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Mall of Horror Quick Rules

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0% found this document useful (0 votes)
98 views2 pages

Mall of Horror Quick Rules

Uploaded by

emergencia.item2
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd

MALL OF HORROR QUICK RULES v1.

Setup
If 3 players, use the 4th character. If 3-4 players, Cachou is closed (dice rolls for location 2 are
ignored). Choose a player to be CoS. Give one card to each player. Then each player rolls 2 dice
and places a character in one of the corresponding locations. If a location is full, must choose the
other; if both are full, then the character can be placed in any available location. Finally, CoS rolls
4 dice and places a zombie in front of each location.

(1) Search of the truck


Threat cards can be played for additional votes, then characters in parking lot vote for who
searches the truck. The elected player draws 3 cards, keeps 1, gives 1 to another player, and
places the last to the bottom of the deck.

(2) Election of the Chief of Security (CoS)


Threat cards can be played for additional votes, then characters in security HQ vote for who
becomes CoS. If no one is there or if votes are tied, CoS stays the same. CoS is the first player
and order of play is clockwise.

(3) Arrival of Zombies


CoS rolls 4 dice in secret and, if elected this round, takes a peek at the dice. Security Cameras
cards can be played to take a look at the dice.

(4) Choice of destination


If the CoS was elected this round, he announces his destination. All the players choose a
destination in secret. Zombie players each place a zombie in front of a location of their choice.

(5) Character movement


Destinations are simultaneously revealed, then the dice are revealed. The 4 zombies are placed in
front of the corresponding locations (unless they are closed). 8 zombies close a location, except
for the parking lot. Players must move one of their characters to their chosen destination, which
must be different from the character’s current location; if destination is full, the character must go
to the parking lot; a Sprint card can be played to change destination to any other available
location.

(6) Attack of the zombies


An extra zombie is placed on locations with highest number of characters and highest number of
pinups (no extras are placed for ties). Each location is now checked for zombie breach, in order.
Zombies break in if they equal or overcome the characters in power; exceptions are supermarket
(4 or more zombies always break in) and parking lot (zombies always break in). If zombies can
break in, a Hidden card can be played to hide a character, a Weapon card can be played to kill
zombies, a Hardware card can be played to enforce the door. If zombies still break in, a vote is
taken to decide which character gets eaten. Zombies remain in play if they cannot eat someone;
otherwise they are removed from the board. The parking lot has special rules: each zombie claims
a victim, so there are as many votes as zombies present; a zombie should be removed for each
victim claimed; all zombies should be removed at the end of this phase.

Game Ends
At the end of a round in which either of the following two events happens, the game ends: (a) all
characters are gathered in the same location (not the parking lot), (b) there are 4 or less characters
left (6 in a 6 player game). Player with most points wins, ties go in favor of number of cards.
Characters
Pin-up – 7 points, 1 vote, counts as 1 against zombies
Tough guy – 5 points, 1 vote, counts as 2 against zombies
Gunman – 3 points, 2 votes, counts as 1 against zombies

Little girl – 1 point, 1 vote, counts as 1 against zombies

Locations
1 – Restroom, 2 – Cachou, 3 – Megatoys, 4 – Parking lot, 5 – Security HQ, 6 – Supermarket.

Cards
There are 3 Threat, 3 Security Cameras, 3 Sprint, 3 Hardware, 3 Kill-1-zombie Weapon, 3 Kill-
2-zombies Weapon, and 3 Hidden.

Cards are played in order and each player gets a single chance to play as many cards as he wants.

Threat counts as an additional vote.


Security Cameras allows seeing the dice.
Sprint can let a character change his destination and even remain in original location.
Hardware counts as 1 against zombies, except in the scenarios when zombies always break in.
Weapon removes the appropriate number of zombies immediately.
Hidden prevents a character from being eaten, but also prevents him from voting; the character
still counts for holding zombies out. The card effect lasts from when it is played to the end of the
zombie attack phase.

Voting
First, a vote is taken among the characters at a location. If a tie occurs, a new vote is made for the
tied characters and this time, players not in the location are also allowed one vote (even zombie
players). If a tie occurs again and the vote was for zombie food, a character is randomly selected;
otherwise no change happens (no one searches the truck or CoS stays the same).

Negotiation
Promises can be made but are not binding. Dice cannot be shown to other players, but their result
can be told. Cards cannot change hands, but players can brag about them.

Variants
A rule from an early prototype consisted of voting whenever a location got filled to decide which
of the characters go to the parking lot.

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