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New Rules Index. (Each Answer From Jason C. Hill)
08-13-2012, 08:04 PM (This post was last modified: 03-07-2013 12:38 AM by samuraitrev.)
Post: #1
New Rules Index. (Each Answer From Jason C. Hill)
This took me a long time and is an on-going project. I hope you find this useful! Every Answer if from the maker of LNoE Jason C. Hill.

Adjacent
Does include through walls.
http://boardgamegeek.com/article/2332390#2332390

'Adjacent' is meant to include diagonals and is NOT blocked by walls. Think of it as stabbing the Fence Post through a window or door to skewer a Zombie on the other side.
http://boardgamegeek.com/article/2212800#2212800

Advanced Abilities combined with Timber Peak
- A Hero's Advanced Ability works just like a normal Hero Upgrade - get enough Experience Tokens to get an Upgrade and you can choose to take a Random card from the top of an Upgrade Deck (Melee, Ranged, or Special), or you can take the Hero's unique Advanced Ability that is only available to them. Hero Advanced Ability cards count exactly like Hero Upgrades in every way (other than that they are unique to a specific Hero).
- Zombie Advanced Abilities are slightly different than normal Zombie Upgrades in that they are stronger, permanant bonuses and so cost 5 Experience Tokens each (instead of the normal 3). Draw randomly from the Zombie Advanced Abilities cards.
This replaces the previous method for getting Experience on the original version of the Advanced Abilities Rule sheet (it was originally that Heroes could only collect up to 1 Experience Token per turn and that Zombies only got an Advanced Ability by killing a Hero - this was to slow down the system a bit when there were fewer Upgrades to be had, and when there weren't other normal Hero and Zombie cards to support the system).
Anyone who purchases the Advanced Abilities Supplement now is receiving the new version of the Rule sheet (with these changes) and the plan is to post the new Rule sheet on the website as a free download shortly (with the changes noted above).
The new Heroes in Timber Peak do not have Advanced Abilities yet (they did just start fighting Zombies afterall ;> ). The intent is to address this in a future Supplement, once a few more Timber Peak era Heroes are released.
http://boardgamegeek.com/article/10127762#10127762

Advanced Abilities: Zombie Card 'Outbreak'
On the rules sheet there is a clarification specifically for Outbreak that notes that it only applies during step 6 of the Zombie Turn (placing newly Spawned Zombies).
As for the Scenarios, remember that, as noted on the card, the Zombie cannot be placed in the same or adjacent space to a Hero, so they shouldn't really be able to spawn directly into the Manor or Safehouse unless you leave it fairly undefended. If this card is in play, it might require you to change up your tactics a bit though.
One other note is that for Scenarios that use Townsfolk Allies or Townsfolk Heroes, the Townsfolk should be considered 'Heroes' for the sake of placing these new Zombies (so not in the same or adjacent space).
So, it might make some scenarios a little harder for the Heroes (not un-winnable though), but that is why it's a ‘bonus' for the Zombies.
http://boardgamegeek.com/article/5894580#5894580

Automatically Killed
On the Chainsaw it says that a Zombie beaten in a Fight is automatically Killed, even if no doubles were rolled. That simply means that if the Hero wins the Fight while using the Chainsaw, the Zombie is Killed (you don't have to have doubles on your dice in addition to winning the Fight).
http://boardgamegeek.com/article/4576464#4576464

Bio Canisters
You CAN use "Catch!" on the Bio Canisters. If a 1 is rolled, instead of discarding the canister, it is dropped to the ground and must be picked up again in the Exchange Items phase (as noted in the scenario rules for when a Hero with a Canister is killed). Roll a D6. On a 1, 2, or 3, place the Canister in the space where the thrower is; on the roll of 4, 5, or 6, place the Canister in the space where the receiver is.
http://boardgamegeek.com/article/2513360#2513360

Black Zone (The)
If a Hero is killed while the Sun Track is still in the Black Zone, the player draws a new Hero as well as their dead character turning into a Zombie Hero.
http://boardgamegeek.com/article/1778789#1778789

Break Test
Hand Weapon Break Tests
Hand Weapon Items are the most common way for a Hero to get a Combat Bonus: Although powerful tools in the Hero's fight against the Zombies, most of these weapons do have a chance of breaking during combat. Many Hand Weapons have the text:
After each use, Breaks on X (Discard).
This means that after the Hero gains the Combat Bonus: of the weapon, they must roll an additional die to see if the weapon Breaks. This is called a Break Test. If the Break Test roll is equal to X as printed on the card (usually 1 or 2), the Hand Weapon is destroyed in the fight and must be discarded. It is important to note that whether or not the weapon Breaks, the Combat Bonus: still takes affect.

