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Aliens vs. Zombies

Aliens vs. Zombies Rulebook

Table of Contents

Table of Contents

  • [1.0] COMPONENTS
  • [2.0] SET UP
  • [3.0] HOW TO PLAY
    • 1. Event
    • 2. Alien Landing
    • 3. Alien Actions
    • 4. Zombie Actions
    • Extended Example
  • [4.0] EVENTS
  • [5.0] ACTIONS
  • [6.0] MOVEMENT
  • [7.0] ATTACKS
  • [8.0] VICTORY!
  • Reference Sheet (Back Cover)
    • Zombie Units
    • Alien Units
    • Event Icons
    • Sequence of Play
    • Attacks
    • Attack Hit Numbers
    • Alien Actions
    • Zombie Actions

[1.0] COMPONENTS

Included in your AvZ package are the following components:

  • (60) ½” square Zombie counters
  • (24) ½” rounded Alien counters
  • (2) 5/8” rounded big Alien counters
  • (10) ¾” x 1 1/8” rounded event tiles
  • (1) 8½” x 11” color game board
  • (6) six-sided dice (boxed edition only)
  • (1) Rules booklet

Everything you need to play is included, except an opponent. You may also need to provide a handful of regular 6-sided dice.

Event Tiles: One event tile is revealed at the beginning of each turn. Events have a number (ranging from 3-10) and one or two icons. The number indicates the new Zombie spawns that turn. The icons are Zombie (red) or Alien (blue) events. The event tiles are also used to keep track of game length. When all event tiles have been revealed, the game is over and a victor is determined.

Aliens: These rounded counters represent the Aliens invading the town. There are several types of Aliens, with different characteristics. Higher numbers are better. Units with circled combat numbers are armored. UFOs have a triangle behind their movement number as a reminder of their special movement rules. See the back cover for a key to all Alien units.

Zombies: These square counters represent the, very angry, recently deceased. Zombie counters have a single number – the Zombie Number – which is used for both movement and combat. Higher numbers are better for movement and lower numbers are better for combat. There are three types of Zombies, in two sizes. The larger Mobs are more difficult to kill and are stronger in combat. Zombie Mobs have a white number in a black circle.

Rotting Zombies are the most common, and Tough Zombies are the rarest. Fast and Tough Zombies have special rules for movement and combat, respectively. See the back cover for a key to all Zombie units.

Game Board: The board consists of rectangular locations, divided by streets. The locations regulate movement. There are three types of locations: building, park and dirt lot. Building locations are gray, park locations are green and dirt lots are dirty brownish.

Since Zombies and Aliens obey all traffic laws, they can only cross the streets at crosswalks and can never jaywalk diagonally.

Aliens awaiting landing are placed off to the side of the board in the reserve. Aliens that are killed by Zombies are sent back to the reserve. Zombies that are killed are sent to the other side of the board to the Zombie dead pile.

[2.0] SET UP

Place the board between the two players. Determine which player will control the Aliens and which player will shamble along with the Zombies. If necessary, roll a die to determine who will be the Alien player.

Place the 10 event tiles face-down and randomize them. Return two random tiles to the bag (they will not be used this game) without looking, leaving eight tiles on the table.

Put all the Zombie counters in a clean, dry opaque container (like a coffee cup without the coffee) that is called the grave. The Zombie player draws 15 random counters from the grave and places them on the map, up to three Zombie counters per location.

Meanwhile, the Alien player should sort the Alien units in the reserve by type and assemble three groups, each containing one Trooper, one UFO and one Tank. After the Zombie player has finished placing his or her Zombies, the Alien player places the three groups on the map in locations with no other counters; each group must be placed in a different location.

[3.0] HOW TO PLAY

The game is played out over eight turns. Each turn is made up of the following phases, which are conducted in order. Repeat these phases if there are more event tiles to reveal. After the last turn, see (8.0) to determine the winner.

1. Event

The Zombie player reveals one event tile.

