41 Zombies Rulebook
41 Zombies Rulebook
41 Zombies Rulebook
MILES TO
TO GO
GO BEFORE
BEFORE WE SLEEP!
First, I want to thank our many fans for all of your support and dedication
you have shown us through the years. Zombies!!! was originally released in
2001 and it has grown to epidemic proportions.
Even though Todd is no longer with us, what you hold in your hands is
something of which he was very proud. We hope you enjoy it as much as he
enjoyed making it.
Thank you for purchasing Zombies!!! either for the first time or the third.
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 can’t be 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.
CONTENTS
30 Map Tiles
50 Card Event Deck
Heart (Life) Tokens
Bullet Tokens
Door Tokens
Survivor Tokens
6 Player Pawns
100 Plastic Zombies (in 4 poses)
2 six-sided dice
This Rule Book
OBJECT OF THE GAME
Original Game: The goal of Zombies!!! is to be the first player to reach the center
square of the Helipad tile, kill any zombies on that middle square and escape the
advancing zombie horde. Alternately, a player also wins if he or she is the first player
to collect 25 zombies.
Cooperative Play: All players must make it to the center square of the Helipad tile.
Team Play: Both members of your team must make it to the center square of the
Helipad tile.
Search and Rescue: Rescue the survivor(s) and then make it to the center square
of the Helipad tile. See “Search and Rescue” scenario.
Last Man Standing: Get to the center square of the Helipad before you turn into a
zombie. See “Last Man Standing” scenario.
Well-Armed Helicopter: Get to the center square of the Helipad with a weapon.
See “Well-Armed Helicopter” scenario.
SET UP
Before play, set up your game as follows:
• Place the Town Square tile in the middle of the table.
• Remove the Helipad and shuffle all remaining tiles to form a single tile stack.
Place the Helipad somewhere in the middle of the tile stack. Place the
tiles within easy reach.
• Shuffle the Event cards, deal 3 to each player, and place the deck within easy
reach.
• Each player takes a pawn and places it on the center space of Town Square.
• Each player starts with 3 bullets and 3 hearts.
• Place all zombies and tokens, within easy reach.
• The starting player is the person who most recently saw a zombie movie. If
there is a tie, roll the die. The highest roll goes first.
TURN SEQUENCE
During a player’s turn, he or she does the following, in this exact order.
1. Draw and place a map tile (see the Map Tiles section).
2. Fight any zombies on your current space (see the Combat section).
3. Draw back up to 3 Event cards, if you have less than 3 (see the Event Cards
section).
4. Roll a six-sided die for your movement (see the Player Movement section).
5. Roll a six-sided die for zombie movement (see the Zombie Movement
section).
6. At the end of your turn, you may discard 1 event card from your hand.
After deciding whether or not to discard an Event card, play proceeds clockwise
around the table.
MAP TILES
When the first map tile is drawn, it must be placed adjacent to Town Square,
lining roads up as normal. The tiles may Town Square
Z-0 L-0 B-0
Army Surplus
Z-2 L-0 B-2
DOOR TOKENS:
Place one door token on a square in the named
building anywhere that is adjacent to a street
square. Only one door can be placed on each
building and once placed cannot be moved.
Movement in and out of the building MUST be
through the square that contains the door token, even if the
tile has playable squares that are outside the building (see
example below).
Sporting
p g Goods Store
Zombies may be placed anywhere in the building though
no more than 1 zombie may occupy each space. Some
Z-6 L-2 B-4
Playable tiles, such as the Sporting Goods Store, will allow zombie
Squares placement, movement and player movement in spaces that
are outside the building and not considered street spaces.
no white
Any square that isn’t a street square and has a white line
on ANY side is a playable square. Zombies must also enter
lines so this (outside
square is building)
Police
olice
lice
ce Stat
Statio
SStation
ati
tio
Z-6
Z-6
Z-
-6 LL-
L-22 B-4
B-
B4
If a player’s combat roll fails (it’s less than 4), he or she may spend any number of
bullets to raise the result by the same amount (e.g. 1 bullet for +1, 2 bullets for +2, or
3 bullets for +3).
