02-10-2012, 02:38 AM
I had an idea last night and play tested it the next day. It changes some of the rules, but fight mechanics, range and certain things remain the same. It is more of survival game, its long, and suited for a day, with some hardcore players, who know what they are doing.
*take note the sets i have are, Growing hunger, zombie pillage supplement, revenge of the dead supplement, hero pack one. and grave weapon miniatures.
The set up:
The manor is placed in center and the 4 edges are put around it. my 4 remaining L shaped plate, i made little rectangles and put them on the edge of the board.
Cards i Removed and seperated:
Zombie Cards removed: Any spawning pit, Taken over, play immediately's (except surprise attacks) any of the cards that are not fight cards basically.
Hero Cards, I separated the equipment's and event cards, removed the play immediately's.
*I am constantly added and removing as i play and have not got the mixture just right yet, less salt
Starting out:
The Sun tracker, is now the day tracker, we started on 7 (you can make it longer or shorter if you wish), which represents 7 days. there are 5 turns per day, after each hero turn is the zombies turn. The zombie player only really moves and fights in his turn ( no re spawning or drawing cards).
Zombie player spawns automatically at the start of each day. 3 D6. Minimum 3, maximum 18. (on about 9 spawn points)
The heroes and zombie play draw their daily power card each day, which is the separated Event cards and zombies fight cards. The zombie player draws a card for each hero in play and has no hand limit.
Storeroom:
Heroes start in the manor, which is their store house, they draw 2 cards each from the separated equipment hero cards, and they go in the store room. (the heroes can grab any card from the storeroom during their exchange items phase.) heroes still have their 4 item limit.
Food:
Food is something i put into the game. I used the Die zombies Die scenario card to keep track of food. and used the unused spawning tokens as Food individual items. At the start of the game the heroes roll 2 D6 to see how much food is in the store room. The idea is at the end of each day. which is 5 turns. (the heroes must have food on them, if away from the store room) the heroes must consume their food rations. otherwise take a wound.
they can either take some food from the storeroom onto their person, if travelling, or be in the manor house (storeroom) to eat.
How much food they consume is based on the character card. I decided, half the health boxes (rounded up). Basically, youths= 1 food
adults= 2 food.
Also the heroes can eat the health boxes worth of food, to heal one wound.
Guns:
Guns have no break rolls in this game, instead when a character picks up his/her gun for the first time, they roll to see how much ammo they have. For this i got my test players to have some pencil and paper to keep track. We came to that agreement all guns have 6 rounds to start off, whenever they find one. When the roll to see how much ammo there is, they roll 2 d6 and add that on there paper. they do not however have to discard their gun when it is empty.
Searching:
There are several things the heroes can search for during their turn, when they enter the building. (no searching in the manor though.)
search includes:
food - roll a d3, or half a d6. the result is how much food gets eqquiped to character, i used the spawning pit tokens.
Ammo- if character has a gun, they can roll to find ammo, on a D3. there is no carry limit for ammo, the hero can just mark down extra ammo he has picked up.
Equipment- the hero takes a card from equipment pile.
Barricades- the hero can pick up a barricade, I have little lego pieces for this. the barricade counts towards the item limit and can be placed in the exchange items phase, and can place down as many as they have on them.
Zombies:
Everyday and at the start the zombie player spawns 3 D6 zombies. and draws zombie cards for each hero. and moves them and fights them the same way as stated in the last night on earth rules. However, to bust through walls to heroes within the building space the zombie player must roll 3+ to pass through, fail the roll and the zombie ends its move banging on the wall. A zombie can move through doors normally if there are no heroes within the building . To pass through barricades however, the require a 6 roll to pass through.
Winning/tactics: The heroes must survive the set amount of days to win. while test playing, the hero player set some heroes in the manor with weapons to defend, while others collected food, and or barricades or ammo. The barricades were extremely useful keeping a horde around the whole manor, which was very exciting. The idea is to create several threats that the heroes must think of, planning strategies, and even arguing. 'will we run out of ammo' 'we need to stop them from getting in.' etc.
there are several things that need to be thought out the play test idea was successful in my eyes. Anything you didnt understand?, i probably left something out. just ask me, and i can let you know.
