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New Rules Index. (Each Answer From Jason C. Hill)
02-25-2013, 09:41 PM (This post was last modified: 05-08-2014 04:22 PM by samuraitrev.)
Post: #4
RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this)
Fights
A Fight is a single hand-to-hand combat between one Zombie and one Hero. The Fight starts as soon as the 'Fight Dice' are rolled and only ends after the Fight has been Resolved and any wounds have been applied.
http://boardgamegeek.com/article/1700836#1700836

A Fight begins once the Fight Dice are rolled and lasts until the Fight has been resolved (and any wounds taken).
http://boardgamegeek.com/article/1754214#1754214

1) Fight Begins (between 1 Hero and 1 Zombie)
2) Both Hero and Zombie roll Fight Dice
3) Both players have the chance to use cards/abilities/etc.
4) Both players agree they are finished playing Fight cards
5) Fight is Resolved - comparing highest individual Fight Dice for each
After the Fight is Resolved (who wins/loses), then cards can be played to prevent any wounds they are about to take. Once wounds are dealt (and the results are in), players can use cards like 'I Feel Kinda' Strange' or 'Get Back You Devils' etc.
As far as who gets to play cards first during the Fight, it really doesn't matter much because only the player who is currently losing is likely to want to play a card. Players can continue to play cards/use abilities until both players decide to stop, only then is the Fight Resolved.
http://boardgamegeek.com/article/1972448#1972448

Basics of a Fight -
- Heroes roll 2 Fight Dice and pick the single highest (do not add them)
- Zombies roll only 1 Fight Dice, but win on a Tie
- If a Zombie wins, the Hero takes a wound
- If the Hero wins, the Zombie is fended off and remains in the space
- If the Hero wins AND has doubles on any of their dice, the Zombie is wounded (removed)
http://boardgamegeek.com/article/3283319#3283319

A Fight should have the Hero roll 2 Fight Dice and pick the highest of the 2 dice, while the Zombie rolls 1 Fight Dice but wins on a Tie.

It is intended that the Hero rolls their basic Fight Dice with any Automatic modifiers (minimum of 1 Fight Dice), and may then add additional dice with Optional card effects and abilities after the roll is made. It is important to note that negative modifiers DO stack, but only really matter if the Hero has more than 2 Fight Dice through Automatic abilities or card effects. An 'Automatic' ability or card effect is one that is NOT Optional (usually does not have the phrase 'may add', etc).

When you beat a Zombie in a Fight (by having the highest single die), you win that Fight. If you also got doubles on ANY of your dice it does a wound to the Zombie. The intent is that unless you have some way to 'Kill' the Zombie (which means filling all of its Health Boxes with wounds), you can only do a single wound per Fight. Of course this will remove most Zombies from the board, but Plague Carriers are a little bit tougher.

You can choose to use (or not use) any weapon's Combat Bonus at any time during a Fight (before dice are rolled, after dice, after another card is played, etc). Also you may use any number of Combat Bonuses as well as Events (as noted in the rules, Zombies are limited to a single Fight: card - even if that Fight: card is then canceled).

Fights- Cancel a Fight
Cards that "Cancel a Fight" may be played DURING a Fight. So you can wait until you roll the dice and are actually losing before Mr. Hyde comes out and Cancels the Fight. A Fight that is Cancelled is not Resolved so no one wins/loses and no damage is done.
http://boardgamegeek.com/article/1700836#1700836

Actually, you CAN wait and Cancel a Fight after the dice have been rolled! (The restriction only applys to Canceling individual 'cards' after they have caused dice to be rolled). There are not very many cards that let you Cancel a Fight, but they are amongst the most powerful. They are almost always a Townsfolk and usually represent them running in and saving you while getting torn down in the process.
The ability to occasionally Cancel a Fight is one thing that the Heroes have going for them in their uphill struggle for survival.
http://boardgamegeek.com/article/1737165#1737165