The Zombie player pulls X random Zombies from the grave, where X is the number on the Event tile, and “spawns” these Zombies on any number of locations on the outside edge of the map and/or dirt lots (brown locations); there is no limitation to how many Zombies can be in a location and they can spawn in locations with Aliens. The Zombie player may empty the grave while spawning – any remaining spawns are lost.

Finally, the event depicted on the event tile takes place. See Events (4.0).

2. Alien Landing

The Alien player rolls one die and adds the result to 1 (generating a number between 2 and 7). This is the total combat strength, or less, of small Alien units that will land on the map this turn. The Alien player can choose small units (Trooper, UFO, Tank or Leader) to place on empty locations on the map, as long as they have a total combined combat strength that is no greater than the random number. Only one Leader can land per turn. The Alien BFAR and Mutant cannot land during this phase.

Leaders like to travel in style and there isn’t enough room for more than one in the same landing pod.

3. Alien Actions

Each Alien on the map can take one action: Move, Attack or Blast ‘Em. The Alien player can act with one Alien at a time or group Aliens in the same location to perform the same action. See Actions (5.0).

A Move action moves the Alien from location to location up to its maximum movement allowance. An Attack action allows limited movement, but the Alien can shoot Zombies in the destination location. Blast ‘Em actions don’t allow movement, but the Alien’s attacks are explosive.

4. Zombie Actions

Each Zombie on the map can take one action: Move, Attack or Chomp ‘Em. The Zombie player can act with one Zombie at a time or group Zombies in the same location to perform the same action. See Actions (5.0).

A Move action moves the Zombie from location to location up to its maximum movement allowance. An Attack action allows limited movement, but the Zombie can attack Aliens in the destination location. Chomp ‘Em actions don’t allow movement, but the Zombie has a chance of reviving “killed” Zombies from the dead pile.

Extended Example

The Zombie player draws the “5” event tile (with one Alien Laser symbol). The Zombie player draws 5 random Zombies from the grave, examines them and decides to place three of them in one location on the edge of the map and one each in two different dirt lots. The Alien player then makes a laser attack against the new stack of Zombies but misses.

The Alien player then rolls a die and gets a 4 for a total landing of 5 points of combat strength. The Alien places one Tank and one UFO in the same empty location.

The Alien player moves, attacks and blasts with each Alien counter. The Zombie player responds by moving, attacking and chomping with each Zombie counter.

This wasn’t the last turn, so the next turn begins with the revealing of an event tile. If it had been the last turn, the winner would have been determined. See Victory (8.0).

[4.0] EVENTS

Each token has one or more event icons. Red icons favor the Zombie player, while blue icons favor the Alien player. Zombie Bites and Alien Lasers occur once for each icon on the event tile. Players can see the results of one event before choosing the next target.

Zombie Bite: For each icon, the Zombie player picks any one location with one or more Alien counters and rolls a number of dice equal to the number of Aliens in that location. Zombies do not have to be present or adjacent. For each result of 5+, the Alien player kills one Alien. For each Alien killed in this manner, the Zombie player takes one random counter from the Zombie dead pile and places it in the targeted location. Some of the Aliens have been affected by the mutated Zombie disease.

Alien Laser: For each icon, the Alien player picks any one location with one or more Zombie counters and rolls one die. If the result is equal to or less than the number of Zombies in that location, all Zombies in that location are killed and sent to the Zombie dead pile. The Alien High Command has seeded space with Alien Orbital Laser platforms. They can target many Zombies in the same area, but take time to recharge.

Zombie Claw: Various body parts and limbs, separated from their bodies, attack the Aliens. For this turn, all Aliens on the ground cannot move. Grounded Aliens can take the Blast 'Em action or pass. Only Alien UFOs can take the Move or Attack actions. Add a +1 bonus to each Zombie attack die result until the end of this turn.

Zombie Rise: The peaceful dead are peaceful no more! In addition to the four Zombie spawns listed on the tile, spawn one additional Zombie for each Alien on the map. Any Zombies killed this turn are sent back to the grave, not to the dead pile.

