Cannibal Contagion PDF
Cannibal Contagion PDF
Cannibal Contagion PDF
1
Second Updated Printing - Summer 2009
http://alliteratedgames.com
3
Contents
Introduction 7
The Survivors 19
Character Creation 21
Mojo 32
The Question and the Cold Open 35
Character Examples 35
The Rules 45
Card Mechanic #1: The Quickie 47
Card Mechanic #2: The Showdown 50
Hurtin: How to Bring It 62
Gear and Weapons 65
Allies 76
Survival Tokens and Character Recovery 79
Winning The Game 86
Player Tips 86
The mad Half 89
Negotiation and Bonus Cards: How They Work 91
The Mad Half and Psychotriggers 93
Putting it All Together: Using the CGP Meter 96
Other Uses of Madness 104
The Cannibal-in-Charge 107
The Players are the Most Important Key 109
Game Themes 111
Scenario Development 117
Scenes 123
Conflicts, Threats, and Adversity 132
Game Over, Man 155
Contagion 156
Scenario Ideas 168
CiC Tips 171
The Zombie Apocalypse is Now 173
Appendices 185
Appendix A: References and Inspirations 186
Appendix B: Glossary of Terms 188
Appendix C: The Serious Game 191
5
Appendix D: Helpful Random Tables 193
Appendix E: Custom Printables 196
6
7
Welcome to the Chaos
Have you ever watched those movies? You know, those movies:
people desperately trying to survive against an overwhelming
sinister force, all the while trying to keep themselves from becoming
part of that very same evil? Zombies, slashers, mind-controlling
aliens, those kinds of movies. What about those really psychological
survival-horror video games that have been so popular in the last
few years? Evil spirits taking over a distant town, crazed maddened
ghosts sucking the life forces out of everything they touch, murderous
monsters of twisted and infectious designs games like that. And
the comics, oh man, the comics! I cant go to the comic store today
without seeing at least a half-dozen or more fantastic Us Against
The Zombies serials, and it seems like theres a brand new one on
the shelf every month or so.
This game is about playing out the exact types of conflicts present
in those movies, video games, comics and more. Characters will be
created and thrown into a world which is soon to be flipped turned
upside-down, if not already. Zombies, cannibals, infecting aliens,
mind-controlling vampires, body-stealers, soul-eating parasites and
more, there will be constant threats of vile monsters which seek
to do horrible things to the characters, and the players get to role-
play that chaotic action and survival. Perhaps theyll be constantly
running from the ever-impending evil. Perhaps theyll be knee-deep
in the blood and bodies of the creatures they ruthlessly slaughter.
Perhaps theyll murder each other over who gets the last candy bar.
Perhaps theyll buckle under the stress of survival and succumb to
their inner madness. Perhaps theyll even transform into the very
monsters they fight, and turn hungrily upon those who were so very
recently their friends and allies.
Part 1: Introduction
R eading T his T ext
This book contains all the rules you need to play this game. Throughout
the text you will see various terms written in Bold Smallcaps. This
format is used to denote special mechanical terms that are important
for understanding this game. All of these terms will also be listed and
defined in the Glossary appendix at the back of this book.
The game flows mainly in Scenes. A scene is set, and the play begins.
Players role-play in the scene, narrating their own involvement until
there is a conflict of some kind between the players and/or their
characters, or between one or more players and the CiC. This most
likely comes from one player disagreeing with aspects and details of
another players chosen narration. When this happens, its time to
break into a Showdown.
In a Showdown, players draw cards from the deck and then play
those cards against one another to determine success, and these
Showdowns can frequently escalate into higher levels of
intensity. Whoever wins the Showdown gets to narrate
the outcome, and if the Showdown is combat-based,
10 there may be additional effects caused by whatever
weapons and equipment they are using.
The game flows in these scenes and Showdowns, and the characters
push forward towards whatever goals and objectives they have
established. For many games, the objective will most likely just be
survival - getting the hell out of, well, Hell or wherever they are,
should be a primary concern. But maybe theres a bomb to diffuse, a
crazy wizard to stop, an evil machine to destroy, a group of innocents
to rescue, a sinister portal to seal, or something far more distressing.
Perhaps the characters have goals that conflict, and their pursuit of
these goals leads them to fight one another.
Between the scenes, the players can use special Survival Tokens
to restore any damage their characters may have taken, repair
their wounded psyches, and even acquire new equipment during
the between-scene downtimes. Survival Tokens can also be used
mid-scene to resist damage and insanity, and keep weapons loaded
and primed for action.
Part 1: Introduction
All the while, as they try to stay cool and keep surviving, and their
players narrate the story forward, the threat of Infection grows ever
more serious. Many of the Threats the characters will face can infect
them with the Contagion, and with just a little bit of time and a few
wrong moves, any character could turn into a cannibal zombie-
monster and turn against the others. Even more distressing is the
knowledge that death will likely only hasten this inevitable threat.
Should a character ever turn to the Zombie Side, the player can
choose to continue as that murderous evil or instead draw up a
brand new character and keep fighting the good fight. The game
could quite possibly change its focus drastically, with all the players
in the roles of a pack of intelligent cannibal-monsters, hunting down
other survivors to fill their insatiable hungers!
12
T he P itch :
G etting Y our P layers I nterested
Hey guys! Have you seen Dawn of the Dead? What about Versus, or
Wild Zero? Planet Terror? Hell yeah, this game is just like that. Lets
do it! It really is just that easy. Tell your players you have a zombie-
survival game that only takes a couple of hours to play. Tell them it
works even better with beer. Theyll see your logic, and soon you will
all be playing a fabulous game of Cannibal Contagion. Make sure
the players understand the implied lethality of the game, so they
dont get all butt-hurt if (and more likely when) their characters die.
Make sure they also understand that this game favors players who
grab the story and push forward on their own. Players: Dont turtle
up! Seize the moment!
S etting I t A ll U p
To start a game of CC, someone has to first take on the mantle of the
Cannibal in Charge (CiC) and then gather together some friends to
play. As the CiC, you should take some time beforehand to set up a
scenario. The games scenario sets the basics of what is happening
in the game, and the handful of mechanical variables that should
be considered during playtime. A few example scenarios have been
included in this book, each complete with sample characters and
suggested game variables. Grab one of these and go if you want to
jump right in, or create your own to fit your needs. Read the Scenario
Creation section for more information on that (see page 117).
Part 1: Introduction
cards can be quite useful for character info, and are often more
easily available for quick pick-up games. Youll need a single deck of
playing cards, with the jokers left in. Youll also need a good number
of tokens of some kind, for use as Adversity tokens and Survival
tokens. Pennies, poker chips, and glass bead counters work very
well for this, and you dont even really need to differentiate between
them.
If youve got the time and the inclination, consider printing out some
of the optional accessory cards from our website. These can make
it a lot easier for you to keep up with Weapons, Threats, Allies, and
Mojo. Theres a nifty Team Psycho meter you can print up, too.
Just lay it out on the table and have each player place a unique
token of some sort on it to represent their characters current stage
of Madness.
U sing T he C ards
All mechanical conflicts in CC are resolved using a standard deck
of 54 playing cards with the Jokers intact. The ranking of suits,
from highest to lowest, is Spades, Hearts, Clubs, and Diamonds
(remember: Black, Red, Black, Red). Aces are high, and ranked
at 14, with Kings, Queens, and Jacks ranked at 13, 12, and 11,
respectively.
The two Jokers are the real game-winners. When a Joker is played,
the player of the joker instantly wins whatever Showdown is in
progress, unless the opponent instantly counters with the other Joker
(at which point both of them are immediately canceled out). Jokers
in the final Play Pile are considered faces and aces for all such
purposes, in which cases each Joker qualifies as two such cards.
Throughout the game, the cards will be in one of four places: the
Deck, the Discard Pile, the Play Pile, and the players Hands. At the
beginning of every Showdown, involved players are dealt a Hand
with a number of cards equal to their relevant Characteristic rank. As
the Showdown is played through, the players play cards from their
hands into the play pile. At the end of the Showdown, the cards
from the play pile are counted to determine the results, and
then placed in the discard pile. The core deck of cards will
14 most likely be played completely through many times
during the course of a high-octane game session.
What if the cards run out and all of them are in hands, ready to play?
Then stop drawing and start playing, folks!
15
Part 1: Introduction
C hallenge the N arration !
This game works best if the players take the narration and run with it.
The CiCs entire purpose in this game is to screw with the Survivors
in as many ways as possible. The players must rise to the occasion
and challenge the CiC, and fight for their own survival. If the CiC
says your characters head gets crushed by a boulder and you die,
then it happens unless, of course, you decide to say hell no! and
challenge it, lettings the cards decide. If you believe your character
can make a difference, then challenge the established narration and
make her shine!
16
Survival Comedy...
17
18
19
The Will to Survive
As a player, your character is your number one ultimate key to
surviving a game of Cannibal Contagion. When the game begins,
you and your fellow players will create your very own characters
together, and when that is done with, youll use your character to play
the game and push the story and action forward. It is through your
character that parts of the setting are explored, changed, destroyed,
and even created. Each time you state the actions your character
takes, you directly alter the course of the game and the story you all
tell together.
21
22
Goals
Every character in a game of Cannibal Contagion should have at
least two major goals. The first goal is the Scenario Purpose, which
is predetermined by the CiC. During character creation, the CiC will
define the basic purpose of the scenario, and you should use it when
creating the rest of your character. This Purpose sets a basic overall
goal for all the players. It will likely be something simple, such as
escape the island or destroy the source of dark power or some
other such easily-stated goal.
The second goal is the Character Goal, which you should pick now.
This is a special motivating desire that drives your character, a
personal agenda that you should follow (and if applicable, try and
accomplish) during this scenario. You could be searching for your
missing kids, or trying to find a woman to start a new family with.
Maybe youre trying to stockpile as many weapons as possible,
or locate as many other survivors of the apocalypse as you can.
This can be as simple as a focused mindset (I must protect these
people!) or as complex as you like (I must get The Brown-Paper
Package to Dock 23 before the stroke of 21:00 hours on the fourth
day, or all is doomed!).
As the game is played, you should try and focus on your characters
objective personally, while working with the other players to
accomplish the scenario goal. Since each Survivor will have their
own personal goal, it can be really fun to try and make them clash.
This could lead to some great moments of in-game awesomeness!
23
25
slot, shotguns and rusty pipes and shovels take up two slots, bazookas
take up three, and so on. Some items like sidepacks and backpacks
and survival vests dont take slots, and instead give additional bonus
slots one from a fanny pack, three from a backpack, etc.
Gear doesnt have to be just items, either. You can get creative
with your Gear, and have things like Nice Rack and Thighs That
Kill at 40 Paces and Winning Smile. Each of these would still
take up a slot, but the CiC or an opposing player would have to be
really creative should they ever try and take them away from your
character.
