILDINGS · 2 HERO ACTIONS · … p.5 no quote on the wire
[3] RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) TRANSFER AN INGREDIENT CRATE · 2-PLAYER GAME p.5 no quote on the wire
[4] RULEBOOK Zombie Teenz Evolution — Rulebook (corpus doc 1105) EXAMPLE OF A TURN · END OF THE GAME p.6 no quote on the wire
timing split
retrieval 133 ms · first delta 1478 ms · total 45623 ms (retrieval and first-delta both measured from the START of gateway work, so first-delta INCLUDES retrieval — do not subtract)
full breakdown
queued 32008 ms · retrieval 133 ms · ask 13480 ms · gateway work 13615 ms · total 45623 ms
tokens in (the prompt the answerer read)
2521
tokens out (what the answerer generated)
665
tok/sec
55.2 tok/sec — 665 output tokens in 12.051 s of generation
live seat (read from the running child)
answering — gemma4:26b think:false · num_ctx 32768 (live-verified 20s ago)
answerer host (measured by rulesage)
reachable (for 23h, checked 1s ago)
answerer node (the seat proxy's own header — this probe, not this ask)
node1
stream path
streamed — the gateway pushed at least one accumulated draft
watchdog
first-token watchdog: 30s per arming window (rulesage.table.first-token-watchdog-seconds), re-armed once by the passages frame — so the worst case before a reader falls back to polling is 60s. Whether it actually fired is a BROWSER-side decision that never reaches the server, so it is not recorded here. The stream path above is the server's half of that story: whether a delta was emitted at all.
num_ctx · think posture
both are the CHILD's settings, not rulesage's, and no ask reply carries them — an answer never states which context window or think posture produced it. The live-seat line above reads them from the running child instead, where the gateway can answer for itself; it describes the child NOW, not this ask.
outcome
ANSWERED — Answered
abstain rationale (n/a — this ruling answered)
answered — no abstain rationale applies
decision
NOT_SETUP_SHAPED — no setup-shape pattern matched this question

this game registers NO errata cards (edition 1035), so "no registered errata card matched" above could never have matched one

Errata scope: the gate above matched this ruling's own edition only. When an ask also reads an expansion, that expansion's own registered errata cards stay outside the match — a stated phase-1 limitation, not a failed lookup.