Z O T C: Ed in NE HE Ourse

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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE

ZED IN ONE THE COURSE


Driving south down AZ 95, Billy Pink noticed the sign just Zed in One can be played on a table as small as 3x3 feet. Of
past Bullhead; Riverside Resort Par 3. course the bigger the better, but in our example we'll use a 3x3
foot table. Note that for scale purposes one inch equals two
"Alright," he said. "Hey Sooze; how about a quick round of
yards. If you choose to play with 15mm or 28mm it really
golf?"
doesn't matter as the distances will work for all scales.
"It's been awhile, but sure," Sooze replied. "I could use the
The course consists of nine holes with the following
fresh air."
restrictions.
Billy pulled into the lot and slipped the car behind the Pro
• The shortest hole is 20" from tee to hole.
Shop. After locking the car and setting the alarm, Billy
followed Sooze around to the front of the building. Looking • The longest hole is 45" from tee to hole.
inside they couldn't see anyone but that didn’t mean anything. The 5" circle around the hole is called the green. In this area
Going inside they shut the door and looked around. the players will use their putter.
"Oh Billy, look at this!" Sooze said. Smiling she held up a cute The total inches for the course cannot exceed 300 inches. Here
tank top. "Whatcha think?" is the Riverside Resort course.
"Looks great babe," Billy replied. "Here's a tote bag, why HOLE YARD INCHES
don’t you do a little shopping while I look around."
1 60 30
After ten minutes Billy and Sooze had their clubs, some golf 2 40 20
balls, a six pack and the tote bag. Tossing the tote bag into the 3 60 30
car they made their way to the first tee. 4 80 40
"Nine holes, par 3, now that's my kind of course. Ladies first" 5 90 45
he said with a smile. 6 60 30
7 70 35
Sooze placed the ball on the tee and lined up her first shot.
8 50 25
Thwack! Frowning she said, "Been a long time. Zed off to the
9 90 45
left, babe."
Total 600 300
Billy looked over Sooze's shoulder and saw the shambling zed
heading towards them. Plenty of time, he thought. Billy took
his first shot and agreed that it had been a long time. LAYING OUT THE COURSE
Grabbing the bag and balancing the six-pack on top, Billy and In our sample course we are playing on a 3x3 foot table. The
Sooze headed down the fairway with the zed following behind. center 1 foot square of the table must always be rough terrain.
********************************************** As this square is never played through, you cannot hit the ball
into this area, but always played around. Here's how you lay
out the course:
INTRODUCTION • The tee for the first hole is always placed in the lower
left hand corner of the table.
Zed in One is a supplement for All Things Zombie, the Origins • The hole is then placed away from the tee the
Award winning game of survival in a Zombie infested world. required distance from the tee. In the following
picture the hole is 45" from the tee.
Look; the world is filled with Zombies and Survivors that
would as soon take you out as talk to you, but hey, that doesn’t
mean you have to give up having fun. All work and no play
makes you a dull boy, remember?
In Zed in One we've provided an easy to play Pitch and Putt
golf game. We've also combined it with Zombies, so hey,
what could be more fun. But before we add the Zombies let's
show you how to play the game.

© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018


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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE
• When all players have finished the hole the hole for
that hole becomes the tee off spot for the next. DRIVING
Example - The hole in the upper right hand corner now
becomes the tee for the next hole. Measure the required To drive the ball, players will use both Power and Skill. Here’s
number of inches away from the tee and place the next hole. how we do it:
• Players can choose to use Power up to their Rep.
WHAT ABOUT THE SAND TRAPS? • Players can choose to use Skill up to their Rep.
And water hazards, and, and… Our Pitch and Putt Par 3 • Decide how much Power and Skill you will use
courses are laid out with short holes and large expanses of before rolling any d6.
green grass in between. No traps, roughs, etc. The challenge is • Consult the Driving Table.
to make the hole in 3 strokes or less with only two clubs to • Roll 2d6 versus the amount of Power you choose to
choose from. use.
• Determine how many d6 you have passed – a score
That and the Zombies. equal or lower.
• Go down the left-hand column to the appropriate row
PLAYING THE COURSE and across to see the result.
If not playing with Zombies you don’t even need to use
figures or move them about the table. Want to play with
2 DRIVING
Zombies? Basically you are playing ATZ with the following (Taken vs. Power)
golf related rules worked in. Here’s how we do it:
#D6 RESULT
• Activation is rolled normally. PASSED
• Players must put their weapon away and take a golf
shot when they are Active and cannot do anything 2 Good one!
else. They can pull their weapon back out when next • Move the ball 5 x the Power used, in inches.
Active and can then shoot, move, etc. normally. • Roll the Skill diced used, add them together
• Players may choose to stay together in one group or and add that distance to the distance the ball
move separately. has traveled.
• A player must move to the spot where the ball has 1 Yikes!
landed before taking the next shot. • Move the ball 5 x the Power used, in inches.
• Roll 1d6 and add that many inches to the
distance the ball has traveled.
• Roll the Skill diced used, add them together
TEEING OFF and add that distance to the total distance
the ball has traveled.
0 Crap!
The round starts with all the players at the first tee. Roll dice
or flip a coin to determine the order of play. Shots are taken in • Move the ball 5 x the Power used, in inches.
the same order subject to player activation. There may be • Roll 1d6 and subtract that many inches to
times where one player will play ahead as they reach their ball the distance the ball has traveled.
before the other players do. Don’t worry. All the finished • Roll the Skill diced used, add them together
players will wait at the hole for the last player to finish. and add that distance to the total distance
the ball has traveled.
Once you are ready you have to choose which club to use.
Players only received two clubs, an iron and a putter. As the
holes are never more than 90 yards long this is all that is RESULTS
needed. One of four things will happen after rolling on the Driving
Table:
CHOOSING YOUR CLUB • The ball moved the exact number of inches needed to
hit the hole. You've sunk the shot, count one stroke.
• The ball ended up more than 5" short of the hole.
1 – If you are not on the green, you will be using an iron to
Count one stroke and try again.
drive the ball towards the hole.
• The ball ended up more than 5" past the hole. Count
2 – If you are on the green, within 5" of the hole, you will be the stroke and try again.
using the putter to putt the ball into the hole.
© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018
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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE
• The ball landed 5" or less from the hole either short
of it or past it. Count the stroke and your next shot
“IT’S IN THE HOLE!”
will be a putt. Use this process the ball is on the green – 1” to 5” from the
hole.
COMING UP SHORT
If after Skill Dice are rolled the total distance the ball travels is 2 “IT’S IN THE HOLE!”
a negative number that it will roll 1d6" from the spot that the (Taken vs. Inches from hole)
shot was taken.
#D6 RESULT
GOING OFF THE TABLE PASSED
The ball is always hit towards the hole. If you overshoot the 2 Miss the hole, but tap it in. Count two stokes.
hole and land off the table don't worry. Just mark where it is 1 On the lip!
located and play from there. Hook it to the left or right? Not in • Roll 1d6:
this game. The ball always goes straight. • (1 – 3) Ball drops in. Count one
stroke.
• (4 – 6) Hangs on the lip, but can
PUTTING 0
tap it in. Count two strokes.
“It’s in the Hole! Count one stroke.

When you are 5” or closer to the hole, you are on the green.
How far from the hole are you exactly? Here’s how we do it:
• Consult the How Far Out Table.
KEEPING SCORE
• Go down the left-hand column to the appropriate row
In the rear of the rules is a sheet with three scorecards on it.
for the actual distance the ball is from the hole.
Going from left to right, here's how to fill it out.
• Go across to see the distance in feet. You will be
required to add 1d6 in feet to the result. • Hole – This is the number of the hole.
• Distance – Write in distance in inches that the hole is
HOW FAR OUT from the tee to the cup.
• 1st Shot – Subtract the distance of your first shot
INCHES FROM DISTANCE IN FEET from the distance of the hole. This is how far the ball
1 0 + 1d6 feet. is from the cup. Place this number in this box.
2 6 + 1d6 feet. • 2nd Shot – Subtract the distance of your second shot
3 12 + 1d6 feet. from the distance in the box immediately to the left
4 18 + 1d6 feet. (the result of the 1st shot). This is how far the ball is
5 24 + 1d6 feet. from the cup. Place this in this box.
When this occurs go to the How Far Out Table to determine
HOW TO PUTT the actual location of the ball. Putt from there adding strokes
to your current total until you sink the putt. No need to track
Now that you know how far in feet you are from the hole, it’s the distance when putting, just write a “P” in the stroke box.
time to putt. Here’s how we do it:
• Total Strokes – Put in the total number of strokes it
• Players can choose to use Skill up to their Rep. took you to complete the hole in this box.
• Roll the Skill diced used, add them together and • Score – Add the total strokes from all the holes. This
move the ball that many feet towards the hole. is your final score. Place this in this box.
One of four things will happen after Putting: • Player Signature – Be sure to sign your card.

