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Thank yau far purchasing Zambies!!! 3.5: Nat Dead Yet! We hape yau enjay
uSing thL50 new car-ds..and_CUs.tamizatilin rules
__
Zambies!!! has came a lang way in a shart periad af time. We decided with
thiS release ta shake things up a bit and start maving the game in a new
and exciting directian. Ta get the ball railing we have devised these deck
custami:ratian rules. As we have always said since day ane. use the rules
yau like and disregard the anes yau dan't. These rules are an alternative
and aren't meant ta replace ar supersede anything.
As always. if yau have any questians. camments. criticism ar just want ta
say hi. feel free ta visit aur website at www.twilightcreatiansinc.cam and
drap us a line. Until then remember. yau dan't have ta run fast. yau just
have ta run faster than the slawest player...
Ttre-Custamtzed1)eck-Rules
Wit h the release of Zombies! !! 3.5 there are almost 100 different event
cards. Using all of them wou ld make a huge deck. This is fine if you
want to do it, but with that many cards we thoug ht 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 Zombi es 2). Alternately, it can be
chosen randoml y.
Before play all players con struct a custom event deck of at least
50 cards fo r thei r personal use during the game. Alternately, one
common deck may be con structed and played as usual .
A maximum of two of each card can be placed in the deck except
for the restricted cards listed below.
On ly one copy of any card on the restricted list may be placed in
the deck.
Play is as normal except all players draw fro m their own event decks

(unless a com mon deck is used) . Once a player runs out of cards in

their personal deck, that player may not draw any addition al cards.

DO NOT RESHU FFLE EVENT DEC KS.

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 powerfu l,
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
We 're Screwed
Bad Sense of Direction
Alternate Food Source
Minefield
Please check the website for additio:ls ard clarifications to this list.

Game Concept and Design: Todd A. B,eitenstein and Kerry Breitenstein

Art: Dave Aikins

Additional Development and card design: Mark Bordenet, Dr. Bedlam,

qobert Yarbrough, Tony Fryer, Steve Donohue, Everyone on the Zombies!!! list

and the members of the Twilight Creations playtest list.

-baYGY-t-aIKI-Oesig . +GElQ.-gFei-tem;teiA,- - - - - - - - -- - - - -- - - - - .
Play testers : The Usual Cast of Living Impaired
Twilight Creations, Inc. Cold Spring, KY 41076

2003 Twilight Creations , Inc. All Rights Reserved

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.

Zombies!!! and the Zombies!!! logo are trademarks or registered trademarks of

The united States Playing Card Co. and are used under license .

All Rights Reserved.

ZambieS!!!TM

The Came

The shotgun roared. The lifeless body flew off the hood as the jeep turned into the
parking lot of Taco Casa.
Dutside the streets were littered with walking dead, slowly following the two survivors
in their vehicle. An overturned 18-wheeler in the middle of the road caused Loren to take a
detour. The jeep bounced onto the sidewalk.
"Helipad's that way!" 'runo pOinted in the other direction as he reloaded the shotgun
with hiS last Six shells.
"We'll cut through the drive-thru and go around!" yelled Loren as she took a sharp left
turn. Crossing the Taco Casa playground, the jeep smashed a pair of lOmbies feasting on a
small child's remains.
"No that way!" 'runo stood up in the jeep and pumped his shotgun at the hoard of
cadavers heading their way.
Turning into the drive-thru. Loren had to slam on the brakes to avoid hitting the
flaming wreck before them. The tires screeched as the jeep slid into the burning car. 'runo
flew over the windshield and Loren's head snapped onto the steering wheel.
Dated and bloodied, she raised her head and wiped the blood from her eyes. 'runo was
out cold on the hood of the jeep. Loren painfully turned her head and saw the lOmbie hoard
making its way around the corner of Taco Casa.
She threw the jeep into reverse. The tires screamed. They went nowhere.
Loren half-stood to peer over 'runo. The front bumper was embedded in the car wreck
before them. They were stuck.
Turning around again, she saw the lOmbies getting closer. She reached between her legs
and grabbed a Pistol from underneath the seat. Dated. she turned to fire into the mob of
walking death.
'runo was awakened to the thunder of Loren's gun. Asharp pain came from his right
arm. then a pulling on hiS left leg. He raised hiS head to see the lOmbies climbing on the
hood. They clawed their way to him, one taking a bite out of his armand another beginning
to gnaw on his leg.
Dammit, he thought . .. never go through the drive-thru . . . they always screw you in
the drive-thru,
George Vasilakos
Creator of the "All Flesh Must 'e (aten" roleplaying game.
May:lOOl
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 wh en 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
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 fi rst one to make it out of the city, it will
all be worthwhile.
We sincerely hope you enjoy the ZO MBIES !!! and invite you to visit our website at
www.twilightcreationsinc .com and c heck out our other great game~ .

