The Cooperative Expansion
6 Class Reference Cards.
(Your Probably can make your own with Card Stock. Laminating them might be a nice touch as well. Laminating Machines are 60 bucks at Wall Mart. )
The Changed Stuff
This Game Expansion can be played with any of the other expansion with an exception; however the only game mode that can be played with these rules is the cooperative mode. A few other changes have also been made as well. Instead of spawning; which is now vetoed; players start with 6 health and 9 bullets. But once you die, you’re out of the game permanently but your other teammates can still possible win. Winning the game is as usually by getting to the helipad, or by any other means in which the other expansions thereby states on how you can win. Also whenever you roll for zombie movement it’s the same with minor tweaks. When you move zombies you HAVE to move them towards the nearest player; in the most logical way that you can.
Sound is a new element for cooperative play. After you finish moving your character and your all finished moving and resolving conflicts there is now a chance that other zombies might have heard you. Roll a D6. 1-3 you make no sounds. 4-6 you make a sound. If you make sounds, meaning they heard you, then every zombie in that 9x9 space that you’re in moves one space closer to you. This rule is optional if you feel it’s too hard to play with it.
The New Stuff
Character classes are a new thing for cooperative gameplay and only for cooperative gameplay. Instead of now putting the zombies in the discard pile like you normally would you keep them, but instead of being worth points to win as you would normally do in competitive play, in coop play they are used as experience. Each zombie is worth 1 Experience. You can turn them in to cash out to upgrade your character to an assigned role. Once they are cashed in the zombies go into a general zombie discard pile. All assigned roles can also be upgraded once for double the cost of the original role. However you’re only allowed to have one class
Medic: Costs 30 Zombies
The Medic also now comes with a backpack that allows him to carry 4 hearts. The hearts in your backpack don’t count towards your life total, however you can use them to heal yourself in a pinch, and also heal other players when they are in a pinch. Think of them more so as first aid kits. In order to gift players hearts though he has to be on the same square as another player.
Upgraded Medic: Costs 30 Zombies
The Medic’s backpack can now carry 8 heart and he no longer has to be on the same space as the player to gift them hearts, he now just needs to be in the 9x9 tile as the same player to gift him a heart from his back pack. On top of this he can now also gift cards that would heal him to other players that are also in the same 9x9 tile as him.
Weapon Specialist – 30 Zombies
The weapon specialist can use any weapon anywhere. If a card states that it can only be used at a specific location, discard that role, after all that’s what a weapon specialist can do. The weapon specialist can also gift his weapons to other players as long as they’re in the same 9x9 tile as the Weapon Specialist.
Upgraded Weapon Specialist – 30 Zombies
Damage for the weapon Specialist is now upgraded. When adding ammo to his attack, each ammo now gives him a +2 instead to his die rolls. This counts for each ammo. If you roll a one and use two ammo they will both give a +4, making it a 5. So make sure you stock up on that ammo.
Scavenger: 30 Zombies
When The Scavenger collects Bullets he collects the amount shown. So for example if you fight a zombie that is guarding one ammo, the Scavenger can collect that ammo, plus he gets one more from the ammo pile. So essentially in a nutshell what it means is every time you collect one ammo, add one more.
Upgrades Scavenger: 30 Zombies
The Scavenger can still collects +1Ammo to every time he picks up ammo. However now he can now also now gift ammo to other plays as long as he is in the same 9x9 tile as another player. Also after completing his turn each time, he can roll a D6, every time he rolls a 6 and only a 6 he will find ammo, even if there’s no ammo on the map. Take one from the pile. If he rolls 1-5 nothing happens. Finding ammo this way does not give him the +1 bonus.
The Tank life is now no longer 6 it is now 10. Also when you’re the tank, zombies move closer to you instead of other players. This would also include the noise role. Also when you’re a tank you now get a flare token. It’s a one time emergency use, but when you can put it anywhere on the 9x9 tile that your on and all zombies move towards it and none will attack you, even if a zombie occupies your space it won’t attack you until the start of your next turn, but this only applies to the one 9x9 tile that the flare is in.
Upgraded Tank: 30
A Tank’s Life total is now 15 instead of 10
Once you upgrade you two flares that you can use. If you still haven’t used your last flare from the regular tank you can have a total of three flares and it’s now an upgraded flare. Your flare now explodes once its lifecycle is up. Any zombies that are near the flare will die; if a player is near a flare they won’t take any damage.
*Fearless Leader: 30 Zombies
The fearless Leader Hand Size is increased now +2. When playing with guts tokens. The Fearless Leader can also gift any card he wants to other players as long as they are in the same 9x9 tile as him. Also at then end of every turn before moving zombies the madman now can roll a D6. When you roll a 6 and only a 6 you can now search the discard pile and add to your hand any card from the discard pile back to your hand.
*This following only applies when using Guts.
When playing with guts the +2 role applies. So even with no guts token when you normally would only have one card hand size for him it’s still plus two making the minimal hand size for him three and with the maximum hand size eight. He can also gift his guts tokens to other players as long as they are in the same 9x9 tile as him.
*Upgraded Fearless Leader: 30 Zombies
The fearless Leader Hand Size is increased now +5. The Fearless Leader can also gift any card he wants to other players as long as they are in the same 9x9 tile as him. Also at then end of every turn before moving zombies the madman can roll a D6. However now you can roll a 5-6 and you can now search the discard pile and add to your hand any card from the discard pile back to your hand.
*This following only applies when using Guts.
When playing with guts the +5 role applies. So even with no guts token when you normally would only have one card hand size for him it’s still plus four making the minimal hand size for him six and with the maximum hand size ten. He can also gift his guts tokens to other players as long as they are in the same 9x9 tile as him.
If you have the expansions you can create harder games for you and your team. First take out the Helipad from the regular gameplay that will no longer be used. Now if you want to win, you will no longer find the helipad. You’ll have to find the other things such as the front gate path for example from the zombies 2 expansion or other such tiles as stated in those roles and keep aside what they tell you to keep aside. But in the above example once you find the front gate you would keep aside a straight road and a crossroad and then once the Gate Path is drawn you put it down the put the straight path and then the cross roads down on the path, then there you would search for the Helipad in Army Base which there would only be one there. This can be combined with any other expansion, such as the mall where you can also find a helipad, or the fourth expansion which provides an alternate way to win. The only difference in this is now you can no longer find or win simple exploring the orginal expansion tiles. You have to further find yourself another way to win.
Even Harder Gameplay.
This would require Zombies 8 Prison Break. First you would follow the rules as normal from the prison break. However upon exiting the prison you won’t normally win, instead now you would then place a straight road and the town square that you would keep aside for when you escape the prison and once you do you’d explore the town. No Helipad would be kept for the Zombie’s original stack either, you’d still have to find other means such as the Gate Path, or Mall entrance and then find the heli and escape.
- Last edited Sun Aug 2, 2015 4:14 am (Total Number of Edits: 3)
- Posted Sun Aug 2, 2015 4:08 am
So this is probably flawed as hell. Haven't tried this out yet, but I plan to. But So far this is a rough draft, and it could possible be made to even implement into competitive play possible. But I imagine that would take a complete different take on this classes and would have to all be reworked for the competitive gameplay. But for now I made this only for the cooperative gameplay. The idea of adding in classes just seems like it'd be a ton of fun.
a good portion of the deck no longer makes sense if you are playing cooperatively. what do you do with those cards?