Zombies!!! Solo

Instructions for ZOMBIES!!! 1.5: Needle in a Haystack... OF DOOM!

When it first came out, I was really addicted, but it was tough getting all my friends together to play at any given time, so I came up with these rules... They're presented in a similar order to the original rules, and it's useful to keep them (these and the originals) handy when playing because some of the cards change a little bit. They only work with the original game with no add-ons, although the add-ons can be used after some tweaking. You will need the two original dice (or at least two dice that are different colors)

Items marked with a # have been changed from the original rules.

# CONTENTS

Change the original contents so they match this list, set the "extra" parts aside:

38 Card Event Deck (remove 1 "Lots of Ammo", 1 "All the Marbles", 2 "Brain Cramp", 2 "Where did Everybody Go", 1 "Fire Ax", 1 "Skateboard, 1 "Molotov Cocktail", 1 "Grenade", 1 "Hysterical Paralysis", and 1 "Chainsaw")

1 Plastic Shotgun guy

# OBJECT OF THE GAME

The goal of Zombies!!! 1.5: Needle in a Haystack... OF DOOM! is to get to the center of the Heliport card, clear it off completely, and escape the advancing zombie horde. That's it. No 25 zombie kills for you! Unless, of course the heliport doesn't show up. For more info on that, see the "Placing Map Tiles" section.

The game ends when a round ends with the player on the center square of the Heliport, with no zombies on the heliport.

# GAME SETUP

You are the dealer. Remove the "Town Square" and "Heliport" cards from the map deck. Place the Town Square card in the center of the table with a Shotgun Guy in the center of the card. That guy is you. Shuffle the rest of the map cards together and place the Heliport card at the bottom of the deck. Place the deck of map cards to the side within easy reach.

Shuffle the modified event card deck. Deal three to yourself, and set aside the deck.

You also get FOUR life tokens and FOUR bullet tokens.

# TURN SEQUENCE OVERVIEW

There aren't really turns, so much as there are *rounds*. Each round consists of the following steps:

  1. Draw a map tile from the top of the deck and place it on the table.
  2. Draw an event card. (see Event Cards Section)
  3. Combat any zombies on your current space. (See Combat Rules)
  4. Make a movement roll. (See Movement Rules section :-D)
  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 two six-sided dice. You must move the number of zombies (indicated by the BLUE die) up to as many spaces indicated by the RED die, if able. (see Zombie Movement section for more)
  7. At the end of the round, you may discard one weapon card from your hand.

PLACING MAP TILES

See Normal Rules

COMBAT RULES

See Normal Rules

# Event Card Rules

You may only have Weapon Cards or POSITIVE (cards that affect you in a good way in the game) event cards in your hand at any given time.

You may play AS MANY Weapon Cards during a round as you wish.

You may have up to FIVE Event Cards.

Event cards that NEGATIVELY affect you must be played as soon as they are drawn. The only time this changes is if you draw a card such as "Claustrophobia", and are not near a building. If you draw this card, and are not on a building square, it comes into play the next time you reach a building square.

If you get a card which says you must place zombies, you must place them as near to you as legally possible, starting from the squares directly adjacent to your square.

You may discard at the end of every round.

PLAYER MOVEMENT RULES

See Normal Rules

# ZOMBIE MOVEMENT SEQUENCE/RULES

  1. At the 6th step in a round, roll the two colored dice.
    • The BLUE die is the number of zombies to be moved.
    • The RED die is the amount of spaces each zombie is allowed to move.
  2. Move legal zombies to legal spaces, up to as many spaces as allowed on the RED die, starting with the zombie nearest the player, continuing with the second-closest, than the third and so on.
    • Legal zombies are zombies that are near the player (within a 6-square radius or "Sight lines"... for clarification, see the "Additional Rules and Clarification" section.
    • For instance, if the player is five spaces from a zombie, and the RED die reads a five or six, that zombie *MUST MOVE* to the player's space. In other words, all zombies closest to the player are legal.

#LEGAL ZOMBIE MOVES

Zombies CANNOT pass through other zombies.

Zombie movement ALWAYS has to move the zombie closer to the player.

The only way a zombie can move less than the RED die says is if it can not make any further legal movements. HOWEVER, zombies must *always* move as many spaces as possible if legal.

Each space may have only one zombie on it at a time, EVER.

Spaces containing a zombie may also contain a life or bullet token, but, if the zombie moves, the token does not.

#ADDITIONAL RULES AND CLARIFICATION

Every zombie within a 6-square radius of the player knows that the player is there, and must move closer to the player.

Zombies within "sight lines" must also move if legal, although the ones within a 6-square radius take priority.
   -Sight lines consist of any road space where a zombie could see the player without being obstructed by a building. (zombies can see past other zombies) So, basically any zombie on same straight part of the road as the player is considered "legal".

When the Heliport card is turned up, it must be placed as *far* away from the player as possible.

Each space may contain a zombie and a life or bullet token, but NEVER all three.

The player may never have more than FIVE life tokens at any time.

Player may have as many bullet tokens as it can collect.

For the purposes of this game, the Heliport counts as a building.

Before the player wins, he or she must clear the heliport of all zombies, and yes, zombies must still move onto the heliport if legal, and yes, they must be also cleared off.

The game ends when a round ends with the player on the center square of the Heliport, with no zombies on the heliport.

#NEW CARD RULES

The following cards have been altered to fit one-player rules.

The "target player" is ALWAYS the person playing the game (duh.)

ALTERNATE FOOD SOURCE: Plays for 2 rounds

SLIGHT MISCALCULATION: Play on the building nearest you.

JUST WHEN YOU THOUGHT... Play on the building nearest you.

FEAR: Skip steps 4 and 5 during the round.

MUCH NEEDED REST: Gain 3 health, skip step 4 and 5. IF in a building free of zombies, gain 4 health.

HEY LOOK... A SHOTGUN! Get +1 to your next 4 combat rolls.

THIS ISN'T SO BAD Move 4 nearest zombies to *any* legal space.

ZOMBIE MASTER: Place 5 zombies as close to player as possible, not in player's space.

WE'RE SCREWED! Place 10 new zombies on board, as near ot the player as possible, including the player's space.

THE KEYS ARE STILL IN IT! May be used any time. Move 10 spaces in place of making a movement roll, combat every OTHER zombei in the way.

#THANKS

Thanks to everyone involved with coming up with this freaking awesome game (Zombies!!!). Geez, I mean, what more could you ask for? Anything, and I mean *anything* that includes 100 plastic zombies is *totally* awesome.