Showing posts with label Expansions. Show all posts
Showing posts with label Expansions. Show all posts

Wednesday, April 13, 2011

Free Potion Counters for D&D


This set adds 6 new potions to the previous set that made a simple task of keeping track of potions and ammuntion during combat in Dungeons and Dragons . I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down!

I'm sure you'll agree that these are some really nice looking counters!

Download Kev's Lounge: More Potions Counters at Papercraft Dungeon

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
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Tuesday, April 5, 2011

Free Gold Coin Counters for D&D and other Fantasy RPGs

I'm sure you all remember my other counters designed to make it easier to keep track of gold in Dungeons and Dragons and other fantasy RPGs. This accessory is an add-on to the previous set of Gold Coin counters and adds denominations of 500 and 1000 Gold Coins, for those heroes that love carrying huge amounts of gold on their person at all times. To illustrate just how insane that sort of behaviour is, the tokens include accurate illustrations of piles of 500 and 1000 gold coins on them.

I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down! I've also taken into account the fact that the tokens are pretty big, and to get away from having gigantic square tokens, I've given them an interesting octagonal shape.

You should only need one or two copies of the first page, but you may want to make several of the page full of 1000 Gold Coins tokens in case your party wins the lotto on their next quest. Got a similar add-on set for the Silver being worked on (amongst various other projects), and perhaps copper will come soon after that. Gotta say I feel really sorry for the party that has to walk around with enough copper pieces to actually need those though! How many of you want tokens for electrum pieces? They're kinda old school, but I'll make some if enough people want them. Leave a comment below!

Use the counters like you'd use Energy in Risk 2210, or money in Monopoly. The denominations are marked by size in addition to the printed detail so that you can tell them apart at a glance.

Download Kev's Lounge: 500 and 1000 Gold Coins Counters at Papercraft Dungeon

You'll definitely want to check out the other sets of coin tokens:
Gold Coins
Silver Coins
Copper Coins
Platinum Coins

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Please share this with friends using the share button below.

Tuesday, March 29, 2011

Modular Outdoor Battle Tiles: Rocklands, Crosses and Junctions, and Free Dungeon Doors!


Yeah, it's been a while... But I'm back again! The good news is that while I've been gone, I've spent a lot of time working on some awesome stuff that I'm certain you guys are going to love.

To celebrate my return, and to say thank you to all of you for your years of support, I present to you the most awesome free set I have created to date! Seriously guys... it makes my other stuff look amateur by comparison.

This is the second of several sets of modular tiles that assemble into a large battlemap for your outdoor battles in Dungeons and Dragons and other such roleplaying games that use miniatures for combat. They are scaled to work well with most popular brands of 25/28mm miniatures, so they may even be useful to players of Warhammer as a quick battle ground layout.

The Rocklands sets are designed to represent an outdoor area with barren sandy low ground and rocky high ground, but are also fantastic for representing natural caverns and tunnels that have a more organic shape than man made dungeons. This set features 10 stunningly detailed outdoor tiles that work seamlessly with the first set to give you a huge range of options. It also includes the Kev's Lounge Starlinks system to keep the tiles together and in place, and more importantly it includes 3 amazing dungeon doors, that are not only superb in their detail, but also have moving parts. That's right ladies and gentlemen... These doors open and close!

In the interests of stepping up my game and being the professional I'd like the world to see me as, I have also included a fully illustrated 12 page instruction booklet in PDF format, optimised for screen view, (but more than suitable for printing) to help you put it all together with the least amount of confusion. However, Jim Pacek over carjackedseraphim.blogspot.com has posted an alternative method for making the tiles in this post. Thanks for the support Jim! It's always nice to see my stuff being used!

Through the magic of the Layered PDF the set has options for a 1 inch grid which is useful for Dungeons and Dragons 3rd Ed and 4th Ed combat rules, which can be turned off for those who use miniatures but prefer a more organic and natural movement system.

Download Kev's Lounge: Rocklands Set 2 from Papercraft Dungeon! It's free!

The villainous necromancer Sunambral The Blackheart ambushes the party with his undead army before they even enter his subterranean lair!


The stalwart adventurers stand before the grim, aged door of the dungeon and pause a moment to get over their fear of the horrors that will greet them once they enter.

