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ZOMBIE - IGRADIC

Introduction.
Having played wargaming and role playing games all my life (for over 40 years now), I have
found that I like easy... uncluttered... and uncomplicated games best of all: often the simpler the
better - and this addition to my creations is no exception. What follows is a comprehensive yet
very complete set of guidelines for enjoying table top scenarios, encounters, and campaigns in
miniature. I like to use 15mm miniatures (by Irregular Miniatures and Rebel Miniatures), but
you could quite reasonably use ZOMBIE-IGRADIC to play games in any figure scale you
like.The only real restrictions are the measure of your own input and the amount of spare time
you have to make your creations `come alive` on the table top.

I say that ZOMBIE -IGRADIC is very complete - and I stand by that. But this does not mean
you won’t need to put a lot of yourself into the game (unlike many other sets of rules, which
cover every conceivable eventuality with a separate rule, exception, condition, or a chart, so you
don`t need to think for yourself): indeed; here... instead... like in the early pioneering days of role
playing... there is an unspoken responsibility and expectation from the Game Host to use his or
her own imagination to determine any events not specifically covered within this manual.

This game is probably thus best described as a series of guidelines for conducting rpg table top
battles in a quasi-horror fantasy and post apocalyptic land of make belief and dark adventure.
Classic movies like: Night of the Living Dead, Dawn of the Dead... and now the amazing new
HBO series The Walking Dead - are an excellent source of inspiration for creating your own
unique zombie horror stories.

I just ask perhaps more so here than in any other set or rules I have written over the years to
think outside of the box with ZOMBIE-IGRADIC. The rules are not designed to nurse maid
you or lead you by the hand in any way. They are designed to be guidelines to aid, assist, and
inspire you... not hinder creativity with endless pages of hard and fast rules - where all the main
decisions are made for you in one way or another, leaving you merely having to shunt the pieces
around the board and watch the outcome unfold with the shake and roll of a few dice. No, Game
Hosts and Players here are expected to put some of themselves into this game and co-operatively
`bring it to life` by injecting enthusiasm and spirit into their gaming endeavours. Use this small
but mighty set of rules wisely, and you will uncover a game which will thrill and terrify you...
hopefully for many many days and years ahead of you.
Movement
A human can move and then shoot... or can shoot and then move. Or move and then engage in
melee.. or melee and then (assuming enemies are all removed from base contact) continue
moving.
----------------------
Slow Human 3 squares or inches
Average Human 4 squares or inches
Fast Human 5 squares or inches
Zombie 1D3 +1 squares or inches
Slow Monsters 3 squares or inches
Average Speed Monsters 4 squares or inches
Fast Monsters 5 or 6 squares or inches
Super Fast Monsters 7 or 8 squares or inches

{Minus 1 if crossing cover or if hard going (bad terrain). Crossing cover and hard going at the
same time... reduces all movement by 2}

All Vehicles 1 to 20 squares or inches. Accelerate up to 5 per turn, but to decelerate must move
1 square or inch per 5 of current speed. E.g. a car moving at 20 squares or inches per turn can
skid to a total halt but must move forward 4 squares or inches first. Either the passenger or the
vehicle can be targeted (exception: explosives which target both). A passenger is classed as in
cover (5, 6 save). If in an armoured vehicle, the passenger save is increased by +1 (4, 5, 6).

Vehicles have been lumped together into a generic whole. But there is no reason why the game
host and players should not change this for unique vehicles. For example - a sports car will have
a top speed of 30 squares, and accelerate 10 squares a turn.

Optional: each attack made on a vehicle could possibly hit a passenger determine which one
randomly... and make this attack on a separate die. Passenger would thus receive a cover save...
plus an armour save (if wearing any).

