MonopoZombie
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(tweak the train quote and the way it's noted that train rules still need playtesting) |
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{{quote|center|Never steal turns from the future|[[User:Nemo|nemo]]}} |
{{quote|center|Never steal turns from the future|[[User:Nemo|nemo]]}} |
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+ | Note: the following train rules have not yet been playtested. Feedback doubly appreciated |
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− | * ''(not yet playtested) A human (or group) on a train station is immune to conversion, but cannot win on a station location. Instead, they may choose to travel down the train tunnels, rolling a D4 to determine which station they come out at (number determines how many stations clockwise to move. A "4" means you remain at the same station)'' |
+ | * ''A human (or group) on a train station is immune to conversion, but cannot win on a station location. Instead, they may choose to travel down the train tunnels, rolling a D4 to determine which station they come out at (number determines how many stations clockwise to move. A "4" means you remain at the same station)'' |
** ''After arriving at a new station (or back at the same, via "4"), the player MUST travel the board normally the following move. '' |
** ''After arriving at a new station (or back at the same, via "4"), the player MUST travel the board normally the following move. '' |
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** ''Groups do not succeed at sticking together through the tunnels - each player rolls a singular D4 and must honour it. If multiple players happen to arrive at the same same station together, they start a new group (ignoring any prior group timetables)'' |
** ''Groups do not succeed at sticking together through the tunnels - each player rolls a singular D4 and must honour it. If multiple players happen to arrive at the same same station together, they start a new group (ignoring any prior group timetables)'' |
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− | * ''(not yet playtested) Zombies may also travel down train tunnels. Like humans they may only enter a tunnel if they start on one. '' |
+ | * ''Zombies may also travel down train tunnels. Like humans they may only enter a tunnel if they start on one. '' |
** ''Like humans, Zombies roll a D4 to determine their exit station, however it takes a zombie two turns to arrive.'' |
** ''Like humans, Zombies roll a D4 to determine their exit station, however it takes a zombie two turns to arrive.'' |
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** ''Unlike humans, a zombie newly arrived at a station via tunnel, may re-enter the tunnels again.'' |
** ''Unlike humans, a zombie newly arrived at a station via tunnel, may re-enter the tunnels again.'' |
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+ | {{quote|center|*staggers onto the B&O Railroad square* traaaaaiiiinnnnss|Randall Monroe}} |
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== Gameplay advanced == |
== Gameplay advanced == |
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− | This section is for elements of the game which are either unnecessary for enjoyable basic gameplay, or unlikely to occur at all, and so explained here seperate to keep the main rules simple. |
+ | This section is for elements of the game which are either unnecessary for enjoyable basic gameplay, or unlikely to occur at all, and so explained here separate to keep the main rules simple. |
=== Bodyguards === |
=== Bodyguards === |
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* They can never be turned zombie through the "moving too slow" (double-one) logic, with rationale being that homelessness lends a skill at being relatively invisible - and thus they can dodge zombies on their own moves. |
* They can never be turned zombie through the "moving too slow" (double-one) logic, with rationale being that homelessness lends a skill at being relatively invisible - and thus they can dodge zombies on their own moves. |
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* They no longer take their turn in the normal play order, instead: |
* They no longer take their turn in the normal play order, instead: |
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− | ** If they land on an unowned property, it immediately goes to auction |
+ | ** If they land on an un-owned property, it immediately goes to auction |
** If they land on an owned property, they do not pay rent. Instead, they squat there till the owner of that property has their next move, at which point, prior to the owners roll, the homeless squatter takes their turn, repeating as required till they have found a property owned by another, or a non-property square). |
** If they land on an owned property, they do not pay rent. Instead, they squat there till the owner of that property has their next move, at which point, prior to the owners roll, the homeless squatter takes their turn, repeating as required till they have found a property owned by another, or a non-property square). |
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** If they are on a non-property square, they remain there and their next turn occurs only after another player lands on that square, or moves past them. |
** If they are on a non-property square, they remain there and their next turn occurs only after another player lands on that square, or moves past them. |
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** note: new battle between all humans and zombies occur on any *arrival* to a property, but not on departures. (humans sneak out, zombies mindlessly shamble away) |
** note: new battle between all humans and zombies occur on any *arrival* to a property, but not on departures. (humans sneak out, zombies mindlessly shamble away) |
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** I don't think this should include snakeeye/jail conversions. (they are already governed by chance) |
** I don't think this should include snakeeye/jail conversions. (they are already governed by chance) |
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− | * (this has been rolled into the main rules, but not yet playtested) Should stations/utilities by default provide safe shelter? (ie: as infrastructure they have an implied (non-demolishable?) house) |
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− | {{quote|center|*staggers onto the B&O Railroad square* traaaaaiiiinnnnss|Randall Monroe}} |
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* What about non-property locations? Free Parking is already a guaranteed infinite-immunity square, whilst GoToJail is an infinite-infection square. |
* What about non-property locations? Free Parking is already a guaranteed infinite-immunity square, whilst GoToJail is an infinite-infection square. |
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** What about Go/Chance/Chest/Just Visiting Jail/tax? |
** What about Go/Chance/Chest/Just Visiting Jail/tax? |
Revision as of 00:34, 19 January 2023
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Zombies care not for your mindless capitalism!