Keep in mind, though, that no matter how creative it is, the Gear
has to be a thing you can actively and directly apply to a situation in
order to be mechanically legal.
Mojo
Next, draw a random card to determine your characters Mojo power.
This is a special boost that serves to give your character some kind
of edge. The scope and apparent usefulness of the powers included
in this book vary widely, so dont be surprised if yours seems really
amazing or really crappy. Write your Mojo power down on your
character sheet.
26
Once you have your Mad Half, its time to designate your characters
Psychotrigger. This is a simple statement of what it is that drives
your character crazy in this game. It can be just about anything, from
an addiction to an obsession, to a driving goal that is more important
than anything or anyone else. This will be evoked by your Mad Half
each time you want to Negotiate for empowerment.
For random Characteristics, draw four cards for each and lay them
out in a row. These represent your four Characteristics from left
to right (Kill, Cool, Grit, and Savvy). The Characteristic with the
highest card (determined by rank, then suit) gets a 4, the next a 3,
and then a 2 and a 1. There ya go!
For a random name, check the Internet for a plethora of random name
generators. There are some out there that can generate names from
a variety of cultures past and present.
O ptional S tuff
Is your game using any optional rules, like Custom Weapons? Ask
your CiC. If this session is using the Custom Weapons rule and the
CiC allows it, then it is now time to draw for your characters starting
weapon. This is handled by drawing some cards from the deck and
then comparing them to the table of weapons. If the CiC feels that
certain weapons are a bit unlikely or disallowed for initial characters,
she can remove the associated cards from the deck before shuffling
and letting the players draw. Or, if she wants them all to have pre-
set weapons, she can simply give them a weapon of her choice and
move on from there. She is also perfectly within her rights to start
you off with no weapons at all!
Using the Mojo rules, every character gets one special Mojo power
which somehow bends the rules to help them out. Most of these
powers are ways in which certain rules just dont apply to the
character, or are always-on bonuses and enhancements. A few are
special at-will powers the character can draw upon when needed.
They are not really balanced in any way, but personally I think thats
what makes them fun.
32
34
T he Q uestion
and the C old O pen
C haracter E xamples
On the next four pages are some example characters you can use for
your own games, should you want to just pick this game up and jump
right in. Included are both some nifty portraits and some complete
easy-to-print character sheets. Just pick a character, print out the
included sheet, and go play!
35
36
Cannibal Contagion
Survival Side Horror Side
Character Record Sheet
Kill: Savvy: Grit: Co ol:
Max C ur r e nt Max Cu rre nt M ax Current Max C u rre n t
Player Name
3 1 Carla Tomlinson 4 2
Ch a r a c te r N a m e
The Sarah Connor
Mojo: Archetype Crazy-Go-Psycho Meter
[ C i r c l e yo u r c u r r en t s t a g e b e l o w ]
Th e M a d H a l f c an n ow c ho o s e to narrate
Stage 4: The Shatter h ow you p e r for m a ny S ho wdo wn.
Cannibal Contagion is Copyright 2008 Nathanael Cole. Permission given to photocopy for personal use only.
37
I am Roger:
Focused businessman,
skilled climber
of the
Corporate
Ladder.
38
Cannibal Contagion
Survival Side Horror Side
Character Record Sheet
Kill: Savvy: Grit: Co ol:
Max C ur r e nt Max Cu rre nt M ax Current Max C u rre n t
Player Name
2 3 Roger Devries 1 4
Ch a r a c te r N a m e
The Suit
Mojo: Archetype Crazy-Go-Psycho Meter
[ C i r c l e yo u r c u r r en t s t a g e b e l o w ]
Th e M a d H a l f c an n ow c ho o s e to narrate
Stage 4: The Shatter h ow you p e r for m a ny S ho wdo wn.
Cannibal Contagion is Copyright 2008 Nathanael Cole. Permission given to photocopy for personal use only.
39
I am Jian,
and I have a bone to pick
with a shadowy figure
from my past.
40
Cannibal Contagion
Survival Side Horror Side
Character Record Sheet
Kill: Savvy: Grit: Co ol:
Max C ur r e nt Max Cu rre nt M ax Current Max C u rre n t
Player Name
4 1 Jian 2 3
Ch a r a c te r N a m e
The Silent Badass
Mojo: Archetype Crazy-Go-Psycho Meter
[ C i r c l e yo u r c u r r en t s t a g e b e l o w ]
Th e M a d H a l f c an n ow c ho o s e to narrate
Stage 4: The Shatter h ow you p e r for m a ny S ho wdo wn.
Cannibal Contagion is Copyright 2008 Nathanael Cole. Permission given to photocopy for personal use only.
41
I am Mei Li,
an exchange student
who has seen
all this
happen before.
We are all
screwed.
42
Cannibal Contagion
Survival Side Horror Side
Character Record Sheet
Kill: Savvy: Grit: Co ol:
Max C ur r e nt Max Cu rre nt M ax Current Max C u rre n t
Player Name
2 4 Mei Li 3 1
Ch a r a c te r N a m e
Ass-kicking Schoolgirl
Mojo: Archetype Crazy-Go-Psycho Meter
[ C i r c l e yo u r c u r r en t s t a g e b e l o w ]
Th e M a d H a l f c an n ow c ho o s e to narrate
Stage 4: The Shatter h ow you p e r for m a ny S ho wdo wn.
Cannibal Contagion is Copyright 2008 Nathanael Cole. Permission given to photocopy for personal use only.
43
44
45
Surviving the Game
Most of the game will be handled through free-form role-playing.
Players will state their intentions, explore the scenes together, and
generally free-play on their own without need of too much guidance
from the CiC. Sometimes, there might be an issue or question at
hand, like Do we find some hidden caches of grenades inside this
dumpster? or Can I use this hypo-spray stuff to clean the Infected
wound? and such. In these moments, the CiC is free to make an
instant call on it and just say sure, thats awesome or hell no, thats
retarded, but she may also decide instead to leave it to chance and
let the cards decide. This involves a Quickie test.
Other times, one or more players may directly oppose the narration
of another player at the table, or even the CiC. In such cases, the CiC
can declare that the conflict requires them to take it to a Showdown,
and let their cards and Characteristics determine whose version of
the story holds true.
Players, you are encouraged to use the cards often: Seize the Moment!
If you want to affect the scene somehow, and the CiC narrates
otherwise, then you should narrate a way for your character to
take the initiative and change the world around her. If you
say your character does something, and the CiC says
46 that she fails, then you can call upon the cards to try
and not fail. If the CiC says that something happens
Just be warned: dont call on the cards unless you are prepared to
narrate your potential success. Therere few things more irritating in
a game than a player who is trigger-happy with the cards but cant
follow through with the story. If youve got any idea for something
cool, then go for it! But if youre just throwing cards down without
foresight, I encourage you to put some imagination into your actions
before resorting to the cards.
The other situation most often arises when the players have to
resist some in-game effect, such as Infectious zombie bites. In
these cases, players are allowed to call upon certain Characteristics
to resist these game effects. For example, by spending a Survival
token, you can use Grit to reduce Hurtin received from combat-
focused Showdowns.
You can get additional card draws by evoking Gear and negotiating
with your Mad Half for more. Evoking Gear is described on page 65,
while the process of Mad Half negotiation is described on page 91.
If a character has no ranks in the relevant Characteristic, they can
only attempt a Quickie by evoking Gear and/or Negotiating with their
Mad Half for more cards. Otherwise, the CiCs narration holds.
S howdown F low
There are ten quick steps to each showdown. This may seem like a lot,
but in truth each step is a quick moment or two of action or decision,
and once you get the flow down you will notice your Showdowns flow
by with a quickness (crazy narration considered, of course!).
50
When stating your action, you should focus on the actual action
part of it, and not what you intend to accomplish with that action.
Stating I run across the room screaming at him, sword in hand is
acceptable, but stating I run at him and cleave him in half with my
sword, screaming maniacally as I eat his flesh is not. Leave the
outcome open to the interpretation of the winner.
51
If a participating player has no ranks in the relevant Characteristic,
they can only participate by using Gear and/or Negotiating with their
Mad Half (see below for details on both). Either side can boost their
initial draws with Gear or Negotiation, but once the cards start being
played, no more can be drawn. Again, there is no Hand limit, which
means that it is entirely possible for characters to skate along (and
win!) entirely on their own Gear and Crazy-go-Psycho.
If you Activate, you can pick a piece of Gear and, narration permitting,
evoke that Gear for a single bonus draw, pulled from the deck and
added face-down with your other cards. For each rank in your Savvy
characteristic, you can choose to Activate another piece of Gear,
with each one giving you another bonus draw, provided you can
narrate the Gears applicability. Note that if you intend on applying a
Custom Weapons Hurtin bonus to the outcome of this Showdown,
you can not also Activate it for a bonus card at this point you must
decide which is more important: bonus cards or bonus Hurtin.
If you instead choose to Sacrifice, you can pick a single item of your
Gear list and destroy it for an immediate four-card bonus to your
draw. Again, you must be able to acceptably narrate the sacrificing
of the Gear.
Allies are special, and can be evoked regardless of how you choose
to use your Gear. See the Allies section on page 76 for more
information.
When you step it up, your extra narration of each additional card
you play is crucial to the flow. In order to play an additional card,
you must Step It Up, and in order to Step It Up, you must be able to
play a higher card than the last players. It makes these card battles
all the more fun, and can get some really evocative smack-talking
to happen.
53
The cards played by everyone during the Showdown are now used to
determine the results of the conflict. Cont the played card: each card
in the pile translates into a single point of Hurtin generated, which
the winner can deal out to her opponents. Hurtin can be applied as
damage in offensive Showdowns, but is otherwise useless in most
other Showdowns. Different weapons and effects may drastically
modify this damage output. Some weapons may do bonus damage,
others may multiply it, and others have different effects altogether,
so factor them in too. See Page 61 for the rules on using Hurtin.
Additionally, if there are any Aces or Faces in the pile, the victor
can choose to exchange them to either buy Facts or gain Survival
Tokens. Cards thus exchanged take away from the Hurtin total, but
they have their own special rewards. Remember: Jokers count as
two such cards! Read below for the details.
