Zombies!!!

In Zombies!!! each player takes the role of one survivor and try to survive in whatever way they can. The game has a loose set of orignal rules, Michael Davidson has written two sets of additional rules, one which puts the players in the shoes of archetypes from zombie movies, clarifies weapons, building specific weapons and changes the way death is dealt with. The second version Michael wrote gives each archetype it's own victory conditions and changes the rules too make the game more difficult.

All House rules have been written by Michael Davidson and are for private use only.

House rules set one

 * Each player chooses an archetype.


 * Items (free cards) are marked with red dots.


 * Building specific cards are marked with blue dots.


 * Players may attack each other if they are on the same square, each of them making a normal combat roll and able to use bullets, weapons and any other modifers.


 * Players become zombies when they die. They must stand on a 4+ before moving or attacking and are treated like any other zombie when in combat. However they cannot be moved during zombie move phase and if killed they will lie down and must try to stand again each turn by rolling a 4+.


 * Zombies have different types and a D6 is rolled to determine which zombies get placed when each tile is drawn. A 1 or 2 rolled is a normal zombie. A 3 or 4 rolled is a nuclear zombie. A 5 rolled is a zombie dog. A 6 rolled is a female zombie.


 * Win condition: killing 50 zombies.


 * Win condition: rolling a 6 to call a helicopter on the helipad (+1 for each helipad on the board).


 * Win condition: rolling a 6 to cast the spell at the alter in the woods (+1 for each spell book page in the hand of any player in the woods).

House rules set two

 * Each player chooses an archetype.


 * Items (free cards) are marked with red dots.


 * Building specific cards are marked with blue dots.


 * Players may attack each other if they are on the same square, each of them making a normal combat roll and able to use bullets, weapons and any other modifers.


 * Zombies have different types and a D6 is rolled to determine which zombies get placed when each tile is drawn. A 1 or 2 rolled is a normal zombie. A 3 or 4 rolled is a nuclear zombie. A 5 rolled is a zombie dog. A 6 rolled is a female zombie.


 * Players gain a zombie archetype from Humans!!! when they die and the rules for that game applly to them and the zombies they control.


 * Humans will follow players who come into contact with them at half the speed the player moves each turn.


 * Zombies must always move in such a way that makes them closer to any Human or living player.


 * Each archetype has more special rules and a unqiue winning condition.
 * Humans!!! weapon cards may be used a one-time bonus in combat or given to a human to carry with him.


 * Win condition: killing 50 zombies.


 * Win condition: rolling a 6 to call a helicopter on the helipad (+1 for each helipad visited before the current one).


 * Win condition: rolling a 6 to cast the spell at the alter in the woods (+1 for each spell book page in the player's hand).


 * Win condition: escort 25 humans to the helipad.
 * Win condition: unqiue to archetype.

House Rules set three (not play tested)

 * Each player chooses an archetype.


 * Items (free cards) are marked with red dots.


 * Building specific cards are marked with blue dots.


 * Players may attack each other if they are on the same square, each of them making a normal combat roll and able to use bullets, weapons and any other modifers.


 * Zombies have different types and a D6 is rolled to determine which zombies get placed when each tile is drawn. A 1 or 2 rolled is a normal zombie. A 3 or 4 rolled is a nuclear zombie. A 5 rolled is a zombie dog. A 6 rolled is a female zombie.


 * Players become zombies when they die. They must stand on a 4+ before moving or attacking and are treated like any other zombie when in combat. However they cannot be moved during zombie move phase and if killed they will lie down and must try to stand again each turn by rolling a 4+.


 * Humans will follow players who come into contact with them at half the speed the player moves each turn.


 * Zombies must always move in such a way that makes them closer to any Human or living player.


 * Each archetype has more special rules and a unqiue winning condition.
 * Humans!!! weapon cards may be used a one-time bonus in combat or given to a human to carry with him.


 * Win condition: killing 50 zombies.


 * Win condition: rolling a 6 to call a helicopter on the helipad (+1 for each helipad visited before the current one).


 * Win condition: rolling a 6 to cast the spell at the alter in the woods (+1 for each spell book page in the player's hand).


 * Win condition: escort 25 humans to the helipad.
 * Win condition: unqiue to archetype.
 * May roll a die and spend that many Guts to place a sewer tile.

Zombie types
Normal - 4+ to kill, move 1 square

Nuclear - 4+ to kill, move 2 squares

Lady - 5+ to kill, move 1 square

Dog - 5+ to kill, move 2 squares, deal half heart damage

Clown - 4+ to knock over, 6+ to kill, move 1 square

Black - 6+ to kill, move 2 squares

Human (special) - follow players at half speed

Kid - 4+ to kill, move 1 square, can move into sewers, can start on the same square as another non-kid zombie

Player Archetypes
Hero

Jock

Psycho

Bimbo

BJC

Pregnant Woman

Hick

Scientist

Executive

Hunter

Fighter