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New Rules Index. (Each Answer From Jason C. Hill)
02-26-2013, 12:49 AM (This post was last modified: 03-24-2015 08:56 PM by samuraitrev.)
Post: #7
RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this)
Weapons
If you look on page 22 of the Rulebook (the FAQ), the first entry addresses this. "A Weapon card may NOT be used by more than one Hero in the same turn."
http://boardgamegeek.com/article/1737226#1737226

Breaks
Rolling to see if a Hand Weapon 'Breaks' is ALWAYS a separate roll. Roll a D6, the weapon Breaks on the roll of X (usually 1 or 2).
http://boardgamegeek.com/article/1761679#1761679

Some Hero weapons do not have to make a Break Test. These weapons are especially powerful and long-lasting, and can really give a character the edge they need to become the 'Hero' they were born to be!
http://boardgamegeek.com/article/1765056#1765056

Combat Bonus
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.
http://boardgamegeek.com/article/1755292#1755292

A Hero only 'uses' a Hand Weapon if they actually utilize it's Combat Bonus. This can be done after Fight Dice are rolled. After gaining the Combat Bonus of a Hand Weapon, it is a separate roll to see if it breaks as noted on the individual card (most weapons that can break do so on the roll of 1 or 2).
http://boardgamegeek.com/article/1758596#1758596

Many Hero Hand Weapons have a Combat Bonus that lets you add extra 'Fight Dice' or re-roll one or more of your 'Fight Dice'.
For almost all Hand Weapons, after you use the Combat Bonus ability, you must roll a Break test as noted on the individual card. This is a totally separate, single die roll to see if the weapon Breaks (usually on the roll of 1 or 2). This separate roll is NOT a 'Fight Dice'.
http://boardgamegeek.com/article/1761970#1761970

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.
Also in the Glossary -
Break Test - A separate die roll needed for many Hero Hand Weapons to see if they are discarded after each use. Referred to on cards as 'Breaks on X’.
http://boardgamegeek.com/article/1762461#1762461

Baseball Bat
You can keep swinging (adding extra dice and rolling to see if it breaks) until either the bat breaks or the Zombie breaks (or both)!
http://boardgamegeek.com/article/1711107#1711107

It can be used multiple times per Fight, but you do have to roll to see if it breaks after each use.
http://boardgamegeek.com/article/1737253#1737253

The Baseball Bat always has a chance to break, even with Jenny's 'Handy' ability (on the roll of 1, the Bat still breaks as adding +1 to the roll still only makes the roll a 2). I believe that people may have confused this, thinking that the roll could be reduced to 0. That is, however, not the case.
A die roll may NOT be modified below 1 (a roll may NOT become 0 or less), though it MAY be modified above 6 (a roll MAY become 7 or higher).
http://boardgamegeek.com/article/2168125#2168125

Chainsaw
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

Crowbar
So with the Crowbar, the Combat Bonus is that the Hero may win the Fight on a tie result. Once you declare that you are using the Crowbar, for the rest of this Fight the Hero is assumed to win if the result is a tie roll. The Break test is made as soon as the weapon's Combat Bonus takes affect (in this case, as soon as you declare that you are using the Crowbar). It is also important to note that the Hero still wins on a tie for this Fight even if the Crowbar 'Breaks'.
You must roll to see if the Crowbar 'Breaks' as soon as you declare that you are using it. The Zombie may then still play cards afterward to add Fight Dice etc.
http://boardgamegeek.com/article/1761970#1761970

Fence Post
'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

That is correct. The Fence Post is a Double-Handed weapon which means that it counts as 2 weapons (you are only allowed to carry 2 weapons at a time). Because of this, you could not carry the Fence Post and the Revolver at the same time.
As for what the Fence Post does -
The Fence Post has a 'Combat Bonus:' that lets you roll an extra Fight Dice. It also allows you to Fight every Zombie in one adjacent space at the end of your move. If the Zombie wins, nothing happens. If you win and get doubles, the Zombie dies as normal. These Fights with Zombies in an adjacent space are in addition (and occur before) any normal Fights in your own space. Of course, you get to use the extra Fight Dice Combat Bonus in all of these Fights (in your own space and adjacent).
http://boardgamegeek.com/article/2216166#2216166

The Hero is still in their own space, only the Fight is considered to be in the Zombie's space. Example, Billy would still get the 'Beautiful' bonus from Amanda as he is in the same space as her.
A good example of a time that the location of the Fight might matter is if 'Lizzy, The Shopkeeper' is on a building and the Hero is inside that building, but the Zombie is not. The Fight does not take place in the building, so Lizzy would not be able to help.
http://boardgamegeek.com/article/2226455#2226455

A Hero must 'Move' to be able to use the Fence Post to attack an adjacent space, even if they don't actually go anywhere.
http://boardgamegeek.com/article/2469703#2469703

