Zombies!!!
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Variants
My complete Llst of variants used to make this game Playable
Zombies!!! Alternate rules*N.B. Many rules have been borrowed without permission from other files on BGG. I don’t quite remember what came from where, but I thank all who inspired me.
*Note: I refer to combat with a zombie as zombat
Play as normal except for the following rules:
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Movement – The movement “roll” equals the number of hearts + 2. This “roll” is decided at the beginning of the movement phase.
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Zombie Movement – Always move 3 zombies
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Weapon Limit - Only one weapon with combat benefits may be used per turn.
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Playing with Expansions – Shuffle the entrance tile into the first 6 tiles of the main deck. Shuffle the helipad into the last 10 tiles of the main deck.
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Placing the Helipad – When a helipad turns up, a secret bid to place the helipad occurs. Players secretly write down the number of zombies they are bidding (the zombies come from the kill pile), and then reveal their bids. All zombies bid are returned to the zombie pool, and the player who bids the most zombies (thereby winning the bid) gets to place the helipad. In the event of a tie, another round of bidding takes places between the people who tied.
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Super Zombies – Once a helipad is on the board, all zombies placed thereafter must be government-enhanced zombies.
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Who Needs Doors? – Named buildings can be entered from any adjacent street space. *Note* Official as of the errata and second edition
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Weapon Deck – Before play, remove all weapon and item cards that are acquired in named locations and place them in a separate deck. If a player ends his turn in a named location, he may take a weapon or item associated with that location and immediately put it into play in front of him.
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Rapid City Development – During the first round of play, each player places two map tiles during his tile-placing phase.
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Character Groups – During setup, each player chooses three characters to include in his group of survivors. This group moves as one (represented by the shotgun guy), and play is as normal except as described below.
-Character Abilities
1.Each Character has a special ability.
2.Abilities are separated into active and passive categories.
3.Only one active ability may be used per turn
4.Only one character with a passive ability may be chosen per character group
5.Abilities override all other rules
-Upon dieing, the player:
1.Chooses one character to die. This character’s ability can no longer be used.
2.Returns the zombie that killed him to the zombie pool (the dead character sacrifices himself for the good of the group)
3.Loses one third of his zombies (rounded up)
4.Restores his Heart, Bullet, and Guts tokens to 3 each
5.Ends his turn
-Once all characters are dead, the player is eliminated from the game. If only one player remains, and he survives his next turn, he wins by default. If he dies, whoever has the most zombies wins. If it’s a tie, the zombies win.
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Character List—
Active
1.Doctor: Roll a die, on a roll of 6, regain one life token up to the player’s maximum. If this ability is used in a named location, a heart is gained on a roll of 5-6. This ability can be used at any time except during zombat.
2.Soldier: Roll a die, on a roll of 5-6, gain a bullet token. If this ability is used in a named location, a bullet is gained on a roll of 4-6. This ability can be used at any time except during zombat
3.Scout: Move three spaces in any direction, ignoring all zombies as with the card “Alternate Food Source”. This ability can be used at any time except zombat. This ability does not replace the movement phase.
4.Criminal: When orthagonally adjacent to another player, or while on the same square as another player, you can attempt to attack him. Roll a die, on a roll of 5-6, you hit the other player causing him to lose one life token. If he is on a space with a zombie, a roll of 4-6 is successful. Bullets may not be used to modify this attack. This ability may be used during the movement phase when you are not on a space occupied by a zombie.
5.Thief: When orthagonally adjacent to another player, roll a die. On a roll of 5, you may take one of his bullets. On a roll of 6, you may take either a bullet or an item card from him. If you are on the same space as him, or he shares a space with a zombie, add 1 to your roll. This ability may be used during the movement phase when you do not occupy the same space as a zombie.
Passive
1.City Planner: Place an extra tile from each currently useable tile deck. This ability may only be used during the tile-placing phase and may not be used on a helipad tile.
2.Manager: Whenever you draw a card or cards, draw one extra card and discard one. The other card is placed in your hand.
3.Tough Guy: While this character is alive, the player increases his maximum number of hearts by one.
4.Sprinter: While this character is alive, the player adds two to his movement roll.
5.Hard Boiled: While this character alive, the player never loses his last guts token and gains a guts token on a 5-6.