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Zombies!!!

Rules
Second Edition
(version 1.0 7/9/2012)
Combined by user: SHADOWSTRIKE1
Thank you for purchasing ZOMBIES!!! The Game. This game has its heart in the countless number of zombie
movies we have grown to love. Knowing this background, we hope you will understand when we say, ZOMBIES!!! is
not a nice game. It is however, a lot of fun. Then again, anything filled with this many living corpses cant be all
bad. Yes, you will die and be forced to start over. Yes, you will find yourself backed into a corner, surrounded by the
recently dead. But, you will also become a very large pain to your fellow players and if you are the first one to make
it out of the city, it will all be worthwhile. We sincerely hope you enjoy the ZOMBIES!!! and invite you to visit our
website at
www.twilightcreationsinc.com and check out our other great games.

Contents
30 Map Tiles
50 Card Event Deck
100 Plastic Zombies
6 Plastic Shotgun Guys (pawns)
30 Life Tokens
60 Bullet Tokens
2 Dice

Instructions
Object the Game (A.K.A. How Do I Win?)
The goal of ZOMBIES!!! is to be the first player to reach the center square of the Helipad tile,
kill the zombie there and escape the advancing zombie horde. Alternately, a player also wins if
he is the first to collect 25 zombies.

Game Setup
Randomly choose a player to be the dealer. The dealer removes the Town Square and
Helipad cards from the map deck. Place the Town Square card in the center of the table with a
pawn (Shotgun Guy) for each player on the center square. The dealer then shuffles the rest of the
Map deck and randomly places the Helipad in the bottom half of the deck. Place the map deck
aside within easy reach of all players. The dealer then shuffles the event deck and deals three
cards to each player. Again, the Event deck should be placed on the table within easy reach of all
players. Each player also receives three life and three bullet tokens.

Turn Sequence Overview


During a turn, players must perform the following steps.
1. Draw a tile from the map deck and place it on the table.

2. Combat any zombies on your current space. (Please see Combat Rules section.)
3. Draw back up to three event cards, if you have less than three.
4. Make a movement roll. (Please see Movement Rules section.)
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 a six-sided die. You must move that number of zombies, one space each, if
able.
7. At the end of the turn, you may discard one event card from your hand. Play then proceeds
clockwise around the table.

Placing Map Tiles


There are several rules the players must follow when placing map tiles.
Tiles may be rotated in any direction but must be placed so that all roads are connected. You
may not block any road with the side of a building.
When played, map cards with named buildings (Tile B) immediately get the number of
Zombie(Z), Bullet(B) and Life(L) tokens indicated. All tokens and zombies must be placed
inside the building and may not be placed on any street space. Please see the Additional Rules
and Clarifications section for more rules regarding zombie and token placement.
It is possible to place map tiles in such a manner that no further tiles can be played. If this
occurs, the player who plays the last tile immediately loses the rest of their turn. Play continues
until one player collects 25 zombies.
When a map tile with an unnamed building is played (Cards A and C), it comes into play
with a number of zombies on it based on the number of road access points it has. That is, the
number of zombies is equal to the number of points the road leaves the card. For example, Card
C, will get four zombies on it. Card A will get two. These zombies may be placed on any
legal road space of that tile.
It is also possible to draw a map tile that cannot be played. If this happens discard the tile and
continue your turn as normal.

Combat Rules
Any time you begin your turn on the same space as a zombie or you land on a space occupied
by a zombie during movement, combat ensues.
Combat is resolved by rolling a six-sided die. If you roll a four, five or six, you win and the
zombie is added to your collection; if you roll a one, two or three, you lose and must either,
forfeit a life token or spend enough bullet tokens to raise the roll enough to make it successful.
For example, if you rolled a two, you could discard a life token and roll again or spend two bullet
tokens to raise the total from two to four.
Combat continues until the player wins or runs out of life tokens. A player can never
voluntarily leave combat.
When a player runs out of life tokens, movement stops and his pawn is moved back to the
center of town square. Additionally he forfeits the rest of his movement, loses half (rounded up)
of the zombies he has collected and any weapon cards he has in play. The rest of the turn
continues as normal (ie. move zombies and discard a card).
Whenever a player dies and is forced to start again, he begins his next turn with three life and
three bullet tokens.

Event Card Rules


Events may be played at any time.
You may only play one event card during a round. (That is, you may play only one card from
the beginning of your turn to the beginning of your next turn.)
You may never have more than three event cards at the end of your turn.
A player may discard one event card at the end of his turn. Discarding signals the end of the
turn and no further turn actions may be taken once a card has been discarded.
Reshuffle the discard pile when the event deck is exhausted.
Cards played in front of you such as items, are considered in play, and do not count against
your hand limit. Using an item does not count as playing a card.

