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Zombie Wars...
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Zombie Wars v1.1 ·
18 June 07
Undead warfare between two to four rival zombie masters rages in the streets of Smallton (Revised June 21, 2007) Story (The download linked above is the graphics-lite, 40 KB
version. Theres also a 2.1 MB, graphics-heavy
version of the board, trackers, and pawns, if youre interested.) Stand all Zombie Horde pawns on the board up. Randomly pick a player to take the first turn. During your turn you may take one of the following actions with any upright Zombie Horde pawn you control: Move, Attack, Split, Merge, Townie. Move: Move this Horde to an adjacent square. Roll every Zombie Hero in your horde, plus one six-sided dice for every normal Zombie in your horde. If any Zombie is less than 4, set this Zombie Horde pawn on its side. Attack: This horde can attack the townspeople,
some zombies, all zombies, or all other dice in its space. Declare what
youre attacking. Roll every Zombie Hero in your horde, plus one
six-sided dice for every normal Zombie in your horde. If youre
attacking another Zombie horde, that hordes controller does similarly.
If youre attacking townspeople, have someone roll any Heroes in
the space, plus one six-sided die for each non-Hero Townie in the space.
When you turn a Townie or a Hero into a Zombie, the player to your right decides which townsperson you get control of. If you get a Hero, just add that Hero die to your Horde. Its a Zombie Hero now. If the Townies rolled one or more 1s and there are no Heroes among them, one of them becomes a Hero (remove it and replace it with a d8). If a Non-Zombie Hero rolls a 1, it increases one die size; a d8 becomes a d10, a d10 becomes a d12, and a d12 becomes a d20. If a d20 Hero rolls a 1, remove all Zombies in the same space as the Hero and the d20 Hero. If you have no more Zombies in the space (Zombie Heroes count as zombies), remove your Zombie Horde pawn from the board. If you rolled one or more 1s, set this Zombie Horde pawn on its side. Wow, thats confusing. Lets look at an example: You have a horde of five Zombies in a space with two Townies, a d8 Hero, and my horde of three Zombies. You declare that youre attacking everyone in the space. Youll be rolling five d6 (one for every Zombie in your Horde). Ill be rolling three d6 (one for each Zombie in my horde). Pat will roll two d6 (for the two Townies) and one d8 (the Hero). You get: 4, 3, 3, 2, 2. You didnt roll any fives or better, so you dont kill any of my Zombies. You did get one four, so you get to kill a Townie or Hero. You ask me (the player to your right) who you get, and I pick one of the Townies. Now you have six Zombies in your horde and theres one fewer Townie in the space. You didnt roll any ones, so you can keep your Zombie Horde pawn upright. I didnt get any fives or better, so I dont get to kill any of your Zombies. I rolled a four, but I dont get to kill a Townie because I was resisting your Zombie attack; I wasnt attacking the Townies. I rolled a one, but I dont have to set my pawn on its side because its not my turn. Pats non-Hero Townies didnt get the sixes they needed to kill a Zombie (Yes, you count both rolls, even though you turned one into a Zombie. All of these rolls are resolved simultaneously.). Pats Hero rolled a seven, and kills one of your Zombies. Youre back down to five Zombies again. At the end of this action, you still have five Zombies, I have three Zombies, and theres one Townie and one eight-sided Hero in the space. Your pawn is still upright, so you could take another action with it. Split: Move some of the Zombies from this Zombie Horde onto a different Horde space on your playsheet. Put the pawn for that spaces Horde in the same space as this Hordes pawn. Set the larger Hordes pawn on its side. Merge: Move some or all of the Zombies from this Zombie Horde onto the Horde space for another one of your Zombie Hordes in this space. If you move all of your Zombies from this Horde onto the other hordes space, remove this Hordes pawn from the board. Set the larger Hordes pawn on its side. Townie: Set one of your Horde pawns on its side. You may do one of the following: * Mass Movement: Take 5 move actions with townspeople
(move one person 5 spaces; move 2 people 2 spaces and one person one
space; etc.) When youve taken all the actions you want to (or can), play passes to your left. When all players have taken a turn, the player with the
least Zombies gets a free Townie action, the round ends, and a new round
starts. If youre the only player with pawns on the board,
you win a total victory. * The number of of Hordes you can have is: Three plus
the number of Hero Zombies you control plus the number of enemy
Zombie hordes you destroy. Deadlines Before you place your Horde pawn at the
start of the game, roll a d10 to see what kind of zombie breed you are: Super Cop The game starts with a d12 super cop in play. He obeys all normal Townie rules. A Time For Heroes Instead of dying when
defeated in combat, replace a Hero with a die one size smaller. If the
Hero turns into a d6, it is no longer a Hero. My goal was to make a lightweight, quick-playing, tactical, PVP war game that uses lots and lots of dice. I think this game meets those goals. Im particularly proud of how the game balances group size with ability to continue taking actions. I also like the versatility of the last free Townie action of each round (using it to feed your own horde, or using it to beat on another players horde). Thanks to Frank, Mike, Glenn, JP, and Kathy for play testing.
Thanks to jpaterson for the idea. |