Alien Mutant: The mutated Zombie DNA strikes a lowly Alien trooper and creates a 30-foot-tall Alien mutant! Replace one Alien Trooper with the large Alien Mutant counter. The Mutant immediately goes on a rampage and can move up to six locations (ignore terrain costs; it can only enter a location once during this special move). One Zombie is killed (Zombie player choice) in each location the Mutant stomps through while rampaging. The Mutant only rampages during the initial turn. If there is no Trooper on the map, discard this event with no effect.

Alien BFAR: The massive Alien Battle Faction Armored Robot lands and immediately attacks nearby Zombies with SRMs (short-range missiles). Place the Alien BFAR in an empty location. The Alien player rolls six dice. For each result of 4+, the Zombie player removes one counter in an adjacent location (including diagonals). The BFAR only makes one missile attack when initially landing.

[5.0] ACTIONS

Each counter can act once per turn. Both Zombies and Aliens can take Move and Attack Actions. Zombies can take the Chomp’ Em action and Aliens can take the Blast ‘Em action. A counter can pass and do nothing. Counters must complete their action before another counter can act. Counters performing the same action can move or attack at the same time. You might want to rotate or flip counters to indicate they cannot act again this turn.

[5.1] Move: The counter may move more than one location using movement points, but cannot attack. Alien movement points are equal to their movement number and Zombie movement points are equal to their Zombie number. See Movement (6.0).

[5.2] Attack: The counter may use one movement point and then make one attack. See Attacks (7.0).

[5.3] Chomp ‘Em: Zombies that do not move can make this special attack. On a natural 6 on attack dice, deal one hit and return one random Zombie from the dead pile to this location.

[5.4] Blast ‘Em: An Alien that does not move can make this special attack. On a natural 6, deal one hit and attack again. This will continue as long as natural 6s are rolled. Blast ‘Em attack dice explode in gaming terms.

[6.0] MOVEMENT

Each point of movement allows the counter to move to one adjacent location by the long or short edge, but not the corner. A counter does not have to spend all of its movement points, but points are never saved and cannot be shared with other counters.

[6.1] Big Trees: Park locations are dense with trees and cost two movement points to enter. A counter using the Attack action could not enter a park location since it only has one movement point. Exception: Alien UFOs ignore terrain.

[6.2] Enemy-Occupied Locations: Moving into an enemy-occupied location ends movement. Exception: Alien UFOs and Fast Zombies do not have to stop.

[6.3] Braaains!: The last Zombie cannot leave an Alien occupied location. At least one Zombie must remain in a location with one or more Alien counters. Alien Leaders have very large brains and are especially tasty. No Zombie can leave a location with an Alien Leader.

[6.4] Alien Rundown: Aliens cannot leave locations with Fast Zombies. Exception: Alien UFOs can leave locations with Fast Zombies.

[6.4] Stacking: Any number of Zombies can occupy a location. At the end of a movement phase, there can be a maximum of four Aliens in one location. The BFAR and Mutant count as two Aliens each. The Alien player must discard excess Aliens to the reserves if necessary.

Editor’s note: the printed rulebook numbers both “Alien Rundown” and “Stacking” as [6.4]. They are transcribed here with the numbering as printed.

[7.0] ATTACKS

Aliens and Zombies can only attack enemies in the same location. For each attack, perform the following steps:

a. Roll Attack Dice b. Roll Save Dice c. Resolve Hits d. Remove Casualties

[7.1] Roll Attack Dice: The number of attack dice rolled and the result required for a hit depends on if the attacker is Alien or Zombie.

[7.1a] Alien Attacks: Attacking Aliens roll a number of dice equal to their total combat strength and hit on a 4+. Alien Leaders stacked with Aliens add +1 to each die result (and so hit on a 3+).

Alien Example: There is one Trooper, one UFO, one Tank and one Leader attacking in a location. The Alien player rolls a total of eight dice (1+2+3+2, respectively) that hit on 3s or higher.

[7.1z] Zombie Attacks: Roll one die for each Zombie and hit if the result is greater than the Zombie number. If attacking with multiple Zombies, roll each type of Zombie separately. Zombie Mobs roll one additional die.

