You are on page 1of 3

ZOMBIE NIGHTMARE

This is a solitaire survival game. Your goal is to enable Jeff to pass safely through a cemetery infested with
zombies. You will need the board, 2 dice, Jeff; 2 zombie-dogs; 12 zombies). To begin, place Jeff on one of the
church steps spaces (opposite the Cemetary gatehis only way out!)
Turn Sequence:
1. Appearance of a new zombie: roll 2d6, the result is always read as lower/higher value. This is its entry
point. It immediately moves 1 space towards Jeff if it can see him; if it cannot, it does not move at all.
If the die roll is any double, a special event occurs. Roll on the Special Event Table for the results.
If the die roll is the space occupied by Jeff, or a space adjacent to it, Jeff is killed by the new zombie,
because it can grab him when it moves its 1 space. Game over, man.
If the roll is for a space already occupied by another zombie, roll again. Ignore any doubles; keep
rolling until you obtain the number corresponding to a free space.
If there are 12 zombies on the board no zombie enters, until one is eliminated. Roll the dice anyway,
for a possible special event.
2. Jeffs movement: Up to 3 spaces, never diagonally. Unused movement cannot be "saved" for later use.
Jeff cannot pass over gravestones, holes, the fence, or the wall; and cannot pass over or enter the
mausoleum.
Jeff carries a pistol with 1 bullet, useable at any time during movement. It automatically kills 1 visible
zombie, regardless of range. Firing does not affect Jeffs movement. Once fired, it is useless.
3. Zombies movement: all zombies move up to 2 spaces, except for the one that just appeared in Phase 1,
if they can see Jeff (Line of Sight is blocked by the mausoleum or wall; not by a gravestone, fence, or
another zombie.)
Movement must be towards Jeff, but never diagonally.
Move the zombies closest to Jeff first, or you may block the movement of others!
A zombie cannot pass over gravestones, the fence, the wall, nor enter the mausoleum.
If a zombie falls in a hole (because it lies on the most direct path to Jeff) it is removed from the board.
A zombie will avoid obstacles only if Jeff is not perfectly aligned with it; if Jeff is perfectly in line
with the obstacle (see the examples below), regardless of distance, the zombie does not avoid it: it
will fall in a hole, as described above, or remain blocked behind a gravestone or a fence. The blocked
zombie in effect loses its movement each turn until Jeff is no longer in line with the obstacle.
Roll
2
3
4
5
6
7
8
9
10
11
12

Special Effects Table


A zombie emerges from the nearest unoccupied hole; place it as close to Jeff as possible.
A skeleton hand exits from the earth and grasps Jeff at his ankle (Jeff does not move in this turn).
Two zombies appear (roll separately for entry points).
Blocked gate: add 2 points to blockage. NOTE 1
No zombies move this turn.
Two zombies appear (roll separately for entry points).
Adrenaline charge (Jeffs movement is 4 spaces this turn and the next).
Jeff trips over something (his movement is reduced to 2 spaces this turn and the next).
Jeff drops the revolver; it is now useless. If already useless, roll again.
Zombie dog appears (roll for entry). Moves 1 space now; up to 3 normally.
Three zombies appear (roll separately for entry points).

Note 1: Event 5 (Blocked gate): When Jeff reaches the gate, he will find he cannot simply open it and escape; it is
now blocked. Jeff will have to spend 1 movement point to clear 1 point of blockage. Each time "5" is
rolled, add 2 points to the blockage, so keep track of how many points remain for Jeff to clear. The points
which have been cleared remain cleared from turn to turn.

You might also like