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Zombies!!! 3: Mall Walkers

Expansion for Zombies!!!

Zombies!!! 3: Mall Walkers Rulebook

Table of Contents

Table of Contents

  • Bonus Scenarios
    • Search and Rescue
    • Kill the Guy With the Keys
  • Contents
  • The New Stuff
    • Game Play

Bonus Scenarios

Search and Rescue

Players must race around the mall and rescue the people who have been trapped inside by the zombie horde.

  • For this scenario, instead of zombies, place tokens (pennies work well) inside the stores that have three spaces. Place the zombies from that store on all the available spaces outside that store. When you land on a space with a token, you collect that along with any hearts or bullets that may be there.
  • If a player is killed by the zombies they lose all their rescued tokens.
  • Otherwise, the game is played normally.
  • The first player to reach the center of the helipad with the most rescued tokens wins the game.

Kill the Guy With the Keys

One of the players finds the helicopter keys at the beginning of the game. The other players try to take them from him and get to the helipad first.

  • This scenario can use Zombies!!!, Zombies!!! 2, and/or Zombies!!! 3.
  • Players begin the game by rolling a die one extra time. The player with the highest roll gets the keys and gets to go first.
  • The game is played normally except that the player with the keys gets to roll two dice for their first movement.
  • Also, if a player is on the same square as the player with the keys, he may try to take them. When this happens, both players roll one six-sided die, the highest result wins and has possession of the keys. Players may spend hearts and bullets as normal to adjust their roll. In the case of a tie, the person who has the keys keeps them.
  • If the player with the keys is killed by the zombies, they drop the keys on the space where they were killed. Any player landing on the space with the keys may pick them up as if they were a life or bullet token.
  • The first player to the center of the helipad with the keys wins the game.

Contents

Now to the good stuff!

  • 16 Map Tiles
  • 32 Event Cards
  • These rules

The New Stuff

First, a slight rules clarification, unless stated otherwise, any card that is played on the table in front of you counts as a weapon or item for purposes of things such as the "Butter Fingers" event card.

You may be asking yourself, "how do I use the new stuff?" I'm glad you asked. There are a couple of ways you can use the new stuff.

You can play it by itself using the original Zombies!!! rules and all the players starting at the front door, although you will need the zombies and tokens from the original set.

or:

You can add it to the original Zombies!!! or Zombies!!! 2 by:

  • Shuffling 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 tiles together. (Unless you really want to.) Take the new tile called "Front Door" and shuffle it with the original tiles or the army base tiles.
  • Take one "four way" tile and and place it to the side. Shuffle the rest of Z3 tiles (including the "Helipad") and place them next to the other stack of tiles. Alternately, you can put the helipad on the bottom of the stack so you have a sure escape route.

Game Play

The game is played as with the original rules until someone draws the front door tile. When this tile is drawn and played, immediately connect the four way tile you set aside earlier to it. Place Zombies on these tiles as normal.

From this point in the game forward, players may place tiles from either stack. But, Z3 tiles must be attached to the mall. This includes the new "Helipad." Also, once a stack is exhausted, players must play from the other stack.

Event cards also get a little weird with the addition of the mall. Cards that contain the words "town," "road" or "building" can only be used on tiles that meet those requirements. The mall is not in town, does not contain any roads and is not a building. Nor are the interior stores considered buildings. Conversely, if an event card says "hall" or "store" it can not be used in "town," on a "road" or in a "building." Are we clear on this?!?!

Play continues as usual until someone achieves one of the winning conditions. Well, almost...

  • There is a special tile in Z3. It is the "Escalator" and is marked with an asterix (*) by the title. When it is drawn, it is played like any other mall tile except that everything attached to it is on the second floor of the mall. Stores on the first floor MAY NOT attach to stores on the second floor. Additionally, the mall helipad MUST be attached to the second floor.
  • There are also some new rules for the mall tiles. Each store in the mall has an air duct somewhere in it. For example, the duct in the game store is on the same square as the door. Players may use these ducts to go from one store to an adjacent one (including diagonally) without using the hallways. Hallways must still line up, though.

If a player wishes to use an air duct, they must end their movement on an air duct space. On their next turn, they forego their movement roll and then move from the space in a store with a duct to the air duct space inside the other store. No movement roll is made but all other normal turn rules apply, including fighting a zombie on your square before you move.

As stated earlier, the Helipad may only be attached to the second floor of the mall. If it appears before the Escalator tile, simply shuffle it back into the tile stack. Also, the Helipad may be attached to a hallway or to the outside of a store. This is possible because players may reach the helipad via the ductwork.