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A Movie-inspired Scenario by Matt Steflik
THERE'S SOMETHING DOWN THERE...
Each time an "unnamed" street tile is placed, put a penny on the center square of the tile. Pennies represent manhole covers.
HEY COME OUT TO FEED...
During the zombie movement phase, a player has the option of spending a point of zombie movement to place a new zombie on a manhole cover space not occupied by a zombie instead of moving a zombie already on the board. Zombies placed in this manner are not considered to have moved yet that turn.
Example: A player rolls a 5 for zombie movement. Seeing an unoccupied manhole cover space, he spends a point of movement to place a new zombie on the space (4 movement left). He then spends another point to move the zombie he just placed to an empty adjacent space (3 movement left). The manhole is now unoccupied again, so he spends another point to place another new zombie (2 movement left). Moving this new zombie to another empty adjacent space (1 movement left), the player ends his zombie movement phase by placing yet another new zombie on the manhole cover space (0 movement left).
Of course, it is possible (if not probable) for a player that has ended their movement on a manhole cover space to suddenly find a zombie pop up from beneath them.
WE'VE GOTTA GET OFF THE STREET...
A player starting his movement phase on a manhole cover space may opt to go underground and travel through the sewers. To do this, they must declare their intention to do so before rolling dice for movement, and must declare a target cover they are trying to get to. Movement bonuses from Jeeps, Skateboards, "The Keys Are Still In It", or "I See the Helicopter!" can not be used (the effect of Adrenaline Rush works fine, however).
With a high enough roll, a player can bypass street spaces (or even some cases, complete tile spaces) in this way, ending his movement on another manhole cover space. In the case of two adjacent street tiles, this would require a minimum roll of 3. In the case of three adjact tiles (or a street/named/street sequence), a roll of 6 is required. Extra movement rolled above what was needed can be used at "street level" after going through the sewer.
If a player has declared "sewer movement" and does not roll enough movement to get to the next manhole cover, he has run into some zombies that must be fought. The number of zombies the player must fight is equal to the difference between the number rolled for movement and the number needed to get to the next manhole cover. At the end of this mandatory combat, the player's movement ends without any movement taking place.
Example A - successful:
A straight street tile is in play next to a 4-way intersection - a manhole cover is on the center tile of each. A player on the straight tile manhole cover declares "sewer movement", targeting the manhole cover on the adjacent intersection as his destination minimum roll of 3 needed). The player rolls and gets a 5 - more than enough. The player bypasses the three spaces inbetween the two covers (and the 3 zombies that were on them) and pops back onto the street at the center of the intersection with 2 more movement at his disposal.Example B - failure:
The following tiles are in play from left to right: straight street, hospital (connected to straight), T street (top branch of T facing back of Hospital, leg of T continuing to extend off to the right). A manhole cover is on the center of the straight street and T street tiles. A player on the straight street manhole cover declares "sewer movement", targeting the manhole cover on the T street tile as his destination (trying to completely bypass the Hospital - minimum roll of 6 needed). To help him pull it off, he plays Adrenaline Rush before rolling (double the movement roll). Unfortunately, the poor sap rolls a one, which doubles to 2. Since the target was 6 spaces away, and the roll was 2, the player must now fight 4 consecutive zombies without getting to move at all. Bummer.Scenarios are Copyright by their respective authors.
Zombies is a trademark of Journeyman Press. Some images used on this page are Copyright (C) Journeyman Press and are used without their permission No threat to copyright or trademark is intended.
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