The Fight takes place in the Zombie's space.
http://boardgamegeek.com/article/2524222#2524222 and P. 10 Growing Hunger Rulebook

Jumper Cables
The Hero may move the Zombie however they wish, even through walls (think of it as the Zombie is blown back by the electric shock).
http://boardgamegeek.com/article/2059509#2059509

Meat Cleaver
The Meat Cleaver is an 'Instant' Kill if you roll a 6. The Zombie Player does not have the chance to force a re-roll or anything else.
http://boardgamegeek.com/article/1754166#1754166

Actually, you'll notice that the Cleaver says, "instantly" killed. That means if the Hero rolls a 6 at all, the Zombie is instantly killed and the fight ends immediately. Because it is instant, Zombies do not even get the chance to play cards (may not force a re-roll etc). Cleaver of doom indeed. Just don't get overconfident, I have seen many Heroes charge into a pack of Zombies with a meat cleaver and get torn to pieces.
http://boardgamegeek.com/article/1699087#1699087

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.

With the Meat Cleaver’s Combat Bonus, if a Hero rolls a 6 on any of their Fight Dice, the Zombie they are fighting is instantly Killed and the Fight ends immediately. Because it is ‘instant’, Zombies do NOT even get the chance to play cards (may not force a re-roll etc). It is also important to note that the Fight is NOT Resolved (the Hero is not hurt, even if the Zombie would normally have won the Fight).
The roll MAY be modified in order to get a 6 (adding extra dice, Re-rolling, adding 1 to a roll to change a 5 result into a 6), but once a 6 is rolled, the Hero may instantly act on it to use the Meat Cleaver’s Combat Bonus. If a Hero decides not to use the Combat Bonus to ‘instantly’ Kill (say they do not want to Kill the Zombie for some reason), the opportunity is wasted and the Meat Cleaver may NOT be used in conjunction with that 6 roll for the rest of the Fight.

Meat Cleaver and Baseball Bat Combo
Weapon combos work great. As for theme, remember that the Meat Cleaver doesn't actually give a Hero any extra Fight Dice. The idea is that it is a weapon of opportunity which can be deadly (to the undead) if given an opening. It can only be used if the Hero rolls a 6, thus giving them the opening they need to finish off the Zombie with the cleaver. Combining it with the Baseball Bat just means that you get the chance to beat the zombie around a few times to try and get that opening for the Meat Cleaver.

Meat Cleaver vs. Barbed Wire Grave Weapon Zombie.
The intent is that all 'Instant' effects would resolve simultaneously. So in this case, the Hero would Kill the Zombie and the Hero would lose the Fight (and take a wound).
http://boardgamegeek.com/article/4669247#4669247

Police Shotgun with the Hero Upgrade: (Ranged) Rapid Fire
The Police Shotgun does not have any special restrictions for the Rapid Fire Upgrade. Rapid Fire basically gives you 2 Ranged Attacks so you finish one Ranged Attack with the Police Shotgun and then begin another. With a 4+ to hit, statistically you will likely only Hit once even with both shots in the same turn. It does however allow for the 'potential' for a major Zombie killing spree if you get on a lucky streak!
http://boardgamegeek.com/article/9922602#9922602

Pump Shotgun
With the Pump Shotgun it is an additional roll for ammo because you get to roll to hit each and every Zombie in a space. The end result is that no matter how many Zombies are in the space you're shooting at, you only have to roll once to see if you are out of ammo.
http://boardgamegeek.com/article/1696220#1696220

Shotgun lets you roll individually to hit every Zombie in a single space and then roll once afterward to see if the gun is out of ammo (think of it as a buckshot blast).
http://boardgamegeek.com/article/1753199#1753199

With the Pump Shotgun, you fire at every Zombie in a space. Because of this, you roll to Hit each Zombie there (on a 3+) and then make a single separate roll to see if the gun runs out of ammo on the roll of 1 or 2).
http://boardgamegeek.com/article/1761679#1761679

Pump Shotgun and Resilient
You should roll to hit every Zombie in the space first, then roll for ammo check and/or discard due to 'Resilient'.
http://boardgamegeek.com/article/2359496#2359496

Revolver
The Revolver is just a single roll and if you are unfortunate enough to roll a '1' to hit, the gun is out of ammo.
http://boardgamegeek.com/article/1696220#1696220

The Revolver fires at a single target and so the Ammo Roll is just wrapped into the roll to Hit (if you roll a 1 to Hit the Zombie, the gun runs out of ammo).
http://boardgamegeek.com/article/1761679#1761679

Signal Flare
A single Hero in the Airplane hanger can 'Pick Up' and fire the Signal Flare every turn, but unless there are more than one copy of the card in the discard pile, no other Hero may use the same copy of the Weapon card.
http://boardgamegeek.com/article/1737226#1737226

