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AVZ_rules-v1-0 (WEBSITE).pdf - Victory Point Games

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Science-Fiction Wargame #4<br />

Game Design:<br />

Chris Taylor<br />

Developed By:<br />

Chris Taylor<br />

Art & Graphics:<br />

Vinh Ha and Nick Hayes<br />

(c) 2013 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong> (VPG); “Aliens vs.<br />

Zombies” is VPG’s name for its two-player wargame of aliens<br />

versus zombies.<br />

http://victorypointgames.com; info@victorypointgames.com;<br />

(714) 957-4066


Aliens vs. Zombies is published by <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong><br />

3303 Harbor Boulevard, Suite B-1<br />

Costa Mesa, CA 92626-1523<br />

http://victorypointgames.com<br />

info@victorypointgames.com<br />

(714) 957-4066


Aliens vs. Zombies<br />

Table of Contents<br />

INTRODUCTION . . . . . . . . . . . . . . . . . 1<br />

[1.0] COMPONENTS . . . . . . . . . . . . . . . 1<br />

[2.0] SET UP . . . . . . . . . . . . . . . . . . . . . . . 2<br />

[3.0] HOW TO PLAY . . . . . . . . . . . . . . . 2<br />

[4.0] EVENTS . . . . . . . . . . . . . . . . . . . . . . 3<br />

[5.0] ACTIONS . . . . . . . . . . . . . . . . . . . . . 4<br />

[6.0] MOVEMENT . . . . . . . . . . . . . . . . . . 4<br />

[7.0] ATTACKS . . . . . . . . . . . . . . . . . . . . . 5<br />

[8.0] VICTORY! . . . . . . . . . . . . . . . . . . . . 5<br />

INTRODUCTION<br />

“Aliens vs. Zombies” (AvZ) is a two-player game<br />

about the life and death (mostly death) battle<br />

between two natural enemies: Aliens and<br />

Zombies. The Aliens attacked the Earth and<br />

destroyed 99% of humanity using orbital death<br />

rays. However, the weapon interacted strangely<br />

with human DNA and caused an unforeseen<br />

mutation! Within 24 hours of death, the recently<br />

dead arose and slowly shambled aimlessly, yet<br />

with purpose, in the general direction of the<br />

Alien attackers to take their revenge.<br />

[1.0] COMPONENTS<br />

Included in your AvZ package are the following<br />

components:<br />

(60) ½” square Zombie counters<br />

(24) ½” rounded Alien counters<br />

(2) 5/8” rounded big Alien counters<br />

(10) ¾” x 1 1/8” rounded event tiles<br />

(1) 8½” x 11” color game board<br />

(6) six-sided dice (boxed edition only)<br />

(1) Rules booklet<br />

Everything you need to play is included, except<br />

an opponent. You may also need to provide a<br />

handful of regular 6-sided dice.<br />

Event Tiles: One event tile is<br />

revealed at the beginning of<br />

each turn. Events have a number<br />

(ranging from 3-10) and one or<br />

two icons. The number indicates<br />

the new Zombie spawns that<br />

turn. The icons are Zombie (red)<br />

or Alien (blue) events. The event<br />

tiles are also used to keep track of game length.<br />

When all event tiles have been revealed, the game<br />

is over and a victor is determined.<br />

Aliens: These rounded counters<br />

represent the Aliens invading the<br />

town. There are several types of<br />

Aliens, with different characteristics.<br />

Higher numbers are better. Units with<br />

circled combat numbers are armored.<br />

UFOs have a triangle behind their<br />

movement number as a reminder of<br />

their special movement <strong>rules</strong>. See the<br />

back cover for a key to all Alien units.<br />

Zombies: These square counters<br />

represent the, very angry, recently<br />

deceased. Zombie counters have<br />

a single number – the Zombie<br />

Number – which is used for both<br />

movement and combat. Higher numbers are<br />

better for movement and lower numbers are better<br />

for combat. There are three types of Zombies, in<br />

two sizes. The larger Mobs are more<br />

difficult to kill and are stronger in<br />

combat. Zombie Mobs have a white<br />

number in a black circle.<br />

Rotting Zombies are the most common, and<br />

Tough Zombies are the rarest. Fast and Tough<br />

Zombies have special <strong>rules</strong> for movement and<br />

combat, respectively. See the back cover for a key<br />

to all Zombie units.<br />

Game Board: The board consists of rectangular<br />

locations, divided by streets. The locations<br />

regulate movement. There are three types of<br />

locations: building, park and dirt lot. Building<br />

