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Rules
Second Edition (version 1.0 7/9/2012) Combined by user: SHADOWSTRIKE1
Thank you for purchasing ZOMBIES!!! The Game. This game has its heart in the countless number of zombie movies we have grown to love. Knowing this background, we hope you will understand when we say, ZOMBIES!!! is not a nice game. It is however, a lot of fun. Then again, anything filled with this many living corpses cant be all bad. Yes, you will die and be forced to start over. Yes, you will find yourself backed into a corner, surrounded by the recently dead. But, you will also become a very large pain to your fellow players and if you are the first one to make it out of the city, it will all be worthwhile. We sincerely hope you enjoy the ZOMBIES!!! and invite you to visit our website at www.twilightcreationsinc.com and check out our other great games.
Contents
30 Map Tiles 50 Card Event Deck 100 Plastic Zombies 6 Plastic Shotgun Guys (pawns) 30 Life Tokens 60 Bullet Tokens 2 Dice
Instructions
Object the Game (A.K.A. How Do I Win?) The goal of ZOMBIES!!! is to be the first player to reach the center square of the Helipad tile, kill the zombie there and escape the advancing zombie horde. Alternately, a player also wins if he is the first to collect 25 zombies.
Game Setup
Randomly choose a player to be the dealer. The dealer removes the Town Square and Helipad cards from the map deck. Place the Town Square card in the center of the table with a pawn (Shotgun Guy) for each player on the center square. The dealer then shuffles the rest of the Map deck and randomly places the Helipad in the bottom half of the deck. Place the map deck aside within easy reach of all players. The dealer then shuffles the event deck and deals three cards to each player. Again, the Event deck should be placed on the table within easy reach of all players. Each player also receives three life and three bullet tokens.
2. Combat any zombies on your current space. (Please see Combat Rules section.) 3. Draw back up to three event cards, if you have less than three. 4. Make a movement roll. (Please see Movement Rules section.) 5. Move up to the number of spaces indicated by the movement roll. You must stop and combat on any space occupied by a zombie. You may continue your movement after defeating a zombie up to your movement total. 6. After moving, roll a six-sided die. You must move that number of zombies, one space each, if able. 7. At the end of the turn, you may discard one event card from your hand. Play then proceeds clockwise around the table.
Combat Rules
Any time you begin your turn on the same space as a zombie or you land on a space occupied by a zombie during movement, combat ensues. Combat is resolved by rolling a six-sided die. If you roll a four, five or six, you win and the zombie is added to your collection; if you roll a one, two or three, you lose and must either, forfeit a life token or spend enough bullet tokens to raise the roll enough to make it successful. For example, if you rolled a two, you could discard a life token and roll again or spend two bullet tokens to raise the total from two to four. Combat continues until the player wins or runs out of life tokens. A player can never voluntarily leave combat. When a player runs out of life tokens, movement stops and his pawn is moved back to the center of town square. Additionally he forfeits the rest of his movement, loses half (rounded up) of the zombies he has collected and any weapon cards he has in play. The rest of the turn continues as normal (ie. move zombies and discard a card). Whenever a player dies and is forced to start again, he begins his next turn with three life and three bullet tokens.
Each player may have only one copy of each weapon in play. If an event card such as Alternate Food Source states that no zombies attack, you may not kill them anyway. You may not attack other players without a card effect. For a shorter game shuffle the Helipad tile in the tile deck. You may not conceal the number of zombies you have killed.
Game Play
The game is played normally until someone draws the front gate tile. When this tile is drawn and played, immediately connect the straight road and crossroads tiles you set aside earlier to it. (After all, we wouldnt want the secret military base so close to the city would we...) Place Zombies on these tiles according to the original rules. Once a stack is exhausted, players must play from the other stack. Heres where things get a little dicey, so pay attention. From this point in the game forward, players may place tiles from either stack. But, Zombies!!! 2 (Z2C) tiles must be attached to the military base section. This includes the helipads. Additionally, event cards that specifically say they may be played on the town may only be played players/tiles in the town section of the board. Play continues as usual until someone achieves one of the winning
conditions. Well, almost... There are a couple of special tiles in the new set. They are marked with an asterix (*) by the title. The Top Secret Lab: When this tile is played, place the glow-in-the-dark zombies on the lab spaces according to the original rules. The zombies are Government Enhanced and require a roll of a 5 or 6 to be put down. They can also be moved 2 spaces instead of the normal 1 during the zombie movement phase. The Motor Pool: When a player moves past the gates marked on the tile, they may acquire a jeep. This allows a player to double their movement roll as long as they remain on a road space. When a player starts on a road space but moves into a building, they may continue to use the doubled movement for the remainder of the turn. Once a building is entered, the player loses the jeep but, may return to the motor pool to get another. Additionally, the motor pool counts as an interior space, even though it appears to be outside. So no, you may not use the mine field event on it.
