MonopoZombie

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{{quote|center|Monopocalypse - The Zombie War|Xenos (#xkcd-sciencefiction)}}
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'''Zombies care not for your mindless capitalism!'''
 
{{note|center|Zombies care not for your mindless capitalism||}}
 
 
{{quote|center|Where is the line between "house rules" of a game, and "new game" anyway?|[[User:Nemo|nemo]]}}
 
   
A board game where a zombie apocalypse overruns a Monopoly game, saving it from traditional end-game tedium
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A board game where a zombie apocalypse overruns a traditional Monopoly game, saving it from traditional end-game tedium
   
 
Playable with a regular Monopoly set (though additional dice will help - a pair of D4, and an extra D6 (or more - can help with late-game group movement)
 
Playable with a regular Monopoly set (though additional dice will help - a pair of D4, and an extra D6 (or more - can help with late-game group movement)
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2-8 (or more?) players (optimal is probably around 4-6 players)
 
2-8 (or more?) players (optimal is probably around 4-6 players)
   
{{note|center|development alert|note: 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 is welcome... nay, encouraged, either direct to me (find me on facebook - see links below) or the Discussion tab to this page, or this page direct!)|--[[User:Nemo|nemo]]}}
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{{quote|center|Where is the line between "house rules" of a game, and "new game" anyway?|[[User:Nemo|nemo]]}}
   
 
== Gameplay TL;DR ==
 
== Gameplay TL;DR ==
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** all zombies, and be first zombie to 'jail' square.
 
** all zombies, and be first zombie to 'jail' square.
   
== Gameplay detail ==
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{{note|center|development alert|note: 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!)|--[[User:Nemo|nemo]]}}
   
The game is divided into three distinct stages.
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== Gameplay basics ==
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The game is divided into three distinct stages. Capitalism, Outbreak and Apocalypse.
   
=== Stage One: Capitalism (aka Monopoly + houserules) ===
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=== Stage One: Capitalism ===
Being where all players are "human"
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This stage of the game is traditional capitalism microcosm (ie, Monopoly), with houserules. It is defined as all players being "human".
   
* This is played as per normal monopoly rules (with minor houserule tweaks). Basically a capitalism microcosm.
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* 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)
* Players tactics may differ due to knowledge of later Outbreak and Apocalypse stages, but the game *mechanism* at this stage remains essentially unchanged. 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:
 
   
==== Alterations to Monopoly pure are as follows ====
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==== Houserules ====
* House construction does not require the 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 have a house also.
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* House construction no longer requires a single 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 have a house also.
* Bankruptcy - homelessness (probably rare, but we cover the possibility anyway)
 
** Players who become bankrupt (by normal Monopoly methods) remain in the game as homeless. They now play as follows:
 
** They travel at the speed of 1D6, and still adhere to clockwise motion.
 
** If they land on an unowned property square, it immediately goes to auction.
 
** If they land on an owned property, they do not pay rent. Instead, their next move when the owner of that property has their next move. (prior to the owner rolling their own move - repeating as necessary to no longer be on any property by that owner)
 
** If they are on a non-property square, their turn occurs when any other player lands on the same square, or moves past them.
 
*** (ie, their position in the turn rotation may change)
 
** They can collect money via Chance/Chest cards, and passing Go - at which point they're no longer bankrupt/homeless and resume playing normally. (ie, pay rent instead of being force to move on. However, it's expected that a player once homeless, will become homeless again soon)
 
   
 
==== Becoming a Zombie ====
 
==== Becoming a Zombie ====
* Should a player roll a double-one (ie, total of 2) for any reason (normal roll, escape from jail attempt, as instructed by card), then that player becomes a zombie (due to moving too slowly!). 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.
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* Each player cannot become a zombie on their first time around the board by any method in Capitalism or Outbreak stages of the game.
* "Go directly to Jail" Community Chest/Chance cards are instead interpreted as "Stay where you are, but become a zombie"
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* 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:
* "Get out of Jail Free" card are instead interpreted as "Infinite strength immunity to future zombie conversion, single use only" (ie, hold onto card to nullify a single future zombie conversion)
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** Should a player roll 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).
* Each player is immune to zombie conversions (by any method) until they have traveled around the board once.
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** 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"
** On the first time around the board, normal Monopoly rules regarding double-1 and jail cards apply.
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** "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.
** immunity ends per player at their first arrival at 'Go' (can become a zombie when they land on "Go", if other zombies are there already)
 
* Because homeless only roll 1 dice, they can never roll a double1 to become a zombie. (logic: homeless are adept at living on the streets and being relatively invisible. Thus, they dodge zombies on their own moves even if they travel slow. However, they can become zombies by all other methods (jail square/card, and sharing a space with a player zombie in outbreak mode. Player zombies should be able to overtake and hunt homeless humans.
 