Buildings
I should also point out that some buildings have smaller, walled-off areas within them, such as the Hospital (in this case, the Morgue). These areas are still part of the larger building as a whole and are only walled-off to affect movement, sight, and for theme. Individual buildings ALWAYS have a Random Number set in one of the corners (1,2,3 etc.).
http://boardgamegeek.com/article/1765056#1765056

A building is defined by being named, enclosed by Walls, and having the Random Number set in one corner. Smaller walled off areas within larger buildings are still part of the same building (such as the Freezer or Morgue).
http://boardgamegeek.com/article/2213622#2213622

Book Store
Anytime a Hero is in the Book Store they can pay one less Experience to purchase an Upgrade.
http://boardgamegeek.com/article/11194661#11194661

Hospital
Yes, the Hospital Pick Up can be used on ANY card with the First Aid Keyword (including Recovery).
It is important to note thought that the limit of not using the same copy of a single card multiple times per turn DOES still apply to Event cards as well as Items. I will need to take a look at the FAQ and see about updating that if it doesn't mention it yet.
http://boardgamegeek.com/article/5737977#5737977

Card Pool
Card Pool is only at the start of the game.

Cards: Discarding
A Hero may NOT discard Items or Events unless they have to (or it is part of using the card's text). Not only would this abuse the mechanics (with Pick Up:s and the like) but it also goes against the theme. If Father Joseph finds a Shotgun, even if he finds the use of Guns distasteful, he would still recognize its value in a life or death struggle and try to get it into the hands of the Sheriff.
http://boardgamegeek.com/article/1765056#1765056

Cards: Discard Pile
You can look through any discard pile at any time.
http://boardgamegeek.com/article/1965711#1965711

The reason that you are not supposed to count is to help preserve suspense (if the Hero player can count their discard pile, then they can reasonably know how many cards they have remaining). This rule is more about Theme than functionality. If everyone in your group agrees, you can let players count the discard piles, it just sucks some of the fun out of things.
In a tournament situation, this non-counting rule would not be feasible to enforce.
http://boardgamegeek.com/article/2513365#2513365

Cards: General
The Hero players may show each other their Event Cards as well, but the decision of how they are played always rests with the player who has the card. This helps to push the teamwork feel. The Heroes really do need each other to survive.
http://boardgamegeek.com/article/1713608#1713608

No matter how many characters a Hero Player is controlling, they only have a single hand of Event cards (this is a combined group of cards found by all of the Heroes they control). Item cards are ALWAYS immediately placed face up on the table on the character that found them. Also, individual Heroes are limited to only carrying 4 Items (up to 2 of which can be Weapons). The card borders are color coded. Green/Grey borders are Items/Weapon Items and Gold borders are Events (Townsfolk Events have a washed out Brick border, but are still Events).
http://boardgamegeek.com/article/1714273#1714273

A player may play cards during any turn (even during their opponent's turn) as long as the card is appropriate (card canceling, re-rolling dice, etc).
http://boardgamegeek.com/article/1736086#1736086

There is no limit on the number of 'Event' cards a Hero Player may have in hand.
http://boardgamegeek.com/article/1952123#1952123

Event cards are held by a player and not directly associated with any particular Hero character. Event cards may be played on ANY Hero (yours or your partner's).
This is not the same for multiple Zombie Players as some of the Zombie cards actually say, 'play on your Zombie...' which means that the card can only be played on one of that Player's Zombies.
http://boardgamegeek.com/article/2646002#2646002

It is important to note thought that the limit of not using the same copy of a single card multiple times per turn DOES still apply to Event cards as well as Items. I will need to take a look at the FAQ and see about updating that if it doesn't mention it yet.
The player gets to keep any Event cards they have and can continue to use them. Event cards are not directly tied to a Hero, but rather they are collected by the Player and can be played on any Hero on the team.

Note that Events may be played anytime unless stated otherwise on the card.

