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New Rules Index. (Each Answer From Jason C. Hill)
02-25-2013, 11:31 PM (This post was last modified: 03-06-2013 11:15 PM by samuraitrev.)
Post: #5
RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this)
Scenarios

All Hallows Eve
The Book is NOT destroyed by an exploding Gas Marker etc. It is magical afterall. The Book may only be destroyed by having a Fire Item and the Book and giving up your turn to burn it. Think of it as a ritual you have to perform to destroy the evil of the Book
http://boardgamegeek.com/article/1819536#1819536

"A building with a Townsfolk counter currently in it (including the Zombie Master), may not be Taken Over. If this would happen, re-roll as normal."
Also under the Zombie Master entry it should read:
"Once discovered, the Zombie Master immediately counts as a Zombie Hero in every way with 2 Health Boxes (use the evil Townsfolk’s counter to represent the Zombie Master on the board and the evil Townsfolk’s Hero Card to place wound markers on). The only exception to this is that the Zombie Master may not enter buildings that are Taken Over (his last vestiges of humanity prevent it). Note that... "
http://boardgamegeek.com/article/1877754#1877754

Burn 'Em Out
Once a pit is destroyed there is nothing left there to spawn from (so Zombies will have to find somewhere else to crawl up out of).
Destroying a Zombie pit has no effect on Zombies that are already in the space.
http://boardgamegeek.com/article/1689513#1689513

When Buildings With Spawning Pits In Are Taken Over
This is a dangerous situation that can crop up. If it happens, the Heroes need to find a card to Cancel a Zombie Card (there are several of these in the deck), use Father Joseph's Strength of Spirit, or hope for a New Spawning Pit to show up. It is pretty uncommon for this to happen, and pretty much always takes care of itself (through one of the above mentioned methods of getting around it). I have yet to see the Heroes lose because all of the remaining Spawning Pits were Taken Over for the rest of the game.
http://boardgamegeek.com/article/1753199#1753199

In 'Burn 'Em Out', destroying a Spawning Pit is not like a regular explosion of a Gas Marker. The Hero must start their turn in the space with the pit, give up their turn (no move, shoot, exchange etc.), fight any Zombies in the space, and then discard their Explosive (Gasoline or Dynamite) to destroy the pit (you do NOT need a Keyword Fire Item).
Aside from having to fight any Zombies before blowing up the pit, it does not make a difference if there are Zombies in the space or not. Blowing up the pit has no effect on the Zombies and Zombies have no effect on a Hero's ability to blow up the pit.
http://boardgamegeek.com/article/1753464#1753464

You can only destroy a Zombie SPawning Pit in the Scenario 'Burn 'em Out'. To destroy a pit, you need Gasoline or Dynamite, but you do not need anything to light it with (see page 20 of the rulebook for additional clarification on Scenarios). Zombies have a choice in this scenario to stay by the pits and guard them (hard to guard all four), or come out to fight the Heroes. If they guard the pits, the Heroes have free reign to search a lot and find the best weapons and cards to get the job done. If the Zombies hunt down the Heroes, they leave the pits virtually unguarded and open to Hero attack. This is part of the strategy of the 'Burn 'em Out' scenario.
http://boardgamegeek.com/article/1898777#1898777

In Burn 'Em Out, using an Explosive to destroy a Spawning Pit works differently than the normal uses for Explosives. Just throwing Dynamite at a Spawning Pit will not destroy it. You can think of giving up your turn as planting the Explosives in strategic spots in order to destroy the pit. Destroying a Pit has no affect on Zombies (or Heroes) in the same or adjacent spaces, regardless of what Explosive is being used.
http://boardgamegeek.com/article/2022582#2022582

Die, Zombies, Die!
'Die Zombies, Die!' was designed to be played either as the Basic game (40 card decks) or Advanced Game (with all 60 cards). It works well both ways. It is designated as the 'Basic Game Scenario' because the premise is easy to understand, the victory conditions are straight forward, and it plays rather fast. All in all, a good intro to the game mechanics.
That being said, using the Advanced cards with 'Die Zombies, Die!' makes it that much more interesting as a head-to-head battle scenario.
http://boardgamegeek.com/article/1713620#1713620