Player Movement Rules


Movement amount is determined by rolling a six-sided die: 1 move = 1 square.
No diagonal movement is allowed, but players may occupy the same space.
Players may choose not to use the entire movement amount and may stop at any time. Players
may only move on to road or named building spaces.
Any zombies encountered while moving must be fought before movement continues. Please
see the Combat section for more details. (Event cards such as Alternate Food Source override
this rule.)
If a player moves onto a space containing a life or bullet token and no zombie, the token is
immediately added to that players collection.
Zombies and players may move in and out of named buildings only and they must use the
door spaces indicated. No other buildings or parking lots may be entered.
All spaces in named buildings are used. These spaces are indicated by the lines in the
buildings. For Example, the Sporting Goods Store below has seven interior spaces and one
road space.

Zombie Movement Rules


At the end of a turn, a six-sided die is rolled and that number of zombies is moved one space
each, if possible.
Zombies may not be moved diagonally.
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 Clarifications


When the Helipad tile is turned up, the person who has the least number of zombies places it. In
case of a tie, the tied players randomly determine who gets to place it.
Each space may contain a zombie and a life or bullet token - never all three.
No player may have more than five life tokens at one time.
Players may have as many bullet tokens as they can collect.
When playing event cards, the Town Square and Helipad are not considered named
buildings. Both are considered a generic 4-way tile for placement purposes.
Only doors accessible from road spaces may be used to enter or exit buildings.
If a tile is drawn that cannot be legally played, it is discarded and the rest of the turn continues.

Each player may have only one copy of each weapon in play.
If an event card such as Alternate Food Source states that no zombies attack, you may not kill
them anyway.
You may not attack other players without a card effect.
For a shorter game shuffle the Helipad tile in the tile deck.
You may not conceal the number of zombies you have killed.

Zombies!!! 2: Zombie Corps(e)


Contents
15 Map Tiles
30 Event Cards
6 Glow-in-the-dark Zombies
More Heart tokens

The Changed Stuff


Some players have expressed concerns over the end of the game being too long. Well, we have a
solution (and there are lots more on the web site). After initially shuffling the tiles, place the
Helipad tile randomly in the bottom half of the stack. That should speed things up sufficiently.
Also, we think you will find that the new event cards and the additional Helipad in this set
speed things up as well. Feel free to tweak the game as you see fit. After all, you bought it...

The New Stuff


Now, onto the heart of the matter. Incorporating Zombie Corps(e) into the main game is simple.
Shuffle the new event cards with the old ones. Feel free to use them all or remove the ones that
you dont like.
Do not shuffle the new tiles and the originals together (Unless you really want to). Take the
new tile called Front Gate and shuffle it with the original tiles. Alternately, you may randomly
place it in the top half of the original stack of tiles.
Take one straight road tile and one crossroads tile and place them to the side. Shuffle the
rest of the Zombie Corps(e) tiles (including the Helipad) and place them next to the original
tiles. (Can anyone see where this is going?)

Game Play
The game is played normally until someone draws the front gate tile. When this tile is drawn and
played, immediately connect the straight road and crossroads tiles you set aside earlier to it.
(After all, we wouldnt want the secret military base so close to the city would we...) Place
Zombies on these tiles according to the original rules. Once a stack is exhausted, players must
play from the other stack. Heres where things get a little dicey, so pay attention. From this point
in the game forward, players may place tiles from either stack. But, Zombies!!! 2 (Z2C) tiles
must be attached to the military base section. This includes the helipads. Additionally, event
cards that specifically say they may be played on the town may only be played players/tiles in
the town section of the board. Play continues as usual until someone achieves one of the winning

conditions. Well, almost... There are a couple of special tiles in the new set. They are marked
with an asterix (*) by the title.
The Top Secret Lab: When this tile is played, place the glow-in-the-dark zombies on the lab
spaces according to the original rules. The zombies are Government Enhanced and require a
roll of a 5 or 6 to be put down. They can also be moved 2 spaces instead of the normal 1 during
the zombie movement phase.
The Motor Pool: When a player moves past the gates marked on the tile, they may acquire a
jeep. This allows a player to double their movement roll as long as they remain on a road space.
When a player starts on a road space but moves into a building, they may continue to use the
doubled movement for the remainder of the turn. Once a building is entered, the player loses the
jeep but, may return to the motor pool to get another. Additionally, the motor pool counts as an
interior space, even though it appears to be outside. So no, you may not use the mine field event
on it.