Cheers
Mike
*take note the sets i have are, Growing hunger, zombie pillage supplement, revenge of the dead supplement, hero pack one. and grave weapon miniatures.
The set up:
The manor is placed in center and the 4 edges are put around it. my 4 remaining L shaped plate, i made little rectangles and put them on the edge of the board.
Cards i Removed and seperated:
Zombie Cards removed: Any spawning pit, Taken over, play immediately's (except surprise attacks) any of the cards that are not fight cards basically.
Hero Cards, I separated the equipment's and event cards, removed the play immediately's.
*I am constantly added and removing as i play and have not got the mixture just right yet, less salt
Starting out:
The Sun tracker, is now the day tracker, we started on 7 (you can make it longer or shorter if you wish), which represents 7 days. there are 5 turns per day, after each hero turn is the zombies turn. The zombie player only really moves and fights in his turn ( no re spawning or drawing cards).
Zombie player spawns automatically at the start of each day. 3 D6. Minimum 3, maximum 18. (on about 9 spawn points)
The heroes and zombie play draw their daily power card each day, which is the separated Event cards and zombies fight cards. The zombie player draws a card for each hero in play and has no hand limit.
Storeroom:
Heroes start in the manor, which is their store house, they draw 2 cards each from the separated equipment hero cards, and they go in the store room. (the heroes can grab any card from the storeroom during their exchange items phase.) heroes still have their 4 item limit.
Food:
Food is something i put into the game. I used the Die zombies Die scenario card to keep track of food. and used the unused spawning tokens as Food individual items. At the start of the game the heroes roll 2 D6 to see how much food is in the store room. The idea is at the end of each day. which is 5 turns. (the heroes must have food on them, if away from the store room) the heroes must consume their food rations. otherwise take a wound.
they can either take some food from the storeroom onto their person, if travelling, or be in the manor house (storeroom) to eat.
How much food they consume is based on the character card. I decided, half the health boxes (rounded up). Basically, youths= 1 food
adults= 2 food.
Also the heroes can eat the health boxes worth of food, to heal one wound.
Guns:
Guns have no break rolls in this game, instead when a character picks up his/her gun for the first time, they roll to see how much ammo they have. For this i got my test players to have some pencil and paper to keep track. We came to that agreement all guns have 6 rounds to start off, whenever they find one. When the roll to see how much ammo there is, they roll 2 d6 and add that on there paper. they do not however have to discard their gun when it is empty.
Searching:
There are several things the heroes can search for during their turn, when they enter the building. (no searching in the manor though.)
search includes:
food - roll a d3, or half a d6. the result is how much food gets eqquiped to character, i used the spawning pit tokens.
Ammo- if character has a gun, they can roll to find ammo, on a D3. there is no carry limit for ammo, the hero can just mark down extra ammo he has picked up.
Equipment- the hero takes a card from equipment pile.
Barricades- the hero can pick up a barricade, I have little lego pieces for this. the barricade counts towards the item limit and can be placed in the exchange items phase, and can place down as many as they have on them.
Zombies:
Everyday and at the start the zombie player spawns 3 D6 zombies. and draws zombie cards for each hero. and moves them and fights them the same way as stated in the last night on earth rules. However, to bust through walls to heroes within the building space the zombie player must roll 3+ to pass through, fail the roll and the zombie ends its move banging on the wall. A zombie can move through doors normally if there are no heroes within the building . To pass through barricades however, the require a 6 roll to pass through.
Winning/tactics: The heroes must survive the set amount of days to win. while test playing, the hero player set some heroes in the manor with weapons to defend, while others collected food, and or barricades or ammo. The barricades were extremely useful keeping a horde around the whole manor, which was very exciting. The idea is to create several threats that the heroes must think of, planning strategies, and even arguing. 'will we run out of ammo' 'we need to stop them from getting in.' etc.
there are several things that need to be thought out the play test idea was successful in my eyes. Anything you didnt understand?, i probably left something out. just ask me, and i can let you know.
Cheers
Mike