Zombie Hunt (AKA Tally Ho!) Overview For this variant, you'll need some kind of zombie counters. Lots of them. And some way to indicate which have moved. I recommend the Bag O' Zombies!!! packs of 100 at and . I play with one of each pack, and alternate between the two to indicate which have moved(as described a little later). General Rules The players don't score frags or get specials when they shoot each other. Ideally, they won't be shooting at each other at all, but in any competition a little roughhousing is to be expected. Players only score frags by killing zombies. Three frags is rather anemic for a zombie hunt; try 20, or 50, or highest score when the pizza's finished. You can keep the zombie counters you've killed as a way of keeping score, but this means there's a fixed number of possible zombies(which may be another good point to take the highest score). Splash damage is god. Zombie Spawning And Turns Before anybody spawns into the game, each player places one zombie on the board, in any square that does *not* have LOS to any respawn point. The zombies can't do anything yet, but players can kill them on their own turns. At the end of each player's turn, they place one zombie on the board; zombies can be placed in any square that does *not* have LOS to any player. The zombies still can't do anything yet. At the end of a round, after each player has had a turn, the zombies all get their turn. Each player, in normal turn order, takes a turn for one zombie; each zombie can move one square and make one attack, in any order. Zombies can't attack each other. After each player has moved a zombie, they go around again, until each zombie has had a turn. Once the zombies have all had a turn, the round is over, and it's the first player's turn again. The way I keep track of which zombies have had a turn is with both the normal("toxic") and glow-in-the-dark("radioactive") zombies from the aforementioned zombie packs. In the first round, everybody places toxic zombies; then when each zombie gets a turn, it's replaced with a radioactive zombie. In the second round, everybody places radioactive zombies, then when each zombie gets a turn, it's replaced with a toxic zombie. Zombie Minutiae Zombies do not block squares, so players can move through them, end their turn in the same square, etc. Zombies don't block squares for each other, either, so it's perfectly legal to have a handful of zombies in the same square. Zombies do not bleed. They produce all sorts of interesting ichor, but none of it results in blood counters. Killing a zombie only gives you a special if you roll a 6 on 1D6. If you run out of zombie counters, the zombies stop coming; the players can mop up the remainder, and then the highest score wins. When moving zombies, focus on swarming and then attacking other players, rather than lining up your own shots; they're so slow and numerous that it's easier. Zombie Stats Zombies have: Health 1 Accuracy 1 Speed 1/4 Starting Weapon: Melee, 2d That fractional Speed means they always move 1 square, no rolling. They also can't equip weapons or gear, or use specials, and their only weapon is melee, so they don't generally roll Accuracy either. Zombies are designed to be quickly managed in large hordes, so there's no rolling except when trading damage with players. Variants Tougher Zombies Health 1 means anything but the starting pistol is pretty much a guaranteed kill, and 2d damage takes luck to do damage. For less fodder-y zombies, increase their damage; it's a melee weapon for gods' sakes, so 5d isn't unreasonable. For yet less fodder-y-ness, increase their Health; H:3 and 5d can make a large horde of zombies truly scary, but you then have to track their Health. Monster Generator Before the starting zombies are placed, someone places a monster generator or two on the board(the Base is good, if you have Death Match). Zombies are then placed within 3 squares of the monster generator, instead of anywhere without LOS. The obvious ending begins when the monster generators are destroyed; they have a lot of Health, say 10, so first you'll need a big weapon to soften them up... Zombie Player One player doesn't get a normal fighter; instead, they control all the zombies. The other players still place them, though, and it's hard for the zombie player to have a score(do three player kills beat 30 zombie kills?). The zombie player gets a special for each normal fighter they frag. Vampire Lord There are a fixed number of zombies(100 is good), and one vampire lord. Play proceeds normally until you run out of zombie counters; then, the next zombie to be placed is instead the vampire lord. He follows the rules for a player, not a zombie, including weapons, gear, specials, etc. He appears at the spawn point furthest from the action, and is then played by the zombie player. The vampire lord is worth a number of frags equal to 1/5 the number of zombies, so if there were 100 zombies, the vampire lord is worth 20 frags. (Yes, zombies' unlives truly are cheap.) The vampire lord starts with 3 in all stats, and has 3 points to distribute, with a max of 5. His starting weapon is melee, does 4d damage, and the base damage(damage roll / Health roll) is also gained by the vampire lord. The vampire lord gains 2 health from each blood counter. If using Tougher Zombies, the vampire lord may have better stats. We sometimes play with a vampire lord when all but one of the group has arrived. When they arrive, they become the zombie player, and can choose to end the zombies and spawn the vampire lord at any time.