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Zombie Plague: The Boardgame Created by Brian S. Roe and Skott Kilander Art by Phibbz Abando, Ryan Howe, Ronda Pattison, Matt Zimmerman, and Brian S. Roe Rules Troubleshooting by Rob Robinson ZOMBIE PLAGUE: THE DAY FROM HELL AND ALL RELATED LOGOS AND ART 2012 RONDA PATTISON AND BRIAN S. ROE.

The van s out of gas and we re all still in shock from the horror of escaping the town. We ve got to find someplace safe to hole-up in so we can rest and make a plan. Luckily there s an old house just up the road... WELCOME TO ZOMBIE PLAGUE Zombie Plague is an easy to learn, fast playing board game of Humans versus Zombies in a desperate fight to survive. The game focuses on four high school students who find themselves trapped outside of town in an empty farmhouse. They must collect supplies, barricade the house, and fight off an ever growing horde of the hungry dead in order to survive the night. Teamwork and daring strategy will be needed to win. WHAT YOU NEED TO PLAY The Zombie Plague Map * 1 set of Zombie Plague Cards * Miniatures for each of 4 Humans * Miniatures for at least 20 Zombies * 10 Barricade Markers * At least 2 six-sided dice * These are available for download from the RSquared Studios website: www.rsquaredcomics.com HUMANS VS. ZOMBIES: You ve got two options with ZP you can play the Humans, or you can play the Zombies. Humans are fast and can use weapons, while the Zombies are slow as molasses but have much greater numbers.you make the call!! If playing with more than 2 people (which is, in fact, recommended), everybody takes a split of the available sides 4 people playing, 2 play Zombies and 2 play Humans (for example.) Or if you have a truly devoted Zombie Master let her play Zombies and everybody else take Humans. SETUP Once you ve decided who s going to play what, set up the map pieces to make the complete map. The Human player(s) then pick a side to come in from (if they can t agree, mock their lack of teamwork and choose a side randomly). Place the Humans on any of the spaces on the 1st row of squares on that side. Then place the Zombies on the opposite edge. Ta-Daaa! You should start the game with four Humans on one side of the board and 4 Zombies on the other. BASICS OF PLAY The Human Player always gets the first turn. Humans have 4 Action Points (AP) each. Every turn, they may perform up to 4 AP s of actions. Zombies have 2 AP s each. Humans start the game with no weapons or items and must find them in Search Squares. After all of the Human characters have performed their actions then all of the Zombies are activated in whatever order the Zombie Player likes. At the end of each turn the Zombie Player rolls 1 die. This roll is to determine which side of the board new Zombies come in on. You ll notice that the map has numbers 1-4 on the four sides. If you roll a 1,2,3, or 4 then the new zombies come in on the first row of the numbered side. On a 5 roll again. On a 6 the Zombie Player chooses a side. Roll the die again to see how many Zombies arrive. If you roll a 1-2 then 1 Zombie shows up, 3-4= 2 Zombies, 5-6= 3 Zombies.

The total number of Zombies on the board is limited to four times the number of Human figures. So while all four Humans are alive the normal maximum number of Zombies is 16. If a Human dies then the number goes to 12, then 8 etc. However these Zombies are not removed until destroyed by Humans so it is possible to have 1 lone Human surrounded by 16 Zombies. Don t worry, the game won t last much longer at this point. HOW TO USE ACTION POINTS You use Action Points to do stuff. Each figure may use part or all of its points before play goes to the next figure but all points don t have to be spent. Actions that cost 1 Action Point: Move directly forward 1 square (Fig. A) Move directly backward 1 square (Fig. B) Turn 1 facing left or right (Fig. C) Barricade 1 square s worth of a window or door (Fig D) Attack (with bare hands or a weapon) (Fig. E) Search a Search square (Fig. F) NEW FACING closer, you can move back and keep attacking with a ranged weapon. But the attack costs its own AP. And of course, this won t help you if you re backed against a wall. Zombies cannot move backwards, they have to turn around to move in the opposite direction. Hey, it sucks to be dead. Turn 1 facing: Left or right, 1 facing. 2 AP s to turn 180 degrees. 4 AP s to turn all the way around and do a little dance although if that s what you re doing, perhaps you re playing the wrong game. Barricade a window/door: Each square being barricaded costs 1 AP. If it s a 2-square window, then you have to barricade 1 square, turn, move, turn again, and THEN barricade the other square. Place a barricade token over the window or door. Once an area is barricaded, those pesky Zombies can t get in until they have 4 Zombies lined up on the other side. That s right kids, 4 Zombies (connected by solid squares, no diagonals, although it does not have to be in a straight line) will take out the barricade as soon as the four Zombies connect. The barricade is simply removed and Zombies can move through it if they have available APs. A Human can remove one section of barricade for 4 APs. You won t use as many nails next time eh? Neither Humans nor Zombies can attack or fire a weapon through a barricade. (Fig. A) BARRICADE ORIGINAL FACING (Fig. B) (Fig. C) (Fig. D) (Fig. E) (Fig. F) Attack with/fire a weapon: You may only attack the square directly in front of you, or the first occupied square in a straight line from you if using a firearm of some kind. Weapon cards have their own modifiers printed on them we ll get to those shortly. Attacks work differently for Humans and Zombies. Human Attacks: Roll ye 6-sider (that s a six-sided die for you non-gamer types.) 1 OOPS! Unless using a weapon that gives specific instructions for an OOPS result, you lose the rest of your AP s as you struggle to regain control of your weapon (or keep from hitting yourself with it, or stop slipping on the mutilated Zombie innards underfoot the possibilities are near limitless.) If you re using a firearm, an OOPS indicates that you re out of ammo. Note: Zombies can only move forward 1 square, turn 1 facing, and attack. That s it. Period. And they can only do it half as fast as a Human. 2 MISS 3 MISS ACTION EXPLANATIONS Move 1 square forward: just that. As you may have noticed, the Zombie Plague board is set up on a 1 inch grid, all movement (and attacks) happen along these grid lines. The direction your character is looking should be clear on the figure and if not, should be marked clearly on the base. No turns, no diagonal movement, nothing like that. Also, anything on the board that looks like an obstacle (couch, toilet, shrubbery, coffee table, etc.) is an obstacle and cannot be crossed or moved onto although they can be fired over with guns. Zombies can move through windows or doors but Humans can only move through doors since they don t like sliding around over broken glass. Move backward 1 square: Likewise, fairly obvious. This is a backstep without changing your facing. If the Zombies are getting

