The Hollowing · Mission 7 of 10 · Last stand
Last Call
A last stand: board up the roadhouse, or don’t, and hold it until the convoy comes.
Host Last CallThe briefing
The state police are coming up Route 9, and they will stop at Rusty’s Roadhouse because it is the only building on the road with its sign still lit. Anyone inside it when they get there goes home.
The roadhouse has more windows than walls, and its sign is the brightest thing for miles. There is lumber in the buildings around it: every stack you carry inside boards up a window and shortens the night you have to hold, and every nail you drive tells the road where you are. Then get everyone in and hold it. Once you are in, the town comes: one more spawn point wakes.
The goal
Hold the roadhouse: everyone inside and on their feet at the end of 6 horde steps (7 for two). Someone down inside pauses the count; someone outside costs a step. Each stack of planks carried in takes a step off the wait (down to 3), but the hammering is loud. Once you are in, one more spawn point wakes.
At the end of round 15 the convoy drives past a roadhouse full of the hollowed and doesn’t stop.
What makes this night different
- A last stand: everyone inside and on their feet for 6 horde steps (7 for two). Planks shorten the wait, down to 3, but hammering is loud.
- A crowded town: 10 Hollows are out before your first move.
The stacks of planks

Stacks of planks
Get into the roadhouse and hold it. The way out is the Rusty’s Roadhouse, always on the north edge of town. Everything around it is dealt fresh from the town tiles each game.
At a glance
| Type | Last stand |
|---|---|
| Round track | 15 rounds, adjusted a little for the size of the team |
| The way out | Rusty’s Roadhouse (ROADHOUSE) |
| Campaign | Chapter 3 of 10, Act I, the town |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
Headlights sweep the windows. A loudspeaker says the name of the town, and then the roadhouse door opens on a row of state troopers with their rifles up and their mouths open.
How a round goes

Everyone acts at once
Each survivor gets three actions a turn: move, search a building, fight, open a door. Talk it over, then do it.

Then the horde moves
The Hollows walk toward whoever they can see, or toward the loudest noise. A shotgun saves you and calls the street. A baseball bat is quiet.

You get stronger, and so does it
Survivors level up and pick new skills. The stronger you get, the bigger the horde gets. Finish the mission before the round track runs out.
Next mission: Track Meet · Previous: Separated · All missions
Questions
How long does Last Call take?
The round track is 15 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Last Call alone?
Yes. Alone, you lead the whole team: 2 to 6 survivors, each yours to play. Friends can join on their own phones with the room code, up to six players.
Is the map the same every time?
No. The Rusty’s Roadhouse always stands on the north edge, but the rest of Marrow Falls is dealt from town tiles each game and turned at random.
Which twists can turn up?
Unless you turn twists off, one of these may be dealt: Blackout, The Pack, Walking Wounded, Restless, Echoes, Bitten. You can also pick one yourself in the lobby.
Where does it fall in the campaign?
Last Call is chapter 3 of 10, in Act I, the town. In the campaign your survivors bring their chosen skills and one item from the night before.
More from Rucksy: Play The Hollowing · Play Candlewake · The Hollowing: zombie survival board game · The Hollowing’s ten missions · The daily mission · Solo board games online · Candlewake: haunted house board game · Hidden traitor games online · Board games to play with friends online
The Hollowing and Candlewake are original games by Rucksy.