A good look at the beautifully detailed double doors featured in this set. Yes, they do open, and they look damn good while doing it!

Combine with the Rocklands Straights and Corners, Dungeon Corridors Tiles, Huge Room Dungeon Tiles, Small Room Dungeon Tiles and Bigger Room Dungeon Tiles to add even more variety to your battles!

Dungeons and Dragons is a trademark of Wizards of the Coast. Warhammer is a trademark of Games Workshop. Used without permission. No challenge to their status is intended. Miniatures in photographs are for scale purposes only.
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Wednesday, August 4, 2010

Free Platinum Coin Counters for D&D and other Fantasy RPGs


Finally, the last of this collection of coin counters, Platinum, has arrived! This set of counters is designed to make it easier to keep track of platinum in Dungeons and Dragons and other fantasy RPGs. I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down!

Currently the set comes in 5 denominations: 1, 5, 10, 50 and 100. You will probably want to make a few copies, particularly of the 100 Platinum coin pieces. You'll want at least 4 each of the 1's and 10's for each player and a bucket load of 100's if you need to keep track of high volumes of cash.

The Gold, Silver, and Copper coins are already out.




Use the counters like you'd use Energy in Risk 2210, or money in Monopoly. The denominations are marked by size in addition to the printed detail so that you can tell them apart at a glance.

Download Kev's Lounge: Platinum Coin Counters at Papercraft Dungeon

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms TilesFree Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Please share this with friends using the share button below.

Wednesday, July 28, 2010

Free Copper Coin Counters for D&D and other Fantasy RPGs



Sorry to keep you all waiting. Here are the copper coins at last. This set of counters is designed to make it easier to keep track of copper in Dungeons and Dragons and other fantasy RPGs. I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down!

Currently the set comes in 5 denominations: 1, 5, 10, 50 and 100. You will probably want to make a few copies, particularly of the 100 copper coin pieces. You'll want at least 4 each of the 1's and 10's for each player and a bucket load of 100's if you need to keep track of high volumes of cash.

The Gold and Silver Coins are already out. Platinum will be out soon.



Use the counters like you'd use Energy in Risk 2210, or money in Monopoly. The denominations are marked by size in addition to the printed detail so that you can tell them apart at a glance.

Download Kev's Lounge: Copper Coin Counters at Papercraft Dungeon

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Please share this with friends using the share button below.

Tuesday, June 1, 2010

Free Silver Coin Counters for D&D and other Fantasy RPGs


Following on from last week's Gold Coin counters, this set of counters is designed to make it easier to keep track of silver in Dungeons and Dragons and other fantasy RPGs. I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down!

Currently the set comes in 5 denominations: 1, 5, 10, 50 and 100. You will probably want to make a few copies, particularly of the 100 silver coin pieces. You'll want at least 4 each of the 1's and 10's for each player and a bucket load of 100's if you need to keep track of high volumes of cash.

The Gold Coins and Copper Coins are out already. and Platinum will be out soon, and after that I may do sets with higher denominations.


Use the counters like you'd use Energy in Risk 2210, or money in Monopoly. The denominations are marked by size in addition to the printed detail so that you can tell them apart at a glance.

Download Kev's Lounge: Silver Coin Counters at Papercraft Dungeon

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Please share this with friends using the share button below.

Tuesday, May 25, 2010

Free Gold Coin Counters for D&D and other Fantasy RPGs



Finally back after a long absence. Very long story and I won't bore you with it, but to say sorry I bring a gift of gold! This is a set of counters designed to make it easier to keep track of gold in Dungeons and Dragons and other fantasy RPGs. I started with Gold cos Gold Pieces are one of the most common forms of currency in fantasy settings, and that means that they will be pretty useful to most fantasy role players. They'd even be good in a Mordheim campaign. I've designed them in such a way as to make it very easy to get nice attractive double sided counters that are perfectly lined up. Single sided counters are a pain when they're upside down!

Currently the set comes in 5 denominations: 1, 5, 10, 50 and 100. You will probably want to make a few copies, particularly of the 100 gold coin pieces. You'll want at least 4 each of the 1's and 10's for each player and a bucket load of 100's if you need to keep track of high volumes of cash.

Silver Coin, Copper Coin and
Platinum Coins sets are out now! I've also just added an add-on for this set to give you tokens for 500 and 1000 Gold Coins.