Melee & Ranged Weapons


· Basic Melee (makeshift) Weapon: Melee; Notes: throw 1D6
· Superb Melee Weapon (iron bar, hand axe, spear) : Melee: Notes: throw 2D6
· Elite Melee Weapon (good quality sword, bayonet): Melee: Notes: throw 3D6
· Chainsaw Melee: Notes: throw 4D6
· Zombie: Melee: Notes: throw 2D6* +1D6 for each extra Zombie in the Melee
· Weak Zombie*:1D6
· Bow: Range 12 squares or inches; Notes: throw 2D6
· Crossbow: Range: 10 squares or inches; throw 3D6
· Thrown Spear: Range 8 squares or inches; Notes: throw 2D6
· Thrown Blade: Range 4 squares or inches; Notes: throw 2D6
· Hand Gun: Range 10 squares or inches: Notes: throw 3D6
· Musket: Range 12 squares or inches: Notes: throw 2D6
· Rifle: Range 20 squares or inches: Notes: throw 3D6
· Machine Gun*: Range 16 squares or inches: Notes: 6D6
· Explosives: Range (detonator or fuse): Notes: throw 8D6 target and 4D6 on all
surrounding (adjacent) targets.
· Bazooka: Range 10 squares: Notes: throw 4D6 target and 2D6 on all surrounding
(adjacent) targets.
· Flame Thrower: Range 8 squares: Notes: throw 10D6...reducing by one die for each
target along the straight (two square width) line of the attack. E.g. a target 7 squares or
inches away from the attacker would be hit with 3D6.
· Grenade: Range 6 squares or inches: Notes: 3D6 target 1D6 each surrounding target.
· Molotov Cocktail: Range 6 squares or inches: Notes: 3D6 target only.
· Rope & Noose: Range 2 squares or inches: Notes: throw 1D6.

Repeat fire weapons* For the initial target, throw the correct number of dice as normal. If the
target is hit even if saving roll(s) avert the attack move on to the next closest target within line of
sight and within 4 squares or inches of the first target, but throw one die less for the second
attack. Repeat this process... reducing the number of dice each time until the attacker has no die
left to attack with.

Ranged attacks over half range are made with half the normal number of dice (round down).

If a target is in cover and is hit... the target makes a D6 save roll: 5, or 6 and the attack fails.

A target wearing armour saves on a D6 roll of 6. Combined with cover this would be increased
to 4, 5, or 6.

Using Explosives, Grenades, & Molotov’s.


These weapons do not require line of sight to a target figure but must have line of sight on the
intended target square.

Making the Attack


When using these weapons, a normal to hit roll is made. If the target number succeeds, the attack
lands and detonates where the character wants and potentially injures everything in that and all
adjacent spaces. If the target number fails, an additional roll of 1d6+1 is made to determine how
many squares or inches from the target the explosive travels and 2d6 is then rolled to determine
the direction (using the table below). The "T" in the figure below represents the Target for the
explosive. 2, 3 always represent the direction the explosive is being fired at.

Blast Deviation Results (2D6)

12 2,3 4
11 T 5
10 7-9 6
Explosive Blast and Cover
Throw all the dice for the attack for each figure caught exposed without cover within the
surrounding blast area: but each can take only 1 wound (regardless how many attack dice are
actually thrown). A figure within the blast area does not receive damage if an object, barrier,
vehicle, or building separates them from the blast. Other figures do not provide cover against
blast effects. Any figure in the target square rolls as many dice for damage as the weapon allows
and must take a hit from each successful damage roll. Saving throws are allowed (i.e. one
successful save will delete all and any damage in that square).

Point Blank: a ranged attack made against a target 1 to 3 squares or inches away, receives a +1
chance of hitting its target i.e. 5 or 6. (does not apply to flame thrower, grenade, Molotov, or
thrown blade).

Out of Ammo: The game host may decide a weapon has a dice pool of ammunition (perhaps 20
dice worth... 6 or 8 combat rounds of fuel for a chainsaw, etc). When a weapon is `out of ammo`
a generic ammo find token will replenish a weapon by 1D12 dice... 1D6 for chainsaw or flame
thrower... 1D4 explosives or bazooka shells etc).

Ranged attacks:

6`s hit and kill a zombie; kill/wound a human or monster, and damages vehicles.

Melee Attacks: compare the individual attack dice of both attacker and the attacked. Highest
scoring die wins. A win will kills a zombie, or inflicts a wound/kill on a human or monster. A tie
result means no one is hit, but a human who ties fighting humans or zombies pushes any
adjacent human or zombie back 1 square or inch.

Example: a human survivor (1 wound) with a nicely weighted iron bar (superb weapon) is
attacking a weak zombie but the zombie also has 2 ordinary zombie friends included in the fight.
The human rolls 2 dice and rolls a 4 and a 5... so the 5 is his highest score. The weak zombie
rolls 1 die + 1 more for each of his two zombie friends... i.e. 3 dice. The zombies score a 2 a 3
and a 5. The human`s highest was a 5 and the zombies highest throw is also a 5, so the result is
a tie... which means the human gets to shove all three of the zombies back 1 square or inch away
from him... enough room perhaps to push past and run away if he so chooses?

