03-11-2013, 08:56 PM
In progress! - Update: Print Downloads Below
A swarm of zombies is coming in from the mountains, into the little town of Floodinvale. Floodingvale is surrounded by impassable mountains, the only way out is across the lake.
Aim: Find the materials and tools to build a boat and get out the town across the lake.
You must get at lest two heroes to the truck across the lake before sundown (16 turns?).
Boats
Finding:
Start of game place random counters in each building, one will be for wood and one for tools. Throw D6 twice once for wood, once for tools. When matching counter found for wood put 4 wood counters in centre of room. When matching counter found for tools put tools counter in centre of room.. Counters can be immediately picked up, from any square in building or if moving into / out of / through building.
Wood counter either takes up 2 item spaces, or if hero would be over item carrying limit; causes move penalty (D3 for move instead of D6). Can be dropped at start of hero move on current square (or is dropped when hero killed). Wood counters (not being carried) are susceptible to fire rules. On a 5 or 6 is destroyed.
Also if using TP could axe and chop down a tree tile for 4 wood tiles in that square? 2 turns to chop (s wood tiles a turn?)
Making:
Need to have 1 wood and 1 tools and be on an OUTSIDE square adjacent to lake board (see build start green square below). Requires two individual turns without a zombie on your square tob be competed. Turn 1: a hero uses a complete turn (no move, no ranged weapons or exchanges), place a boat counter (upside down – grey side) in an adjacent lake square.
Turn 2: use a complete hero turn and flip boat counter right side up (coloured). On third turn you may enter boat (or another player can enter on end of 2nd turn). Boats can carry one person normally, or two people but then becomes “heavy loaded”
Moving:
Normal – D3 for row move, then throw d6 to see current/wind direction (move 1Sq in indicated direction).
Heavy load - 1sq for movement, then d6 for current/wind (1sq in indicated direction).
1 Zombie Choice
2 North (up)
3 East (right/forward)
4 South (Down)
5 West (left/back)
6 Hero Choice
If current/wind move would take a hero off board it is ignored.
If you are on a square containing a zombie at the start of your move turn you can not peddle. (but current/wind still takes effect). Zombie will also automatically move with boat.
Notes:
Boats are susceptible to fire only when in square adjacent to a normal board.
A couple of Cards ideas:
Water bucket: Place 2 counters here. Can use a counter to douse a fire square (throw a D6 on 3+ fire goes out) or if inside a building can make a “puddle square”. Puddle counters can only be placed during move (same as gasoline - on a square, or adjacent square during movement). Once counters are removed bucket can be discarded, or kept (as an empty bucket). Can be filled up next to river or lake to refresh counters.
Bucket picked up from discard pile are considered empty. Only starts filled when drawn from hero deck.
Sand bucket: place 2 counters here. Can be used to smother a fire square (throw D6, on a 4+ puts fire out)
Water hose: used to push zombies back
Puddle tile: chance to slip for each character ending up in, starting or going through the square.
Cold shower: counters last night on earth or bickering cards.
Counters:
Water Counter [x4] (for two buckets?)
Wood Counter [x4]
Boat Counter (Complete) [x4]
Boat Counter (1 Turn) [other side]
lake board pieces (in two bots so they fit on two A4)
Board placement / Setup:
Still struggling on deciding this one. Trying to make it so it actually fits on peoples tables but leaves enough of a stretch to make the heroes have to work for it. Also thinking about making some spawn islands and other blockers in the lake. Was also thinking about separating the town with a small river that slows down zombies abnd heros as they wade though it, chance to get stuck or something.
Beginning Game:
Heroes start in any outside space in the first (most westerly) column (see green square in "Start" above). Randomly mix up the counters and roll random numbers for placing counters in the buildings. (1-3 for left boiard 4-6 for right half of board, then 1-3 for first L shape, 5-6 for second then roll for building. If an L shape is selected with only one building without a counter just place it in that building. If righ L shape is full (has a counter in each building) you don't have to roll to see which L shape, just use the emptier one. Rinse and repeat till all 8 counters are placed. Now roll a dice for the wood and one for the tool. These are the counters you need to find.
Also deciding about how many people fit in a boat, if one is paddling can he shoot too. If one is not paddling can he shoot twice?!
Is taken over allowed on a building where the counter has not been flipped?
lots more work to do before I can begin testing and turning it into printable pdf. Still just at spitball stage, some minor gfx made up.
