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The first few pages of this journal have been destroyed by fire and by weathering. The actual location of the structure is unknown. It becomes legible halfway down page six.

“Though the sun overhead had been baking the skin from their backs, his men had been digging without pause for several hours. After all, they were two hours behind schedule and they were losing money with every minute that passed.”

Some pages have been damaged describing the outer defenses of the structure.

“The stone rolled away quite easily, surprising two of the men who panicked in their attempt to get out of the way. The stone rolled on, oblivious to their cries and over a mans leg, crushing it from toe to knee. I didn’t notice until later for my attention was riveted to the space the stone had left. A hole, an opening!”

“Laverne could not decipher the hieroglyphics. He would shake his head and mutter about eternal life and how there was no opposite to eternal life. I didn’t understand what he was talking about. I had what I wanted. In a few days I would be recognised among my peers with this discovery”

“Two men in the workforce have died. The first one, the man whose leg was crushed, was stricken with a strange fever that seemed to abate but an hour later he was awake again and attacking the other people in the camp. He’d managed to kill his nurse before the men subdued him. Apparently they had to smash his skull open with a spade to stop him.”

“Five men came from the village today. They spoke to the workers in private. First they herded all of us into a single tent. Maurice shot two of them before they knocked him senseless. Then have taken the charges and the equipment and resealed the chamber. They are returning now. I think we may be in hot water.”

Transcript from the journal of missing archaeologist Alain LaFontaine unearthed in Egypt, 1992. LaFontaine discovered an unknown pyramid and went missing after a workers dispute in 1907. Translated from the original French.

What if the people who were dead got up one day?
What if they got up and started killing other people?
What if the people they killed just got back up and killed some more people?
What if it had already started?
What if that day was 

Zombi is a roleplaying game set in the world of the Zombi. The Dead walk the lands, killing and eating the living. Society has fallen and the only thing left now is to break out, find an island somewhere, live a little...before then end. But there must be more than just static and deserted cities out there? Sometimes you hear the radio talk for a while, sometimes you see lights in the sky and they remind you that even as the streets are haunted with shambling, rotting monsters, humanity is out there waiting for a chance to reclaim everything.

Text from a review by Valkyrie Mag:

Zombies have appeared in RPGs since D&D first appeared. Those early zombies were the sword fodder for many questing bands. Recently though the zombie horror movie has become a focus for games. Zombi, along with All Flesh Must be Eaten (AFMBE) from Eden Studios, are both part of this new wave, yet they take very different approaches to the same subject.

The skeleton of a character is similar to Crucible’s earlier game Space Ninja XDO Cyber Crisis. Ten traits (including close combat, scrounging and medicine) along with a character’s panic statistic (which simulates their reaction to the presence of the zombi menace) define a character. This system leads to characters that are significantly less detailed than those found in AFMBE but are also quicker to generate from scratch.

The game’s muscles are embodied in its simple mechanics. A dice roll, modified by the panic statistic if there are zombies about, is compared to a trait or an opponent’s roll. This mechanic is readily applied to a variety of death dealing methods. Zombi relies more on a referee’s judgment than providing rules, and so this section is considerably less detailed than AFMBE combat rules. Then again, how often do you need rules for dogfights in a zombie horror game?

The meat on the carcass in Zombi comes in the background section. The setting is detailed in a few pages and is straightforward enough. The Zombi plague-infected dead rose from the ground at the end of 1999 and shortly afterwards the widespread collapse of civilization ensued.

A wide variety of encounters with other survivors, from a loner in a recreational vehicle right through to major settlements, are suggested. This is where Zombi really shines. Instead of a long list of optional twists on the zombie, as found in AFMBE, they are treated as a force of nature. Zombi suggests they are used to force disparate groups of survivors together, creating the tensions from which great stories spring.

Zombies aren’t neglected though, along with game statistics come a random appearance generator and rules for the zombi plague. The book is rounded out with over thirty short adventure hooks.

Zombi is a sixty-eight page, A5 booklet. The layout is clear and effective with competent black and white, full-page illustrations. It certainly isn’t as pretty as AFMBE but the presentation certainly doesn’t detract from the product either.

While the system is competent, the focus on the living rather than the dead is where Zombi’s real strength lies. Anyone considering running a game in the zombie horror genre would make a wise investment of a bit of cash if they picked up a copy of Zombi. A nice little game that won’t burn a hole in your pocket.

Zombi is a game very much like the films that inspired it. There are zombies everywhere, it wasn’t made on a blockbuster budget and it’s full of interesting ideas.

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Customer avatar
Robert P December 14, 2021 10:46 am UTC
What are the mechanics like? Ta'.
Customer avatar
Matt J December 16, 2021 8:02 pm UTC
From the book: Surviving the System
The game system used by Zombi is very simple and very fast. Take the trait score, roll two six-sided dice and if the total of the two dice is lower than or equal to the trait score then you have succeeded. We have some other rules to complicate matters which will be dealt with later. Some of these describe the quality of the success or failure that might prove important.
Success: A simple formula - Trait ≥ Sum of 2d6
Quality of Success
A player must roll as low as possible in order to get the greatest quality of success. The difference between the trait score and the actual total of the two dice determine the quality of the success, for example, if the trait score is 8 then a roll of 5 will be a 3 point success while a roll of six will be a 1 point success. If the Points of Success are greater than 5 then it is considered to be a Great Success.

There are further rules for Difficulty, Opposed Rolls, Combat....
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File Last Updated:
December 12, 2021
This title was added to our catalog on December 14, 2021.
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