Zoon Alternate Rules
These comments copyright 1999 by Steffan O'Sullivan
This page last updated July 23, 1999
Zoon is a card game from West End Games. Fun cards,
great price, poor game.
Rather than spend my time on a review, I'm instead offering alternate
rules to use with those fun-looking cards.
- Extra equipment needed:
- A d6 for each player,
- 12-15 pennies per player.
- Use the set-up rules as written, except players turn all six
cards in the front row face up in place once all 24 cards have
been placed on the table. Place a penny showing "heads" on each face-up
card, so it doesn't obscure either the movement or power.
- When a card is lost due to combat, you must flip another card
face up. You must always have at least six of your cards face up,
unless you are reduced to five or fewer cards, in which case they're
all face up. You may have more than six cards face up: if a card in
the back row is involved in combat or moves out of the back row, it is
turned face up for the remainder of the game.
- Use the movement rules as written.
- Attacking is instigated as in the rules as written, but resolved
- When a penny is showing "heads" a piece has the combat value of the
sum of the two numbers at the top of its card. When a penny is showing
"tails" a piece has the combat value of the sum of the two numbers at
the bottom of its card. After every combat, any piece involved in combat
has its penny flipped to the opposite side.
- Each player rolls a six-sided die (d6) and adds it to the current
combat value of the piece. The higher total wins the combat. In case of
a tie, the piece with the lowest combat value wins. (The Underdog
rule.) If both pieces have the same combat value and the same die result,
the combat is a draw.
- If only one piece has a Star in its current combat
value, the Star becomes the higher number of the opponent's
current combat value. Ignore Stars if both sides have one in their
current combat value. In case of a draw, follow the special rules on
the tribe card.
- If only one piece has an X in its current combat
value, the X becomes the lower number of the opponent's current
combat value. Ignore Xs if both sides have one in their current
- Combat trumps with multiple uses are placed to the side of the
board after their first use, in order to hold a penny. A trump's
first usage is always as if its penny were showing "heads."
- Game play otherwise is as in the rules.
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