   
The game enters "Stage Two: Outbreak" upon the first conversion.
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The game enters "Stage Two: Outbreak" upon the first conversion.
   
 
=== Stage Two: Outbreak ===
 
=== Stage Two: Outbreak ===
Being where some players have been converted to zombies, but are not yet well established (basically: majority of players are still human)
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This stage of the game diverges 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 (including the homeless) still play as per Stage One: Capitalism, however zombies operate by new rules, which increase the chances of remaining humans being converted. The game speeds up!
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Human players continue playing the rules of Stage One: Capitalism (however their tactics are increasingly likely to be influenced by the oncoming apocalypse)
   
* Players who are zombies continue to take their turn in the same position as before, however, their operate under new movement principles:
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==== New ways to become a zombie ====
** Instead of 2D6 dice, zombies move according to 2D4 dice (if you have only monopoly dice, then re-roll any result of 5 or 6)
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* 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.
** Zombies may move in either direction around the board. The player rolls, then chooses from the two potential target locations. (suggested to reverse this order, but that has not been playtested)
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** In practical terms, this means:
* Human players continue to do commerce with each other and the bank as per usual, but the zombies care not for your mindless capitalism and do not participate in any normal commerce. Thus, the following apply:
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*** Human landing on an unimproved zombie infection ground results in immediate conversion.
** Zombies check chance/chest cards, but ignore them.
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*** Humans landing on an improved zombie infection ground is safe - unless there are equal or more zombies as there are houses.
** Zombies do not follow "teleport" movement (go to nearest railway, go to jail, etc)
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*** 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.
** Zombies do not get another go on a double dice result
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* Conversion can occur by sharing the Chance/Chest/Go/JustVisiting/Tax non-property squares with a zombie. However, the 'Free Parking' square is an infinite-strength immunity to conversion square throughout the game.
* If a zombie lands on an unowned property it immediately goes to auction
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** You can still be converted by a double-one to or from Free Parking. Just not by sharing a it with a zombie.
** Properties owned by zombies (ie, purchased prior to player conversion) are considered infection grounds. Should a human player land on a zombie property with no improvement, they are converted. (This includes mortgaged properties)
 
** However, all improvements are safe for humans. So if the zombie property has improvement, the human survives, but at the expense of one level of improvement when the building becomes unoccupied - so over time zombie properties will reduce to being unsafe. Property demolition occurs at the end of a continuous run of human player occupation. (if multiple players occupy the same property at once, then only one demolition occurs, when the property is vacated)
 
* "free parking" remains as a rest space - humans can never be turned to zombie while stationary there
 
* "in jail" and "just visiting jail" are separate. (Zombies cannot go "in jail", humans can, but only on their first time around the board)
 
* If a zombie finds themselves on an vacant player property with improvements, then one level of improvement is demolished then the zombie ARRIVES there.
 
** note: If a zombie arrives on a property with a human and a property, then the human survives to move on. A house will be demolished only when the zombie has no human opposition protecting it. If another human has arrived at the property in the meantime, it may in fact survive till the zombie leaves.
 
** Zombie player landing on an improved zombie property = no demolition. Demolition only occurs on the conflict of human player and zombie house, or zombie player and human house.
 
* If zombies share a space with humans, then the humans will turn into zombies if the number of zombies is equal or higher than the number of humans
 
** Players may pre-pay for a bodyguard. $100/bodyguard/turn. Each bodyguard acts as an extra human for the purposes of counting human/zombie interactions. Bodyguard(s) remain active with the player (protecting them from zombie arrivals) till the players next roll. If they choose to continue with bodyguard, there is no break in guarding.
 
