Zombie rules - versions reference index

Played on regular map and GMd by Pedros. winner: Turkey (WarSmith)

Zombie rules - versions reference index

Postby Pedros » 24 Oct 2013, 19:06

The Zombies look like they're here to stay, so here is their history! They were first proposed in roughly this form by Malevolence for Zombie Apocalypse (which to date has never been played.) He and Pedros developed the rules into a fairly watertight version played first as a new rule in The Devious GM and, simultaneously, in Zombie Diplomacy game 1, played on a Classic map with Winter 1900 builds and Zombies inhabiting all neutral SCs. Both of these games were GMd by Pedros.

They were then moved to the 1900 map in diplomat42's City States and Zombies, with a variable number of players (actually 11) bidding for a pair of SCs and the Zombies inhabiting the remainder. Version 1.1 of the rules was used for all of these games.

Version 1.2 is a minor, cosmetic alteration of the rules to make it clear that Zombies do not need SCs to resource them but simply grow through infecting player units.

Version 1.3 allows Zombies to attack fleets in provinces with split coasts when the Zombies are adjacent to the coast where the fleet is not, removing a significant barrier to Zombie progress.

A proposed version 2 would provide for some way of Zombies crossing sea spaces, overcoming the one major flaw identified so far in the Zombie rules. There is as yet no agreed way forward on this and no rules have been drafted. See viewtopic.php?f=413&t=40555

Version 1.1 wrote:In these rules, the word “unit” means any player¬unit.

Movement
1. Zombies always either Move or Hold. If a unit occupies an adjacent land territory to a zombie then the zombie will attempt to move to its space. (Although a fleet in a land province with a split coast occupies the whole province, a zombie in a province adjacent to such a split-coast province can only detect a fleet on the adjacent coast - Zombies in Serbia cannot detect a fleet on either coast of Bulgaria! Zombies can never detect the presence of a fleet at sea.)

2. If a zombie is adjacent to two or more units in land provinces it will move towards one of those units, to be chosen randomly by the GM before opening any orders.

3. Zombies never act rationally, so in a situation where two zombies are adjacent to unit A, but one of them is also adjacent to unit B, they are not able to reason "One of us should attack each." Each zombie will attack at random, so that it is possible they will both attack the same one.

4. Zombie moves can be supported by a unit; Zombies targetting the same space do not "support" each other in the way that player units do; rather, they mount a joint attack which, if it is strong enough, is successful and one of the attackers moves into the space.

Resolving conflict with zombies
5. All conflicts between zombies and units can be determined by treating the zombie as though it has a fighting strength of 1.1. The following examples of specific cases are intended to make the most likely situations clear.

6. If a zombie successfully moves to a space occupied by a unit, the unit is destroyed ("turns into a Zombie"); in addition an additional zombie appears in the space originally occupied by the zombie which moved unless a player unit has moved into it.

7. If a single zombie moves to the space occupied by an unsupported, holding unit the zombie’s move is successful (1.1 - 1) .

8. If a zombie and a player unit are ordered each to the other’s space and neither has any support or assistance, the zombie’s move is victorious (1.1 - 1) If an unsupported player unit is ordered to a Zombie's space and the Zombie remains in place, the result is a stand-off. If a Zombie and a unit are each ordered to a space which is unoccupied as a result of other moves the Zombie is successful (1.1-1) and the player unit bounces.

9. If two or more zombies are ordered to move to the same space then they are considered to be assisting each other and moving with double (or more) strength, unless one of them is faced by a supported attack from the target unit. In that case the target’s attack succeeds but the other unit(s) orders remain in place against the target space. When determining the orders for each Zombie, if more than one Zombie is ordered to any space the GM will also determine which one will move if the attack succeeds.

10. If a Zombie unit which is assisting an attack on a player unit is attacked by a unit in a space different from the Zombie's target the unit's attack has no effect on the joint Zombie attack, and if randomly chosen the attacked Zombie can move as normal. If the Zombie does not move then the player unit's attack is resolved as usual.

11. Target units can receive support from other units. This support will only ward off the zombie attack if there are at least as many supporting units as the number of zombies attacking the target (eg a single zombie in Budapest attacks an army in Vienna with support from Trieste; the zombie attack fails (1.1 – 2.0)

12. Any SC occupied by a zombie after a Fall season (including retreats) immediately becomes a neutral centre.

13. If a unit successfully moves to a space occupied by a zombie then the zombie is destroyed.

14. An unsuccessful attack by a zombie does not cut any support being given by the target unit, but if the target becomes a zombie its support is cancelled.