Game Play
The game is played as with the original rules until someone draws the front door tile. When this tile is drawn and played, immediately connect the four way tile you set aside earlier to it. Place Zombies on these tiles according to the original rules. From this point in the game forward, players may place tiles from either stack. But, Z3 tiles must be attached to the mall. This includes the new Helipad. Also, once a stack is exhausted, players must play from the other stack. Event cards also get a little weird with the addition of the mall. Cards that contain the words town, road or building can only be used on tiles that meet those requirements. The mall is not in town, does not contain any roads and is not a building. Nor are the interior stores considered buildings. Conversely, if an event card says hall or store it can not be used in town, on a road or in a building. Are we clear on this?!?! Play continues as usual until someone achieves one of the winning conditions. Well, almost... There is a special tile in Z3. It is the Escalator and is marked with an asterix (*) by the title. When it is drawn, it is played like any other mall tile except that everything attached to it is on the second floor of the mall. Stores on the first floor MAY NOT attach to stores on the second floor. Additionally, the mall helipad MUST be attached to the second floor. There are also some new rules for the mall tiles. Each store in the mall has an air duct somewhere in it. For example, the duct in the game store is on the same square as the door. Players may use these ducts to go from one store to an adjacent one without using the hallways. If a player wishes to use an air duct, they must end their movement on an air duct space. On their next turn, they forego their movement roll and then move from the space in a store with a duct to the air duct space inside the other store. No movement roll is made but all other normal turn rules apply. As stated earlier, the Helipad may only be attached to the second floor of the mall. It may be attached to a hallway or to the outside of a store. This is possible because players may reach the helipad via the ductwork.
Bonus Scenarios
Search and Rescue Players must race around the mall and rescue the people who have been trapped inside by the zombie horde. For this scenario, instead of zombies, place tokens (pennies work well) inside the stores that have three spaces. Place the zombies from that store on all the available spaces outside that store. When you land on a space with a token, you collect that along with any hearts or bullets that may be there. If a player is killed by the zombies they lose all their rescued tokens. Otherwise, the game is played normally. The first player to reach the center of the helipad with the most rescued tokens wins the game.
Kill the Guy With the Keys One of the players finds the helicopter keys at the begining of the game. The other players try to take them from him and get to the helipad first. This scenario can use Zombies!!!, Zombies!!! 2, and/or Zombies!!! 3. Players begin the game by rolling a die one extra time. The player with the highest roll gets the keys and gets to go first. The game is played normally except that the player with the keys gets to roll two dice for their first movement. Also, if a player is on the same square as the player with the keys, he may try to take them. When this happens, both players roll one six-sided die, the highest result wins and has possesion of the keys. Players may spend hearts and bullets as normal to adjust their roll. In the case of a tie, the person who has the keys keeps them. If the player with the keys is killed by the zombies, they drop the keys on the space where they were killed. Any player landing on the space with the keys may pick them up as if they were a life or bullet token. The first player to the center of the helipad with the keys wins the game.
in a custom deck building situation. Remember, there can be only one copy of each of the cards listed below in a custom deck. This includes both individual and community decks.
When you run out of heart tokens, your pawn is not placed back on the board until the beginning of your next turn.
Additional Rules
For the purposes of this set, Wooded Squares are squares that contain any part of a live tree or shrub. To combine this set with other Zombies!!! sets and expansions, just mix the Bridge tile into the main tile deck just like Zombies!!! 2 and 3. Items and weapons are considered any card that is currently played in front of any player.
