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RULEBOOK RULEBOOK ® RULEBOOK The Game of Zany Zombie Defense!

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Page 1: Contentsfiles.privateerpress.com/bodgers/zko/zkoRules.pdf · Spaces on the game board have color-coded arrows as a reminder of how the different colors of zombie figures move when

rulebookrulebook®

rulebook

The Game of Zany Zombie Defense!

Page 2: Contentsfiles.privateerpress.com/bodgers/zko/zkoRules.pdf · Spaces on the game board have color-coded arrows as a reminder of how the different colors of zombie figures move when

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55 part cards40 Terrible

Things cards

Contents

In Zombies Keep Out, the goblin bodgers find themselves in a whole new sort of pickle when their workshop comes under attack by an army of the living dead! Fighting back in the best way they know how, the bodgers barricade the workshop and frantically tinker with any parts they can scrounge up. Only by assembling a dizzying array of outlandish contraptions can they hope to turn the tide of the zombie apocalypse.

Credits:President: Sherry YearyChief Creative Officer: Matthew D. WilsonCreative Director: Ed BourelleProject Director: Bryan CutlerDirector of Business Development: William ShickDirector of Operations: Jason MartinOriginal Game Concept: David Carl and William ShickGame Design & Development: David CarlGraphic Design Director: Josh MandervilleGraphic Design: Richard Anderson and Laine GarrettLayout: Richard Anderson, Bryan Cutler, and Josh MandervilleArt Director: Mike VaillancourtIllustrations: Manny TrembleyEditing: Bryan Cutler and Darla KennerudPrint Manager: Shona FahlandPlaytesters: Diana Anderson, Michael Anderson, Richard Anderson, Oren Ashkenazi, Ed Bourelle, David Carl, Leo Carson, Johan Cea, Jack Coleman, Bryan Cutler, Matt DiPietro, Cody Ellis, Shona Fahland, Dianne Ferrer, Bill French, Laine Garrett, Matt Goetz, Doug Hamilton, Dan Henderson, Michelle Horton, Michael Jenkins, Darla Kennerud, Tony Konichek, Lyle Lowery, Caitlyn McKenna, Chris Mcleroy, Michael Plummer, Erik Reierson, Chris Ross, Michael Ryan, Michael Sanbeg, Ben Sanders, William Schoonover, Nate Scott, William Shick, Jason Soles, Jacob Stanley, Gabe Waluconis, Matt Warren, Matthew D. Wilson

For customer service, please call (425) 643-5900 Ext. 300 or email [email protected]

www.privateerpress.com

1 game board 45 zombie figures:

13 bite tokens

5 progress tokens

48 barricade tokens

1 rulebook

15 grey Runners

10 yellow Creepers

10 blue Leapers

10 red Brutes

BLUEPRINT

Completion bonus!Completion bonus!

cRaB gRaPPLE

Draw 3 supplies and push the button twice.

Lever Piston

Lever

Lever

Gear

Piston

Gear

Piston

When you push the button on this contraption:Choose a space within 2 spaces of this location.

Destroy 1 zombie in that space. Draw 1 part card.

15 contraption cards

To watch a Zombies Keep Out video tutorial, visit:

www.privateerpress.com/tutorials/Zko

Page 3: Contentsfiles.privateerpress.com/bodgers/zko/zkoRules.pdf · Spaces on the game board have color-coded arrows as a reminder of how the different colors of zombie figures move when

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Board LayoutThe Zombies Keep Out game board represents the bodgers’ workshop as well as the surrounding junkyard. The workshop itself is split into 5 location spaces: the cellar, a window, the door, another window, and the balcony. The columns of spaces below these 5 locations are sometimes referred to as the cellar column, window columns, door column, and balcony column.The row of spaces in front of the workshop is referred to as the top row(spaces 1 through 5). When a zombie is in the top row of the game board, it will attack the corresponding location the next time it would move closer to the workshop (an effect called shambling described in the Zombies Close In section). The row of spaces farthest from the workshop is referred to as the bottom row.Spaces on the game board have color-coded arrows as a reminder of how the different colors of zombie figures move when they shamble.