Use the counters like you'd use Energy in Risk 2210, or money in Monopoly. The denominations are marked by size in addition to the printed detail so that you can tell them apart at a glance.

Download Kev's Lounge: Gold Coin Counters at Papercraft Dungeon

You may also be interested in our excellent range of free dungeon tiles:
Free Dungeon Corridor Tiles
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Please share this with friends using the share button below.

Thursday, June 18, 2009

Free Dungeon Corridor Tiles For Use With 25mm Miniatures - UPDATED!

Freshly updated with 3 whole extra pages of corridor tiles to give you even more flexibility in building your dungeons. These should be useful to anyone who uses 25mm miniatures in their games of Dungeons and Dragons , or Warhammer. These would be perfect for a subterranean variation of Mordheim when you get bored of fighting in broken down buildings.

Contents:
Page 1: 1 x Crossroads Dungeon Corridor Tile, 1 x Corner Dungeon Corridor Tile, 1 x 40' Long Dungeon Corridor Tile, 1 x Blood Splat Marker, 1 x Fissure Hazard, 1 x Inferno Hazard.

Page 2: 2 x T-Junction Dungeon Corridor Tiles, 1 x 30' Long Dungeon Corridor Tile, 1 x 10' Long Dungeon Corridor Tile, 1 x 20' Long Dungeon Corridor Tile.

Page 3: 1 x 50' Long Dungeon Corridor Tile, 4 x 20' Long Dungeon Corridor Tiles.

NEW! Page 4: 2 x Corner Dungeon Corridor Tiles,, 1 x Left Shift Dungeon Corridor Tile, 1 x Right Shift Dungeon Corridor Tile, 1 x 35' Long Dungeon Corridor Tile.

NEW! Page 5: 1 x Corner Dungeon Corridor Tile, 1 x Left S-Bend Dungeon Corridor Tile, 1 x Right S-Bend Dungeon Corridor Tile, 1 x 10' Long Dungeon Corridor Tile, 1 x 25' Long Dungeon Corridor Tile.

NEW! Page 6: 1 x Crossroads Dungeon Corridor Tile, 1 x 20' x 20' Corner Dungeon Corridor Tile, 3 x 15' Long Dungeon Corridor Tiles, 1 x Trip Wire Hazard Marker, 1 x Stone Wall Marker.

Download Kev's Lounge: Flagstone Corridor Tiles v1.1 from Papercraft Dungeon
You'll also want the other sets:
Free Dungeon Small Rooms Tiles
Free Dungeon Bigger Room Tiles
Free Dungeon Huge Room Tiles
Free "Simple Wooden" Dungeon Door Standees



Combine with the Huge Room Dungeon Tiles, Small Room Dungeon Tiles and Bigger Room Dungeon Tiles to build any dungeon you can imagine!
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Sunday, April 26, 2009

An interesting (unofficial) expansion for Risk 2210AD

While there will always be a purist desire in me to play games the way they were meant to be played, every now and then I do find something made by a fan that succeeds in making the game a little more interesting. This downloadable make-your-own Risk 2210 AD expansion seems to be a collection of all the better fan made add-ons, and it definitely seems capable of bringing the excitement back to Risk 2210 AD by changing the game for the better.

It includes:
Antarctica (Unofficial Expansion): An extra continent, changing the dynamics of the map in interesting ways, and subject to destruction by the Global Warming command card, much like Atlantis in Risk:Godstorm. Originally put together by Geoff Burbidge.
Tech Command Deck (Avalon Hill Official Expansion): The original Tech expansion, adding a 6th commander with a new set of command cards, changing the dynamics of the game in a way that'll make you never again want to play without it. It contains all of the cards from the original Avalon Hill Frontline Season 2, but someone has gone and created brand new artwork and it looks great. You'll still need to make a tech commander yourself though.
Factions (Semi official): The original 6 factions from Frontline Season 3 plus 3 fan made ones. The Faction rules give each player special unique advantages and drawbacks, shaking up strategies and adding a lot more variety to games. All artwork on these was re-done by Geoff Burbidge
Majors (Official Expansion): The original 5 add-on Majors Cards, plus a 6th for the Tech Deck. All featuring amazing new artwork.
Commanders 2.0 (Unofficial Expansion): Adds even more depth to the commanders by allowing you to upgrade them to 2.0 versions in-game. 2.0 Commanders can play 2.0 command cards which are slightly more powerful than the standard decks. These were originally created by Geoff Burbidge, but seem to have been updated somewhat by Anton Klink.
Advanced Tech Cards (Unofficial Expansion): Adds relics (similar to the relics from Risk:Godstorm) that give players certain advantages upon discovering them.

