For 2+ players
52 game pieces
Candy Counters, such as beans or pennies
Dice (d20s and d6s)
All Hallows Eve. The night the dead rise from their graves to plague the earth just happens to be the night that you and every other scrappy kid in the neighborhood dresses up and goes trick-or-treating. You and your buddies are dressed up as the members of your favorite baseball team, armed with caps, pinstriped socks, and Louisville Sluggers. The goal is to get the most candy, and any zombie that stands in your way is a prime target for the fury of your bat.
Object of the Game
To get the most candy (represented by candy counters and zombie pieces) by the end of the game (when all pieces are turned face up).
Cut out the various game pieces and divide into piles of zombies, bystanders, and tools, with all pieces face down. Distribute one tool to each player. Without looking, randomly place one bystander face down on each house space on the board. Shuffle the remaining bystanders and zombies together, and randomly place these face down in different squares on the map. Two spaces should be left empty: the far left road space and the lower dirt space. Place the remaining tool pieces on random squares, on top of whatever piece is below them. Make sure one tool is placed on the empty dirt square. All players should place a counter of some sort to represent their trick-or-treater on the far left road space.
Youngest player goes first, as they have the biggest right to be trick-or-treating. Play afterwards passes clockwise (to the left). During a turn, a player moves one space in any direction, uncovers any piece that is face-down in that space, and then takes an action. The action taken depends on what is in the space with the player.
If the space is empty except for the player, the turn ends.
If the space is a house space containing a bystander, the player receives 1 candy counter and the bystander remains in play.
If the space is not a house space but contains a bystander, the player boffs the bystander and receives 1 candy counter, and the bystander piece is removed from play.
If the space contains a zombie, the player attempts to boff the zombie. The player rolls 1d20 and adds any attack bonuses (marked A) from tools to the roll. If the result is equal to or greater than the number on the zombie piece, the zombie is boffed and removed from play. The player places the zombie along with her candy counters, and will be scored at the end of the game. If this roll fails, the player must roll again to avoid being caught by the zombie. Roll a d20 and add defense (marked D) bonuses from tools. If this number is equal to or greater than the zombies number, the player escapes from the zombie and the turn is over. If this roll fails, the player loses all of his or her candies.
If the space contains another player, the active player may choose to peacefully coexist or to try to boff the other player. Player-to-player boffing occurs with an opposed roll. To this single roll, attack bonuses and defense bonuses are added separately to produce two separate results. Each players attack result is compared to the other players defense result. If a players attack result is greater than the other players defense result, the second player is boffed. The boffing player collects either all the candy or all the tools (winners choice) from the loser. If the defense is greater, the attacker fails to boff the defender and the turn ends. If both players are boffed, no candy/tool exchange occurs and the turn is over.
Example: Cindy (+2 A +0 D) moves into the same space as Dave (+2 A, +2 D) and attempts to boff him. Cindy rolls a 13 and Dave rolls a 12. Cindy has an attack result of 15 (13+2), which beats Daves defense of 14 (12+2), and thus boffs Dave. Dave has an attack result of 14 (12+2) and Cindy has a defense result of 13 (13+0). Cindy is also boffed, meaning no exchange of candy occurs.
Players gather tools which have a variety of effects. The effects of the tool are listed under the tools name on the game piece, and represent bonuses to various actions. Attack and defense bonuses are cumulative.
A=Bonus to attack rolls vs. zombies and other players.
D=Bonus to defense rolls vs. zombies and other players.
+1 M= Move an extra space each turn, provided that in the first space you do not participate in combat (you may still collect candy from a bystander in a house or peacefully coexist with another player).
+1 C= For every candy counter at the end of the game, add an extra candy point.
Acquiring Tools in Play
The spaces on the board that contain tools will begin with 2 game pieces (with the exception of the lower dirt space). When a player first lands on this space, both pieces are turned face up. The player gains control of the tool unless the player is boffed by a zombie in the same turn. In this case, the tool remains in play with the zombie until the zombie is boffed.
Ending the Game
The game is over when all game pieces are turned face up, and a new turn begins (the player who turns over the last game piece still gets to take a turn).
When the game ends, each player totals his candy. This is done by rolling 1d6 for each candy counter the player has, adding the results, and then adding the numbers from all the zombie pieces the player has control of.
The player with the highest sum, representing pieces of candy, wins.
Example: Cindy ends the game with 5 candy counters and the harvester and lumberjack zombie pieces. She rolls 5d6 for her candy counters and gets a sum of 21. She then adds the values from her zombie pieces, 8 and 15, to this result. Her result is 44 candies.
When players are in the same space, they must peacefully coexist. Hey, theyre your friends, after all.