



Zone: The Secret of Chernobyl
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You have twelve days to reach the sarcophagus. In between: radiation, mutants, equipment breaking down, companions disappearing. And that feeling that every decision could be your last.
WHAT IT'S ABOUT
Twelve Days in the Most Dangerous Zone on the Planet
Designed by Maciej Drewing and Krzysztof Głośnicki, with evocative illustrations by Wojciech Bajor, Katarzyna Fiebiger, and Tomek Zarucki, Zona brings the claustrophobic atmosphere of Chernobyl and the Exclusion Zone to the tabletop. Not a game about nuclear catastrophe, but about exploring a contaminated territory where every object can save or kill you. Inspired by the S.T.A.L.K.E.R. video game series, it translates that hostile survival experience into concrete and ruthless tabletop mechanics.
You are a Stalker, an artifact hunter venturing into the Zone. You must reach the sarcophagus of reactor 4 before the others, but first, you must discover 2 Secrets hidden in the underground Locations. Each turn: 2 actions to move, explore, fight, then read an Event. Event cards are short stories: encounters, dangers, tense moments. Time is running out: when the Final Emission arrives, the game ends and no one wins. The Zone shows no mercy.
What they say abroad
"Zona is an adventure board game designed for 1-4 players."
— Rebel Sp. z o.o.
A game that makes you feel vulnerable. You are not a hero. You are a survivor.
— FroGames
Zona: The Secret of Chernobyl
Zona is explicitly designed for solo play: no automa, no compromises. You play against the Zone itself, with the same rules as multiplayer. The experience is identical; in fact, without waiting for other players' turns, the narrative tension works even better. The game shines in solo.
What you bring to the Zone
Equipment, Artifacts, and the Weight of Survival
Equipment
Weapons, medkits, anomaly detectors. Every item has limited durability: it breaks with use and you have to repair it. If you run out of working weapons, a mutant is a death sentence.
Artifacts
Anomalous objects you collect from anomalies. They give you unique bonuses, but carrying them exposes you to radiation. You decide how much risk to take: is it worth it for that +2 Agility?
Secret Locations
Underground bunkers where you find the Secrets needed to open the sarcophagus. Going underground means facing concentrated dangers: high radiation, traps, mutants in confined spaces.
News Cards
Global events that change the rules for everyone: radioactive wind gusts, military restrictions, inflated prices. The Zone is alive and hostile, and you cannot control it.
🎲How to PlayThe rules in four steps▼
How to Play
The Flow of Each Turn
A turn is quick on paper, but every decision matters. Two actions, one event, one news. Then the next day.
Choose from: Move (one space), Explore (draw Location card), Rest (reduce Fatigue/Damage), Buy/Repair, Fight, Collect Artifacts. Each action costs. Plan carefully.
Each player reads an Event card. These are short stories: an encounter, a danger, a choice. Some require a dice roll. Some give you bonuses. Many hurt you.
The first player draws a News card: a global effect that impacts everyone (e.g., "Radioactive Storm: +1 Damage if you move"). It remains active until another one arrives. The Zone constantly changes.
Move the Day marker. If you reach Day 13, the Final Emission hits: everyone immediately loses. The timer isn't a theoretical threat. It's real.
⏱️Your First GameThe chronicle, moment by moment▼
A game in five moments
What happens at the table
Not the rules. The experience.
Entering the Zone
Choose your Stalker. Read their story, their Personal Reason for being here. Look at the board: the Zone is vast, the Secret Locations are far away, the sarcophagus is a mirage. You have 12 days. Everyone starts optimistic.
The first fight
You encounter a mutant. You roll the dice. Missed. The mutant hits you, you take 2 Damage. Your weapon loses 1 durability. You immediately understand: every fight is costly. You start planning your retreats.
Underground
You enter a Secret Location. Darkness, claustrophobia, traps. Every step is a Perception roll. You find the Secret, but you exit with half your equipment broken and 4 Fatigue points. You need to rest. You lose a day.