15. A zombie which is attacked by two equal (which therefore bounce each other) is not dislodged and remains in place just as a player unit would under the same circumstances ("beleagured garrison" rule).

Victory conditions
16. The game ends when and only when the last Zombie is annihilated, and the nation(s) with the highest number of controlled SCs at that time will be the winner(s). If all players are elimianted then the winners are the Zombies! No agreed concessions or draws before this time will be recognised. If the players wish to end the game without eliminating the last Zombie then the game will be declared a Zombie victory! If, in the option of the GM, the surviving players have abandoned any attempt to win the game then the default rule regarding deadlocked games will come into force with the modification that the declared result will be a Zombie victory.


Version 1.2 wrote:In these rules, the word “unit” means any player¬unit.

0. Zombies will inhabit certain portions of the map to be determined in advance by the GM. Zombies do not need SCs to resource them; rather they increase their numbers by infecting player units whose spaces they occupy as a result of movement phases.

Movement
1. Zombies always either Move or Hold. If a unit occupies an adjacent land territory to a zombie then the zombie will attempt to move to its space. (Although a fleet in a land province with a split coast occupies the whole province, a zombie in a province adjacent to such a split-coast province can only detect a fleet on the adjacent coast - Zombies in Serbia cannot detect a fleet on either coast of Bulgaria! Zombies can never detect the presence of a fleet at sea.)

2. Subject to the coastal provinces exception in 1., if a zombie is adjacent to two or more units in land provinces it will move towards one of those units, to be chosen randomly by the GM before opening any orders.

3. Zombies never act rationally, so in a situation where two zombies are adjacent to unit A, but one of them is also adjacent to unit B, they are not able to reason "One of us should attack each." Each zombie will attack at random, so that it is possible they will both attack the same one.

4. Zombie moves can be supported by a unit; Zombies targetting the same space do not "support" each other in the way that player units do; rather, they mount a joint attack which, if it is strong enough, is successful and one of the attackers moves into the space.

Resolving conflict with zombies
5. All conflicts between zombies and units can be determined by treating the zombie as though it has a fighting strength of 1.1. The following examples of specific cases are intended to make the most likely situations clear.

6. If a zombie successfully moves to a space occupied by a unit, the unit is destroyed ("turns into a Zombie"); in addition an additional zombie appears in the space originally occupied by the zombie which moved unless a player unit has moved into it.

7. If a single zombie moves to the space occupied by an unsupported, holding unit the zombie’s move is successful (1.1 - 1) .

8. If a zombie and a player unit are ordered each to the other’s space and neither has any support or assistance, the zombie’s move is victorious (1.1 - 1) If an unsupported player unit is ordered to a Zombie's space and the Zombie remains in place, the result is a stand-off. If a Zombie and a unit are each ordered to a space which is unoccupied as a result of other moves the Zombie is successful (1.1-1) and the player unit bounces.

9. If two or more zombies are ordered to move to the same space then they are considered to be assisting each other and moving with double (or more) strength, unless one of them is faced by a supported attack from the target unit. In that case the target’s attack succeeds but the other unit(s) orders remain in place against the target space. When determining the orders for each Zombie, if more than one Zombie is ordered to any space the GM will also determine which one will move if the attack succeeds.

10. If a Zombie unit which is assisting an attack on a player unit is attacked by a unit in a space different from the Zombie's target the unit's attack has no effect on the joint Zombie attack, and if randomly chosen the attacked Zombie can move as normal. If the Zombie does not move then the player unit's attack is resolved as usual.

11. Target units can receive support from other units. This support will only ward off the zombie attack if there are at least as many supporting units as the number of zombies attacking the target (eg a single zombie in Budapest attacks an army in Vienna with support from Trieste; the zombie attack fails (1.1 – 2.0)

12. Any SC occupied by a zombie after a Fall season (including retreats) immediately becomes a neutral centre.

13. If a unit successfully moves to a space occupied by a zombie then the zombie is destroyed.

14. An unsuccessful attack by a zombie does not cut any support being given by the target unit, but if the target becomes a zombie its support is cancelled.

15. A zombie which is attacked by two equal (which therefore bounce each other) is not dislodged and remains in place just as a player unit would under the same circumstances ("beleagured garrison" rule).

