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@Secret:ZombiesGiantsClubRules

From Metaforce TTRPG
Revision as of 12:29, 29 December 2025 by AlienOvan (talk | contribs)
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This is a Secret page, which is not part of the Metaforce wiki, and used for some other purpose. If you found this page, congrats! If you're interested in playing Metaforce however, look elsewhere.

Zombies!!! Giants-Club Rules

At the start of the game, players decide which Size of Survivor they want to be: Normal, Big, or Huge.

Normal

Normal size uses 1/4th square sized figurines.

• Start with 3 heart counters and hold up to 2 in reserve (5 max).
• You can move d6 squares each turn, minimum speed equal to your hearts.

• Start with 3 bullet counters, and may also hold unlimited of these counters.
• Spend a Bullet to gain +2 on a combat rolls, even after you roll it.
• Bullet can be spent to gain Snipe for one combat, a form of Reach for non-giants.

• Normal Survivors can be picked up and carried by Giants, they can also spend bullets on the Giant's combat rolls.

Big

Big Giants use the figurine that fills a whole square.

• Start with 4 hearts, can hold unlimited reserve hearts.
• When taking damage, only take half damage (flip counter over, discard if half).
• Can collect, but not use, bullet counters.
• They move 2d6 squares per turn.
• They roll d6 Advantage in combat rolls.
• Gains Reach 1, they can attack zombies and grab things from 1 square away.

• Giants can pick up and carry Normal-sized Survivors. Giants roll for combat and take hits on their behalf.
• Squeezing through doorways costs 3 squares of movement, moving inside building squares costs 2.

Huge

Huge Giants use the 2 square-wide sized figurines. Huge Giants can't intersect Building interiors, but can intersect out of bounds squares.

• Start with 5 hearts, can hold unlimited reserve hearts.
• When taking damage, only take half damage (flip counter over, discard if half).
• Can collect, but can't use bullets.
• Gain Reach 2, they can attack and grab from 2 squares away.
• Rolls 2d6 on all combat rolls.
• You can move 3d6 squares per turn.
• You can pick up and carry 1 Big or 2 Normal Survivors.
• Huge Giants can't enter buildings, and they only have 1 square of Reach past a doorway.
• Can't use Item/Weapon cards but are affected by Event cards.
• Can Demolish Buildings. Either roll a combat check against the Building, 8 destroys it, or be subject to enlargement while inside the building while Normal or Big sized to Huge. Demolishing a Building kills destroys all zombies and resources inside. Cards that rely on that building can no longer be played. Can't demolish Town Square, Mall Entrance, Helipad or any nameless tile.

Game Start

After everyone draws 3 cards, Negative Event cards are shuffled back into the deck. In Co-op, lay these cards at the edge of the table so everyone can see.

Everyone lays their counters on the table's edge. All survivors must draw and discard until they have the correct number of counters for their size category:
• Normal: 3 hearts and 3 bullets.
• Big: 8 hearts and 0 bullets.
• Huge 12 hearts and 0 bullets.

Turn Flow

Step 1: Draw tile

Draw a tile from the appropriate stack. If you are in Town then draw from the Town pile, and if in the Mall, from the Mall pile.

Tile should be placed next to Survivor's tile first, or within survivor's line of sight. If neither condition can be met, then player can place tile in any legal zone/position. Tiles should be rotated to allow as many exits as possible.

Step 2: Event Card

Once per round, draw an Event card (even if you have a full hand). If it is a negative event, it is automatically played and targets that player.

If it is a positive/weapon/item card: it is placed on top of the deck and can either be played that turn, or added to the hand after discarding or playing a card in hand.

A positive card that isn't used will be returned and shuffled back into the deck.

Step 3: Move/Fight

Roll movement dice to determine max distance. Normal survivors have a minimum move speed equal to their hearts. If moving triggers combat, make combat checks until Survivor wins or dies.

If a survivor rolls less than 4 on their check (and doesn't/can't use bullets), the target number is lowered by previous results. If there is zero chance of the next combat roll failing to kill a zombie, the zombie dies immediately after dealing damage to survivor.

Step 4: Zombie turn

Zombies roll Advantage. The result becomes number of zombies that move 1 square, this can trigger combat if they move into a survivor's square. Zombies nearest to player are moved first.

Up to two zombies can occupy a space and all zombies move at the same time. Double-zombie encounters have a target of 8. Survivors still only lose 1 heart per failure.

Step 5: Discard chance

Player may discard up to one Event card to the Discard pile. If a card was revealed on top of the deck earlier they may put that card in hand. After doing so, the player's turn ends.

Reach & Snipe Rules

Reach attacks cost 1 square of movement, this includes actions to grab resources and pick up players.
• It costs no additional movement to make repeat combat rolls, and those with Reach may move into the attack square upon success.
• If a Big Giant is inside a building and performs a Reach attack, they can't move into the adjacent square without spending 1 more square of movement, or 2 if they wish to squeeze through a doorway.

• Snipe attacks allow one to spend a bullet to attack a zombie from 1 square away. Failed attempts to kill a zombie do not result in heart damage this way.
• Snipe attacks are rolled with a +2 bonus (from bullet).
• Survivors can spend bullets while being carried by Giants and add to the Giant's combat roll(s).
• Giants can reach into buildings to attack or grab resources through doorways.
• Huge giants can only reach 1 square through a door regardless.

