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Dead of Winter: A Crossroads Game board game box image

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Dead of Winter: A Crossroads Game

In this psychological cooperative game set in a frozen apocalypse crawling with zombies, you must work together toward the shelter's shared objective while also rooting out a hidden betrayer.

My collection
👥 2–5 players age 13+⏱️ 60–120 min🎯 weight 3/5
Co-opThematic & adventure

Rules

In this psychological cooperative game set amid a frozen zombie apocalypse, you must work together toward the colony's shared main objective while also pursuing your own hidden secret objective. A betrayer may or may not be hiding among you — not knowing for certain is the whole point.

Edition: Base game (per the official Plaid Hat Games English rulebook, 2014)Checked against one official rulebook · other edition pending

Components

ComponentCountNote
Main Objective cards10 (double-sided)Includes a hardcore-variant back side
Secret Objective cards24 regular, 10 betrayal, 10 exiledOnly 1 betrayal card is shuffled in
Survivor cards30Each has its own influence, attack, and search values
Location cards6Police Station, Grocery Store, School, Gas Station, Library, Hospital
Per-location item decks20 each (120 total)Each location's deck has a different mix
Starting Item cards25Each player starts with 5
Crisis cards20Shared deck affecting the whole colony
Crossroads cards80Drawn secretly by the player to your right each turn
Wound tokens25 (double-sided — regular/frostbite)Stack up on survivor cards
Helpless Survivor tokens20Eat food but cannot take actions
Food / Noise / Barricade tokens20 eachFood sustains the colony; Noise aids searching
Starvation tokens6Added to the food supply when food runs short
Action dice30Rolled each round, one per survivor
Exposure die1Rolled right after moving or killing a zombie
Zombie / Survivor standees30 each (plus 30 backup zombie tokens)Includes 60 plastic stands
Colony board / Player reference sheets1 / 5The reference sheet summarizes round order

Setup

  1. 1Place the colony board in the center and arrange the 6 location cards (Police Station, Grocery Store, School, Gas Station, Library, Hospital) around it.
  2. 2Each player takes a reference sheet. Choose or randomly pick a Main Objective card, place it on the colony board, and set up zombies as it instructs.
  3. 3Shuffle the non-betrayal secret objective cards and set aside 2 per player. Mix in just 1 betrayal secret objective card, then deal 1 to each player. No one reveals their card.
  4. 4Shuffle the Crisis deck, the Crossroads deck, and the exiled secret objective deck separately.
  5. 5Shuffle the starting item cards and deal 5 to each player. Sort the rest by location and place each deck on its matching location card.
  6. 6Deal 4 survivor cards to each player, who then keeps 2 and returns the rest to the deck, which is reshuffled.
  7. 7Make 1 of those 2 survivors your group leader on the reference sheet; the other becomes your following survivor. Add both standees to the colony's Occupants area.
  8. 8Keep the remaining standees and tokens within everyone's reach.
  9. 9The player whose group leader has the highest influence value becomes the First Player.

Start with “We Need More Samples”

The rulebook directly recommends this Main Objective for a first game. The other 9 Main Objectives vary widely in difficulty and tone.

A round — Player Turns Phase and Colony Phase

  1. 1① Player Turns Phase — (a) reveal the top Crisis card, previewing the threat the Colony Phase will resolve → (b) everyone rolls Action dice (1 for yourself plus 1 per survivor you control) → (c) starting with the First Player, each player takes a turn.
  2. 2At the start of your turn, the player to your right draws a Crossroads card and keeps it secret, reading it aloud if its trigger is met at any point during your turn.
  3. 3On your turn you may take as many actions as you like, as long as dice remain. Play then passes to the player on your left.
  4. 4② Colony Phase — once everyone has had a turn, resolve 7 steps in order: (a) Pay Food (b) Check Waste (c) Resolve Crisis (d) Add Zombies (e) Check Main Objective (f) Move Round Tracker (g) Pass First Player Token.
1Player Turns Phase32Colony Phase7
A round runs the 3-step Player Turns Phase, then the 7-step Colony Phase, repeating this cycle round after round.

Actions — which ones need a die

Action dice are rerolled every round and their results are spent during that round only. Not every action costs a die — notably, moving a survivor requires no die at all.