A board game where a zombie apocalypse overruns a traditional Monopoly game, saving it from traditional end-game tedium
2-8 (or more?) players (optimal is probably around 4-6 players)
Equipment
Playable with a regular Monopoly set.
Although not required, it can assist to additionally have
- A pair of D4 (for zombie movement)
- One or more extra D6 (for survival/team human movement)
- A human/zombie identifier method - eg: player tokens from an alteranate game, or a coin/blu-tak/similar to travel with zombie'd pieces)
Gameplay TL;DR
- CAPITALISM!
- Play normal monopoly (with some MonopoZombie specific houserules).
- After each player makes it around the board once, they become vulnerable to zombification on snake-eyes or go-to-jail.
- OUTBREAK!
- Someone has become a zombie!
- "human" players continue with capitalism, but there are new ways to become zombified: sharing a square with another zombie, or unimproved zombie "owned" property.
- Zombies roll 2D4 and move either direction, and destroy improvements to properties.
- APOCALYPSE!
- Zombies are half or more of all players and the economy breaks down. Capitalism is dead.
- Humans become survivalists - now move by choosing 2 from 3D6, and can travel in groups
- Win by:
- remaining humans win as a team when all humans simultaneously are on the same human-owned IMPROVED property
- zombies win individually only when all players are zombies, and then the first zombie to 'jail' square wins.
development alertnote: This game is in slow development. The rules here are not yet perfected, and as-yet untested combination of proposed rules may be a far better game than what's already here, so please test the untested, and come up with new variants! Feedback welcome - either direct to me (find me on facebook - see links below), the Discussion tab to this page, or this page direct!)
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--nemo
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Gameplay basics
The basics here should be sufficient detail for covering the main gameplay, with clarifications and advanced options provided later on.
The game is divided into three distinct stages. Capitalism, Outbreak and Apocalypse.
“ | Let the capitalism comment!
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” |
—Zedd (Eddie)
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Stage One: Capitalism
This stage of the game is traditional capitalism microcosm (ie, Monopoly), with custom houserules. Capitalism stage lasts as long as ALL players are "human".
Whilst player tactics may differ based on knowledge of the later stages of the game, the game *mechanism* is Monopoly. Common house rules (once around board before purchase, tax->free parking, and so on) are discouraged in favour of genuine Monopoly rules, and MonopoZombie houserules below)
Houserules
MonopoZombie skips the very initial house-buying tedium and kickstarts the interesting part of capitalism (chance of rent) with the following setup:
- Excluding the first and last colour group, shuffle all remaining colourgroup property cards (18) and deal one to each player.
- (Including all colour groups this time) Roll a D6 to select a bank-owned house on each side of the board to place a house. (re-roll if the dice selects a property dealt in the previous step
- These pre-improved properties now have a market value of original market value, plus HALF the price of a house. Making them a great deal! ;)
Once play is underway, the following houserules apply
- House construction no longer requires ownership of an entire colour group. However, the requirement that development must be even remains. Thus, the first owner of the first property can immediately build one house, even if the bank owns the rest. But they cannot build a second house till all other properties in the group are owned and also have a house. Demolition need not be even however - properties may be demolished at any time for any reason (broke and need money, or zombies) without regard to other properties in the colour group (though it will affect their future building potential)
- Players may build a house on their seeded property before the game begins.
