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Ripped this from Nickmodaily, who may or may not have ripped it from someone else, but modified it a bit and made it more aesthetic.

Going to tweak the text of course, I have everything jumbled up on one side, and only two lines of text on the other. Should allow me to elaborate a bit on the rules. Haven't play tested.

Photobucket messed up my dimensions, of course.

[Image: CustomItCameFromOuterSpace1.jpg]

[Image: CustomItCameFromOuterSpaceBack.jpg]
Ryuk Wrote:Very cool stuff. I remember seeing this over at BGG (yes,deadrabbit-I lurk there too). It's changed somewhat- and still no one has playtested it yet?! Appreciate the posting though, new senarios are what keeps the game going. Wish there were more here.

Hope you don't mind criticism/corrections...
There are nine Townsfolk cards/counters.

Or questions...
Why are we removing one of the Townsfolk at the beginning of the game?

Thanks for the feedback!

We played two games last night, but we had new players involved so stuck with vanilla scenarios. Maybe we'll get the hardcore group together tonight/tomorrow night and play test this one.

Thanks for the Townsfolk correction, I thought Growing Hunger only added 2 more, but you're right.. it's 3 (Coach, Jock, and Granny) so 9 total. I have them randomly discard down to 7 Townsfolk because there are only 7 Grave Dead Zombie miniatures.

Other than that, I'm going to doctor it up a bit more tonight, evenly distribute text and images across the cards. Would like this to look as official as possible. Think I can fool my friends into thinking this is an official web scenario. :P
The destroy the meteor conditions aren't very clear -- one implies that you don't need explosives? I'd say to make it require explosives (no way to blow it up without them), and make you have to blow up the multiple sets of explosives at once. You'll need a big boom to blow up the rock. Phrase it similar to the conditions for the Escape in the Truck, perhaps. I'd make explosives a scenario search item.

Without playing it, I think this one sounds a little bit in favor of the heroes than the zombies. I'd like to give a reason for the heroes to abandon the townsfolk. It'll take effort to escort the scared-shitless townsfolk. One less fight dice? Can't use ranged weapons? -1 to all Fight Dice rolls? Cannot search while escorting? I'd also put in a little bit that says that unescorted townsfolk trigger The Hunger.
mqstout Wrote:The destroy the meteor conditions aren't very clear -- one implies that you don't need explosives? I'd say to make it require explosives (no way to blow it up without them), and make you have to blow up the multiple sets of explosives at once. You'll need a big boom to blow up the rock. Phrase it similar to the conditions for the Escape in the Truck, perhaps. I'd make explosives a scenario search item.

Thanks for the feedback!

Yeah, I was hoping to fit everything on two cards and found I was forgetting a lot of the special rules as I was fighting to save space. But you're right, you'll need dynamite (and a fire item) to wound the Meteor; you can throw or plant dynamite on the meteor. Explosives and fire items are scenario search items per the last page.

Quote:Without playing it, I think this one sounds a little bit in favor of the heroes than the zombies. I'd like to give a reason for the heroes to abandon the townsfolk. It'll take effort to escort the scared-shitless townsfolk. One less fight dice? Can't use ranged weapons? -1 to all Fight Dice rolls? Cannot search while escorting? I'd also put in a little bit that says that unescorted townsfolk trigger The Hunger.

Let me explain my motives and maybe it will be justified. The original "It came from Outer Space," or at least the one I ripped, only allowed a Hero to escort 1 Townsfolk at a time and it counted as an item. I felt that if the Heroes had already rescued 4 of the 6 Townsfolk, then that would give the Zombie player 2 Townsfolk as Freebies. By letting the Heroes escort 2 Townsfolk each, they can now theoretically save them all.

However, by allowing the Heroes to escort 2 Townsfolk a piece, should a Hero with 2 Townsfolk attempt to attack the Meteor, they run a huge risk of losing any Townsfolk they were escorting. Should they die while attempting to wound the Meteor, whomever they're escorting could possibly fall into the Zombie's hands and could potentially turn into Grave Dead immediately, especially if they attempt to plant the dynamite instead of throw it (which would place them in an adjacent space to the Meteor). To balance this, I introduced a rule which allows the Heroes to leave a Townsfolk unescorted, which would allow them to place them a distance away from the Zombies if they wish, and attack the Meteor, mitigating the likelihood of capture and turning into Grave Dead.

I played with the thought of Townsfolk triggering Zombie Hunger, but decided against it. It would give Heroes the added advantage of luring Zombies away with non-player characters. I can imagine my friends using Townsfolk as bait, and while they're away from home, attack the Meteor.

Other than that, now that it's brewed in my head a bit more, it does lean toward the Heroes. I added 2 extra outer boards so that the Heroes must start far away from the main board, which gives the Zombie player a crucial head start in capturing the Townsfolk. Perhaps I'll add handicaps to Heroes escorting Townsfolk, like you suggest. I'd just rather not have the players keep track of too much. Perhaps Autospawn Zombies.. that usually levels the playing field quickly!

Eager to hear your thoughts. Watchmen02
The Meteor being in the middle makes it really hard for the zombies to defend it at all. Did you mean for it to be a spawning pit?
mqstout Wrote:The Meteor being in the middle makes it really hard for the zombies to defend it at all. Did you mean for it to be a spawning pit?

Hm, I intended for it to be there so it would a fairly equal distance from all buildings, keeping in mind that Zombies will have to drag Townsfolk back. To throw off this symmetry may mean it would be easier for a Townsfolk to be captured and transformed into Grave Dead unusually faster than those in buildings that are (now) much further away.

How would you suggest to balance this instead? Tuck the Meteor into a corner and allow Zombies to place Townsfolk instead of Heroes?
If the meteor is a spawning pit, it won't make it any faster to fetch a townsfolk and drag them to the meteor. Any zeds that start at it must walk away to a building and drag them back. You'd still be using those spawned by the normal spawning pits to get them and then to take them to the meteor. But, because the meteor is 4 moves from all the spawning pits, it'll be hard to put up a defense of it against heroes who might be assaulting it to blow it up.

Did you intend for the spawning pits on the other two tiles to be active?
mqstout Wrote:If the meteor is a spawning pit, it won't make it any faster to fetch a townsfolk and drag them to the meteor. Any zeds that start at it must walk away to a building and drag them back. You'd still be using those spawned by the normal spawning pits to get them and then to take them to the meteor. But, because the meteor is 4 moves from all the spawning pits, it'll be hard to put up a defense of it against heroes who might be assaulting it to blow it up.

Did you intend for the spawning pits on the other two tiles to be active?

Oh no, the Meteor wasn't intended to be a spawning pit and the spawning pits on the other two tiles would be active. For some Zombie players, it would be an opportunity to harass the Heroes before they're in range of the Meteor; then there are also the Hero players that would take advantage of the fact that the Zombies must be evenly distributed. I'll make the Meteor a spawning pit to allow the Zombies to form a responsive defense, like you suggest. Watchmen02

You think I should deactivate the outer spawning pits?

What if I were to rotate boards 5 and 6 another 90 degrees and force the Heroes to spawn in a random building on board 6 (the outermost board)? It would give the Zombie players a huge head start.
Updated! ..but I friggen forgot to handicap escorting Heroes. Will add that soon, and fix more typos.
Why is it no matter how I save the second part of the picture it cuts it off to next to nothing?

NM, I just hit print screen and made a screen capture of it. Easy fix.
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