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Theyre Coming to get you TDBG Rules v2.1 .pdf



Original filename: Theyre Coming to get you TDBG Rules v2.1.pdf
Title: Rules for “They’re coming to get you _____...(fill in the blank)
Author: Z0M8I3

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“They’re coming to get you” is a tower defense game in which you
have to fend off the seemingly endless amounts of undead who
have noticed some fresh meat atop an apartment building…YOU!
Objective: Kill them all!
Time: 30 – 60 Minutes
Players: 1 - 2
Contents:
100 Zombie Tokens
1 Boss Zombie Token
12 Weapon Tokens
2 Health Tokens
2 Character Tokens
1 Apartment
1 Game Board with Health Bar attached
Setup:
Place the Apartment and your character at the end of the walkway
opposite the “Infection Zone”. Then roll the “Item Die” to
determine which item you start with. You also start with 2 health
points by putting the heart on the #2 on the health bar. After each
successful round you may add 1 additional health point to your
total (max of 5) as well as roll the “Search Die” to see which new
weapon you find in the apartment while searching. You may only
have 1 of each weapon at any time. (Example: You have a sniper
rifle and during the search phase you roll another sniper, you are
forced to leave 1 of them behind taking the one with the most
ammo. (With the exception of the Landmine which you can never
have more than 3 total.)

When searching for weapons you may come across the Landmines.
If you do, these are picked up like the other weapons. Instead of
rolling to expend them, these are played a little differently. If you
choose to put one of these down you can only do so by skipping a
search action at the end of every round.
Turn Phases after setup:
1: Roll for/Place Zombies (alternate players when playing with 2
players)
2: Move Zombies
3: Attack if possible
After completing these 3 steps that is considered a wave. After
every 3 waves that is a round. At the end of every round you
may search.

Zombie placement/Movement:
When placing zombies on the board you simply start them in one
of the “Infected Zone Squares”. Every time it’s “Phase 2” each
zombie on the board moves one space closer. They CAN move in a
diagonal direction but only to get towards the apartment. At no
time should they turn around and try to run away. They are a
relentless horror that are purely after your brain and flesh so they
MUST always move and MUST always face your direction.
To find out how many you must place that round simply roll 1 D6
and then randomly draw and place the zombies.

Different Types of Zombies:
There are three main types of zombies as well as a boss zombie in
this game and depending on how you want to play you may use
them all or certain ones as you see fit and depending on the time
you have to play.
White AKA Shamblers: Movement is 1 square
Red AKA Runners: Movement is 2 squares
Green AKA S’ploders: Movement is 1 square but once they reach
the door they explode causing 2 points of damage that can NOT be
prevented.
Boss Zombie AKA Dozer: When using Dozer, Roll the zombie
placement die to see how many minions come out with him. He
moves 2 spaces at a time, Has 4 heath and any time he passes
through a zombie it is killed. When he gets to the apartment door
the game is over and you have lost.
“THEY MADE IT IN!!!!”
If you have lousy luck and the undead start to invade your
apartment you still have a chance to fight them off. When one of
them makes it in you simply use your weapon to see if you hit
them..For every miss however, you take 1 point of damage.
Attacking:
When attacking you will find that each weapon is going to have a
different requirement. The results for a successful kill and weapon
range are as follows on the next page.

Sniper Rifle: 3,4,5 or 6 (roll a 1 or 2 and you jammed the chamber
and lose 1 bullet.)
Range: 8 Squares
Pistol: 4,5 or 6 (roll a 1,2 or 3 and you jammed the chamber and
lose 1 bullet.)
Range: 4 Squares
Grenade: 4,5 or 6 (roll a 1,2 or 3 and you forgot to pull the pin
when you threw it. Lose 1 grenade.)
Range: 3 Squares
Damage: 3 x 3
Bat: 2,3,4,5 or 6 (roll a 1 and you broke your bat.)
Range: Melee Only
Machete: 2,3,4,5 or 6 (roll a 1 and you cut yourself, Lose 1 health
point)
Range: Melee Only
Landmine: Automatic upon Zombie walking on it.
Range: 3 Squares
Damage: 3 x 3