Just like with ranged attacks; in melee the target of an attack that is in cover, makes a D6 save
roll: 5, 6 and the attack fails. A target in melee wearing armour saves on a D6 roll of 6.
Combined with cover this would be increased to 4, 5, or 6.

Explanation about Zombies: Normal & Weak Zombies. If the game host is going easy on the
player(s), it suits the scenario, or the game host simply decides to make it so; it can be assumed
that all zombies in the game are Weak - and thus receive only 1 die in combat (additional
zombies, of course, receive the +1 per additional creature in combat). Using Weak zombies
doesn’t at first look like much of an advantage to the players.... but heck! The players need every
break they can get. Besides, the balance tips subtly in the survivors favour especially when in
small attacks against only one or two zombies when facing these slower... less aware... weaker
cadavers.
Number of wounds before death or destruction:

Human Survivor 1
Kids start the game with 2 wounds they are robust little beggars
Human Hero or Heroine 3 or higher, if the game host decides to allows such a bonus
Zombie 1
Weak Monsters 1... e.g. a small rat pack {fights like weak zombie}
Average Monsters 2 e.g. a mad dog {fights like a zombie}
Powerful Monsters 3 e.g. a mad pack of dogs {fight with 3D6}
Car 3
Truck 4
Armoured Vehicle 8
Motorbike - when rider dies, bike is 1,2, 3 damaged/ destroyed: 4, 5, 6 abandoned where rider
fell. Advanced rule: if a rider takes a wound, but is not killed, throw 4, 5, 6 to stay on the
machine).

Noise & Zombie Attraction:

Zombie Movement:

Zombies will move towards the nearest visible human, or the last heard sound. Zombies are
usually distracted by fresh sound; moving towards the new source on the roll of a 3, 4, 5, or 6.

Zombie Activation:

At the start of a game, the survivors will enter along their chosen edge. But once a survivor
figure moves within 8 squares or inches of concealing terrain...pause that figure's movement and
check on the Activate Zombie Table below. If the result is clear, the figure may resume
movement up to its full allowance. If the result reveals zombie(s), that figure cannot continue
moving, and that figure's turn is considered over. Exception to this rule: a survivor with an
attack hit chance of 4 or 5 is considered experienced/veteran, and may scurry to any concealing
cover within 2 squares.

When a survivor moves within 8 squares or inches of concealing terrain throw a die. If the result
is a 5, or 6: throw again and consult the appropriate line to determine how many zombies are
placed on the board. Proximity activation occurs in the game only once per terrain feature. Use
the following table to determine new zombie placement when a survivor moves within 8 squares
or inches.

Terrain Zombies
Building 1+1D6-3
Single tree 1
Group of trees (woods) 1D6+2
Outhouse/Shed 1D2
Wall/hedge/behind vehicle 1D3
Behind a hill/mound/hidden area 1D6
Placed zombies immediately move their full movement allowance towards the nearest living
human (unless placed inside a building). The initial space of placement must be from a
doorway/window, from a space adjacent to a tree, or the edge of a wood; from the nearest logical
visible space if appearing from behind a wall/hedge, a hill, a vehicle, or located behind a hidden
area. Hidden area is any location where the survivor miniature has no direct line of sight.

The first time a survivor enters a building via entrance ways or windows, detach the roof (if
possible) or remove the terrain piece from the table and replace it with squared graph paper, the
same dimensions as the building; then place the figures appropriately inside. The survivor
(regardless of personal skill) must stop. That figure's turn is considered over.

Similar to before, throw a D6 to see if the building contains any zombies. If the result is a 5, or
6. Throw another die (1D6-3 minimum 1) to determine how many zombies are placed. Place
revealed zombies against an interior wall as far away from the hero who entered the building as
possible. No further movement may be made this turn by these recently placed zombies. If a
survivor opens an outhouse or shed door and the die result is a 5, or 6; only 1 zombie is placed.