Contents
30 Map Tiles
50 Card Event Deck
100 Plastic Zo mbies
6 Plastic Shotg un Guy". (pawns)
30 Life Tokens
60 Bullet Tokens
2 Dice
In structions

Object the Came (A.K.A. "How Do I Win?)


The goal of ZOMBIES!!! is to be the first pl ayer to reach the center square of the
" Helipad " ti le, ki ll the zombie there an d escape th e advancing zom bie horde.
Altern ately, a player also wins if he is the first to co llect 25 zom bies.

Came Setup
Randomly choose a player to be the dealer. The dealer removes the "Town Square"
and " Heli pad" cards from the map deck . Place the Town Square card in the center of
the tab le with a pawn (Shotg un Guy) for each player on the center square. The dealer
then sh uffles the rest of the Map dec k and randomly places the " Helipad" in the
bottom half of the deck. Place th e 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 al l players.
Each player also receives three life and three bullet tokens.

TUrn Sequence Overview


Du ri ng a turn , players must perform the fol lowing steps.
1. Draw a ti le from the map deck an d place it on the table.
2. Combat any zombi es on your current space. (Please see Com bat 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 rol l. You must sto p
and combat on any space occupied by a zombie. You may continue you r movement
after defeating a zom bie up to your movement total.
6. After movin g. roll a si x-sided die. You must move that number of zom bies ,
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 ru les the players must follow
when placing map ti les.
Tiles may be rotated in an y direction but must be
placed so th at all roads are connected . You may
not bloc k any road wi th the side of a building.
When played. map cards with "named " build ings
(Ti le " B") immediately get th e number of
Zom bie(Z) . Bull et (B) and Life(L) tokens indicated.
All tokens and zom bies must be pl aced inside
the bui lding and may not be placed on any
street space. Please see the "Additional Rules
and Cl arifications " sectio n for more rules
regard ing zom bie and t oken pl acement.

It is possible to place map tiles in such a manner that no further tiles can be played.
If thi s occurs, the player who plays the last tile immediately loses the rest of their
tu rn . 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 fou r 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 can not be played. If this happens discard
the tile and continue your turn as normal.

Combat Rules
Any time you begin your tu rn on the same space as a zombie 0 .. 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 agai n or spend two bullet tokens to raise the total from two to four.
Com bat 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 th ree bullet tokens

(vent Card Rules


Events may be played at any t me.
Yo u may only play one event card during a round. (That is, you may play only one
card from the beg inning 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 an d no further turn actions may be taken once a card has been
discarded.
Reshuffle the discard pile when the event deck is exhausted.
Cards pl ayed in front of you such as items, are considered " in play," and do not
count agai nst you r 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
ti me. Players may only move on to road or named building spaces.
Any zombies enco untered while moving must be foug ht 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 player's 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.

lombil! Movl!ml!nt lIull!s


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 lIull!s 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 th ree.
No player may have more than five life tokens at on e time .
Players may have as many bullet tokens as Liley 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 pl acement
purposes.
Only doors accessible from road spaces may be used to entel 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 cop y of each weapon in play.
If an event card such as "Alternate Food Source" states thai no zombies attack, you
may not ki ll them anyway.
You may not attack other players without a card effect.
For a shorter game shuffle the " Helipad " t ile in the tile deck.
8 You may not conceal the number of zombies you have killed.

2nd Edition
Game Concept and Desi gn: Todd A. Breitenstein
Card Art: Dave Ai ki ns, Tile Art: Kurt Mill er
Additional Developement: Kerry Breitenstein , Mark Bordenet, Darin Hin er
Scul pting: Behrle Hubbuch
Layout and Design: Greg Conyers, Ph il Lacefield Jr, and Todd Breitenstein
Playtesters: Brian Woodward , Ted Treibull , David May, Phi l Lacefield Jr, Marcus D'Amelio, Johnny Queen.
Kathleen Thi ll, Dan Frohlich
Specia l thanks to Heat her Barn horst and all the members of the Prod uct Guidance Council.
2006 Twilight Creat ion s, In c. All Rights Reserved

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