Ammo:
The numbers that are on the weapon tokens represent the amount
of ammo for that particular item (Example: The sniper rifle has a
x5 which means it has 5 “Jams” available for use).
When you expend all your ammo you must return it to the item
pile to be recycled for other searches. You may have more than
one weapon at any time but only one of each…as a matter of fact,
you can have ALL weapons at any time as long as they have been
saved and searched for.
When expending your ammo, simply rotate the Weapon Hex so that
the current amount of ammo is facing “up”.
As a special note, When you are using the landmines you expend
one for every landmine placed. You can only ever have a total of 3
and these do NOT renew unless you no longer have any and they
are back in the weapon pile.
Health and healing:
After each successful round you may add 1 additional health point
to your total (max of 5).

Alternate Game Modes:
There are a few different ways to play the game. Depending on the
time you have available, you may simply want to kill some time
but not be fully invested in a game. Here are the different modes
you can play with different play times.

Romerio Scenario: 30 – 45 Minnutes
In Romerio Scenario You use only the “Shamblers” as well as
Dozer at the end if you would like an extra challenge. This is the
Original way to play the game.
Turn Phases:
1: Roll for/Place Zombies
2: Move Zombies
3: Attack if possible
After completing these 3 steps that is considered a wave. After
every 3 waves that is a round. At the end of every round you
may search.
Red Runners: 10 – 15 Minutes
In “Red Runners” You simply use ONLY the red zombies which
are runners as well as Dozer at the end if you would like an extra
challenge. Play is sped up by a lot in this mode to provide a quick
game. Waves are done in the same order as the regular game with
the exception of these rules.
Turn Phases:
1: Roll for/Place Zombies
2: Move Zombies
3: Attack if possible
After completing these 3 steps that is considered a wave. After
every wave that is a round. At the end of every round you may
search.

Kamikaze: 15 – 20 Minutes
In this mode you use both the “Runners” and the “S’ploders” as
well as Dozer at the end if you would like an extra challenge. Play
time is about double that of the “Red Runners” Game mode.
Turn Phases:
1: Roll for/Place Zombies
2: Move Zombies
3: Attack if possible
After completing these 3 steps that is considered a wave. After
every 2 waves that is a round. At the end of every round you
may search.

Overwhelming Odds: 45 – 60 Minutes
In “Overwhelming Odds” you use ALL the zombies provided in
the game as well as Dozer at the end if you would like an extra
challenge.
Turn Phases:
1: Roll for/Place Zombies
2: Move Zombies
3: Attack if possible
After completing these 3 steps that is considered a wave. After
every 3 waves that is a round. At the end of every round you
may search.

Death Comes Knocking:
In “Death Comes Knocking” You use any combination of the three
types of zombies or ALL of them and fight them continuously in
an endurance mode until you die. When you die, and you will,
simply add up your score and keep it on a scrap of paper with the
game as your “High Score” so you can try to beat it at a later time.
Objective:
Last as long as you can!
You start with the Sniper Rifle and have unlimited ammo. Zombie
placement is the same as the original play. At the end of each
round you gain 1 life point (max of 5) and there is no more
searching.
For 2 - 4 Players of ANY game mode, one player is the survivor
and the other plays as the zombie hoard or two players are the
survivors and two are the zombies. Any survivors can share
the 5 health they get or keep track of their own if they would
like.

Zombie Race
Players: 2 – 4
Objective: Get to the Apartment first!
Rules
Players each place one zombie token in the “Infected Zone” in a
space on the edge of the board. They each roll 1 D6 to determine
who goes first. The first player rolls 1D6 and moves their zombie
that many spaces forward. If you roll a 1 you are “shot” by the
sniper on the roof and you move back 1 space.
To win, be the first zombie to the apartment doors.


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