When a survivor uses a ranged weapon (not a crossbow or blade) throw 1D6: if the result is a 5,
or 6, a single zombie is attracted to the noise. Throw for each attack die the survivor rolls when
making any noise. Throw for zombie activation and place fresh zombie figures after each attack
die is rolled. For example, a survivor who decides to use all three attacks with his hand gun will
roll three attack die. Check for zombie activation with each of those three shots.

Note: A good point to remember is: a survivor doesn't have to throw all the attack dice his
weapon allows him to make on any given turn (Exception: Grenade, Molotov, Chainsaw etc
which must use all attack dice listed).

The survivor may decide to roll less dice and avoid making too much noise - which, of course
lessens the chance of fresh zombie activation. Heroes will have to weigh the pros and cons for
themselves.

It isn't only guns which threaten to bring fresh zombies into play! A chainsaw used in close
combat or to cut through a barricade, explosive, a rocket launcher, or heroes attempting to break
down a locked door, these things all make a lot of noise.

Zombies are placed immediately on one of the four (randomly determined) edges of the game
board - as near to the shot fired as possible. Zombies placed in this manner enter the board with
full movement and move towards the nearest hero figure on that edge.

All zombies who are placed from the Zombie Activation Table or because of loud noise are
activated and moved immediately even though this is technically out of turn phase - though they
don't get to make any attacks until it is their turn.

Remember, there are other things that make noise as well: a car engine, smashing down a door
with an axe, a survivor calling out to a friend, etc etc.

Zombies are evil monstrosities who do not have a lot going on up top. But some do seem a little
brighter than others, and it has been hypothesised they can even learn new tricks and cunning -
like a dog: only these things will never make good pets. A good Game Host will use all this, and
his/her knowledge of good zombie movies to add fresh elements to the game to keep things
interesting.
Doors, Windows & Makeshift Barricades:

Survivors may attack doors, windows and makeshift barricades using their normal attacks.
However, the following special rules apply. Only one attack die can be rolled per turn... per
survivor, who must be standing in a square immediately facing the object.

· A door receives a saving throw of 4+


· A makeshift barricade receives a saving throw of 5+
· A chainsaw negates all saving throws
· An explosive weapon not only negates any saving throw, but also increases the To Hit
roll by +2

Any successful attack results in the obstacle being removed and no longer usable in the game.

Locking doors and windows


A survivor inside a building which is clear of zombies, may state he or she is attempting to lock
and bar all doors and windows within that building, provided that figure spends 3 consecutive
turns doing so, during which time that figure may not conduct any action. After three turns, the
figure may once again move, attack, or use any special abilities, as normal. Each additional
survivor reduces the time it takes to secure a building by 1 turn (minimum 1 turn).

Zombies may not enter a secured building via normal means. However (once per 5 turns) a
group of 3 or more zombies adjacent to one side of a building or who are directly behind other
zombies who are themselves adjacent to the wall may attempt to break in if they can roll a 6 on
1D6. In which case, they may enter via an assumed door or window along that side of the
building. Zombies may attempt to enter a building from as many sides as they choose (and check
separately for each face of the building) provided there are enough zombies to meet the
necessary criteria. The minimum number of zombies needed to attempt to break into one side of
an outhouse or shed is 1.

Why would a survivor enter a building?


Buildings potentially contain things the survivors need. When survivor(s) enter a building. Once
they clear the building of any zombies... assuming they even try: throw 2D6: if the result of that
roll is 8+, throw another 2D6 and read from a table (like the sample one provided below).

If the result is a straight 2: add another 1D6-2 worth of zombies and place this fresh batch of
blighted ones within the building (they are permitted no further activation this turn) as far from
any survivors as possible. If not possible, place them adjacent.