55
Hunter has already stated his action, and Screg says it will
require the Kill Characteristic (obviously), which Jian has
at rank 3. For the cannibals action, he states They lose all
interest in the policemans corpse and lunge at you, their
jaws a-slobberin with rottenness. Screg deals three cards to
Hunter, and since the cannibals are Hindrance-Role Threats,
he deals himself three cards (Hindrance-role Threats
always enter a Showdown with three cards). Hunter
56 decides he wants one more card, so he first chooses
to activate his sword as a piece of Gear, giving
58
Like any other Showdown, the winner narrates the outcome. If other
players were helping the winner out, he can choose to consider
their assistance in his choice of outcome narration, or even allow
the assisting players to chime in for themselves. If, for example,
he was assisted by another fellow combatant, she can include not
only the effects of her weapon in the final Hurtin count, but their
weapon as well. This makes multi-player Showdowns pretty
ideal for resolving big multi-character combat scenes
59
Hurtin and Facts are handled as per normal rules. If the winner
of a combat-focused Showdown was against multiple players,
she can choose to divvy out any of the Hurtin generated to her
opponents as she sees fit (although the victims still get to pick which
Characteristics take the hits). The winner can choose to use faces or
aces to generate Facts and reduce CGP points, and dole them out
to participants as she sees fit.
60
S howdown S trategies
The main strategic decision in a Showdown is when to play your
highest card. Ask yourself the following question: Do I want to win
Big, or do I want to win Now? You can play early and try to win
ASAP, or save it and hope to win later and increase your outcome.
However, if you hold off, you could make your opponents success
all the more powerful. If you play high early and you fail, youve at
least limited your opponents outcome. On the other hand, if youre
sure you have a nigh-unbeatable card, holding off on it until the last
possible moment can backfire should your opponent actually beat it.
The more cards played, the more potential Facts and Hurtin you can
generate by winning.
61
62
CiC-controlled Threats can also try this, with the CiC spending
Adversity tokens to allow them a Quickie using their role-based hand
size, as well as for drawing any necessary bonus draws.
Promoting an Ally
You can even take over the role of any Allies that might have been
previously narrated into the game. In such a case, quickly give
the Ally some Characteristics and a Crazy-Go-Psycho meter (they
start with a number of CGP determined by the CiC). If the Ally has
taken any Hurtin previously, then be sure to subtract that amount
from their newly-assigned Characteristic ranks before continuing.
Their previous Ally Rank becomes their new starting Survival Token
stash.
G ear
Gear in CC is considered any tangible item or possession that could
somehow be used to help you do stuff. Cars, medical supplies,
survival kits, flares, crowbars, trench coats, life jackets, beer steins,
ancient scrolls of divine protection, ammo boxes, Kevlar vests
these are just a few examples. In CC, just about anything can
be considered gear with the right narration and the CiCs consent.
When you acquire new Gear, write it on your character sheet. You
can call upon your Gear in Quickies and Showdowns to draw extra
cards to help you win, provided you are able to convincingly narrate
how that Gear is helping you out.
Any time you use Gear, you must be able to satisfactorily narrate
exactly how the Gear is being used. You must state aloud how you
are throwing that Gas Can to try and add more damage to
your attack (most likely a sacrifice). You must narrate
how those awesome lockpicks bypass that complex 65
security door (activate). You must be able to describe
66
Should you run out of Juice in this fashion, you can choose to spend
a Survival token to attempt a Juice Check. This is a standard Savvy
Quickie, and you can try and Negotiate for more cards (certain
special Gear might help out, too). If successful, then you did not run
out of Juice, and you can drop your current Juice tally by the number
of faces and aces you drew. If a Joker, your Juice tally is eliminated
completely.
Otherwise, youre out of Juice; its time to find more Juice or get
yourself a new piece of gear. Either the CiC can narrate at a later
time that you find some ammo or batteries or some such which help
you out, or you can do the same later via cleverly-applied Facts.
Finding more Juice in this way allows you to freely attempt another
Juice Check (as described in the previous paragraph).
Example: Carla has been blasting away with her shotgun for
several consecutive Showdowns. Her Shotgun has a Juice stat
of +4, so every time she uses it in a Showdown, her player
(Vera) marks down four Juice tallies. The first time she uses it,
after all has been resolved she marks in four Juice dots next
to the gun on Carlas sheet. The next Showdown, she uses
it again, and since her final card if a Nine of Clubs (which is
thankfully higher than her current Juice tally of 4), she is not yet
out of Juice, and marks down another four tallies (total of
eight). In the next Showdown, she uses the Shotgun
yet again, and this time her final card is a Seven of
67
Likewise, Gear can be taken away or lost at any time, too. The most
common times for this to happen are either at the beginning of a
new scene (Ok, you guys are now running through the halls of the
asylum, youre each wearing only a hospital gown, since your other
stuff was all taken from you by the scientists when they captured
you. Erase all your Gear!) or as a result of Facts at the end
of a Showdown (I hit him so hard his helmet shatters into
a million pieces!). Note that if the CiC takes away your
68 Gear between scenes, it costs her Adversity Tokens
(see page 132).
Situational Gear
Its possible to use random bits of scenery as Gear, too. For example,
if youre in a middle-management office fighting a zombie, you can
expect to find all sorts of office supplies, a desk, a chair, a computer,
etc. You can easily narrate that you grab, say, a paperweight and
smash it over the head of the zombie. With the CiCs permission,
that can even give you bonus draws.
For example, the normal rules state that you can spend a Survival
Token to try a Grit Quickie in order to resist incoming Hurtin from
any source. However, the CiC might decide that this rule only applies
to non-ballistic attacks, and that in order to perform such Quickies
against guns, your character must have special protection, like a
Gear called Kevlar Vest. Or instead, he might decide to let you try
to test without spending a token at all.
Recovery Gear
With the CiCs permission, some Gear can be sacrificed during the
between-scene downtime for small token bonuses when trying to
recover lost Characteristics and remove CGP points. These items
will be noted as recovery items, and when sacrificed between
scenes they can add bonus tokens to the costs required to
recover. See page 83 for more details on using Survival
Tokens and recovery items.
69
70
In CC, there are two main methods which you can use to handle
weapon mechanics in-game. The first and easiest method is to simply
use weapons as if they were special Gear, giving you bonuses to
relevant Showdowns when using those weapons. If you play them
like this, the weapons can be called just like normal Gear, giving
you a single bonus card when activated or four bonus cards when
Sacrificed. The CiC can arbitrarily deem some weapons to give
more of a bonus than others, and some weapons to only be usable
as sacrifices (such as grenades and Molotov cocktails).
With this system, weapons now possess their own special category
of mechanics. Weapons will have a handful of variable stats that
can be predetermined or drawn completely at random. With the
custom weapons option, you may find that randomly statting-out
your weapons can be a butt-load of fun all by itself.
72
73
When a weapon enters the game, as the CiC you can choose to
either assign any or all of the weapons mechanical stats, or you can
use card draws to randomly stat it up. When doing this, draw a card
for each of the stats that you wish to randomly determine, and then
compare those cards to the random weapon table in the back of the
book. If you like, you can even choose to give it a random special
effect of some kind, just to make it more interesting.
For example, lets say youre running a game and you decide to
throw in a sword that the characters find in a museum. Instead of just
giving it appropriate stats, you figure it would be fun to randomize it.
You draw three cards: one for Hurtin, one for Draw bonus, and one
for a special effect (just cause) none for Juice, of course, because
its unlikely that a sword would need Juice. You draw a nine, a seven,
and a four. From left to right, the nine gives the sword a Hurtin bonus
of +2, the seven gives it a Draw bonus of one, and the four makes it
Lame (ouch!). Quite an interesting weapon indeed!
Special Qualities
When drawing on the weapon chart, you can choose to also use the
Special Attribute column to give the weapon an additional odd trait
of some kind. Some of these are beneficial to the user, while others
make the weapon less effective or are otherwise detrimental. The
list of abilities are as follows:
74
A llies
As the Survivors try to stay alive through the terrors of the zombie
apocalypse, they will very likely encounter and recruit like-minded
fellows to assist them in their efforts. These folks might be stranded
kids looking to get out of a burning building, or road-hardened
survivalists in a recreational vehicle, or even battle-trained cops that
help escort the Survivors to safety. Whatever the case, they can join
the cause of our heroes and assist them in several ways, including
bonus cards in Showdowns or even leaping in front of dangers to
sacrifice themselves for the sake of the heroes.
Since Cannibal Contagion is a game focused primarily on the
Survivors and the monsters which menace them, Allies will always
take a more backseat role to the exploits of the heroes and bad guys.
They might lend a hand and help out in some really tight spots, and
they might even take bullets that were meant for the Survivors, but
they will rarely start conflicts or take major initiatives, instead
leaving the spotlight to the players and their characters.
The second core function of Allies is also much like Gear, and is
called the Blaze of Glory. Much like Gear can be sacrificed
for extra cards, Allies can sacrifice themselves to go
out in a blaze of guns and glory. Doing so is just like 77
sacrificing Gear, only the bonus cards you get are
Finally, the third function of Allies allows players to have them take
damage in place of the Survivors. Any time an Ally is helping a
character in a Showdown and the Survivor loses, that Survivors
player can narrate how any of the Hurtin she would take is instead
taken by the Ally. The Hurtin is applied to the Allys Rank, and cannot
be soaked. If the Ally takes Hurtin greater than or equal to his Rank,
he dies.
Note that Allies can become Infected just like any other character in
the game. The CiC has the rules on how to handle this.
A lly D eath
Allies, like Survivors and Threats, require Hurtin to be killed. In any
Showdown in which the CiC causes Hurtin to the Survivors, he can
target any involved Ally with any amount of that Hurtin as if they
were a Survivor.
S urvival T okens
and C haracter R ecovery
As the game progresses, the Survivors are likely to take one hefty
pounding to both their health and their psyches. Many Showdowns
will end with one or more of them either losing Characteristic ranks
to Hurtin, gaining Crazy-Go-Psycho points through Mad Half
Negotiations, or both. To help assuage this frequent loss to the
characters abilities, Cannibal Contagion uses Survival Tokens to
allow characters to recover some of the losses between scenes, as
well as a few mid-scene resistance empowerments.
80
Note that in many games, the CiC will keep the Infection tallies
of the players a secret. In such cases, when you are attacked by
Infectious enemies, it is up to you to declare when you want to try
this Quickie, and the CiC is under no obligation to tell you how many
points you have coming at you, or how many you have successfully
resisted. The CiC doesnt even have to tell you that the attack is
even contagious at all. This can make the game really tense.
You can attempt at most one Quickie to resist the Infection of any
one Showdown, but you can always try to Negotiate with your Mad
Half for more cards.
82
T he S urvival P ool
In addition to the personal stashes of Survival tokens possessed
by each individual player, the players as a group have access to
a special team Survival Pool. This stash of tokens functions like
all other Survival tokens, except everyone can add to it and draw
from it at will, at any time. Using this pool, players get a bonus for
working together against the bad guys. This is also the only in-
game mechanic that allows the players to give each other Survival
tokens.
If ever multiple players wish to use the same tokens from this pool
at the same time, either come to a compromise or have each player
draw-off for them.
84
85
W inning T he G ame
When the game ends, the Survivor who acquired the most votes from
the other players (via the Secret Votes cards) and then subsequently
fulfilled as many of them as possible is declared the winner. If two or
more players tie, they must duel to the death. Congratulations, you
have won Cannibal Contagion! You should go to the official forums
and tell us all about it!
