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Shadowbrooke is a town frequented by a Plague of Unnatural beings. Most of the time, there seems to be a Monster plaguing the townsfolk. But once in a blue moon, there are two.

Vampires vs Werewolves is meant to be a variant of play for Co-Op and is meant to add a little bit more playtime to the game, while requiring minimal additional Setup. Here are the key differences between Standard and this Variant:

1) Make use of 2 Shadow Track progressions for this game. You can use another counter to monitor the progress of each Villain. Whenever a card from the Mystery deck, or Cooperative Encounter chart causes the track to move, move both counters forward. If the Shadow Track is progressed by the Minion chart, or a Minion entering Shadowbrooke, progress only that Villains Track. If either of the Villains Tracks hit 0, the Heroes (And the other Villain) loses.

2) At the start of each game, the players have the option of either switching Villain 'Control' from one Villain to the other during every other Turn, or rolling a die (1-3 for one Villain and 4-6 for another) every time a Villain's Chart or Encounter is played. The former will offer a more organized playstyle, whereas the latter could possibly be more Challenging in terms of difficulty due to Surprise Movements and the Shifting Tides of battle.

3) When Minions March, movement begins using the Minions furthest from Shadowbrooke. In addition to this, During the 'Minions Move' part of the Mystery Phase, if there is a Minion of a Different Villain up to 4 Move away from one of the Current Active Villain's Minions, that Minion moves into the same space. (Note that this may move that Minion further from Shadowbrooke) If Minions from a Different Villain encounter each other, a Fight Breaks out. On a Roll of 1-4, the Attacker is victorious. This causes half of the Investigation rounded down of the slain monster to be placed onto the board (Heroes can learn from Monster battles) and move the Winners Shadow Track up Once.

4) Each Villain has 1 Lair Card each. The first Evil Elder will join the First Villain Encountered. If there is more than 1 Evil Elder, spread them out as evenly as possible, prioritizing the first Villain Encounter.

5) When one of the Villains is Slain, move the Shadow Track of the other Villain back 4 Spaces (This represents renewed hope for the Village). The Surviving Villain gains all 'Remains In Play' Mystery cards from the other Villain, and, if playing with the Cooperative Track, gains +2 Wounds or +1 Combat depending on which Marker was passed. (This represents the Villain learning from the other Villain's Failures) In addition to this, the surviving Villain gains an ability:

If the Vampire is Slain: Sleeping in a Coffin caused the Vampire to be Caught and Staked. The Werewolf now roams Freely. At the Start of each Villain Phase, the Werewolf's Lair card is Discarded. In addition to this, all Rolls on the Villain's Minion Chart are now 'Werewolf Attack'.

If the Werewolf is Slain: The Recklessness of the Werewolf has proven to be its downfall. The Vampire learns to be more Elusive. Each hit done to the Vampire after Mist Form is now Prevented unless that Hero pays 1 Investigation.

I hope some people would take some time to test this out (It's worked so far with me) and Chip in some comments. This Variant is most likely expandable with other Villains. Maybe in the future, we can mix and Match? Zombie17
Hah! The Bog Fiend vs. The Unspeakable Horror could get ugly real fast.

This is actually pretty darned cool. I will test this out in some solo games, as the ladies of the house aren't quite ready for more rules.

Great job.
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