ZOMBIFIED
INTRODUCTION
Card game for 2+ players. Zombie Theme.
GAME END
The game ends when there are no cards left in the deck and
and every player has had a turn in which there were no
cards left to draw.
VICTORY
The Player with the most survivors at the end of the game wins.
THE DECK
Players share a common deck.
CARD TYPES
There are 5 Card Types:
Survivors, Zombies, Weapons, Locations, Events
DICE
Six sided dice are needed.
SETUP
Each player starts with 1 random Survivor Card.
Each player is dealt a hand of random 7 cards.
Zombies may not attack until a players second turn.
TURN SEQUENCE
Players take turns.
Each turn has 9 phases:
1. Draw Phase
2. Survivor Phase
3. Location Phase
4. Zombie Phase
5. Weapon Phase
6. Penetration Phase
7. Fire Phase
8. Escape Phase
9. End Phase
DRAW PHASE
Draw 1 card.
SURVIVOR PHASE
Put 1 Survivor card from your hand into play.
LOCATION PHASE
If you don’t already have a location card in play, you may
Put one from your hand into play.
ZOMBIE PHASE
Put 1 Zombie card from your hand into play.
WEAPON PHASE
Attach a Weapon card from your hand to one of your Survivors.
A Survivor may only have one Weapon attached.
PENETRATION PHASE
Send all of your Zombies (your Horde) to attack one opponent.
Roll 2D6 for each attacking Zombie card.
This is the Penetration Roll.
Add the Penetration bonus of the Zombie card.
Subtract the Safety bonus of the Location card if there is one.
On a modified roll of 7 or better, the Zombie is able to
Get through to attack your Survivors.
FIRE PHASE
Each Survivor with a Weapon may make one attack roll against a
Zombie that made a successful penetration roll last phase (Incoming Zombies).
Discard an Impromptu Attack card to allow a Survivor without a Weapon to Attack.
Roll 2D6 to have a survivor attack.
This is the Weapon Roll.
Add the Force bonus of the Weapon card.
Subtract the Toughness bonus of the Incoming Zombie card.
On a modified roll of 7 or better, the Zombie is destroyed (discarded)
If you roll an unmodified 4 or less, discard the weapon (out of ammo, broken, lost, etc.)
ESCAPE PHASE
If there are any Incoming Zombies were not killed in Fire
Phase, (Chasing Zombies) the Survivors must roll to escape.
Roll for each Individual survivor card.
Roll 2D6 to have a survivor escape.
This is the Escape Roll.
Add the Escape bonus of the Survivor card.
Subtract the Speed bonus of the Fastest Chasing Zombie card.
On a modified roll of 7 or better, the Survivor Escapes.
Of the Survivors that did not make their escape roll, one random Survivor will be
Destroyed for each Chasing Zombie.
If the Survivors are forced to make Escape rolls, discard the Location card.
END PHASE
Max hand size is 8 cards.
Discard excess cards.
CARD LIST NOTATION
# = Number of Copies of that card in deck.
S = Survivors
Z = Zombies
W = Weapons
L = Locations
V = Events
P = Penetration
T = Toughness
E = Escape
B = Weapon Bonus
IAC = Impromptu Attack Card
CARD LIST
Card Name # Type Notes:
Body Part 4 Z P +2
Zombie 10 Z -
Zombie Horde 6 Z T +2
Zombie Dogs 4 Z Speed +2
Mutant Zombie Monster 2 Z P +2 T +2
Weak Survivor 2 S E –1 B –1
Kid 2 S E +2
Average Survivor 2 S -
Strong Survivor 2 S Strong
Gun Nut 2 S B +1 Strong
Combat Professional 2 S E +1 B +1 Strong
Heroic Zombie Killer 2 S E +2 B +2 Strong
Shovel 1 W B +1 Requires Strong
Bat 1 W B +1 Requires Strong
Chainsaw 1 W B +2 Requires Strong
Pistol 2 W B +1 (6 uses)
Rifle 1 W B +2 (5 uses)
Assault Rifle 2 W B +3 (4 uses)
Shotgun 2 W B +4 (3 uses)
School 1 L Safety +1
House 1 L Safety +1
Bar 1 L Safety +1
Hospital 1 L Safety +2
Mall 1 L Safety +2
Police Station 1 L Safety +2
Motorcycle 1 V 2 Survivors get E +3
Air Conditioning Vents 1 V All Survivors get E +2
Getaway Car 1 V All Survivors get E +2
Backdoor 1 V All Survivors get E +2
Narrow Ledge 1 V All Survivors get E +2
Sewer System 1 V All Survivors get E +2
Set Fire 1 V All Survivors get E +2
Give Up Hope 1 V Survivor gets E –4
Futile Attack 1 V Survivor gets E –4
Locked Door 1 V Safety Bonus +3
Barricade 1 V Safety Bonus +3
Basement 1 V Safety Bonus +3
Attic 1 V Safety Bonus +3
Zombies Everywhere 2 V P +3
Break Windows 2 V P +3
Surrounded 1 V Speed Bonus +2
Trapped 1 V Speed Bonus +2
Dead End 1 V Speed Bonus +2
Stop to Eat Victims 1 V Speed Bonus –2
Get Right Back Up 1 V T +2
Regenerate 1 V T +2
Already Dead 1 V T +2
Turn on the Lights 2 V Redirect attacking Horde to Target Player
Impale 1 V IAC W +2
Booby Trap 1 V IAC W +2
Falling Shelves 1 V IAC W +2
Torch 1 V IAC W +2
Crush Skull 1 V IAC W +2 Requires Strong
Zombie Bite 2 V Target Survivor becomes Zombie you control
Badly Injured 2 V Target Survivor permanent E –2 & W –2
Come With Us 2 V Take control of target Survivor
Make a Run for It 2 V All players draw 3 cards
Zombie Migration 2 V Take control of target Zombie
Find Ammo 1 V Weapon back to full number of uses
Broken 1 V Discard target Weapon
FAQ
1) Although the rules don't state it specifically, each player has his own
"in play" pile of survivors/weapons/locations?
----YES
2) In which case you play "your" zombies on another player's pile of
survivors/weapons/locations?
----YES
3) If a zombie wasn't killed in fire phase does it remain in that player's
"in play" pile after it either destroys a survivor or the latter escapes?
----YES
4) Once a weapon card is used, is it discarded if it doesn't explicitly have
"number of uses"? Or, do the hand-held weapons have infinite uses, and just the
firearms have to be discarded after the set number?
----YES, HAND HELD WEAPONS HAVE INFINITE USES AND JUST FIREARMS ARE
DISCARDED AFTER THEY RUN OUT OF AMMO
5) If a survivor is eaten in the escape phase, what happens to his weapons,if any?
----THE WEAPONS OF THE EATEN ARE DISCARDED.
6) When are events played? If as a distinct phase, would suggest inbetween
Weapon and Penetration phases. Otherwise, "can play in any phase in your turn,
but only one event/turn."
----YOU CAN PLAY EVENTS AT ANY TIME, WHENEVER IT SEEMS APPROPRIATE, WITH
NO LIMIT ON EVENTS PER TURN.
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