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New player, need some clarification
05-19-2009, 04:27 PM (This post was last modified: 05-19-2009 04:31 PM by SPARTAN VI.)
Post: #1
New player, need some clarification
Just finished my second game, but first advanced game last night and a couple debates were started over ranged attack and fight rules.

Thanks in advance.

1. Ranged attack. During the zombie turn, if he engages a fight with a hero that has a ranged weapon, the revolver in our case, does the hero do a 2D6 roll as if he were unarmed? Or may that hero roll a single D6 and use the revolver?

According to the rule book, there's a single sentence that says something along the lines of "fights do not include ranged combat" so I'm guessing the hero would have to roll 2D6 for melee.

2. Melee weapons. Second question is about the stacking effects of weapons. If a hero has both a crowbar and a meat cleaver, do the abilities stack during a fight? The abilities would be "win on a tie" and "kill on a roll of 6," respectively. Or does the hero have to decide which melee weapon he wants to use during the fight? Last night in our Escape in the Truck scenario, Sally was rolling 6 after six, but barely doubles. Wondering if we gave her the meat cleaver, if she'd be able to benefit from both weapons at once.

3. Ranged attacked through a door. Does a door act like a wall when a hero is placed against it? As in, if the hero is directly up against a door, does the door still obstruct their field of vision? The game is very specific about not being able to shoot through doors, if a hero is not on the space, but doesn't go into detail about placement.

Looking at the diagrams in the rule book, there's a picture where the hero is up against the wall, so their visibility is less limited. The wall directly next to the hero is a door, which I noticed did not limit his visibility. I'm guessing doors behave like walls when the hero is placed next to them, allowing them to perform a ranged attack through them.

Anything special about locked doors and ranged attacks?

4. Turn/phase order. We had a debate about movement/searching/spawning zombies last night, and someone's feelings got hurt. Basically, if you go out of order, are you allowed to go back and complete the other phases?

Zombie players first move the sun tracker, draw cards, roll to spawn new zombies, move zombies, fight, then roll and place new zombies. However, last night our zombie player was getting antsy during his last few turns and spawned new zombies before moving his horde. He got upset when we called him on it, and it kinda ruined the game. I figure the rule is there because we can't have them accidentally or intentionally moving zombies that just spawned, correct?

Likely a house rule.

5. Movement.
This one is an open forum, perhaps I'd just like to hear what you guys do. We, again, had a little debate about hero movement. Basically, to keep the pace up, I told the heros (myself included) that once you roll your movement dice you cannot decide to search. However, is movement mandatory once you roll? Say for instance I roll a 1, but don't want to move 1 in any direction. May I stand still?

Second, to keep the pace up, we also decided that once you lift your finger from the piece, your movement is now complete. How do you guys handle movement?

Of course, as we started to wind down to our last turns, it was very critical we orchestrate things perfectly... which we didn't, so we're probably not going to use that "rule." Technically, the phase isn't over until the next has begun. For instance, the moment the hero exchanges items, performs a ranged attack, or fights, then their movement phase is over.

Would like to see how you guys handle this.
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New player, need some clarification - SPARTAN VI - 05-19-2009 04:27 PM

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