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Subject: THE DEFINITIVE Zombies!!! Variant! rss

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Calixtus Wee
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Zombies!!! Virus Variant 2.0

Components

12 Dice (two for each colour)
18 Bile
18 Spit
12 Smoke

Object of the Game

Be the first Player to reach the centre Space of the Heliport and Kill all Zombies on the Map Tile, or to Kill the most number of Zombies, until there is none left to be placed.

Game Setup

Optional Rule: Before you start, remove the number in brackets of the following Cards from the Action Card Deck (put them back in the box as they will not be used):

(1) Where Did Everybody Go
(1) Bad Sense of Direction
(1) Hysterical Paralysis
(1) The Keys are Still in It
(1) We're Screwed
(1) Fear
(1) Brain Cramp
(2) All the Marbles

Remove the following Map Tiles:

(1) Helipad
(1) Toy Store
(2) Right-angle bend (has "The Warehouse" on)
(2) Straight through street (has "Theater 6" on)
(2) T-junction (has "Media Buy" on)
(2) Crossroads

Shuffle the rest of the Map Tiles, then shuffle the ones you removed seperately and place them at the bottom of the stack, so that they are the last 10 Tiles which will be drawn.

Optional Rule: Placing Map Tiles (Exploration)

Instead of drawing a Map Tile, skip the first Step and Explore on the third Step.

Explore. When a Player Moves to the edge of a Map Tile, that Player draws a Map Tile and attaches it where he stands. Players may need to draw multiple Map Tiles until a Tile that fits is chosen. Unused Tiles are returned to the bottom of the Map Tile Deck. When the Tile is placed, Map Tiles with "Named" Buildings immediately get the number of Zombies(Z), Life(L) and Bullet(B) Tokens. All Tokens must be placed inside the Building Spaces and not on the Street.

No Player may ever have more than 5 Life Tokens any given time during the course of the game, but may have as many Ammo Tokens as they can collect.

Place a number Shotgun Guys at the centre of the Town Square, equal to the number of Players in the game, with each starting with 3 Event Cards, 3 Life Tokens and 3 Bullet Tokens. Play proceeds clockwise.

Turn Sequence

During a Turn each Player must do the following, in order:

1) Draw a Map Tile & place it.
2) Draw back up to 3 Event Cards if you have less than 3.
3) Move and Attack. The number of Spaces that a Player may Move is determined by how much Life that Player has plus 2. For example, if a Player has 4 Life Counters, he can move up to 4+2=6 Spaces. A Player never has to use all his Moves if he doesn't want to. Every time a Player Moves onto a Space occupied by a Zombie, he must fight and Kill that Zombie before he can continue to move. He may continue Moving after Killing a Zombie, up to their total Movement allowance. If at any point a player is alone in a Space with a Life or Bullet Token (ie. no Zombie is in that Space), he may claim it, including right at the end of this Phase. Each time a Player ends his Turn on the centre of the Town Square, he can regain 1 Life and 1 Bullet.
4) Move and Attack with Zombies. The Player attracts surrounding Zombies through the Death Stench, by rolling a D6 and adding a modifier of 2, then Moving all Zombies in Spaces within the D6+2 roll result and below, towards the current Player. Each Zombie can only Move 1 Space, and gain a +1 modifier to the D6 Death Stench roll, for each lost Life Points of the current Player below 3. Zombies in or entering the same Space as a Player successfully Attack on the roll of a 5+.
5) At the end of Turn, you may Discard 1 Event Card from your Hand & then play proceeds clockwise.

Movement

Player Movement is determined by adding his Life Points plus 2. Note that a Player's Move allowance will go down as a result of losing Life Tokens to the Zombies' Attacks during their Movement/Attack Turn, and vice-versa with the gaining of Life Tokens from entering the Spaces with Life Tokens.

Each time a Player ends his Turn on the centre of the Town Square, he can regain 1 Life and 1 Bullet.

When Moving Zombies, up to 3 may occupy the same Space. Zombies in or entering the same Space as a Player successfully Attacks on the roll of a 5+.

The Player rolls a D6 and add a modifier of 2, and Move all Zombies in Spaces within the D6+2 roll result and below, towards the current Player, called the Death Stench. Each Zombie can only move 1 Space, and gain a +1 modifier to the D6 roll, for each lost Life Points of the current Player below 3.

You may Move pass Enemy Players that are engaged in the same Space with Zombies. The Zombies are too distracted with their immediate target to bother about you.

Should the Player fall before the Zombie horde, the Player's Turn ends immediately and his Shotgun Guy is replaced with a Zombie. The Player must restart in the centre of the Town Square next Turn. To do so, he must Discard half the Zombies from his Kill-pile, rounded up, and his entire Hand of Cards. When he restarts, he begins with 3 new Cards, 3 Life, and 3 Bullets.

Combat

Anytime you begin your Turn on the same Space as a Zombie, the Zombie Attacks you successfully on the roll of a 5+.

