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After 4 days and with their supply of water dwindling, a family group emerges from the Cold War bunker in the
basement of their house to find that the world has been devastated by violence.
When they purchased their house the dusty and cobweb-ridden nuclear bunker had seemed nothing more
than the marginally interesting relic of an over-anxious age. Little did they to know that this relic, along with a
few hastily gathered supplies, would save their lives – for now.
They had taken to the bunker as, quite literally, the violence – the frenzied attacks – had reached their
doorstep.
It had all started seven days earlier – the first day - with a news report of civil breakdown. Amateur footage
broadcast over the internet had quickly revealed that this wasn’t some out-of-control unrest but violence on an
unprecedented scale. Families, friends, neighbours and colleagues were turning on each other. And people
were dying in horrible and unimaginable ways.
The violence had spread quickly, crossing borders and then continents, with national governments seemingly
powerless to stop it. And then on the third day a scientist had broken ranks to reveal the cause – a
genetically engineered virus transferred through the saliva in a human bite. And there was no known cure.
The family had quickly gathered themselves and some supplies and when the violent images on the internet
started to appear outside their home they took the only route that remained open to them, the steps down to
the bunker.
Thirsty and hungry, blinking against harsh sunlight, it was on the seventh day that the family emerged to find
a world – their world – that had been devastated. With houses torn apart and the remnants of bodies littering
the street, it was with trepidation that they contemplated a very necessary search for supplies.
What the family had yet to learn was that some friends and neighbours were still alive – though not in a way
that might be described as human. With the virus having slowed their metabolic rate, they could sustain
themselves for days and days on the smallest of morsels torn from the bodies of the dead. Still alive but as
good as dead, what these infected - these ‘zombies’ - really wanted, what they craved, was the taste of hot,
fresh human blood and sensing that it was near would drive them to a frenzy of violence. And the only way to
be sure of stopping such a primitive monster would be the destruction of its brain.
Game structure
All players move their survivor characters (and take any relevant action) at the same time. As they are by
nature unthinking and reactive, the zombies are moved immediately after the survivors have finished their
turn. To avoid time-consuming measuring, the game is played on a board marked out with a grid of 1”
squares.
Getting going
The game scenario may limit the number of survivors whereas the number of zombies may be unlimited. The
survivors may enter from the side of the board that best suits the scenario being played, the zombies from
that directly opposite. Alternatively, choose six squares at the board perimeter and number them 1 – 6 then
throw 1xD6 each for survivors and zombies to determine their respective entry points. At each turn additional
zombies will enter the game and any zombies that are subsequently killed can be retained in a ‘pool’ for future
use. The number of zombies that enter each turn is determined by the throw of 1xD6, subject only to there
being sufficient room on the board at the respective entry point. At the outset of the game, decide if
respective entry points will always be as for the first turn or if they will continue to be randomly generated
using 1xD6. The closing exit point(s) for a game can be determined in a similar manner though once
survivors exit the game they cannot return.
Managing activity
Activity is managed by an Action Point allocation. The standard allocation for survivors is 4AP per turn. The
standard allocation for zombies is 4AP per turn. Humans do not need to use all APs per turn whereas
zombies will normally use all APs per turn. Ordinarily, each survivor is deemed to be carrying a personal
radio and as such even when separated they can remain in voice contact for coordinated activity.
Movement
Movement is by square with each square costing 1AP. Movement can be to any linked square (i.e., including
diagonally) but must end with the survivor or zombie facing against a straight edge (i.e., not facing towards a
square’s corner). Movement cannot be into or across squares that are occupied by other characters or
otherwise filled or blocked. Windows are deemed edged with jagged glass and so it costs survivors 1AP to
climb through whereas zombies do not incur a cost. Zombies are driven by their craving for fresh human
blood such that they are unthinkingly and unflinchingly drawn towards the sound and sight of human activity
and so they MUST be moved in a manner consistent with this dominant self-interest, which is usually in a
straight line and as fast as possible.