   
The game enters Stage Three: Apocalypse, when zombies are considered established.
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==== How to be a zombie ====
* For 4+ player games, this occurs when the count of zombies is one conversion away from equal or outnumbering human players.
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Players who are zombies continue to take their turn in the same position as before. However, they operate under new movement principles to reflect their shambling/mindless nature.
** ie: 2 zombies in a 4 or 5 player game. 3 zombies in a 6 or 7 player game, 4 zombies in an 8 or 9 player game, etc
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* 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)
* For 2 and 3 player games, outbreak mode lasts till the first of:
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* Zombies may move in either direction around the board. (Player rolls dice, then chooses from two potential target locations)
** a second zombie conversion
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* Zombies check chance/chest cards, but ignore them. (Players may taunt human players with the results)
** all humans complete a circuit around the board back past their individual 'start of the outbreak' position.
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* Zombies do not follow any "teleport" movement instructions (go to nearest railway, jail, etc)
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* Zombies do not get another go on a double dice roll.
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* 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.
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* If a zombie lands on an unowned property, it immediately goes to auction amongst the human players.
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* Properties owned by a human prior to conversion now become zombie infection grounds. Mortgage status is ignored.
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==== Property demolition by zombies ====
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Houses are demolished by the conflict of zombies at human-owned-houses, or of humans at houses in infection grounds.
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* A zombie arriving on an a vacant improved human-owned property can demolish one house upon arrival.
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** 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.
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** Zombies do not demolish houses on infection grounds
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* 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.
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** 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
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The game enters Stage Three: Apocalypse when zombies are considered established. Outbreak mode always lasts a minimum of one round. It THEN ends when:
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* For 2 and 3 player games, outbreak lasts till the first of
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** A second zombie conversion
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** All humans have completed a circuit around the board back past their individual 'start of outbreak' positions
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* For 4+ players, when the count of zombies is one conversion away from equal to or outnumbering human players.
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** ie, the second zombie in a 4 or 5 player game. The third zombie in 6 or 7 player games, a fourth zombie in 8 or 9 player games, etc.
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* If a threshold conversion occurs during the "one round minimum time", then the Apocalypse will occur at the end of the round.
   
 
=== Stage Three: Apocalypse ===
 
=== Stage Three: Apocalypse ===
Being where zombies are established, the economy collapses, any remaining humans move to survival mode.
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At this stage of the game, capitalism has failed to protect against zombies, the economy collapses and the last vestiges of Monopoly rules are swept clear. All remaining humans now move to survival mode.
   
The game speeds up even more!
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* All commerce and economic-based activity halts. All money goes back to the bank - it's closed down.
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* No more building of properties. No more demolishing for monopoly-rule reasons - demolitions are now zombie-based reasons only.
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* We keep track of property ownership for zombie-infection ground tracking. Mortgage status is irrelevant.
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* Zombies continue as before
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* Humans now move in survival mode
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** Any humans that have not yet made it once-around the board, are susceptible to conversion.
   
* All commerce and economic-based activity halts. This includes the building of properties (or demolishing for monopoly-rule reasons. Demolition now only occurs for zombie-based reasons), and bodyguard purchasing. (basically, send all the money to the bank, it's no longer needed. We still need to keep track of property ownership for zombie conversion ground tracking)
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==== How to survive as a human ====
** Mortgages are ignored - they're just normal unimproved land now.
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* 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.
* Zombies continue as before.
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** If a double is chosen, then roll-again can optionally be taken. There are no longer any penalties for repeated double-based roll-agains.
* Humans now move with increased agility - by rolling three 3D6, and choosing two according to their tactical needs, and also choosing direction of movement per roll (after the roll - so as to choose between up-to-6 possible target squares)
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** If a double-1 is an option, the player is in a position to choose to self-infect.
** this increases the chances that a human can 'choose' a double and get a second roll - which is now optional to take. There are no penalties to any number of repeated doubles.
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** Humans no longer follow any monopoly based 'teleport' rules either.
** this also allows for increased chance for a human to 'choose' a double-1 and suicide to zombie
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* Humans can now group up and move together. This is beneficial for the following reasons
** humans no longer follow monopoly 'teleport' rules either.
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** Moving simultaneous makes individuals less vulnerable to zombies.
* Once in apocalypse mode, remaining humans can (and are encouraged to) team up. This is done for the following reasons:
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** Easier to meet the human winning conditions.
** A group of humans move simultaneously, and so are less vulnerable to zombies
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* 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.
** "homeless" (at time of apocalypse) humans permanently regain access to 3D6 dice once they join a group
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** If trade negotiations fails to allocate dice, then the original roller of each dice controls it for their own use.
** easier to meet the human winning condition
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** 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.
* A group is formed only if they manage to share a space by normal movement first.
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** 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.
** Once teamed up, they pool their dice rolls per round, and then sharing them between members of the team. (2 players = 6 dice rolled. 3 players = 9 dice, etc). This increases the chances that a team can continue to move together to outnumber zombies (or alternatively, be able to split up and make it to safe houses).
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** 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.
** A group may only move together for a maximum of three turns, after which point each player must take their normal turns again (ie, split up) for the next three turns. (players may still aim to land on the same locations - useful for protecting buildings and winning, but must take their separate turns)
 
** Play mechanic: Because group movement require all humans to move simultaneously, this is achieved by the human(s) already on the newly shared location delaying their turn till the normal turn of the most recent arrival. When a group breaks up, do so by players taking their original turn position again.
 