- After a player has travelled around the board once, they can become a zombie
Becoming a Zombie
- Each player cannot become a zombie on their first time around the board by any method in Capitalism or Outbreak stages of the game.
- After a players first time around the board (once they arrive or pass "Go"), they are susceptible to a number of zombie conversion methods. These are:
- Rolling a double-one (for any reason: normal roll, escape from jail attempt, as instructed by card), then they are considered to be moving too slow and are converted. For the purposes of human/zombie interactions, it is considered that they are human at the start of their movement, and arrive (two squares on) as a zombie.
- All methods that send a player to jail (Go To Jail square, card, or doubles thrice in a row) are instead interpreted as "Stay where you are (or take the third movement if a dice roll method) but become a zombie"
- "Get out of Jail Free" cards are instead interpreted as a one-time "infinite strength immunity to zombie conversion" card. This covers ALL zombie conversion methods at any point in the game.
The game enters "Stage Two: Outbreak" upon the first conversion.
“ | The trappings of capitalism do not apply to the undead
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” |
—Zedd (Eddie)
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Stage Two: Outbreak
This stage of the game begins to diverge from traditional monopoly, with some players being zombies and playing by new rules, whilst humans still play at capitalism. It is defined as beginning with the first zombie conversion, and lasts while the majority of players are still human.
Human players continue playing the rules of Stage One: Capitalism (however their tactics are increasingly likely to be influenced by the oncoming apocalypse)
In 2 and 3 player games, all players must note their position at the start of the Outbreak stage, as Outbreak must end once all players have circumnavigated the board back past that position (if not sooner)
How to be a zombie
Players who are zombies continue to take their turn in the same table position as before. However, they operate under new movement principles to reflect their shambling/mindless nature.
- Instead of 2D6 dice, zombies move according to 2D4 dice. (if no D4 are available, D6 can be used, re-roll any result of 5 or 6)
- Zombies may move in either direction around the board. (Player rolls dice, then chooses from two potential target locations)
- Zombies check chance/chest cards, but ignore them. (Players may taunt human players with the results)
- Zombies do not follow any "teleport" movement instructions (go to nearest railway, jail, etc)
- Zombies do not get another go on a double dice roll.
- Zombies care not for your mindless capitalism, and do not participate in any normal commerce. Players should return their money to the bank upon conversion.
- Properties owned by a human prior to conversion now become zombie infection grounds. Mortgage status is ignored.
- If a zombie lands on an unowned property, it immediately goes to auction amongst the human players.
- alternative to play test: the property becomes a zombie infection ground. Question: will this tilt the game too far in favour of zombies?
New ways to become a zombie
- Each zombie and each infection ground is counted as one 'zombie conversion point'. Each human and each improvement (including those on zombie owned lands) are considered a 'zombie immunity point'. If conversion points are equal or greater than immunity points on any given location, then conversion results.
- In practical terms, this means:
- Human landing on an unimproved zombie infection ground results in immediate conversion.
- Humans landing on an improved zombie infection ground are safe - unless there are equal or more zombies as there are houses.
- Two humans are safe together from the arrival of a zombie, or the turning of their location into an infection ground while they're there. However in outbreak stage, humans are still playing at selfish capitalism and one will move on to leave the other to be converted.
- In practical terms, this means:
- Conversion can occur by sharing non-property board locations (Chance/Chest/Go/JustVisiting/Tax) with a zombie. However, the 'Free Parking' square is an infinite-strength immunity to conversion square throughout the game.
- You can still be converted by a double-one to or from Free Parking. Just not by sharing a it with a zombie.
- (not yet play tested) Railways are considered to have permanent structures and so always provide immunity to conversion, regardless of "zombie" ownership.
“ | Where is the line between "house rules" of a game, and "new game" anyway?
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—nemo
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Properties and zombies
Houses are demolished by the conflict of zombies at human-owned-houses, or of humans at houses in infection grounds.
- A zombie arriving on an a vacant improved human-owned property can demolish one house upon arrival.
- If there is a human at the property, then the house remains safe till it is vacant. If another human arrives before the first leaves, then the zombie will move on and never demolish.
- Zombies do not demolish houses on infection grounds
- A human arriving at a house on an infection ground may shelter at the house safely, but the house will be demolished when the last human abandons (flee!) it.
