Saturday, April 1, 2023

The Zombie Game

The apocalypse has come and gone. A virus wiped out most of humanity. But some of the dead didn't stay dead. They came back as zombies.
You are a survivor. You spend your days collecting Resources for yourself and Supplies to maintain your Haven. Sometimes, you encounter other survivors. Some are hostile. Some are friendly. If you're lucky, you can convince the friendlies to join you, forming a group.
And the zombies are everywhere.

Character Creation
Roll 2d6 to determine your Health. You lose Health in combat with Hostiles and Zombies. When your Health drops to zero, you're dead.
You have one Action, which you use in Combat.

Your Haven
You have a Haven, a safe space where you can recover after a long day of scrounging for Resources and Supplies.  However, your Haven required maintenance. You use Supplies to maintain your Haven. If you do not maintain your Haven, it will be compromised. If your Haven is compromised, you lose all Resources and Supplies stored there, and must start over at a new one.

Resources & Supplies
You spend your day scrounging for Resources and Supplies.
You use Resources to recover lost Health.
You use Supplies to maintain your Haven.

Friendly Survivors
Sometimes, you will encounter Friendly Survivors (Friendlies).  When you meet Friendlies, note their name. The next time you meet them, you will have the opportunity to make them Friends. The third time you meet them, you will have the opportunity to make them your Allies. Allies join you. When you gather six Allies, you win the game.

Hostile Survivors & Zombies
Sometimes, you will encounter Hostile Survivors (Hostiles) and Zombies. When you meet Hostiles or Zombies, you will roll for initiative. If you win the initiative, you can avoid combat. This is wise. There is no reason to fight Hostiles or Zombies. You won't get anything from them, but lose Health and maybe die.
If you lose the initiative, the Hostiles or Zombies will attack. You must make a successful defense roll to avoid taking damage. On your turn, you can Flee. If you Flee, you must make another defense roll to avoid taking additional damage.
Hostile Survivors have 2d6 Health.  Zombies have 1d6 Health.

Villages, Towns & Cities
You begin the game in a Town. There are eleven locations. In a Town, you must visit each location three times. In a Village, you must visit each location once. In a City, you must visit each location five times. Once you've visited each location the required amount of times, you must Move On to a new area.

Moving On
Once you've visited all the locations the required amount of times, you must Move On to a new area. When you Move On, you lose any Friends you've made. If you have Resources or Supplies in your Haven, each Player Character may take six of one type with them. Each Player Character can take either Resources or Supplies, but they cannot carry both.
When you Move On, each Player Character's Health increases by one point.

Winning
You win the game by gathering Allies. When you gather six Allies, you win. You have enough people with you that you can create a Permanent Haven, and start rebuilding society. Congratulations.

Sequence of Game Play
Roll 1d6. This is the amount of Supplies you need to Maintain your Haven that day.
Roll 2d6 on the Location Chart. Keep track of how often you visit the Locations.
Roll 2d6 three times on the Discoveries Chart. Collect Resources and Supplies. Interact with Friendlies, Hostiles and Zombies.
Note the Friendlies you've met, the Resources and Supplies you've collected.
Maintain your Haven. If you don't have enough Supplies to Maintain your Haven, your Haven takes a hit. If your Haven takes five hits, it is Compromised.
Use Resources, if necessary, to restore your Health.

Example of Combat
You are searching a Hotel when you encounter Hostile Survivors.
Roll 1d6 to determine how many Hostile Survivors are there.
Roll 2d6 to determine if you have the initiative. If you roll an even number, you have the initiative and should avoid combat.  If you roll an odd number, the Hostiles have the initiative and will attack.
* * * * *
We encountered three Hostile Survivors.  They have the initiative and attack.
HS1 04
HS2 03
HS3 08
PC1 03
PC2 04

Round 01
HS1 04
HS2 03
HS3 08
PC1 03-02
PC2 04-04

Our Player Characters rolled Defense. We rolled 2d6 three times, one for each Hostile. We rolled even numbers twice, but an odd result once. One of our PCs took one point of damage.
Our Player Characters decide to Attack.  We roll 2d6 two times, once for each PC. We roll an even number on our first Attack. Even better, the numbers are a match: a pair of fours. Because of this, instead of dealing just one point of damage, we deal two points. Our second Attack also succeeds, dealing another point of damage.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02
PC2 04-04

Round Two
The Hostiles attack again.  This time our Player Characters fail all of their Defense rolls. One PC takes two points of damage, while the other takes one.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02-01
PC2 04-04-02

At this point, our PCs decide to Flee. When you Flee, you must make a Defense roll for each of your PCs to see if they take any additional damage.

HS1 04-02
HS2 03-02
HS3 08-08
PC1 03-02-01
PC2 04-04-02

Our PCs were fortunate and succeeded on their Defense rolls. They got away without taking any additional damage. 

