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I couldn't muster up any gamer support here locally, so I thought I'd try the Growing Hunger mini game suggestion of ALONE IN THE DARK.

Playing both sides by myself, of course is a bit lame (ok, a lot lame), but its a good way for me to understand rules, strategies, and just get more familiar with the game.

So, I set the board up according to the suggestions, chose Sheriff Anderson as my protagonist, and rolled for 'how many zombies' to start with.

The zombies started with six right away, so the Sheriff would have his hands full. But, in an odd twist of fate, the random 'L' sections I chose included the Police Station, and even better, the Sheriff's random location started right in it.

The game progressed nicely, at least for the Sheriff...He was able to blast a few zombies at maximum range before the damnable brain munchers pulled the plug on the building and caused LIGHTS OUT. The Sheriff made a fantastic beeline across the board to the diner thanks to a roll of six, and took another zombie out with a fantastic shot.

I was feeling pretty good about our Hero's chances, as a well placed search marker, the Sheriff also landed the cleaver, which came in handy as a zombie got a shamble move to close the gap. Even though the zombies had a card that took away one of the Sheriff's fight dice, a six still got the insta-kill.

So, five of the needed six zombies were now re-dead, and the sheriff still had 5 or so turns left and was fully unscathed....that's when it all fell apart, and quickly too!

The card OVER CONFIDENCE was played, which forces the hero to stay put if a zombie is in their space....and thanks to another shamble card, a zombie was upon him in no time.

The zombie portion of the fight ended up as 'fended off', but with the OVER CONFIDENCE pinning my hero to the spot, the sheriff couldn't get away.

The Sheriff couldn't move, and searched in vain for any help via the Hero deck. He also fired his gun to no avail. The next fight ended with the Sheriff taking a wound. Despite that, he couldn't shake off the OVER CONFIDENCE card (needs a 4+ to remove from play)

The zombies turn allowed them to move closer at the smell of law enforcement blood, but the single zombie would be all they needed. The Sheriff again suffered a wound, leaving only one left. The OVER CONFIDENCE card still wouldn't leave.

In desperation, the Sheriff fired again on his turn, and swung wildly with the cleaver, only to have the indignity of that single zombie causing three straight wounds, and promptly ended Woodinvales last hope....

It was a very fun game, even though it was a solo affair.

My question is two fold. Does it sound like I played that OVER CONFIDENCE card correctly? AND, if a Hero is in the same space with a zombie, can he use both the ranged attack of the revolver, AND the fight attack (so basically two attacks in one turn?)
One note, you do not have to leave a building when it's "Lights Out". That ONLY affects movement into and within the building on which it is played.

Overconfidence is very often a lethal card from my experience. I still do believe it is fair, however.

As to the question, YES, you make ranged attacks before the "Fight Zombies" step. Refer to the included turn sequence cards.
Oh I agree, my poor Sheriff had his chance to break the Over Confidence card, and his luck just couldn't hold. The card is powerful, but fair.....
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