On the whole this set looks and plays great! The artwork has been done superbly, and the graphic design matches seamlessly with Avalon Hill's. Even if you choose not to play the unofficial expansions, the Tech cards and Faction cards in this set are by far the best looking versions I've come across and it's worth a look.

Download Here. Found on Board Game Geeks at this thread.
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Saturday, October 4, 2008

Game Tips: Risk 2210AD Majors Add-On

Shortly after Risk 2210 AD was released, these 5 extra cards were given away at a Convention to promote the game. Each card pays tribute to one of the creators of the game with a portrait, but I could not honestly say who is who. If anyone knows, please fill me in. These cards are beyond impossible to get your hands on now, so if you'd like to add them into your games you'll have to fudge it a bit. The easiest way is to use the blanks that came in the box. If you've already used them or lost them then the best solution I can offer is to make a brand new set of command decks, including these (and any other custom cards you may have made). I will go in to detail on how to do this nicely in a future post. If you are going to include these cards in your games, you should be aware that they are rather powerful and may be a little unbalancing.

Here are the cards, and a description of each.



Major Power: Diplomat Command Card
Cost: 4 Energy

Play on you turn before your first invasion is declared.

Draw 2 cards from each command deck that you are able to. (You must have that commander in play to draw from the deck.)




This card can really tip the balance in your favour. Who doesn't want a fist full of command cards to broaden their options? This card is especially good value if you happen to have most or all of your commanders in play, and if you are in a strong position with a lot of energy in hand then this card could possibly win the game for you. If you are in a bad spot though, and your energy is low, it might not be worth your while as those extra cards are not going to help a lot if you can't afford to play them.Of course if you're not going to spend that energy anyway it might net you a few valuable defensive cards or at least thin out the decks a bit to your opponents' detriment.



Major Flöwerz: Land Command Card
Cost: 4 Energy

Play on you turn before your first invasion is declared.

Remove a devastation marker. This territory is now passable.





Major Flöwerz has a very unfortunate name, and you better believe he's hardcore to have survived long enough to become a major in spite of his girly sounding name. Major Flöwerz is all about the environment, and he's quite active in his attempts to save the planet. Now, I generally find the devastation markers to be rather useful where they are and I take full advantage of them and don't want them going anywhere... chances are your opponents have a similar opinion and knowing that you can't sneak through that deadly radiation, they leave the areas behind the devastation marker pretty poorly defended. This is when Major Flöwerz unleashes a lifetime's worth of passive aggression and bottled rage from all the teasing he received as a kid and ruins your opponent's day by stripping him of his beneficial little wasteland barrier for good. Bear in mind however that you probably are pretty weak behind that devastation marker too, so you're gonna want to play this in combination with a few Assemble MODs to beef up your attacking force, and hopefully have a few Stealth MODs on hand to protect your new border because the devastation marker is not coming back to protect you after the fight. Another use for this card, though a rather expensive one, is to generously clean up the pollution in one of your opponent's continents. While this seems a very kind thing to do, he will likely swear at you rather than thank you as the now clean territory is unoccupied and deprives him of the bonus he'd normally get for occupying the whole continent.



Major Death: Naval Command Card
Cost: 4 Energy

Play on you turn before your first invasion is declared.

Destroy all opponents' naval commanders that are in play.




Major Death doesn't seem to much like competition, and wants the water to himself. Use this card when you are planning a major water offensive, to quickly and efficiently eliminate the risk of pesky and nasty defensive cards being played on you while you conquer the oceans. If timed well, this card could really work in your favour, but at the very least it will cause a fair bit of inconvenience to your enemies by forcing them to replace their Naval Commander should they wish to continue in the waters of the world.


Major Pain: Nuclear Command Card
Cost: 4 Energy

Play on you turn before your first invasion is declared.

During this turn, all units attacking from the same territory as your nuclear commander use 8-sided dice.




