Zombie Madness
A HorrorClix Variant by Weyoun's Last Clone
For 2 players.
Forget Mario Party, Eye Toy, Pictionary, and Wii Play. Any good party game can’t do without zombies. First the things you need to play:
* Hordes of zombies
* Dice
* Victims (Horrorclix victims, that is)
Basic rules:
You will play an assortment of minigames involving zombies, zombies, and… zombies to see who can score the most points. Below you will find a description of 10 minigames you can play one against one. Depending on how much time you have, and which minigames you like, you can choose any number of games to play. Pick victims equal to the number of minigames you are going to play. The points you score will be equal to the movement value of the victim. If you want a fixed distribution, pick victims with the same movement value. If you want to build in some randomness and surprise element, pick victims with various movement values. Place the victims face down somewhere aside and shuffle. Everytime a minigame ends, the winner of that minigame may take a random victim from the pool.
Notation: 1d6 refers to a roll with one die; 2d6 refers to a roll with two dice.
#1: Deathrows
Zombies needed: 16 zombies, any zombies will do.
Gameplay: Place the zombies in 4 rows, one row with 1 zombie, the second row with 3 zombies, the third row with 5 zombies, and the fourth row with 7 zombies. It’ll look like this:
Z
ZZZ
ZZZZZ
ZZZZZZZ
Determine who goes first. He or she may remove any number of zombies from one single row. The second player does the same. Repeat this until the last zombie is removed. The player who removed that zombie loses the game.
#2: Teeth, Thumbs, Toes (Tic-Tac-Toe)
Zombies needed: 10 zombies (one player uses 5 zombies with either yellow, blue or red ring; the other player uses 5 zombies with a color-ring not used by the first player);
Gameplay: Play in a starting area of the starter map, or draw a 3x3 grid. Determine who goes first. The first player places a zombie somewhere on the grid. The second player does the same. Repeat until a player has 3 in a row, that player wins. When the grid is full without a player reaching 3 in a row, each player rolls 2d6, and the player who went second may add 1 to his or her dice roll. The player with the highest dice roll wins the game.
#3: Zombie-brains (Mastermind)
Zombies needed: Zombies of all REV-levels.
Gameplay: Determine randomly who will be the ‘host’ and who will be the ‘guesser’. Hidden from the ‘guesser’ the first player arranges three zombies in any way he or she wants. Rookie zombies are considered yellow, experienced are blue, and veteran are red. (So the host can do ‘blue-blue-yellow’, ‘red-yellow-blue’, or ‘red-red-red’, etc.) The ‘guesser’ uses three zombies to place his ‘guess’. The ‘host’ uses two dices to reveal how many zombies are of the right colour but on the wrong spot (first die), and how many zombies are of the right colour and on the right spot (second die). This continues with the second, third and fourth guess. If by the fourth guess, the ‘guesser’ has the sequence correct he or she wins. Otherwise the ‘host’ wins.
#4: Zombiemania
Zombies needed: Each player builds a team of exactly three zombies that add up to at most 80 points.
Gameplay:
Determine who will be the first player.
The zombies will be placed in the following way (use a 2x3 area on a horrorclix-map, or draw a 2x3 grid):
AYC
XBZ
Where A,B, and C are zombies of player one, and X,Y, and Z are zombies of player two. To determine which zombie will be on which position roll dice. For both players separately (replace ABC with XYZ for player 2): first, say your zombies are 1-2-3. If the result of 1d6 is 1 or 2, zombie 1 will be on place A, if the result is 3 or 4, zombie 2 will be on place A, and if the result is 5 or 6, zombie 3 will be on place A. Then for the remaining two zombies roll a 1d6. If odd, the first of those two is placed on B, otherwise the second is placed on B. The remaining zombie is placed on C.
From here it’ll be just like a horrorclix game, with the rule that the figures can’t move. You can only make close combat attacks. Players take turns making one attack per turn. Figures showing [skull] are removed. If only zombies X and C remain, or A and Z, place them adjacent and continue the game. The player who has the last zombie remaining wins.
#6: Twenty-four limbs
Zombies needed: A random assortment of zombies.
