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What is the best Solo Rules or Rules for FULL Coop for LNoE?
11-15-2012, 02:08 AM (This post was last modified: 11-15-2012 02:09 AM by Bokya.)
Post: #33
RE: What is the best Solo Rules or Rules for FULL Coop for LNoE?
I tried a slightly skewed Variant the other night.

Board Setup:
1) Choose X Number of Heroes. This will determine the number of Enemy Zombies during the game. (1 Hero = 7 Zombies, up to a Cap of 28)
2) Zombies start On, or Adjacent to the Spawning Pits, prioritizing the Pit itself, then points closest to the Heroes.

Turns:
1) Hero Turns play out normally. At the Start of the Zombie turn, they gain 3 Zombie Skill Points + The number of players in the game beyond the first. (For 3 Players, the Zombies gain 5 Zombie Skill Points.)
2) The Hero Players must consume all the Zombie Skill Points to Draw cards into the Zombie Players Pool. "Combat" Cards are worth one point, "Event" Cards are worth 2 Points, and "Play Immediately" and "Remains in Play" cards count as 3 Points.
3) All "Combat" Zombie cards are permanently put into play. When a Zombie Enters combat, the 2 oldest cards are separated from the rest and are automatically used by the Zombie when it is most beneficial.* (For Example, he will not reroll a Hero Dice if he is already slated to win Combat.) All Unused cards go back to the Zombie Combat pool.
Note: This Allows 2 Combat cards to be played per turn.
4) All Zombie Event cards are used when the event is Triggered. For Shamble, it is used on the closest Zombie to a Hero, chosen by Board Selection (For Rolling a Random Board, the Center Tile Replaces 'Zombies' Choice for Shamble.)
5) All "Play Immediately" and "Remains in Play" Cards are cast at once.

Movement:
1) Zombie Hunger is Raised to 3 Spaces and Zombie Movement is increased to 2 (Autopilot mode increases their mobility)
2) In Situations where there is a Zombie objective to destroy a building, disregard the rules below, and the Zombie gains Global Objective Hunger. Zombie Hunger Prioritizes Objective Hunger.
3) For Each Board with a Zombie, Roll 2 Dice consecutively, For the First Die, even numbers determine Vertical or Horizontal movement and odd die determine Diagonal Movement. The second Die must be Rolled as a 1-4. That determines which direction they will walk towards. Rolling a 5 or 6 forces a reroll. This controls the path of all Zombies on that board. If it forces them out of the board, they stop moving.
Note: If you have a D8, or a Randomizer program, this would save you a lot more time than having to reroll a lot of Die.
4) In Situations of Zombie Hunger or when 3 Spaces away from an Objective, they only move one space (When obsessed by brains, they lose motor capacity due to limited brain power). Roll a D3 Die* and determine if it moves forward, or will go Diagonally towards the Hero. If Multiple Zombies are moving towards a Hero, as much as possible, avoid placing them in the same space. This is implemented to prevent clumping.
*Note: Only roll a D3 if the Zombie progression will make it equidistant no matter which square he enters.
5) If Zombies are equidistant to multiple Heroes, they choose the one with less Health. If tied, the one with less equipment. If still tied, roll a die.

This Game Mode allows you to play 1 Hero up to 4 Heroes, and also Scales the difficulty a bit (The most difficult would be 1 in some scenarios and 4 in others.) While the Standard LNOE would focus on Big Battles, this will provide a more Hit-And-Run feel, and includes a bit of thinking as to which decks to draw from with regards to Heroes gaining benefits.
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RE: What is the best Solo Rules or Rules for FULL Coop for LNoE? - Bokya - 11-15-2012 02:08 AM

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