Zombie Example: There are three Rotting Zombies, one Fast Zombie Mob and two Tough Zombies in a location that are attacking. The Zombie player would roll three dice that hit on 4 or higher for the Rotting Zombies, two dice that hit on 5 or 6 (one for the Fast Zombie Mob counter plus one Mob bonus die) and two dice that hit on 3 or higher (for the Tough Zombies).

[7.2] Roll Save Dice: The attacked player rolls one die for each hit. Each die roll of 5+ reduces the number of hits by one. Alien stacks with at least one Leader and Zombie stacks with at least one Tough Zombie instead save on a 4+.

[7.3] Resolve Hits: Players assign remaining hits to their own units. Each hit will kill one Zombie (non-Mob) or un-armored Alien counter. It takes two hits to kill one armored Alien counter (UFO, Tank or BFAR) or one Zombie Mob. Hits cannot be split between armored units or Mobs to avoid taking losses. A loss must be taken if possible.

Example: The Alien player is assigning two hits to a stack with a Trooper and two UFOs. They cannot assign one hit each to the UFOs to take no damage. The Alien player assigns one hit to the Trooper (they can always make more) and one hit to a UFO, which bounces. The dead Trooper is placed in the reserve.

[7.4] Remove Casualties: Dead Zombies are placed in the dead pile. Dead Aliens are placed in the reserve. For each dead Alien placed in the reserve, return one random Zombie from the dead pile to the grave (in addition to any Chomp ‘Em results).

[8.0] VICTORY!

The game ends after the 8th turn. To determine the winner, count the number of Zombies in the dead pile.

Dead ZombiesLevel of Victory
0-10Overwhelming Zombie Victory
11-20Zombie Victory
21-25Stalemate
26-35Alien Victory
36 or moreIncredible Alien Victory

Reference Sheet (Back Cover)

The printed back cover carries no heading; this label is added for navigation. Unit numbers are read from the card art, using the printed Combat and Movement labels for position (left number is Combat, right number is Movement).

Zombie Units

UnitZombie NumberNotes
Rotting Zombie3
Rotting Zombie Mob3Mob: +1 attack die; white number in black circle
Fast Zombie4
Fast Zombie Mob4Mob: +1 attack die
Tough Zombie2
Tough Zombie Mob2Mob: +1 attack die

Zombie Mob (+1 attack die): Zombie Mobs roll one additional die when attacking.

Alien Units

UnitCombatMovementNotes
Alien Trooper13
Alien UFO2 (armored)6 (flying)
Alien Tank33
Alien Leader2 (+1 bonus)3+1 to each attack die result when stacked with Aliens
Alien Mutant35Replaces a Trooper; counts as two Aliens
Alien BFAR4 (armored)4Counts as two Aliens

Event Icons

Alien Laser: For each icon, zap one location. Roll ≤ number of Zombies to send them all to the dead pile.

Alien BFAR: Land the robot in an empty location. Attack all Zombies in adjacent locations (ea. 4+=kill).

Alien Mutant: Replace Trooper with Mutant. Mutant rampage (5 locations; kill 1 Zombie ea.).

Zombie Bite: For each icon, gnaw one location. Roll 5+ for each Alien to replace.

Zombie Rise: Spawn one extra Zombie for each Alien on the map. Dead Zombies go to grave.

Zombie Claw: Non-flying Aliens cannot move. Zombies add +1 to all attack dice results.

Sequence of Play

  1. Event
  2. Alien Landing
  3. Alien Actions
  4. Zombie Actions

Attacks

a. Roll Attack Dice b. Roll Save Dice c. Resolve Hits d. Remove Casualties

Attack Hit Numbers

Aliens hit on 4+ (Leaders 3+). Zombies hit > Zombie Number.

Alien Actions

Move (Full move, no attack) Attack (1 MP, normal attack) Blast ‘Em (No move, special attack: Natural 6 is a hit, then roll again.)

Zombie Actions

Move (up to Zombie #) Attack (1 MP, normal attack) Chomp ‘Em (No move, special attack: Natural 6 returns one Zombie from dead pile to grave.)