Victory conditions
16. The game ends when and only when the last Zombie is annihilated, and the nation(s) with the highest number of controlled SCs at that time will be the winner(s). If all players are elimianted then the winners are the Zombies! No agreed concessions or draws before this time will be recognised. If the players wish to end the game without eliminating the last Zombie then the game will be declared a Zombie victory! If, in the option of the GM, the surviving players have abandoned any attempt to win the game then the default rule regarding deadlocked games will come into force with the modification that the declared result will be a Zombie victory.


Version 1.3 wrote:In these rules, the word “unit” means any player¬unit.

0. Zombies will inhabit certain portions of the map to be determined in advance by the GM. Zombies do not need SCs to resource them; rather they increase their numbers by infecting player units whose spaces they occupy as a result of movement phases.

Movement
1. Zombies always either Move or Hold. If a unit occupies an adjacent land territory to a zombie then the zombie will attempt to move to its space. Zombies can always detect a unit in an adjacent space, including a fleet sitting on the coast (even if the coast is split and the fleet appears distant from the Zombie.)

2. Subject to the coastal provinces exception in 1., if a zombie is adjacent to two or more units in land provinces it will move towards one of those units, to be chosen randomly by the GM before opening any orders.

3. Zombies never act rationally, so in a situation where two zombies are adjacent to unit A, but one of them is also adjacent to unit B, they are not able to reason "One of us should attack each." Each zombie will attack at random, so that it is possible they will both attack the same one.

4. Zombie moves can be supported by a unit; Zombies targetting the same space do not "support" each other in the way that player units do; rather, they mount a joint attack which, if it is strong enough, is successful and one of the attackers moves into the space.

Resolving conflict with zombies
5. All conflicts between zombies and units can be determined by treating the zombie as though it has a fighting strength of 1.1. The following examples of specific cases are intended to make the most likely situations clear.

6. If a zombie successfully moves to a space occupied by a unit, the unit is destroyed ("turns into a Zombie"); in addition an additional zombie appears in the space originally occupied by the zombie which moved unless a player unit has moved into it.

7. If a single zombie moves to the space occupied by an unsupported, holding unit the zombie’s move is successful (1.1 - 1) .

8. If a zombie and a player unit are ordered each to the other’s space and neither has any support or assistance, the zombie’s move is victorious (1.1 - 1) If an unsupported player unit is ordered to a Zombie's space and the Zombie remains in place, the result is a stand-off. If a Zombie and a unit are each ordered to a space which is unoccupied as a result of other moves the Zombie is successful (1.1-1) and the player unit bounces.

9. If two or more zombies are ordered to move to the same space then they are considered to be assisting each other and moving with double (or more) strength, unless one of them is faced by a supported attack from the target unit. In that case the target’s attack succeeds but the other unit(s) orders remain in place against the target space. When determining the orders for each Zombie, if more than one Zombie is ordered to any space the GM will also determine which one will move if the attack succeeds.

10. If a Zombie unit which is assisting an attack on a player unit is attacked by a unit in a space different from the Zombie's target the unit's attack has no effect on the joint Zombie attack, and if randomly chosen the attacked Zombie can move as normal. If the Zombie does not move then the player unit's attack is resolved as usual.

11. Target units can receive support from other units. This support will only ward off the zombie attack if there are at least as many supporting units as the number of zombies attacking the target (eg a single zombie in Budapest attacks an army in Vienna with support from Trieste; the zombie attack fails (1.1 – 2.0)

12. Any SC occupied by a zombie after a Fall season (including retreats) immediately becomes a neutral centre.

13. If a unit successfully moves to a space occupied by a zombie then the zombie is destroyed.

14. An unsuccessful attack by a zombie does not cut any support being given by the target unit, but if the target becomes a zombie its support is cancelled.

15. A zombie which is attacked by two equal (which therefore bounce each other) is not dislodged and remains in place just as a player unit would under the same circumstances ("beleagured garrison" rule).

Victory conditions
16. The game ends when and only when the last Zombie is annihilated, and the nation(s) with the highest number of controlled SCs at that time will be the winner(s). If all players are elimianted then the winners are the Zombies! No agreed concessions or draws before this time will be recognised. If the players wish to end the game without eliminating the last Zombie then the game will be declared a Zombie victory! If, in the option of the GM, the surviving players have abandoned any attempt to win the game then the default rule regarding deadlocked games will come into force with the modification that the declared result will be a Zombie victory.
"Sooner or later, one of us will stab the other. But for now we're both better off as allies" (kininvie)
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