Zombie Adventure - Game 13 - Sign up here

in #gaming7 years ago

New game starting as soon as we have enough players. Please sign up in the replies section below.

If you are just seeing this for the first time and would like to play, it would probably help to look at the way the previous games went in order to get a feel for how things work.

ZombiPlayers.png

This is sort of a board game and in its current rendition can take up to 12 players at a time. It will require daily participation. If you are interested in playing, please sign up as a reply to this post. The first 12 players to sign up get to participate. If there are less than 12 players signed up after 24 hours of this post going up, it will either begin with those players or be postponed if less than 3 sign up.

Rules

Each player will have 3 actions per turn. An action is a move of 1 space, a trade with another player in the same square, an offensive action (fighting), a search or breaking down a door.
After all players have completed their 3 actions the zombies will take their turn. Zombies will spawn at locations marked "spawn zone" and any zombies already on the board will move or if in range, attack.

Runners (R) will move 2 squares per move.
Walkers (W) and Hulks (H) will move one square per move.
ALL zombies get just 1 action per turn and will move towards noise made by the players. All zombies will inflict 1 damage to players if they make a successful hit and can only fight if they are in the same square as a player.

  • If a player is in the same square as a zombie, they MUST engage in combat and cannot run away.
  • Runners and walkers can be killed with a successful hit using a weapon that does 1 damage (or 2 bare-handed hits).
  • The hulk requires 2 damage points to kill it. One hit with a weapon that does 2 damage or multiple hits with lesser weapons will kill it.

Players can take 3 hits before they die. Players do not re-spawn and are out of the game if they die.

Ranged weapons cannot be used against zombies in your square when there are other players in the same square (hand to hand combat only). If you are the only player in the square with a zombie you may use a ranged weapon. Shooting INTO a space where other players are will result in the players being hit before zombies are hit. With multiple targets in a space, the order of taking damage from a successful hit with a ranged weapon will be as follows: player, walker, runner, hulk.

Please pay attention to the moves that have transpired before you, so that your choices are based upon facts as they are and not as they were before (the people that played before you, just altered the situation).

Weapons

  • Axe does 2 damage and can be used to open doors.
  • Bare hands can do only half a point of damage (so it takes 2 successful hits to kill a 1-point enemy).
  • baseball bats, pistols, rifles and crossbows do 1 damage. Pistols and crossbows have a range of 1 square. Rifles can reach 2 squares.
  • CZ 550 is an Elephant Rifle and can do 2 damage at a range of 1 square and 1 damage at a range of 2 squares.
  • A molitov cocktail kills everything in the square it is thrown into and cannot miss. It has a range of 1 square. Combining gasoline and a torch makes a molitov cocktail.
  • As dungeon master, I will roll dice to see if attacks are successful or not. A roll of 1 to 3 is a miss. A roll of 4 to 6 is a hit.
  • Long-range weapons cannot shoot through walls. Out in the street it is possible to shoot straight lines-of-sight a distance of 2 squares, however, inside buildings, you can only shoot what you would be able to see from the doorway (1 square beyond your room).

Searching

  • Searches might uncover a hiding zombie! A dice roll of 1-3 finds a zombie (then another roll determines what type of zombie; see spawning). A dice roll of 4-6 is a successful search and items found will be drawn randomly from a deck of cards.
  • Searches can only be done in rooms, vehicles or dumpsters and only 1 search per player per turn, except if a player has a torch, in which case that player gets to draw 2 search cards per action and turn.
  • Players can carry up to 5 items each.
  • Picking up an objective is NOT a search; it is a guaranteed action.

Spawning
Each turn will spawn new zombies at the spawn zones based on dice rolls as described below.
When a door is opened, zombies will be spawned in each room of the building based on dice rolls.
6 spawns a Hulk, 5 spawns a runner, 4 or 3 spawns a walker and 2 or 1 spawns nothing.

Teleporters / Tunnels
Where such items exist, it will require an action to use/open them. In the case of a teleporter, only entering one will take an action and the player will be moved into the space of the other end. In the case of tunnels, the tunnels will have doors that need to be opened on BOTH ends in the same way any other door is opened.