locations are gray, park locations are green and<br />

dirt lots are dirty brownish.<br />

© 2013 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong> 1


Aliens vs. Zombies<br />

Since Zombies and Aliens obey all traffic laws,<br />

they can only cross the streets at crosswalks and<br />

can never jaywalk diagonally.<br />

Aliens awaiting landing are placed off to the side<br />

of the board in the reserve. Aliens that are killed<br />

by Zombies are sent back to the reserve. Zombies<br />

that are killed are sent to the other side of the<br />

board to the Zombie dead pile.<br />

[2.0] SET UP<br />

Place the board between the two players.<br />

Determine which player will control the Aliens<br />

and which player will shamble along with the<br />

Zombies. If necessary, roll a die to determine who<br />

will be the Alien player.<br />

Place the 10 event tiles face-down and randomize<br />

them. Return two random tiles to the bag (they<br />

will not be used this game) without looking,<br />

leaving eight tiles on the table.<br />

Put all the Zombie counters in a clean, dry<br />

opaque container (like a coffee cup without<br />

the coffee) that is called the grave. The Zombie<br />

player draws 15 random counters from the grave<br />

and places them on the map, up to three Zombie<br />

counters per location.<br />

Meanwhile, the Alien player should sort the<br />

Alien units in the reserve by type and assemble<br />

three groups, each containing one Trooper, one<br />

UFO and one Tank. After the Zombie player<br />

has finished placing his or her Zombies, the<br />

Alien player places the three groups on the map<br />

in locations with no other counters; each group<br />

must be placed in a different location.<br />

[3.0] HOW TO PLAY<br />

The game is played out over eight turns. Each<br />

turn is made up of the following phases, which<br />

are conducted in order. Repeat these phases if<br />

there are more event tiles to reveal. After the last<br />

turn, see (8.0) to determine the winner.<br />

1. Event<br />

The Zombie player reveals one event tile.<br />

The Zombie player pulls X random Zombies<br />

from the grave, where X is the number on the<br />

Event tile, and “spawns” these Zombies on any<br />

number of locations on the outside edge of the<br />

map and/or dirt lots (brown locations); there is<br />

no limitation to how many Zombies can be in<br />

a location and they can spawn in locations with<br />

Aliens. The Zombie player may empty the grave<br />

while spawning – any remaining spawns are lost.<br />

Finally, the event depicted on the event tile takes<br />

place. See Events (4.0).<br />

2. Alien Landing<br />

The Alien player rolls one die and adds the result<br />

to 1 (generating a number between 2 and 7).<br />

This is the total combat strength, or less, of small<br />

Alien units that will land on the map this turn.<br />

The Alien player can choose small units (Trooper,<br />

UFO, Tank or Leader) to place on empty<br />

locations on the map, as long as they have a total<br />

combined combat strength that is no greater than<br />

the random number. Only one Leader can land<br />

per turn. The Alien BFAR and Mutant cannot<br />

land during this phase.<br />

Leaders like to travel in style and there isn’t enough<br />

room for more than one in the same landing pod.<br />

3. Alien Actions<br />

Each Alien on the map can take one action:<br />

Move, Attack or Blast ‘Em. The Alien player can<br />

act with one Alien at a time or group Aliens in<br />

the same location to perform the same action.<br />

See Actions (5.0).<br />

2<br />

© 2013 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


Aliens vs. Zombies<br />

A Move action moves the Alien from location to<br />

location up to its maximum movement allowance.<br />

An Attack action allows limited movement, but<br />

the Alien can shoot Zombies in the destination<br />

location. Blast ‘Em actions don’t allow movement,<br />

but the Alien’s attacks are explosive.<br />

4. Zombie Actions<br />

Each Zombie on the map can take one action:<br />

Move, Attack or Chomp ‘Em. The Zombie player<br />

can act with one Zombie at a time or group<br />

Zombies in the same location to perform the<br />

same action. See Actions (5.0).<br />

A Move action moves the Zombie from location<br />

to location up to its maximum movement<br />