Game BasicsZombies Keep Out is a fully cooperative game for 1-6 players, who work together to build 3 completed contraptions in the bodgers’ workshop before the zombies breach the workshop door or destroy 3 of their projects.Each turn in Zombies Keep Out consists of a Zombies Close In step and a Bodge step. When the zombies close in you will draw a card from the deck of Terrible Things. Terrible Things include additional zombies showing up, existing zombies shambling towards the workshop, or even zombie bites! In the Bodge portion of your turn, you’ll take one action. Actions include scrounging for new parts, bodging parts onto contraptions according to the blueprints, or reinforcing the workshop’s barricades.

Starting the GameTo set up for a game of Zombies Keep Out, first shuffle the deck of Terrible Things and the deck of parts and place them beside the game board. If the deck of Terrible Things or the deck of parts runs out of cards during the course of the game, shuffle the corresponding discard pile to create a new deck.Next, randomly select 5 of the 15 contraption cards and place one contraption beside each location (the balcony, window, door, other window, and cellar) with the blueprint side facing up. Place a progress token on the “Start” space of each of the 5 selected contraptions, and return the other 10 contraption cards to the game box. You will not use them during the game. Place all the zombie figures in the zombie pool area of the board, and place the bite tokens within easy reach of all players.Next, place a number of barricade tokens on each location as follows:

• Door: 10 Barricade tokens• Balcony and Cellar: 8 Barricade tokens each• Windows: 6 Barricade tokens each

WORKSHOP

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balcOnyWindOWdOOR

zOmbie POOl

WindOWcellaR

WindOWcOlumn

dOORcOlumn

WindOWcOlumn

cellaRcOlumn

tOPROW

bOttOmROW

Get ready—here they come!

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1. Zombies Close InThe living dead just won’t go away! They seek out every opportunity to claw their way into the bodgers’ junkyard or smash through the makeshift barricades. Should the bodgers falter in their vigilance, eager zombies will bite our hapless heroes, weakening their defenses or even turning them into bodger-zombies!The first thing a player must do on his turn is draw a card from the deck of Terrible Things, choose one of three terrible options, read it aloud, and do what it says. Note that some cards’ options are much worse than other cards. While resolving a Terrible Things card, do not show the other players what the card says.

Then gather 2 Leaper zombies (blue), 2 Brute zombies (red), 2 Creeper zombies (yellow), and 4 Runner zombies (grey). Place two zombies in each column of the game board as follows:

• Balcony column: 1 Leaper in each of the bottom 2 rows of the Balcony column

• Door column: 1 Brute in each of the bottom 2 rows of the Door column

• Cellar column: 1 Creeper in each of the bottom 2 rows of the Cellar column

• Window columns: 1 Runner in each of the bottom 2 rows of both Window columns

Lastly, deal part cards to each player based on the number of players:

• 1 or 2 players: 5 cards• 3 players: 4 cards• 4 players: 3 cards• 5 or 6 players: 2 cards

There is no limit to the number of cards a player can have in hand during the game. These numbers only set the starting hand for each player.

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tOKenS

PROgReSStOKenS

diScaRd diScaRd

PaRtS decK

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cOntRaPtiOncaRdS

GameplayThe first player to take a turn is the player most prepared for a real-life zombie attack. After that player’s turn, play proceeds clockwise around the table as players take their turns. Players continue to take turns until the group wins the game or the zombies defeat them. See the Victory & Defeat section for additional information.Each turn has 2 steps: Zombies Close In and Bodge.

BLUEPRINT

Completion bonus!Completion bonus!

ZomBIE ScaNNER

Draw 5 supplies and push the button.

Lever Piston

Gear

Gear

Piston

Gear

Piston

Lever

When you push the button on this contraption:Look at the top 3 cards from the deck of Terrible Things.

Discard 1. Return the other 2 in any order. Draw 1 part card.

BLUEPRINT

Completion bonus!Completion bonus!

