Each character has an attack value in addition to the impact value that determines how well he fights zombies or characters of other players, a search value that determines how well the character of the different places found objects, and a special ability.
The players each have a certain number of Action Dice, which is determined by the number of its survivors. At the beginning of the round, each player rolls his dice action. Once a player's turn, this may spend the dice for actions. There are free options that cost no dice, actions costing any dice and what that cost a cube with a minimum value. This makes the game easier to plan, as this can succeed in theory any action at least. This is compensated for a fact that you generally never has enough actions, and on the other by the so-called fate cards.
Before the active player starts his train, his right teammates draws a Fate card. This is only triggered when a certain thing happens, what is on the card. Thus, the active player does not know when and if the board interrupts his train and if so, whether a negative or positive event is triggered.
In winter the dead players must work together to achieve the goal to survive. The player must pay attention to many different things. The zombies can not overrun the base camp and the villages. For this purpose, the individual characters can attack the Zombies, which carries the risk of infection, or they barricade the entrances, which can withstand each a Zombie. In addition, the survivors must ensure that enough food for them and the helpless in the camp are available, the waste at the base camp is always cleared away and, and, and.
Even if one has actually been more than enough to do with the whole, each player receives a secret goal card that in addition granted a a specific task. Here caution is advised, because among the secret goal cards also have a random Traitor who gives a player a task that goes against the group in any way. But since twice as many secret goal cards are as a player, it is not said that this betrayal card actually finds its way into the game.
Players have the suspicion that a traitor is in the camp, one can try to throw the player by means of a vote from the camp. If a player is thrown out of the camp, so his characters may no longer to the base camp and he loses a couple of ways. In addition, the player gets a new destination card specifically for banned players. This has the consequence that the player suddenly a very different objective than previously.
Conclusion: I think, has the winter dead deal the two prices Best Thematic and Best Game of the Golden Geek Award Innocative 2014 won. It is a very fluid game in which you have to arrange in order to survive. But one must always be on guard, because you never know if and who the traitor is. The lack of action, the game is exciting and has little downtime. By Fate cards a short story is always told that makes the game again to a whole corner entertaining. Besides the fact that the instructions here and there has a few weaknesses (one misses as an accurate overview of the cards what are) and the playing pieces of cardboard are (I'm probably spoiled), the game is definitely an asset to any of games and rolls the subject zombies with fresh ideas.