allowance. An Attack action allows limited<br />

movement, but the Zombie can attack Aliens<br />

in the destination location. Chomp ‘Em actions<br />

don’t allow movement, but the Zombie has a<br />

chance of reviving “killed” Zombies from the<br />

dead pile.<br />

Extended Example: The<br />

Zombie player draws the “5”<br />

event tile (with one Alien Laser<br />

symbol). The Zombie player<br />

draws 5 random Zombies from<br />

the grave, examines them and<br />

decides to place three of them<br />

in one location on the edge of<br />

the map and one each in two<br />

different dirt lots. The Alien<br />

player then makes a laser attack against the new stack<br />

of Zombies but misses.<br />

The Alien player then rolls a die and gets a 4 for a<br />

total landing of 5 points of combat strength. The<br />

Alien places one Tank and one UFO in the same<br />

empty location.<br />

The Alien player moves, attacks and blasts with each<br />

Alien counter. The Zombie player responds by moving,<br />

attacking and chomping with each Zombie counter.<br />

This wasn’t the last turn, so the next turn begins<br />

with the revealing of an event tile. If it had been the<br />

last turn, the winner would have been determined.<br />

See <strong>Victory</strong> (8.0).<br />

[4.0] EVENTS<br />

Each token has one or more event icons. Red<br />

icons favor the Zombie player, while blue icons<br />

favor the Alien player. Zombie Bites and Alien<br />

Lasers occur once for each icon on the event tile.<br />

Players can see the results of one event before<br />

choosing the next target.<br />

Zombie Bite: For each icon, the<br />

Zombie player picks any one location<br />

with one or more Alien counters and<br />

rolls a number of dice equal to the<br />

number of Aliens in that location. Zombies do<br />

not have to be present or adjacent. For each result<br />

of 5+, the Alien player kills one Alien. For each<br />

Alien killed in this manner, the Zombie player<br />

takes one random counter from the Zombie dead<br />

pile and places it in the targeted location. Some<br />

of the Aliens have been affected by the mutated<br />

Zombie disease.<br />

Alien Laser: For each icon, the Alien<br />

player picks any one location with one<br />

or more Zombie counters and rolls<br />

one die. If the result is equal to or less<br />

than the number of Zombies in that location, all<br />

Zombies in that location are killed and sent to<br />

the Zombie dead pile. The Alien High Command<br />

has seeded space with Alien Orbital Laser platforms.<br />

They can target many Zombies in the same area,<br />

but take time to recharge.<br />

Zombie Claw: Various body parts and<br />

limbs, separated from their bodies, attack<br />

the Aliens. For this turn, all Aliens on<br />

the ground cannot move. Grounded<br />

Aliens can take the Blast 'Em action or pass. Only<br />

Alien UFOs can take the Move or Attack actions.<br />

Add a +1 bonus to each Zombie attack die result<br />

until the end of this turn.<br />

Zombie Rise: The peaceful dead are<br />

peaceful no more! In addition to the<br />

four Zombie spawns listed on the tile,<br />

spawn one additional Zombie for each<br />

Alien on the map. Any Zombies killed this turn<br />

are sent back to the grave, not to the dead pile.<br />

© 2013 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong> 3


Aliens vs. Zombies<br />

Alien Mutant: The mutated Zombie<br />

DNA strikes a lowly Alien trooper<br />

and creates a 30-foot-tall Alien<br />

mutant! Replace one Alien Trooper<br />

with the large Alien Mutant counter. The Mutant<br />

immediately goes on a rampage and can move up<br />

to six locations (ignore terrain costs; it can only<br />

enter a location once during this special move).<br />

One Zombie is killed (Zombie player choice) in<br />

each location the Mutant stomps through while<br />

rampaging. The Mutant only rampages during<br />

the initial turn. If there is no Trooper on the map,<br />

discard this event with no effect.<br />

Alien BFAR: The massive Alien<br />

Battle Faction Armored Robot lands<br />

and immediately attacks nearby<br />

Zombies with SRMs (short-range<br />

missiles). Place the Alien BFAR in an empty<br />

location. The Alien player rolls six dice. For<br />

each result of 4+, the Zombie player removes<br />

one counter in an adjacent location (including<br />