If at the beginning of your turn you have more guts tokens than event cards, draw enough event cards from the draw pile to have your hand equal the number of guts tokens you possess. You may never have more than 5 guts tokens at any one time. Also, when you die, you restart with 3 life, 3 bullet and 3 guts tokens. You will need to discard or draw cards to restart with 3 cards. By now, you might be saying to yourself, the guts tokens are cool, but how do I use the rest of the new stuff? Im glad you asked There are a couple of ways you can use this expansion. You can play it by itself using the original Zombies!!! rules and all the players starting at the school entrance tile, although you will need the zombies and tokens from the original set. Or: You can add it to the original Zombies!!! by: Shuffling the new event cards with the old ones. Feel free to use them all or remove the ones that you dont like. Do not shuffle the tiles together. Take the new tile called School Entrance and shuffle it with the original tiles. Take one four way tile from this set and place it to the side. Shuffle the rest of Z5 tiles (including the Helipad) and place them next to the other stack of tiles.
The parking lot tiles should be treated as completely accessible by players and zombies. Items played in front of you only affect you unless otherwise stated.
Alternate Rules
As always, we encourage you to tinker with the rules, adding and subtracting to the rules as you wish. For quicker games, you can preset the tiles from the original game and place the entrance(s) to the expansion(s) that you wish to use with the players starting at the Town Square as usual. If you wish quicker movement later in the game, when the Helipad comes out, players can roll 2d6.
Subway Stations
All subway stations are named buildings and are marked with an asterick (*) because there are some special rules attached to them. When a player enters a subway station building they may declare that they are going to use the subway system in the city (apparently the system is automated and still runs on time). Once the player has done this, they finish their turn as normal. The player must completely skip their next turn except to fight any zombies that may have found their way into the building and on their space. On the following turn they may move their pawn to any other subway station building on the board. If there are no other stations on the board, this ability may not be used.
Sewer Tokens
At the beginning of the game each player receives two Sewer tokens. These represent the entrances (and exits) of the underground system of sewage tunnels. Players may place their tokens only during their turn and only on street spaces. Once placed, the tokens may not be moved without a card effect.
When a sewer token is in place, any player may use it as either an entrance or an exit. Players accomplish theis by simply declaring that they are using the sewer and laying their pawn on its back (a pawn on its back indicates it is in the sewer. A standing pawn is NOT in the sewer). On subsequent turns, players must pay one life token (or guts token if using Zombies!!! 5) to remain in the sewer. After paying the penalty, the player rolls and moves as normal except they skip combat with any zombies they encounter (zombies dont like sewers and cant be moved into them). When exiting the sewer, players must also use the sewers tokens. To exit, a player simply declares their intention when on a sewer token space and returns their pawn to the standing position. At this point you may have a burning questions YES, IT IS POSSIBLE TO DIE WHILE IN THE SEWER! Keep this in mind and dont run out of life tokens. Online Rule Verification- According to the Twilight Creations Inc. website, the official rules state that sewers CAN run under buildings, but you must begin and end at a sewers token. (http://www.twilightcreationsinc.com/en/forum/posts/zombies/q-zombies-6.html)
Game Setup
There are a couple of ways you can use this expansion. You can play this game as a normal expansion, or use as a stand-alone game. See individual rules for stand-alone game setup, and optional setup for use with the base game.
Additional Rules:
When in the Funhouse, you may only move on the lighter squares. The dark squares are inaccessable. A Funhouse tile must be rotated when moving off of it, even if another player occupies it. Regular zombie figures may not move on to Zombies!!! 7 tiles. Zombie clown figures may not move on to regular Zombies!!! tiles. The clown car counts as an item and is lost when you die. The clown car counts as an item and is subject to the effects of event cards such as Butterfingers. Once out of the carnival, players may not be sent back for any reason. Players may not exit the the carnival by any other means except by taking a clown car through the Ticket Booth tile. The Midway Games tile counts as a 4-way but zombie clowns are placed on all available squares. When playing with the base set, once the last player has left the Ticket Booth tile, remove the remaining Zombies!!! 7 tiles from the game. To spice things up, use a number of "Clown Cars" equal to the number of players minus 1.
Zombies!!! 8: Jailbreak!
Contents
16 Map Tiles 32 Event Cards
Game Setup
There are a couple of ways you can use this expansion. You can use it as an expansion with the base set, or as a stand-alone game (to play as a standalone game, refer to the original rules for setup).
