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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)

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)

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:

  1. Draw a map tile & place it.
  2. Combat a zombie on your current space if there is one there.
  3. Draw back up to 3 event cards if you have less than 3.
  4. Roll a die for movement.
  5. 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)
  6. 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)
  7. At the end of turn you may discard 1 event card from your hand & then play procedes clockwise.

PLACING MAP TILES

COMBAT RULES

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)

 

EVENT CARDS

PLAYER MOVEMENT RULES

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.

  1. 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.
  2. 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.
  3. The map tiles were re-distributed oddly for 2 reasons:
  4. 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.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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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