The Cancelled card DOES count as the one Zombie Fight: card pre Fight. This makes the tactical choice of when/if to Cancel cards very important. It also might be worth pointing out that if you play a card to 'Cancel a Fight', that Fight ends without being resolved (no wounds are done). This is another powerful tool the Heroes can get through their cards.
http://boardgamegeek.com/article/1754214#1754214

A Fight can be canceled right up until it is Resolved (when actual wounds are done/the Zombie is fended off etc). Some cards like "Get Back You Devils!" or "I Feel Kinda Strange" are only played after the Fight has been Resolved (the zombie has to have already been beaten for 'Get Back' and the Hero has to have just taken the Wound for 'Feel Strange').
Other than that, you can see how the Fight is going and what the Fight Dice rolls are before you decide to Cancel or not.
http://boardgamegeek.com/article/2190492#2190492

Fight Dice
The dice that both the Hero and the Zombie roll during a Fight are called 'Fight Dice'. Normally a Hero rolls 2 'Fight Dice' and picks the highest and a Zombie rolls 1 'Fight Dice' but wins on ties.
http://boardgamegeek.com/article/1761970#1761970

The term 'Fight Dice' is only used for hand to hand combat.
http://boardgamegeek.com/article/2717872#2717872

Fights- May Not Be Used During A Fight
Healing cards which "may not be used during a Fight" may be used between two Fights in the same turn... Zombies are rather slow, but you can't heal yourself if you are currently being killed).
http://boardgamegeek.com/article/1700836#1700836

That just means you can't use the healing card in combat from the time that the Fight Dice are rolled to the time that the Fight is Resolved. In other words, if one more wound will kill the Hero and the dice show that you are going to lose the Fight, you can't use the healing card at that point (you had to have used it before the Fight Dice were rolled).
http://boardgamegeek.com/article/1737288#1737288

Fights- Pairing Off
In the Zombie turn, the Heroes and Zombies are paired off evenly and Heroes choose who has to fight the extra(s). While in the Hero turn, a Hero has to fight every Zombie in their space (keep in mind that if the Hero started in the space with the Zombies, he could always move away before having to fight).
http://boardgamegeek.com/article/1699702#1699702

All Heroes in a space must decide which of them is fighting the extra Zombie(s) before any of the Fights there begin.
http://boardgamegeek.com/article/1712571#1712571

The Zombie/Hero pairings are decided on first, then each of them is resolved. If a Hero dies before all of their Fights are complete, the remaining Zombies that Hero was supposed to Fight do not fight anyone (they spend the time feeding on the dead Hero).
http://boardgamegeek.com/article/1841276#1841276

Fights- Resolving a Fight
'Resolving a Fight' means comparing Fight Dice and deciding who has won the Fight (usually based on the highest single roll); then assigning any Wounds that result from that Fight. The Fight is not technically over until the Wounds have been assigned.
http://boardgamegeek.com/article/4323737#4323737

Fights- Zombie Fight Card
As noted in the rules, Zombies are limited to a single Fight: card - even if that Fight: card is then canceled.
http://boardgamegeek.com/article/1755292#1755292

Free Search Markers
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

Grave Dead
The Grave Dead form their own pool of 7 Red Zombies and are totally separate from the normal Zombie Pool of 14 (Green and Brown). If you look at the bottom left on pg 5 of the Growing Hunger book, it reads:
"Scenarios that already use the Red Zombies may not use the Grave Dead Scenario Special Rule (such as the Plague Carriers Scenario)."
So if you have Zombie Horde (21), you could not also use Grave Dead.
http://boardgamegeek.com/article/2328773#2328773

When using Grave Dead, you CAN have more than your 14 on the board at one time (because they are from different Pools - The Zombie Pool has 14 models and the Grave Dead Pool has 7 models).
On the actual board, all Zombies only count as a single model ( for rolling to Spawn etc.) Just count up the number of actual models (be they normal, Grave Dead, Zombie Heroes etc).
Remember that Grave Dead models are one use only, and when killed are removed from the game.
http://boardgamegeek.com/article/2328797#2328797