In the above example, the Hostiles had the initiative and superior numbers, so it was likely our Player Characters were going to take some damage.  If our PCs had gotten the initiative, they would not have attacked, but avoided combat to preserve their Health.
Avoid combat as much as possible. It is entirely possible that your PC or PCs could encounter as many as thirty zombies at a location. In that scenario, if you roll badly on your Defense, and your Health is low, you will probably die.
Don't die.

Example of Making Friends & Allies
Your PC is exploring a Corner Store when he encounters a Friendly Youth. We make a note of this, and give the Friendly Youth a name: Sam.
Time passes. Eventually, we encounter the Friendly Youth (Sam) again. We want to make Sam our Friend.  We roll 2d6.  If the results are an even number, then Sam becomes a Friend. If the results are odd, then Sam just remains a Friendly.
Let's assume that we made Sam our Friend. Time passes and we encounter Sam a third time. This time, we want to make him an Ally and have him join our group as a PC. We roll 2d6. If both dice are even numbers, Sam becomes an Ally and joins us as a Player Character. If the dice are mixed, one even and one odd number, then Sam does not become an Ally, but remains our Friend. However, if both dice are odd numbers, then Sam does not become our Ally and is no longer considered a Friend; he goes back to being just a Friendly Youth.

Location Table: Village
02-03    Private Home
04-05    Gas Station
06-07    Store
08-09    Doctor's Office
10-11    School
12        Fire/Police Station

Location Table: Town/City
02 Military base
03 Shopping mall
04 Private Home
05 Gas Station
06 Apartment Complex
07 Hotel/Motel
08 Hardware Store
09 Corner Store
10 Warehouse
11 School
12 Hospital/Doctor's Office

Discovery Tables
1.1 Friendly Youth
1.2 Resource: 01
1.3 Supplies: 01
1.4 Zombie: 01
1.5 Resource: 02
1.6 Supplies: 02

2.1 Friendly Man
2.2 Zombies: 02
2.3 Resource: 03
2.4 Supplies: 03
2.5 Zombies: 03
2.6 Resources: 04

3.1 Friendly Woman
3.2 Supplies: 04
3.3 Zombies: 04
3.4 Resources: 05
3.5 Supplies: 05
3.6 Zombies: 05

4.1 Hostile Youth
4.2 Resources: 06
4.3 Supplies: 06
4.4 Zombies: 06
4.5 Resources: 07
4.6 Supplies: 07

5.1 Hostile Man
5.2 Zombies: 07
5.3 Resources: 08
5.4 Supplies: 08
5.5 Zombies: 08
5.6 Resources: 09

6.1 Hostile Woman
6.2 Supplies: 09
6.3 Zombies: 09
6.4 Resources: 10
6.5 Supplies: 10
6.6 Zombies: 10

Area Table
01-02 Village - visit each Location once before Moving On
03-04 Town - visit each Location three times before Moving On
05-06 City - visit each Location five times before Moving On

Example of Play
Our character's name is Harry Upton. He has 11 Health and is scavaging in the town of Rosemont. Let's see how he does.

Day 01 (05 Supplies)
Location: Apartment Complex
10 Zombies
05 Supplies
Friendly Woman (Rebecca)
Notes: Checked out an apartment complex. Got swarmed by zombies. Got lucky and got away. Found enough Supplies to maintain the Haven, and met a Friendly named Rebecca on the way home.

Harry Upton
Health: 11-07
Haven Strikes: 00
Resources: 00
Supplies: 00

Day 02 (05 Supplies)
Location: Hardware Store
05 Zombies
09 Resources
04 Zombies
Notes: Explored a hardware store today. Dodged a couple of groups of zombies, and managed to find some Resources. Did not find Supplies.

Harry Upton
Health: 11
Haven Strikes: 01
Resources: 05
Supplies: 00

Day 03 (02 Supplies)
Location: Hardware Store
08 Zombies
04 Supplies
09 Zombies
Notes: Explored another Hardware Store. Dodged one group of zombies and found some Supplies, but got surprised by a second group of zombies. Not a great day.

Harry Upton
Health: 11-05-10
Haven Strikes: 01
Resources: 00
Supplies: 02

Day 04 (06 Supplies)
Location: School
08 Zombies
03 Zombies
04 Supplies
Notes: Bad day. Checked out a school. Walked right into a class full of zombie kids. Barely got out alive. Avoided the zombie crossing guards and managed to find some Supplies, but not enough.

Harry Upton
Health: 11-05
Haven Strikes: 02
Resources: 00
Supplies: 04 
Note: if you don't have enough Supplies to maintain the Haven for that day, you can stockpile what you do have.

Day 05 (03 Supplies)
Location: School
05 Supplies
10 Zombies
08 Zombies

Harry Upton
Health: 11-00
Haven Strikes: 02
Resources: 00
Supplies: 06

On the fifth day, Harry had some bad luck. He went to a school and found some Supplies, but then ran into two groups of zombies. He wasn't able to avoid either of them and because his Health was so low, he got killed. RIP Harry. Better luck in the next life. :(

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