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New Rules Index. (Each Answer From Jason C. Hill)
02-25-2013, 06:40 PM (This post was last modified: 03-06-2013 10:46 PM by samuraitrev.)
Post: #2
RE: New Rules Index. (Each Answer From Jason C. Hill)
Zombie Cards
Zombies are not restricted in how many cards they play in a turn (even in the Hero Turn), with the exception of 'Fight:' cards of which they are limited to one per combat. Individual Zombies can only really hold one idea in their head at a time and it is usually, "Tasty braaiinnnss!"
http://boardgamegeek.com/article/1700151#1700151

A Town Overrun
A Town Overrun discards the top 10 Hero Cards but can be a double-edged sword for the Zombies. It potentially gives the Heroes a lot more opportunties to use the 'Pick Up' ability in the buildings.
http://boardgamegeek.com/article/1754166#1754166

Feels No Pain
The Zombie Card 'Feels no Pain' only works to prevent a Zombie from being 'Instantly Killed' like by the Meat Cleaver for instance. It does not work for preventing any other form of being Killed. This is a pretty specific circumstance which is why there is another possible card effect on the 'Feels no Pain' card that has a much more general use.
http://boardgamegeek.com/article/4576464#4576464

Fighting Instincts
If the Zombie grabs up a weapon that 'Instantly Kills' like the 'Meat Cleaver' (or even just 'Kills' like the Chainsaw), a Hero may still prevent one or more of those wounds to avoid death. Remember that 'Kills' really means to fill all of the character's remaining Health Boxes with wounds. So if you can prevent even one of those, you are still breathing.
That means that Rachelle's 'Intuition' can give her multiple chances to survive against a Zombie attack of this nature (one chance to prevent each wound taken). In test, this has saved her bacon many times where anyone else would be toast.
http://boardgamegeek.com/article/2211590#2211590

Fighting Instincts (with Crowbar vs. Johnny)
As a default, Zombies win on ties.
Any card/ability that contradicts this would take precedence. That is why Johnny's 'Tough' ability works.
If there are two such cards/abilities that directly contradict one another, they do in fact cancel each other out and it returns to the default (in this case, the default of 'Zombies win on ties').
http://boardgamegeek.com/article/2513360#2513360

Haunted By The Past
The intent of 'Haunted by the Past' is that Townsfolk Events may not be played on the Hero or anything involved with them or a Fight they are in. If a Zombie is fighting a Hero that is 'Haunted', Townsfolk may not affect/cancel Zombie Fight Cards, Fight Dice Rolls, etc and Townsfolk may not target the 'Haunted' Hero or any card that is on that Hero (Items, Zombie Events that 'Remain in play' on them etc.).
A Hero Player may always still play their Townsfolk Event cards on any Hero that is not 'Haunted'.
http://boardgamegeek.com/article/2131428#2131428

Haunted by the past has two different game effects; 1) The Hero gains the Keyword Strange and 2) The Hero may not have Townsfolk played on them. Gaining the Keyword Strange just opens you up to other cards like "I Don't Trust 'em'.
http://boardgamegeek.com/article/2150516#2150516

'Haunted By the Past' adds the Keyword Strange, but does not take any other Keywords away.

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.”
http://boardgamegeek.com/article/2227317#2227317

I Feel Kinda Strange
Even if a Hero heals, "I Feel Kinda Strange..." Remains in Play. This makes the card very dangerous for Heroes and one that is good to cancel if you can.
http://boardgamegeek.com/article/1700145#1700145

I’ve Got To Get To The…
If the building is made unavailable to the Hero, then you must re-roll to determine a new building for the Hero to get to.
http://boardgamegeek.com/article/1971768#1971768

Lights Out
Lights Out has no effect on searching, it just slows movement.
http://boardgamegeek.com/article/1700145#1700145

Lights Out has NO effect on anything except moving. It is assumed that the Hero can still see enough to fire at Silhouettes and search around in the dark for something useful.
http://boardgamegeek.com/article/1754214#1754214

'Lights Out' MAY be played on the Manor House because it is a Building (even though it may not be chosen for a Random Building).
http://boardgamegeek.com/article/1835765#1835765

You should also note that Lights Out ends a Hero's Movement if they 'move into a space of that building'. This means that a Hero inside the building who is not next to a door will have to move one space a turn until they can escape through a door, or sit and wait for the Zombies to close in.
Lights out is best for trapping a Hero that is deep inside a building or for playing on a building with multiple doors so that Heroes won't want to try and move through it (such as the Diner or Bank). It's also great for the 'Burn em Out' Scenario to play Lights Out on buildings with Zombie Spawn Pits (such as the Barn or Plant) so that Heroes will take extra time to get to the Pit to blow it up.
http://boardgamegeek.com/article/2020181#2020181

