MonopoZombie

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A board game where a zombie apocolypse overruns a Monopoly game, saving it from traditional end-game tedium

Playable with a regular monopoly set with minimal (or no?) additional stuff.

Note: As of writing, this has not been playtested (2 July 2014)


  • Normal start game - buy properties, improve them as per normal monopoly stuff
  • There are implied zombies "board zombies" around the place that will bite players if they move too slow (say, dice roll total is 2-6, or one of the dice is a '1', or something). Upon accumulation of enough bites (how many?), a player becomes a 'player zombie'.
  • Player zombies "zombies" do not care about your mindless capitalism. They are brainless. They are brainless and do not need shelter.
  • Economy: humans buy properties and build on them via normal monopoly rules so long as humans equal or outnumber zombies (3+ players). When zombies outnumber (or equal with 2 players) humans, the economy collapses and no further purchases or rents occur. Ownership of properties with structures is maintained for tracking safe/unsafe houses status.
  • When the economy fails, remaining humans improve their survival skills. This is implemented by allowing three dice to be rolled, and the human chooses which two to honour
  • Zombies move at a more regular pace than humans. Therefore when rolling die, any result of 1 or 6 should be re-rolled (human range = 2-12, zombie range = 4-10)
  • Zombies honour movement distance as dictated by dice, but are free to move in either direction on any given move. They do not honour 'doubles to roll again', or any card or square that dictates they move on the board (go to jail, go to go, move back 2 spaces, etc)
  • Once there is a zombie on the board, remaining humans can choose to team up. They can only do this IF they happen to share a space. They do this by pooling their dice rolls (2 players = 4 dice, 3 players = 6 dice) for the round, and then sharing out the accumulated positional moves between team-members (however, each human must still move a minimum of 2 squares, just like regular two-dice rolls). Totals that do not divide evenly will result in a team getting split up, or they may deliberately split up to achieve shelter, or target properties to purchase (oooh, tactics!)
  • Non-zombie players "humans" have motivation to build because it provides shelter from zombies.
    • Landing on a human-owned shelter (house/hotel) means you do not get bitten, even if it was a slow move. (Free Parking is also a safe-for-humans zone where one can never be bitten)
    • Landing on a zombie-owned shelter means you get a board-zombie bite, regardless of speed
    • A human sharing the same space as a zombie gets bitten and becomes a zombie immediately, regardless of board-zombie bites.
  • There may be cards that modify these behaviours (eg "get out one zombie bite free")
  • Should houses/hotels be fortified as an enhancement beyond the standard monopoly building code?
  • Players can win by:
    • Being last human standing, AND then landing on a friendly shelter (ie, one the player owns).
    • If last player becomes a zombie before achieving safe shelter, then all zombies compete for brains. This is done by getting to the last unavailable cache of previously unavailable brains - jail (zombies do not honour "go to jail" dicates of cards and boards, but can break down 'just visiting' barrier to get to all the trapped brains. yummy. (only valid as a zombie winning move when there are no humans). Since zombies do not need to go around the board before trying their luck at landing in jail, this ending would seem likely to be quite fast. The logic of why they didn't get in there before is that he last human was keeping the locks oiled on each pass around the board. Now they're zombie, no such maintenance
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