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Signs of the Apocalyspe
by Joseph Thomassie
The dead have begun to rise in the town. Those citizens that were not killed have been evaculated. Now, the government is sending in a special SWAT team to clean things up. Unknown to the SWAT team though, a group of cultists have also caught wind of what is going on and wish the join forces with the dark entity behind the zombies rising.
The Root of evil is a demon possessed sorcerer (represented by a glow-in-the-dark zombie).
Set-up :
- All the components of the Zombies!!! game and its expansions are used.
- Remove one Zombie Master card from play. Pull out one each of the Magic Key, Amulet, Dynamite, Grenade, Molotov Cocktail,
- Rocket Launcher, chainsaw, and any three pages then set them aside.
- Pull out the heli-pad from the town and town square. The two tiles are placed toward the center of the play area and are spaced two tiles distance away from each other. These will act as the starting points for the two groups.
- The 6 SWAT players start around the center of the heli-pad, while the 6 Cultists players start at the center of the town square.
- All other location tiles are mixed in there respective groups (town together with all entrances to other locations, woods together, mall together, and military base together).
- The Bullet, Heart and Half-Heart Counters are turned face down and mixed together.(This rule is optional)
Objectives :
The SWAT team must first locate one page, either the Magic Key or Amulet, and one of either the Dynamite, Grenade, Molotov Cocktail, Rocket Launcher or Chainsaw. After finding these items the team must confront and defeat the Zombie Master. The page tells the SWAT team what they seek, the Magic Key or Amulet makes the Zombie Master vulnerable, and the weapon is used to destroy the Zombie Master.
The Cultists team must first locate either the Magic Key or Amulet and any three pages. After finding these items, the Cultists must find the Zombie Master and present him with the gifts that show they are worthy to join him.
Rules :
- The Basic rules for Zombies!!! are in affect except as specified.
- When a tile list a number of Bullet and/or Heart counters to place on it, the counters are picked at random instead of placing the number of each or either listed. Basically, a player doens't know what a counter is until they land on it and flip it over. (This rule is optional)
- Player Interaction - The cultists will avoid the SWAT, sneaking around them, meaning that players cannot attack one another.
That is unless a player carries one of the items the opposing player needs. If the target player carries an item the acting player needs, then the acting player can move adjacent to that player and attempt to fight them for it. The combat is worked out by both players rolling a D6, the highest roll wins. Bullets may be used to increase these rolls. If the acting player wins they get the item from the target and the target must go a full turn after the combat before they can attack the acting player. If the Target player wins, the acting player loses 1 heart. Only one round of combat occurs each such interaction. The SWAT special rule (see below) cannot be used during this combat.- SWAT players can Aid one another, having been trained as a team. When two SWAT players are on the same tile and within 2 spaces of each other, if one enters combat, the player in combat gets a +1 to their die roll. Only one SWAT member can aid the player, so if more than one other player is around the combatant, there is no additional bonus.
- Cultist players can try to beguile the zombies and pass them without combat. To do this the cultist rolls a D6, if they roll a 6 they can move as normal without encountering the zombie. A beguiled zombie will stay on the space where it was encountered. If the Cultist carries a page, they get a +1 to the die roll. It doesn't matter how many pages the player carries, they will never get more than the +1 bonus.
Items
The items that each team must collect to interact with the Zombie Master can be acquired in two ways.
- The first way is by drawing the proper card when drawing Zombie!!! cards. If drawn the item can be placed face up in front of the player as soon as it is drawn (despite the card text).
- The other way to acquire the items is by finding certain locations. If the required location tile is flipped and the player moves into the store or structure, the player may elect to roll a D6. If a 4 or higher is rolled the listed item is there and the player can discard two bullets to take the appropriate card from the pile that was set aside before the game started. Once the item card is taken from the side pile no one else can acquire that item except by finding it when drawing Zombie!!! cards. The locations and Items are as listed:
- Dynamite : Lawn & Garden Store (Town), Ranger Post (Woods)
- Rocket Launcher : Armory (Military Base)
- Grenade : Army Surplus Store (Town), Armory (Military Base)
- Molotov Cocktail : Gas Station (Town)
- Chainsaw : Hardware Store (Town), Lawn & Garden Store (Town), Outfitter (Mall), Shed (Woods), Boathouse (Woods)
- Magic Key : Fire Station (Town), Motor Pool (Military Base), Cave (Woods)
- Amulet : Toy Store (Town), Costume Shop (Mall), Cave (Woods)
- Pages : Drug Store (Town), Florist Shop (Town), Game Store (Mall), Consignment Shop (Mall), Barracks (Military Base), Mess Hall (Military Base), Burnt Cabin (Woods), Cabin (Woods)
- The items that required can either be held for interact with the Master or used as per text on the card but not both.
- A player can only have 1 required weapon, 1 magic item and up to 3 pages in front of them at any given time.
- Item cards can be held in the players hand if it would violate this rule and played at a later time if needed. For example,
- If a player has a required weapon in front of them and also have one in their hand, they can discard the one face up to get a +1 to combat the Master (see below) and then place the one from their hand down immediately to replace it.
The Zombie Master
- There are two ways that the Zombie Master could be located.
- The first is if the Zombie Master card is drawn by any player.
If this is the case, the Zombie Master is automatically placed in the center of the tile the player is on, move the player one space away if they are in the center space of the tile when the card is drawn. A zombie (or zombie dog, if in the woods) is placed in every permitted vacant space on the tile.- The other way to find the Zombie Master is if certain tiles are added to the board. If one of these tiles is placed down the placing player rolls a D6, if a 6 is rolled the Zombie Master is on that tile. Place the Master in the center space and fill the vacant tile spaces with zombies (or zombie dogs if in the woods).
The tiles are : Hospital and Police Station (Town), Department Store (Mall), Top Secret Lab (Military Base), Pet Cemetary (Woods)
If the Zombie Master card has not been drawn, and there is only one tile left (no 6 being rolled for the other 4), then the Master is automatically on the last tile.- Once the Zombie Master is out, after all players have had a turn a player rolls a D6, if the roll is a 6 then all the zombies around the master move one space away (radiating out from the master) if able and a new zombie (or zombie dog) is placed in every space adjacent to the master. This represents the Zombie Master raising new followers.
- Interacting with the Zombie Master - a player cannot affect the Zombie Master in any way until all the items are one the same tile as the Zombie Master. No card will effect the Master except as detailed here. No weapons or bullet counters can be used when interacting with the master except as detailed here.Different players can hold the items as long as all are on the same tile with the Master. If all the items are present Then the player adjacent to the Master can roll on their turn to combat or persaude the Master. The player must roll a 6 to complete the task. For each of the three items that the players discard, they can add +1 to the roll, but if they fail they must find replacements for the items before they can try again. Only three items can be discarded per try. Attempts continue until the player is successful or is killed. Each failed attempt the player loses 2 hearts.
- If the Zombie Master comes into play because of the Zombie Master card, and the player is adjacent to the Master, the player automatically loses 1 life and must move away from the Master when able (on this or their next turn). The player only takes the damage once before they move, even if they have to wait and move on their next turn.
Dead Characters
If a character is killed at any point during the game, any items they carry are dropped on that space and the character is placed on the center square of their starting tile. If a zombie occupies this space, move the zombie one sqaure away.
Optional Rules
If you find that your games run too long, discard the die roll rules for finding items and the zombie master. If a player flips the appropriate tile, the item or master is automatically there, no roll needed. This should speed the game up a bit.
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