The card should read, “Play this card at the start of a Zombie Turn to place a Lights Out marker on any building…”
http://boardgamegeek.com/article/2227317#2227317

'Light[s] Out' has no affect on Ranged Attacks. Think of it as shooting at the stumbling and moaning shadows, moving around in the dark.
http://boardgamegeek.com/article/2451425#2451425

As stated on the Lights Out card and marker, if you move into a space of that building, your move immediately ends. That means any space of that building.
Note that if you are at a doorway and you step outside, you can continue moving, since you haven't 'entered' a space of that building.
http://boardgamegeek.com/article/2717859#2717859

Locked Door
"Locked Door" only effects a single character for their current move. It is assumed that after that they (or any other character) are able to force the door open or break through somehow.
http://boardgamegeek.com/article/1700145#1700145

Locked Door only lasts for a single Hero's movement (preventing them from moving through the door and ending their move early). The idea is that they can quickly force their way through or find an alternate way (smashing glass etc), it just takes a little longer. Ending their move represents the extra time it takes them.
http://boardgamegeek.com/article/1753199#1753199

Loss of Faith
I'm afraid that 'Loss of Faith' does indeed Cancel (discards) the 'Faith' card, even if it has been played on Father Joseph and 'Remains in Play'. There are 3 'Faith' cards in the Hero deck though, so it is possible to play it on him again (so he can regain his faith). Also, if the Church is on the board, he can always run back there to 'Pick Up' Faith from the discard pile.
http://boardgamegeek.com/article/1699701#1699701

My God They’ve Taken The…
The building is always Taken Over even if no new Zombies are placed.
http://boardgamegeek.com/article/1765056#1765056

The Zombies must be placed in empty spaces (that means no Hero and no other Zombies there).
http://boardgamegeek.com/article/1765056#1765056

A space is 'empty' if there is not a Hero or Zombie model in it. (And if you want to get really picky, it also has to not have a Townsfolk Hero in it - which is part of a Scenario Special Rule in the free Web Download Scenario "Run For It!").
The intent is that to be 'Empty' the space must not have a character in it that gets a turn during either the Hero or Zombie Turn of the game (moved around and controlled by a player).
http://boardgamegeek.com/article/4587282#4587282

As a general rule, a card may not be canceled after it has caused dice to be rolled (or re-rolled). In your example of "My God, They've Taken the...", you could either cancel the card before the Random Building has been rolled, or wait until the card has fully been played (placing Zombies etc); then once the card is left on the table as 'Remains in Play', cancel it. This would remove the Taken Over marker but leave the new Zombies in play.

Oh, The Horror!
For "Oh, The Horror!", It is possible to get a second "Oh, The Horror!" as part of the three cards. Like drawing any other Play Immediately card, you must play it. It is harsh when it happens, but is very uncommon. In general, "Oh, The Horror!" is a good card for the Heroes to cancel. Though it doesn't directly do any harm, it can open you up to a world of pain.
http://boardgamegeek.com/article/1698596#1698596

With 'Oh, The Horror!' it allows the Zombie player to immediately draw 3 cards. This may take the Zombie Player over their hand-size limit. At the start of the following turn, they must discard down to their hand-size if they still have too many cards.
http://boardgamegeek.com/article/1727636#1727636

Overconfidence
You only roll to get rid of Overconfidence when you lose a Fight (as soon as a Fight is Resolved in which the Hero lost). It does not matter if the Hero is actually wounded or not. You could, for instance, play 'Just a Scratch' to prevent the wound and still get to roll to see if Overconfidence is discarded on the roll of 4+ for losing the Fight.
http://boardgamegeek.com/article/1754214#1754214

'Overconfidence' prevents the actual movement, but does not prevent other 'Move Actions' (such as Searching or Healing for a Hero with the 'Youth' ability).
http://boardgamegeek.com/article/2042975#2042975

Resilient
On a Revolver, this doesn't matter because the roll to Hit the Zombie is the same as the roll to see if you are out of Ammo (if you roll a '1' to Hit, the gun is out of ammo). On other Guns such as Pump Shotgun, Resilient may be played AFTER the roll for ammo is made. This makes Resilient powerful, but to use it effectively, you might have to keep it in your hand for a while (taking up one of your four card slots - or one of your two card slots in a two Zombie Player game).
http://boardgamegeek.com/article/1684779#1684779

The card is played when a Zombie is killed to also discard the gun. As noted above, it represents unloading all of your ammo into the Zombie to kill it.
http://boardgamegeek.com/article/1961484#1961484