4 MISS 5 Body Shot! The Zombie is pushed back 1 square from the direction of the attack. This push may move a figure sideways that s fine, since it was an outside force and not the Zombie itself that did the moving. Also, if the pushed Zombie ends in a square occupied by another Zombie, THAT Zombie gets pushed the same direction, just as if it had also suffered a Body Shot. This continues for as long as there are Zombies in a line, although if the movement is blocked by an object or a human, then the push is useless. Unfortunately a Body Shot doesn t really hurt a Zombie, it just keeps em away. 6 Head Shot! As every horror movie aficionado knows, they only way to kill a Zombie is to destroy the brain. SPLAT!! Remove the offending Zombie figure, and count your lucky stars that there s one less in front of you. Then pick your next target. Firearms give a certain number of squares that the attack can reach, but the attack itself uses the same 6-sided die and the same result chart, modified by the text of the weapon card, of course. If a Human is NOT armed with a weapon, they roll as normal. If the result is a body shot or head shot, Roll again. If the second roll is the same as the first, then execute the results of the attack. Otherwise, it counts as a miss. Hey man, have YOU ever tried to destroy a Zombie s brain with your bare hands!? We have, and we can tell you that it ain t easy. Zombie Attacks: Again, roll ye 6-sider: After you roll, roll again. If the second roll is the same as the first, then the Human has taken a Wound (optionally, just roll 2 dice and look for doubles). When a Human has been wounded, move them 1 square directly back from the attack (unless blocked by a wall or obstacle,) as they fall back in shock. When a Human is wounded, they (the Human) roll a die. On an OOPS, they ve been zombified. On anything else, they re fine, and they re still fighting. If zombified, replace the figure with a Zombie. That player s out. But by all means let em play the Zombie their character just turned into. Search a Search Square : to search, a Human must be directly adjacent to the search square the ones with the big X in em. The front of the character s base must be touching the yellow bar on the search square. You ll notice that the trunk of the car can be searched from one of two squares. Neat hunh? For the paltry cost of 1 AP, they can draw a Search Card from the deck. Aaah, search cards. Weapons, medicine, random nonsense, and unexpected Zombie attacks any of the above are possible when you draw a card. You ve been warned! Of course, for the Humans to win, they have to search every square on the board Each character can only search each search square ONCE, but multiple characters can search the same square in the course of the game. All that matters for a Human victory is that each square has been searched by someone. With regard to items, you can only hold 1 weapon at a time, but you can hold any number of non-weapon items until needed. If you ve got the pistol and you draw the shotgun, you ve gotta make a decision as to which one to keep (not much of a decision, admittedly.) Incidentally, when you discard a weapon, no one else gets it. If you re using a weapon, it has to be one that you ve drawn from the deck yourself. ITEMS AND STUFF There are a bunch of happy little things that can be drawn from the Search pile. Some are not-so-happy. That s the risk you take. A lot of times you ll want to get every Human to search every search square that s how you get better weapons and items. But you also get surprise attacks, smashed barricades, and more Zombies. Sometimes you just gotta take a chance. Weapons and items you hang onto. Other cards take effect immediately when drawn, and are then discarded. If by some twist of fate you run through the whole deck in the course of some mammoth game, too bad. No more goodies for you! Each Human can only carry 1 weapon at a time but they can carry any number of items. Notice that four of the weapon cards have special effects when used by one of the Human characters.

