Cooperative survival. Everyone is on the same team, nobody can hurt anybody else, and the enemy is the horde. Hold out until the turn limit and the whole party wins together.
You win by surviving to the turn limit.
| Length | Turns to survive |
|---|---|
| Short | 30 |
| Normal | 50 |
| Long | 75 |
| Marathon | 100 |
You lose the moment every raifu is down at once. A single raifu still standing keeps the run alive, which is what makes rescues matter.
A knocked-down raifu is not out. Walk a teammate onto an adjacent tile and they get back up on half health, rounded up. There are no respawns, so an unrescued teammate is a permanent hole in the party — and the party dies when the last one falls.
Zombies enter through breaches — up to four of them, torn open at a distance from wherever the party is standing. Two open at the start and more appear on horde waves.
Three kinds come through:
| Health | Movement | Damage | |
|---|---|---|---|
| Shambler | 4 | 3 | 2 |
| Runner | 2 | 8 | 1 |
| Brute | 8 | 2 | 5 |
Runners appear from the first wave and are the reason you cannot simply walk away — they move faster than any raifu. Brutes only turn up after 40% of the turn limit has passed, and one reaching you is usually the mistake that decides the run.
The night gets worse on a schedule. Waves grow, every tenth turn is a horde wave that doubles the spawn and tears open another breach, and the number of zombies allowed on the board at once rises with the turn count — from four per player at the start to nine per player, where it stops.
Tier is locked at 3 and the base tier bonus is off, but standing on your own base still restores +1 health a turn. Camping home to heal is a real decision under horde pressure, and it is the only healing in the mode.