





After The Virus
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The FroGames card
You just found a baseball bat. A Bite card also enters your deck: you don't remember when that happened. In three shuffles, you'll know if you made it.
WHAT IT'S ABOUT
A deckbuilder that doesn't just grow: it degenerates
Designed by Jacob Fryxelius (Terraforming Mars) and illustrated by Daniel Fryxelius, After the Virus takes the deckbuilding mechanism and turns it on its head: instead of refining your deck game after game, you watch it deteriorate turn after turn. Each time you reshuffle, new zombies invade your cards. Published by FryxGames in 2017, it's a cooperative game for 1 to 3 players set in a zombie apocalypse where the race isn't to victory, but to complete the mission before the deck becomes unplayable.
At the table, you search for weapons, items, and allies in a shared area deck. Some cards you add to your personal deck, others remain in front of you as permanent equipment, and still others are used only once. Managing what to keep and what to discard is vital: each reshuffle of your deck means new Zombie cards drawn blindly from a separate pile and shuffled in. The 15 included missions form a narrative campaign that increases in difficulty and complexity, but they can also be played standalone.
What they say abroad
"A deck-builder where your deck gets worse, not better. Brilliant and stressful."
A deckbuilder where your deck gets worse, not better. Brilliant and stressful.
— Meeple Mountain
The tension isn't whether you'll win, but whether your deck will hold out long enough for you to try. Every reshuffle is a deferred sentence.
— FroGames
After the Virus
The game is primarily designed for solo play: you manage a single deck, search for resources, and complete the mission against inevitable deterioration. The experience is complete and tense; multiplayer adds coordination but doesn't change the structure. Ideal for quick 30-45 minute solo sessions.
What you find in the deck
Four types of cards that decide if you survive
Weapons
Pistols, bats, knives: you add them to your deck to eliminate zombies when you draw them. The more you have, the more you can defend yourself, but they take up valuable space and dilute useful actions.
Permanent equipment
Bulletproof vests, flashlights, radios: they remain in front of you as passive abilities. They don't enter the deck, so they don't risk being buried by zombies, but they are few, and you must choose wisely when to take them.
Disposable actions
Grenades, medkits, traps: they resolve immediately and then go to the discard pile. Powerful but irreversible: using them at the right time is often the difference between victory and defeat.
Zombie cards
They enter your deck with each reshuffle, drawn blindly from the infection pile. They block your hand, hurt you, slow you down. You cannot eliminate them: you can only delay the next reshuffle and hope.
Recommended sleeves 162 cards in 1 size ▼
If you play often, we recommend protecting your cards with clear sleeves to make them last longer.
| Size | Quantity |
|---|---|
| 63 × 88 mm | 162 |
| Total cards | 162 |
Come si gioca
Video dimostrativo di gameplay.
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