The Emission approaches
It's day 10. You have 1 Secret. The second is on the other side of the map. You run. You skip rests, risk everything. Another player overtakes you. It doesn't matter: you have to get there alive. The tension is physical.
The sarcophagus or the end
Day 12. You have 2 Secrets. You are 3 spaces from the sarcophagus. One last Event: "Mutant ambush". You fight with your last working weapon. You win. You arrive. Or: the Emission hits. Everyone loses. Silence at the table.
🐸Know Before You GoThree honest things, from friends▼
Know Before You Go
Three things you need to know before buying
The Zone is unforgiving
This is not a game where "you always make it." You can lose, and it happens often. The Emission arrives, equipment breaks, dice betray. If you're looking for a guaranteed victory, this isn't the right game.
Dice everywhere
Combat, anomalies, events: almost everything requires dice rolls. You can mitigate with skills and items, but luck matters. A sequence of unlucky rolls can ruin a perfectly planned game.
Text to read
Every turn you read at least one Event card, often more. With 4 players, narrative downtime accumulates. If you want pure action without pauses, this slows it down. In solo or 2 players, it works better.
🏆Victory and defeatWhat the ending rewards▼
How it ends
How to win and how to lose
One winner. Or none.
Victory
- Collect 2 Secrets from the underground Locations
- Reach the Chernobyl sarcophagus
- Be the first to do so: you win immediately, others lose
Defeat
- The Final Emission hits on Day 13: everyone loses
- You accumulate too much Damage and die
- Another Stalker opens the sarcophagus before you
Zona is pure survival horror: you don't sell your character, you don't sell the setting. You sell survival. And the Zone doesn't give discounts.
💬Frequently Asked QuestionsQuick answers before checkout▼
Frequently Asked Questions
FAQ about Zona: The Secret of Chernobyl
What mechanics does Zona use?
Action Points (2 actions per turn), Dice Rolling for combat and skill checks, Narrative Events drawn each turn, Final Ending (timer with Emission), Variable Player Powers (10 asymmetrical Stalkers). The weight is medium (2.7/5 on BGG): accessible rules but many variables to manage.
Does it really play well solo?
Yes, it's designed for solo play. There's no need for an automa or special rules: you play against the Zone itself, the timer, and the dice. Many players prefer it solo because it eliminates narrative downtime and increases immersion. It's a true 1-4 player game, not an adapted multiplayer game.
How difficult is it?
Very. Losing is normal, especially in the first few games. The learning curve isn't about the rules (which are clear) but about management: when to repair, when to take risks, when to rest. Expect 2-3 lost games before you understand the rhythm of the Zone.
Is it necessary to know S.T.A.L.K.E.R. to appreciate it?
No. The game works perfectly as a standalone experience. If you know the video games, you'll appreciate the references and atmosphere, but the mechanics stand on their own. It's a post-apocalyptic survival game with a strong narrative, period.
Is it available in Italian?
This edition is in English. Rulebook, Event cards, News cards: all in English. The text is present and frequent (every turn you read at least one Event card). A decent understanding of the language is required to play fluently.
The people behind the game
Who invented it, who designed it, who publishes it — and what else they've done.
Zona: The Secret of Chernobyl is a survival horror board game set in the Chernobyl Exclusion Zone, designed by Maciej Drewing and Krzysztof Głośnicki for Rebel Studio. For 1 to 4 players, ages 18+, duration 120-180 minutes. Official and complete solo mode. Each player controls a Stalker with unique abilities, exploring the Zone to collect 2 Secrets and reach the sarcophagus before the Final Emission. Mechanics: Action Points, Dice Rolling, Narrative Events, resource management. Medium weight (2.7/5). Claustrophobic atmosphere inspired by the S.T.A.L.K.E.R. series. Available on FroGames.it.

Zone: The Secret of Chernobyl
Frequently Asked Questions
The answers you're looking for, no beating around the bush.
📸Do the images match the actual product?
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📦Does the content of the box match what is indicated?
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