The rules of Zombies vs Humans: how a round works, how cities grow and expand, how battles are fought, what the fog of war hides, and what each side and class is good at.
Give your orders, end your turn, and watch everything resolve together. Anything out on the map — a march, a missile, a search, a new town — spends one of your 3 actions for the round. Putting up buildings and training troops are free: queue as much as your cities can pay for.
Both sides want the same map and almost nothing about the way they get it is the same. Humans farm: their cities grow food, and an army they cannot feed starves. Zombies eat: every body that falls in front of them is meat.
Each city is a small economy of its own, and its main building is what makes it grow. Everything else it puts up is paid for out of what that city makes, so a level goes where the workers are already standing.
3 cities will not carry you to the end of a game. Founding more is how you grow: a settle party walks to open ground and a town rises where it stops. Taking somebody else's works too — a march that crosses an undefended city takes it in passing.
You send troops along a path, and when two sides end up in the same place the round settles it. A battle is fought on a board of slots: the front row takes the hits, the flanks reach the back line, and everyone who does not fit waits in reserve and steps in as the fallen free a seat.
You know where everyone started. You hardly ever know what is inside. Cities, camps and marches all see for your whole team, a colony nobody has looked at is not on your map at all, and an army you can see on the move shows what it is made of, but only while it is in your sight.
Each side has one way of hitting a place its troops could never have reached in time: the humans build a missile silo, the horde loads an army into its tunnels and brings it out at any tunnel it holds.
Everybody plays the same side and the enemy is never done arriving. Waves of bots land on a timer, sized against what the survivors still field and aimed at whoever has the fewest of them already coming.
Play with friends, against strangers, or against bots at any difficulty. A bot holds a seat like anybody else and plays through the same actions you do.
Each side has classes, and a class changes what your side is good at — what it can field, what it pays for it and how far it can see. Two are free; the rest are unlocked with credits you earn by playing.