Grave Weapon Deck
When the Grave Weapons deck runs out of cards, it is reshuffled.
http://boardgamegeek.com/article/4572449#4572449

Grave Weapon: Zombie Placement
The intent is that you CAN place a Grave Weapon onto any Zombie that is on a Spawning Pit, regardless of the proximity of a Hero.
http://boardgamegeek.com/article/4612041#4612041

Grave Weapon: Barbed Wire Vs. Meat Cleaver
The intent is that all 'Instant' effects would resolve simultaniously. So in this case, the Hero would Kill the Zombie and the Hero would lose the Fight (and take a wound).
The reason that the fight does not normally Resolve with a Meat Cleaver 6 is that the Zombie is Instantly Killed before moving on, so there is no Zombie left to Resolve the Fight with.
http://boardgamegeek.com/article/4669247#4669247

Grave Weapon: Stench of Death
It is intended that the Hero rolls their basic Fight Dice with any Automatic modifiers (minimum of 1 Fight Dice), and may then add additional dice with Optional card effects and abilities after the roll is made.
It is important to note that negative modifiers DO stack, but only really matter if the Hero has more than 2 Fight Dice through Automatic abilities or card effects. An 'Automatic' ability or card effect is one that is NOT Optional (usually does not have the phrase 'may add', etc).
For example in Survival of the Fittest, the Unique Item 'Doc Brody's Memoirs' says that "The Hero may roll an extra Fight Dice against Zombies." This is Optional, so may be added after the dice are rolled.
At the same time, in the Hero Pack 1, Victor's 'Rage' ability says, "Rolls an extra Fight Dice for each Hand Weapon he has.". This is Automatic because the Hero does not have the option to roll or not to roll the extra dice; they must roll the extra dice.
http://boardgamegeek.com/article/4617046#4617046

Healing a Wound
'Healing a Wound' means removing a Wound that is already in the target's Health Box. Pretty much everything in the game that 'Heals' Wounds says that it cannot be used during a Fight.
http://boardgamegeek.com/article/4323737#4323737

Hero- Death
Every Hero death adds up toward a Zombie victory.
http://boardgamegeek.com/article/2227317#2227317

Heroes- Entering Play Mid-Game
Heroes who come into play mid-game are not placed in their Start Location, but rather in a Random Building or Center of Town with a Free Hero Card (Hero may choose either). This applies even if you are playing 'Escape in the Truck'.
http://boardgamegeek.com/article/1700145#1700145

'Any time a Hero or Zombie Hero enters play mid-game, they do not get to participate in the current phase of the game turn. After the current phase is complete, they act normally in every way.'
So for instance, if it is the Zombie Turn in the 'Fight Heroes' phase and a Hero is killed, they are immediately replaced with both a Zombie Hero and a new character for the Hero player. Neither of them is allowed to take part in a Fight this turn because the current phase is 'Fight Heroes'.
If a Hero is killed in the Hero Turn during their 'Fight Zombies' phase, a new Hero is immediately placed (as well as the Zombie Hero). The new Hero MAY take a full turn as the current phase when the Hero died was the old character's 'Fight Zombies' phase (Hero Turn phases are character specific and consequently each phase is very short).
This may seem odd as potentially you could have 5 Heroes go within the confines of a single Hero Turn, but this is a very small bonus for losing one of your characters. It also means that the new Zombie Hero will get to do their full turn when the Zombie Turn starts
http://boardgamegeek.com/article/1719221#1719221

When a Hero enters play mid-game (or when a Zombie Hero enters play), they do not participate in the current phase of the turn (usually the Fight Heroes phase of the Zombie Turn or in one of the Heroes' Fight Zombies phase during the Hero Turn). This means that when a new Hero is placed, they don't have to fight any Zombies that are in their space. If it is during the Hero Turn (when one of the other Heroes has just been killed), the new Hero doesn't participate in the dead Hero's Fight phase (not that they ever would), but acts normally from then on(may take their turn etc.).
http://boardgamegeek.com/article/1750472#1750472