New Rule:
Dodge - This set now adds the ability to dodge zombies. When encountering a zombie, roll as usual. On a roll of 3, you dodge the zombie and can continue to move (without collecting the zombie). A 4+ still kills the zombie, and you collect him as usual. If you are in a straightjacket, you dodge on a 3 or better (see rules for the Jail expansion for details). When landing on a square with a zombie and you have no further movement, you still need to roll even though you are not moving on. At the beginning of your next turn, you will need to roll again to see if you still escape the grasp of the zombie that is on your square. Dodge can be used with any set if you wish.
At the beginning of your turn, before anything else, roll to see if you are out of the straightjacket. On a roll of 6, you are considered out and will not have to roll for this again unless you die in the jail. (To help remember whether you are in a straightjacket or not, you can place a face down chit in front of you which can be discarded when free of the jacket). When encountering a zombie while in the straightjacket, roll a die as usual. On a roll of 3 or better, you are considered to have dodged the zombie and can continue to move. If your movement ends on the same square as a zombie, you still need to roll to see if you have dodged the zombie. On your next turn, you will need to roll to dodge again to start your movement. If a dodge roll is not successful, lose one heart and roll again. You may not move on until you have successfully dodged the zombie. When you die in the jail, you are sent back to the Mental Ward and find yourself in a straightjacket. If you are playing with the base set with the jail: If you successfully leave the jail and die, you will be sent back to the jail entrance (square closest to the base set) but are not considered to be in the straightjacket. To get out of jail, you must be in possession of a Get Out Of Jail card when on the middles square of the Entrance tile to be considered out of the jail. Once out of the jail, you can never be sent back.
Tiles:
All cell doors are open on all tiles. Some tiles (I.e. Mess Hall and Execution Chamber) have locations on both sides of a straight hallway. Both sides are accessible. All squares on the Exercise Yard are accessible.
Cards:
Event card play is as normal according to the Zombies!!! base set rules. Get Out of Jail: When this card is drawn, it is immediately placed in front of the player who drew it. At the end of their turn, it passes to the player on their right. This card is always passed at the end of the players turn who currently possesses the card. It is always passed to the right. If a player is no longer in the jail when receiving the Get Out of Jail card it is passed to the next player on the right. If a player happens to draw a second Get Out of Jail card when in possession of one, it is immediately passed to the player to the left regardless of if they are in the jail or not. This player retains possession of the card until the end of their next turn at which time it passes to the right as normal. Playing a Get Out Of Jail card is not considered as part of your one card per turn limit. You cannot use any weapons while you are in a straightjacket. You may not move out of the jail via card effect.
If an Automatic card is drawn, the associated effect happens immediately. The effect also affects all of the players specified on the card. If more than one card is drawn, all automatic cards occur in the order they were drawn. One effect must be resolved before the next can occur. Keep in mind that the automatic cards DO count as your cards when drawing. Specifically, you do not get to draw additional cards to replace any automatic cards until you are allowed to draw again, either due to your next turn or card effect. Play continues as usual until someone achieves one of the winning conditions. Well, almost...
Additional Rules:
Pet Cemetery* tile - Optional rule: If you have Zombies!!! 4, you may use the zombie dogs to populate the Pet Cemetery tile. Use the zombie dog rules if you use this option. You may use the kid zombie figures as regular zombies or by following these rules: When placing a new tile, the number of zombies placed does not change. You may place either regular or kid zombies. I f you place any kid zombies they may be placed one per space with a regular zombie. Kid zombies may share a space with any adult zombie but not with another kid zombie. All other rules including movement and combat are as normal. For game purposes, Graveyard refers to the whole Zombies!!! 9: Ashes to Ashes map. Cemetery refers to the specific tiles with Cemetery in their name.
Addiction Cards As with most things in Zombies!!! the addiction cards are optional. They are not mandatory for this set. If you want to use them, fine. If not, just put them back in the box. If you do decide to use the addiction cards, shuffle them and deal one randomly to each player. Once each player has a card, they are turned face-up on the table for everyone to see. These cards represent an added little problem for each player. All players are allowed to see all other players addictions. This is actually useful to help each other remember that they may now have additional steps during their turn. The addiction cards also supersede the rules whenever there is a contradiction.
2011 Twilight Creations, Inc. All Rights Reserved. Twilight Creations, Inc., The Twilight Creations, Inc. logo, Where Fun Comes To Life, Zombies!!! and the Zombies!!! logo are trademarks or registered trademarks of Twilight Creations, Inc. All Rights Reserved.