Barricades
Survivors can seal off rooms by barricading the entry points at doors and windows though there might not be
enough barricades to seal all doors and windows. The construction or removal of a barricade one square
wide has a cost of 1AP. A barricade two squares wide will therefore cost at least 3AP (i.e., build barricade,
move to next square, build barricade). Weapons cannot be used through barricades. Survivors cannot climb
through a barricade whereas a stack of three zombies deep (i.e., three in a column, all facing towards the
barricade) will force through it (at which point it must be removed from the table).
Giving stuff
If during a turn two or more survivor characters are in adjacent squares then they may pass items from
person to person at a cost of 1AP to the giver. Note that personal back-up weapons (see below) are
assumed lost or disabled when a survivor character dies and so cannot be passed over to another.
Throwing stuff
Small, blunt items (such as medical packs, energy drinks, ammunition, keys, etc) can be thrown. The
standard throw is across a maximum of three clear squares and costs the thrower 1AP. To determine
whether or not the catch was successful throw 1xD6 with a 1 indicating that the item was dropped and is lost
to the game.
Vehicles
The key can be left with a vehicle in which case it is considered UNLOCKED and is accessible; if the key is
held by a driver or unfound then it is considered LOCKED and is inaccessible. Movement into or out of a
vehicle costs 1AP. Vehicle movement cannot start until the turn AFTER the driver has entered it. Normal on-
road vehicle movement is up to 16 squares forward and 8 squares in reverse. Off-road vehicle movement is
half of that on-road (i.e., 50%), for example, in one turn a vehicle could move a maximum of 8 squares on
concrete then 4 squares (i.e., half of the turns remaining 8) on grass. Non-4WD vehicles are subject to an
immobilisation test each turn that they are off-road; roll 1xD6 with a 1 or 2 meaning that the vehicle is stuck
for the remainder of this turn. Vehicles must be moved in a common-sense manner, taking a route that is
physically and mechanically feasible. Any survivors and/or zombies in the path covered by the moving
vehicle will be subject to the standard test for damage as if the vehicle has been used as a weapon. Anyone
in the immediate path taken by a vehicle that has nowhere to go is presumed killed and removed from the
table. As squares that are occupied cannot be moved through, vehicles can therefore be used to block doors,
windows and passageways, etc. With stores and other stowage taken into consideration, the capacity of
each vehicle is limited to that which is feasible. The vehicle seating plans can be used to locate relevant
miniatures when survivors are deemed to be inside them.
Weapons
Survivors can have a personal back-up weapon relevant to their character. Back-up weapons are available at
all times (though firearms might be subject to the consequences of ‘out of ammo’ and ‘stoppage’ search
cards). Only basic weapons are eligible to be back-up weapons. Other basic and advanced weapons can be
found during searches or have been earned during previous games though some will not be available for use
by all. Some characters (e.g., military) might enter the game equipped with additional basic or advanced
weaponry as befits their role. Basic and advanced weapons can be passed between survivor characters but
personal back-up weapons (see below) cannot be passed and so if a survivor character dies they are lost to
the game. In the event of running out of ammunition or suffering a stoppage, then AP allowance permitting,
advanced weapons can be used as clubs. Only one weapon can be used at a time and weapons cannot be
used through barricades but can be used through hedges and fences if the survivor is in an adjacent square.
Hiding
Where a search point is indicated by a tile containing something other than a body, instead of conducting a
search the survivor can elect to hide in that location instead, at a cost of 1AP. A survivor in line of sight of a
zombie cannot presume to have hidden. Remove the search tile and replace with a black disc, which the
miniature is stood on. Once a search point has been converted into a hide it cannot revert back so after the
survivor has moved away the black disc is left in place. A survivor in a hide point cannot be seen or heard,
though the use of weapons can reveal the survivors location and the black disc must be removed.
Dogs
Trained dogs are moved in conjunction with the survivors. Dogs behave as directed by their handler and have
a 6AP allowance. A trained dog can attack zombies at a cost of 1AP. Roll 1xD6 with a 6 killing a zombie.