Actions requiring a dieCondition
AttackA survivor at the same location spends a die equal to or higher than the attack value of the target
SearchDraw from that location's item deck, spending a die equal to or higher than the search value
BarricadeSpend 1 die of any result to place a barricade token at that location's entrance
Clean WasteSpend 1 die of any result to remove the top 3 cards of the waste pile
AttractSpend 1 die of any result to move 2 zombies to any location's entrance spaces
Actions needing no dieWhat it does
Play a CardDiscard an item card to the waste pile (or equip it to a survivor)
Add a Card to the CrisisContribute a hand or equipped card to the revealed Crisis card
Move a SurvivorMove 1 survivor to another location with an open space (once per turn; roll Exposure afterward)
Spend Food TokensEach food token raises one of your Action die results by 1
Request / Hand OffAsk another player for an item, or pass equipment between survivors sharing a location
Vote to ExileOnce per turn, initiate a vote to exile another player from the colony
Die spent4
≥
Requirement2+
Success → zombie removed
Exposure die?
Spending a die of 4 against a requirement of 2+ succeeds and kills the zombie, which immediately triggers an Exposure roll. Attacking a survivor does not roll Exposure.

Attacking another survivor never rolls Exposure

Exposure is rolled only right after killing a zombie or moving. Attacking a survivor instead compares the spent die's result to that survivor's attack value; on a success, place a wound token and take 1 random card from their hand.

The Exposure die and spreading bites

Right after a survivor moves to a new location or kills a zombie, the controlling player rolls the Exposure die, which shows 1 of 4 results.

ResultEffect
BlankNothing happens
Wound1 wound token
Frostbite1 frostbite wound token. From then on, each of your turns adds 1 more wound to any survivor carrying one
BittenThat survivor dies immediately, and the bite effect spreads
BlankWoundFrostbiteBitten
→ spreads to lowest-influence survivor
A Bitten result kills the survivor and spreads to the lowest-influence survivor sharing that location. The controlling player then chooses to kill immediately (①) or reroll to continue (②).

A survivor also dies once they reach 3 or more wound tokens. Whenever a survivor dies, for any reason, the colony's morale drops by 1.

Crisis cards — a shared colony-wide threat

A Crisis card is revealed at the start of the Player Turns Phase, and anyone may contribute item cards face down and in secret during that round. Everything is revealed and tallied together during the Colony Phase.

  1. 1Reveal contributed cards one at a time. A card matching the type shown on the Crisis card is worth +1 point; a mismatch is −1 point.
  2. 2If the total is at least the number of non-exiled players, the crisis is prevented and nothing happens.
  3. 3If the total exceeds the player count by 2 or more, the colony also gains +1 morale.
  4. 4If the crisis is not prevented, its printed negative effect (usually a morale or resource loss) applies in full.
+1+1+1Match (+1)−1Mismatch (−1)
3 − 1 = 2
Total2Compared to player count
Three matching cards (+1 each) and one mismatched card (−1) total 2. In a 3-player game that falls short of the player count, so the crisis is not prevented.

Contributions are anonymous. Deliberately slipping in mismatched cards to sabotage a Crisis is a classic betrayer move, but a low total does not by itself prove a betrayer exists — everyone may simply have had nothing useful to give.

Crossroads cards

At the start of each player's turn, the player to their right draws a Crossroads card and holds it secretly. If the printed trigger actually occurs during that turn, the card's holder reads its full text aloud.

  • Triggers vary from card to card — taking a specific action, a specific result occurring, and more.
  • Most cards offer two options; the player taking the turn chooses one, which applies immediately before the card is removed from the game.
  • If the trigger never occurs during that turn, the card is not revealed and returns to the bottom of the Crossroads deck.
  • Some cards touch on mature themes — sex, language, suicide, alcohol, and so on — and are marked with a symbol. These may be removed before setup.

A Crossroads card's effect applies only to the player taking the turn. It has no effect on the player holding the card — their only role is watching for the trigger and reading it aloud.

Main and secret objectives

A Main Objective card has a name, setup instructions, goal (victory condition), and an estimated duration (Short 45–90 min, Medium 90–120 min, Long 120–210 min). The whole colony tracks this goal together, and the game ends the moment it is completed.

A Secret Objective card shows only a name and a goal, seen by its owner alone. However the game ends, only players who have satisfied their own secret objective at that moment win. A single game can have multiple winners, or none at all.

  • Many regular secret objectives include a clause that the main objective must be completed, but this varies card by card — it is not a universal rule.
  • A player holding a betrayal secret objective appears to help the colony while secretly pursuing their own hidden goal. Betrayal cards are deliberately rare in the mix, so you can never be fully certain whether a betrayer is even present.
  • The specific stories and numbers on Main and betrayal Secret Objective cards are left out of this guide so you can discover them at the table.

An exiled player still keeps their secret objective

Being voted out moves your survivors to non-colony locations and brings several penalties, such as being unable to add cards to a Crisis — but you may still pursue your secret objective. A dedicated deck of exiled secret objectives even exists for this case.

Ending the game

Ending conditionResult
The morale track reaches 0The game ends immediately (the main objective is not checked)
The round track reaches 0The game ends immediately (the main objective is not checked)
The main objective is completedThe game ends immediately

The moment the game ends, only players who have satisfied their own secret objective win. Anyone who has not loses, judged individually regardless of the colony's overall outcome.