ScRoUNgE-o-maTIc

Draw 3 supplies and push the button.

tank Gear

tank

Lever

Lever

tank

Lever

Gear

When you push the button on this contraption:Draw 3 part cards.

BLUEPRINT

Completion bonus!Completion bonus!

FRENZy BEam

Draw 5 supplies and push the button twice.

Piston Lever

PiPe

Lever

Lever

Piston

PiPe

Piston

When you push the button on this contraption:Choose 1 zombie in a space within 2 spaces of this location.

Destroy all other zombies in that space.

BLUEPRINT

Completion bonus!Completion bonus!

cRaB gRaPPLE

Draw 3 supplies and push the button twice.

Lever Piston

Lever

Lever

Gear

Piston

Gear

Piston

When you push the button on this contraption:Choose a space within 2 spaces of this location.

Destroy 1 zombie in that space. Draw 1 part card.

BLUEPRINT

Completion bonus!Completion bonus!

PUNch LEvELER

Draw 4 supplies and push the button twice.

tank PiPe

Lever

tank

PiPe

Lever

Lever

tank

When you push the button on this contraption:Destroy up to 2 zombies in this column.

BOARD SETUP

zOmbie POOlStaRtingzOmbieS

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Gaining bite TokensSeveral Terrible Things involve players being bitten by zombies. Bite tokens hinder your ability to make progress on the contraptions needed to turn back the zombie horde, and they even diminish your ability to work with the other players! When you have:

1 bite token, you can no longer trade cards (see page 13) with other players and must use slurred speech when talking.

2 bite tokens, you can no longer perform tinker actions and must grumble your words using barely intelligible speech.

3 bite tokens, you can no longer choose your own Terrible Things. Before drawing a card from the deck of Terrible Things, hold up 1, 2, or 3 fingers. Then draw the card and perform the first, second, or third Terrible Thing respectively. Additionally, you can no longer use any words when speaking, only grunts, grumbles, and hand motions.

4 or more bite tokens, you are fully zombie-infected. Instead of performing an action each turn, draw a second card from the deck of Terrible Things! Additionally, you must now moan like a zombie when you are not grunting or grumbling.

They’ll know which Terrible Thing you chose, but they won’t know the options you did not choose. It’s tough enough surviving the zombie apocalypse without the other players second-guessing your decisions!When you are done resolving the Terrible Things card, discard it face down.

Adding ZombiesOne of the most common Terrible Things is the instruction to add zombies to the board. Adding zombies to the board simply means taking one of the zombie figures from the zombie pool and placing it in any space on the board. Some instructions will require a specific type of zombie (Runner, Leaper, Creeper, or Brute). Some will require the player to put the zombies in specific columns or rows of the board. If the instructions do not specify a type of zombie, you can choose any zombie from the zombie pool.

ShamblingAnother very common type of Terrible Thing is the instruction for zombies to shamble. Shambling is how zombies move toward the workshop and is a bit more complicated because not all zombies are the same. Leaper zombies shamble toward the balcony, Brute zombies shamble toward the door, and Creeper zombies shamble toward the cellar. The arrows on the game board indicate if a particular color of zombie will shift left or right 1 column as it shambles closer to the workshop. Runner zombies always shamble straight toward the workshop.Some cards are specific about the type of zombies that shamble or the location of zombies that shamble. Be sure to read the card carefully to see which zombies are affected and which spaces are affected. When a zombie shambles it will move 1 space (including diagonally) as indicated by the arrow corresponding to its color.When moving zombies that shamble, move them in the order of the space they occupy, beginning with the zombies in the lowest-numbered space. This will ensure that you do not accidentally move a zombie twice or forget to move a zombie.

Add 1 Leaper to the board.

Add 2 Runners to the board.

All zombies in the balcony row shamble.

Each player discards 2 cards.

Add 5 zombies to the board.

Take 2 bite tokens.

This is gonna hurt.

Well, that’s not so bad.

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other Terrible ThingsSome of the other Terrible Things include discarding a specific quantity of parts cards, moving one or more progress tokens backward on the contraption blueprints, or immediately removing barricade tokens from a location.