P layer T ips
Here Ive compiled some helpful game-play tips for players new to
the system, based on things Ive noticed in my own games, and
advice Ive picked up from others along the way.
When in dire straits, Negotiate! By gaining Crazy-go-Psycho
points you can make great things happen at the cost of
going batshit nuts. Ive seen good players skate through a
game on sheer Crazy alone. Going crazy isnt really a bad
thing either, as it only makes the game more fun, and with
careful balancing of risk and reward, you can totally go
apeshit while keeping your CGP tallies at relatively sane
levels. See page 91 for more details on Crazy-Go-Psycho
empowerment.
Keep in mind that Cannibal Contagion is only made more
fun by the in-game situation being completely FUBARd.
Dont fret when bad stuff happens to your character,
because its supposed to. Just take it in stride, pop back
and give it all youve got. Dont get butt-hurt if and when
your character gets injured or even dies, as thats all part of
the fun. Heck, sometimes its even fun to proudly say that
you died first.
Remember: there will be some fights that you just cant and/
or wont win. There will be times when you face monsters
with really high Threat Scores that just seem to keep kicking
your ass. If you cant defeat them with Showdowns, try
working together with the other players to gang up
on them, and consider using the scene to your
86
87
Did they look like psychos? Is that what they looked like?
They were vampires!
Psychos do not explode when sunlight hits them,
I don't give a fuck how crazy they are!
89
To Dance with the Devil Inside
Lets face it: with all this crazy cannibal zombie-monster shit going
down, sometimes your characters are just going to break down and
wig out. Zombies, demons, monsters and more, most humans just
arent prepared for this kind of stuff. A typical human reaction to such
things is to freak the hell out. Dont worry, its the human thing to do,
and you all want to stay human, right? Of course you do, otherwise
youd be a wacked-out murderous zombie creature, and no one
wants that, right? Right? Yeah, thats what I thought.
As the game is played, characters will often face things which can
drive normal men mad. Seeing your friends and family murdered
before your eyes can be maddening enough, but what if youre the
one actually murdering them yourself because theyre trying to eat
you? In desperate times, people do desperate things, and sometimes
those people can draw upon that madness to push them along and
keep themselves alive. You know how these stories tend to go you
either get killed or go crazy. Those who fight the hardest to survive
are usually quite rattled by their experiences, and oftentimes there
is little humanity left in them in the end to differentiate them from
the monsters theyve had to slaughter in order to stay alive. Their
madness gave them power during their journey, but broke them in
the end.
However, before you ask for this assistance, you should ask yourself
one important question: Do I need this enough to risk going crazy?
If you think you can handle the few cards youve drawn, then dont
worry about it. But if you think you need those cards, and dont mind
risking a portion of your characters sanity, then go for it.
The Negotiation process is simple, and mostly the same for both
Quickies and Showdowns. When the cards are being drawn, you
can turn to your Mad Half and request assistance. This is as simple
as saying Hey Buddy, I need a few extra cards for this Showdown.
The Mad Half can choose to flat-out deny this, of course, but to
make it more interesting, they might demand that you grovel harder,
or bribe them, or what-have-you.
If the two of you come to an agreement and the Mad Half allows you
some empowerment, then they first state how much power theyre
giving you meaning, how many cards they will allow you to draw.
They can choose to allow you only one, a small handful, or even just
say take as many as you need if theyre feeling generous.
If you agree to the Mad Halfs terms, you can then immediately
receive as many of the allowed bonus draws as you wish. In both
Quickies and Showdowns, you can draw them one at a time, and
you can choose to stop drawing at any point before youve drawn the
maximum that your Mad Half gifted you with.
T he M ad H alf
and P sychotriggers
Now lets talk about the guy who gives you that power. During the
character creation process, every player must designate one other
player at the table to play their characters Mad Half. Your Mad Half
exists solely to tempt you with edge and ability in exchange for a
little slice of your characters sanity. The Mad Half has the power to
grant your character the ability to tap into the chaos of the situation
and draw from it increased ability and desperate power. Of course,
this power comes at a cost: your sanity.
You also have to constantly work your Pawns Psychotrigger into the
story. Not only does it play a crucial part in your Negotiations with
that player (see below), but it can also be worked frequently into
scenes outside of Negotiations as well. Keep reminding the other
player of their addiction with subtle narrative cues, and poke at their
driving goal and the obsessions that keep them jittery. Work it into
your own narrations, and try to push into it when you buy Facts
in Showdowns.
P sychotriggers
When you created your character, you gave her a special
Psychotrigger, which summed up the main focus of her insanity (at
least insofar as you intend to role-play that insanity in this game).
95
This represents the Big Thing that either drives your character mad,
or else serves as the tool by which she harnesses that madness, or
both. It could be a prominent nervous tick, a driving obsession, a
very important character goal in the scenario, or more.
Your Psychotrigger is the narrative lever that your Mad Half pulls
to make you squirm. When you Negotiate for empowerment, your
Mad Half will demand some kind of narrative price from you, which
uses your Psychotrigger as its main inspiration. Because of this,
your Psychotrigger needs to be something solid and evocable. It
also needs to be something core to the character, and something a
little twisted. It needs to be something that should make you think
Do I really need those extra cards right now? before you even ask
for them.
P utting it A ll T ogether :
U sing the CGP M eter
Lets take a look at that Crazy-Go-Psycho meter on your character
sheet. This meter has five stages which track the CGP points you
accrue each time you successfully make a deal with your Mad
Half. As you accrue points, your character will descend
to the more maddening stages, until eventually they
96 reach the end and go bonkers gonzo nuts.
99
W hat I f I C an t P ay ?
If youre already in the process of Negotiating, it means youre
obviously ready to take on a few more points of CGP. However,
sometimes, you might find yourself unable to pay the narrative price
demanded by your Mad Half. This could be due to unexpected twists
in the scene, character incapacitation, or any other sudden change
in the narration.
In situations like the above, you may be prevented from fulfilling the
actual details of your bargain, but you still must try, or somehow
narrate your characters inability to do so in a way that affects
the story. In the above example, you could instead roleplay your
character freaking out, screaming for his lost girlfriend, crying for
a phone, and generally being upset about his inability to contact
her. As long as the spirit of the price is the same, then you can alter
the original narration a bit if it isnt technically possible within the
confines of the current scene.
102
Every time you gain a point of CGP during game play, start a tally
next to the points until number you wrote down. The moment your
tally exceeds that total, erase the current tally, mark a single slash
in a new tally (and record any additional CGP you might have taken
in excess of that as well), and circle the next consecutive stage of
madness. This does not need to be celebrated or otherwise enacted
through any in-game event or roleplaying; the increased new scope
of the Mad Halfs powers over you will take care of that nicely.
103
T he P anic B utton
One of the powers of the CiC allows them to use the games setting
to drive your characters crazy, without having to involve your Mad
Half at all. The CiC can narrate any number of spooky, creepy, and
downright frightening things into the scene, and if she so decides,
they can rattle your characters bones and make their going all the
more uncertain.
When the CiC decides to press the Panic Button, he must spend
an Adversity token and then narrate the madness-inducing event
that happens. Once narrated, every character takes one point of
CGP, unless the event somehow directly relates to their characters
Psychotrigger, in which case the character takes two points
instead.
Here are a whole slew of things that can drive the characters crazy:
A person run over by a runaway truck in front of them
A bomb suddenly drops next door, deafening them and
shaking them off their feet
A friendly ally is transformed by the infection right in front of
their eyes
A character watches her home explode from a cruise missile
A wall collapses as a VW Microbus crashes through it into
this very room
The floor drops out from under them suddenly
An eerie clicking begins to echo through the dark sewers
Bugs and snakes start to flow in through holes and cracks
All their torches are instantly blown out
A horrible scream pierces the night, but is cut off by a sick,
squelching crack
They see the Big Bad for the very first time
Now keep in mind that any of these things can happen in the game
without the CiC pressing the Panic button. Simple narration
can be a wonderfully gruesome thing. However, simple
narration of this kind wont give your character CGP
104 unless the CiC actually pays the Adversity cost to
make it a Panic Button moment.
105
107
Its Good to Be the King
Being the CiC is a lot of fun. As the Cannibal in Charge, you control
all the basic nuances of the setting. You set the scenes which
contain all the gameplay, and you control all the horrible things the
characters will encounter. You have a lot of terrible power at your
disposal to make the characters lives total chaos. However, your job
is not necessarily to kill all the other players yourself, as convincing
them to kill each other can be just as satisfying, if not more.
Being the CiC is not as hard as it may sound. You just gotta develop
a good scenario, and if the players have a good dynamic, then theyll
do most of the work for you. As players in CC have a lot of narrative
control, you dont have to worry about coming up with too many story
details. Let them take it where they find the most fun, and when they
ask you questions about things, just make shit up as you go.
108
Now, this is not to say that you should freely pander to their whims and
lofty desires. After all, your job is to make the lives of the Survivors
as close to a living hell as is within your whims and imagination.
Your primary purpose is to make them suffer horribly, frequently, and
embarrassingly. But remember, I said above that youre supposed to
try and make things fun. Suffering can be fun, right?
Wait, did you just say no? Im amazed you even made it this far, with
an attitude like that.
Still here? I mustve misheard you then. Excellent! Keep reading for
some advice on connecting with your players and putting together
an awesome game of Cannibal Contagion.
When a new player joins your game, be they the only such player
or be the entire table full of nothing but, I suggest that you skip a
rules demo and character creation and just start playing. Start small,
yes, but start playing right now. Give them a pre-made character
or have them make one by random draws, and throw them into a
new scene. Start with some open discussion and free-talking, get
everyone comfortable role-playing the characters they have.
As the free-play goes, the players will ask questions about the scene,
and you should answer each one negatively. Yes, you read that
correctly. Can I get through this door? No, its locked. Are there
any weapons in there I can use? No, not a one. Can I pick that
lock? No, its completely unpickable. After a small handful of these,
finally follow one of your responses with a statement along the lines
of but, like most everyone I decree, if you think you character can
change it, then you should challenge me. So now, when they next
ask Can I open this door? and you tell them its locked, they should
hopefully follow with Then Im going to pop it open with a hairpin
and were getting out of here.
Now you have your first Quickie. Show them how to play it out
based on the situation at hand. Ask them if they think any
of their Gear can help, and allow them to Activate it, but
110 dont bring in the Negotiation just yet. Once thats over,
and the conflict is bypassed, let them free-play some
Once the Threats are bypassed, end the scene, and go over the
checklist. In the next scene, you should find that the players are
taking more control of the scene, and thats awesome. In your next
Quickie or Showdown, tempt them with more power by offering them
the chance to Negotiate. From that point, the rest of the game should
hopefully just fall into place.