Goodbye
Zombie!
If a player doesn’t have enough bullets to raise the result high enough to win the
combat, or if the player chooses not to spend these bullets, he or she must discard 1
heart.
Combat continues like this until the player defeats the zombie or runs out of hearts. A
player may never voluntarily leave combat unless an Event card or other rule allows it.
When a player defeats a zombie, it is placed with the other zombies he or she has
defeated.
DEATH
When a player runs out of hearts he or she loses all remaining movement, and his or
her pawn is removed from the board. The player also loses half of his or her defeated
zombies (rounded down), along with all weapons and items played face up on the
table in front of them. The player loses the rest of his or her turn except for zombie
movement and (optionally) discarding an Event card.
At the start of the player’s next turn, he or she starts over at the center of Town
Square with 3 bullets and 3 hearts. The player then takes a full turn as normal.
Cooperative Play: In cooperative play, when a player dies they start with one less
heart token. Once they start a turn with less than one heart token, they are out of
the game. Specifically, three strikes and you are out. To better keep track of this,
instead of discarding a heart token when you lose one in combat, just flip it over.
When you restart, discard a heart token.
TOKENS
To make it easier to keep track of bullet and heart tokens, players have an option of
flipping their tokens over instead of discarding them in the heart and bullet piles.
Players may never have more than 5 heart tokens, but may have any number of bullet
tokens.
EVENT CARDS
Each player begins with 3 Event cards in his or her hand, and draws up to a full hand
of 3 cards during Step 3 of each turn (see the Turn Sequence section). A player may
play only 1 Event card per round (that is, from the start of his or her turn to the
start of his or her next turn).
A player may never have more than 3 cards in his or her hand at the end of any turn.
If a player has more, he or she must discard down to 3 cards.
During the last step of each player’s turn, he or she may optionally discard 1 Event
card. Discarding signals the end of the player’s turn, and that player may not take
any further actions until the start of his or her next turn (unless he or she still has a
card play available and a card in hand that may be used before then).
An Event card may be played anytime that makes sense — even when it’s not your
turn — so long as you don’t play more than 1 Event card per turn.
When an Event card violates the normal rules of the game, the card supersedes the
rules.
If the Event deck runs out of cards, shuffle the discard pile to form a new draw deck.
There are two types of Event cards in this set: Regular Event Cards and
Item/Weapon Cards.
Items and weapons must be played in front of you during your turn (each time you
play one in front of you, it counts as your card play for the turn).
Items and weapons in front of you do not count toward your hand size limit.
You may only have 1 of each item or weapon in front of you at any time, and may
only use one for combat (e.g. during the same combat).
Cooperative Play: In cooperative play, each player MUST play an event card per
turn. If they are not able to play a card since their last turn, a card must be
discarded. When a card says “target player,” in cooperative play this must be played
on another player.
PLAYER MOVEMENT
Each time a player moves, he or she rolls 1 die, adds it to the number of heart tokens
they currently possess and may move up to that many spaces. The player doesn’t
have to use all rolled movement, and may stop moving at any time.
You may never move diagonally. You must always move from tile to tile by street
spaces.
You must move into and out of named buildings through the square that has the door
token present.
If you move onto a space with a zombie, combat occurs immediately (see the
Combat section). If you survive the combat, you may use any or all of your
remaining movement.
If you move onto a space with a bullet or heart and no zombie, you immediately
collect the token and add it to your collection. If there is a zombie on a space
with a bullet or heart, you must first kill the zombie before you can collect the
token.
Cooperative Play: Zombies will not move into buildings, only out. The closest
zombies to players move first, towards the closest player. Current player’s choice if
there is a tie.