• If you rolled the exact distance, you made the putt,


count one stroke.
• If you rolled 1 to 5 feet more than the distance
needed, go to the "It's In the Hole!" Table.
• If you rolled less than the distance needed, count one
stroke and go again.
• If you rolled 6 feet or more past the hole, count one
struck and go again.

© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018


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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE
PRO SHOP
WINNING Players are encouraged to use the normal building searching
rules for a Pro Shop, Club House, and even a Country Club if
Rounds may be played in one of two ways. desired.
• The player with the lowest total of strokes to
complete the round of nine holes is the winner. GOLFER ATTRIBUTE
• Players can play by the hole.
As you know, in ATZ, Characters are allowed to have
• The player with the lowest number of strokes for
Attributes to differentiate themselves from each other. If
the hole wins 1 point.
desired, players can choose the Golfer Attribute. No, really.
• The loser receives 0. Having the Golfer Attribute, allows for a player to re-roll one
• In the case of ties each player receives 1/2 of a Skill die of choice on every hole.
point.
• The player with the most points at the end of the
nine holes is the winner.

ADDING ZEDS
All ATZ rules apply with the following clarifications:

LOCALE
This particular course is considered to be a rural area. Players
can choose to play on courses in urban or suburban areas if
desired.

GENERATING ZEDS
Zeds are generated in the following two ways:
• When a player reaches any tee roll 1/2d6. This is the
number of Zeds that are generated and placed 24"
from that player.
• When a shot is fired roll 1d6.
• For each result of "6" a Zombie is generated and
placed 12" from where the shot was fired. If
playing in the Suburbs, it’s a 5 or 6 and if an
Urban area, 4, 5 or 6.

GOLF CLUBS IN MELEE


Golf clubs count as two-handed melee weapons.

GOLF CART
There is a chance (1) that there may be one (1 – 4) or two (5 –
6) functioning golf carts at the course. Golf carts do not
provide cover for the user, are subject to most normal vehicle
rules except for the "The Car Won’t Start!" rule, and has a top
speed of 12" per turn.
Golf carts do not generate Zombies as vehicles normally
would.

© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018


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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE

HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature

HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature

HOLE DISTANCE 1ST SHOT 2ND SHOT 3RD SHOT 4TH SHOT 5TH SHOT 6TH SHOT TOTAL STROKES
1
2
3
4
5
6
7
8
9
Score
Player Signature

© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018


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ZED IN ONE – ZOMBIE GOLF FOR ALL THINGS ZOMBIE
RIVERSIDE RESORT HOW FAR OUT
HOLE YARD INCHES INCHES FROM DISTANCE IN FEET
1 60 30 1 0 + 1d6 feet.
2 40 20 2 6 + 1d6 feet.
3 60 30 3 12 + 1d6 feet.
4 80 40 4 18 + 1d6 feet.
5 90 45 5 24 + 1d6 feet.
6 60 30
7 70 35
8 50 25 2 “IT’S IN THE HOLE!”
9 90 45
Total 600 300 (Taken vs. Inches from hole)

#D6 RESULT
PASSED
2 DRIVING
2 Miss the hole, but tap it in. Count two stokes.
(Taken vs. Power) 1 On the lip!
#D6 RESULT • Roll 1d6:
PASSED • (1 – 3) Ball drops in. Count one
stroke.
2 Good one! • (4 – 6) Hangs on the lip, but can
• Move the ball 5 x the Power used, in inches. tap it in. Count two strokes.
• Roll the Skill diced used, add them together 0 “It’s in the Hole! Count one stroke.
and add that distance to the distance the ball
has traveled.
1 Yikes!
• Move the ball 5 x the Power used, in inches.
• Roll 1d6 and add that many inches to the
distance the ball has traveled.
• Roll the Skill diced used, add them together
and add that distance to the total distance
the ball has traveled.
0 Crap!
• Move the ball 5 x the Power used, in inches.
• Roll 1d6 and subtract that many inches to
the distance the ball has traveled.
• Roll the Skill diced used, add them together
and add that distance to the total distance
the ball has traveled.

ZED IN ONE
QRS
© 2018 Ed Teixeira – Two Hour Wargames 4/17/2018
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