Zombies!!! 2: Zombie Corps(e)
Zombies!!! 2: Zombie Corps(e) Rulebook
Table of Contents
Table of Contents
Contents
15 Map Tiles 30 Event Cards 6 Glow-in-the-dark Zombies More Heart tokens These rules
The Changed Stuff
Some players have expressed concerns over the end of the game being too long. Well, we have several solutions (and there are lots more on the web site).
- After initially shuffling the tiles, place the "Helipad" tile randomly in the bottom half of the stack.
- Feel free to roll two dice for movement instead of one.
- Once the Helipad is placed, no one draws any additional event cards.
There, that should speed things up sufficiently. Also, we think you will find that the new event cards and the additional "Helipad" in this set speed things up as well. Feel free to use any or all of these suggestions and tweak the game as you see fit. After all, you bought it...
Another concern has been the identification of the doors to named buildings. To make things easier you may now access any named buiding from an adjacent street space.
Finally, not really a change, but a clarification. You will notice that some of the named buildings in this set do not fill the whole marked area. Just to be clear, if a building is partially in a square, that square is still part of the building.
The New Stuff
Now, on to the heart of the matter. Incorporating Zombie Corps(e) into the main game is simple.
- Shuffle the new event cards with the old ones. Feel free to use them all or remove the ones that you don't like.
- Do not shuffle the new tiles and the originals together. (Unless you really want to.) Take the new tile called "Front Gate" and shuffle it with the original tiles. Alternately, you may randomly place it in the top half of the original stack of tiles.
- Take one "straight" road tile and one "crossroads" tile and place them to the side. Shuffle the rest of the Zombie Corps(e) tiles (including the "Helipad") and place them next to the original tiles. (Can anyone see where this is going?)
Game Play
The game is played normally until someone draws the front gate tile. When this tile is drawn and played, immediately connect the straight road and crossroads tiles you set aside earlier to it. (After all, we wouldn't want the secret military base so close to the city would we...) Place Zombies on these tiles according to the original rules. This should be the only access point to the military base. It cannot connect elsewhere.
Here's where things get a little dicey, so pay attention. From this point in the game forward, players may place tiles from either stack. But, Zombies!!! 2 (Z2C) tiles must be attached to the military base section. This includes the military base "Helipad". Also, once a stack is exhausted, players must play from the other stack.
Additionally, event cards that specifically say they may be played on the town may only be played on players/tiles in the town section of the board.
Play continues as usual until someone achieves one of the winning conditions. Well, almost...
There are a couple of special tiles in the new set. They are marked with an asterix (*) by the title.
- The "Top Secret Lab": When this tile is played, place the glow-in-the-dark zombies on the lab spaces according to the original rules. The zombies are "Government Enhanced" and require a roll of a 5 or 6 to be put down. They can also be moved 2 spaces instead of the normal 1 during the zombie movement phase. The enhanced zombies may not move through a space containing another zombie.
- The "Motor Pool": When a player moves past the gates marked on the tile, they may acquire a jeep. This allows a player to double their movement roll as long as they remain on a road space. When a player starts on a road space but moves into a building, they may continue to use the doubled movement for the remainder of the turn. If a player dies, or a building is entered, the player loses the jeep but may return to the motor pool to get another. Additionally, the motor pool counts as an interior space, even though it appears to be outside. So no, you may not use the mine field event on it.
Additionally, you may use a jeep to kill a zombie. The target number is still a 4, 5 or 6 though.
Frequently Asked Questions or Rules We Forgot in the Original Game
- Unless a card says otherwise, you may not use bullets or hearts to modify anything but combat rolls.
- When "Alternate Food Source" is played you MAY NOT kill the zombies anyway.
- There are three doors on the "Firehouse" tile.
- The player who plays "Butter Fingers" gets to decide which weapon/item is discarded.
- You may only have one copy of each weapon in play at a time.
- No, you can't place or move zombies into unnamed buildings.
- No, you can't kill other players.