Zombies!!! is a board game that can be played by up to 6 players based in a city that is infected by zombies. Normally the game board is built by placing 1 3x3 square tile at the start of each players turn, however I found that this system could lead to boring games and miss opportunities to use some of the game's features. In order to create a more defined game experience I created a custom scenario, where the city is already laid out and the players must complete a series of objectives within a certain number of turns.
To allow a certain amount of balancing, one player must usually play as Zombie master, and use their turn to move and spawn a random (d6) number of zombies each turn. The following is the gameplay notes and city map used to play a game of Zombies: Special operations!!!
Zombies!!! Special Ops
Briefing
It is exactly 14 days after z-day, the first record of the zombie infection outbreak. You are one of several soliders and survivors that made it safely to an army base that has managed to hold out against the zombie horde. Today is the first step in fighting back.
A team has been assembled to investigate the heart of the zombie outbreak. Reports found have indicated that the zombie outbreak began in a small city outside Oxford, and your team is being sent in to recover what information you can about what happened there
Objectives
ZM. Bear in mind that the second objective should not be revealed until players complete the first
Objective 1
Reach the hospital in the town centre and recover patient charts and blood test results for patients that reported sick before the initial outbreak (represent these with a token or a coin). These results must be returned to the helicopter and brought back for analysis. Objectives can be passed from player to player if they are on the same square.
Objective 2
Travel to the police station in the south of the city and recover police CCTV recordings of the initial victims as the infection sets in (similarly use a token or coin to represent these). These recordings must also be brought back to base for analysis. A player can only carry 1 objective, not both.
The helipad
The pilot will drop you in at the helipad, but will not be able to wait for you for pick up. The pilot will take off and fly to a safe refuelling location and will not be available for 20 turns while you make your way around the town. After 20 turns the pilot will return if the helipad is clear of zombies and will wait there up to 6 turns for you to return. Try to time your run around town to catch the helicopter.
Gameplay
The game will follow the standard rules of zombies in many ways, but deviates from them on a couple of points. This is to help create a scenario where you are working as a team vs a zombie force rather than competing to escape. The second change is to the map layout phase. Instead of players building the city tile by tile it is premade according to the map (below). This allows objectives to be set and the game length to be controlled.
Zombie movement is now also controlled by the zombie master who operates like the dungeon master in the scenario to oppose the players completing their objectives. Zombies are placed around the town according to standard placement rules, with additional zombies placed by the ZM, the number of which being determined by a dice roll. Due to the team nature of the scenario some event cards have been removed as irrelevant, although many still have practical uses (ninja-ing equipment lives etc).
Map
Zombies
As you are not racing to kill 25 zombies as with a normal game, zombies can be kept and used as a currency to buy you event cards and lives. Each time you kill a zombie it goes into your inventory. 3 zombies can be used to purchase an event card from the ZM, and 5 for an extra life.
To allow a certain amount of balancing, one player must usually play as Zombie master, and use their turn to move and spawn a random (d6) number of zombies each turn. The following is the gameplay notes and city map used to play a game of Zombies: Special operations!!!
Zombies!!! Special Ops
Briefing
It is exactly 14 days after z-day, the first record of the zombie infection outbreak. You are one of several soliders and survivors that made it safely to an army base that has managed to hold out against the zombie horde. Today is the first step in fighting back.
A team has been assembled to investigate the heart of the zombie outbreak. Reports found have indicated that the zombie outbreak began in a small city outside Oxford, and your team is being sent in to recover what information you can about what happened there
Objectives
ZM. Bear in mind that the second objective should not be revealed until players complete the first
Objective 1
Reach the hospital in the town centre and recover patient charts and blood test results for patients that reported sick before the initial outbreak (represent these with a token or a coin). These results must be returned to the helicopter and brought back for analysis. Objectives can be passed from player to player if they are on the same square.
Objective 2
Travel to the police station in the south of the city and recover police CCTV recordings of the initial victims as the infection sets in (similarly use a token or coin to represent these). These recordings must also be brought back to base for analysis. A player can only carry 1 objective, not both.
The helipad
The pilot will drop you in at the helipad, but will not be able to wait for you for pick up. The pilot will take off and fly to a safe refuelling location and will not be available for 20 turns while you make your way around the town. After 20 turns the pilot will return if the helipad is clear of zombies and will wait there up to 6 turns for you to return. Try to time your run around town to catch the helicopter.
Gameplay
The game will follow the standard rules of zombies in many ways, but deviates from them on a couple of points. This is to help create a scenario where you are working as a team vs a zombie force rather than competing to escape. The second change is to the map layout phase. Instead of players building the city tile by tile it is premade according to the map (below). This allows objectives to be set and the game length to be controlled.
Zombie movement is now also controlled by the zombie master who operates like the dungeon master in the scenario to oppose the players completing their objectives. Zombies are placed around the town according to standard placement rules, with additional zombies placed by the ZM, the number of which being determined by a dice roll. Due to the team nature of the scenario some event cards have been removed as irrelevant, although many still have practical uses (ninja-ing equipment lives etc).
Civilians
As far as we know the entire population of the town has been turned and cannot be helped. You are fully authorised to engage anyone you see with extreme prejudice. As always though keep a sharp eye for survivors. Z.M. Any spare player figurines you have after the players have chosen theirs can be added to the board out of sight of any of the players as a survivor. When the player encounters a survivor the survivor joins that player. From now on when the player moves they must roll twice and take the lowest score as their movement, however in combat they can roll twice and take the highest score. The player can choose to abandon the survivor at any time.
Zombies
As you are not racing to kill 25 zombies as with a normal game, zombies can be kept and used as a currency to buy you event cards and lives. Each time you kill a zombie it goes into your inventory. 3 zombies can be used to purchase an event card from the ZM, and 5 for an extra life.
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