· 2 Body Armour: Armour which is found maybe worn by any survivor figure. Simply
record that figure as now being armoured. Armour is not cumulative - i.e. cannot be worn
over more armour.
· 3-6 Spare Ammo: This is generic and may be used to reload any weapons that are Out
of Ammo (including the petrol for a chainsaw).
· 7-8 Medical Supplies: each medical supply that is found may be used to recover 1
wound on an injured person or self. Only use once on a single figure.
· 9 Toys for the Kids: Not much practical use in the game what so ever. But makes for a
good story. Imagine the pleasure on the faces of the poor kids as their protectors bring
home something nice for them to play with... it is a reminder to all that life is actually
worth living. All children within the game have their wounds increased by 1 because of
the morale boost (for this scenario only).
· 10 Lucky Find: This can be a supply of tinned food, some bags of coal, fresh clothes,
bedding, shoes that actually fit... whatever you like. Again, this is not much use in the
game, but furthers the story thread. All adults still in play have their wounds increased by
1 because of the morale boost (for this scenario only).
· 11-12 Survivor(s): Add 1 hero or heroine to the player's party. Good excuse to add that
newly painted miniature to your game. A roll of 6 on 1D6 adds 1D3 children or young
teenagers to the survivors. Next roll 1D6 to decide survivor's temperament:
o 1-3 : survivors are friendly and join the hero group.
o 4 : survivors are neutral and will not join the player's party after this game...
neither will they go out of their way to help the heroes during this game, but will
defend themselves if attacked. If heroes attack the neutral survivors and kill them
all, throw 2D6 again to see what valuables they are carrying (count an 11, 12 as a
Lucky Find).
o 5-6: survivors are hostile and will attack all intruding heroes and zombies alike. If
the hostile survivors are killed, roll 2D6 again to see what valuables they are
carrying (count an 11, 12 as a Lucky Find).

Finally, roll another die to see if neutral or hostile survivors are part of a larger
settlement that have got more friends elsewhere. If the roll is a 6, roll 1D6+2: this is the
number of friends (currently off the board and out of the game) this survivor group has in
reserve. The game host can extrapolate all kinds of future campaign ideas from this pool
of abstract individuals.

Solo Play Mode


If you are playing this game solo, you may wish to use the following rules to determine the
actions of the zombie hordes.

At the beginning of the zombies' turn, each individual zombie will move as fast as it can towards
a hero or group of heroes nearest to itself. An exception to this rule is that a zombie will only
move towards a previously spotted hero if the hero is within 15 squares or inches of the thing. It
would appear that zombies are more "audio" than "visual" creatures. They cannot recognize a
human outside of 15 squares or inches but will be attracted by the sound of gunfire etc from
anywhere on the table regardless of intervening walls. They will move towards the closest
sound; only moving in on a living human using line of sight if the human lies within 15 squares
or inches (about 150 feet). If a human is outside of this range, the zombie will not react other
than to move towards noise.

Theoretically, a zombie may alter targets repeatedly. Remember, a zombie will always go for the
nearest target. Where there is more than one target at equal distance, determine randomly which
one the zombie will move towards.

In the game, once there are six zombies adjacent to a hero and presumably attacking that
character, additional zombies who are within 8 squares or inches will target the next nearest
victim instead - if there is one within visual and audio range.

Optional: Zombies attempting to break into a secure building can be lured away by a figure
outside the building and within 8 squares or inches. If this figure fires a weapon into the air or at
one of the zombies attacking the building, throw 1D6 once - per zombie (regardless how many
shots are actually fired)... don’t forget to check for new zombies attracted by the sound.
· 1-4 : zombie continues attempting to break into the house.
· 5-6 : zombie moves towards the hero figure making the noise and forgets about attacking
the building.

Skills:

As Survivor heroes develop in the game (or using pre-made characters if you prefer) they will
have a higher than normal chance of succeeding in many things they attempt to do. You may
award a hero a +1 to most dice rolls (including an additional 1 square/inch `charge move` when
moving into melee), and in addition adjust the IGRADIC table by one favourable shift when
determining the chances of success.

Using Survivor Skills:

If you want to reward players through continuous campaigning, hand out skill bonuses slowly
and wisely. Skills will greatly improve the survivors chances of making it out of any given
scenario alive and in one piece, and the benefits of a +1 here or there may not at first be readily
apparent. For example: A fierce and Experienced Survivor with a lot of “kills” may inflict a
wound/kill on a 5 or 6 (not just a normal 6). A Veteran survivor will hit on the roll of 4, 5 or 6.
Perhaps you will allow an exceptional (Veteran) Survivor to make two separate attacks per turn
(throw the attack dice separately for the first and second attack). To make things more
complicated and complete using the IGRADIC Table... allow Survivors to develop skills based
on what they do. Example: a Survivor who through continual play successfully manages to jump
and roll from a moving vehicle may be awarded a table shift in his/her favour every time this
manoeuvre is attempted again by that character.

