Zombies!!! Setup Variant


Zombies!!!
Graceful Boot Quick Play Variant
April 26, 2011 draft

Introduction

The idea of the game is to build up the neighborhood in which zombies chase you and the other players in the style of old zombies movies. I think the right length of time for each game should be about 30-45 minutes. That's about right to get into the theme without it lasting long enough to drag.

This is a variant that replaces the original rules. Doing this will both shorten the game and add a little variety to each game, especially when you add the Zombie Corps(e) expansion, the Mall Walkers expansion, the The End expansion, the School's Out Forever expansion and/or the Six Feet Under expansion.

Object Of the Game

Be the first player to reach the center space of the Helipad tile killing any zombie on that space, or be the first player to kill a number of zombies depending on the number of players.

Number of Players

Zombie kills needed to win

2

21

3

19

4

17

5

15

6

13

For The End expansion, you must make it to the Cabin, clear it of zombies and perform the spell. Perform the spell by rolling a die, adding one per Page in play. A six (6) completes the spell. You may attempt a spell once per turn.

Game Setup

  1. Before you start, remove the following cards from the Event Card deck. Put them back in the box because they will not be used.
  2. Place the Town Square tile in the center of the table with a Shotgun Guy for each player in the center space of the Town Square.
  3. Randomly choose the dealer. Remove the following map tiles and shuffle them. They will go to the bottom of the draw deck in a later step.
  4. The draw deck is created this way:
    1. Shuffle the remaining tiles.
    2. Now place the tiles containing the Helipad created earlier at the bottom of this deck.
    3. Remove two tiles from the game without looking at them for each player without changing the order of the tiles. Yes, the Helipad may not appear at all.
    4. Take the top ten tiles and shuffle in the entrance tile(s) for any expansions you want to add. For example, Front Gate from Zombie Corps(e), Front Door from Mall Walkers, Bridge from The End, School Entrance from School's Out Forever, etc. Place these tiles back onto the rest of the tiles.
    5. Set aside, face up, a cross road from tiles for each expansion (School's Out Forever, Mall Walkers, Zombie Corps(e)) and a straight road (Zombie Corps(e)), if the rules for an expansion say so.
    6. For tiles from each expansion, randomly remove one tile from the game for each player, then shuffle the tiles into their own draw piles.
  5. Shuffle the Event deck (adding the event cards from the expansions you want included) and deal three (3) cards to each player face down. Players look at their cards but don't reveal them until they play them.
  6. Each player receives three (3) ammo and three (3) life token. No player may ever have more than five (5) life tokens, but can have as many ammo tokens as they can collect.
  7. For the School's Out Forever expansion, each player receives three (3) guts tokens.
  8. For the Six Feet Under expansion, each player receives two (2) sewer tokens.

Turn Sequence

During a turn, each player must do the following, in order:

  1. Draw a map tile and place it.
  2. Combat a zombie in your Shotgun Guy's current space if there is one.
  3. Draw back to three (3) cards if you have less than three. For the School's Out Forever expansion, draw back to the number of guts tokens you have -- at least one (1).
  4. Roll a die for Shotgun Guy movement. The higher of the die roll or number of life tokens at the start of the turn is Shotgun Guy's maximum movement. You may skip this step for the Mall Walkers expansion, as noted.
  5. Move Shotgun Guy.
  6. For the Six Feet Under expansion, pay a life token or a guts token if you're in the sewer.
  7. Roll a die for zombie movement.
  8. Move zombies.
  9. Discard. At the end of your turn, you may discard one (1) event card from your hand.
  10. Proceed to the next player clockwise.

Here's an explanation of the turn sequence:

Draw a Map Tile and Place It

Combat Zombies

Die Roll

Result

Result, Zombie Corps(e) expansion (government enhanced zombies)

Result, The End expansion (zombie dogs)

1

Lose one (1) life or three (3) ammo

Lose one (1) life or four (4) ammo

Lose half life or four (4) ammo

2

Lose one (1) life or two (2) ammo

Lose one (1) life or three (3) ammo

Lose half life or three (3) ammo

3

Lose one (1) life or one (1) ammo

Lose one (1) life or two (2) ammo

Lose half life or two (2) ammo

4

Add zombie to kills

Lose one (1) life or one (1) ammo

Lose half life or one (1) ammo

5

Add zombie to kills

Add government enhanced zombie to kills

Add zombie dog to kills

6

Add zombie to kills

Add government enhanced zombie to kills

Add zombie dog to kills

Event Cards

Shotgun Guy Movement

Zombie Movement

Discard

Credits

This variant by Vitas Povilaitis at Graceful Boot. It simplifies and clarifies the convoluted and misunderstood rules of an earlier draft.

Slightly different rules for a quicker game, compiled by Rich Stokes.

Abbreviated rules originally prepared by Moonsylver, and hacked to death by Rich.

Additional Variants

You can mix and match the following variants.

All these variants work fine with the Zombies!!! 3.5: Not Dead Yet! event card expansion.

With the addition of Zombies 4, the end-game condition has changed to the person casting the spell in the cabin wins. I would change this so that the player with the most kills when the spell is cast wins.

Click here to purchase Zombies!!!

Or just buy a Bag-O-Zombies and say "brainzzzz" a lot!


Contents by Vitas Povilaitis

email to vitas@GracefulBoot.com