G ame T hemes
Before we even begin to get into the rules behind your role as the
Cannibal-in-Charge, lets talk a bit about themes. If you havent
already figured it out, Cannibal Contagion is a game about people
trying to survive against an oppressive, nigh-overwhelming, infiltrating
monstrous menace otherwise known as a Zombie Apocalypse. Sure,
its also a game about going balls to the wall and totally massacring
that menace in a variety of fun and hilariously morbid ways, but survival
still plays a heavy role in both the premise and the rules. If you have
spent any amount of time watching movies or otherwise enjoying
stories of this genre of horror, then youve probably noticed a handful
of themes that are pretty common to these stories. Desperation,
paranoia, hopelessness, self-sacrifice, betrayal, might-makes-right,
survival of the fittest, the terrible unknown, overwhelming stress,
and even scattered bits of twisted and macabre humor.
As the CiC, you should consider each of the major themes you wish
to evoke in your game. Write them down in a corner of the scenario
sheet where you can see them, and keep them fresh in your mind as
you prepare and then eventually run your game. Before the game,
take some time to consider each one, and how you plan on making
sure it is present in your game. While running the game, be sure
to not forget about them, and try to drop hints and threads of them
into the story and description whenever you can. Well-implemented
thematic narration and description can really impact a game session,
and help the players all stay on the ball and have lots of fun. If you
need some help or ideas with these themes, read more below. You
might encounter some terms you havent seen yet in this text, but
dont fret it, it will all make sense once youve read the rest of this
chapter.
Once play has begun, make sure the players realize the mechanical
rewards for directly and indirectly screwing over their fellow Survivors.
Those initial player Secret Votes can help steer the players toward
this, as they reward them with solid tangible character bonuses when
they come true. Ramp up the narrative rewards for betrayal, as well.
For example, have one player acquire some cool piece of loot, and
then let everyone know how awesome it is so they can covet it.
Encourage them to clash with their Mad Halves, and take out their
aggressions in-game.
But seriously, undead babies that crawl up your leg and eat you?
Funny, but goddamn that creeps me out.
S tress
The key to evoking a theme of stress is to constantly keep the
Survivors moving. Throw a steady flow of danger their way, and keep
the conflicts rolling. Dont let them get more than a moment or two
to catch their breath before you throw the next horrible monster or
terrible catastrophe at them. Get used to the end-of-scene checklist,
and move quickly into the next scene, kicking it off with another good
explosion that starts the chaos all over again.
Here are some other simple tricks for using the mechanics to evoke
stress:
Hound those Juice checks, and when theyre becoming too
reliant upon a certain weapon, try to get them to use it as
often as possible and run out of Juice. As they run out of
Juice, theyll see their Showdown-winning options become
fewer, and that is definitely a valid cause for stress.
Likewise, if you want to narrate that they begin the next
scene with all of their Gear taken away, then do so! Keep in
mind, though, that this costs Adversity Tokens.
Press their Psychotriggers frequently and heavily, and use
the Panic Button as often as you can. Characters with high
levels of Crazy-Go-Psycho points are just ticking stress-
bombs waiting to pop.
116
When creating your own scenario, you will need to consider the
following variables:
Where does the game take place?
What is the premise of the scenario?
What is the purpose of this scenario?
What is the nature of the Contagion in this scenario?
What is the primary threat?
What roles will the characters fill in this story, and what
goals do they pursue?
Are there any restrictions on the characters?
What is the games Threat Factor?
What important question will kick off the game?
Setting
The first important variable is the setting, and the scope of that
setting. Youve probably noticed by now that Cannibal Contagion
does not have a built-in world or setting. The rules were written as a
universal set of mechanics for all kinds of monster-survival games,
and as such I didnt include any World History or fictional stories. This
game is for your stories, and not just my own told vicariously through
your imaginations. As such, youll have to take some initiative here
and create your own setting.
Probably the easiest and most popular zombie survival stories will
take place in the here and now. Just start with the town that you and
your fellow players live in, and throw it in the middle of a Zombie
Apocalypse. Imagine places you know personally being set aflame
as looters riot and your Infected neighbors scramble to eat your flesh.
Choosing your own backyard as the backdrop for your stories can
really help keep all the players on the same page, especially
if everyone is familiar with the locations the characters
visit. It can also add to the atmosphere when they see 117
their beloved hometown desolated and abandoned!
Premise
Just what the hell is going on, anyway? Is there some crazy Bad
Guy causing all kinds of horrid things to happen? Did some natural
disaster open a weird portal to another dimension? Have demons
infected the souls of the townspeople? Is an alien plague the source
of all this chaos, and are the players now charged with stopping it?
Purpose
On the flip side of the same coin as the Premise, the Purpose of the
scenario is just as important, as it lets everyone know what theyre
primarily trying to accomplish. If the Purpose is Escape from the
Asylum then all the players will know how to direct the game.
The Purpose should be a simple statement of the scenarios
primary objective.
118 Its important for you to let the players know the basic
purpose of the scenario beforehand, as it will
Once the characters are made, some of them may have personal
secret goals that in some way clash with the scenarios Purpose. Its
up to you to decide whether or not to allow clashing character goals.
On the one hand, they could serve as a nice dramatic plot twist if
played correctly, and can cause more oh-so-awesome conflict for
the game. On the other, if abused, they could derail the game and
ruin the fun of the other players.
Contagion
Every scenario of CC should have a Contagion the players must deal
with. The Contagion is one of the most important parts of this game,
and without it, the game is really something completely different.
The Contagion is the threat of infection and corruption that plagues
the characters every action and decision. These rules give you a
system for developing custom Contagions to suit your own games.
Please see the Contagion section of the rules (see page 156).
Primary Threat
What is the primary source of the characters adversity? What is the
danger they face? The primary theme of CC is characters up against
the zombie contagion. Zombies are fun, everyone loves them, and
if youre the type of person who doesnt, well then I just dont think
we can be friends anymore and I would very much like my DVDs
returned, thanks. But just having the zombies there might not be
enough. Why are they there in the first place? Is some evil
necromancer responsible for this, or are they here for
no reason other than they just woke up one day and
119
started eating people?
Character Roles
What purpose do the characters have in this scenario? Are they
here just as fodder for the cannibal hordes, or is there some greater
purpose to their existence? Are they trying to actively stop the threat,
or simply escape it with their lives? Are they part of the threat?
Character Restrictions
By this we primarily mean restrictions on character creation. Take the
weapons, for example. If youre running a scenario that takes place
in ancient Japan, then it wouldnt make sense for the characters to
have machine guns and rocket-propelled grenades. Then again, that
could be pretty damn fun, now that I think of it.
Threat Factor
The sole mechanical variable of the scenario setup process, the
Threat Factor determines how much your Adversity will increase at
the end of each scene of the game. The higher your Adversity, the
more crazy things you can throw at the players. Use the following
guidelines for establishing the Threat Factor of your scenario:
Slow: For a game with a really slow and fairly easy
buildup of danger, increase Adversity after every scene
by an amount = the number of scenes that have
120 passed. Some might consider this variable used by
itself to be a sort of Wuss Mode.
122
S cenes
To use an old clich, the Scene is the basic building block of game
structure in CC. A scene is a chunk of in-game time during which we
get a glimpse at something important happening in the game. Scenes
usually involve the characters interacting with one another and the
world around them, and in various ways. Maybe theyre exploring
the ruins of a demonic temple, maybe theyre trying to find where
the robot ninja zombies are coming from, maybe theyre trying to get
a train to its destination while under attack from contagious hordes
of cannibals.
The When of a scene is equally important. If you like, you can easily
skip the game around back and forth in time during its events. Entire
movies have done this quite effectively, although I cant think of any
that also involved raging monster hordes. Most scenes will take
place sequentially, but there is nothing saying they have to be back
to back. Leaving a lot of off-screen time between your scenes can
lead to some good dramatic highlights. Perhaps the characters end
one scene just walking out of a church all peaceful-like, and the very
next scene they start off running from a zombie horde through the
bomb-blasted streets of London, an hour or so later.
The Why of the scene lets you know why the scene is
happening in the first place. Do you want to showcase
124 some new Bad Guy? Do you want to give the characters
a chance to find some new gear? Do you want to give
125
Cold Open scenes are played just like other scenes, but tend to run
a little shorter. Additionally, an Explosion isnt always necessary to
start one off. When you ask The Question, work with the player to
decide where and when the scene happens. The Purpose of these
scenes is almost always to introduce the Contagion and see how the
Survivor reacts to it.
For each Cold Open scene, you should give yourself a total of four
Adversity tokens. Use these to throw a Threat or two at the Survivor,
and maybe to give that Threat some bonus cards. Start small you
dont want to hurt them too badly during the Cold Opener, just shake
them up and bit and prepare them for the horrors to come.
T he F irst S cene
After the characters have all had their Cold Opens, its time for the
First full-group scene of the game. This scene should bring the
characters together, if they havent already been introduced. In this
scene, the characters more deeply explore the basic premise of
the game, get to know each other, and maybe get some
supplies before the chaos really begins. The characters
should explore this scene, probe and prod the story in 127
the directions of their choice.
If the characters dont know each other yet, or are not together,
the first scene should focus on them exploring the beginning of the
story and guiding it towards their eventual meeting. Getting the
band together can make for some great game moments, especially
if the characters have to fight through creepy cannibals and other
nasties in order to do so. If Carlas Cold Open involved her getting
off work late at night and running away from some creepy homeless
guy, and Rogers Cold Open involved him getting pulled over for
speeding by a very sick-looking cop, then perhaps the First scene
should involve the two of them meeting at just the right moment, as
they are both pursued in a downtown park by a handful of crazed
cannibals.
In some games, the first scene will start with the characters already in
the middle of things. The monster threat has already been revealed
in the Cold Opens, and now the characters are somehow conflicting
with it. If the CiC started the game with a lot of Adversity, he might
choose to just jump on in swinging, throwing all he can at the players
to put them on their toes and keep them there, right from the get-
go.
E nding S cenes
The CiC should make sure to keep a watch on the flow of the scene,
and call for its end when he feels it is most dramatically appropriate.
Some scenes will just end naturally, while others might require a
little meta-control to close.
To end a scene, just hold up your hand and say and, Scene! while
dropping your hand back down. This is how Ive seen it done on
several scene-focused improv comedy shows and events, and I
think its just cool. It really gets the point across. When concluding a
scene, go through the following quick End-of-Scene Checklist:
1. Increase the Threat of every surviving player character by
+1 (record on the CiC sheet).
2. Increase the Survival Pool by +1 for every Survivor and
Ally still alive.
3. Ask if any players wish to spend Survival tokens to
recover character aspects and buy Gear.
