Game Objective
In Zombie Dice: Horde Edition, you play as a hungry zombie whose only desire is to eat brains. The goal is to be the first to accumulate 13 Brains (or more) to win. But beware! If you are hit by three Shotguns in a single turn, your turn ends abruptly, and you score nothing. The survival (or lack thereof) of humans is what fuels your insatiable hunger.
Setup
To start playing Zombie Dice: Horde Edition, follow these steps:
- Separate the components:
- 6 black dice with green symbols
- 4 black dice with yellow symbols
- 3 black dice with red symbols
- 1 black die with white symbols (the Hunk)
- 1 black die with pink symbols (the Hottie)
- 1 red die (the Santa)
- 1 large 12-sided yellow die (the School Bus)
- 10 Brain tokens
- 4 Shotgun tokens
- 1 score pad
- 1 dice bag
- For the base game, use only the dice with green, yellow, and red symbols. The other dice should be set aside.
- The first player is the one who won the last game, or whoever can say "Braaaaains!" with the most enthusiasm.
Gameplay Flow
The game proceeds in turns, with each player trying to accumulate Brains. The turn order is determined by the choice of who starts and proceeds clockwise.
On your turn, you will:
- Shake the dice bag and draw three dice without looking.
- Roll the dice.
- Analyze the dice results (Brain, Shotgun, Footprints).
- Decide whether to stop and score, or continue rolling to try for more Brains.
If you roll three Shotguns, your turn ends immediately, and you score nothing. Otherwise, you can choose to stop and record your Brains, or continue rolling.
Actions and How to Play
During your turn, you will perform the following actions and make decisions based on the dice results:
- Roll the Dice: At the start of your turn, you shake the bag and draw three dice randomly. Then, you roll them.
- Interpret the Dice Symbols:
- Brain: You managed to eat a brain! Keep this die to your left.
- Shotgun: The victim fought back! Keep this die to your right. If you accumulate three Shotguns, your turn ends immediately.
- Footprints: The victim escaped! Keep this die in front of you. If you decide to roll again, you will re-roll this die, along with other dice to make a total of three.
- Decide to Continue or Stop: After rolling the dice and interpreting the results, you have two options:
- Stop and Score: If you decide to stop, you score 1 point for each Brain you accumulated on your turn. All dice are returned to the bag.
- Continue: If you decide to continue, you must leave all Footprints on the table. Unless all three dice are Footprints, you draw random dice from the bag until you have a total of three and roll again. Once you decide to continue after a roll, you can no longer choose to stop on this turn; you must roll again.
- Automatic Stop Condition: If you roll three Shotguns, your turn ends immediately, and you score nothing.
- Managing Dice in the Bag: If at any point you do not have enough dice in the bag to complete a roll of three dice, you must record how many Brains you have, put them back into the bag (keeping the Shotguns with you), and continue.
Game Variants (Horde Edition)
The Horde Edition includes expansions that add new dice and rules:
- Double Feature:
- The Hunk (white die): Features Footprints, Shotguns, a Double Shotgun, and a Double Brain. The Double Brain counts as two Brains.
- The Hottie (pink die): Features Footprints, Shotguns, and a Brain.
- Rescue: The Hunk and the Hottie can rescue each other. If one rolls Shotguns and the other is in the Brain pile (or came out as a Brain on the same roll), the rescued one goes back into the bag.
- School Bus:
- The School Bus die (12-sided yellow) does not go into the bag and is rolled separately.
- You can choose to take the School Bus die instead of a die from the bag.
- When rolling the School Bus, you also roll two regular dice.
- School Bus Symbols:
- Brain: Counts as a Brain. You can get up to three Brains on a single School Bus roll. Use Brain tokens.
- Shotgun: Counts as a Shotgun. Use Shotgun tokens. One side has two Shotguns.
- Brain + Shotgun: Receive appropriate Brain and Shotgun tokens.
- Stop Sign: Your turn ends. If you have three or more Shotguns (on dice and tokens), you score nothing. Otherwise, score your Brains.
- Yield Sign: All Shotguns (or Double Shotguns) on this roll become Footprints.
- Dead End Sign: All Footprints on this roll become Brains.
- Hit and Run: You lose one Brain (if you have any) or return a Brain die to the bag. You can end your turn or continue without rolling the School Bus again this turn.
- Footprints on the School Bus: If you roll Footprints while on the bus, you have two options:
- Jump Off: Set the School Bus die aside. Re-roll the Footprints and enough dice to make three.
- Stay on the Bus: The Footprints are discarded. Draw two new dice to roll with the School Bus and roll again.
- Combining Expansions: You can use all the dice (Santa, Hunk, Hottie, and School Bus) together. Apply the special effects of the Santa die and the Action Heroes before the School Bus effects.
End of Game and Scoring
The game ends when a player reaches 13 Brains (or more). The current round is completed so that all players have the same number of turns.
Scoring:
- Each Brain symbol on a die is worth 1 point.
- A Double Brain symbol is worth 2 points.
- If you voluntarily stop your turn and do not have three or more Shotguns, you score 1 point for each Brain you accumulated that turn.
- If you are forced to stop your turn by accumulating three Shotguns, you score nothing that turn.
- If the game ends due to a Stop Sign on the School Bus, and you have three or more Shotguns (on dice and tokens), you score nothing. Otherwise, score your Brains.
Winning:
- The player with the most Brains at the end of the final round is the winner.
- In case of a tie, the tied players play a tie-breaker round.
Tips for Winning
- Manage Shotgun Risk: Be aware of how many Shotguns you have accumulated. Three Shotguns mean your turn ends with no score. Assess whether it's worth the risk to keep rolling for more Brains.
- Leverage School Bus Opportunities: The School Bus die can offer big Brain rewards but also presents significant risks with Shotguns and the Stop Sign. Use it wisely when you have a good chance to score.
- Consider Special Dice: Dice like the Hunk and the Hottie introduce rescue mechanics that can change the course of your turn. Understanding how they interact can be crucial for optimizing your gains or avoiding losses.