diagonals). The BFAR only makes one missile<br />

attack when initially landing.<br />

[5.0] ACTIONS<br />

Each counter can act once per turn. Both<br />

Zombies and Aliens can take Move and Attack<br />

Actions. Zombies can take the Chomp’ Em<br />

action and Aliens can take the Blast ‘Em action. A<br />

counter can pass and do nothing. Counters must<br />

complete their action before another counter can<br />

act. Counters performing the same action can<br />

move or attack at the same time. You might want<br />

to rotate or flip counters to indicate they cannot<br />

act again this turn.<br />

[5.1] Move: The counter may move more than<br />

one location using movement points, but cannot<br />

attack. Alien movement points are equal to their<br />

movement number and Zombie movement<br />

points are equal to their Zombie number. See<br />

Movement (6.0).<br />

[5.2] Attack: The counter may use one movement<br />

point and then make one attack. See Attacks (7.0).<br />

[5.3] Chomp ‘Em: Zombies that do not move<br />

can make this special attack. On a natural 6 on<br />

attack dice, deal one hit and return one random<br />

Zombie from the dead pile to this location.<br />

[5.4] Blast ‘Em: An Alien that does not move<br />

can make this special attack. On a natural 6, deal<br />

one hit and attack again. This will continue as<br />

long as natural 6s are rolled. Blast ‘Em attack dice<br />

explode in gaming terms.<br />

[6.0] MOVEMENT<br />

Each point of movement allows the counter to<br />

move to one adjacent location by the long or<br />

short edge, but not the corner. A counter does<br />

not have to spend all of its movement points, but<br />

points are never saved and cannot be shared with<br />

other counters.<br />

[6.1] Big Trees: Park locations are dense with<br />

trees and cost two movement points to enter. A<br />

counter using the Attack action could not enter<br />

a park location since it only has one movement<br />

point. Exception: Alien UFOs ignore terrain.<br />

[6.2] Enemy-Occupied Locations: Moving into<br />

an enemy-occupied location ends movement.<br />

Exception: Alien UFOs and Fast Zombies do<br />

not have to stop.<br />

[6.3] Braaains!: The last Zombie cannot leave<br />

an Alien occupied location. At least one Zombie<br />

must remain in a location with one or more Alien<br />

counters. Alien Leaders have very large brains<br />

and are especially tasty. No Zombie can leave a<br />

location with an Alien Leader.<br />

[6.4] Alien Rundown: Aliens cannot leave<br />

locations with Fast Zombies. Exception: Alien<br />

UFOs can leave locations with Fast Zombies.<br />

[6.4] Stacking: Any number of Zombies can<br />

occupy a location. At the end of a movement<br />

phase, there can be a maximum of four Aliens in<br />

one location. The BFAR and Mutant count as<br />

two Aliens each. The Alien player must discard<br />

excess Aliens to the reserves if necessary.<br />

4<br />

© 2013 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong>


Aliens vs. Zombies<br />

[7.0] ATTACKS<br />

Aliens and Zombies can only attack enemies in<br />

the same location. For each attack, perform the<br />

following steps:<br />

a. Roll Attack Dice<br />

b. Roll Save Dice<br />

c. Resolve Hits<br />

d. Remove Casualties<br />

[7.1] Roll Attack Dice: The number of attack<br />

dice rolled and the result required for a hit<br />

depends on if the attacker is Alien or Zombie.<br />

[7.1a] Alien Attacks: Attacking Aliens roll a<br />

number of dice equal to their total combat strength<br />

and hit on a 4+. Alien Leaders stacked with Aliens<br />

add +1 to each die result (and so hit on a 3+).<br />

Alien Example: There is one Trooper, one<br />

UFO, one Tank and one Leader attacking in a<br />

location. The Alien player rolls a total of eight dice<br />

(1+2+3+2, respectively) that hit on 3s or higher.<br />

[7.1z] Zombie Attacks: Roll one die for each<br />

Zombie and hit if the result is greater than the<br />

Zombie number. If attacking with multiple<br />

Zombies, roll each type of Zombie separately.<br />

Zombie Mobs roll one additional die.<br />

Zombie Example: There are three Rotting<br />

Zombies, one Fast Zombie Mob and two Tough<br />

Zombies in a location that are attacking. The<br />

Zombie player would roll three dice that hit on 4 or<br />