In the same Turn, before or after Moving, you may successfully Attack a Zombie by Rolling a 4+, and add it to your Dead Count. You may spend Bullet Tokens to add a modifier of +1 to each of your Roll, after Attacking, in order to make your Attack successful, or to spend a Life Token to Reroll and to Attack a Zombie again. You may Combat as many Zombies as your Movement allows, until you fail to score a Hit.

Event Cards

Events may be played at any time.

You may only play 1 Event Card during a Round. (That is, you may play only 1 Card from the beginning of your Turn to the beginning of your next Turn.)

You may never have more than 3 Event Cards at the end of your Turn.

A Player may Discard 1 Event Card at the end of his Turn. Discarding signals the end of the Turn, and no further Turn actions may be taken once a Card has been Discarded.

Reshuffle the Discard Pile when the Event Deck is exhausted.

Cards played in front of you such as Items, are considered "in play", and do not count against your Hand Limit. Using an Item does not count as playing a Card.

Even though the First Aid Kit is not a Weapon, it is placed in the Weapon Card Deck and is Looted in the same way as Weapons.

First Aid Kit - Play this Item Card in front of you when you are in the Hospital or the Drug Store. You may Discard this Card to instantly recharge your Life Points to 3. If you have 3 or more life already, this Card has no effect.

This Isn't So Bad – Move 2 Zombies in play up to their Movement allowance.

I Don't Think They're Dead – Play this Card to make target opponent Roll 2 Dice. For each Dice result that is 3 or lower, that number of Zombies, up to 2, killed by the opponent, come(s) back on the Board, in the same Space as the opponent. Bullet Tokens may be used to modify these Rolls, preventing the Zombies from coming back by modifying the result to a 4.

The Keys are Still in It - The Player gains D6+4 Movement, and for all Zombies in his Movement path, he successfully kills the Zombies in each separate Space on the Rolling of a 6 on a D6, with a +1 modifier for the amount of Movement Points Moved in a straight line upon entering the same Space as the Zombies. This Card does not apply for Movement inside a Building, if a Building is entered by the Player during the use of this Card, Movement is ended. The lowest a roll can go is 2+.

Bad Sense of Direction – Play this Card and Discard to Move target Player back to the Town Square. After this Card is played, the current Turn continues as normal.

Weapon Cards

The lowest a Combat Roll can go is 1+.

Immediate Kills do not need to Roll, may never be modified, and may not make subsequent Attacks.

When Attacking with a Weapon, may not use another Weapon during your Turn.

Gun Weapons

When Attacking target Zombies with a Gun Weapon in a Building, with entrance within a Range of 2 Spaces or more away, that is partially blocked by the Building exterior or its interior, when in the Building, Combat Rolls from the Gun Weapon suffer a -1 modifier, except if it is an Immediate Kill. May not Attack if in a Space that has no clear sight to the entrance. Gun Weapons may never use a Life Token to Reroll Combat Rolls, while may use Bullet Tokens not on the Weapon Card to add a +1 modifier to the Gun Weapon's Combat Rolls, after Attacking.

Place 3 Bullet Tokens on Gun Weapon Cards. Discard Tokens to track shots as used.

Thrown Weapons

Thrown Weapons may not use Bullet Tokens to add a +1 modifier to the Thrown Weapon's Combat Rolls.

Thrown Weapons do not suffer a -1 modifier to Combat Rolls against targets that are partially blocked by a Building's exterior, while all Spaces in a Building are Hit.

Fast Reload may not be used with Thrown Weapons.

Place 2 Bullet Tokens on Thrown Weapon Cards. Discard Tokens to track shots as used.

The Weapon Cards are kept separate from the Event Cards. When inside a Named Building, if you have Killed all Zombies in the Building, you may attempt to Loot the Weapon associated with that Building. Roll a D6. If you Roll a 4-6, you have found the associated Weapon and you may now take it from the Weapon Pile.

The Weapon is now placed in front of you faceup (in your inventory). If you Roll a 1-3, you couldn't find the associated Weapon and you cannot Loot or Move for the rest of your Turn. You may however make another attempt every subsequent Turn.

Melee Weapons

Fire Axe – Play this Melee Weapon Card in front of you when you Loot it in the Fire Station. Add +1 to 2 separate Combat Rolls you may make, for each Attack made subsequently. Make 2 Combat Rolls for every single Attack with the Fire Axe.

Chainsaw – Play this Melee Weapon Card in front of you when you Loot it in the Lawn and Garden Centre. Add +2 to a Combat Roll you may make, for each Attack made subsequently. For each successful Attack with the Chainsaw, your Movement allowance is reduced by 1.

Skateboard – Play this Melee Weapon Card in front of you when you Loot it in the Skate Shop. You may add +2 to all of your Movement Rolls, while Attacking before Zombies in the same Space as you are.

Gun Weapons

Hey Look...A Shotgun! - Play this Gun Weapon Card in front of you when you Loot it in the Police Station. The Shotgun allows you to Hit up to 2 Zombies in a single Space, from a distance of up to 1 Space away, with a single Die and with a +1 modifier to the Combat Roll. You may use Bullet Tokens not from those placed on the Gun Weapon Card, to increase your Combat Roll, after Attacking.