Frequently Asked Questions or Rules We Forgot in the Original Game


Unless a card says otherwise, you may not use bullets or hearts to modify anything but combat
rolls.
When Alternate Food Source is played you MAY NOT kill the zombies anyway
There are three doors on the Firehouse tile.
The player who plays Butter Fingers gets to decide which weapon/item is discarded.
You may only have one copy of each weapon in play at a time.

Zombies!!! 3: Mall Walkers


Contents
16 Map Tiles
32 Event Cards

The New Stuff


First, a slight rules clarification, unless stated otherwise, any card that is played on the table in
front of you counts as a weapon for purposes of things such as the Butter Fingers event card.
You may be asking yourself, How do I use the new stuff? Im glad you asked. There are a
couple of ways you can use the new stuff. You can play it by itself using the original Zombies!!!
rules and all the players starting at the front door, although you will need the zombies and tokens
from the original set. Or, you can add it to the original Zombies!!! or Zombies!!! 2 by:
Shuffling the new event cards with the old ones. Feel free to use them all or remove the ones
that you dont like.
Do not shuffle the tiles together (unless you really want to). Take the new tile called Front
Door and shuffle it with the original tiles or the army base tiles.
Take one four way tile and and place it to the side. Shuffle the rest of Z3 tiles (including the
Helipad) and place them next to the other stack of tiles. Alternately, you can put the helipad on
the bottom of the stack so you have a sure escape route.

Game Play
The game is played as with the original rules until someone draws the front door tile. When this
tile is drawn and played, immediately connect the four way tile you set aside earlier to it. Place
Zombies on these tiles according to the original rules.
From this point in the game forward, players may place tiles from either stack. But, Z3 tiles must
be attached to the mall. This includes the new Helipad. Also, once a stack is exhausted, players
must play from the other stack.
Event cards also get a little weird with the addition of the mall. Cards that contain the words
town, road or building can only be used on tiles that meet those requirements. The mall is
not in town, does not contain any roads and is not a building. Nor are the interior stores
considered buildings. Conversely, if an event card says hall or store it can not be used
in town, on a road or in a building. Are we clear on this?!?!
Play continues as usual until someone achieves one of the winning conditions. Well, almost...
There is a special tile in Z3. It is the Escalator and is marked with an asterix (*) by the title.
When it is drawn, it is played like any other mall tile except that everything attached to it is on
the second floor of the mall. Stores on the first floor MAY NOT attach to stores on the second
floor. Additionally, the mall helipad MUST be attached to the second floor.
There are also some new rules for the mall tiles. Each store in the mall has an air duct
somewhere in it. For example, the duct in the game store is on the same square as the door.
Players may use these ducts to go from one store to an adjacent one without using the hallways.
If a player wishes to use an air duct, they must end their movement on an air duct space. On their
next turn, they forego their movement roll and then move from the space in a store with a duct to
the air duct space inside the other store. No movement roll is made but all other normal turn rules
apply.
As stated earlier, the Helipad may only be attached to the second floor of the mall. It may be
attached to a hallway or to the outside of a store. This is possible because players may reach the
helipad via the ductwork.

Bonus Scenarios
Search and Rescue
Players must race around the mall and rescue the people who have been trapped inside by the
zombie horde.
For this scenario, instead of zombies, place tokens (pennies work well) inside the stores that
have three spaces. Place the zombies from that store on all the available spaces outside that store.
When you land on a space with a token, you collect that along with any hearts or bullets that may
be there.
If a player is killed by the zombies they lose all their rescued tokens.
Otherwise, the game is played normally.
The first player to reach the center of the helipad with the most rescued tokens wins the game.

Kill the Guy With the Keys


One of the players finds the helicopter keys at the begining of the game. The other players try to
take them from him and get to the helipad first.
This scenario can use Zombies!!!, Zombies!!! 2, and/or Zombies!!! 3.
Players begin the game by rolling a die one extra time. The player with the highest roll gets the
keys and gets to go first.
The game is played normally except that the player with the keys gets to roll two dice for their
first movement.
Also, if a player is on the same square as the player with the keys, he may try to take them.
When this happens, both players roll one six-sided die, the highest result wins and has possesion
of the keys. Players may spend hearts and bullets as normal to adjust their roll. In the case of a
tie, the person who has the keys keeps them.
If the player with the keys is killed by the zombies, they drop the keys on the space where they
were killed. Any player landing on the space with the keys may pick them up as if they were a
life or bullet token.
The first player to the center of the helipad with the keys wins the game.

Zombies!!! 3.5: Not Dead Yet!


The Customized Deck Rules
With the release of Zombies!!! 3.5 there are almost 100 different event cards. Using all of them
would make a huge deck. This is fine if you want to do it, but with that many cards we thought it
might be fun to introduce some new customization rules. These rules are meant as an alternative
to the original rules and are in no way supposed to replace them.