higher for the Rotting Zombies, two dice that hit on<br />

5 or 6 (one for the Fast Zombie Mob counter plus<br />

one Mob bonus die) and two dice that hit on 3 or<br />

higher ( for the Tough Zombies).<br />

[7.2] Roll Save Dice: The attacked player rolls<br />

one die for each hit. Each die roll of 5+ reduces<br />

the number of hits by one. Alien stacks with at<br />

least one Leader and Zombie stacks with at least<br />

one Tough Zombie instead save on a 4+.<br />

[7.3] Resolve Hits: Players assign remaining hits<br />

to their own units. Each hit will kill one Zombie<br />

(non-Mob) or un-armored Alien counter. It takes<br />

two hits to kill one armored Alien counter (UFO,<br />

Tank or BFAR) or one Zombie Mob. Hits cannot<br />

be split between armored units or Mobs to avoid<br />

taking losses. A loss must be taken if possible.<br />

Example: The Alien player is assigning two hits to<br />

a stack with a Trooper and two UFOs. They cannot<br />

assign one hit each to the UFOs to take no damage.<br />

The Alien player assigns one hit to the Trooper (they<br />

can always make more) and one hit to a UFO, which<br />

bounces. The dead Trooper is placed in the reserve.<br />

[7.4] Remove Casualties: Dead Zombies are<br />

placed in the dead pile. Dead Aliens are placed<br />

in the reserve. For each dead Alien placed in the<br />

reserve, return one random Zombie from the<br />

dead pile to the grave (in addition to any Chomp<br />

‘Em results).<br />

[8.0] VICTORY!<br />

The game ends after the 8th turn. To determine<br />

the winner, count the number of Zombies in the<br />

dead pile.<br />

Dead Zombies Level of <strong>Victory</strong><br />

0-10 Overwhelming Zombie <strong>Victory</strong><br />

11-20 Zombie <strong>Victory</strong><br />

21-25 Stalemate<br />

26-35 Alien <strong>Victory</strong><br />

36 or more Incredible Alien <strong>Victory</strong><br />

CREDITS<br />

Game Design by Chris Taylor<br />

Character Illustrations by Nick Hayes<br />

Map & Cover Art by Vinh Ha<br />

Playtesting by Brad Bernstein, Robert Choi,<br />

Hayden Decker, Tom Decker, Alan Emrich, Scott<br />

Everts, Joshua Gottesman, Chad Krizan, Lenz<br />

Poh, Mary Taylor, Nathaniel Taylor, Ko Travis,<br />

Ian Wakeham and Sean Young<br />

Proofreading by Chad Krizan, Rick Partin and<br />

Ian Wakeham<br />

© 2012 Chris Taylor and <strong>Victory</strong> <strong>Point</strong> <strong>Games</strong><br />

5


3 3<br />

4 4<br />

2 2<br />

Rotting<br />

Zombie<br />

Rotting<br />

Zombie Mob<br />

Fast<br />

Zombie<br />

Fast Zombie<br />

Mob<br />

Tough<br />

Zombie<br />

Tough Zombie<br />

Mob<br />

1 3 2 6 3 3 2 3<br />

3 5 4 4<br />

Alien<br />

Trooper<br />

Alien<br />

UFO<br />

Alien<br />

Tank<br />

Alien<br />

Leader<br />

Alien<br />

Mutant<br />

Alien<br />

BFAR<br />

Zombie<br />

Number<br />

3<br />

Alien Laser: For each icon, zap one location. Roll ≤<br />

number of Zombies to send them all to the dead pile.<br />

Combat<br />

Combat<br />

(Armored)<br />

1 3<br />

2<br />

2 6<br />

Movement<br />

Zombie Mob<br />

(+1 attack die)<br />

Flying<br />

Movement<br />

Alien BFAR: Land the robot in an empty location.<br />

Attack all Zombies in adjacent locations (ea. 4+=kill)<br />

Alien Mutant: Replace Trooper with Mutant.<br />

Mutant rampage (5 locations; kill 1 Zombie ea.)<br />

Zombie Bite: For each icon, gnaw one location.<br />

Roll 5+ for each Alien to replace.<br />

Zombie Rise: Spawn one extra Zombie for each<br />

Alien on the map. Dead Zombies go to grave.<br />

Zombie Claw: Non-flying Aliens cannot move.<br />

Zombies add +1 to all attack dice results.<br />

Sequence of Play<br />

1. Event<br />

2. Alien Landing<br />

3. Alien Actions<br />

4. Zombie Actions<br />

Attacks<br />

a. Roll Attack Dice<br />

b. Roll Save Dice<br />

c. Resolve Hits<br />

d. Remove Casualties<br />

Attack Hit Numbers<br />

Aliens hit on 4+ (Leaders 3+)<br />

Zombies hit > Zombie Number<br />

Alien Actions<br />

Move (Full move, no attack)<br />

Attack (1 MP, normal attack)<br />

Blast ‘Em (No move, special attack:<br />

Natural 6 is a hit, then roll again.)<br />

Zombie Actions<br />

Move (up to Zombie #)<br />

Attack (1 MP, normal attack)<br />

Chomp ‘Em (No move, special attack:<br />

Natural 6 returns one Zombie from dead<br />

pile to grave.)

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