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Solitaire ruleset for LNOE and GH
10-03-2009, 01:52 AM
Post: #1
Solitaire ruleset for LNOE and GH
Here's a solitaire ruleset that I've created for LNOE (with GH). It works pretty well to emulate some of the possible Zombie card play during particular situations in the game. I'm still tweaking this a bit, so if you try it out and have some suggestions for changes, by all means post them here...

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Remove the following cards from the full Zombie deck (the remainder of which is shuffled and called the Zombie Main Deck):

Bickering
Bitten (2)
Braaains
Catfight
Caught Off Guard
Despair (2)
Fighting Instincts
I Feel Kinda Strange (2)
It's Stuck (2)
Knocked Away
Last Night on Earth (2)
Locked Door (2)
Loss of Faith (2)
Resilient (2)
Scratch and Claw (2)
The Line is Dead
Trip
Undead Hate the Living (5)
Urrrrggghhh! (5)

Return "The Line is Dead" and one of the "Locked Door" cards to the box and set the other "Locked Door" card aside.

Shuffle the other cards from that group together to make a Zombie Special Deck.

To offset the effect of "The Line is Dead" card, which was removed, choose one Hero who begins inside a building. That Hero may not Search on their first turn. If no Heroes begin inside buildings, one of them does not receive a Hero card which they would normally be entitled to receive at the start of the game.

At the beginning of each Zombie turn, draw and play 2 cards from the Zombie Main Deck, inasmuch as they can be played. Play and move zombies in the way that would be most detrimental to the Heroes or that would most benefit the zombie objective in the particular scenario. Discard any card drawn that cannot reasonably be used.

Beginning with the second game turn, be aware of when one of the following situations occurs:

ANY FIGHT HAPPENS
HERO WINS A FIGHT
HERO TAKES A WOUND
TWO HEROES IN THE SAME SPACE AT START OF HERO TURN
HERO EVENT CARD IS PLAYED
ZOMBIE KILLED BY A GUN
A FAITH CARD IS IN PLAY
(check every turn if Father Joseph has it)
HERO PASSES HAND WEAPON BREAK CHECK
HERO MOVES 4-6 SPACES
(not merely rolls 4-6, but moves that far)

If one of those situations occurs, draw 2 or 3 cards from the Zombie Special Deck:
--draw 2 the first time
--draw 2 any time after there was a successful draw
--draw 3 any time after a draw was not successful

If one of the cards drawn is a card that could be played in the current situation, then play it and discard it. Return any cards that were not used to the Zombie Special Deck and reshuffle that deck.

"Locked Door": Once the turn marker has reached 8, shuffle the "Locked Door" card into the Zombie Special Deck and from that point on include HERO PASSES THROUGH A DOOR as a situation for which to draw from the Zombie Special Deck.

As cards are played, cross them off from the following list. If a situation has no more cards available, then you don't need to draw cards for it anymore. Note that there are only two "Loss of Faith" cards total, so when one is crossed off for one of its applicable situations, cross off one of the "Loss of Faith" cards for the other possible situation at the same time.

ANY FIGHT HAPPENS
Caught Off Guard
Fighting Instincts
It's Stuck
It's Stuck
Scratch and Claw
Scratch and Claw
Urrrggghhh
Urrrggghhh
Urrrggghhh
Urrrggghhh
Urrrggghhh

HERO WINS A FIGHT
Bitten
Bitten
Undead Hate the Living
Braaains

HERO TAKES A WOUND
I Feel Kinda Strange
Knocked Away

TWO HEROES IN THE SAME SPACE AT START OF HERO TURN
Bickering
Catfight
Last Night on Earth

HERO EVENT CARD IS PLAYED
Despair
Despair

ZOMBIE KILLED BY A GUN
Resilient

A FAITH CARD IS IN PLAY (check every turn if Father Joseph has it)
Loss of Faith
Loss of Faith

HERO PASSES HAND WEAPON BREAK CHECK
Loss of Faith
Loss of Faith

HERO MOVES 4-6 SPACES (not merely rolls 4-6, but moves that far)
Trip
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Solitaire ruleset for LNOE and GH - Grudunza - 10-03-2009 01:52 AM

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