Hero Cards
At Last
The Hero Card 'At Last' plays at the start of a Hero Turn and Cancels any Zombie Card that 'Remains in Play'. Alternatively you could use any Hero card that 'Cancels a Zombie card' as this includes cards that Remain in Play.
http://boardgamegeek.com/article/1750569#1750569

Bandages
It is 3 uses total - one for each of the 2 tokens and one for the card itself.
http://boardgamegeek.com/article/10417674#10417674

Blocked Windows
Blocked Windows only prevents Zombies from moving through walls, it doesn't prevent them from spawning inside or being placed in your space.
http://boardgamegeek.com/article/1772533#1772533

If a Zombie can't reach an adjacent Hero for some reason (say Blocked Windows is in play), the Zombie may move normally (ignoring the Zombie Hunger caused by that unreachable Hero).
http://boardgamegeek.com/article/1944925#1944925

Catch!
You CAN use "Catch!" on the Bio Canisters. If a 1 is rolled, instead of discarding the canister, it is dropped to the ground and must be picked up again in the Exchange Items phase (as noted in the scenario rules for when a Hero with a Canister is killed). Roll a D6. On a 1, 2, or 3, place the Canister in the space where the thrower is; on the roll of 4, 5, or 6, place the Canister in the space where the receiver is.
http://boardgamegeek.com/article/2513360#2513360

Faith
Any Hero can have multiple Faiths played on them, even in the same turn. The 'Limit 1' refers to the fact that a 'Holy' Hero (like Father Joseph) can only have 1 Faith card 'Remain in Play' on them at a time. You could play all 3 Faiths on Father Joseph in one turn, but at the end of that turn, all but one of them would be discarded.
http://boardgamegeek.com/article/1712575#1712575

Faith is a very temporary thing (except on Father Joseph) and as such, not generally as powerful as Items or Weapons you might get with a Pick Up:. Another balancing factor is that the Church only has one door. This makes it a very deadly place to hang out for the Heroes.
From a thematic stand point, the intent is that the Hero that is in the Church is the one that has the Faith and is praying for the other Heroes to survive. Imagine a montage scene of one Hero kneeling at the alter praying as the movie cuts between scenes of other Heroes across town cutting down Zombies and fighting for their lives (with appropriately dramtic music of course).
http://boardgamegeek.com/article/1737187#1737187

The limit is for Remains in Play. In other words, you can play as many Faiths as you want, but only one can Remain in Play on a Hero (the rest would be discarded after use).
http://boardgamegeek.com/article/4147192#4147192

Fire Extinguisher
With Fire Extinguisher, you are allowed to move any and all Zombies in your space as well as all adjacent spaces (and yes, Fire Extinguisher is a very good card for several different combos).
http://boardgamegeek.com/article/1759560#1759560

Only Zombies are affected by the Fire Extinguisher (Heroes and Old Betsy just stay where they are). Also remember that moving Zombies with the Fire Extinguisher is optional for the Hero on an individual basis (you could choose to NOT move the ones out of Old Betsy's space if you wanted to keep them pinned down).
http://boardgamegeek.com/article/1954520#1954520

The second half of the card should read, "Discard at any time (except during a Fight) to move every Zombie...".
http://boardgamegeek.com/article/2227317#2227317

The 'Cancel a Fight' portion of the card certainly can be used even if it is not your Hero's turn.
http://boardgamegeek.com/article/2854474#2854474

Try using Fire extinguisher and Gasoline/Dynamite together for a powerhouse blow to the Zombies.

First Aid Kit
"First Aid Kit" CAN be used on the Hero who has it. You'll notice that Becky's healing ability may only be used on 'another' character in the same space.
http://boardgamegeek.com/article/1700145#1700145

As for the First Aid Kit, 'During a Fight' is from the time that the Fight Dice are rolled (one Zombie vs. one Hero), to the time at which the Fight is Resolved (somebody wins and somebody loses - Zombie is fended off and/or wounds are taken). You CAN use the First Aid Kit between two Fights (after the first Fight resolves, but before the second Fight begins). This can be very important in keeping your Heroes alive.
http://boardgamegeek.com/article/2141950#2141950

The First Aid Kit can be used any time 'except during a Fight'.
http://boardgamegeek.com/article/3702540#3702540

Gasoline
I would say that an exploding Gas Marker should have the chance to set off adjacent Gas Markers on the roll of 3+ (or auto if in the same space). Everybody loves a big explosion.
http://boardgamegeek.com/article/1730957#1730957

To pour the Gasoline, a Hero must actually 'move' as their Move Action (even if they choose to stay in the same space). This means that they cannot do any other Move Action, such as Heal with 'Youth' or Search, if they want to pour the Gasoline.
You can place the Gas Marker at any point during the move (before, during, or after), even in your own space.
http://boardgamegeek.com/article/2343470#2343470

A Hero can use the Free Search marker only at 'the end' of their Move. That means when you draw your Hero card, your Move is officially over. Since you can only pour Gasoline 'during' your Move, no Gas after using a Free Search marker.
http://boardgamegeek.com/article/2779791#2779791

Remember that a Gas Marker can be ignited by any gun or signal flare as well as by a fire item.