Zombies with a roll 6 can kill trained dogs. If the handler is killed, a trained dog seeks out the nearest
survivor. Dogs are immune to zombie infection.
Printable cards
The printable cards at the end of this document include (1) profiles of survivors, (2) brief summaries of the
rules, (2) search cards, and (3) floor plans for various vehicles.
Credits
The author was introduced to zombie gaming by the Zombie Plague! print-and-play boardgame that can be
downloaded from http://fortressfigures.com/zombieplague/ and which has influenced the writing of these
rules.
Strength & stamina: strong Strength & stamina: average Strength & stamina: average
Impact +1 for knife, club, axe cannot use chainsaw or carry lmg cannot use chainsaw or carry lmg
Special skill: military trained Special skill: medically trained Special skill: finding stuff
can carry & use all weapons 2AP to medic self or adjacent search of body never reveals
survivor zombie
Use once at any time for +1AP, Use once at any time for +1AP, Use once at any time for +1AP,
then discard then discard then discard
Use once at any time for +2AP, Use once at any time for +2AP, Use once at any time for +2AP,
then discard then discard then discard
large item
action action
Use once only at any time to Use once only at any time to Use once only at any time to
save life of self, then discard save life of self, then discard save life of self, then discard
Tool Kit
Take Two Vehicle Breakdown!
Stores item to be returned to
Entitles holder to draw an base or can be used at any time
additional 2 cards without any
If drawn by an occupant of a
to repair a broken down vehicle vehicle or a holder of its key
AP cost at a future search point at a cost of 4AP in one turn then the vehicle is immobilised
of their choice, then discard (survivor to be positioned by until repaired by a survivor
engine bay) using the tool kit, then discard
Use once only at any time to Use once only at any time to Use once only at any time to
replenish own firearm, then replenish own firearm, then replenish own firearm, then
discard discard discard
Own firearms are out of use Own firearms are out of use Own firearms are out of use
until ammo is restocked, then until ammo is restocked, then until ammo is restocked, then
discard; if no firearms are discard; if no firearms are discard; if no firearms are
presently to hand then discard presently to hand then discard presently to hand then discard
Semi-auto Carbine
Sawn-off Shotgun Handgun
Range = 16
Range = 4 Range = 4 Targets = 2
Targets = 2 Targets = 3 Impact = + 1
Impact = + 1 Impact = + 0
If out of ammo or stoppage can
be used as a club with
R = 0, T = 1, I = + 1
basic weapon basic weapon
advanced weapon
Range = 16 Range = 1
Range = 32
Targets = 3 Targets = 3
Targets = 1
Impact = + 1 Impact = + 2
Impact = + 2
If out of ammo or stoppage can If out of ammo or stoppage can If out of ammo or stoppage can
be used as a club with be used as a club with be used as a club with
R = 0, T = 1, I = + 1 R = 0, T = 1, I = + 1 R = 0, T = 1, I = + 1
Trained Dog
Light Machine Gun
Allowance:
Range = 32 6AP as directed by handler Frenzy!
Targets = 3
Impact = + 2 Attack (costs 1AP): For this turn only all zombies
Kill zombies if 1xD6 = 6 have up to 6AP
If out of ammo or stoppage can
be used as a club with Attacked:
R = 0, T = 1, I = + 1 Killed if 1xD6 = 6
action
Holder can once only at any Holder can once only at any Holder can once only at any
time create a single doorway or time create a single doorway or time create a single doorway or
window barricade without AP window barricade without AP window barricade without AP
cost, then discard cost, then discard cost, then discard
Own firearms and chainsaw are Own firearms and chainsaw are Own firearms and chainsaw are
out of use for this turn and the out of use for this turn and the out of use for this turn and the
next, then discard next, then discard next, then discard
If in a room that has zombies at If in a room that has zombies at If drawn by an occupant or key
barricades they give way and so barricades they give way and so holder of a vehicle (or the user
must be removed, then discard must be removed, then discard of the chainsaw) then it is out of
action until refuelled by a
survivor with a fuel can, then
discard
action action
action
Fuel Can
large item