The Zombies!!! Customizable Game


Players agree to use a specific set or sets prior to playing (example: Zombies!!! Plus Zombies
2). Alternately, it can be chosen randomly.
Before play all players construct a custom event deck of at least 50 cards for their personal use
during the game. Alternately, one common deck may be constructed and played as usual.
Amaximum of two of each card can be placed in the deck except for the restricted cards listed
below.
Only one copy of any card on the restricted list may be placed in the deck.
Play is as normal except all players draw from their own event decks (unless a common deck is
used). Once a player runs out of cards in their personal deck, that player may not draw any
additional cards.
DO NOT RESHUFFLE EVENT DECKS.
If a common deck is used, the deck should be reshuffled as usual.

The Restricted List


As you may have noticed, there are a few cards in the Zombies!!! game that are a touch more
powerful than the others. Not overly powerful, but powerful enough that they need to be limited

in a custom deck building situation. Remember, there can be only one copy of each of the cards
listed below in a custom deck. This includes both individual and community decks.

The Restricted Cards:


The Keys Are Still In It
Zombie Master
Were Screwed
Bad Sense of Direction
Alternate Food Source
Minefield
Please check the website for additions and clarifications to this list.

Zombies!!! 4: The End


Contents
30 Map Tiles
50 Card Event Deck
100 Plastic Zombie Dogs
6 Plastic Shotgun Guys (pawns)
Red Heart Tokens
Black Bullet Tokens
2 Dice

Object of the Game


Well, youve made it! You have escaped the town, fought the uber-zombies at the military base
and searched the mall for the source of the zombie scourge. All of your hard work has paid off
and now you stand here in the dark and lonely wood. Dont worry about that howling in the
distance. Its probably nothing. Who ever heard of a zombie dog anyway
The goal of Zombies!!! 4: The End is to be the first player to successfully undo the spell that is
making the dead rise. To do this, you need to find as many pages from the Book of the Undead
as possible; make it to the cabin and perform the spell before the other players. But, watch out
for the dead dogs.

Changes From The Previous Zombies Games


In Zombies!!! 4, you will be fighting zombie dogs. Since this set can be used with the other
expansions, the rules will refer to zombies or zombie dogs as just zombies. When referring to
just the dogs, it will specifically say zombie dogs.
The zombie dogs can move 2 squares, and there can be a maximum of two zombie dogs on any
one square.
It also takes a 5 or 6 to kill a zombie dog, but they only do 1/2 heart damage to you.
The winning condition is making it to the cabin, clearing all zombies from the cabin and
performing the spell or killing 25 zombies (dogs or normal).
Since there are no roads on these tiles, except for the bridge, a tile may be placed in any fashion
as long as it is adjacent to another tile.

When you run out of heart tokens, your pawn is not placed back on the board until the
beginning of your next turn.

Winning The Game


To win this game, you must make it to the cabin tile and perform the spell successfully
before the other players.
All dogs must be cleared out of the cabin and you must be in the cabin before you may attempt
to perform the spell.
To successfully perform the spell you must roll a six-sided die. The target number is a six.
For each page you have in play, the target number decreases by one. For example: If you have 3
pages in play in front of you, you only have to roll a 3 or better to win the game.
You may attempt the spell only once per turn.

Additional Rules
For the purposes of this set, Wooded Squares are squares that contain any part of a live tree
or shrub.
To combine this set with other Zombies!!! sets and expansions, just mix the Bridge tile into
the main tile deck just like Zombies!!! 2 and 3.
Items and weapons are considered any card that is currently played in front of any player.

Zombies!!! 5: Schools Out Forever!


Contents
16 Map Tiles
32 Event Cards
Guts Tokens

The New Stuff!!!


The major addition to this set is the inclusion of guts tokens. These are used to measure how well
you handle the stress of facing the zombies. The better you are at zombie extermination, the
more guts you have. The more guts you have, the more event cards you can hold in your hand.
As with the life and bullet tokens, each player starts with three guts tokens. This means that each
player also starts the game with three event cards as well. Each time you roll an unmodified 6
during combat you get an additional guts token. If you roll a 1 during combat you lose a guts
token.
If, at the end of the turn, you have less guts tokens than event cards, you must discard enough
event cards to equal the number of guts tokens. However, even if you have no guts tokens, you
still get to keep one event card. You always get to keep one event card.
If, at the end of your turn, you have more guts tokens than event cards, you will not draw
additional cards until the beginning of your next turn.

