Introduction ZOMBIE NIGHTMARE Is a Solitaire Survival Game. Your Goal Is to Make Jeff (Your

Introduction ZOMBIE NIGHTMARE Is a Solitaire Survival Game. Your Goal Is to Make Jeff (Your

Introduction
ZOMBIE NIGHTMARE is a solitaire survival game.
Your goal is to make Jeff (your alter ego) to pass safely through a cemetery infested with zombies.

Materials
The board, 2 dice, 17 counters (Jeff; 1 gate; 1 revolver; 2 zombie-dogs; 12 zombies).

Setup
Take Jeff and position it on the map in one of the spaces representing the stairs of the church.
This one is on the side of the cemetery opposite to the gate that represents your only escaping*** way.
When you have positioned Jeff the game starts; it develops through turns made of three phases:

Phase 1: Exit of a new zombie.
Phase 2: Jeff’s movement.
Phase 3: Zombies’ movement.

Phase 1: The coming of a new zombie
At the beginning of each turn throw the two dice. The higher value is always the units (e.g.: if the dice show 3 and 2, then it is 23).
The so found number is the point of exit of a new zombie on the map.
As soon as the zombie exits, he moves one space towards Jeff (notice that in the game the diagonal movement is never allowed, neither for Jeff nor for the zombies). The movement of the zombies toward Jeff, in this phase and in phase 3, is allowed only if they see him: they need to have a line of sight free from obstacles that completely cover Jeff. A gravestone, a fence or another zombie do not block the line of sight, but the chapel or the wall do.
In dubious situations you can use a ruler or another piece of paper. Join the center of the space where Jeff is with the space of the zombie: if you pass through one or more buildings, then the zombie doesn’t see Jeff. In all the cases in which the zombie doesn’t see Jeff, he does not move, loosing the movement.
If the result of the dice is the space occupied by Jeff, then he is killed by the new zombie and the game ends with a defeat. The same result applies if Jeff is on an adjacent space to the one where the zombie exits, because the zombie can grasp him with the following movement.
If the dice show a space already occupied by another zombie, the dice are thrown again. In the following throws, tough, doubles (e.g. 3 3 or 6 6) are ignored and you must continue to throw until you obtain the number corresponding to a free space.
If the first throw of the dice gives a double then a special event occurs. To see what happens, throw the dice again, add them and consult the following table.
In all the cases in which the table does not mention the exit of zombies (events 3, 5, 6, 8, 9, 10) there is no addition of new enemies.

Dice Result / Effect
2 / A zombie exits from the nearer not occupied hole (if two or more holes are at the same distance from Jeff, the holes in front of Jeff are preferred to the ones oh his sides and these ones to the ones behind him)
3 / A skeleton hand exits from the earth and grasps Jeff at his ankle (Jeff does not move in this turn)
4 / Two zombies exit (ignore other doubles)
5 / Blocked gate (see the explanation in the text)
6 / Zombies stop (they do not move in this turn)
7 / Two zombies exit (ignore other doubles)
8 / Adrenaline charge (Jeff’s movement is four spaces for this turn and the following one)
9 / Jeff trips over something (his movement is reduced to two spaces for this turn and the following one)
10 / The revolver falls (it becomes useless. If the revolver already fell, throw the dice again)
11 / A zombie dog exits (ignore other doubles. His movement is 3 spaces in each turn except this one)
12 / Three zombies exit (ignore other doubles)

Explanation of the event no. 5 (blocked gate): When Jeff will reach the gate, he will find it blocked. He could open it, but the action will need some time: he needs to use two movement points to push the gate. If, during the game, this event should happen again, the movements to use would become four, then six and so on.
The time used to unlock the gate does not need to be continuous. If the circumstances impose it, Jeff can even go away from the gate and reach it again later, without loosing the already done work.
Example. If Jeff is two spaces away from the gate, normally he can exit without any problem. He reaches the gate with the first two steps, then he is safe with the third step. But if, during the game, a double has been thrown and then a 5, Jeff reaches the gate with the first two steps and then uses the third movement to try to open the gate. At Jeff’s following turn he can use his first movement to end the opening of the gate, then the second movement to exit.

Phase 2: Jeff’s movement
After phase 1, the player can move Jeff three spaces.
It is not compulsory to use all the movement points, but the remaining points cannot be kept for the following turns. Jeff cannot pass over the gravestones and the holes, he cannot cross the fences, pass over the wall or enter in the chapel.
Moreover, Jeff has a revolver with only one bullet. Jeff can use the revolver in every movement of phase 2, eliminating automatically one visible zombie, whichever is the distance among them: the zombie is removed from the board. The use of the revolver does not hinder Jeff’s movement and once the revolver has been used it becomes useless.


Example 1.
As the three elements are aligned, when the zombie moves in phase 3, he moves only one space and then he blocks before the gravestone (if it would have been a hole, instead, he would have fallen into it).

Phase 3: zombies’ movement
In this phase all the zombies move, with the exception of the just exited one. Every zombie that can see Jeff will move towards him in the more direct way.
The first zombies to move are the ones nearer to Jeff (that is, the ones that are distant less spaces from him). In this manner, if there are several zombies near to him, none of them looses his movement because the others hinder them.
Very often it is possible to follow different ways to make the zombies nearer to Jeff. That is, two different players could, in the same game situation, move the zombies in a different manner. Well, every movement that follows the above mentioned rules and that maintains the line of sight between the moved zombie and Jeff is correct.
During their movement a zombie can never pass over the gravestones, he cannot cross the fences, pass over the wall or enter in the chapel. On the contrary he can enter in the holes: the zombie exits from the game (he is removed from the board). When a zombie follows Jeff he avoids the obstacles but only if Jeff is not perfectly aligned with the obstacle. If, on the contrary, Jeff is perfectly in line with the obstacle – the distance from it is not important – the zombie does not avoid it, beating on it. So a zombie can fall in a hole, or remain blocked behind a gravestone or a fence. The so blocked zombie can loose his movement for one or more turns, until Jeff is in line with the obstacle.


Exemple 2.
Here the zombie is not perfectly aligned with the obstacle so he can avoid it and make all of his movement.

When there are 12 zombies on the board no other zombies can enter (all the zombie counters are on the board) until one of them is eliminated thanks to the revolver or to a hole. The dice are thrown anyway, to see the possibility that an event occurs; the exit of the new zombies is ignored.
The same applies when both the zombie-dogs are already on the board.

Additional counters
In the middle of the game, when on the board there are many zombies it can be difficult, during phase 3, to remember which zombies have been already moved and which ones have to been moved yet. To aid you, you can use the counters themselves.
In fact, these show an additional symbol (a bloodstain for the zombies, footsteps for Jeff) on one side only. So, if at the beginning on a phase 3 all the zombie counters show this symbol, as soon you move one of the zombies you can turn it on the face without it. On the following turn you do the opposite.
To help you to remember the closing state of the gate and the use of the revolver there are two additional counters.
These can be positioned on the tables on the board, on both sides of the title of the game. At the beginning of the game you have to place the two counters on the corresponding spaces.
When the revolver is used or lost, its counter must be placed on the following space.
In a similar manner if the “blocked gate” event occurs, on the table you keep trace of the duration of the penalty: the numbers are the movement points to loose nearby the gate before opening it.

Thx to DaVinciGames