A survival/horror cooperative Adventure Board Game set in the dead of winter during a Zombie Apocalypse, where players must achieve personal goals and keep the community of survivors alive until spring. Designed by Isaac Vega and Jon Gilmour in 2014 for Plaid Hat Games, it is the first of a planned series of games that uses the Crossroads system.
2-5 players select a Main Objective the group must achieve before the game is over, as well as Once Per Round Crisis Card to resolve before the round is finished. Players select 2 or more Survivors to control on the board, moving them from the relative safety of the Colony and venturing out to forage and fight in the dangerous locations of the town. However, players also have a Secret Objective for themselves to achieve by the end of the game, which could be as harmless as collecting lots of tools, or as malicious as seeking to destroy the colony from within, and which the player must also achieve if they are to win. Food is running short, trash is piling up at the Colony, characters are getting frostbite, and worse, the zombies are massing at the doors and smashing through your barricades.
The goal is survival, but not everyone can make it until spring.
An expansion was teased by founder Colby Dauch. This expansion, "The Long Night" was released in 2016. A second expansion, "Warring Colonies" was announced in May 2017 and was released on October 12, 2017.
In 2017, Oni Press started publishing a comic book series based on the game called Dead of Winter.
Dead of Winter has examples of:
- Always Male: The expansion has the special "Tank" zombies, which, according to the backstory, can only be men.
- Anti-Hero: Your Survivors might make some questionable decisions. As a group, the Colony might vote to deny shelter to people seeking help, exile their own, or any number of morally grey acts. However, you cannot kill helpless survivors and being too callous brings down the morale counter.
- The secret objectives may force the player to act suspiciously or against the best wishes of the colony, like hoarding medicine, gasoline or food. Without these objectives, the player loses even if the win conditions for the group are met. Of course, this is intentional so that innocent players may look like a traitor.
- Arbitrary Mission Restriction: If the main objective is completed successfully before a loss condition is triggered, all players collectively win the game. However, each player also has a hidden individual objective. A player can only achieve individual victory if the group mission is successful and the player fulfills their own objective. Many of these individual goals can go counter to the group goal, since they can require the player to hoard vital supplies or play in a sub-optimal fashion, while still trying to achieve the group goal. This is Inverted if a player gets a Betrayer objective, which means that they can only win if they fulfill their individual objective and the group fails.
- Asskicking Equals Authority: Survivors with a better attack score tend to have higher influence.
- The Atoner: An exiled traitor can actually get a new objective that requires the colony to survive. The card? Atonement.
- Ax-Crazy: One of the options for a Traitor.
- Becoming the Mask: Felicia Day's hat. She becomes any character on a Crossroads card provided that character isn't already present.
- Butt-Monkey: If Forest, the Mall Santa, is kicked out, morale goes up.
- Chekhov's Skill: Every survivor's former profession factors into their special ability and their skills at searching for items and killing zombies. People that drive for a living don't roll for exposure when moving, medicine-related professions can heal wounds, soldiers and prison guards can kill zombies at range, etc.
- Despair Event Horizon: In the Long Night expansions, Despair tokens can get added to survivors, which are basically wounds that can't be healed except in exceptional circumstances. Presumably racking up Despair or taking a Despair as a final wound results in the survivor being Driven to Suicide.
- Disaster Dominoes: One person getting a bite could lead to more and more infections and deaths, which lower morale for each death. One can easily spiral into a game over.
- Divided We Fall: Everyone has a Secret Objective which usually involves the main scenario being resolved (with the exception of traitors), but everyone has their own hidden goals which can act against the interests of the colony or even hinder things for them.
- Driven to Suicide: Implied to be the case when a survivor dies to a Despair token.
- Everyone Is Bi: A crossroads card implies that two characters are lovers and can spend their time either arguing (creating noise for the zombies) or having sex (preventing them from searching). This is regardless of the genders of the survivors, they just need to be alone together. (It can be especially embarrassing if one of the partners is a dog, monkey or Forest the Mall Santa.)
- Evil, Inc.: Raxxon Pharmaceuticals, who created the zombie plague.
- Exposed to the Elements: The game is set in winter, and frostbite is a serious concern that can occur when the survivor moves or attacks. Some crisis cards cause things like hailstorms and other problems.