- If the human is converted to a zombie by being overrun by other zombies on that location, then the house is demolished as part of the convertion
- Humans cannot build on properties with a zombie. (If a zombie demolishes a house, player must wait for the zombie to move on before rebuilding)
- Humans cannot demolish (ie, sell to regain funds) properties with a zombie. (eg: if a zombie arrives on an improved property with a human already there, then the owner of the house cannot sell it before the inevitable demolition (and thus cause another player to be infected for their own profit!)
- Rule added when similar situation occured in-game. However situation was still-immune human on their own property, with zombie arrived. Human wanted to sell to get money before demolition, knowing they'd be safe in their immunity.
A cute table summary
This table summarises the basic "when is a house demolished?" question and is otherwise based on "one player at the property" scenarios. Multiple humans and/or zombies on a location can alter things. Apocalpse mode group travel can also alter
xxx | Humans arrive | Zombies arrive |
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Human owned property without houses | No action (but can be converted if a zombie arrives) | Can convert any humans found here (if Zombies≥Humans) |
Human owned property with houses | Provides protection from zombies | Demolish a house instantly once vacant of humans. Humans unable to build/rebuild whilst zombie is there. |
Zombie "owned" property without houses | Human is converted to zombie | no action |
Zombie "owned" property with houses | Provides protection from conversion so long as (humans+houses)>(zombies+1), but one house is demolished when last human leaves | no action |
Outbreak mode always lasts a minimum of one round to ensure every player gets one turn during Outbreak mode. It THEN enters Stage Three: Apocalypse when zombies are considered established via the following rules
- For 2 and 3 player games, outbreak lasts till the first of
- A second zombie conversion
- All humans have completed a circuit around the board back past their individual 'start of outbreak' positions
- For 4+ players, when the count of zombies is equal to (with even number of players) or outnumbering (odd number of players) the human players.
- ie, the second zombie in a 4 player game. The third zombie in 5 or 6 player games, a fourth zombie in 7 or 8 player games, etc.
- If a threshold conversion occurs during the "one round minimum time", then the Apocalypse will occur at the end of the round.
“ | Monopocalypse - The Zombie War
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” |
—Xenos (#xkcd-sciencefiction)
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Stage Three: Apocalypse
At this stage of the game, capitalism has failed to protect against zombies, the economy collapses and the last vestiges of original Monopoly rules are swept clear. All remaining humans now move to survival mode.
- All commerce and economic-based activity halts. All money goes back to the bank - it's closed down.
- No more building of properties.
- No more demolishing for monopoly-rule reasons - demolitions are now zombie-based reasons only.
- We keep track of property ownership for zombie-infection ground tracking. Mortgage status is irrelevant.
- Zombies continue as before
- Humans now move in survival mode.
- Any humans that have not managed to make it around the board once (impossible in 2 or 3 person games, but viable in larger groups with fast and short Outbreak), ARE now susceptible to infection.
How to survive as a human
- Humans now move with increased agility and tactics. This is achieved by allowing movement in either direction, and by rolling 3D6 and choosing two. This means each human has up to 6 possible target locations to choose from.
- If a double is chosen, then roll-again can optionally be taken. There are no longer any penalties for repeated double-based roll-agains.
- If a double-1 is an option, the player is in a position to choose to self-infect.
- Humans no longer follow any monopoly based 'teleport' rules either.
- Humans can now group up and move together. This is beneficial for the following reasons
- Moving simultaneous makes individuals less vulnerable to zombies
- multiple humans can now gather on zombie infection grounds - they are safe so long as the number of humans is always greater than the number of zombies+1
- Easier to meet the human winning conditions.
- Moving simultaneous makes individuals less vulnerable to zombies
- A group is formed (or grown) when multiple humans are on the same square by normal movement mechanisms. The earlier member(s) of the group 'delay' their turn till the normally-scheduled turn of the most recently joined group member, and then all members of the group roll 3D6 and trade the resulting dice in an attempt to equalise each members movement, and so be able to move as a group. It's also permissible to trade dice so to maximise the chance of each group member making it to a different safe-house, noting that this action splits up the group.
- If trade negotiations fails to allocate dice, then the original roller of each dice controls it for their own use.
