Horror Abounds!

A SCENARIO BY BECKY

THE STORY

Your home town has become infested with undead! You must search the town for your "loved one" (this could be your spouse, lover, mother, child, dog, teddy bear, whatever) and get out of town together alive!

THE SETUP

What the players do not know it that their "loved one" has already become one of the walking dead. Because of the feelings they have for their "loved one" they will not be able to kill him/her/it when the time comes that they meet!

The town is set up in advance by the GM for this adventure. All tiles in the deck, except for the town square, are placed face down on the table after the GM has arranged the town to his/her master plan. The Helipad is also placed face down where the GM has decided, so you will never know till you get there where it is.

Steal colored markers from another game to match the players colors, make these "loved ones" they have in town. Roll every time they enter a named building or pass an unnamed one to see if they meet up with their "loved one", on a roll of 1 they meet them. When this happens they loose their next turn from the shock of finding out they have become one of the walking dead, and they MAY NOT KILL THIS "LOVED ONE" UNDER ANY CIRCUMSTANCE. The only way this zombie can die is if it is killed by another player, this will also cause the "loved one" of the same color to lose a turn if they see it (anywhere on the game board that is in line of sight) from grief. Because the "loved one" loves you still they will follow the player of the same color at the same movement rate the players move but will remain 2 squares behind them, so it is possible to loose sight of them when rounding corners or entering a building.

GAME PLAY

Players begin in the town square as usual. The players advance to the end of the tile they are on and when movement dictates that they need to continue to the next tile it is then flipped over and populated at that time. This makes planning for things like visiting the fire station for that axe or the hospital for extra life a bit more difficult.

VICTORY CONDITIONS

These are the same as the original game, 25 zombies killed or escaping the town via the Helipad.

OPTIONAL RULES

"UBER ZOMBIES"
If there are less than 6 players playing then the remaining "gun toaters" become UBER Zombies. They are placed in the center and adjacent squares around the Helipad. These zombies can only be killed on a 5 or 6 roll and on a roll of 1 they kill you (this means that you must give up 2 life tokens instead of 1, or return to the town square, although you do not loose anything and you also do not regenerate). You may use a life token not to return to the town square if you have one. These zombies also move at 2 squares per turn. Uber Zombies count as 2 kills in your race to collect 25 zombies.
"THINGS ARE GETTING HARDER!"
For a really tough game use the new glow in the dark zombies as uber zombies. When a game tile is played roll a D3 to determine how many of the zombies placed on that tile are uber zombies (see uber zombies rule above) the remaining zombies for that tile are normal zombies. If using this rule then the "gun toating uber zombies" from above could become Uber Duper zombies!!! They can only be killed on a roll of 6 and on a roll of 1 you give up 3 life tokens or return to the town square, this time you do loose half your zombies and you still do not regenerate! If using this rule then these zombies count as 2 kills and the Uber Duper zombies count as a triple kill!!! (they would also move at 3 squares per turn)

"TOO YOUNG TO UNDERSTAND?"

Not so, I say! We have played the game with a 5 year old in the group. The adjustments we made here were; if they are to young to read on their own they do not get cards to play with, and the are not allowed to move zombies at the end of their turn. This allowed our youngest player to join us in the fun but kept it at their level.

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