Quickplay Rulebook
Slightly different rules for a quicker game, compiled by Rich
Stokes
Changed rules (and interpretations of rules left vague in the original document)
are in dodgy brown.
Abbreviated rules originally prepared by Moonsylver, and hacked to death by
Rich
OBJECT OF THE GAME
Be the first player to reach the center square of the heliport or
to kill a number of zombies depending on the number of players.(1)
Number of players |
|
Zombie kills needed to win |
2
|
25
|
3
|
22
|
4
|
20
|
5
|
17
|
6
|
15
|
GAME SETUP
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):(2)
- (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
Randomly choose a player to be the dealer. Remove the "Town Square" and place
it in the center of the Table with a Shotgun Guy for each player in the center
square.
Then remove the following map tiles:(3)
- (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.
Shuffle the Event deck & deal 3 cards to each player (face down).
Each player also receives 3 ammo & 3 life tokens at the start. 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
TURN SEQUENCE
During a turn each player must do the following, in order:
- Draw a map tile & place it.
- Combat a zombie on your current space if there is one there.
- Draw back up to 3 event cards if you have less than 3.
- Roll a die for movement.
- Move. A player has a movement allowonce of up to the
number shown on the die, however he can always move as many spaces as he has
life tokens. For example, if a player has 4 life counters and rolls a 2, they
may still move up to 4 spaces. If they were to roll a 6, they could move up
to 6 spaces. A player never has to use all his moves if he doesn't want to.(4)
Every time a player moves onto a space occupied by a zombie they must fight
and defeat that zombie before they can continue to move. They may continue
after defeating a zombie up to their total movement allowonce. If at any point
a player is alone in a space with a life or bullet token (ie no zombie is
in that space), they may claim it, including right at the end of this phase.
If a player ends their turn on the centre space of the town square, they may
replenish their lives and bullets to 3 each.(5)
- After moving, roll one die. The player has that many
zombie moves to distribute between any zombies on the board. However, they
cannot use more than half (round down) these moves on any one zombie, and
no zombie which moves may end up in the same space it started or move over
the same space twice in any one turn (ie, no doubling back). For example,
if a player rolls a 5, they could move 5 zombies one space each, 3 zombies
1 space each and one zombie 2 spaces or 2 zombies 2 spaces each and one zombie
1 space. Zombies may move through spaces occupied by other zombies, but may
not end their movement in a space with another zombie.(6)
- At the end of turn you may discard 1 event card from your hand & then
play procedes clockwise.
PLACING MAP TILES
- Tiles may be rotated any direction, but must be place so that all roads
are connected. They may not block any road w/ the side of a building
- When playing "Named" (ie a tile with a name written in white in the corner)
buildings get the number of Zombies, Bullet, & Life tokens indicated by
the "Z-" "L-" and "B-" under their names. All
tokens & zombies must be placed inside the building, not on the street
spaces. A zombie may exist in a space with a life token or a bullet token,
but no space may contain more than one zombie or more than one token. This
means that a bullet token and a life token can never be placed in the same
space, nor can 2 or more bullets or lives.
- It is possible to place map tiles in such a way that no further tiles can
be placed (very rare though) If this occurs the player who played the last
tile loses their turn & play continues until a player collects enough
zombies to satisfy the victory condition depending on the number of players.
- When a map tile with an "unnamed" building is played, it comes into play
with a number of zombies on it equal to the number of road access points it
has. They may be placed on any legal road space on that tile.
- When the Heliport card is turned up, the players (starting
with the player with the most kills) bid a number of kills to see who places
it on the table. Each player in turn following the normal turn order after
the first must bid at least one more kill than the last player or pass. Once
a player has passed, he may not bid again. Bidding continues until the last
person passes, at which point the highest bidder places the heliport in any
legal position and discards however many kills they bid.(7)
COMBAT RULES
- Any time a player begins their turn in the same space as a zombie, or they
land on a space occupied by a zombie during movement, combat ensues.
- Combat is resolved by rolling a die. On a roll of 4, 5 or 6 you win the
combat and add the zombie to your kill-pile. A roll of 1, 2 or 3 means that
the player must either forfeit a life token or spend enough bullet tokens
to raise your roll to a 4. If a player would normally
lose a life token (because they lost a combat and didn't have enough bullets
to raise their score to 4) but has none, they must lose one zombie from their
kill-pile and they cannot move any more this turn, regardless of their movement
allowance. They still roll for zombie movement and may discard an event card.
Their best bet is to head back to the Town Square and replenish their lives
and bullets.(8)
Die Roll |
 |
Result
|
1
|
|
Lose 1 life
or 3 bullets
|
2
|
|
Lose 1 life
or 2 bullets
|
3
|
|
Lose 1 life
or 1 bullets
|
4
|
|
Kill Zombie
(add to kill-pile)
|
5
|
|
Kill Zombie
(add to kill-pile)
|
6
|
|
Kill Zombie
(add to kill-pile)
|
- Once the zombie is dead, you may collect any life or bullet token in that
space, since the space is now free of zombies.
- Combat continues until the player wins or runs out of life tokens. A player
can never voluntarily leave combat.
EVENT CARDS
- Events may be played at any time.
- Players may only play one event card per round (from the beginning of their
turn to the beginning of their next turn).
- Players may never have more than 3 event cards in their hand at once, but
may have any number in play face up in front of them.
- Players may discard 1 card at the end of their turn. This is the last thing
a player does in their turn and signifies the end of their turn.
PLAYER MOVEMENT RULES
- Player movement is determined by rolling one die.
