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