Defend The Manor House
So the thematic intent of the scenario is that all of the surviving townsfolk are barricaded into the attic or basenment of the house (think Night of the Living Dead), but if enough Zombies get into the house they will break through and eat everyone. The strongest/bravest of the townsfolk venture out to distract/fend off the Zombie horde until morning when the Zombies lose strength and outside help can arrive.
Unfortunately this bit of flavorful background did not make it into the final version of the Rulebook or Scenario card.
http://boardgamegeek.com/article/1749471#1749471

It is one of the main Hero strategies for Defend the Manor House (sacrificing themselves to keep the Zombies out of the house).
http://boardgamegeek.com/article/1755283#1755283

The Zombies win AT ANY TIME if they have 9 or more Zombies in the Manor House. There is a clarification though for Zombie Hunger which is quite important.
http://boardgamegeek.com/article/5153058#5153058

Escape in the Truck
One strategy that helps the Zombies in 'Escape in the Truck', is to always keep some Zombies on the center of town board. That way when they find the Gas they have to fight their way through and then take a full turn to Gas Up the Truck... during which, of course, you can pounce.
http://boardgamegeek.com/article/1699715#1699715

Hunker Down
It requires Both buildings to be Hunkered down at the same time to get a 'victory turn'.
http://boardgamegeek.com/article/4669279#4669279

Hunt For Survivors
If there are no Townsfolk Survivors found, then 'All Townsfolk Survivors' equals 0. That means that the Heroes just need to get the Keys and at least 2 Heroes back to the truck to win the Scenario. Generally speaking, the hardest part of this Scenario is usually investigating all 6 of the face down counters. You can usually reveal 4 or 5 of them, but a good Zombie Player will start focusing their defense on the last 1 or 2 that haven't been revealed yet. As a side note, it is very unlikely that there will be NO Townsfolk Survivors found (around 1.54% chance), so this should rarely be an issue.
http://boardgamegeek.com/article/4616803#4616803

Plague Carriers
Heroes start with 2 Hero Cards plus whatever specific cards they would normally start with (such as Sheriff Anderson with the Revolver). The 2 Hero Cards are in place of the free Hero Card you would normally get for not having your Start location on the board.
http://boardgamegeek.com/article/2214147#2214147

Part of the Scenario is that all of their Start Locations are considered to be the Center of Town. Therefore, they all automatically have their Start Locations on the board (no extra card).
http://boardgamegeek.com/article/2226455#2226455

"Plague Carriers are never returned to the Zombie Pool and do not count toward the number of Zombies on the board for rolling to spawn.”
http://boardgamegeek.com/article/2239276#2239276

Plague Carriers DO count as Zombies in every way. "Plague Carriers may NOT move other than for Zombie Hunger (they may not be affected by movement cards such as Relentless Advance, etc).”
Other than movement oriented cards, you can play any cards on a Plague Carrier just like any other Zombie.
http://boardgamegeek.com/article/2239276#2239276

The intended movement for Plague Carriers is to only move 1 Space. The fact that they are effected by Zombie Hunger from 2 spaces away just means that they will HAVE TO MOVE toward a Hero if they are within 2 spaces. They still only move 1 space like a normal Zombie.
This is what the scenario has been balanced for. Letting Plague Carriers move 2 spaces would most likely be more advantageous for the Heroes in the long run as it would make it easier for the Heroes to pull them into one space and use an Explosive to blow several up at once (this is still a good stratgey, but requires more effort and coordination on the part of the Heroes as it currently stands).
http://boardgamegeek.com/article/4329555#4329555

Radio For Help
Radio For Help uses 1x Tools and 1x Repair Parts.
http://boardgamegeek.com/article/10291903#10291903