- FaceHeel Turn: What the Traitors do at the very end of the game.
- Fat Bastard: The Glutton traitor. The victory text says the traitor enjoyed watching their belly grow as everyone else's shrunk.
- Gratuitous Ninja: Mike is a zombie fighting ninja, complete with black outfit.
- Guest Star: Felicia Day is a promotional character. The expansion has Rich Sommer, of Mad Men fame.
- Guns Akimbo: You can equip as many guns as you like to your Survivors, but beware, if they die, all those guns get shuffled back into the deck.
- Harder Than Hard: Every scenario comes with an alternate version that ups the difficulty.
- Harmless Freezing: Averted. Players with frostbite will suffer more wounds until healed or dead.
- Heroic Sacrifice: If a Survivor at a location is bitten and dies, the infection could spread to the other Survivors at that location. A Survivor can roll and take the 50% chance of surviving, or they can kill themselves to stop the infection from spreading further.
- Hold the Line: Everywhere that the survivors can be, zombies will pile up outside and threaten to overrun the position. The colony practically requires at least one dedicated defender to hold the line.
- It's All About Me: Some Secret Objectives lean this way, for example, withholding gasoline or weapons or tools from the other survivors. This can easily spell disaster for the non-traitor players.
- Killed Off for Real: If a Survivor dies, their figure is removed from their board, their card is removed from the game, and any items equipped to them are shuffled back into the deck. In all but one case, morale goes down.
- Large Ham: Read any of the traitor victory speeches.
- The Load: Helpless survivors, which take up space, attract zombies, eat your food, and contribute nothing to the betterment of the colony. Implied to be either small children or the elderly, depending on what the scenario calls for (or players' interpretations).
- Luck-Based Mission: The game offers a remarkable number of ways to recover from, or at least mitigate, a stroke of bad luck... yet you can still get screwed by, for example, too many food-related Crises in a row (since you always need to feed your people in addition to spending Food cards to avoid the Crisis), or by a "bitten" result on the Exposure die, or... Hell, the way the first player marker rotates can screw you over! explanation
- Mad Scientist: One of the betrayer objectives. Your evil plan is to poison the colony's water with a modified zombie virus. It turns the other survivors into unresisting zombie slaves of the scientist.
- Naked People Are Funny: Colby's entire schtick, and how you can recruit him.
- One-Hit Kill: On the 12-sided die is a tooth. If a character rolls the tooth, they die — and infect another character if they're in the same location. This can result in a Total Party Kill if in the Colony.
- Persona Non Grata: If a Survivor is exiled, they cannot return to the Colony for the rest of the game.
- Race Against the Clock: Once the round token hits zero, the game is lost (unless the goal is to survive a certain number of rounds)
- Sadistic Choice:
- Some of the Crossroads scenarios offer these. A basic example is either taking on both more useful survivors and more useless mouths, or turning them away and leaving them to whatever fate awaits them.
- Getting a tooth on the die means another character in the same location is now infected, and that player has to decide to either kill him or have a 50% chance of either saving them or dying and infecting another character.
- Screw This, I'm Outta Here!: Some Traitor Secret Objectives have this as an option, some Crossroads Cards trigger events like this.
- Take a Third Option: Players can sometimes perform this trope in the face of a Sadistic Choice, especially if a certain character is in play at the time.
- Teeth-Clenched Teamwork: One of the "Warring Colonies" objectives is "Cooperation", where both colonies must survive and combat is forbidden. Normally, the colonies are fighting each other.
- Then Let Me Be Evil: With the Long Dark expansion, an innocent exile can become the leader of the Raiders.
- Variable Player Goals: The whole point of the Secret Objectives. They add to the air of tension, as a player looking out for number one is not necessarily a traitor. It also sets the game apart from most cooperative and most tsocial-deduction tabletop games: in Mysterium the entire team can lose but there's No Antagonist, and in Secret Hitler either the liberals win or the fascists win... but in Dead of Winter it's possible for everyone to lose, traitor and loyalist alike.
- Villain Protagonist: If you get a Traitor Secret Objective card.
- Some exiled objective is about waiting outside ready to kill any survivor they met.
- Zombie Apocalypse: The setting.