In Game Random Action Decision Indicative Calculator (IGRADIC)


The In Game Random Action Decision Indicative Calculator is your friend, and will (if treated
right) make all those awkward decisions for you without disrupting the flow of the game in any
way. Once you decide an action you need to resolve: quickly determine the difficulty level you
wish to apply, throw a couple of dice, and read off the result (there are only ever four outcomes
so it's not confusing). Determining what happens using the result of the IGRADIC table - well
that's up to you to decide using your imagination and how you think the game should go.

The following table is a catch all to cover any situation quickly and smoothly the game host or
players wish to resolve. Use it wisely, use it often... but also know when not to use it and simply
apply common sense instead.

Select Difficulty, Roll 2D6 Perfect Okay Fail Oh My God Noooo!


Impossible - but you just never know N/A 2-3 4-5 6-12
Very Unlikely - but I`m desperate 2 3-4 5-7 8-12
Below Average - go for it 2-3 4-5 6-8 9-12
Average - fifty-fifty 2-4 5-7 8-10 11-12
Above Average – easy 2-5 6-8 9-11 12
A Dead Certainty – highly confident 2-6 7-9 10-11 12
Impossible To Fail - no contest 2-7 8-10 11-12 N/A
· Perfect: The action has succeeded so well the game character gets a positive bonus to
the result. If the action being rolled is to ensnare a zombie in a net to keep as a specimen,
a "Perfect" result not only achieve this but would also bring the zombie crashing to the
ground in confusion. Maybe the action was to listen in secretly to a conversation. A
"Perfect" roll not only means the conversation was successfully overheard, but the
listener also hears something unexpected and highly valuable the scenario... perhaps a
vital clue to the main campaign plot itself.
· Okay: The action succeeds - no more, no less.
· Fail: There are no adverse effects to a fail result other than the failed action itself.
· Oh My God Noooo! The opposite of a "Perfect" roll. The failure is so catastrophic that
an additional penalty is incurred by the character's attempted action. Catching his rope
onto a tree branch above the deep zombie pit, Ray Smith attempts to swing safely across
to the other side of the deep chasm... but he gets unlucky and fumbles the attempt. With a
loud *snap* the branch breaks off the tree, and suddenly the character finds himself
plummeting - falling right towards the zombie filled pit below!

© August 20th 2014, Stephen A Gilbert

ZOMBIE - IGRADIC
Plot Aid Card Deck (Normal Playing Cards)
Once every in-game day or two (or even week, depending on how you like to play) shuffle a
normal playing card deck and pull three cards. Or if you simply want scenario ideas, use the
cards in the same way to generate a set of random event ideas to spice up your one off scenarios.

The first card drawn is called "Survivors" and is always drawn for the good guys... the players’
personal favourite 'side'.

The second card drawn is the "World Gone Bad" card, and goes to the left of the "Survivors"
Card already drawn, and represents recent events (leading up to the present), plus indicates the
growing schemes and machinations of any enemies or imminent random happenings.

The third card "Fate" also represents the enemy (or enemies); goes to the right of the central
"Survivors" card and indicates current or very near future events. Combined with "World
Gone Bad" and "Survivors" the three cards should suggest a current viable plot to play out,
and is also ideal for the solo gamer to use in his/her games.
HEARTS

· Ace: An important card, whose in game meaning is often affected by the environment of the previous or
following (enemy) card. With another hearts card it implies new or freshly kindled love, friendship, and
affection (maybe even the return of an absent character); with diamonds, this indicates a newly discovered
(maybe hidden) treasure trove, and perhaps news of distant friends; with clubs, festivities, and social or
domestic rejoicing (a break from the seemingly endless stress); with, spades come disagreements,
misunderstandings, contention, or misfortune; individually, it stands for the safe house, home
improvement, fixing structures etc.
· King: The game is currently dominated by a good-hearted man, with strong affections, possibly an
emotional man, and given to rash judgments, possessing more zeal than discretion.
· Queen: The game sees a woman take centre stage: fair, loving and lovable, domesticated, prudent, and
faithful.
· Jack: Represents information and good judgement from a best friend, or as a fair person's thoughts. The
enemy cards placed previously and directly after this card are indicative of the good or bad nature of the
Jack card interpretation.
· Ten: A sign of good fortune. It implies a good heart, happiness, and the prospect of temporary security. It
counteracts bad cards and confirms things in the vicinity.
· Nine: The wish card. It is the sign of riches, and of high social position accompanied by influence and
esteem. A new survivor possibly found. This card may be affected by enemy bad cards.
· Eight: The pleasures of the table, convivial society. An important gathering. Another meaning implies
love and the prospect of relationship or marriage between game characters.
· Seven: A faithless, inconstant friend who may prove an enemy.
· Six: A friend or contact with a confiding nature, liberal, open-handed, and quite possibly easy prey for
swindlers; courtship, and being approached by devious enemies.
· Five: Causeless jealousy in a person of weak, unsettled character.
· Four: Lack of trust.
· Three: A dire warning card (perhaps a warning from a mysterious phone caller, a scrawled message thrust
under a door, or a second hand witness to an overheard conversation).
· Two: Unlooked for (short term) prosperity... maybe a new contact, a lucrative barter, a new clue to a better
safe place to live, away from danger. A Zombie Herd attacks a nearby community.