** If dice rolls cannot be shared (eg, 2 humans, 6 die with values 2,2,2,2,2,1 - and the ONLY safe square is 3 away and so possible for ONE player only), then internal team negotiation is first preference (eg, a player may wish to suicide by zombie), but if there is an impasse, the game ultimately rules that the original roller of each dice owns that choice. (so in this example, the human who rolled the '2,2,1' would get to use the '1')
 
* Winning conditions for humans: A group win when all humans are on an improved human-owned property, and have no zombies also on that location. (human solo win: same thing, just a "group" of one)
 
** Humans don't have to be traveling as a group to win - they can arrive at the property independently.
 
** Any humans that were homeless at the time of apocalypse have by definition no homes of their own, but can also win as the last human and landing on ANY remaining house (zombie owned by definition), but no zombies also on that location.
 
** Homeless humans choose one from a 2D6 roll until they can join a group, at which point they choose 2 of 3D6 like other humans. Such "upskilled" homeless humans retain their "last human, but homeless" winning condition option however.
 
* Winning conditions for zombies: all players are zombies, and be the first to land in 'jail' (justification: the last source of human brains, zombies finally break in)
 
** There is no group winning condition for zombies.
 
   
= To consider =
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{{quote|center|Never steal turns from the future|[[User:Nemo|nemo]]}}
These are ideas that came about from from after-testing discussions, and documentation writing, and need their own testing before considered good or not. Most promising ideas first.
 
   
* Zombies have to choose a direction BEFORE rolling dice. This would increase their apparent mindlessness and slow their ability to tactically target human-owned improvements for demolishing
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==== Winning conditions ====
* Roll for zombie conversion
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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.
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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). Possible alternatives: 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!)
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== 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.
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=== Bodyguards ===
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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.
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=== Bankruptcy / Homelessness ===
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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:
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* They travel at the speed of 1D6 and still adhere to clockwise motion.
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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.
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* 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
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** 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.
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* 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.
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* 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.
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* 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.
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Note: as of writing, Homelessness has been part of the rules for a few games, but has never actually occured
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=== Hospitals / Cure ===
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Is the zombie virus curable? This game says yes!
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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.
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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.
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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.
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Note: At time of writing, hospital/cure rule has not been playtested. It has not even been in the rules of a played game to influence tactics!
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== Further gameplay ideas ==
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These are ideas that have come about from after-testing discussions and document writing, but not yet considered good enough to warrant inclusion to the main rules. Most promising ideas first.
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* 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.
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* 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.
 
** 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)
 
** 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)
 
** I don't think this should include snakeeye/jail conversions. (they are already governed by chance)
* Homeless are "invisible" to houses owned by zombies. ie, after a homeless players shelters in a zombie-owned house, the house is NOT demolished when they leave. Otoh, they HAVE to leave when passed by another player. (same as if on a non-property square)
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* Should stations/utilities by default provide safe shelter? (ie: as infrastructure they have an implied (non-demolishable?) house)
** This would provide good logic for the homeless-human winning condition too
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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.
** Once homeless even once, player is granted the "invisible to zombies in houses" skill forever more?
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** What about Go/Chance/Chest/Just Visiting Jail/tax?
*** This would make ANY house a winning condition for them as last-human. Even in the unlikely event they stop being homeless enough to buy property and build their own!
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* This Fan made alternate board looks insane, but might be fun/insane for a longer/more populated game?
*** This may make gaining the "once-was-homeless" flag potentially attractive for an individual player, but not attractive for all players. (homeless by definition do not have houses and are unlikely to build many after being homeless, so would rely on other players building houses to fuel their ability to win)
 
* Should stations/utilities by default provide safe shelter? Existing safe shelters are:
 
** Free Parking
 
** What about GO?
 
** What about Chance/Chest?
 
** What about Just Visiting Jail?
 
* In apocalypse mode: humans that land on their own multi-house property, may then "carry" a house with them, and deposit it on the first empty zombie-land they encounter - the player then claims that property (with the house), meaning it can no longer 'turn' a human. It will nonetheless get demolished should a zombie visit it.
 