- A player may only remain part of a group for a maximum of three turns, after which point they must take their normal turn again. In groups of 2 or 3, this means the dissolving of the group. Four or more humans can theoretically achieve a longer group life with a rotation of members.
- After leaving a group, a player must have two normal independent turns before they can join a group again. Note: players may still aim to land on the same locations - useful for protecting buildings and winning, but must do so with individual dice rolls and turns.
- Simultaneous movement is achieved by the humans already on the newly-shared-location delaying their turn till the normal turn of the most recent arrival. If a new human joins an existing group with no obvious way of delaying turns to synchronise (eg: the turn order is: member-who-is-delaying, newly-arrived-human, member-who-group-takes-their-turn-on, then the two group members can elect to have a once-only zero-movement turn so to bring the new member into sync. Note that this does consume one of the three moves allowable as a team, and can only be done once per additional member to a team.
“ | Never steal turns from the future
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” |
—nemo
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Note: the following train rules have not yet been playtested. Feedback doubly appreciated
- A human (or group) on a train station is immune to conversion, but cannot win on a station location. Instead, they may choose to travel down the train tunnels, rolling a D4 to determine which station they come out at (number determines how many stations clockwise to move. A "4" means you remain at the same station)
- After arriving at a new station (or back at the same, via "4"), the player MUST travel the board normally the following move.
- Groups do not succeed at sticking together through the tunnels - each player rolls a singular D4 and must honour it. If multiple players happen to arrive at the same same station together, they start a new group (ignoring any prior group timetables)
- Zombies may also travel down train tunnels. Like humans they may only enter a tunnel if they start on one.
- Like humans, Zombies roll a D4 to determine their exit station, however it takes a zombie two turns to arrive.
- Unlike humans, a zombie newly arrived at a station via tunnel, may re-enter the tunnels again.
“ | *staggers onto the B&O Railroad square* traaaaaiiiinnnnss
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” |
—Randall Monroe
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Winning conditions
Humans win when all remaining humans are on an improved human-owned property, with no zombies also on that location. Humans thus win as a team. (the last human can win solo). Note that humans do not need to be moving as a group to win - they can arrive on the location independently. However, group movement makes it easier.
Zombies can only win when ALL players are zombies, at which point the winning zombie is the first onto the "just visiting/jail" square. Zombies cannot win as a team. Should multiple zombies be already on 'just visiting' when the last human is turned, then the winning zombie is the one who was most recently human (they're least decayed = strongest).
- note: this rule may yet change to one of the alternative logics: the one who has been zombie longest. Or the one who was first on Just Visiting, or the one who most recently arrived at Just Visiting. Note that due to the possibility of group suicide-to-zombie, there may be multiple players who have become zombies simultaneously, so whilst I prefer the most-recently-human story logic, game logic dictates the need for an alternative, if only to tiebreak.
Gameplay advanced
This section is for elements of the game which are either unnecessary for enjoyable basic gameplay, or unlikely to occur at all, and so explained here separate to keep the main rules simple.
Bodyguards
Only valid in Outbreak mode: Players may pre-pay for a bodyguard. $100/bodyguard/round. Each bodyguard acts as an extra human for the purposes of counting human/zombie interactions. Bodyguard(s) can only be purchased on a players roll, and remain active with the player (protecting them from zombie arrivals) till the players next roll. If they choose to continue with bodyguard (pay again), there is no break in guarding.
Bankruptcy / Homelessness
Effects all areas of the game. A player who becomes bankrupt (by normal monopoly means) in Capitalism/Outbreak stages, remains in the game and now plays as follows:
- They travel at the speed of 1D6 and still adhere to clockwise motion.
- They can never be turned zombie through the "moving too slow" (double-one) logic, with rationale being that homelessness lends a skill at being relatively invisible - and thus they can dodge zombies on their own moves.
- They no longer take their turn in the normal play order, instead:
- If they land on an un-owned property, it immediately goes to auction
- If they land on an owned property, they do not pay rent. Instead, they squat there till the owner of that property has their next move, at which point, prior to the owners roll, the homeless squatter takes their turn, repeating as required till they have found a property owned by another, or a non-property square).
- If they are on a non-property square, they remain there and their next turn occurs only after another player lands on that square, or moves past them.