Competitive Play: The first player to reach the center square of the Helipad,
killing the zombie on that square or collects 25 zombies wins the game!
Cooperative Play: The players win if they all reach the Helipad. They lose if a
single player dies three times.
Team Play: A team wins when both players in the team make it to the center
square of the Helipad before any other team. They may arrive at different times.
QUICKER PLAY
If you wish to play a quicker game: Once the Helipad is drawn, do not draw any
further cards from the Event deck, and all players roll two dice for movement.
SCENARIO PLAY
Search and Rescue:
Rescue
• When placing the Named Buildings, take the bullet and heart tokens as noted
on the building along with enough survivor tokens to place a token on
each additional square in the building. Place these tokens face down on
the table, mix and put one token face down on each square of the building.
• Each player or team must rescue either 1 or 2 survivors, your choice (2 for a
longer game), before going to the Helipad to win the game.
• You rescue a survivor just by landing on the space with the survivor.
• When a player dies with a survivor, the survivor is placed in the closest
building with a space available for a token.
• The survivors cannot be targeted by card effects, but the player can be
targeted as usual.
• For each survivor you have rescued, you can play one additional card per turn.
• In cooperative play, all 18 survivors must be rescued but no additional cards are
played per turn for the survivors.
The following buildings will have this number of survivors:
Skate Shop - 2 survivors
Hospital - 4 survivors
Fire Station - 2 survivor
Florist Shop - 1 survivor
Hardware Store - 2 survivors
Sporting Goods Store - 1 survivor
Army Surplus - 1 survivor
Lawn and Garden Store - 2 survivors
Toy Store - 3 survivors
Last Man Standing:
• Choose one player to be a zombie. They will not have a pawn on the board. They
control all the zombies that are on the board. Each other player takes a
survivor token, indicating that they are human and not yet a zombie.
• When a player is a human, their goal is to make it to the center square of the
Helipad as usual.
• When a player is a zombie, their goal is to turn all humans into zombies, at which point
the zombies win.
• When a player loses their last heart in combat, they discard their survivor token and are
now a zombie.
• Human Players take their turn as normal EXCEPT:
1) After the Human Player draws and places a tile at the beginning of their turn
the Zombie Player chooses where to put the zombies according to normal placement
rules, then the Human Player get to place any Bullet or Heart tokens.
2) During the Zombie Movement phase the Zombie Player may move ALL zombie
figures on the tile with the current Human Player and any one adjacent tile up to
one space.
(Note: If there is more than one Zombie Player, they take turns placing and moving
zombies with a single player doing both during a Human Player’s turn)
• Zombie Players take their turn as normal EXCEPT:
1) They skip the Combat and Player Movement phases.
2) During the Zombie Movement phase they roll one die and move that number of
zombies one square each. These can be any zombies on the board.
(Note: Some cards will not be playable by Zombie Players)
• Each player, including the players who are zombies, must play one card per turn. If they
were unable to play a card since their last turn, they must discard a card at the
end of their turn.
• When a card says “target player,” this must be another player and not themselves.
Well-Armed Helicopter:
In this scenario, a player can only win if they make it to the center square of the
Helipad as usual but with a weapon.
CREDITS
Zombies!!! designed by: Todd A. Breitenstein and Kerry Breitenstein
Art: Dave Aikins
Tile Art: Kurt Miller
Additional Development: Jonathan Breitenstein, Mark Bordenet, Darin Hinners.
Editing: Todd and Kerry Breitenstein
Layout and Design: Todd and Kerry Breitenstein & Paul Gerardi
Play testers: The usual cast of the Living Impaired.
Twilight Creations, Inc. Cold Spring, KY 41076
© 2014 Twilight Creations, Inc. All Rights Reserved.Zombies!!!, the Zombies!!! logo, Twilight
Creations, Inc., The Twilight Creations, Inc. logo, and “Where Fun Comes To Life” are trademarks
or registered trademarks of Twilight Creations, Inc. All Rights Reserved.