Anytime a player loses their last Hero, they get to bring on a new Hero to replace them (the old Hero then becomes a Zombie Hero. - this may be done more than once per player). When a new Hero comes into play mid-game, you can choose to either place them at the center of town with a Free Hero Card (in this case at the truck), or in a Random Building.
http://boardgamegeek.com/article/1782478#1782478

As for bringing on new Heroes, this works exactly like bringing on a new Hero when your last Hero dies. They are placed immediately on the board, but do not take part in the current phase of the Turn. After that they act normally (If it is the Hero Turn, they DO still get to go this turn).
http://boardgamegeek.com/article/2214147#2214147

Heroes placed during the game use the rules in the LNOE Rulebook (you have the option of starting in a Random Building, or the Center of Town with a free Hero card. This free card is in addition to any other cards you would start with based on abilities or Scenario Special Rules. This even applies in Scenarios where you don't start in the center if your Start Location is not on the board (such as 'Burn it to the Ground!').
http://boardgamegeek.com/article/2226455#2226455

Hero or Heroes- Miss A Turn
When a Hero gives up (or loses) their turn, they may not Move, Exchange Items, or Make a Ranged Attack. They DO still have to Fight Zombies in their space unless whatever caused them to lose the turn says otherwise (such as "This Could Be Our Last Night On Earth...").
http://boardgamegeek.com/article/1744475#1744475

Hero- Movement
Heroes CANNOT move through walls OR the corners where the walls meet (these are also part of the walls). Heroes CAN move through Doors (the breaks in the wall) and when they do, they must move straight through the Door (not diagonally).
http://boardgamegeek.com/article/1765077#1765077

"If a Hero enters a space with one or more Zombies in it, the Hero's move immediately ends."
http://boardgamegeek.com/article/1917839#1917839

Heroes- Replenish
Currently the only times that a player gets to replace a dead Hero are:
- If the Hero was killed while the Sun Track marker was still in the 'Black Zone' (this also turns the dead Hero into a Zombie Hero).
- If the Hero killed was the last Hero that the player was currently controlling (this also turns the dead Hero into a Zombie Hero).
- If the Scenario being played uses the 'Heroes Replenish' Special Rule that first appeared in the Growing Hunger Expansion (this does not turn the dead Hero into a Zombie Hero unless they would become a Zombie Hero for some other reason).
http://boardgamegeek.com/article/4641814#4641814

Hero- Turn
- If a Hero moves into a Zombie's space, the Hero's move immediately ends.
- A Hero must fight EVERY Zombie in their space during the Hero Turn (during the Zombie Turn, the Fights are divided evenly between Heroes and Zombies in the same space).
- Heroes must Move OR Search during their turn (not both), and may only Search while in a building space.
http://boardgamegeek.com/article/3283319#3283319

Any card which refers to the 'Hero Turn' means the whole turn (not the individuals). If a card says 'the turn', it means the whole turn; while if a card says 'their turn' it refers to an individual Hero.

Hero- Upgrades
The intent is that Jake has a base cost of 2 XP for the first Upgrade, and any additional would cost the extra +1 XP per, as normal.
Ed Baker starts with an Upgrade for free, and each additional costs the +1 XP per, as normal (so the second would be 4 XP etc.).
The easier way to look at this is that whenever you want to buy an Upgrade, it always costs your base cost (usually 3 XP) +1 per Upgrade you currently already have. If you lose an Upgrade somehow, it no longer counts toward the cost of your next one.
So Jake's ability is that his base cost for Upgrades is 2 XP, and Ed Baker's ability is that he gets his first Upgrade for free.
http://boardgamegeek.com/article/10395199#10395199