- They check Chance/Chest cards as per normal, and honour them as far as is possible. Funds gained from this and also passing Go can rescue them from bankruptcy, at which point they resume normal 2D6 play in their original play position, pay rent as normal, etc. However, once a player is homeless once, it's likely they'll be homeless again soon.
- Outbreak/Apocalypse stages: Any player who has been homeless (regardless of current status) gains the ability squat in a zombie-owned house without causing that house to be demolished when they leave. This leads to a bonus winning condition where if the last human has was-homeless skills, they can win by landing on any remaining house (by definition owned by a zombie) so long as no zombie is also on that property.
- Apocalypse stage: Any humans that were homeless at the time of the apocalypse now move by choosing one of 2D6 (still immune to double-one method), but permanently regain "two from 3D6" movement as soon as they join a group. (after which point they are susceptible to a double-one conversion again). They retain their "last human, but homeless" winning condition option.
Note: as of writing, Homelessness has been part of the rules for a few games, but has never actually occurred
Hospitals / Cure
Is the zombie virus curable? This game says yes!
Hotels are considered 'hospitals' in this game. They retain the same build/demolition/rent characteristics as per Monopoly hotels in Capitalism/Outbreak stages, but can cure zombies in Outbreak/Apocalypse stages.
In the Outbreak stage, a zombie landing on a hospital is immediately cured. However, any properties previously owned by that player remain infection grounds, and the player instead is immediately in 'homeless' mode.
In the Apocalypse stage, a zombie can only be cured at a hospital with a human present (order of human+zombie arrival at the hospital is irrelevant). The cured zombie again gains 'homeless' status, with the skills and restrictions that entails. However, unless the humans that cured them are a group on the verge of breaking up, the cured can join the group and immediately regain full movement options. Note that for this to work fully, it requires that zombies do not demolish Hospitals upon arrival at them. But they are bigger structures and still eventually succumb - they are demolished (down to 4 houses) when the zombie(s) leave.
Further gameplay ideas
These are ideas that have come about from after-testing discussions and document writing, but need playtesting before considering adding to the main rules.
The current rules are human-biased (Zombies almost never win), and the first three proposals here are considerations to balance that some.
- Zombies demolish all improvements without discrimination (ie: infection ground houses are demolished same as safe houses)
- When a player is converted, one house on each property they own is automatically demolished
- Just Visiting as an infection ground
- Zombies must choose direction BEFORE rolling dice. This would increase their apparent mindlessness and slow their ability to tactically target human-owned improvements for demolishing.
- Outbreak cannot occur till *ALL* players have been around the board once. Alternatively, this as a prerequisite for the apocalypse stage
- Roll for zombie conversion
- Modify the conversion rules so each conversion opportunity is played as a dice roll. Each human/bodyguard/property earns the defence on D6. Each zombie/infection ground earns the attack a D6. Each side rolls, largest wins. re-roll ties.
- note: new battle between all humans and zombies occur on any *arrival* to a property, but not on departures. (humans sneak out, zombies mindlessly shamble away)
- I don't think this should include snakeeye/jail conversions. (they are already governed by chance)
- What about non-property locations? Free Parking is already a guaranteed infinite-immunity square, whilst GoToJail is an infinite-infection square.
- What about Go/Chance/Chest/Just Visiting Jail/tax?
- unowned properties randomly turn into zombie infection grounds.
- The proposal for this is: On each players second and subsequent travel past 'Go', one bank-owned property is chosen at random to become an infection ground.
- Extended/balanced proposal: prior to the above, one bank-owned property is chosen at random and gets a +1 house (purchase price becomes property+house price? property+1/2house price?).
- This would occur PER PLAYER on their SECOND and each subsequent time past Go - thus helping ensure that a lengthy capitalism phase is avoided :)
- Remove the homeless complication and simplify to bankrupcy=zombification
- This Fan made "Ultimate Monopoly" board looks insane, but might be fun/insane for a longer/more populated game?
- https://www.deviantart.com/jonizaak/art/Ultimate-Monopoly-Rules-425676962
- Further rule tweaking is recommended for such a board, but will not be covered in this writeup.