You'll notice that the Signal Flare is not Keyword Gun (and does not have the Gun Symbol on it). This means that Sally can use it with no problems. As a side note, it also means that 'Ammo' cannot be discarded in place of the Signal Flare.
http://boardgamegeek.com/article/1765056#1765056

Zombie Card Limit
Though strictly speaking, there is no stated limit to the Zombie Player's hand of cards, the intent is that they normally have a hand of 4. Some cards (currently only "Oh, the Horror!") allow the Zombie Player to temporarily have more than their normal hand of 4 cards (though, as stated on the card, you must discard back down at the start of the following Zombie Turn).
So you COULD say that the Zombies have a hand limit of 4 cards (which may be temporarily increased through card play).
http://boardgamegeek.com/article/1880353#1880353

Zombie Hero
Zombie Heroes are never considered to be a 'Hero' in any way (Rules p19). The name 'Zombie Hero' more refers to the fact that they are a Zombie that was once a Hero rather than that they are a hero to Zombiekind.
http://boardgamegeek.com/article/1754590#1754590

Zombie Hunger
It is only if the Zombie starts adjacent to a Hero and is going to move, they must move to attack the adjacent Hero (if there are more than one, the Zombie may choose).
Usually you would want to do this anyway, but occasionally it means that the Heroes can lure your Zombies away from important objectives.
http://boardgamegeek.com/article/1719303#1719303

I should point out that if there are more than one adjacent Hero, the Zombie gets to choose which Hero he moves at.
http://boardgamegeek.com/article/1755283#1755283

There is a general rules clarification that All Zombies must move using Zombie Hunger (if it applies to them) before any other Zombies move normally. The Defend the Manor House objectives are a great example of why this is important.
http://boardgamegeek.com/article/1940083#1940083

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

Zombies are affected by Zombie Hunger ANY time they move (not just their normal move) - including Shamble, Relentless Advance etc.
It only affects Zombies that are currently adjacent to a Hero (there is no lasting effect from turn to turn).
http://boardgamegeek.com/article/2145172#2145172

Zombies must move using the Zombie Hunger rule BEFORE any other Zombies move during the Move Zombies phase.
Normally this doesn’t matter, but during some scenarios it becomes important. For instance, Defend the Manor House ends the moment that there are 9 Zombies or more in the Manor House. Moving by Zombie Hunger first means that Heroes have the chance to lure Zombies out of the house before new ones move in.
http://boardgamegeek.com/article/5153058#5153058

Zombie Movement
Zombies can always move diagonally and can move through walls.
http://boardgamegeek.com/article/1765056#1765056

Zombies never have to move unless affected by Zombie Hunger (adjacent to a Hero). Grouping around the truck can be a good Zombie strategy, just watch out for shotguns and dynamite!
http://boardgamegeek.com/article/1877758#1877758

Zombie Pool
Normally you only have 14 Zombies in your Zombie Pool. That means you cannot have more than those 14 normal Zombies on the board, because your pool would be empty. If you have Zombie Heroes, Plague Carriers, Grave Dead, etc. on the board; these are in addition to Zombies from your Zombie Pool.
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).
As for the Plague Carriers Scenario, it says on the Scenario Card itself, "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

To clarify further, 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

The 'no more than 14 Zombies' is in reference to having 14 Zombies in your Zombie Pool. Zombie Heroes and specialty Zombies (such as Grave Dead from the Growing Hunger expansion) do NOT count against this limit.
http://boardgamegeek.com/article/3665337#3665337

Zombies- Removing and Replacing Elsewhere
Zombies may ONLY be removed from the board and re-placed if a card specifically allows it. The only card in the main game that currently allows that is "There's Too Many!".
http://boardgamegeek.com/article/1765056#1765056

Zombie Turn
- The 'Start of the Zombie Turn' is considered to be up until the first Zombie moves in the 'Move Zombies' phase. This is important as many cards are played 'at the start of the Zombie Turn' (these can be played even if you just drew them).
- Remember that you can discard up to 1 Zombie Card before refilling your hand. This helps to clear things out that you can't use.
http://boardgamegeek.com/article/3283319#3283319

Zombie- Victory (defaults)
Killing 4 Heroes is always a Zombie Victory condition unless specifically stated otherwise in the scenario (this also applies to the victory condition of running the Hero Deck out of cards).
http://boardgamegeek.com/article/2212312#2212312

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

A dead Hero is a dead Hero. It does not matter how it happened.
http://boardgamegeek.com/article/5240497#5240497
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RE: New Rules Index. (Each Answer From Jason C. Hill) (I'm currently editing this) - samuraitrev - 02-26-2013 12:49 AM

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