One Against the Dead III

Based on the original game One Against the Dead by Scott Slomiany.

Reference: http://www.boardgamegeek.com/game/32644

Revised game rules by Mark R. Brown

STORY

You.

Alone.

Except for lots of zombies.

Reach the helicopter to escape.

If you can!

EQUIPMENT

Dice should be different so they can be told apart.

5 red D6 = groups of 10 zombies

1 green D6 = group of 5 zombies

4 white D6 = individual zombies

1 D12-D20 = token/life counter

1 D6-D12 = survivor

1 yellow D6 = chainsaw

1 blue D6 = shotgun

1 pawn = baseball bat

1 deck of playing cards.

Remove 3 Aces, 3 Kings, 2 Queens, and 1 Jack.

Add 1 Joker.

BASICS

The cards represent city blocks. Place your token on the center card of a 9-card block, all face-up.

Add up the numbers of all surrounding cards that do not match the block you're on in either number or suit.

That's the number of zombies you place on the block you occupy.

EXAMPLE: Let's say this is your setup, with your token on the 8H:

AH QS 4D

7H [8H] 8S

9C 2C 3H

Going across the top row, the AH and QS would not generate any zombies, because they're not number cards. The 4D would generate 4 zombies.

In row two, the 7H generates no zombies because it matches the 8H in suit, and the 8S generates none because it matches the 8H in number.

In the last row, the 9C and 2C count, but the 3H matches in suit so it doesn't.

Adding up, that's 4D + 9C + 2C = 15 zombies.

You would place 1 red D6 with your token on the 8H to represent 10 zombies, and a green D6 to represent 5 more.

NOTE: You must always 'make change' to represent the zombie hoard in the most economical way possible. This is essential for combat! With the number of dice specified in these rules, you are forced to do so, anyway.

WEAPONS

Face cards represent available weapons. The numbers in parentheses indicate how many of each card are in the deck:

Jack (3)= baseball bat

Queen (2) = chainsaw

King (1) = shotgun

Place the baseball bat pawn on a Jack when it's revealed.

For Queen or king, roll the die for that weapon to see how much fuel/ammo it has before placing it on the card.

EXAMPLE: In the layout above, the QS would get a chainsaw. You would roll the chainsaw die and place it on the QS.

There is only one of each weapon available in the game at any time. If a weapon is already on the map when a new face card of its type is revealed, move that weapon to the new card, keeping the same number. If you already have that weapon type, the newly revealed card gets no weapon.

You can take a weapon only from a face card that is directly above or below the card you're on. You may take it at any time during your turn. (For example, before or after you use the weapon you already have in combat.)

You can only carry one weapon at a time. If you want to pick up another weapon, you must first drop the weapon you have and return it to the pool. You also return a chainsaw or shotgun to the pool when its fuel or ammo is used up. That weapon then becomes immediately available and should be placed on the last face card of its type to be revealed, unless that card was the one you took the weapon from. A baseball bat may be used an infinite number of times.

In the example layout above, you would certainly want take the chainsaw from the Queen on your first turn. If you rolled a 4, it would have fuel enough for 4 combat phases.

THE SURVIVOR & THE CONVENIENCE STORE

The Ace (there is only one) represents a survivor trapped in the wreckage. When the Ace is revealed, roll the survivor die to find out how many life points he has, and place it on the Ace.

The survivor can help you fight off zombies and take some of the damage they deal.

A survivor can also wield a weapon of his own, though he cannot have a weapon more powerful than your own. You may take a weapon from a survivor for your own use, or give him your old one when you take another.

The Joker (only one) represents a convenience store. There you can find provisions that restore life points. When the Joker is revealed, roll a spare D6 to find out how many life points you can gain. You can't gain more than your original life point total. However, you can allocate some to the survivor if he is accompanying you, up to the total he started with.

MOVEMENT

Decide ahead of time how many blocks away the helicopter is. Six blocks makes for a good game, though you can go more if you want a harder game. Your token gets 2 life points for each block, so for the standard game you start with 12 life points.

After the initial setup, you move your token, the survivor (if he accompanies you), and the zombies all together to the card on your left. You then turn the card you moved from face-down. It will no longer count for zombie generation.

Once you move, draw 5 cards and select three of them to make a new column of city blocks to your left. Make sure you have plenty of table room - you'll end up with ten columns of three cards each even in a 6-block game!

EXAMPLE: Assuming our initial setup, you move left to the 7H and draw this hand: 6H, KS, 7S, Joker, 5H. Let's play it this way:

6H AH QS 4D

5H [7H] XX 8S

7S 9C 2C 3H

The 6H, 5H, and 7S all match the 7H in either suit or number, so they add no new zombies for this turn! Neither do the AH, QS, or face-down 8H. The zombie total for this turn is only 9C + 2C = 11.

The remaining two cards go back on top of the deck. You'll draw them again next turn, along with three new cards.

The strategy is to minimize zombie creation while getting weapons and the survivor at strategic times. Note that in the example we put the 5H to the left of the 7H. When we move to it next turn, it will match the 6H and that won't generate any zombies. If we'd placed the 7S there instead, we'd have had 6 more zombies on the next turn.

Once you have seven cards in a row face-down (6 plus your starting space), you are on the helicopter space. On this turn, you will draw only three cards and put them all into place in the final column.

RESOURCES & COMBAT

After movement and zombie generation, decide whether to take any available weapon, survivor, or Joker life points before combat. (You can always take them after combat, if you wish.)

You must fight all zombies every turn.

If you are accompanied by a survivor, he may fight up to 1/2 the zombies, if you wish. He will also suffer any damage dealt by the zombies he fights. A survivor may use a second weapon, but may not use a weapon more powerful than yours.

To fight, you choose a weapon, decrement its fuel/ammo if you're using a chainsaw or shotgun, then roll all the dice for your opponents. Dice that roll less than or equal to the numbers indicated below are killed:

Fists 2

Bat 3

Chainsaw 4

Shotgun 5

You always have your fists to fight with, and you can always choose to use them instead of any weapon you carry.

The survivor fights any zombies allocated to him separately, in the same manner.

Once the zombie deaths have been resolved, any remaining zombies deal damage to you (or the survivor) at a rate of 1 life point for every 5 zombies. Individual zombies do not deal any damage.

After combat, you may once again to decide whether to acquire any available resources before your next movement.

END GAME

Get to the helicopter pad and survive your final zombie battle, and you win!

For a harder game, battle all remaining zombies to the death before you can get on the copter.

You can also play with more than six blocks between your starting space and the helicopter. Don’t forget to add 2 life points to your starting total for each block you add.

If you're keeping score, your score is your life point total. If a survivor made it with you, add his life points as well.

Now, go kill yourself some zombies!