Run For It
Heroes:
-Try to keep Heroes in the same space as, or adjacent to the Townsfolk to help protect them.
-Try using all or most of your Townsfolk Hero Movement points on a single Townsfolk as a burst of speed to get them to safety or even to Escape.
-Try building up with a few turns of Searching in buildings before making a push.
-Avoid attempting to break through the Zombie defenses in the center, but rather push through the left or right side. It takes the Zombies a lot longer to reposition than it does for the Heroes to change direction.
-Use the Townsfolk abilities sparingly. They are powerful but can easily lead to disaster if it kills them.
Zombies:
-Form a wall of Zombies along the entire width of the board to prevent the Townsfolk from charging right past you.
-Keep some safety Zombies in the backfield near the Escape Zone.
-Block off the choke points at doorways and between buildings (don’t forget about buildings that are touching at corners; Townsfolk can always ‘Squeeze’ through like Students).
-Avoid shifting your Zombie net too far left or right as it can be easy for the Townsfolk to slip by if you are out of position.
-Use movement cards (like Shamble) to strike at unsuspecting lone Townsfolk
http://boardgamegeek.com/article/4142596#4142596

The Heroes must get at least 4 Townsfolk Heroes into the Escape Zone over the course of the game to win.
http://boardgamegeek.com/article/4153475#4153475

Search For The Truth
When a Hero is killed, they discard all Items they had, including any Records.
The objective and Final Location are based off of the first two Records found, regardless of if those Records are subsequently lost or not. If the objective requires that you have some Records to complete it, these can be the same and/or different Records than those originally found.
http://boardgamegeek.com/article/4663419#4663419

We’ve Got to Go Back
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

Zombie Apocalypse
To Destroy a building, there must be at least 1 Zombie in every space of that building at the start of the Zombie 'Fight Heroes' phase with no Heroes inside the building. ..."
Buildings are destroyed during the Zombie Turn, at the start of the 'Fight Heroes' phase.
Note also, that a building may NOT be destroyed as long as there are ANY Heroes inside it.
http://boardgamegeek.com/article/2343447#2343447

Scenario Search Items
Scenario Search Items are discarded like any other cards. Fortunately for the Heroes you still have things like 'Just What I Needed' and 'Deputy Taylor' to get these important cards back.

The number of "Just What I Needed" cards in the deck is precisely tuned to exactly where it needs to be to get the card ratios right for all of the Search Item Scenarios.

Searching
Heroes can still search even if there is a Zombie right on top of them ready to pounce. This is especially helpful if the Hero happens to roll a 1 for movement - searching is usually a better option.
http://boardgamegeek.com/article/1689510#1689510

A Hero can always continue to Search, even with a Zombie right on top of them! Just remember that you will still have to Fight the Zombie in the 'Fight Zombies' phase if you're in the same space with him.
http://boardgamegeek.com/article/1737288#1737288

Set Up
Heroes that start in the center of town (because their Start Location is not on the board) get a Free bonus Hero Card at the start of the game.
http://boardgamegeek.com/article/1754166#1754166

- The Zombie Player starts with 2 dice worth of Zombies on the board during setup
- Zombies get the first turn
- Zombies have a hand of 4 cards and get to draw back up to refill their hand during every Zombie turn
http://boardgamegeek.com/article/3283319#3283319

Sacrifice
The Sacrifice mechanic has a built in rule that it may only be played 'at the start of the Zombie turn'.

Spawning Zombies
When you place newly spawned Zombies, you must evenly distribute YOUR Zombies for THIS turn between all of the Spawning Pits (even if there are existing Zombies in those spaces). In other words, if you are placing 4 or fewer Zombies they will all have to be on different spawning Pits from each other - that is the only restriction.
http://boardgamegeek.com/article/1754214#1754214

Starting Cards
Starting cards also apply to new Heroes entering play mid game
http://boardgamegeek.com/article/4587320#4587320

Heroes that come into play mid-game DO get their Starting cards as wells as any card for starting in the Center of Town or cards that they always start with (The Sheriff with the Revolver, etc.).
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RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this) - samuraitrev - 02-25-2013 11:31 PM

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