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Changes will take effect once you reload the page. It is for two to six players, though it becomes more interesting the more players are involved.
Like most scenarios in the zombie genre, the game centers around a sudden zombie attack on a modern city. Each tile represents a stretch of road in a mid-sized urban area in modern America. Different parts of the street have difference businesses, from grocery stores to movie theaters to gun stores. Other tiles have a police station and a hospital. In effect, these tiles become the game board in Zombies!!!
Besides the starting and ending tiles, there are 28 random tiles included in the game. The beginning tile is the town square, which is where players begin the game.
The final tile is a helicopter pad. This plays on a common element in zombie movies, since characters often seek to escape the zombies by flying out of the area via helicopter. In this way, the players decide what the city looks like.
These tiles can be placed strategically, allowing players to place obstacles or advantages where they choose. Zombies must be placed on the tiles. This is determined by a roll of a die, though there can be no fewer than two zombies added. There are good encounters in the city, too. Certain locations have health or ammunition tokens on it. Players also draw three event cards every round of play.
Whenever a player shares a tile with a zombie, that player must destroy the zombie. This is done with the roll of a single die. Move your character towards victory. Movement in Zombies!!! Roll the die. The resulting number is how many squares you can move this turn across the grid of 9 on each map tile. You can cross tiles using your movement. You may choose not to use all movement points if you prefer. You must fight any zombies that you move into when moving.
If there are no zombies on a tile that a player moves into that contains a life token or a bullet token, the player can pick it up immediately. You can not move diagonally, so plan ahead to make your move as efficient as possible. Begin combat when players come into contact with zombies. Players will come into contact with zombies throughout the game. Combat is initiated whenever a player moves into the same space as a zombie or they begin their turn on a space with a zombie.
This means that rival players will try to block your way with zombies to impede your progress. Resolve combat using a 6-sided die. When combat begins roll your 6-sided die. If it lands on a 4, 5, or 6, you succeed in combat, kill the zombie, and add it to your collection. If you roll a 1, 2, or 3 you lose the combat. You have 2 options at this point. You can either lose a life token or discard the necessary amount of bullet tokens for the roll to be successful.
For example, if you attacked a zombie and rolled a 2, you would need to spend 2 bullet tokens to bring your total roll up to a 4, succeeding the combat round. Move your character back to the 'Town Square' if you die. If you run out of life tokens your character stops moving. Place your character back at the 'Town Square' and lose half of your collected zombies rounding up and any movement that you have left.
Once you begin your turn after dying, you start with another 3 life tokens and 3 bullet tokens. Move zombies 1 space using a 6-sided die. Not only do you control your character, you can also control zombies.
Roll a 6-sided die again. The resulting number is how many zombies you can choose to move 1 space. Zombies cannot move diagonally. Use this opportunity to make life difficult for your opponents.
Zombies can enter buildings on named map tiles. Part 4. Play an event card. Starting with the player left of the dealer, choose 1 event card and play it on your turn. This will change the rules of your oncoming turn, hopefully making it easier. Use this event card to make the most of your movement and get past any barricades made by other players. Draw a map tile and place it on the table. After playing an event card the player must draw a map tile. They can choose where to place this map tile, as long as it obeys the map tile placement rules.
The player should consider how to benefit his road to victory, but hinder his opponent's. Combat any zombies on the player's character space. Next, the character should deal with any zombies that have been moved into their space by another player.
Use the normal combat rules to determine how the encounter plays out. If you lose your final life token, you must move back to the 'Town Square' tile. You do not get an opportunity to roll for movement.
Draw back up to 3 event cards. Now that your event card is in play, draw as many cards from the event deck as you need so that you have 3 event cards again. Make a movement roll and move your character. Roll a 6-sided die to determine your movement. Then, with this number, move your character wherever you desire as long as it abides by the movement rules.
If you enter a tile that has a life token, or a bullet token, but no zombie, you can pick it up at no cost and continue your movement.
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