Instantly Killed
Sometimes a card effect or ability will happen instantly. This means that no other card effects or abilities may interrupt it. The only exceptions to this are cards and abilities that prevent wounds may be used to prevent damage from an instant effect.
If a Zombie is Killed instantly during a Fight, that Fight immediately ends without being resolved.
(Timber Peak Rulebook p.16)

Items
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 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

No single copy of an 'Item' card may be used by more than one Hero in the same turn. You MAY use a Pick Up: to get an Item just discarded back, but cannot then use it again this same turn.
http://boardgamegeek.com/article/1772527#1772527

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.
http://boardgamegeek.com/article/2059509#2059509

Item Limit
I should also note that the Item limit for Heroes is 'up to 4 Items, up to 2 of which can be weapons'. Note that this is still a total limit of 4. There is no limit on Event cards.
http://boardgamegeek.com/article/2717872#2717872

Killed
'Killed' (with a capital 'K') means to assign a finite number of wounds to the target which is equal to the number of health boxes the target currently has remaining at that moment.
http://boardgamegeek.com/article/4323737#4323737

Last Hero Card
The Heroes automatically lose if a Zombie card forces them to discard the last Hero Card from the deck or if a Zombie Card WOULD discard the last card, even if there aren't any to be discarded. This alternate victory condition very rarely comes into play, but is more of a psychological threat as the Hero deck starts getting low (How many are left? Should we stop searching? etc).
You'll find that most Zombie cards that discard Hero Cards from the deck are sort of a double-edged sword. You get rid of some Hero Cards, but it opens up more possibilities for the Heroes to use the 'Pick Up:' ability of buildings around the board.
http://boardgamegeek.com/article/1729571#1729571

Line of Sight (LOS)
When checking for Line of Sight, you do not need to worry about center of space to center of space. You can either see a space or not (because it is on a grid, you can count out the squares). In the upcoming expanded FAQ/Errata on the official website, there will be an additional diagram to help out with odd situations.
As for the Truck, it does not officially block sight
http://boardgamegeek.com/article/1730664#1730664

It is true that you can see out from walls along the diagonal. If you look on page 13 of the Rulebook, there are diagrams which show how this works. It is uncommon for a Hero to be in a building but only touching a single wall, and you can see out of every wall you are touching.
Remember also that if a Hero is touching a wall, they can see out from the entire length of that wall.
http://boardgamegeek.com/article/1730973#1730973

Losing Your Last Hero
If a player's last Hero character is killed, that character immediately becomes a Zombie Hero (controlled by the Zombie player that killed him) and the Hero Player may immediately draw a new Hero Character to join the game with. The intent is that no player is ever kicked out of the game. If you start the game, you play until it's over.
http://boardgamegeek.com/article/1687959#1687959

Manor House
it IS still a building but may not be rolled randomly (it may also not be chosen for a Random Building result of 'Hero's/Zombie's Choice'). The Manor House is different from other buildings in several ways (no searching, no Random Number set, it's in the Center of the board, etc). You'll also notice that in the Growing Hunger Rulebook, the different 'rooms' of the Manor House are also now named (this has to do with Free Search Markers and future Scenarios).
http://boardgamegeek.com/article/2213622#2213622

The Manor House is an exception to the normal rules because it is a special type of building (sort of an 'objective' building if you will). You can't search there and it has no Random Building numbers so it cannot be rolled or chosen for a Random Building. It is still a building in the sense that while inside, you are in a 'building space' and it CAN be chosen as the target building for cards that do not target a 'Random Building' (such as 'Lights Out' or 'Lizzie, The Shopkeeper'.
http://boardgamegeek.com/article/2328835#2328835

May Not Be Killed
Part of the 'may not be killed' is that the Hero may not be turned into a Zombie Hero in any way.