** Justification: provides a reason for players to build multiple houses in capitalism mode - however the 'demolition' rules should also provide that motive, so this may just be unneeded complexity
 
 
* Fan made alternate board looks insane, but might be fun/insane for a longer/more populated game?
 
 
** https://www.reddit.com/r/gaming/comments/8l2r3n/friendship_killer/dzd0cq5/?context=3
 
** https://www.reddit.com/r/gaming/comments/8l2r3n/friendship_killer/dzd0cq5/?context=3
+
** Some further rule tweaking may be required for this board!
* Should houses/hotels be fortified as an enhancement beyond the standard monopoly building code?
 
   
 
= Testlog =
 
= Testlog =
  +
* 2018 Jun 16 - Playtest with 5. Outbreak was one turn long and prompted the rule tweak to set 'all players get one turn minimum on outbreak stage', and to clarify that in apocalypse mode, even not-once-around-the-board players were 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.
 
* 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.
 
* 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?)
 
* 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?)
Line 106: Line 108:
 
* 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)
 
* 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)
   
  +
{{quote|center|Monopocalypse - The Zombie War|Xenos (#xkcd-sciencefiction)}}
   
 
[[Category:Games]]
 
[[Category:Games]]

Revision as of 07:51, 18 June 2018

Contents

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

Playable with a regular Monopoly set (though additional dice will help - a pair of D4, and an extra D6 (or more - can help with late-game group movement)

2-8 (or more?) players (optimal is probably around 4-6 players)

Where is the line between "house rules" of a game, and "new game" anyway?
nemo

Gameplay TL;DR

  • Play normal monopoly first time around the board.
  • Outbreak! Become a zombie on snake eyes or go-to-jail, sharing a square with a zombie, or unimproved zombie "owned" property.
  • Zombies roll 2D4 and move either direction, and destroy improvements to properties.
  • Once zombies are well established, apocalypse! No more commerce. Humans now move by choose 2 from 3D6, and can travel in groups
  • Win by:
    • all humans simultaneously are on the same human-owned IMPROVED property
    • all zombies, and be first zombie to 'jail' square.

development alert

note: 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!)

Gameplay basics

The game is divided into three distinct stages. Capitalism, Outbreak and Apocalypse.

Stage One: Capitalism

This stage of the game is traditional capitalism microcosm (ie, Monopoly), with houserules. It is defined as all players being "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

  • House construction no longer requires a single 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 have a house also.

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:
    • Should a player roll 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.

Stage Two: Outbreak

This stage of the game diverges 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)

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 is 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.
  • Conversion can occur by sharing the Chance/Chest/Go/JustVisiting/Tax non-property squares 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.

How to be a zombie

Players who are zombies continue to take their turn in the same 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.
  • If a zombie lands on an unowned property, it immediately goes to auction amongst the human players.
  • Properties owned by a human prior to conversion now become zombie infection grounds. Mortgage status is ignored.

Property demolition by 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

The game enters Stage Three: Apocalypse when zombies are considered established. Outbreak mode always lasts a minimum of one round. It THEN ends when:

  • 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 one conversion away from equal to or outnumbering human players.
    • ie, the second zombie in a 4 or 5 player game. The third zombie in 6 or 7 player games, a fourth zombie in 8 or 9 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.

Stage Three: Apocalypse

At this stage of the game, capitalism has failed to protect against zombies, the economy collapses and the last vestiges of 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 yet made it once-around the board, are susceptible to conversion.

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.
    • Easier to meet the human winning conditions.
  • 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
nemo

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). Possible alternatives: 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!)

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 seperate 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 unowned 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 occured

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: At time of writing, hospital/cure rule has not been playtested. It has not even been in the rules of a played game to influence tactics!

Further gameplay ideas

These are ideas that have come about from after-testing discussions and document writing, but not yet considered good enough to warrant inclusion to the main rules. Most promising ideas first.

  • 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.
  • 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)
  • Should stations/utilities by default provide safe shelter? (ie: as infrastructure they have an implied (non-demolishable?) house)
  • 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?
  • This Fan made alternate board looks insane, but might be fun/insane for a longer/more populated game?

Testlog

  • 2018 Jun 16 - Playtest with 5. Outbreak was one turn long and prompted the rule tweak to set 'all players get one turn minimum on outbreak stage', and to clarify that in apocalypse mode, even not-once-around-the-board players were 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.
  • 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)
Monopocalypse - The Zombie War
Xenos (#xkcd-sciencefiction)
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