This card is only as effective as the brain in the head of the person who plays it. You want to play it at the critical moment, when your Nuke Commander has lots of buddies to support him on his rampage. Definitely worth it to lay down some army building cards like Assemble MODs in combination with this one. You might also want to use Decoys Revelealed to get your Nuke Commander into the best position if he isn't already. It's probably not worth paying for this card if your Nuke Commander already has other commanders to back him up, since 3 d8's are only a tiny improvement over 2 d8's and a d6.


Major Destruction: Space Command Card
Cost: 4 Energy

Play on you turn before your first invasion is declared.

Roll a 6-sided die. Destroy this many enemy space stations.





This card can just be plain nasty. Space Stations are hard to replace because you can't buy one unless you have all of your Commanders in play, and then they cost 5 energy each. This card can effectively remove the threat of being attacked on the moon if you roll high. Apart from that the card can weaken your opponents defense considerably. Without the Space Station the MODs on a border will only get to defend with d6's, making it slightly easier to penetrate, and each Space Station provides a free bonus MOD every turn which your enemy is going to have to live without until he gets a new one.

For more on Risk 2210 AD have a look at this interesting unofficial expansion.
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Thursday, September 11, 2008

Game Tips: Official Risk 2210AD Expansions

Risk 2210 AD is a pretty rich game in itself, even though it is dramatically more simple than a game like Axis and Allies. Never the less it is the kind of game that is just begging to be expanded upon, in both story and tactics. Avalon Hill/Wizards of the Coast realised this and created more than a few expansion packs for the game over the course of a few years but, in a move that can either be called pure genius or utter stupidity, they never released any of them commercially at all. Instead they arranged a tournament circuit called Frontline, and each season organized the tournaments around a new themed expansion. The expansion paraphernalia were produced in very small quantities and the tournament centres were issued just enough to run their tournaments, with the expansion pieces being awarded as prizes.

Season 1: Mars
The familiar Earth map, was ignored this season and the entire campaign took place on the Martian Landscape of 2210AD. As with the Earth map in the box, the Martian map was based on modifed satellite photographs of the landscape which I presume they bartered off of NASA. Mars has been occupied and terraformed and the entire Northern section is one big ocean, with the southern portion consisting of a large land mass divided into colonies, rather than a multitude of separated continents that most risk players would be familiar with. The resulting lack of bottle necks meant that the strategy was dramatically different, requiring a blanket defensive strategy rather than the traditional "strong at the borders, weak in the middle" approach. I personally have never played this variation, but I intend to in the near future if I can get my hands on a map again.

Season 2: Tech Commander
This expansion was dramatically more significant than the Mars one that preceeded it. It consisted of a deck of Tech Command Cards with original art and a Tech Commander for each army. I was a little disappointed to learn that the actual commander piece was a piece of cardboard with a stand, and not an actual plastic figure to match the existing commander pieces, but this news made me less sad about having not been in a position to actually participate in any of the Frontline Tournaments. The Tech Commander is not unlike the Nuke Commander in terms of game mechanics, and uses a d8 for all his attacks and defense rolls, but the Tech Command deck is a true asset and adds a whole lot of new options to old strategies while creating a brand new set of new ones. Most significantly there are now cards that allow you to negate the effects of an opponents card, like a Counterspell in Magic: The Gathering. There are also cards that allow you to move your troops around more efficiently and that bypass the Devastation Marker rules to your strategic advantage. Most significantly there is a most powerful card that allows you to swap turn order with someone else, which can be as much to their detriment as it is to your advantage. You can find a great fan-made recreation of the cards in part of this interesting unofficial expansion.

Season 3: Factions
The Factions expansion consisted of 6 playmats, that had space for cards and energy marked out on them. The mats themselves were pretty inconsequential, but each mat was themed to a different faction with its own advantages and disadvantages. Each faction was dramatically different from the others and required a different style of play to achieve victory. It incorporated the previous season's Tech Commander and really improved the game. I will discuss this one in greater detail in a future post. You can find a great fan-made set of Factions cards in part of this interesting unofficial expansion.

Season 4: Invasion of the Giant Amoebas
This simple expansion was designed to shake up the mechanics by adding in a new level of randomness and a non-player invasion force. It consisted of a pile of glass beads (the amoebas), a deck of Amoeba Event Cards that controlled the Amoeba's attacks and fortification, and 3 additional Diplomat cards. I haven't played this one either, but it's on my list of things to do.