4. Check for possible Infection and Turning (see below)
5. CiC increases Adversity Pool by the scenarios
predetermined Threat Factor.
6. Finally, once theyre done, give them more Survival
tokens = their Grit rank plus the number of scenes that
have passed (these cannot be spent until the next scene
begins)
For ease of in-game reference, a much-condensed version of this
checklist is also printed on the handy CiC cheat sheet, included with
the player sheet in the back of this book.
129
Screg opens the next scene with Carla, Jian, Roger, and Mei
Li all together, running for their lives. Hunter (Jians player)
suggests that the scene should take place in an abandoned
bomb shelter, and Screg agrees, giving Hunter a bonus Survival
Token for the great idea. The scene takes place an hour after
their last one, which ended with Carla, Roger, and Mei Li being
saved from a pack of rabid ghouls by a motorcycle-riding, guitar-
swinging Jian. The Why of the new scene is to allow them to
explore a bit more of the desolation of the environment and
make some plans, while hoping the horde doesnt somehow
break through into their shelter.
Screg opens the scene with an Explosion: giving the wheel one
last full-strength spin, Roger and Jian seal the inner bulkhead
door to the bomb shelter. The locking bolts slam into place
with a screech of metal and rust, while heavy pounding on the
outside lets them know that the cannibal horde is still out there,
hungry for their flesh. The players now take over.
Carla has lost a little bit of her sanity at this point, and
immediately starts crying about her kids (due to a narrative
price her Mad Half previously demanded that she was unable
to pay in the previous scene). She is emotionally kicking herself
for not finding them yet, and collapses into a sobbing heap in a
corner. Mei Li tries calming her down, but Vera (Carlas player)
says that Carla is just too lost for the moment. But theres a
zombie horde trying to get in, and everyone knows its only a
matter of time before they find another way in. Roger screams
at Mei Li to shut that crazy bitch up! Mei Li, always cool under
pressure, keeps trying. Trin (her player) decides to challenge
Veras intention to have Carla keep crying. Trin says that Mei
Li is going to try and break Carla out of it, so they make it
a Showdown between Trin and Vera both characters
using their Savvy. Trin wins, and succeeds in calming
Carla down and bringing the waitress back to her
130
wits.
Jian opens the hatch to the sewer and they all drop down.
Waiting for them at the bottom is a crocodile monster! The
monster bites the head off the first person that drops down
Jian, in this case. Hunter objects to this of course, so he
and Screg play a Showdown. Jian barely wins, avoiding getting
his head bitten off. The others drop down and all four of them
join in a multi-player showdown against the crocodile monster.
They manage to bring it down after a couple of full-table hands
are played, but Mei Li is badly hurt and unknown to the rest
of them, Mei Li is also now infected! They run forth into
the darkness of the sewers, Roger now leading the
way with his newfound flashlight. 131
C onflicts , T hreats ,
and A dversity
T he A dversity T okens
The CiC has a collective Adversity Pool with which to challenge their
players. This pool of tokens gives them the power to forcefully insert
danger into the lives of the Survivors by inserting Threats into a
scene, among other things. The Adversity Pool increases by a pre-
set amount determined at the beginning of the game (the Threat
Factor). As the scenes go by and the Showdowns are played,
this pool of tokens will fluctuate wildly, gaining and losing tokens
frequently. The current size of the CiCs Adversity Pool can serve
as an effective tool for foreshadowing, allowing them to guess just
how much potential pain might be sent their way in the not-too-
distant future.
132
Threats, on the other hand, are the bad guys. They represent the
forces that directly oppose the characters, the challenges that the
Survivors must overcome. They are bought and introduced into
scenes using the Adversity rules, which are defined further below.
These fellas have two major in-game mechanical descriptors,
called Role and Threat, which they use to directly participate in
Showdowns against the Survivors. Because they were paid for with
Adversity tokens, Threats can only be eliminated through the use of
Showdowns and Hurtin. Just like the Survivors, they have a potential
to directly change the scenes and mechanically conflict with other
characters. Any group of monsters that the CiC wishes to throw at
the Survivors falls into this group.
135
Every Survivor also has a Threat score known only by the CiC,
which starts at zero and increases by +1 every time that character
survives a scene. By survive we mean ends the scene still alive.
The Survivors individual Threat Scores mainly exist as a bit of
foreshadowing: the higher a characters Threat, the more dangerous
they might eventually be. Should your Contagions aftermath involve
Turning, then this Threat score is the basis for the Turned characters
power as a Threat.
I ntroducing T hreats
When bringing new non-player characters into the game, you have
to determine if theyre going to be important in the scene (they are
Allies or Threats), or if they exist only as color (they are Wallflowers).
A random street vendor might not be that important, and will be
unlikely to exist as anything other than color. Chances are, he wont
even be an Ally, and will just be there for descriptive purposes of the
scene. A gun-collecting nutjob who hunts down the characters for
trespassing on his land, however, will likely be quite important,
as will a pack of cannibals trying to eat them, or the mad
doctor trying to infect the world with his demon plague.
136 These latter folks are Threats, and here are the rules
on how to bring them into play.
When you introduce a new Threat into a scene, you must pick what
role it will be and then pay the associated cost in Adversity tokens.
A Threats role determines how many tokens it costs to introduce,
what cards are used to determine its Threat score, and how many
cards it gets to draw during Showdowns. Each role uses a variant
of the same mechanic for determining initial Threat scores, which
involves drawing a card and keeping its value as the Threat score.
Once youve determined the Threat score, you can then choose to
spend more of your Adversity tokens to increase that Threat score
on a one for one basis. If you are using the optional Threat cards
to keep track of your Threats in the game, you can keep the Threat
card and the drawn card next to each other for ease of reference in
play.
137
Printed below for reference and ease of understanding are the quick
steps for introducing new important Threats into a scene:
Fodder
Enemies of the Fodder role always play Showdowns with two drawn
cards. These are the pus zombies that explode in nasty messes
when kicked, the rapid tree sloths that drop from above to slightly
menace your journey, and so on.
Adversity Cost: 1
Starting Threat: Draw two cards, keep the lowest.
Showdown Hand Size: 2 cards
Hindrance
Enemies of the Hindrance role always play Showdowns with three
drawn cards. Most cannibal hordes will probably be in this category.
Enemy soldiers could fill this role too, and policemen, saboteurs,
guardsmen, footmen, etc.
Adversity Cost: 2
Starting Threat: Draw a single card
Showdown Hand Size: 3 cards
139
140
Infected Threats
It is important to note that there is no additional cost for introducing
Threats that already carry or are Infected by the games Contagion.
You are entirely free to deem which Threats are Infected, or what
other nefarious abilities and powers they might have.
E quipping T hreats
Threats can use Gear and Weapons just like the players can, so
when you introduce them, dont forget to outfit them! Having riot
cops without riot gear makes no sense, for example.
U sing T hreats
Important Threats use their Threat Score as if it was a 141
Characteristic like any other, and it serves all purposes.
Below are some examples of alternate Threats you can use in CC,
and of course you are encouraged to create your own.
Oh, and the monster itself? If youre even going to give it stats at all,
it should be no less than a 4B ranked Bad Guy, and have a crap-
ton of cards and an astronomical Threat. I mean, cmon, its a Giant
Effing Monster. What else would you expect?
S ample T hreats
Below is a collection of sample Bad Guys for use in your scenarios.
You can use them freely, or if you like just skim them over to get a
feel for some creative takes on Threats, and get some ideas for your
own special enemies.
Craw-Dads (Fodder)
The first attempts at field-testing the Z-Contagion were done in
an underground lab underneath Swampy the Frogs Happytime
Amusement Park on the outskirts of Possum Town. In these
darkened corridors, the scientists of the Parasol Collective tested
the first strains of the Contagion by injected it into crayfish which,
obviously, escaped and killed everyone. Now these mutated and
highly Infectious critters skulk in the murky ditches that border every
single road in Possum Town, and are a major annoyance to the
Survivors.
Adversity Cost: As Fodder
Starting Threat: As Fodder
144 Showdown Hand Size: As Fodder
Special: Infection
Ugglies (Fodder)
Ugglies are a nickname given to the nameless face-stealing flesh-
made spirits of the UrVraal. These cursed souls are so despised
by their masters that they are not graced with actual names, and
the nickname here is only applied by humans who have been
fortunate enough to survive encounters with them. The Ugglies
are regurgitated souls deemed unworthy by the UrVraal to serve
any purpose other than eternal wandering, and they are as such
filled with Hate, and nothing but. Their forms are hideously twisted
visages of their former selves, and when attacked by one, you can
feel them trying to suck your own faces and spirits through their
malformed nostrils, desperately trying to eat your beauty and make
you one of them.
Adversity Cost: As Fodder
Starting Threat: As Fodder
Showdown Hand Size: As Fodder
Special: Although only Fodder, Ugglies are very dangerous. When a
Survivor is hurt by an Uggly, the Hurtin must come first out of
Grit. If the character has no more Grit, only then can the
rest of the Hurtin be applied as the player sees fit. Also,
the Ugglies dont infect, but if they kill you, you will Turn 145
as one of them.
Churchematicians (Hindrance)
Having been converted by reading the soul-eating pamphlets of
their horrible leader J. Don Throbblesquarp, the sinister legions
of the Order of Churchematics crawl forth from corrupted urban
centers, equipped with nothing but smiles and stacks of informative
brochures. While they themselves dont put up much of a fight,
they tend to travel in groups, and you should beware their horrible
pamphlets.
Adversity Cost: As Hindrance
Starting Threat: As Hindrance
Showdown Hand Size: As Hindrance
Special: Infection. Churchematicians can infect with any successful
Showdown, regardless of combat or without any Hurtin dealt to
their enemies, as their Infection comes not from injury but from
pamphlets.
148
150
Also keep in mind that there are far worse things you can do to
the Survivors than just Hurt them. Its a good idea to make sure
the players realize this, too. Sure, mechanically screwing with a
character can limit his ability to succeed in play, but so can any
number of purely narrative effects. If a character fails to dodge that
speeding car, narrate that his leg is now broken. Sure he wont
take Hurtin, but hell have to find some other way to get around,
and that will directly affect the story. If a giant magnet in the
ceiling activates unexpectedly, the Survivors might not
get hurt at all, but their metal weapons (and piercings
153
and jewelry and belts and so on) will be taken from
Here are some ideas for ways to introduce conflicts without using
Bad Guys:
An out-of-control vehicle is coming their way, and fast!
Dodge quickly or break your legs.
The roof is collapsing on them! Anyone caught underneath
it will be unconscious and require medical attention to bring
back into play.
Their car is on fire, and will explode any minute now! This
could be a Showdown
A terrible skittering sound begins to gain in volume, almost
deafening the Survivors by the time the source arrives: a
veritable sea of frightened vermin, running toward them and
obvious trying to escape something more dangerous in the
darkness beyond. Dont get pulled under by the vile tide!