Thrown Weapons

Molotov Cocktail – Play this Thrown Weapon Card in front of you when you Loot it in the Gas Station. Discard 1 Bullet Token on this Thrown Weapon Card to add +1 to all Combat Rolls against Zombies in a Building from a Building's entrance that is from a distance of up to 1 Space away, or Zombies on the Streets a distance of up to one Space away. If you are in the Building or one of those Spaces, you get Hit as well, on the Roll of a 3+.

Grenade – Play this Thrown Weapon Card in front of you when you Loot it in the Army Surplus Store. Discard 1 Bullet Token on this Thrown Weapon Card to add +2 to all Combat Rolls against Zombies in a Building from a Building's entrance that is from a distance of up to 2 Spaces away, or a Space that is 2 Spaces away and its surrounding Spaces on your current Tile. If you are in one of those Spaces, or in the Building, you get Hit as well, on the Roll of a 2+.

New Weapon Cards

Sniper Rifle - Play this Gun Weapon Card in front of you when you Loot it in the Police Station. May not be used on a Zombie in the same Space as you. When you are using this Weapon, may not Move. Attack from up to a Range of 3, causing Immediate Kill. Place 3 Bullet Tokens on this Weapon Card.

Machine Gun - Play this Gun Weapon Card in front of you when you Loot it in the Army Surplus Store. Make 3 Combat Rolls, with a modifier of +1 for each Roll, from a distance of 2 Spaces away. When Attacking with this Weapon, you must Move 2 less Spaces when Moving. Place 3 Bullet Tokens on this Weapon Card. If you have already made the 2 Move Spaces, you may not use this Weapon.

Katana - Play this Melee Weapon Card in front of you when you Loot it in the Hardware Store. Roll a D3. The result is the number of Zombies Immediately Killed in the same Space as you.

Kevlar Vest - Play this Armour Card in front of you when you Loot it in the Police Station. Gain 2 Kevlar Vest Tokens, that each when spent, act as a -1 modifier to Zombie Combat Rolls against the target Player, spent after the Zombies' Attack. The most number of Kevlar Tokens you can have is 4, requiring you to Loot twice to gain the maximum allowed amount of Kevlar Vest Tokens, otherwise, you may Loot as many times as you want. Should an Attack cause you to lose your remaining Life Tokens, the Attack is immediately modified by the Kevlar Vest Tokens.

Player Ability Tree

Every 5 Zombie Kills by a Player, allows you to level up and gain 1 of these Abilities.

Fast Reload – You may use all your Bullet Tokens on the Weapon Card in a single Turn.

Headshot – May not make subsequent Attacks, in place of an Immediate Kill. May still Move if there are no more Zombies left in the same Space, but may not make further Attacks. Headshot may be used when Rolling for the Combat Rolls for a single Attack of a Melee Weapon, but may not be used with Ranged Weapons, which consists of Gun and Thrown Weapons.

Sustained Attack – May Reroll once for all Combat Rolls in a single Attack of a Melee Weapon or Gun Weapon, or your normal 4+ Attack Roll.

Dodge Roll – You may Move away from Zombies you are engaged with, during your Movement Step, on the successful D6 Roll above the number of Zombies in the same Space, Moving a distance of 3 Spaces away. Dodge Roll may only be used against Zombies and Virulent Strains with a Movement of 2 and below.

Sprint – When Moving, may Move +2 additional Spaces, even pass Zombies in the way, but not in the Space you started, at the expense of not being able to Move, on your next Turn. When Sprinting, you must always Move your full Movement distance, and may not make Attacks that Turn.

Zombie Trait Tree

Whenever a Player dies, all Zombies gain 1 of these Traits, with your choice in ascending order.

1) Blood Frenzy – Zombies Attack 1 more time.
1) Walking Dead – Zombies may Move 1 more Space.
2) Flesh Eater – Zombie Attacks gain a modifier of +1.
2) Dead Tough – All Attacks made against the Zombies suffer a -1 modifier, unless they are Immediate Kills.
3) Fresh Meat – For every successful Attack by a Zombie, take a Zombie from your Dead Count and place it in the same Space as you. This may exceed the limit of 3 per Space, up to a maximum of 6. The Fresh Zombies may not Attack on the Turn they are placed.
3) Unstoppable Horde – All Zombies on the Map Move towards the nearest Player to them, after the Zombie Movement Step.
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Just :"Steve" will do.
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I assume if the Zombie successfully attacks me I lose a life.

Can I still use a heart for a reroll when I'm attacking?

Can I leave a square if there's still a zombie alive in it?
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Calixtus Wee
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Yes and no. You can use a Life Token to reroll when attacking, and you cannot leave a Space if there's still a Zombie alive in it. This is their version of the game at least.
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Calixtus Wee
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I have to ask, do you guys think Bullet Tokens should be applied before or after Attacking? Does the modifier come into affect after you have rolled, and seen how successful it is, and so can decide well on how many Bullet Tokens to spend, or should you be guessing by choice of modifying before hand?
 
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Just :"Steve" will do.
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I like spending them to bump up my roll after I've seen it.
 
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