If at the beginning of your turn you have more guts tokens than event cards, draw enough event
cards from the draw pile to have your hand equal the number of guts tokens you possess.
You may never have more than 5 guts tokens at any one time. Also, when you die, you restart
with 3 life, 3 bullet and 3 guts tokens. You will need to discard or draw cards to restart with 3
cards.
By now, you might be saying to yourself, the guts tokens are cool, but how do I use the rest of
the new stuff? Im glad you asked
There are a couple of ways you can use this expansion. You can play it by itself using the
original Zombies!!! rules and all the players starting at the school entrance tile, although you
will need the zombies and tokens from the original set. Or:
You can add it to the original Zombies!!! by:
Shuffling the new event cards with the old ones. Feel free to use them all or remove the
ones that you dont like.
Do not shuffle the tiles together. Take the new tile called School Entrance and shuffle it with
the original tiles.
Take one four way tile from this set and place it to the side.
Shuffle the rest of Z5 tiles (including the Helipad) and place them next to the other stack of
tiles.

Game Play Additions and Changes


The game is played as with the original rules until someone draws the School Entrance tile.
When this tile is drawn and played, immediately connect the four way tile you set aside earlier to
it. Place zombies on these tiles according to the original rules.
From this point in the game forward, players may place tiles from either tile stack. But, Z5 tiles
must be attached to the school, just as with previous expansions. This includes the new
Helipad. The Helipad in Z!!!5 can be attached to any named building. You must go through
the building to access the Helipad. It can be accessed from any adjacent square. Also, once a
stack is exhausted, players must play from the other stack.
Event cards can also get a little weird with the addition of the school. Cards that contain the
words town, road or building can only be used on tiles that meet those requirements.
Generally, the cards that affect only the school say so. If you run into something that appears
confusing, the logical answer is usually the right one.
Play continues as usual until someone achieves one of the winning conditions.

Additional Rules Clarifications


For easier handling of the tokens, each player can start off with five guts tokens and only three
of them face up. When you lose a guts, just flip it face down. When you gain one, flip one of the
tokens face up.
The road and named building spaces are the only spaces that may be occupied by a player,
zombie or token.

The parking lot tiles should be treated as completely accessible by players and zombies.
Items played in front of you only affect you unless otherwise stated.

Alternate Rules
As always, we encourage you to tinker with the rules, adding and subtracting to the rules as you
wish. For quicker games, you can preset the tiles from the original game and place the
entrance(s) to the expansion(s) that you wish to use with the players starting at the Town Square
as usual. If you wish quicker movement later in the game, when the Helipad comes out, players
can roll 2d6.

Zombies!!! 6: Six Feet Under


Contents
16 Map Tiles
32 Card Event Deck
24 Sewer Tokens

Using the New Stuff


This expansion is a little different from the previous ones. The tiles and event cards in this set are
MEANT TO BE MIXED with the tiles and cards from the base set. Shuffle the respective stacks
together thoroughly and get ready to play!
Also, give each player two Sewer tokens. Use of these tokens is explained below.

Subway Stations
All subway stations are named buildings and are marked with an asterick (*) because there are
some special rules attached to them.
When a player enters a subway station building they may declare that they are going to use the
subway system in the city (apparently the system is automated and still runs on time). Once
the player has done this, they finish their turn as normal. The player must completely skip their
next turn except to fight any zombies that may have found their way into the building and on
their space. On the following turn they may move their pawn to any other subway station
building on the board. If there are no other stations on the board, this ability may not be used.

Sewer Tokens
At the beginning of the game each player receives two Sewer tokens. These represent the
entrances (and exits) of the underground system of sewage tunnels. Players may place their
tokens only during their turn and only on street spaces. Once placed, the tokens may not be
moved without a card effect.

When a sewer token is in place, any player may use it as either an entrance or an exit. Players
accomplish theis by simply declaring that they are using the sewer and laying their pawn on its
back (a pawn on its back indicates it is in the sewer. A standing pawn is NOT in the sewer). On
subsequent turns, players must pay one life token (or guts token if using Zombies!!! 5) to remain
in the sewer. After paying the penalty, the player rolls and moves as normal except they skip
combat with any zombies they encounter (zombies dont like sewers and cant be moved into
them).
When exiting the sewer, players must also use the sewers tokens. To exit, a player simply
declares their intention when on a sewer token space and returns their pawn to the standing
position.
At this point you may have a burning questions YES, IT IS POSSIBLE TO DIE WHILE IN
THE SEWER! Keep this in mind and dont run out of life tokens.
Online Rule Verification- According to the Twilight Creations Inc. website, the official rules
state that sewers CAN run under buildings, but you must begin and end at a sewers token.
(http://www.twilightcreationsinc.com/en/forum/posts/zombies/q-zombies-6.html)

Important Rules Clarification


To avoid confusion (and to keep from answering the same question over and over) we make the
following rules adjustment. From this point forward, you may enter a named building from
any adjacent street space. You no longer need to use the doors.