A dice roll will be used to see if each zombie following players into a teleporter is smart enough to follow or gets confused and simply loses the trail of the player that disappears into a teleporter.

Player actions
Each player will announce their intended actions in the replies to each daily post.
Tell me your player number and what you intend to do. If you are unsuccessful, you may suggest an alternate action rather than attempting a 2nd time.

For example: Player 3; move left 1; shoot at zombie in next square left; if miss, move back.
Alternatively: Player 3; move left 1; shoot at zombie in next square left; if miss, shoot again.
In both cases, player 3 made 3 actions and their turn is over.

Trading between a pair of players may include any number of items in 1 transaction but still only counts as 1 action.
Players are free to collaborate and plan their strategies; this is a cooperative game.


I will update the board with new player positions and zombie positions for the next day's play.

The object of the game is to retrieve the objective(s) labelled with an X (it counts as an action to pick up an objective) and may also have other requirements that will be specified for each game depending on the number of players.

Games may require that surviving players manage to exit the board from any of the exits (where the road is not blocked by a building).

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Sort:  

I'm here!

Player 4 like before. Welcome back!

I'm in.. I will give it a shot...maybe we should label like battleship so easier to describe moves.. 1-5 on bottom A-E up the sides.. Comment me when its my turn or we are starting..

Currently it is 4 PM here in my time zone. Each day around 10 AM ( so 6 hrs. earlier than now) I try to post an update to the game. I always use the same image, so you can scan your feed for the zombies image to see when each day's post has been made. I'm a bit late posting this sign-up today and expect most if not all of the last game's players to return, so either tomorrow or the next day for sure we will begin. I just need to finalize the game's objective and decide on which map to use. Thanks for joining us!

That's an interesting idea, but since players can only move 3 spaces maximum at any given turn, I haven't found it very difficult to follow using compass directions.
You can be Player 2.

Fair enough, player two I am

We are already on day 3.

shit.. sorry.. I was waiting for it to start so where do I start.. I"m going for the car

I've been making moves for you. Just look at the daily games to see where you are at.

Sounds fun, but sadly I am busy rn :/.

Yes, here to claim my player 1 spot!!! ;)

YOU GOT IT!
Welcome back.

Thanks!

This time, I intend to finally throw a molotov at something!

Can I make some minor requests in terms of formatting layout? It would be really helpful for me as a player if the list of players and their equipment was placed somewhere really close to the map. I usually spend quite some time scrolling up and down to figure out which player is what number, and what they are carrying. The placement closer to the map would make it a lot easier to see.

Similarly, the descriptions of what the zombies did and where they spawned would also be handy to see.

The way I envision it is that you could place the list of players and their equipment right underneath the picture, and the zombies and their moves right above the picture. This way all the required information is really close together for players. when they need to make decisions on what to do.

Looking forward to the game again!

I use the link to the spreadsheet in order to keep track of all the players because that is easier to see (tabular format) and also shows who has damage on them. It is a simple tab-click away at all times. Even easier than scrolling up or down, especially if the large map is used. You should try it.

As for the zombies, you can see where they spawned on the next up-date. I agree that trying to visualize spawns inside buildings during a turn can be a bit tough, but I can't put that information into the post itself without doing an edit to the post and post editing is kind of frowned on I think. I can't be expected to sit at the computer all day and up-date zombie kills in real time. At the end of the day, I read through all the posts and update accordingly. It is already a very time-consuming task to run the game as is. I would love to have a bot that could at least roll the dice and do the player actions in real time, but have yet to find anyone who knows how to do that and would be willing to help me out with it.

Those are great ideas, but I really don't know how to implement them.

You will be player 5 this time.

Great! Welcome back. We can start a new game today.

Me !! Count me in ! :D

And also , a friend of mine wants to play. :p

OK, player 3 can remain your number.

Ok. :)
Glad to be on the game :)

i am in!! count me.

Welcome Player 6.

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