Natural Doubles
The doubles do not need to be 'natural', that is one of the big bonuses of getting to 'add or subtract' 1 to a roll. It can give you that extra push to be able to take out a Zombie.
http://boardgamegeek.com/article/1712571#1712571

Painting Your LNoE Figures
I would just like to add that you should be sure to wash the plastic figures with soap and water first to remove any left over mold release from them. If you do not, spray primer will make a mess of them (all sticky and nasty) and the paint will tend to rub off anyway once you are done.
You should wash the minis with soap and water before you paint them to get any remaining mold release off of them. If you don't, the paint will not stick very well and any spray primer will just cause a mess.
http://boardgamegeek.com/article/2079589#2079589

Play Immediately Cards
A Zombie Player draws up ALL of their cards first to fill their Hand. Then, once drawn up, they get to choose what order to play their 'Play Immediately' cards in. If there are two Zombie Players, they may discuss strategy before deciding.
http://boardgamegeek.com/article/1729571#1729571

You DO draw all cards and then decide what order to play your 'Play Immediately' cards (as stated on p.5). You'll notice that the wording is the same on p.5 as it is on p.16, it's just that p.5 elaborates more.
'As soon as they are drawn' is intended to mean 'as soon as you are finished drawing'.
http://boardgamegeek.com/article/1756534#1756534

Preventing a Wound
'Preventing a Wound' means that the Wound is never placed in the target's Health Box.
http://boardgamegeek.com/article/4323737#4323737

'Canceling' and 'Preventing' a wound are the same.
http://boardgamegeek.com/article/5320067#5320067

Promo Cards
All of the Promo cards for LNOE are released in pairs that are designed to balance one another. That means that you can just add them in to your existing decks.
Now granted, if you start adding several different sets of Promos it might start shifting the balance a little for certain Scenarios (especially those that require the Heroes to find Search Items).
As for the Preview Release (GenCon) Promos - Alt. Image 'Chainsaw' and 'Brains', these are probably the two most powerful cards in the game, but you only get one of each in the normal Hero and Zombie Decks. Adding the Promos in allows for you to have two of each which sort of steps it up a notch. If after playing with them for a little while you decide that it is 'too much of a good thing' for either/both players, you can always pull/switch them out.
http://boardgamegeek.com/article/1689524#1689524

Random Building
Whenever a 'Hero's Choice' or 'Zombies' Choice' is rolled for a Random Building, they may choose the specific Building itself. The building chosen must be eligable (it has the two or three 'random roll' numbers in the corner of the building). If something is being placed inside the building, like a New Spawning Pit, the specific space of that building is always chosen by the player who controls whatever is being placed.
http://boardgamegeek.com/article/1684761#1684761

When Zombies or Heroes get to 'Choose' the Random Building, they may pick any building on the entire board that they want (as long as it is a valid choice - a building that could normally be selected by 'rolling').
http://boardgamegeek.com/article/1753199#1753199

Road Out Of Town
The Road out of Town is NOT a building and Heroes may not Search there. It IS Jake's Start location though, so if it is on the board, he does NOT start in the Center of Town with a free Hero card. One of the reasons Jake starts on the Road out of Town is because it is NOT a building (and it fits the theme well). This is meant to balance out the fact that he is so good at searching due to his Resourceful ability.
http://boardgamegeek.com/article/2421070#2421070

Range for weapons
"Range may always be counted using the shortest possible number of spaces".
This is one element that could be considered a little 'gamey', but helps to make a more streamlined and fun atmosphere to play in. Consider it that as you get closer to the center of town, there are less things in the way to block your shot, so you can effectively shoot a little further.
http://boardgamegeek.com/article/3734020#3734020

Rolling To Spawn
Keep in mind that when rolling to spawn, you still count ALL of your Zombies on the board (including Zombie Heroes, etc) and must roll over this number to bring more on from your Zombie Pool (If you already have 12 or more on the board, you cannot spawn by the normal means, you would have to have a special card to bring on more Zombies from you pool).

Sacrifice
The Sacrifice mechanic has a built in rule that it may only be played 'at the start of the Zombie turn'.
http://boardgamegeek.com/article/3660893#3660893
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RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this) - samuraitrev - 02-25-2013 09:41 PM

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