Zombies!!! 7: Send In The Clowns!


Contents
15 Map Tiles
32 Event Cards
25 Zombie Clowns

The New Stuff!!! (Or, the object of the game!)


This set can be played by itself (with the tokens from the base set) or as an addition to the base
set. The object is to get to the BigTop, pick up a Clown Car and exit the carnival by the Ticket
Booth tile. Thats right, theres no helipad in this set!

Game Setup
There are a couple of ways you can use this expansion. You can play this game as a normal
expansion, or use as a stand-alone game. See individual rules for stand-alone game setup, and
optional setup for use with the base game.

Game Play in the Carnival:


Turn sequence is as normal.
When a player moves off of a Funhouse tile, they rotate that tile 90 degrees in either
direction. This is done whether the tile is occupied or not.
Once a player is able to exit the Funhouse (see illustration A or B), the player to their left
decides which center square of any 4-way tile in the carnival they will move to. Movement
continues from there. The player may exit the Funhouse tile when the path leads to an outer
edge of the Funhouse. (The move to the 4-way tile does not count toward your movement.)
Zombie Clowns are placed on the tiles as indicated by the tiles. No zombies are placed on the
4- way tiles.
When the Big Top tile is drawn, that player adds it to the board and immediately attaches the
other half of the Big Top to it (see illustration).
A Clown car is obtained when a player enters a Big Top square. (See illustration X).
When a player obtains a Clown Car, add 2 to each movement roll. This starts the turn after the
car was obtained. Zombies must be fought as usual when in a Clown Car.
On a movement roll of 1 (before adding the bonus from the Clown Car, but after any other
bonuses or penalties), the player is immediately moved to the Funhouse. The pawn is placed
on the middle square of any Funhouse tile.
When a pawn is moved back to the Funhouse, they lose the Clown Car if they have one. The
Clown car card is placed back to the side of the table and can be used again.

Winning the Game:


Once a player reaches the last square of the Ticket Booth tile with a Clown Car, when playing
Zombies 7 alone, they win the game. Once a player reaches the center square of the helipad or 25
zombie kills when playing with the base set, they win the game.

Additional Rules:
When in the Funhouse, you may only move on the lighter squares. The dark squares are
inaccessable.
A Funhouse tile must be rotated when moving off of it, even if another player occupies it.
Regular zombie figures may not move on to Zombies!!! 7 tiles.
Zombie clown figures may not move on to regular Zombies!!! tiles.
The clown car counts as an item and is lost when you die.
The clown car counts as an item and is subject to the effects of event cards such as
Butterfingers.
Once out of the carnival, players may not be sent back for any reason.
Players may not exit the the carnival by any other means except by taking a clown car through
the Ticket Booth tile.
The Midway Games tile counts as a 4-way but zombie clowns are placed on all available
squares.
When playing with the base set, once the last player has left the Ticket Booth tile, remove the
remaining Zombies!!! 7 tiles from the game.
To spice things up, use a number of "Clown Cars" equal to the number of players minus 1.

Zombies!!! 8: Jailbreak!
Contents
16 Map Tiles
32 Event Cards

The New Stuff!!! (Or, the object of the game!)


This set can be played by itself (with the tokens from the base set) or as an addition to the base or
any other set. When played by itself, the object of Zombies!!! 8 is to get out of your
straightjacket, and escape the prison. From there you are free to end the game or add any of the
other sets.

Game Setup
There are a couple of ways you can use this expansion. You can use it as an expansion with the
base set, or as a stand-alone game (to play as a standalone game, refer to the original rules for
setup).

Setup when playing Zombies!!! 8 with the base set:


Place the tiles as noted above.
Remove the Town Square tile and put back in the box. Remove a four-way tile and add it to the
Entrance tile to the jail. Remove the Helipad tile and shuffle. Place the Helipad randomly in the
middle of the tile stack.
Tiles are not drawn for this set until at least one player has left the jail. Tiles are then drawn as
usual, even by the players who have not left the jail.
The objective when playing the base set with the jail is to exit the jail and make it to the
Helipad first or collect 25 zombies. Play continues as usual until someone achieves one of the
winning conditions.

New Rule:
Dodge - This set now adds the ability to dodge zombies. When encountering a zombie, roll as
usual. On a roll of 3, you dodge the zombie and can continue to move (without collecting the
zombie). A 4+ still kills the zombie, and you collect him as usual. If you are in a straightjacket,
you dodge on a 3 or better (see rules for the Jail expansion for details).
When landing on a square with a zombie and you have no further movement, you still need to
roll even though you are not moving on. At the beginning of your next turn, you will need to roll
again to see if you still escape the grasp of the zombie that is on your square.
Dodge can be used with any set if you wish.