Get Back You Devils!
Cards like "Get Back You Devils!" may only be played after the Fight is 'Resolved' as the card says 'when a Zombie is beaten in a Fight'. The Zombie cannot be beaten until you know that the Hero has won the Fight.
During a Fight both players may play cards to add dice, re-roll dice, etc. Only after all players agree that they are done playing cards do you 'Resolve' the Fight and see who won.
http://boardgamegeek.com/article/2226843#2226843

Heroic Resolve
With Heroic Resolve, the character continues to get the extra Fight Die and Wins on Ties. The price that you pay, of course, is not getting to search anymore if you want to keep the bonus.
http://boardgamegeek.com/article/1923503#1923503

Heroic Resolve is a 'Remains in Play' card which means that when you play it, instead of discarding it like most Event cards, it stays in play on the Hero you played it on and continues to take affect. The card is only discarded if that Hero searches. In this way, the card may not affect more than one Hero (the Hero it was originally played on).
http://boardgamegeek.com/article/1956899#1956899

I Don’t Trust ‘Em.
The first half of the card should read, “Until the start of the next Zombie Turn, Heroes may not Exchange Items. Discard this card.”

I’ll See You In Hell!
It states that the Hero is 'Removed from the board'. For this reason, no amount of 'preventing Wounds' (or preventing a character from being killed in any way with the card Against All Odds) is going to help. Even if the Wounds are prevented, the character is still 'Removed from the Board'.
http://boardgamegeek.com/article/4323737#4323737

I've Got To Get To The... and the target building gets Taken Over
At that point you would need to roll a new target building for the "I've Got to Get to the..." since your current target is no longer valid.
http://boardgamegeek.com/article/6149189#6149189

Just a Scratch
Just a Scratch CAN be used to prevent any single wound, even a self-inflicted wound such as for Father Joseph's 'Strength of Spirit' ability.
http://boardgamegeek.com/article/2376334#2376334

Just a Scratch 'prevents' a Wound from being taken which means that it is never placed in the Health Box and can be done ANY TIME a Wound is about to be placed.
http://boardgamegeek.com/article/4323737#4323737

Just What I Needed
The first half of the card should read, “Take any non-‘Play Immediately’ card from the Hero Cards discard pile. If there are none, you may draw a new Hero Card.”
http://boardgamegeek.com/article/2227317#2227317

Keys
The ability to discard Keys to immediately draw two Hero Cards is NOT limited to when the Hero is Searching. It can be done anytime, as long as the Hero is in a Building.
http://boardgamegeek.com/article/3665348#3665348

Lighter
Technically, 'using' an Item includes the use of any card text, Keywords, symbols etc on that card. In the case of the Keyword 'Fire' Item to light Dynamite, the Hero is 'using' the Keyword. (Also, thematically, it is obvious that the Hero is using the Lighter). By the letter of the rule, two Heroes would NOT be able to use the same Lighter to light Dynamite in the same turn.

Lizzy The Shopkeeper
You can play Lizzy on a building that already has a Lights Out or Taken Over marker. She is only discarded if another card targets that building after she is in play.
http://boardgamegeek.com/article/3025782#3025782

Old Betsy
When in doubt, the wording on a card should always prevail. Relentless Advance lets Zombies move, but Old Betsy says, "No Zombie may move from that space this turn." So, Old Betsy trumps any form of Zombie movement from the chosen space.
http://boardgamegeek.com/article/1727481#1727481

Old Betsy is only removed from the board if a Zombie tries to move away and rolls the 5 or 6 necessary to 'escape'. This happens immediately so any other Zombies in the space that haven't tried to escape yet may move normally.
http://boardgamegeek.com/article/1753473#1753473

T.J. Thoroughbred
T.J. can be used at ANY time, including after you have just Searched or Moved. It can also be used to move away from a Fight if things are looking bad (if either the Zombie or Hero leaves the space before the Fight has been Resolved, the Fight is automatically canceled).
This is a very powerful escape card, but that is why you have to discard it to use the ability (jump on the horse and ride).
http://boardgamegeek.com/article/1867502#1867502

TJ can be used after the Fight Dice are rolled. It is very powerful, but also is a 'discard to use' ability.
http://boardgamegeek.com/article/2227317#2227317

Wireless Radio
Reveal cards from the top of the deck until an Event is revealed, then take that Event card into hand.
http://boardgamegeek.com/article/2035655#2035655
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