Resource Usage

• Players can collect 'Reserve Hearts' they can use for themselves or give to others. Keep these separate from player health.
• Players can also collect 'Bullet counters' and share them with others. Giants can't use bullets normally. Everyone can hold unlimited bullet counters.
• Survivors and Big Giants can use Weapon/Item cards, Huge Giants can't. YMMV.
• Survivors can only spend one bullet per combat.
• Survivors can choose to spend a bullet, or to sacrifice a heart, after failing to defeat a zombie in one roll.

Giants and Carrying

• Giants can carry smaller Survivors around, moving them as well as themselves, as long as they fit on the figurine stand.
• Giants block damage for Survivors and roll for their combat while carrying them.
• Survivors can move off a Giant during their turn.
• Giants can pick up a Survivor within their Reach, they can also place them in another square within Reach. (each costs 1 movement).
• Big Giants can use some Weapon cards (when it makes sense). Huge Giants rarely can.
• For the purposes of being 'in' a building, a Giant can Reach from the outside to play Item/Weapon cards.

Card specific

"Hey Look! A Shotgun" can be used by Giants, this is reflavoured to be a large weapon with durability they can use.

• "The Keys are Still in it!" can't be used by any Giants.

• Giants can't use the Skateboard item, as they're too heavy.

• Giants can use any Item/Weapon that appears throwable, or can be used between their fingers.

• Giants can use the First Aid Kit item so long as they can reach inside a Hospital to play the card. (Or is gifted one).

Zombies and Combat

• Zombies have HP, combat roll result subtracts amount needed to defeat them.
• If a zombie isn't defeated by the end of the turn, it recovers all of its HP.
• If a Zombie's remaining HP is low enough that no roll could fail to kill it, Zombie will die instantly.
• Zombies all move at the same time, and multiple zombies can attack in the same encounter.
• Zombies are moved according to the closest player taking their turn.
• Zombies have no reach, and attack when they enter a player's space.
• When multiple Zombies (#) occupy the same space, target-number becomes # x 4 to beat. Zombies still only take 1 heart per failure.
• If multiple players stand next to each other during combat, each roll for combat and add their results. Zombie(s) can only damage one survivor each).
• Multiple players can spend a bullet each, bonuses stack.

Mall Rules

• Normal Survivors can warp via Mall Air-Vents, doing so ends movement. Giants can't use vents at all.
• Helipad can only be placed on a path beyond the Escalator tile. And paths beyond the Escalator count as the second floor.

Win Conditions

• Normal survivors can escape via the Helicopter if no zombie is on the center square.
• Large and Huge giants can only escape this way if shrunk down to Normal-size with the Size-Ray or Potion items.
• If any characters are left at Big/Huge size and all shrink-based items are used up, the Giant can't escape by Helicopter and must instead kill 25 zombies to survive.

Craftable Items

By entering certain buildings and shops, players can acquire parts to create special items. Only one Size-Ray and Potion Kit can be made at a time, Body Armour may be crafted twice.

Size Ray

• Craft Size-Rays by collecting at least 2 Size Ray Parts from the Toy-Store, Army-Surplus, Appliances Store, Consignment Store, and Hardware Store. Has 2 free charges, consumes a bullet to restore all charges.
• Finding additional parts (from unvisited stores) increases Size-Rays' max charges by 1 (max 5). Also restores all charges.
• The Size-Ray can be wielded as a Giant, they can spend bullets to gain Snipe and +2 on their next combat roll. Their Snipe range is 1 plus their Reach.
• Size-Ray can change the size of weapons to be wielded by Giants (best used on permanents).
Part Count Effect Max Charges
1 - 0
2 • Shrink/Enlarge Survivor/Item to any Size.
• Can spend Bullets to gain Snipe and +2 to combat rolls.
• Start with one charge out of 1.
2
3 As above. 3
4 As above. 4
5 As above. 5

Size Potions

• Craft Potions by collecting at least 2 Potion Kit Parts at the Hospital, Drug-Store, Food-Court, Department Store, and Florist-Shop. Kit provides 1 Potions for free upon obtaining. Spend 2 reserve hearts to create another potion.
• Finding additional Potion Kit parts upgrades the kit to craft a potion with 1 reserve heart, and then craft two, then 3 potions with one reserve heart...etc
• Craftable potions include Normal, Large or Huge. Drinking a potion of the specified type makes you that size and heals the drinker.
• All potions heal 3 hearts, with remainders given as reserve hearts.
Part Count Effect/Healing Hearts per Potion
1 - -
2 • Create Small, Big and Huge Potions that change the drinker to that size. Also heals 5 hearts.
• Start with 2 free potions.
2 for 1
3 As above. 1 for 1
4 As above. 1 for 2
5 As above. 1 for 3

Craft Body Armour

• Survivors can craft Body Armour by finding 2 Armour Parts at the Army-Surplus Store, Police Department, Fire-Station, Costume Shop, Outfitters, and Department Store.
• Body Armour increases a Survivor's max hearts by one (heals them by one heart once) and then reduces heart damage taken by half based on its Armor Reduction.
• If the wearer is a Giant (and wearing Giant armour), then they gain double the hearts.
• Flip a heart counter over to count it as being 'half damage'. Discard the counter if it is already in half state.
• Body Armour is sized for Normal Survivors and can't be found in Big or Huge Giant sizes, but can be resized with a Size-Ray or treated with a Big/Huge Potion.
Parts Count Effect Extra Hearts (If Giant)
1 - -
2 • Reduces Damage taken by half (if not already halved). 1 2
3 As above. 2 4
4 As above. 3 6
5+ Can't upgrade beyond this stage. - -