If the result is less than their remaining lives at the start of their turn,
they may move up to that number of spaces, otherwise they may move up to the
number shown on the dice. Note that a player's move alowance will not go down
as a result of losing combat during their turn.
- A player doesn't have to move the full amount and may stop at any time.
- Any zombies encountered must be fought (Unless the event card "Alternate
Food Source" is in play, in which case players way move through zombie occupied
spaces as if the zombies were not there).
- If a player moves on a space containing a life or bullet and no zombie is
present you may claim the token .
- Zombies & players may only move in or out of "named" buildings, &
only by using the door spaces. No other buildings may be entered.
- All spaces in "named" buildings are used as indicated by the lines in the
buildings ( for example, the Sporting Goods Store has 7 interior spaces and
1 Road space
- Players or Zombies either on may not make diagonal moves.
Twisted Logic (or: Notes on this variant):
OK, it's not like Zombies!!! was ever a bad game to start with, just that a
lot of people, myself included felt that it took a little too long to play and
often had long periods where nothing much happened except a few dice rolls.
The subject of the game and the "Whoa dude, like, 100 plastic zombies!"
factor makes this a game worth persisting with, so my group and I came up with
this set of rules which we like better than the original set. Below are some
notes on why specific changes were made, and what effect they have on the game.
It's worth noting that at least half the tweaks have been well established on
the Zombies!!! mailing list for quite a while, and are not my work.
- Number of kills needed to win wasn't dependent on the number
of players, meaning that players in 6 player games had very little chance
to accumulate kills before the helipad came out into play compared to a 2
player game. This meant that in a 5 or 6 player game, victory almost always
came from reaching the helipad. This change seems to give playes in any size
games the option of actually deciding which way to win.
- These cards are removed for a number of reasons. Apparently
(accarding to one of the game's designers) there were only ever meant to be
one each of a bunch of these cards but the game went to press by being made
as 1 deck of cards doubled to reduce production costs. This meant that these
very powerful and disruptive cards came up twice as often as they were intended
to. Removing the extras reduces the problem. "All the Marbles" was
removed because it was crap and nobody ever used it. They just discarded it
as soon as they could, which slowed things down.
- The map tiles were re-distributed oddly for 2 reasons:
- Firstly, it pushes all the "Named" buildings nearer the top
of the deck and means that they're more likely to come out in the early
part of the game. This means less sitting about with event cards which are
too good to discard, but cannot be used because the location they require
hasn't been played yet.
- Secondly, it means that the helipad is SOMEWHERE in the bottom third of
the deck. It might be any one of the last 10 cards and that keeps players
on their toes as to who has the most kills whan the helipad comes out. They
cannot afford to be complacent and need to rack up the kills fast to stay
in the running.
You may wish to remove only one each of the un-named buildings for a slightly
longer and probably less random end to the game.
- Movement was changed because it was very frustrating and
tedious when the game grinds to a halt almost because everybody keeps rolling
1s for movement. This obviously reduces the chances of that kind of thing
happening.
- The centre of the Town Square represents the middle of the
gameboard and therefore seems like a good place to put a recharge. Due to
other changes, in this version of the game the players never die, they're
assumed to be too injured to actually make any progress through the zombie
hoards. In the default rules, if you die, you start again in the middle of
the board with 3 bullets and 3 lives, which frankly didn't really seem like
much of a disadvantage. It was often advantagous to die and "respawn"
because it would likely put you nearer the helipad than you had been, and
better equiped. That really didn't seem right, because in zombie movies, the
whole point of the film is that the characters are trying NOT to die. They
avoid it like, well, like it'll kill them. Having the players in Zombies!!!
embrace death as a way of getting nearer winning the game seemed stupid.
- Moving the zombies more means fewer times when the players
basically sit there after they've finished moving their shotgun guy moving
4 zombies vaguely about because they can't actually get any zombies anywhere
near anyone, or even into people's paths. Not a major change, but one we found
made things more fun.
- I can't remember who first suggested bidding kills for the
placement of the helipad, but I though it was a great idea. The default rules
actually reward players who don't attack any zombies or who play badly and
die often before the heliport comes up by letting the person with the least
number of kills place the heliport. That seemed crazy to me, since it's never
the useless coward who gets away in horror movies. That'd be like Burke being
the only survivor at the end of Aliens. This way gives players no option but
to get out there and kick some zombie butt in the early game to gain the kills
and hopefully gather the resources to place the helipad and survive the dash
for the chopper. There's also the decision that a player who's only 3 kills
from winning might want to just keep their kills and not risk the dash for
the exit.
- Carrying on from number 5, we liked the idea of a player
getting just too tired to fight properly and having to limp about slowly and
try to find somewhere to apply first aid rather than dying and going back
to the start. It seemed more in keeping with movies like "evil dead"
where Ash often struggles when he's been whacked a few times, but doesn't
die. This way, a player who runs out of lives is in trouble and better do
something about it fast, but they are in no way out of the game. They move
on average slower than a healthy player, and if they lose a fight they are
further punished by loseing a kill and ending their move. On the other hand,
they could still use a card like "well deserved rest" or "first
aid kit" and they can still fight their way into a building to gain extra
lives if they want and they're feeling brave, but more often than not the
best bet is to head back to the centre for a re-equip.
That's about it really. Not major changes but they seem to produce a consistently
shorter and more fun game with my group so I thought I'd share them with the
community at large. Major respect to all the people on the ZombiesBG mailing
list for their ideas, to the players in my group for actually liking the game
enough to want to tweak it, and of course Todd and Kerry Breitenstein for creating
a damn fine game in the first place.
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