ShovingAfter completely resolving a Terrible Thing that adds zombies to the board or causes zombies to shamble, if there are more than 3 zombies in any space, the zombies start shoving each other. Beginning with the lowest-numbered space with more than three zombies, the active player chooses which zombies in that space shamble until it contains no more than 3 zombies. Repeat this process for each space with more than 3 zombies, in number order.After resolving the zombies shoving each other in the highest-numbered space that had more than 3 zombies, there may be new spaces with more than 3 zombies! Repeat the shoving process until no space contains more than 3 zombies.If a Terrible Thing includes two instructions, resolve all shoving before resolving the second instruction. For example, if the Terrible Thing says “All Runners shamble; then all Runners shamble again,” First shamble the Runners, then resolve shoving, then shamble the Runners a second time, and then resolve shoving again.

SmashingIf a zombie shambles while it is in the top row, it will smash into the barricades at that location. Remove 1 barricade token from that location, and then return the zombie to the zombie pool. There are three exceptions:• When a Leaper smashes into the balcony, remove

2 barricade tokens before removing the Leaper .• When a Brute smashes into the door, remove 2

barricade tokens before removing the Brute .• When a Creeper smashes into the cellar, remove 2

barricade tokens before removing the Creeper .

Shambling, Shoving, and Smashing example

SHOVINGAfter the Leaper shambles, there are too many zombies in space 7, so the zombies start shoving! The player whose turn it is chooses to have one of the Runners shoved forward toward the window. If there were already 3 zombies in space 4, they would shove again.

SHAMBLING & SMASHINGThe chosen Terrible Thing causes all zombies in the door column to shamble. Following the numbers, the Runner in space 3 shambles first, and he smashes into the door. Remove 1 barricade from the door, and place the Runner in the zombie pool. The Brute and Runner in space 8 shamble next. Then the Leaper in space 13 shambles toward the balcony.

-1

When you remove the last barricade token from a location, an overrun occurs. Remove the contraption in that location from the game. Additionally, if a zombie would smash into a location that is already overrun, it instead smashes into the next location over in the direction of the workshop door.Remember, if the workshop door is overrun the zombies win, so keep that door protected!

Page 7: Contentsfiles.privateerpress.com/bodgers/zko/zkoRules.pdf · Spaces on the game board have color-coded arrows as a reminder of how the different colors of zombie figures move when

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Tinker: To perform a tinker action, the current player discards one part card matching the next part listed on a contraption card’s blueprint and then advances that contraption’s progress token. A contraption is complete when its progress token moves to the last spot on its blueprint. Because players need 3 completed contraptions to win the game, tinker actions should be a top priority!

2. Bodge!In the face of imminent danger, the bodgers work frantically to find the needed parts to complete their bizarre, zombie-stopping machines. All their hopes rest on their ability to amass a sufficient arsenal of contraptions to turn back the walking dead.Once the Zombies Close In part of a turn is over, the current player performs 1 action. There are 5 actions to choose from, but a player can perform only 1 action each turn.

• Tinker • DefenD • repAir

• SCrounGe • puSh The buTTon

Impossible!Sometimes it will not be possible to do one or more of the Terrible Things listed on a card. For example, a player cannot choose “Add 2 Brutes to the board” if there are fewer than 2 Brute zombies in the zombie pool. He must make a different choice instead. In order to choose a particular Terrible Thing, a player must be able to do exactly what the Terrible Thing says to do.

Additionally, a player cannot choose a Terrible Thing that has no effect. For example, a player cannot choose “All zombies in the balcony column shamble” when there are no zombies in the balcony column. He must make a different choice instead.

If none of the Terrible Things on a card are possible, then all zombies shamble instead. Likewise, if a player with 3 or more bite tokens holds up the number of fingers for a Terrible Thing that is not possible, then all zombies shamble.

Completing a ContraptionWhen a player performs a tinker action that completes a contraption, the contraption grants a completion bonus. The completion bonus allows that player to draw a certain number of part cards as supplies. Unlike scrounge actions, when a player draws supplies, he can immediately give any of those cards to other players (even if they have bite tokens).