Game Play in the Jail:


Each player starts in the Mental Ward and is considered to be in a straightjacket at the start of
the game.

At the beginning of your turn, before anything else, roll to see if you are out of the
straightjacket. On a roll of 6, you are considered out and will not have to roll for this again unless
you die in the jail. (To help remember whether you are in a straightjacket or not, you can place a
face down chit in front of you which can be discarded when free of the jacket).
When encountering a zombie while in the straightjacket, roll a die as usual. On a roll of 3 or
better, you are considered to have dodged the zombie and can continue to move. If your
movement ends on the same square as a zombie, you still need to roll to see if you have dodged
the zombie. On your next turn, you will need to roll to dodge again to start your movement.
If a dodge roll is not successful, lose one heart and roll again. You may not move on until you
have successfully dodged the zombie.
When you die in the jail, you are sent back to the Mental Ward and find yourself in a
straightjacket.
If you are playing with the base set with the jail: If you successfully leave the jail and die, you
will be sent back to the jail entrance (square closest to the base set) but are not considered to be
in the straightjacket.
To get out of jail, you must be in possession of a Get Out Of Jail card when on the middles
square of the Entrance tile to be considered out of the jail. Once out of the jail, you can never be
sent back.

Tiles:
All cell doors are open on all tiles.
Some tiles (I.e. Mess Hall and Execution Chamber) have locations on both sides of a straight
hallway. Both sides are accessible.
All squares on the Exercise Yard are accessible.

Cards:
Event card play is as normal according to the Zombies!!! base set rules.
Get Out of Jail: When this card is drawn, it is immediately placed in front of the player who
drew it. At the end of their turn, it passes to the player on their right. This card is always passed
at the end of the players turn who currently possesses the card. It is always passed to the right.
If a player is no longer in the jail when receiving the Get Out of Jail card it is passed to the next
player on the right.
If a player happens to draw a second Get Out of Jail card when in possession of one, it is
immediately passed to the player to the left regardless of if they are in the jail or not. This player
retains possession of the card until the end of their next turn at which time it passes to the right as
normal.
Playing a Get Out Of Jail card is not considered as part of your one card per turn limit.
You cannot use any weapons while you are in a straightjacket.
You may not move out of the jail via card effect.

Winning the Game:


Once a player reaches the middle square of the Jail Entrance tile when playing Zombies!!! 8
alone, they win the game. Once a player reaches the center square of the helipad or 25 zombie
kills when playing with the base set, they win the game.

Zombies!!! 9: Ashes To Ashes


Contents
16 Map Tiles
32 Event Cards
25 Zombie Kids

Game Play With Zombies!!! 9 Alone


The Zombies!!! 9 (Z!!!9) set can be played by itself (as long as you have the tokens and cards
from the base set) or as an addition to the base set. If you choose to play it by itself, shuffle both
setsof event cards together.
All players start the game on the center square of the Graveyard Entrance tile. The game is
played normally except for the winning condition. Once the last Zombies!!! 9 tile is played, the
first player to clear the last zombie from all Cemetery tiles wins the game. Specifically, there
can be no zombie figures remaining on any tile with Cemetery in the name. This includes the
Pet Cemetery tile. Also, Treat the Cemetery tiles as Four-Way tiles and place them
accordingly.

Game Play With the Zombies!!! base set


If you wish, you can add Zombies!!! 9 to the original Zombies!!! by:
Shuffling the new event cards with the old ones. Feel free to use all of them or remove the ones
that you dont like.
Do not shuffle the tiles together. Take the new tile called Graveyard Entrance (see above)
and shuffle it with the original tiles.
Take one four way tile from the Zombies!!! 9 set and and place it to the side. Shuffle the rest
of Z!!!9 tiles and place them next to the stack of tiles from the base set.
The game is played as with the original rules until someone draws the Graveyard Entrance tile.
When this tile is drawn and played, immediately connect the four way tile you set aside earlier to
it. Place Zombies on these tiles according to the original rules.
From this point in the game forward, players may place tiles from either stack. But, Z!!!9 tiles
must be attached to the graveyard. Treat the Cemetery tiles as Four-Way tiles and place
them accordingly. Also, once a stack is exhausted, players must play from the other stack.

Automatic Event Cards


We have added a new card type called Automatic events. These cards are easy to distinguish
because they say Automatic at the beginning of the card text. To use them a player simply
announces that they have drawn one of the new cards whenever drawing from the event card
deck.