Gameplay: Place six zombies on a row. Roll a d6 to determine which zombie to use. Then roll 1d6 to see how many clicks in you’ll use the zombie (so deal the zombie clicks damage equal to your dice roll). If you end on an hourglass click or skull click, move one click back. Both players should see the numbers on that click at the same time. Now each player has to make a total of 24 with standard calculations (+, - , x, and /; addition, substraction, multiplication, and division) using all 4 values on the dial (ignore range). The first player who gets 24 wins. If after one minute 24 has not been made, select a new figure. If a player makes a wrong calculation, select a new figure, but now the other player may look at the dial 5 seconds before the player who calculated wrong.
#7: For on the deathrow (Four on a row)
Zombies needed: 42 zombies (one player uses 21 zombies with either yellow, blue or red ring; the other player uses 21 zombies with a color-ring not used by the first player);
Gameplay: You use an area of 6x7, where there are 6 rows and 7 columns (for example the area A1-A6 to G1-G6 on the starter map). Determine which player goes first. The first player places a zombie of his or her color in a column (if you use the map, choose column A, B, C, D, E, F, or G). It has to be in an unoccupied square with the lowest row-number in that column (so if you choose column C, and C1 and C2 are already occupied by a zombie, you place your zombie in C3). Now the second player does the same with a zombie of his or her color. You win the game if you manage to get 4 of your zombies in one line either horizontally, vertically, or diagonally. If the grid is full and no player has 4 zombies on one line, both players roll 2d6. The player with the highest roll wins.
#8: Get away!
Zombies needed: Any one zombie will do.
Gameplay: Use any row of 9 squares, and place the zombie in the middle square (that’s the fifth, for all you non-mathematicians out there). Determine who goes first. The second player rolls 2d6. After this, the first player has to say ‘higher’ or ‘lower’ and roll the dice. If the new value is indeed higher or lower according to what the player said, you may move the zombie a square toward your opponent. If the new roll compared to the old roll is the opposite of what you said, the zombie must move a square towards you. If the result is exactly the same, nothing happens. Now this continues with both players taking turns guessing and rolling, and comparing against the previous roll. When the zombie ends in the final square at your side, you lose, and your opponent wins.
#9: Dawn of the Dead
Zombies needed: Any 36 zombies will do.
Gameplay: Place the 36 zombies in a field of 6 by 6 squares. Agree on which direction you call rows, and what you call columns, and what will be row 1,2,..,6, and column 1,2,…,6. Determine who will be the first player. The goal for player 1 is to clear at least one row of zombies, and the goal of player 2 is to clear at least one column of zombies. Players take turns, where player 1 starts. During a turn a player calls ‘row’ or ‘column’ and then rolls 1d6. That player may then remove one zombie from the ‘row’ or ‘column’ (depending on what he or she called that turn) with the number corresponding to the die roll result. If a row is cleared first, player 1 wins. If a column is cleared first, player 2 wins.
#10: The Walking Dead
Zombies needed: A full REV-set each of 3 different zombies.
Gameplay: Determine who goes first. Player 1 picks one zombie-type of the three available, call this zombie 1 (for example, Zombie Cop, or Sorority Zombie). Player 2 picks one zombie-type of remaining 2 available, this is zombie 2.
Now place the 9 zombies in a 5x5 grid in the following way (R1 means the red zombie 1, the veteran version of the zombie-type player one picked; Y3 means the yellow zombie 3, the rookie version of the zombie-type neither player picked; B is blue, experienced).
R1 |
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B2 |
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Y3 |
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Y2 |
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R3 |
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B1 |
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B2 |
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Y1 |
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R2 |
Now players take turns moving zombies. You may move one zombie horizontally or vertically during your turn. You win if you get 3 in a row of your zombie (you picked at the start of the game), or 3 in a row of one color. You may not ‘undo’ a move your opponent did. Agree on a time limit. If you reach this limit without a winner, continue but now with the restriction that once zombies of the same type (that is zombies of the same REV) are adjacent they have to stay adjacent. So you may move them, but only as long as they stay adjacent.
End of the game:
After you played the minigames you wanted to play, each player reveals the victims they won. Both players calculate the total points they got from their victims. The overall winner is the player with the highest point total.
Additional suggestions:
* Add Hobby Gamer victim tokens to the victim pool to have a bigger surprise element during determining the final winner
* If you think going first in a particular game is too much of an adventage, play the game twice with both players starting once (then you add 2 victims to the pool instead of one, of course).
* Adjust games to your liking. For example, in the Zombiemania you can make a larger or smaller build, or use a different number of zombies. In ‘Get Away’ you can increase or decrease the number of squares used. Etcetera.
* Skip games you don’t like, or create mini-games yourself to add to the fun!