I had thought of a quick and simple game once for our club. Maybe you can use some rules for your game. Here it is:
BRAAAAAAAINS!
It is the year 2020. One year ago a satellite was sent out by NASA towards Venus for scientific research. The satellite encountered strange levels of radiation there and NASA decided to keep the satellite away from earth. Unfortunately this signal never arrived. We do not know why. The satellite returned to earth, just like it was programmed to do. Once it entered our atmosphere, the radiation was released unto us.
At first we did not understand what happened. Our friends and family went crazy and turned against us. They would try to kill us with their bare hands and then eat us! It was horrible and confusing to say the least. Each human that fell rose to become one of the flesh eaters. We ran and tried to hide from them?but there were too many and they never tired. Our numbers dwindled and slowly we were loosing the battle. At this time there are few places left where we try to oppose them. How much longer can we resist them??
The Game
Welcome to BRAAAAAAAINS! In this game a small group of elite soldiers are located in an area infested with zombies. Their mission is to get to the building in the centre of town in time so they can escape with the helicopter. The zombies will try to prevent this and add the soldiers to their numbers.
In order to play this game you will need the following things:
-5 suitable soldier models
-24+ zombies
-At least one building, which is approximately 5x5 inches square. It should contain 1 door and windows on all sides. The building needs to have a roof on which models can stand.
-A couple of eight sided dice (D8 )
-Measuring tape marked in inches
-Ammo tokens (which can be found at the end of this document)
This game should be played on an area which is 4x4 foot square. The required building is placed exactly in the middle of the playing area. Players can decide to add more terrain if they wish. The type and amount of terrain does not matter, but more terrain makes it harder for the soldiers so do not overdo it. The soldiers are placed in the middle of one of the table edges.
The goal
The Soldiers must reach the central building and must be on top of the roof at the end of turn 10. If at least one soldier is alive at the end of turn 10 and is located on top of the roof, the soldier player wins the game. In any other case, the zombie player wins the game.
The Rules
The game is divided into turns. Each turn is divided into the following parts and these shall be discussed in the same order:
-Soldier movement
-Fresh Meat
-Zombie movement
-Soldier shooting
-Assault
Soldier movement
The soldiers can move up to 8? each turn. They can move in any direction and can make as many turns as they wish. Difficult terrain doubles the amount of movement. The following list of items count as difficult terrain:
-windows, ladders which lead to the roof of a building, woods, rivers, bushes, rubble, ruined buildings.
Players should agree before the battle what terrain counts as difficult terrain and what does not. If a soldier moves into base contact with a zombie it counts as ?charging? (see the ?Assault? part).
Fresh Meat
At the start of this part three zombies will appear in the middle of each table edge. There is no limit to the amount of zombies on the table, but if you run out of zombies, no new zombies can be placed and you must wait until more zombies have been destroyed before being able to deploy new zombies.
Zombie movement
The zombies must move up 6? towards the nearest soldier each turn. The zombies are trying to eat their brains and can ?sense? the soldiers. Therefore they must always move towards the nearest soldier and must make the shortest route possible. Zombies suffer from the same movement penalties as the soldiers when moving through difficult terrain. Zombies cannot hide and the zombie player may not deliberately hide zombies behind cover. If a zombie moves into base contact with a soldier it counts as ?charging? (see the ?Assault? part).
Soldier Shooting
There are five soldiers and they are armed with different weapons. Three of the soldiers carry an M-20 Assault Rifle and one carries a ?M-70 Machine Gun?. Their leader carries a ?Desert Eagle?. All soldiers also carry a Beretta pistol as sidearm.
These have the following profiles:
Weapon Short Long Modifier Shots/turn Ammo
M-20 AR 10 20 +1 3 15
M-70 MG 15 30 +1 5 30
Desert Eagle 6 12 +3 2 20
Beretta 5 10 +2 2 10
Short: This denotes the short range of the weapon. If a model shoots at a model and that model is within short range, it will gain a bonus on its dice roll, equal to the ?Modifier?.
Long: This is the long range of the weapon and is also the maximum range the weapon can shoot. No weapon can shoot further than their Long range. Soldiers shooting at zombies at Long range get no modifiers on their dice roll.
Modifier: The modifier is added to the dice roll to see if any shots hit when the target is at short range.
Ammo: This shows the amount of ammo each soldier has for his weapon. For shot you make, mark off one ammo. Once a weapon runs out of ammo, it cannot be used anymore during the game.
Shots/turn: This shows the maximum amount of shots a weapon can fire in a turn. Soldiers can shoot less, but never more.
If a model wants to shoot, he must declare how many shots he will fire and at which targets he fires. For each shot fired he will hit on a 6. This may seem low, but represents the fact that zombies can only be killed by headshots. Zombies that were hit are removed from the game and count as casualties.
Assault
In the assault part any close combat fights will be worked out. If there are no zombies in base contact with soldiers, you can skip this part and continue with the next part. If models are standing on both sides of a window this also counts as close combat.
Both players roll a D6 for each model they have in a combat. If one or both sides have multiple models in the same combat, players roll 1D6 for each model and pick the highest score. Models that have ?charged? get a +1 bonus on their dice roll. Soldiers with Berettas or Desert Eagles can use these to get +2 on their dice roll, but they will loose D6 ammo after the combat.
The side with the highest score wins the combat and kills one enemy (in case of multiple models, the winning player may choose which model is killed). In case of a tie, the soldier player always wins the combat. Zombies that were killed are removed from the game. Soldiers that were killed by zombies are placed on their side. They will rise at the start of the next turn as a fresh zombie and count as ordinary zombies from then. They will never use their firearms and will behave like any other zombie.
Example: a soldier is in combat with two zombies. The zombies had charged the soldier and thus get +1 modifier on their dice roll. The soldier has a Beretta and decides to use it for a +2 modifier on his dice roll. Both sides roll a D6: the zombie player gets a 1 and a 4 and the soldier gets a 4. The zombies had charged so their final results are 2 and 5. The soldier had used his Beretta and his final result is a 6. The soldier wins and kills one zombie. After the combat he rolls 1D6 to see how many ammo he has used in the combat. He rolls a dice and sees he has lost 5 bullets. He now has 5 bullets left in his Beretta.
Important Notes
-Zombies can climb the ladder and climb on top of the roof. This cannot be stopped by soldiers (they cannot block the entry point).
-The ladder, leading to the top of the building, is located in the middle of the building.
-The door is open and cannot be closed. The soldier player can only block the entrance with his own models.