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Catan: Cities & Knights» Forums » Variants

Subject: Zombies & Knights rss

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Scott Scislowicz
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PROBLEM: My group does not like the thief, sevens are rolled more often than any other number and I feel like the thief really just delays game play and causes a petty annoyance without adding any fun (especially if playing with the cities and knights expansion). My goal, replace the thief with a something fun. Nearly everyone likes zombies. I recommend trying this without the barbarians as the zombies do enough damage on their own, but it could be played with them also.

THE PIECES: Each piece represents a Zombie Group. A Zombie Group requires a piece that can easily be changed to indicate the number of zombies in the group. Zombie Groups only go up to six so the pieces only need to be able to indicate if the Zombie Group is of 1-6 zombies either by adding something to the piece or by color coding the Zombie group pieces and keeping a counter for each group off at the side of the board. Color coding would work well because each player is responsible for one Zombie Group. You will need one Zombie Group piece per player. Each player will also need something to keep track of the number of zombies they have killed, a piece of paper or a cardboard piece that can do both keep track of the players current zombie group and the number of zombies the player has killed.

INTRODUCING ZOMBIES: When a player rolls a seven they place a zombie group on the board (if they do not already have a zombie group on the board). Zombie Groups must be played on an unoccupied hex (a hex that is not providing resources to any player). The player may choose any unoccupied hex on the board (keeping in mind that Zombie Group pieces move toward the nearest settlement, city, or knight at the end of each players turn). If no completely unoccupied location exists then the Zombie Group may be placed in any area that is not already occupied by a knight, settlement, or city.

Zombie Groups always start at one, when a zombie group is killed and comes back onto the board because a seven is rolled it restarts at one zombie not at the previous number of zombies. Once a Zombie group has been placed the player continues with his/her normal turn (there is no resource production on zombie rolls so players with an aqueduct may take their resource, see Cities and Knights rules for an explanation of the aqueduct).
If a player already has their Zombie Group out on the board and rolls a seven, their zombie group goes up by one (So if the player just put their Zombie Group of one out last turn and rolls a seven again now their Zombie Group goes up to two). Zombie groups increase in number until they reach six. Zombie groups cannot go past six, if a player with a Zombie Group of six rolls a seven nothing happens play continues as normal.

ZOMBIE MOVEMENT: After each players turn every Zombie Group currently on the board advances one space (along the edge of the hexes from corner to corner, the distance of one road) toward the nearest settlement, city, or knight (living thing).

After all Zombie groups have advanced any zombie conflicts that have arisen because of the movement are handled start with the player who is currently finishing their turn and then continuing around the board to the left. If a Zombie Group is adjacent to one of a player’s settlement or city hexes it is considered a conflict and the player may attack the Zombie Group if they have an active knight(s) on one of the hexes adjacent to the Zombie group (if a player has multiple active knights that are eligible to attack the Zombie Group they can both be used simultaneously to attack the Zombies. The two knight’s levels are added together so a player with two lower level knights can still defeat a large Zombie Group, see the Zombie Attacks section for what level knight is needed to win against each Zombie Group).

Zombie Groups will either kill or be killed by knights when they encounter each other on the board. When a Zombie Group is killed it is removed from the board and returned to the player that placed it, if that player rolls a seven after his/her Zombie Group has been defeated they place the Zombie Group on the bard again back at level one, following the normal Zombie Group placement rules.

Zombie Groups will move onto and occupy the same space as a settlement or a city (only cities without city walls). The Zombie group will only occupy the same space as a settlement or city for one players turn (halting production of that settlement or city for that turn), at the end of the next players turn the Zombie group will continue to move on to the next closest living thing (knight, settlement, or city). Zombie groups cannot attack cities with a built city wall and therefore will not move toward them at the end of a players turn, they will move toward the next closet living thing (knight, settlement, or city).

The Zombie Groups stop production of resources for all hexes that they are touching.

Zombie Groups only attack knights, settlements or cities when the Zombie Group is moved and attempts to occupy the same space on the board as a knight, settlement or city.

The ONLY way to kill zombies is with knights. A level one knight wins against a Zombie Group of one or two, a level two knight wins against a Zombie Group of one through four, and a level three knight wins against any Zombie Group. If a player’s knight is not a high enough level to defeat the attacking Zombie Group the player’s knight loses and is removed from the board and the Zombie Group goes up by one as if a seven was rolled. For example: a Zombie Group of three has moved at the end of a turn and is now occupying the same space as a player’s level one knight, the Zombie Group wins, the players level one knight is removed from the board and the Zombie Group raises to four.

Any time that a Zombie Group occupies the same space on the board as a settlement or city the Zombie Group raises to six, putting the Zombie Group at its full amount, the Zombie group may not grow any larger.

Zombie Rewards: Players receive a Defender of Catan victory point card for every six zombies killed (removed from the board). This can be achieved by defeating any combination of Zombie Groups (one group of six, six groups of one, and every combination in between).
 
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Imants Cielens
Australia
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This is really cool, i'm modifying it and using it in my games from now on!

Im
 
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