If an Automatic card is drawn, the associated effect happens immediately. The effect also
affects all of the players specified on the card. If more than one card is drawn, all automatic cards
occur in the order they were drawn. One effect must be resolved before the next can occur.
Keep in mind that the automatic cards DO count as your cards when drawing. Specifically,
you do not get to draw additional cards to replace any automatic cards until you are allowed to
draw again, either due to your next turn or card effect. Play continues as usual until someone
achieves one of the winning conditions. Well, almost...

Winning the Game:


When combining Zombies!!! 9 with the base set, players can win the game one of three ways.
The first two are the same as in the normal base game. Either by being the first to reach the
center of the Helipad (and killing the zombie there) or by killing 25 total zombies. With the
addition of Zombies!!! 9 you may also win the game by killing all of the zombies on the
Crematorium tile. (See previous page for illustration.) The first player to accomplish any of
these goals wins the game.
Keep in mind that if you are playing Zombies!!! 9 alone, you win the game by being the first
player to clear the last zombie from ALL Cemetery tiles after the last Zombies!!! 9 tile is
played. This includes the Pet Cemetery tile.

Additional Rules:
Pet Cemetery* tile - Optional rule: If you have Zombies!!! 4, you may use the zombie dogs
to populate the Pet Cemetery tile. Use the zombie dog rules if you use this option.
You may use the kid zombie figures as regular zombies or by following these rules:
When placing a new tile, the number of zombies placed does not change. You may place either
regular or kid zombies. I f you place any kid zombies they may be placed one per space with
a regular zombie. Kid zombies may share a space with any adult zombie but not with
another kid zombie. All other rules including movement and combat are as normal.
For game purposes, Graveyard refers to the whole Zombies!!! 9: Ashes to Ashes map.
Cemetery refers to the specific tiles with Cemetery in their name.

Zombies!!! X: Feeding The Addition!


Contents
15 Map Tiles
30 Card Event Deck
6 Addiction Cards (Blue bordered faces Keep these seperate!)

Using the New Stuff


The new tiles and event cards (except the addiction cards) from this set are to be combined with
the tiles and event cards from the Zombies!!! base set. The game is played as normal with respect
to these additions. The addiction cards are kept and used separately.

Addiction Cards As with most things in Zombies!!! the addiction cards are optional. They
are not mandatory for this set. If you want to use them, fine. If not, just put them back in the box.
If you do decide to use the addiction cards, shuffle them and deal one randomly to each player.
Once each player has a card, they are turned face-up on the table for everyone to see. These cards
represent an added little problem for each player. All players are allowed to see all other
players addictions. This is actually useful to help each other remember that they may now
have additional steps during their turn. The addiction cards also supersede the rules whenever
there is a contradiction.

Playing the Game


Using Zombies!!! X is easy. Nothing in the rules has changed with the exception of the addiction
cards as discussed above.

Automatic Event Cards


As with Zombies!!! 9 there are Automatic events. These cards are easy to distinguish because
they say Automatic at the beginning of the card text. To use them a player simply announces
that they have drawn one of the new cards whenever drawing from the event card deck.
If an Automatic card is drawn, the associated effect happens immediately. The effect also
affects all of the players specified on the card. If more than one card is drawn, all automatic cards
occur in the order they were drawn. One effect must be resolved before the next can occur.
Keep in mind that the automatic cards DO count as your cards when drawing. Specifically,
you do not get to draw additional cards to replace any automatic cards until you are allowed to
draw again, either due to your next turn or card effect.

Important Rules Clarification


Legal movement during the movement phase has three possibilities:
1. Crossing a white line from one street space to another or one named building space to another.
2. Moving from a street space to an adjacent space inside a named building or vice versa.
3. Crossing from a street space on one tile to an adjacent street space on an adjoining tile.
To avoid confusion (and to keep from answering the same question over and over) we make the
following rules adjustment. From this point forward, you may enter a named building from
any adjacent street space. You no longer need to use the doors.
Game Concept and Design: Kerry Breitenstein and Todd A. Breitenstein
Expansion Concept and Development: Alexander Fluffy Breitenstein
Additional Development: Jonathan Hippy Breitenstein
Art: Event and Addiction Cards Dave Aikins Tiles Kurt Miller
Layout and Design: Todd Breitenstein
Playtesters: The Usual Cast of Living Impaired
Twilight Creations, Inc. Cold Spring, KY 41076

2011 Twilight Creations, Inc. All Rights Reserved.


Twilight Creations, Inc., The Twilight Creations, Inc. logo, Where Fun Comes To Life,
Zombies!!! and the Zombies!!! logo are trademarks or registered trademarks of Twilight
Creations, Inc. All Rights Reserved.

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