Let me know what you think!
A swarm of zombies is coming in from the mountains, into the little town of Floodinvale. Floodingvale is surrounded by impassable mountains, the only way out is across the lake.
Aim: Find the materials and tools to build a boat and get out the town across the lake.
You must get at lest two heroes to the truck across the lake before sundown (16 turns?).
Boats
Finding:
Start of game place random counters in each building, one will be for wood and one for tools. Throw D6 twice once for wood, once for tools. When matching counter found for wood put 4 wood counters in centre of room. When matching counter found for tools put tools counter in centre of room.. Counters can be immediately picked up, from any square in building or if moving into / out of / through building.
Wood counter either takes up 2 item spaces, or if hero would be over item carrying limit; causes move penalty (D3 for move instead of D6). Can be dropped at start of hero move on current square (or is dropped when hero killed). Wood counters (not being carried) are susceptible to fire rules. On a 5 or 6 is destroyed.
Also if using TP could axe and chop down a tree tile for 4 wood tiles in that square? 2 turns to chop (s wood tiles a turn?)
Making:
Need to have 1 wood and 1 tools and be on an OUTSIDE square adjacent to lake board (see build start green square below). Requires two individual turns without a zombie on your square tob be competed. Turn 1: a hero uses a complete turn (no move, no ranged weapons or exchanges), place a boat counter (upside down – grey side) in an adjacent lake square.
Turn 2: use a complete hero turn and flip boat counter right side up (coloured). On third turn you may enter boat (or another player can enter on end of 2nd turn). Boats can carry one person normally, or two people but then becomes “heavy loaded”
Moving:
Normal – D3 for row move, then throw d6 to see current/wind direction (move 1Sq in indicated direction).
Heavy load - 1sq for movement, then d6 for current/wind (1sq in indicated direction).
1 Zombie Choice
2 North (up)
3 East (right/forward)
4 South (Down)
5 West (left/back)
6 Hero Choice
If current/wind move would take a hero off board it is ignored.
If you are on a square containing a zombie at the start of your move turn you can not peddle. (but current/wind still takes effect). Zombie will also automatically move with boat.
Notes:
Boats are susceptible to fire only when in square adjacent to a normal board.
A couple of Cards ideas:
Water bucket: Place 2 counters here. Can use a counter to douse a fire square (throw a D6 on 3+ fire goes out) or if inside a building can make a “puddle square”. Puddle counters can only be placed during move (same as gasoline - on a square, or adjacent square during movement). Once counters are removed bucket can be discarded, or kept (as an empty bucket). Can be filled up next to river or lake to refresh counters.
Bucket picked up from discard pile are considered empty. Only starts filled when drawn from hero deck.
Sand bucket: place 2 counters here. Can be used to smother a fire square (throw D6, on a 4+ puts fire out)
Water hose: used to push zombies back
Puddle tile: chance to slip for each character ending up in, starting or going through the square.
Cold shower: counters last night on earth or bickering cards.
Counters:
Water Counter [x4] (for two buckets?)
Wood Counter [x4]
Boat Counter (Complete) [x4]
Boat Counter (1 Turn) [other side]
lake board pieces (in two bots so they fit on two A4)
Board placement / Setup:
Still struggling on deciding this one. Trying to make it so it actually fits on peoples tables but leaves enough of a stretch to make the heroes have to work for it. Also thinking about making some spawn islands and other blockers in the lake. Was also thinking about separating the town with a small river that slows down zombies abnd heros as they wade though it, chance to get stuck or something.
Beginning Game:
Heroes start in any outside space in the first (most westerly) column (see green square in "Start" above). Randomly mix up the counters and roll random numbers for placing counters in the buildings. (1-3 for left boiard 4-6 for right half of board, then 1-3 for first L shape, 5-6 for second then roll for building. If an L shape is selected with only one building without a counter just place it in that building. If righ L shape is full (has a counter in each building) you don't have to roll to see which L shape, just use the emptier one. Rinse and repeat till all 8 counters are placed. Now roll a dice for the wood and one for the tool. These are the counters you need to find.
Also deciding about how many people fit in a boat, if one is paddling can he shoot too. If one is not paddling can he shoot twice?!
Is taken over allowed on a building where the counter has not been flipped?
lots more work to do before I can begin testing and turning it into printable pdf. Still just at spitball stage, some minor gfx made up.
Let me know what you think!