After Season 4 they turned their backs on Risk 2210AD, but there are a lot of unofficial expansions out there. I may explore some of them down the line, and I will definitely be adding some of my own in future.

For more on Risk 2210 AD have a look at this interesting unofficial expansion which includes DIY versions of some of the official expansions described above. If you enjoy board games, you might also enjoy Zombies!!!
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Tuesday, August 5, 2008

Game Tips: Zombies!!! expansions and accessories

One of the nicest things about Zombies!!! is the endless flow of extra material that you can add to it to enhance the playability. Here is a brief descriptive list of the official expansions and accessories available:
  • Zombies!!! 2: Zombie Corps(e) adds tiles for a military base, which the fiction suggests might be where the living dead started out. Good old government conspiracies. It adds a good few cards which really flavour the game and add some interesting strategic options, and includes 6 glow-in-the-dark zombies which in terms of the games mechanics are a lot tougher to kill and move a lot faster. The military base also features it's own helicopter pad, adding an additional escape point. The additional rules and cards add a lot to the game but compared to later expansions, this one is fairly bland as it stands. If you do decide to purchase it, then you might want to add some optional rules or players will probably avoid the military base in favour of the mall or town.
  • Zombie!!! 3: Mallwalkers is a fantastic expansion just for the extra cards and copious new weapons. The set also includes a deck of mall tiles that work like the town tiles. The mall seldom assembles itself in a logical or realistic way, but this is only a game and that can be forgiven, especially with a new mechanic that allows the players to move rapidly from tile to tile through the airducts in each shop. Naturally there is a helicopter pad to escape from and with the airduct rules, the mall is an attractive option. This expansion is definitely worth getting!
  • Zombies!!! 3.5: Not Dead Yet adds extra cards and nothing else. That is just fine though because the cards are enough. The new strategic options are fantastic and can change the game play for the better by allowing more direct control and for the frist time give you the opportunity to directly attack opponents rather than just put them at a disadvantage against the swarms of zombies. If you only buy one expansion, it should be this one.
  • Zombies!!! 4: The End, lies to you in its title because it wasn't the last one at all. It's easy to forgive it tho because this is a rather enjoyable expansion that takes an entirely different twist on the game. Rather than being in town, the players are now trapped in the woods. The human zombies are gone now, replaced with ravening zombie hounds that move faster, but do less damage. Instead of the helicopter, your mission is now to get to a cabin and find the Necronomicon and read the spell that lays the zombie hounds to rest once and for all. (Of course, as all fans of Evil Dead might have guessed, it doesn't do that at all and instead transports the players to the middle ages to battle an army of skeletons in the spin-off game Midevil, but that's another story.) This game is also less of an expansion than a sequel as you can play it on it's own without having any of the other sets.
  • Zombies!!! 5: School's Out Forever: adds yet more tiles and more cards, this time with a university theme. There is also the new Guts rule, which affects the amount of cards that you are allowed in your hand.
  • Zombies!!! 6: 6 Feet Under adds a subway stations to the town set from Zombies!!! and adds Sewer tokens that enable you to move around town more rapidly (though not more safely) There are also a few extra cards as you would expect.
  • Zombies!!! 6.66 Fill in the _ isn't really an expansion at all. it's a deck of blank cards. Fantastic if you love making up your own rules and customising your games, but otherwise completely useless.
  • Zombies!!! 7: Send In The Clowns takes advantage of the common phobia of clowns and carnival atmospheres and adds a carnival to the doomed city. It includes a bunch of plastic zombie clowns and some new interesting rules and mechanics.
  • Zombies!!! 8: Humans! is in development, the title implies what it's all about.
One thing about the Zombies!!! game is that there never seem to be enough of the living dead to keep the city swarming with them. this is especially tru when you're playing with a few expansions and the game board is suddenly huge! Twilight Creations sells themed Bags o' Zombies, each containing 100 of the little plastic buggers. So far you can buy bags of standard zombies, female zombies, glow-in-the-dark zombies, glow-in-the dark female zombies and zombie hounds, tho it's likely that they will keep expanding this range in the future.

In my next post I'll talk about some simple things you can do to get the most out of Zombies!!!
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