A grenade explodes near a character, dropped by an
unknown party. Shrapnel buries into the characters leg,
liming their ability to run.
A lternate S olutions
Something I highly recommend considering is that not every fully-
purchased Threat need to be defeated directly via Showdowns. In
some cases, consider allowing alternate solutions to your Threats
solutions that involve just a simple Quickie and a clever bit of applied
narration. Take a page from the Resident Evil series of video games.
Like many survival horror games, each game in this series features
crazy boss fights spaced periodically. However, a common element
to each game is that many of the boss fights can be handily tipped to
the players favor, if not avoided entirely, with a bit of exploration of
the setting and clever application of some game elements. By taking
an extended play detour and combining some special herbs, for
example, a certain plant boss in one of the games can be
defeated without firing a single bullet.
154
G ame O ver , M an
Did you all die? No worries, just curious...
Every story has an end, as does every game of CC. Sometimes the
end will come when the characters defeat a final boss, or destroy the
source of the Contagion. In other games, the game will end when
theyre killed by the monsters or by the hands of their friends, even.
Sometimes, a game might even end with a good solid cliffhanger,
which is my personal favorite way to end any game in which I am a
player or a CiC.
E xtended P lay
CC is primarily intended as a pick-up game, best used for short-run,
one-or-two-shot gaming sessions. The scope of the game is fairly
limited, focused almost entirely on immediate survival. However,
some groups may find that the stories they start telling in one
session are just too good to let go after only a single
sitting. Some groups may want to explore those stories
much more deeply by picking them up in additional 155
follow-up sessions.
C ontagion
As the game is played and the crap flies around, there is a good
chance one or more Survivors will become Infected with the Cannibal
Contagion. When the nasty monsters bite you, chances are, you will
get the sickness, and its only a matter of time before friends become
not just enemies, but ravenous man-eating cannibals. This should be
a core feature of every game of Cannibal Contagion, as many of
the rules revolve around it. This system of entirely personalized
and customizable contagious infection is one of the big
things that makes Cannibal Contagion different from a
156 lot of other zombie-themed games.
When you are putting together a scenario for this game, you should
define the exact nature of the Cannibal Contagion, and choose
which mechanics it will use in your game. Creating the Contagion is
simply a matter of setting up five special variables that define how it
fits mechanically into your game.
C ontagion V ariables
The five important mechanical variables you must define are the
Vector, the Effects, the Threshold, the Aftermath, and the Antidote
of the Contagion.
Contagion Vector
The Vector of the Contagion determines the mechanical side of how
the Survivors might contract it.
Environmental: Something in the world around the
Survivors is Infecting them. Perhaps theres a corrupted
water supply causing all of this, and anyone who drinks it
turns into a cannibal monster. Or maybe the Infection is
spread by an airborne virus! The simple act of breathing
is now dangerous to their survival. The characters should
gain Infection after each scene unless proper precautions
have been arranged (such as gas masks). Or perhaps the
Infection is spread by weird insects. These insects are
never introduced as a directly-combatable Threat, but
as an ever-present danger that the characters
must somehow protect themselves against.
Randomly let them know theyve been bitten, 157
and let them react. (Example: Cabin Fever)
159
I nfection T allies
Several of the variable options for your Contagion mention
keeping track of Infection Tallies. The printable CiC
162 sheet has a spot on it where you can keep track of
T urning
In many ways, the scenarios Contagion can be a far more
dangerous and despicable enemy than any Threats the CiC throws
at the Survivors. Many of the Aftermaths listed above have the word
Turned as part of the Contagions final effects. When a character has
Turned, it means they have become a dangerous monster of some
sort, and that usually means they are now a Threat. Allies, Threats,
and Survivors alike can both be equally affected by the Contagion
and Turning, and the rules on how to handle this are printed below.
Turned Threats
Okay, lets say you used some Adversity tokens to introduce this
awesome Threat, say, a really hard-ass riot cop who is there to beat
him down some errant Survivors, teach em whos boss and not to
give him no lip, that kinda bad ass. And lets say this riot cop gets
totally greased by said Survivors, eliminating him as a supposed
threat. But lets also say that before this riot cop gets whacked, he
gets Infected. Finally, lets just assume that in your game, folks who
get Infected and die will quickly come back as turned cannibals.
Turned Allies
When an Ally is subjected to the Contagions Vector, draw a card.
If it is an Ace or Joker, the ally remains unInfected, but any other
result means they are Immediately Infected. When this happens,
the Ally will succumb to the Contagions Effects with much quicker
results than the Survivors. Immediately upon becoming infected,
you should draw a single card. If the card is a number, then the Ally
will automatically cross the Threshold sometime in the next scene. If
the card is a face or ace, the Threshold is crossed sometime in the
current scene.
Should an Ally Turn, the new Threat must be purchased into the
scene just liked Turned Threats (detailed above). Their previous Ally
Rank (if any remains) is added to their new Threat score.
Turned Survivors
Like Threats, player-controlled characters can become Turned, too.
When the Survivor turns, she becomes a CiC-controlled Threat
with a Threat score equal to her Threat tally at the time of Turning,
plus any remaining Characteristic ranks they may have had at that
moment. Remember that Threat tally youve been counting since the
game began? Thats the one. The longer a character has survived,
the more badass she will be when she becomes a zombie. Total the
Threat and Characteristics and the result is the new Threat score for
the character.
Unlike turned Threats, turned Survivors under the control of the CiC
do not need to be purchased into the scene. However, you can
choose to spend Adversity to boost their Threat scores using the
normal rules for doing so. They automatically come into the game
as Minibosses, getting four-card hands for use in Showdowns. Once
theyve Turned, you can bring them into play at any time during any
scene without needing to pay any Adversity tokens. You can do
this as often as you like, up until the turned Survivor is somehow
eliminated.
Of course, if the CiC allows it, the players whose Survivors have
turned can choose to continue playing as their turned characters, or
can instead opt to stat up new characters and bring them into play.
Playing Turned characters can be quite fun, and can lead to zombie-
driven games of exciting inter-player conflict. Framing new
scenes around this can be difficult, though. If one or two
characters have Turned and their players opt to keep
on playing, consider framing scenes around them, and 165
have the other players temporarily take over other
S ample C ontagions
Below are a few examples of Contagions created using the five
basic variables described above. These are all based on famous
zombie movies and media, and are perfect for any game of Cannibal
Contagion. I encourage you to try each of them out in your own
various game sessions. Each of these example Contagions is
described with the five base variables, as well as a little flavorful
background that you can use in your games.
S cenario I deas
Here is a small collection of predesigned stock scenario little ideas
for you to read through, gleam ideas from, and even run yourself,
should you find them suitable enough for your gaming needs.
168
171
This section of the rules contains a demo scenario for you to use
to get your players into the action of Cannibal Contagion. This is
the original demo I frequently run at playtests and pick-up games,
and Ive found that it really works well for some high-octane zombie-
killing fun. There are four complete scenes here for you to run, and
more than a handful of suggestions for scenes to run as follow-ups.
Read over the background and basic scenario setup information, and
pass out the four pregenerated stock characters from the Survivors
section of this book.
Threat Factor: Doomsday! When the game begins, the crap is just
now in the process of hitting the fan, and the infection will spread
like wildfire. Rack up those Adversity tokens and take out all your
aggressions on those poor, doomed Survivors.
Game Setup: Make sure youve got some pencils and note paper,
and I suggest printing out copies of the character sheets, either by
photocopying the sheet in this book or by printing the sheets that you
can download from the games website (http://cannibalcontagion.
com). Set these up in a spot with comfortable seating and nearby
writing surfaces, such as at a convention table, in the dining room,
or around your living room coffee table. Get yoruself some drinks
and snacks to set close at hand, and maybe set some suspenseful
or creepy mood music playing in the background.
C old O peners
The following Cold Openers can be played if youre using the sample
characters from this book. If not, then be sure to ask each player
The Question you come up with and then play through a tailor-made
Cold Opener for their character. Try to steer the direction of that
scene so they can each begin on the bus in the First Scene written
up further below.
Carla is waiting tables at a crappy midtown
restaurant when a customer tries to get a little fresh
174
with her. Wait a sec, thats more than fresh thats
F irst S cene : T he C ra sh
The characters are all in the same vicinity, sitting near the back of a
bus (city or fleet) that just ramped and crash-landed on its side. There
are others on the bus too, some okay, most injured, some dead. The
characters did not see why the bus crashed, only that everything
started going crazy and soon the world was literally right
flipped upside-down. Soon, folks start screaming near
the front, and theres inhuman groaning and the sounds 175
of violence. What do you do?
End of Scene: This scene should end once the Survivors have
escaped from the bus and come up with at least a bare minimum of
a plan for what to do next.
Explosion!: The scene opens with the sound of a riot in the making.
Hundreds of other survivors have taken to the streets, and a good
number of them are looting the stores and strip malls in the area.
Theres even a small mod gathered outside the Hardware store, and
the sounds of screams and gunfire in the distance.
179
End of Scene: This scene should end when the Survivors have
found a way to escape the sewers.
181
Scene Purpose: To give the Survivors hope that they just might
escape this crazy city.
Conflicts:
The Fuel Crisis: There are four planes there, but only one
of them can carry all of the Survivors and whatever Allies
theyve brought with them. Additionally, its almost out of
fuel. The most fueled one is a single-person stunt plane,
and the other two planes have some fuel too. If they search
around a while, they can find some more fuel reserves.
However, getting all the fuel into the larger plane could
take some time, especially if they resort to siphoning it.
Meanwhile, the zombies are coming. Of course, a selfish
player could just take the already-fueled plane, and sucks to
the rest of them! Award this selfish player a bonus token!
Starting the Plane: Once they get the plane fueled, how
will they start it, and who will fly it? Gotta find the keys or
otherwise hotwire it. After that, who among the Survivors is
able to pilot?
Zombies: First off, a handful of typical shamblers are inside
the hangar, including a pilot or two and some students. With
the fence ruptured, of course, more from outside will start
coming in, and must be dealt with.
The Mincer: Bad news for the Survivors: that crashed
military chopper was carrying an experimental war creature,
called The Mincer! This human-monster-hybrid-thing was
created using the Contagion as a potential weapon, and
was in transit to a hidden base when it escaped its bonds.
The chopper crashed, but it escaped, and will attack the
Survivors before they can take off. The Mincer is a Big Bad,
and should have all manner of foul bio-organic weapons.
Bonus Opportunities: Any player who tries to use the planes
propeller blades to chop up The Mincer can treat it as a +6
Hurtin weapon, no Juice cost, no Draw bonus. Additionally,
give them a Survival token for such a bad ass idea.
182
End of Scene: This scene should end when the players either fly
away or otherwise escape from the airfield.
C onclusion
Congratulations! You have now just run your first session of Cannibal
Contagion! Awesome! I hope everything turned out well, and I hope
everyone had a whole lot of fun.
183
185
A ppendix A: R eferences
and I nspirations
This section lists a whole lot of inspirations you can use for your
games, ranging from cinema to comics and more. These are just listed
here for a good source of additional fodder for your imagination, and
their being shown here does not necessitate that this game will have
any printed stats or references to them. However, I wholeheartedly
suggest you check some of them out, as theyre all lots of fun, and
many of them can be greatly inspiring.
First and foremost, the movies Versus (2000) and Wild Zero (2000)
were perhaps the biggest inspirations for this game. In many ways,
Cannibal Contagion could be considered to be the unofficial RPG
of those two movies. Come on: Zombies, guns, swords, and rock-
and-roll! Another big one for me was the 2004 remake of Dawn of
the Dead. Some hardcore George Romero purists might be crying
Blasphemy! at me right now, but screw em, I really loved that
movie. The kill-dozer with the razorwire and the chainsaw slots is
exactly in line with the wicked creative spirit that this game is all
about. But even more than that, watching the chaotic tension as
the characters are forced to frequently kill their own after turning
into zombies is great for getting into the role-playing mindset of this
game. While youre at it, check out Planet Terror (2007) you wont
be disappointed: its quite contagious.
187
Part 6: Appendices
A ppendix B: G lossary of T erms
Activating Gear: The act of using a piece of Gear for a single-card
bonus.
Ally Rank: The mechanical value of an Ally when evoked for bonus
cards, denotes both the number of bonus draws allowed and
the type of tests the Ally can assist.
CiC: The Cannibal-in-Charge. She prepares and runs the game and
you should bribe her with delicious candy.
Cold Open: The scenes that start the game off, in which characters are
introduced individually and the main themes are established.
Hurtin: When a Showdown ends, the cards in the Play Pile are
the winners Hurtin, which can be used to damage opponents.
Each card is one point of Hurtin.
Mad Half: This named player represents the voice of your characters
insanity.
Pawn: When you are the Mad Half, the person you mess with is
called your Pawn.
Part 6: Appendices
Sacrificing Gear: The act of throwing away a piece of Gear for four
immediate bonus draws.
Scene: A span of game time in which actions and story take place.
The scene is the basic building block of the game.
190
That being said, it is also entirely possible to use this system to play
out more serious-themed games with similar monster apocalypse
tropes Ive done so, and so can you. Many of the stories that inspired
this game are full of some really emotionally intense moments, which
focus more on the psychological impact of the so-called End of the
World upon its survivors than they do on scenes of visceral gore
and murderiffic action. Characters see their whole world crumble
around them, watch their friends and loved ones die or transform
into terrible monsters, and must learn to trust complete strangers
with their hopes of staying alive in a world turned onto its side. The
protagonists of these stories often watch their own psyches crumble
under the stress of survival. Groups that wish to focus heavily upon
these themes should not be put off by the inherent campiness of this
books text.
Arranging and running a more serious game first requires that all the
players be on the same page of maturity and gaming motivation. If
some folks are there to joke around and others are there to explore
the psychology of the setting, a serious game probably wont be
happening. If everyone is there to explore the emotions of the setting,
however, then youre off to a good start.
When preparing to run such a game, you should probably take some
time to plan out some scenes in advance that will focus upon the
heavier themes. Find out beforehand what really gets under the
skin of your actual players, and then include those things
in your scene-planning. If you know that one of your
players is affected by creepy children, for example, 191
then play more on themes of children being infected,
Part 6: Appendices
or of parents being forced to make choices between survival and
abandonment of their kids when the chaos hits. Do your best to work
in those themes and tie in the players own emotions to the story you
all tell.
You should probably also not use the pre-made character sheets
from this book. Those were designed to look pretty campy, and
having them on the table in front of everyone could make it a bit
more difficult for them to focus on the themes you are trying to evoke.
Instead, just have them write out their information on sheets of loose
leaf paper, and even index cards will do in a pinch. Additionally, the
names of the four characteristics might be a bit odd, so instead of
Kill, Savvy, Cool, and Grit, consider using Action, Resourcefulness,
Calm, and Endurance, respectively.
When actually running the game at the table, you are going to need
to take a lot of care to avoid gaming jokes and funny anecdotes.
If you have something humorous to say, write it down and tell it
later. If your players start goofing off, quickly tell them to cut it out,
or just arrange a break and let everyone get their sillies out away
from the gaming table. When establishing your scenes, keep your
descriptions short yet evocative, and dont let the players
dally around on minor details. Focus on the What and the
Why, and keep it moving.
192
A ppendix D: H elpful
R andom T ables
Cannibal Contagion was designed with many intentions in mind, one
of which is that it should be able to be picked up and immediately
played with pretty much zero prep time, should that be how you wish
to roll. To better meet that goal, Ive included a few handy random
charts for you to use and quickly draw up a variety of variables for
your game. From Scenario setup to character creation to scene-
framing, its all here. Just grab a deck, draw some cards, and check
the tables, jokers wild.
193
Part 6: Appendices
D Spades Archetype Hearts Archetype Clubs Archetypes Diamonds Archetype
2 The Prize Fighter The Cheerleader The Secret Nerd The Silent Badass
3 The Escaped Convict The Calm Preacher The Stupid Hot Chick The Cop/Soldier
4 The Warrior Nun The Chainsaw Guy The Cab Driver The Gun Bunny
5 The Loser Boyfriend The Jock The Buffy Fangirl The Nubile Schoolgirl
6 The Fast-Mart Clerk The Irritating Kid The Damn Doctor The Accidental Tourist
7 The Scottish Sailor The End is Near Guy The Heinous Bitch The Screaming Girl
8 The Damsel-in-Distress The Private Dick The Mother The Suit
9 The Wise Professor The Bloody Waitress The Warrior Princess The Freak/Weirdo/Goth
10 The Hayseed The Crazy Cat Lady The 2nd Amendment Guy The Conspiracy Theorist
J The Leet Haxxor The Creepy Little Girl The Psycho Killer The Trucker
Q The Girl With Glasses The But Im Famous Guy The Arrogant Playboy The Super Girl
K The Action Photographer The Ass-Kicking Babe The Clueless Gaijin The Village Idiot
A The Prom Queen The Zombie Fanboy The Carnie The Game Dork
195
Part 6: Appendices
A ppendix E: C ustom P rintables
When running my own games of Cannibal Contagion, Ive found that
it is quite helpful to have one or two decks of custom cards handy to
assist with in-game minutiae. A stack of quick weapons, some handy
random Threats, and some Mojo cards can go a long way towards
making your own games more awesome. On our website, you will be
able to download and print out free templates for making your own
Mojo, Weapon, and Threat cards. I find they are most useful after I
cut them out and slide them into deck protector sleeves, which you
can get real cheap at just about any collectible-games hobby store.
Once theyre in the sleeves, you can use dry-erase pens to write on
them, and just wipe them off when youre done. Below, you will find
instructions on their use, and advice on how best to maximize their
potential in your own games.
Gear Cards: The Gear Card deck is useful both as a way to introduce
new gear and random weapon stats into the game with even more
quickness than the quick-stat charts in this book, and as a way to
simply keep track of the stats and Juice tallies of those already in
the game. Before a game starts, you can lay out a handful of these
and then fill out their stats by drawing on the weapon table a few
times. Set them face-down in a stack, and when the game starts,
you can draw from it to give stats to any new weapon narrated into
the game. You can also pass out blank ones to the players so they
can keep better track of the gear they already have and the pieces
they eventually acquire.
Mojo Cards: By printing out the pre-filled Mojo cards and their
accompanying blank templates, you can allow each player to draw
randomly from the deck when the game begins to ensure they all get
separate powers. Additionally, you can use the templates to create
your own and throw them into the random draw deck. Finally, by
having the info there on the cards, players dont have to write it all
down on their character sheets, nor do they have to keep checking
the book to look them up again.
196
Pawn Cards: These nifty little note cards can make it easier for the
Mad Halves in your game to keep tabs on their Pawns Psychotriggers
and stages of Madness.
Vote Cards: The Secret Votes are a vital part of the game, and
having an easy way to jot them down and pass them to the CiC is
always a good thing.
197
Part 6: Appendices
A Message From the Chief
A cknowledgements
Id like to thank four people here. First, a massive shout and thanks
to fellow Portlander Jake Richmond, who encouraged me to take
this idea and run with it. Thanks Jake.
Finally, Id like to thank The Screg, for being everything that The
Screg is.
L a st W ords
Well folks, there you have it. I hope you enjoyed reading Cannibal
Contagion, and even more so do I hope you have (and continue to
have) some wicked fun times playing it.
Many Thanks!
Nathanael Phillip Cole
198
Alliterated Games
Adversity Costs: Introduce New Threats: Varies by Role (see above breakdown)
Introduce Old Threats: 1 Token, Threat returns with previous Hurtin
Increase Threat: +1 Threat per Token, only when (re)introduced
Use as CGP empowerments for purchased Threats: same as CGP costs
Activate a Panic Button: 1 Token
Attempt Soak Check for a Threat: 1 Token (cards determined by Role)
Take a Survivors Gear between Scenes (1 for Gear, 2 for Weapon)
Cannibal Contagion is Copyright 2008-2009 Nathanael Cole. Permission given to photocopy for personal use only.
Cannibal Contagion
Survival Side Horror Side
Character Record Sheet
Kill: Savvy: Grit: Co ol:
M ax C u rr e nt Max C u rre nt M ax C u rr e n t M ax Current
Player Name
Ch a r a c te r N a m e
Mad Ha lf Psychotrigger:
Gear Slots:
[ Sav vy x 2] Suit Order: Points Until Next: /
C ool + 1 C u r r e n t Tal l y
Gear: Slots: Notes: Juice: Th e Mad Half s Na rra ti ve P ri ce must b e p ai d
Stage 1: The Calm so m e t im e du r ing the current scene.
Cannibal Contagion is Copyright 2008 Nathanael Cole. Permission given to photocopy for personal use only.
Cannibal Contagion
Madness Meter
Stage 1:
The Calm T he Mad Half s Narrative Price must be paid so metime during the
current scene.
Stage 2:
The Brink T he Mad Half s Narrative Price must be paid immediately.
Stage 3:
The Descent
T he Mad Half can now randomly r emove on e of your car ds from
your hand before you play a Sh owdow n.
Stage 4:
The Shatter T he Mad Half can now choose to n arrate h ow you perform any
Showdown.
Stage 5:
The Madness
When you declare an action, th e Mad Half can now declare that
you do something totally differ en t inst ead.
Cannibal Contagion is Copyright 2008-2009 Nathanael Cole. Permission given to photocopy for personal use only.