The Hollowing · Mission 6 of 10 · Split start
Separated
The team starts split on opposite edges of town, the horde between you.
Host SeparatedThe briefing
The two cars were meant to stay together. Then the creek road filled with walkers, and one car went north while the other went south. Now half of you are on each side of town, and the town is between you.
The sheriff’s station on the east road has one patrol car left, locked: each half is nearest one of the two spare key rings, and the reunion means nothing without both. Find each other first: alone, each half is a meal; together you can patch each other up. Then get everyone to the motor pool. Nobody leaves without the others.
The goal
Half the team starts on each edge of town (a pair starts together). Each half finds the key ring on its own side (a pair needs one); once they are held, meet up in one zone (not at the cruiser: everyone +1 health, and for that horde step nothing climbs out of the drains and nothing comes after what it can’t see), then carry the keys and every survivor to the patrol car (keys only count once you have met).
At the end of round 20 the horde has the station surrounded, and the patrol car is going nowhere.
What makes this night different
- A split start: half the team begins on the north edge of town and half on the south, with the horde between you.
- Meeting up heals: when the halves meet in one zone, everyone gets 1 health back.
- The Bitten twist is never dealt here.
The key rings

Key rings
Each half fetches its keys, meet up, then the cruiser. The way out is the Sheriff’s Station, always on the east edge of town. Everything around it is dealt fresh from the town tiles each game.
At a glance
| Type | Split start |
|---|---|
| Round track | 20 rounds, adjusted a little for the size of the team |
| The way out | Sheriff’s Station (CRUISER) |
| Campaign | Chapter 6 of 10, Act II, the valley |
| Players | 1–6, co-op. Alone you lead 2 to 6 survivors |
| Price | Free, in the browser |
If you make it
The cruiser’s engine turns over on the second try. Everyone piles in, too many to a seat, and nobody lets go of anybody’s hand until the town is behind you.
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: Last Call · Previous: Lights Out · All missions
Questions
How long does Separated take?
The round track is 20 rounds, adjusted a little for the size of your team. Most missions take about 45 to 60 minutes.
Can I play Separated 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 Sheriff’s Station always stands on the east 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. You can also pick one yourself in the lobby.
Where does it fall in the campaign?
Separated is chapter 6 of 10, in Act II, the valley. 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.