Rotten Bodies
Zombie Heroes do still take wounds, they just can't take their last wound while Rotten Bodies is in effect.
http://boardgamegeek.com/article/1754479#1754479

Rotten Bodies (With 2 Zombie Players)
With 'Rotten Bodies', the Zombie Player that plays the card rolls a D6 and removes that many Zombies from any of the Zombies on the board, returning them to the appropriate Zombie Pool. This can be any mix of your Zombies and your teammate's Zombies. Then, NO Zombies can be killed until the start of the next Zombie Turn.
http://boardgamegeek.com/article/1981727#1981727

Secretly Bitten
Secretly Bitten. It says to 'Select a Random Hero'. You could not choose which Hero to play it on, it must be determined Randomly.

Shamble
When playing Shamble you should choose the Zombie and then roll to see how far they get to move.
http://boardgamegeek.com/article/1737165#1737165

You may always roll and then decide how far to move or if you want to move at all. Keep in mind that 'Zombie Hunger' (having to move into an adjacent Hero's space if you can) is always in affect - even during your move. In this way you can't Shamble past a closer Hero to get to one that is farther away (unless you can avoid moving adjacent to the closer one).
http://boardgamegeek.com/article/1754214#1754214

Shamble says 'instead of its normal move'. Because Shamble replaces the Zombies normal move of 1 space, you can only do it once for any given Zombie in a turn (you can't replace that Zombie's move more than once in the same turn).
http://boardgamegeek.com/article/2452295#2452295

The Line Is Dead
the Zombie Player may use the card to cancel a Hero's Search. This would also prevent any action that would be instead of Searching such as using the Pick Up in a building to take a card from the discard pile.
http://boardgamegeek.com/article/1750545#1750545

This Zombie card cancels a Hero's Search. This can be used to cancel a Search, or anything that is 'instead of Searching' like using a buildings 'Pick Up:' ability or Sheriff Anderson's 'Man of Action' ability.
http://boardgamegeek.com/article/2131602#2131602

The Smell of Brains
The Zombies DO get to fight, even if they have already fought this turn. Choice of timing with this card is everything and it can be a real killer.
http://boardgamegeek.com/article/3042309#3042309

There’s Too Many!
Whenever you get to place new Zombies on the board, they must come from your Zombie Pool. "There's Too Many!" is the exception to this and is noted as such on the card (that you may remove them from elsewhere on the board as well if you have no more in your pool).
http://boardgamegeek.com/article/1753499#1753499

There's Too Many! (with 2 Zombie Players)
The card "There's Too Many!" allows the Zombie Player that plays it to Spawn D6 new Zombies. A player may only ever 'Spawn' their own Zombies (Green or Brown). Also, the ability to remove them from anywhere on the board if there are not enough out of play, only allows you to remove your own Zombies (the intent is that you will be re-Spawning the removed Zombies and you can only 'Spawn' your own Zombies).
http://boardgamegeek.com/article/1981727#1981727

It states that, "...You may remove them from anywhere on the board if there are not enough out of play."
http://boardgamegeek.com/article/2451423#2451423

Undead Hate The Living
You don't normally associate Zombies with being emotional so the thought that the Zombie might 'hate' the Hero is strange/humorous. Perhaps the Zombie hates the Hero for playing keep away with those tasty brains.
'Zombie's Choice' means that the Zombie Player may choose how many AND which dice the Hero must re-roll! Obviously the Zombie would force the Hero to Re-roll the higher roll(s).
http://boardgamegeek.com/article/1738030#1738030

The Zombie Player chooses how many AND which specific dice to be Re-rolled by the Hero.
http://boardgamegeek.com/article/2469380#2469380

Unnecessary Sel Sacrifice
'Unecessary Self Sacrifce' is "Intead of Fighting" so it replaces the Fight. This means that it CAN be canceled as though it were a fight, but cards that may not be played "during a fight' may not be used. So you could cancel the 'Fight' but you could not use the Extinguisher's second ability or play a card like 'Recovery' to heal before taking the Self Sacrifice wound.
http://boardgamegeek.com/article/2131602#2131602

Cast Appear on the Cards
I do play a Zombie in the background of several cards, but the one that is easiest to point out is Shamble. I am the front Zombie on Shamble - with no lower jaw and the cleaver. Mary Beth (who did the music) is the Zombie in the background of Shamble (the really evil little one).
http://boardgamegeek.com/article/1737609#1737609
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RE: New Rules Index. (Each Answer From Jason C. Hill) - samuraitrev - 02-25-2013 06:40 PM

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