WALL WALL WALL WINDOW WALL How shotguns fire. Notice that the blast will be stopped by walls. PISTOL RIFLE SHOTGUN Ranges of the various firearms. Weapons: Kitchen Knife: Kills Zombies on a 6 (Head Shot) Baseball Bat: Kills Zombies on a 5 or 6 (Body or Head Shot). Timmy kills with the baseball bat on 4,5, or 6. Hockey Stick: Kills Zombies on a 5 or 6 (Body or Head Shot). Crissy kills with the hockey stick on 4, 5, or 6. Chainsaw: Kills Zombies on a 3,4,5 or 6. If you roll an OOPS while attacking with the Chainsaw, you take a wound instead. Roll a die; on another OOPS, the Zombies have got ya! Make peace with your god, and replace the Human figure with a Zombie figure. If Chelsea is using the chainsaw and rolls an OOPS she merely loses her remaining AP. Pistol: Fires up to 5 squares. Roll to hit once on first target it hits. On an OOPS, out of ammo. Pistol is then useless. Rifle: Fires up to 10 squares. Roll to hit once on first target it hits. On an OOPS, out of ammo. Treat as baseball bat (kill on 5 or 6) Shotgun: Fires up to 5 squares, and 3 squares wide (also hits the row on either side.) Anything within those 15 Squares is in range roll a separate attack for each. Since the blast could possibly hit Humans as well it cannot be fired if other Humans are in the blast area. These kids like each other after all. Walls will block the shotgun blast. It can be fired through windows or doors with full effect if the shooter is in a square adjacent to the window or door. On an OOPS, out of ammo. All wounds up to this point count but no further attacks are made with the blast. After it s out of ammo treat as Baseball Bat. John ignores the first out of ammo result when using the shotgun. His ability does not work with the Double Barreled Shotgun. Double Barreled Shotgun: Same as Shotgun, but all characters ignore the 1st OOPS rolled. Items: Ammo: Reloads a weapon (or nullifies an OOPS result when firing a gun.) May be held until needed. Med-Pak: Heals a wound (or nullifies a wound as it occurs no need to roll for zombification/injury). May be held until needed. Power Drink: Gives user 8 AP s for one turn. Use it at the start of your turn. May be held until needed. Car Keys: Get these and get to the car, and VOILA! You ve escaped! All surviving Human characters must make it to the car. Spend 4 consecutive AP s next to the car door without becoming Zombie munchies, and you re in. And gone. Events: SURPRISE!!: A Zombie appears next to the search square (or as close as it can given which squares are already occupied). This Zombie does NOT count toward the maximum # of Zombies in play. If this Zombie is killed, draw another card. Stench of Fear: All Zombies get double AP s on their next turn only, as the aroma of terrified food wafts across the board. Dead Resident: Place a bonus Zombie anywhere in the house, in an unoccupied room. This Zombie does NOT Count towards the maximum # of Zombies in play. Smash!: Zombie player may destroy a single chosen barricade (1 square) immediately. Remove the barricade from play. Lucky Coincidence: Erect a barricade for free immediately. This barricade can be located anywhere that you could normally barricade (i.e. you can t use it on the garage door.) Eureka!!: Draw 2 more cards. Note: Other expansion cards will be added to Zombie Plague that will contain new weapons, items, and events. They can be added to your deck as you see fit.

WINNING THE GAME For the Humans: Search every searchable square, barricade ALL the windows and doors, and ensure that there are no Zombies inside the house. Once that s accomplished, you win! You can also win by using the Car Keys item card. For ye Zombies: Kill the Humans. Nuff said! GAME VARIANTS For an easier version of Zombie Plague give each character their favorite weapon: Hockey Stick for Crissy, Chainsaw for Chelsea, Baseball Bat for Timmy, and Shotgun for John. This really powersup the Humans since they don t have to randomly find the weapons and can start the game as Zombie killing machines. For an advanced version you can cancel the character s special abilities with their favorite weapons. And for a completely bonkers game start with a massive horde of 16 Zombies already on the board and all of the characters using their favorite weapons. How boring! variant: If during any turn no attacks are made, searches conducted, or barricades either erected or destroyed, then place a bonus Zombie anywhere in the house in an unoccupied room. This Zombie does not count towards the normal max # of Zombies. But when this one s killed, you don t replace it either. We like this one; it makes mincemeat out of slow-thinking Human players and adds to the threat level by having more Zombies starting inside the house. We ve done everything we can to make this a fairly balanced, simple game. Given that the designers both come from wargaming backgrounds, we may not have made it as simple as we would have liked. Oops. The point is, once you download or print these files, it s YOUR game, too. Please feel free to modify or ignore any and all rules that appear here. Make up your own. Don t like the map? Make a different one! Use some other map with a grid! Play on a map with hexes if you like! Think we were remiss at not including the all-powerful Cheese Grater in with the weapons? Make a card for it, and put it in your games. The point is to have fun with it. SO WHAT NEXT? We will be releasing new cards, new Zombies, and game variants to keep Zombie Plague a fun, fresh, and growing game. Check out the RSquared Studios site for Zombie Plague news and products including fine pewter miniatures and the graphic novel Zombie Plague: The Day From Hell. www.rsquaredcomics.com