All Hell's Broken Loose.

All Hell's Broken Loose.

by Bryan Stewart

Here I am sitting on a nice stool, having a drink, and watching the game at the bar with the best group of friends a guy could have and now i'm finding out everything has gone nuts. The Sirens at the Army base have started blaring, then about a half hour later news casters on the Radio and T.V. have said hell has broken loose and everything from drug crazed people to diseased soldiers are running around killing people. Next thing you know the president is on every channel, with a pair of cold eyes and a look that sends a bad chill down your spine, he tells us what is going on "Citizens, your town has been hit with a major disaster" (like we didn't know)..."There has been a accident at the Military base and we have no option but to cleanse the town, unless the military base can be shut down. We ask all citizens who can hear this, to get to shelters or evacuate the town. You have 3 Hours" Then the t.v. goes down...thinking to my self, Drinks empty, games off , looks like the rest of my day is clear...guys arguing brings me out of my daze of thinking...Teddy and Tom want to get to the mall where their ladies and kids are...Mark and Jeremy the vets want to shut down the Base..Me..well Bryan wants another drink... over my shoulder i hear a *Clack-Clack* turning around I see Jason, good ol' Jason, with a big grin and a even bigger shotgun he smiles and says "Last call boys, All Hell's Broken Loose and its closing time".

Objective(s):

Earn as many points possible for you team, by Saving survivors, getting to the helipad, killing as many zombies as you can or closing down the military base before the town is "Cleansed."

Set-up:

Zombies!!! 1-3.5 are used, also an extra bag of normal and glowing army zombies and have tokens for survivors. Place town square, and in opposite directions place a strait tile and a 4 way at the end of those place the starting squares for the military base and mall.. Give each player 6 cards, 3 bullet and life tokens. A Timer for the game is also needed.

Game Play:

  1. Up to 12 players are allowed to be played, divided into 2 teams.
  2. At the Start of the game, place zombies on all open squares except town square.
  3. Players are allowed to have twice as many cards (6) and play 2 cards per their turn.
  4. After all tokens have been placed and turn is decided. Start the 3 hour clock then HIDE IT. and remove all clocks and watches...yes 3 hours is a surprise!!!
  5. Special Turn Sequence, each team gets a turn, first team to go decided by die roll.
    1. The whole team takes their turn at the same time
    2. Tiles are drawn 6-5 players 3 tiles, 4-3 players, 2 tiles, 2-1 players 1 tile. Tiles are drawn from the Town deck only, until a player actually reaches an expansion area (mall tiles cant be drawn until a player gets to the mall front doors, same for army)
      Expansion tiles can only be drawn by players there and the tile draw numbers apply (6-5 players in mall up to 3 mall tiles may be drawn and so on).
    3. Combat any zombies on your square.
    4. Movement roll, 1 roll for whole team (roll of 1, everyone on that team moves 1, normal movement rules apply)
    5. Zombie Placement and movement, roll 2d6 dice and place that many zombies and then move that many. (2 dice are rolled, equals a 7, 7 zombies are placed and then 7 zombies are moved. *NOTE Army zombies may be moved during movement phase following army zombie rules (they can move 2 spaces instead of 1)
    6. Army Zombie placement, roll 1d6 place that many Army zombies.
      *SPECIAL if a 1 is rolled on the Army zombie placement, place a survivor token instead.
    7. SPECIAL REMINDER: Zombies are placed normal on tiles same as tokens, the zombie placement and army zombie placement are EXTRA zombies..thats right, lots o zombies
    8. Discard and draw phase. Discard up to 2 cards, and then draw back up to the 6 cards.
    9. Turn over, other teams turn.
  6. Cards that target "opponent" affect the whole other team, all other cards played as usual.
  7. Once the Secret Lab is shut down, no more Army Zombies are placed..though survivors may be (on a roll of 1).
  8. If the Event cards run out, Reshuffle and reuse the discard deck.

ZOMBIES!!! RULES:

  1. Unless Stated otherwise, all the normal Zombies!!! Rules apply.

ZOMBIE CORPS(E) RULES:

  1. Each base tile gets 1 zombie replaced with a Army zombie.
  2. Shutting down the lab. THE PLAYER WHO KILLS THE LAST ZOMBIE *IN* THE SECRET LAB, SHUTS DOWN THE LAB.
  3. Once the Lab is shut down NO MORE Army zombies are placed.
  4. THE TIMER DOES NOT STOP IF/WHEN THE LAB SHUTS DOWN (yep the president nukes the town no matter what)
  5. Army zombies follow the set rules (only killed on 5-6, move 2 spaces).
  6. Unless Stated otherwise, all the normal rules for the Zombie Corps(e) apply.

MALL WALKERS RULES:

  1. Each Store tile (Appliance Store, Food Court and so on) gets a Survivor token.
    • Only 1 Survivor token per player.
    • If the Player dies, the survivor token stays on the square the player died.
    • "Better them then me" IN COMBAT, if a player WISHES instead of loosing a heart, they can instead feed the survivor to the zombies. Remove the token if used.
    • Survivor tokens follow players, cards that move a player around the token still follows them. Any card that causes a player to loose a heart does not affect survivors (such as grenades and such, AND players can not switch out survivors to save a heart because of the card.)
    • Survivors are dropped off at any helipad and must be dropped off in the CENTER square of the helipad.
  2. Unless Stated otherwise, all the normal rules for the Mall Walkers apply.

HELIPADS

  1. The helipad gets a full load of normal Zombies that do not move.
  2. Survivors only count if they are in the CENTER of the Helipad.
  3. Once a player gets to the center of the with a survivor, KILLS the Zombie there the survivor token disappears and counts as a saved survivor.

EVENT CARDS:

  1. Players have 6 cards instead of 3 and can play 2 cards in stead of 1.
  2. Unless Stated otherwise, all the normal rules apply for the cards, check errata to make sure rules are up to date.

OTHER SPECIAL RULES

PLEASE DO NOT TELL PLAYERS WHAT TO DO!!!

THE TIMER DOES NOT STOP IF/WHEN THE LAB SHUTS DOWN (yep the president nukes the town no matter what).

Winning Conditions:

The Team with the most points win.