A relatively simple game: Every player starts with 1 SC, blind auction will determine this so no shouting preferences, and...zombies occupy every unclaimed SC (think of this as incentive to get your friends in).
Zombie rules (read these super good):
ZOMBIES
In these rules, the word “unit” means any player¬unit.
Movement
1. Zombies always either Move or Hold. If a unit occupies an adjacent land territory to a zombie then the zombie will attempt to move to its space. (Although a fleet in a land province with a split coast occupies the whole province, a zombie in a province adjacent to such a split-coast province can only detect a fleet on the adjacent coast - Zombies in Serbia cannot detect a fleet on either coast of Bulgaria! Zombies can never detect the presence of a fleet at sea.)
2. Subject to the coastal provinces exception in 1., if a zombie is adjacent to two or more units in land provinces it will move towards one of those units, to be chosen randomly by the GM before opening any orders.
3. Zombies never act rationally, so in a situation where two zombies are adjacent to unit A, but one of them is also adjacent to unit B, they are not able to reason "One of us should attack each." Each zombie will attack at random, so that it is possible they will both attack the same one.
4. Zombie moves can be supported by a unit; Zombies targetting the same space do not "support" each other in the way that player units do; rather, they mount a joint attack which, if it is strong enough, is successful and one of the attackers moves into the space.
Resolving conflict with zombies
5. All conflicts between zombies and units can be determined by treating the zombie as though it has a fighting strength of 1.1. The following examples of specific cases are intended to make the most likely situations clear.
6. If a zombie successfully moves to a space occupied by a unit, the unit is destroyed ("turns into a Zombie"); in addition an additional zombie appears in the space originally occupied by the zombie which moved unless a player unit has moved into it.
7. If a single zombie moves to the space occupied by an unsupported, holding unit the zombie’s move is successful (1.1 - 1) .
8. If a zombie and a player unit are ordered each to the other’s space and neither has any support or assistance, the zombie’s move is victorious (1.1 - 1) If an unsupported player unit is ordered to a Zombie's space and the Zombie remains in place, the result is a stand-off. If a Zombie and a unit are each ordered to a space which is unoccupied as a result of other moves the Zombie is successful (1.1-1) and the player unit bounces.
9. If two or more zombies are ordered to move to the same space then they are considered to be assisting each other and moving with double (or more) strength, unless one of them is faced by a supported attack from the target unit. In that case the target’s attack succeeds but the other unit(s) orders remain in place against the target space. When determining the orders for each Zombie, if more than one Zombie is ordered to any space the GM will also determine which one will move if the attack succeeds.
10. If a Zombie unit which is assisting an attack on a player unit is attacked by a unit in a space different from the Zombie's target the unit's attack has no effect on the joint Zombie attack, and if randomly chosen the attacked Zombie can move as normal. If the Zombie does not move then the player unit's attack is resolved as usual.
11. Target units can receive support from other units. This support will only ward off the zombie attack if there are at least as many supporting units as the number of zombies attacking the target (eg a single zombie in Budapest attacks an army in Vienna with support from Trieste; the zombie attack fails (1.1 – 2.0)
12. Any SC occupied by a zombie after a Fall season (including retreats) immediately becomes a neutral centre.
13. If a unit successfully moves to a space occupied by a zombie then the zombie is destroyed.
14. An unsuccessful attack by a zombie does not cut any support being given by the target unit, but if the target becomes a zombie its support is cancelled.
15. A zombie which is attacked by two equal (which therefore bounce each other) is not dislodged and remains in place just as a player unit would under the same circumstances ("beleagured garrison" rule).
Victory conditions
16. The game ends when one player has 18 centers AND all the zombies are eliminated. Draws will be considered ONLY after all zombies are eliminated, and after 1905. Zombies win if all player units are eliminated.
From a few trial runs with them here are a couple of hints:-
- make maximum use of fleets offshore, which can't be attacked;
- use the fact that they will follow you to manouevre them out of position; and
- consider working with other players even if they would otherwise be your enemies; if you let or help the Zombies mop a neighbour up, there will be twice as many facing you next!
(Blatantly copied from Pedros' zombie game)
(Original Zombie idea from Malevolence)
EDIT: To encourage recruitment of reserves if needed, any unit in CD for 4 consecutive movement seasons will turn into a zombie.
Build Anywhere, of course. Looking to run this 3/1/1, but more details coming when we get started, which will be around June 13th. YOU WILL NEED AT LEAST A COUPLE MONTHS OF NEAR-CONSTANT AVAILABILITY. I WILL HAVE 1 WEEK-ISH-LONG PAUSE. IF YOU CAN ANTICIPATE A PAUSE, TELL ME. WE'LL WORK IT OUT. I MAY NOT ALLOW LAST-MINUTE PAUSES--TELL ME AS SOON AS YOU KNOW.
I hope to get 34 players. It should be relatively quick and easy, so time shouldn't be an issue. HOWEVER...I realize 34 players will be tough, and I need at least a few reserves. If we're too low, I could do 2 auctions for 2 starting SC's each.
I think this has a chance to be super epic. Please join and recruit new players!
Signups:
1. Shibabalo
2 (But in denial). Blackfish
3. Europedomination
4. Zarneth
5. Pedros
6. Peanut
7. Zadaron
8. Pharaoh of nerds
9. Glacier777
10. ThatPCGuy1
11. Niakan
12. bluecuillin
Reserves: