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Escape in the Truck Reimagined
04-03-2013, 07:28 PM (This post was last modified: 04-11-2013 07:10 AM by deepfreeze.)
Post: #1
Escape in the Truck Reimagined
       

Please find my reimagined "Escape in the Truck" Scenario above. PDF is available in the download section and below


.pdf  Escape in the Truck Reimagined.pdf (Size: 4.44 MB / Downloads: 53)

Features.

1) NO LOOKING FOR A PARTICULAR CARD.
-The Gasoline cards are taken out of the deck and located in a well stocked gas station that CANNOT BE TAKEN OVER.

-The Truck Keys are in a random house (Other than the Gas Station) using counters 1-6 with a 50% chance to find them on each attempt.
-This mechanic is taken almost verbatim from All Hallows Eve. The only difference is that you have to give up your search/move, but I added a 50% chance to get the search card anyways to balance this. If anyone has a problem with this then they you could make it exactly like AHE, have the counter attempt happen during range weapons, and not give up the search.

2) Will the truck start?
-Heroes have to roll a 6 to start the truck. 1 dice/hero in the truck. So if you get all 4 heroes to the truck you have >50% chance of starting on your first turn.
-Leaving Heroes behind has consequences both in this feature and below!

3) Zombies still on the truck must be fought as you make your getaway.
-All you have to do is beat them in a fight to knock them out of the truck.
-The driver cannot fight.
-Heroes lose respawn ability at this point, but can still be turned into zombie heroes which are knocked out in the same way.
-Usually heroes should survive if they make it to this point, but not without a seriously exciting final showdown.
-Potential for endgame disaster that we all know we wanted to see no matter which side we were on.

Some potential problems and solutions.
1) If you have a jerk zombie player who doesn't care about theme and just wants to find an exploit by putting all of his zombies in the truck and waiting, simply add some sort of zombie limit in the center (maybe 4?). This same problem exists in the original scenario anyway.
-Could also be dealt in-game using zombie hunger or explosives/shotgun.
-Also you should stop playing with this friend because they obviously don't get the point of the game.

2) The Gas Station cannot be taken over.

3) Keep in mind that the truck can be filled up with gas before the keys are even found so you do not have to give up all those turns in a row at the end of the game.

EDIT

Updated rules below! Mostly just clarifications.

1) Place the truck in the center of Town. Remove all of the Gasoline cards from the Hero Deck. The Gasoline is obtained from a "Well Stocked" Gas Station that cannot be taken over. Place counters 1-6 facedown in random buildings. Roll a d6 to determine the counter that is the Truck Keys.

2) Heroes can replace their move/search roll with a d6 to look for the Truck Keys. On the roll of 1-3 Take a Hero Card. On the roll of 4+ reveal the counter.
-If Hero is killed carrying Truck Keys then their Zombie Hero must be killed to recover them.

3) To fill up the truck with gas a Hero must give up their turn in the truck and discard the Gasoline.

4) Once the Heroes attempt to start the truck, the Hero with the Truck Keys becomes "The Driver" and the"Escape Phase" begins.
-To attempt to start the Truck and begin the "Escape Phase", the Hero with the Truck Keys must give up their turn at the truck and roll a d6 for each Hero in truck. The truck starts on the roll of 6.

5) Escape phase - The following rule changes are now in effect.
-The Driver always goes first in subsequent human turns. All the driver can do is attempt to start the truck. They cannot fight, shoot range weapons, or use special abilities. If the Driver is ever left alone with a zombie then they are immediately killed and the game is over.
-the sun tracker stops and the 4 Hero death win condition no longer applies.
-Heroes cannot leave the truck but can get on the truck.
-Heroes killed DO become Zombie Heros and Heroes DO NOT respawn.
-Fights on the truck only happen on Zombie turn and when Heroes win they knock the zombies 1 space out of the truck (Heroes Choice).

6) Once truck is started all zombies or Zombie Heroes in the truck must be either killed or knocked off the truck by beating them in a fight. No more zombies can get onto the truck after it has started and the Zombie player can not draw new cards.-Driver now rolls 2 dice at the start of each subsequent hero turn that the humans fail to clear the truck. If the Driver rolls doubles then the truck crashes and the escape failed.
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04-03-2013, 10:54 PM (This post was last modified: 04-09-2013 08:45 PM by deepfreeze.)
Post: #2
RE: Escape in the Truck Reimagined
EDITED - See above for plain text rules.
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04-04-2013, 01:50 PM
Post: #3
Re: Escape in the Truck Reimagined
I must say I'm pretty impressed with this reimagined scenario! I will add that I hate it when the zombie player goes and sits at the truck with his/her zombie army and just waits for my return. That's one area that Zombicide got right with their game, the zombies must move towards any survivors they can see. If they can't see any heroes they go towards the loudest noises on the board (gunshots, doors opening etc). Maybe you could add some type of sound element? The no more than 4 zombies on the truck is also a good rule. Anyways it looks great man keep up the good work!

"My mama always told me someday I'd be good at something. Who'd a guessed that something'd be zombie-killing?" -Tallahassee
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04-04-2013, 01:57 PM
Post: #4
RE: Escape in the Truck Reimagined
Gonna give this a go. So the game ends when the truck is started - it doesn't have to actually drive off the board?
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04-04-2013, 02:22 PM
Post: #5
RE: Escape in the Truck Reimagined
(04-04-2013 01:57 PM)Achtung Panzer Wrote:  Gonna give this a go. So the game ends when the truck is started - it doesn't have to actually drive off the board?

Having a driving mechanic could actually be pretty cool

"My mama always told me someday I'd be good at something. Who'd a guessed that something'd be zombie-killing?" -Tallahassee
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04-04-2013, 04:13 PM
Post: #6
RE: Escape in the Truck Reimagined
(04-04-2013 01:50 PM)zachmaio Wrote:  I will add that I hate it when the zombie player goes and sits at the truck with his/her zombie army and just waits for my return.

I love it when zombie players pile their horde on the truck, that leaves them vulnerable to:
- Fire Extinguishers
- Dynamite
- Pump Shotguns
- zombie hunger (isn't it more epic when a Hero has to make the decision to lead the zombies away from the truck)
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04-04-2013, 04:20 PM (This post was last modified: 04-04-2013 04:35 PM by deepfreeze.)
Post: #7
RE: Escape in the Truck Reimagined
(04-04-2013 02:22 PM)zachmaio Wrote:  
(04-04-2013 01:57 PM)Achtung Panzer Wrote:  Gonna give this a go. So the game ends when the truck is started - it doesn't have to actually drive off the board?

Having a driving mechanic could actually be pretty cool

First just to clarify the "Escape" ending.

The Sun Tracker Marker stops as soon as you are ATTEMPTING to start the truck because at this point you have finished the main objectives and just seeing if you are successful. It would be so lame for time to run out as you are starting the truck, and the game should only last 5 minutes past this point anyway.

After the truck has started moving (you could move it off the town board if you want for thematic effect), the game has functionally ended and is now in a different phase, the "escape turns" if you will. The remaining Hero's who are not driving are fighting once/turn (at this point there is no more human and zombie turn). For fight rules it is considered a Zombie turn (each zombie DOES NOT fight each human and it is humans choice who fights who). Nobody draws new cards.
-Ranged weapons during the escape I am kind of up in the air about. I would say humans NOT in a fight can still use range weapons 1/escape turn. No exchange.

Also, at this point the only thing that matters is escape or no escape. i.e. If the zombies kill their 4th hero during the escape the game does not end. If the zombies kill everyone but the driver then the game DOES end (he would be defenseless). You can consider it a major victory if all 4 Hero's escape. 2 is probably a Zombie win (let's face it, the Heros would not call that a win!)
-You could consider if a tie if the Zombies kill >4 but the Hero's escape. I think that Heros left behind should be thought of as dead, but again I wouldn't want that to end the game if it brought the dead heroes > 4.

Now as for the driver. I was thinking about adding something for them to do during the escape.
-It could be every turn after the first escape turn (so NOT the turn immediately following starting the truck). The driver has to roll 2 dice. If he rolls doubles then the Truck Crashes and the escape fails.
-You could imagine that driving a truck full of zombies fighting your friends out of an infested town would be pretty hectic.
-This is pretty low odds so you should get some turns to clear the truck before it crashes. If you clear the truck before you leave or on the first "escape turn" then there is 0% chance of failure.

Thank you everyone for the feedback! I am trying to keep the scenario as simple as possible because I think adding tons of new mechanics can make things get bogged down. Any ideas to streamline it more would be appreciated.
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04-04-2013, 05:22 PM
Post: #8
RE: Escape in the Truck Reimagined
I think some of us need to get together and make a viable noise rule set. Just like zombie hunger forces zombies to move against the controllers will, guns, chainsaws, ect. should as well. That will stop zombie camping. That might also make certain scenarios more interesting.. Defend the manor house with someone in there making ranged attacks with a shotgun...

I'm not dead. I'm electroencephalographically challenged...
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04-04-2013, 06:06 PM
Post: #9
RE: Escape in the Truck Reimagined
(04-04-2013 05:22 PM)friskers96 Wrote:  I think some of us need to get the the together and make a viable noise rule set. Just like zombie hunger forces zombies to move against the controllers will, guns, chainsaws, ect. should as well. That will stop zombie camping. That might also make certain scenarios more interesting.. Defend the manor house with someone in there making ranged attacks with a shotgun...

The issue with LNoE is that the zombies are controlled by a human and doing this would take more control away from the zombie player.

I'm not saying it is impossible to do right but it just needs to take that into consideration. It needs to be an advantage for zombies most of the time.
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04-04-2013, 06:06 PM
Post: #10
RE: Escape in the Truck Reimagined
(04-04-2013 05:22 PM)friskers96 Wrote:  I think some of us need to get together and make a viable noise rule set. Just like zombie hunger forces zombies to move against the controllers will, guns, chainsaws, ect. should as well. That will stop zombie camping. That might also make certain scenarios more interesting.. Defend the manor house with someone in there making ranged attacks with a shotgun...

If you're familiar with zombicide rules you could pick pieces out of there that you like. But if we do infact do this i'll take part just let me know

"My mama always told me someday I'd be good at something. Who'd a guessed that something'd be zombie-killing?" -Tallahassee
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