- Other fan extensions to Monopoly/Ultimate Monopoly from which MonopoZombie rules could (probably) be applied:
Testlog
- Dec 2022 - Four person playtest
- very short capitalism and outbreak modes (two zombies in two moves, leaving two players not having even been around the board once!). Need to consider refining the rules to ensure adequate capitalism and (especially) outbreak timings
- humans won as a team on a BANK owned property (some discussion as to whether this was a valid win condition)
- post-game discussion: to consider for apocalypse mode:
- stations as safe refuge, but not a win conditions
- What do do with unclaimed (bank) properties at the start of apocalypse? In order of my preference best to worst:
- they continue to be claimed on first visit, just like Capitalism mode, but without the capitalism - thus winnable condition since they're claimed on the win
- they remain with the bank and be a winnable condition, but zombies can expand infection grounds by landing on an unclaimed property NEXT to an existing infection ground so to grow it
- unclaimed properties (ie, bank) dealt to all players at start of apocalypse.
- July 2020 - Second known non-Nemo playtesting, first known outside Australia (UK) Suggestion to simplify bankrupcy=become zombie. Rule clarifications - will be folded in to here shortly
- April 2019 - Playtest of the triple-ring fan-made board: Ultimate Monopoly
- Scaled up the pre-seeding to suit (I think we pre-allocated three properties per player, and pre-build three bank-owned houses per side of the board (one on each side of the traditional ring, and two on the outer ring)
- Tunnel movement rules: capitalism humans treat the double-height train tunnel position as one square - trains are fast. Zombies and survivalist humans have to shamble/walk down tunnels, so treat them as two positions (a start and an end) Tunnels allowed even MORE targets per dice
- (I think I have notes somewhere of this. Should find)
- 2018 Sep 16 - Playtest with 6 (two humans team won), then two further games with 4 (both won by a solo human).
- 6 player game ended with suggestion of pre-seeding players with a property, and the board with a few houses. This was subsequently tested on the four players games and considered a success - added to the rules. Usage of 'Clue(do)' player pieces used to indicate zombieism
- 2018 Sep 1 - Playtest with 7. Notable for being the first game that Nemo wasn't part of (as far as he knows).
- Won by a team of 3 humans won
- Outbreak phase was quite short (by chance), and no conversions occured in apocalypse phase. No conversions by zombie-human interaction.
- Observations that zombies not destroying infection grounds is confusing.
- Suggestion of just visiting being an infection ground, and using human/zombie coin flip under pieces to assist in identification.
- 2018 Jul 14 - Playtest with 3. Several games utilising homeless/hospital rules. Found to work but no major change to tactics really. Included a game where each person played two characters for a 6player test. Humans won most (all?) games.
- 2018 Jun 16 - Playtest with 5. Outbreak occured as soon as in-game possible, and lasted only one turn, thus prompting the rule tweak that 'all players get one turn minimum on outbreak stage', and to clarify that in apocalypse mode, even not-once-around-the-board players are now susceptible. Bodyguard rule wasn't played. Idea for Hospital/cure was suggested and developed since. Discovered three-player group sync issues. Discovered 'two-zombies on jail simultaneously for winning' dilemma.
- 2018 Jun early - Playtest with 3. A human won by already being on their own property when the second-last human was converted
- 2018 May 27 - "board games and other fun stuff" group playtested with 4 people. Tweaked threshold for outbreak mode (guarantee a period of outbreak before apocalypse), and playtested human group movement rules to great success. (solved the 'when does the group move' issue, and limit on group lifetime was suggested). Bodyguard rule not played.
- 2017 Mar/Apr? - Playtest with four people.
- 2018 Feb 10 - Playtest with 3 people. Alter threshold for apocalypse mode (zombie count set at half total players, rounding down - so we had no outbreak mode. Capitalism direct to apocalypse), and played with new house building rules. A success (and possibly the first time a human has won?)
- 2017 Nov 25 - Novemberfest game with... 7 people? Generally enjoyed. Speculation about altering house building rules, and roll for zombie conversions - https://www.facebook.com/nemothorx/posts/10156002726323216
- 2016 Dec 25 - Second round of play testing
- 2016 Aug 23 - First play testing (3 person group) - https://www.facebook.com/nemothorx/posts/10154489150088216
- 2014 Jul 02 - Initial writeup - https://www.facebook.com/nemothorx/posts/10152542793653216
Trivia
- Let the record show that the very first roll in the very first playtest was a double-1 and so the game inventor became a zombie. (and so the second game introduced the "once around before zombie possible" rule)