Quote:Fork Lightning (pro hero)
The zombie player must roll 1D6 for every explosive grave weapon zombie currently in play. On the roll of 2+ the zombie immediately explodes.
Not an idea I would want to use, because I wouldn't want to require any expansions for these. Granted, I have SOTF, so I could certainly use it, and I don't know if anyone else would actually try these out, anyway... But at least in theory, I would want these to be inclusive of those who just have the base game. Also, this wouldn't necessarily be pro-Hero, as they could suffer if they happen to be next to any Exploding Zombies. And that's fine, but in terms of counting the balance, that would be more of a "leaning Hero" one. I like the "lightning" idea a lot, though. What else could we do for that?
Quote:Night Terrors (pro zombie)
All Heroes with keyword Student are frozen with fear. They may not move, search or perform any form of action for the remainder of this turn.
Too harsh for this deck, I think. Losing a turn is huge, and this could potentially lose the entire Hero turn if you were playing with all Students. But I love the idea of a Sun Track card that targets just Students. How about something like "Curfew: Any Student Hero that is outside is immediately moved to the Police Station. If the Police Station is not in the game or has been Taken Over, then they are moved inside the nearest building."
Quote:Long Arm of the Law (pro zombie)
Any Hero WITHOUT keyword “Law Enforcement” may not use any of their special abilities for the remainder of this turn. All zombies gain an extra fight dice.
The first part is enough, I think.
Quote:Tight as a Drum (pro hero)
Zombies may not move through walls. They may only use doorways to enter/leave buildings.
That's a great one.
Quote:Baleful Moon (pro zombie)
The Zombie Player(s) may roll 1D6. On the roll of 4+ each zombie player may spawn 1 randomly drawn grave weapon zombie (if the zombie limit allows).
Again with the expansion thing... How about something like "Baleful Moon: The Zombie Player(s) may roll a d6 for each Spawning Pit on the board. For each 6 rolled, immediately spawn a new zombie there."
Quote:The Witching Hour (balanced)
If the Sun-Track is higher than 13: The zombie player may draw 2 extra zombie cards above the full hand and then choose 2 to discard. If the Sun-Track is lower than 13: The Hero players may each discard one item to draw and keep 2 hero cards.
That one is great, though it really favors the Heroes at that number (it's much more likely to be lower than 13). Change the number to 7 or 8 and I think it would be balanced.
Quote:Industrial Accident (balanced)
If The Plant is in the game, any hero currently within its walls must discard one item. Any zombie within its walls is killed on the roll of 2+.
Nice, but I would make that the Plant or the Factory, to give it more likelihood of taking effect. The idea of an industrial accident happening at two different places at the same time is kind of silly (if both places are in the game), but I suppose it could be considered sabotage.
Quote:Lost Below (pro zombie)
Any hero who begins this turn in a sewer may not move, search or perform any action. (Unless they possess a Flashlight, in which case they may move only).
Expansion only...
Quote:Limber Minds (pro hero)
Any hero with keyword “student” may take a free search if they are currently in either the high school, gym, library, general store or diner.
Nice, but I might suggest calling it "Familiar Territory" or something like that.
Quote:Rapid Decay (pro zombie)
All zombie player(s) must immediately sacrifice two zombies or discard 2 zombie cards not currently in play.
Nice, but wouldn't that be pro-Hero?
Quote:Demoralised (pro zombie)
Heroes may not use any Heroic Hero card.
That's a great one.
Quote:Last Few Shells (pro hero)
If the Gun Shop is in play, place 3 ammo tokens inside the building. Remove one token every turn thereafter.
Expansion only, though I'm sure something could be done involving Guns or Ammo cards...
Quote:Surplus Materials (pro hero)
Any hero currently adjacent to a barricade may place one reinforcement token on it on the roll of a 3+.
I like it, but again, expansion only.
Quote:Too Many Cooks (pro zombie)
Any heroes who begin this turn in the same space as another hero may not move (though they may perform other actions). If any affected hero has keyword strange, they may not perform any action at all.
Nice, but perhaps too powerful.
Quote:Moment of Clarity (pro hero)
No weapon can be discarded due to breakage or lack of ammo for the remainder of the turn.
I had thought of that before, but the problem is that it would make some weapons like the Baseball Bat invinceable.
Quote:Winds of Change (pro zombie)
If there are any barricades currently on the board, the zombie player may choose one to remove. Reinforced barricades are unaffected.
I was trying to think of something for "heavy wind" earlier... Nice, but again, expansion only. What else could we do for "wind"?
Quote:Advanced Decomposition (pro hero)
No zombie card affecting the movement of zombies may be played for the duration of this turn (eg. Shamble, Dragging Meat, Tide Of The Dead, Relentless Advance)
That's a great one.
Quote:Dwindling resources (balanced)
If the Sun-Track is lower than 10:
No zombies may be spawned this turn,
If the Sun-Track is higher than 10:
Heroes may not heal themselves by any method this turn.
Nice, but again the question of whether the number is right. I don't know offhand, but I'd guess that the average number of turns for all of the scenarios is about 15, so I would think that 7 or 8 would be a good middle point.
Quote:Cabin Fever (pro zombie)
Any hero currently in the same building as another hero must exit the building on this turn or suffer one wound.
Very nice.
Quote:The Night Draws On (balanced)
If the Sun-Track is higher than 7:
All zombies may move 2 spaces instead of one. Zombie Heroes may add 1 to their movement roll.
If the Sun-Track is lower than 7:
All heroes may add 1 to their movement roll.
That's good, but I think the effect is better for the zombies. They are, in essence, doubling their movement, whereas Heroes just add 1 to theirs. Now granted, all of these Sun Track specific cards are an either/or thing, so I guess if it benefits the Heroes at all, then it benefits them and they should be happy about it. But it seems as though, if it happens to be drawn where it benefits the Zombies, then they get a greater benefit. So maybe the Hero bonus could be +2 to movement?
Quote:Military Airstrike (balanced)
All heroes must get inside a building this turn or suffer one wound. The zombie player must roll 1D6 for every zombie currently outside. On the roll of a 4+, the zombie is killed.
I actually like that idea, but I would change it to say: "At the end of this turn, all Heroes who are not inside a building take one Wound. The Zombie Player must roll a die for each Zombie that is not inside a building. On the roll of 5+, the Zombie is killed." That way, the Zombies also have a chance to move inside. And I think 5+ is better.