Completion bonuses also allow the player to push the button (see below)—sometimes more than once! After resolving the completion bonus, remove the progress token from the contraption and turn the contraption over to its completed side. Once completed, it stays completed for the rest of the game unless the location is overrun.

DefenD: To perform a defend action, the current player chooses any 1 space on the board. He then discards any number of part cards and destroys zombies in that space matching the zombie types and quantities listed on the discarded cards. Return destroyed zombies to the zombie pool.repAir: To perform a repair action, the current player chooses 1 location on the board. He then discards any number of part cards and places a number of barricade tokens on that location equal to the number of barricade symbols on the discarded cards. A location cannot exceed its starting number of barricade tokens.

OR

TinkerTinker

DefenDDefenD repairRepaiR

PaRt tyPe

zOmbie tyPeS

baRRicadeS

pArT CArDS

1

1

22

3

3

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Some push the button effects refer to spaces “within 1 space” or “within 2 spaces” of that contraption’s location. When counting out distances from a location, spaces adjacent to the current space (including diagonally) are considered 1 space away.

These spaces are within 1 space of the window.

These spaces are within 2 spaces of the balcony.

TradingOnce a turn during the Bodge step, either before or after performing an action, the current player can trade one of his part cards with one other player. You cannot give cards away, only trade them on a one-for-one basis.Trading cards can give players the right part type for a Tinker action, right zombie types for a Defend action, or more barricades for a Repair action.

SCrounGe: To perform a scrounge action, the current player draws 2 part cards. Note that scrounging is the main way players draw cards in Zombies Keep Out. There is no draw step, so scrounge actions are very important.puSh The buTTon: Once at least 1 contraption has been completed, players can begin making push the button actions. To perform a push the button action, the current player chooses a contraption that has been flipped to its completed side and follows its push the button instructions.

BLUEPRINT

Completion bonus!Completion bonus!

cRaB gRaPPLE

Draw 3 supplies and push the button twice.

Lever Piston

Lever

Lever

Gear

Piston

Gear

Piston

When you push the button on this contraption:Choose a space within 2 spaces of this location.

Destroy 1 zombie in that space. Draw 1 part card.

PUSH THE BUTTON!PUSH THE BUTTON!Choose a space within 2 spaces of this

location. Destroy 1 zombie in that space. Draw 1 part card.

CraB GraPPlE COmPlETE!

bluePRint

cOmPletiOn bOnuS

PuSH tHe buttOn

ConTrApTion CArDS

1

2

3

1

2 3

balcOny

WindOW

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Victory & DefeatBitten, bruised, and barricade-busted, the weary goblin bodgers fight to find the last required parts for their anti-zombie creations. Will they complete their machines in time to secure their workshop from the zombie invasion, or will the horde of brain-hungry shamblers outside their door completely overrun the workshop?If the zombies overrun the door location or if the zombies overrun 3 total locations, they win the game. Additionally, if each player has 2 or more bite tokens, the zombies win the game.If the players complete 3 contraptions before the zombies win the game, then the players are victorious!

Easier & Harder Game VariantsWArm-up moDe: This game mode is recommended for players new to Zombies Keep Out. Adjust the number of starting barricade tokens in each location. Instead of the usual number of barricade tokens (8, 6, 10, 6, 8), use the following quantities:

Door: 12 barricade tokensBalcony and cellar: 10 barricade tokens eachWindows: 8 barricade tokens each

ChAllenGe moDe: Players who have played Zombies Keep Out several times and are looking for a bit of an additional challenge can instead use the following numbers of barricade tokens:

Door: 8 barricade tokensBalcony and cellar: 6 barricade tokens eachWindows: 4 barricade tokens each

impoSSible moDe: Players looking to face a truly formidable zombie horde can use the following numbers of barricade tokens:

Door: 6 barricade tokensBalcony and cellar: 4 barricade tokens eachWindows: 2 barricade tokens each