  • Running short on food adds Starvation tokens, each costing the colony morale.
  • Morale drops by 1 for every 10 cards (rounded down) in the waste pile.
  • If zombies overrun an entrance, the colony's lowest-influence survivor dies and morale drops by 1.

Strategy tips

  • Moving costs no die. Save your dice for actions that truly need them, like Attack and Search.
  • Searching repeatedly at the same location by adding noise tokens draws more cards, but each location holds at most 4 noise tokens.
  • A Bitten result spreads to the lowest-influence survivor at that location, so avoid leaving your lowest-influence survivor alone somewhere dangerous.
  • Morale drops every time the waste pile reaches another 10 cards, so saving items for Crisis contributions instead of discarding them freely is one way to manage that.
  • More players mean more total Action dice each round, but also more food consumption (1 per 2 survivors, rounded up) — plan for both.

Variants

VariantWhat changes
Co-OpUse the hardcore side of the Main Objective and skip secret objectives entirely; no exile votes. Remove all cards marked non-co-op
2 PlayerFollow the Co-Op variant, plus each player receives 7 starting items instead of 5
BetrayerDuring setup, set aside only 1 non-betrayal secret objective per player instead of 2, greatly raising the odds a betrayer is in play
HardcoreUse the Main Objective's hardcore side instead of the standard side, otherwise playing normally (secret objectives and exile included) for a greater challenge
Player EliminationIf a player's last remaining survivor would be killed or lost, remove all their hand cards from the game and that player is out

The expansions The Long Night and Warring Colonies add new survivors, locations, and objectives, but this guide covers only the base game.

Rules people get wrong

Q. Does moving a survivor to another location require an Action die?

No. Moving needs no die at all. Only 5 actions require one: Attack, Search, Barricade, Clean Waste, and Attract.

Q. Do you roll the Exposure die the same way for killing a zombie and attacking a survivor?

No. Exposure is rolled right after killing a zombie or moving. Attacking a survivor instead compares the spent Action die's result to that survivor's attack value, with no Exposure roll at all.

Q. Who reads the Crossroads card, and when?

The player to the right of whoever is taking a turn draws it at the start of that turn and holds it secretly, reading it aloud only the moment its trigger is actually met during that turn.

Q. What do you need to contribute to prevent a Crisis?

Secretly contribute item cards matching the type shown on the Crisis card. Matches are worth +1, mismatches −1, and the crisis is prevented if the total reaches at least the number of non-exiled players.

Q. If I complete my secret objective, do the other players win too?

No. Secret objectives are judged individually. A single game can end with several winners, or none at all.

Q. If morale hits 0 while the main objective is almost done, do you still lose?

Yes. The game ends immediately once morale or the round track reaches 0, without checking the main objective, and anyone who has not met their secret objective at that moment loses.

Q. Does getting exiled mean you lose on the spot?

No. Exile only moves your survivors to non-colony locations and adds penalties, such as being unable to contribute to a Crisis. An exiled player can still pursue their secret objective (or a dedicated exiled secret objective).

History and editions

ItemDetail
DesignersJon Gilmour and Isaac Vega
First published2014, Plaid Hat Games
Awards2015 Origins Award Best Board Game · 2014 Golden Geek Most Innovative Board Game · 2014 Golden Geek Best Thematic Board Game
This guide followsThe 2014 base-game official English rulebook
Korean editionLocalized by Korea Board Games in 2016 (per Namuwiki; the official Korean rulebook itself was not verified)
ExpansionsThe Long Night (2016), Warring Colonies (2017) — confirmed only via wiki cross-check; their rules are outside this guide's scope

Cross-checked against English Wikipedia and Namuwiki. Details such as promo cards (Kodiak Colby, Felicia Day, 2015) or the Crossroads Cards app come from wiki sources, not direct confirmation in the official rulebook.

Sources

Official Plaid Hat Games English rulebook (2014, preserved via Wayback Machine)Wiki cross-check — English Wikipedia: Dead of Winter: A Crossroads GameWiki cross-check — Namuwiki: Dead of Winter (Korean)

Rule summaries are reference content written by us, not quotations from the official rulebook. Always check the official rulebook for exact rules. Diagrams are original schematics, not rulebook illustrations.

Spotted a mistake? Tell us in the comments below →

Last updated 2026-10-11

💡 Master tip

Someone who keeps moving between locations for no clear reason may be a betrayer courting the risk of infection, or a suspicious person trying to monopolize supplies. Vote to exile them from the shelter.

Ready for something heavier

If this one has gotten too easy, try these — same feel, one step up in weight.

Tools you can request

Not built yet. Let us know if you want one — it goes on the list.

Shelter Morale and Food Tracker

Calculates food consumed each round and waste-pile morale penalties

Betrayer Voting Dashboard

Helps manage voting out and exiling suspected players from the shelter

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