DIAMONDS

· Ace: Treasure. Missing item. A clue.


· King: Fresh reliable news.
· Queen: Flirtatious woman... one used to having admirers. A loved one may wander in this direction.
· Jack: A near friend or contact will put his/her own interests first.
· Ten: The potential threat of kidnap, innocent victims known to the card drawer.
· Nine: Lack of strength, loss of faith, loss of belief in self. Low ebb. Disappointment.
· Eight: Chequered Past surfacing. The past surfacing to cause potential harm.
· Seven: Bad Gossip and slander. A Set up.
· Six: Former Lover or partner suddenly surfacing, making things uncomfortable.
· Five: Unexpected news. Dubious success, a lucky break. News of a previously unheard of community (or
a survivor) close by.
· Four: Breach of confidence. Troubles caused by inconstant friends, vexations and disagreements.
· Three: Legal and domestic quarrels. Temper or fight.
· Two: An unsatisfactory love affair, awakening opposition from relatives or friends. A small Zombie Herd
is nearby (be careful of noise).

CLUBS

· Ace: Wealth, a peaceful home, industry, and general prosperity.


· King: A dark, shadowy, mysterious man enters play.
· Queen: A dark, exotic, beautiful and mysterious woman enters play.
· Jack: A New friend or ally (possibly with a chequered past - roll for randomly).
· Ten: Stolen Riches. An unknown sickness sweeps the group.
· Nine: Friction through opposition to the wishes of friends, colleagues, or associates.
· Eight: Love of self interest, and a weak passion for speculating or gambling.
· Seven: Great happiness and momentary good fortune (short term goal achieved) - but with a price to pay.
· Six: Loss of security, blackmail, unpaid debts for services rendered, swindlers.
· Five: An advantageous proposition.
· Four: Falsehood and double-dealing.
· Three: Real trust. Leap of faith.
· Two: Care is needed to avert disappointment, and to avoid opposition. There is rumour of a large Zombie
Herd close by.

SPADES

· Ace: Ill-chosen friend(s).


· King: An attack against a friend, friends, or self.
· Queen: Bribery.
· Jack: Weak, and unwillingness of others to help do the right thing.
· Ten: An evil omen; grief or imprisonment. Has power to detract from the good signified by the "Survivor"
card. Dead humans found massacred – 1, 2 by other humans: 3 by dogs: 4 by rats: 5 by zombies: 6 by some
unknown means?
· Nine: An ill-fated card, meaning sickness, losses, troubles, and dissensions.
· Eight: A warning with regard to any enterprise in hand, this card means evil; also opposition from friends.
Bad choices; walking into a trap; or/and possibility of Zombies close by.
· Seven: Sorrow caused by the loss of a dear friend.
· Six: Rest after toil. Safe House. Going into hiding.
· Five: Temporary happiness, and a choice between personal desire and doing what's right.
· Four: Illness, recovering from a wound. Temporarily out of action.
· Three: A journey. New adventure.
· Two: A removal, or possibly death. A surprise Zombie Herd approaches.

By now you may have noticed this simple little rule set is pretty generic, and can be used to play
out any number of genres or semi (quasi) periods. Have fun with it, and enjoy yourselves along
the way. Include more rules as and if you desire to do so.... what`s provided here can be used as
it is, or as a framework you can build upon to at your leisure.

Thank you.

Stephen Gilbert

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