Zombie Adventure - Game 23 - Sign up here
This next game will involve finding notes and using the information of the notes to complete some actions.
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.
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), picking up an objective or item, 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 or those in sight. 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. Note that you may shoot past a space with potential targets in it without hitting anyone/thing by accident. Simply state which space you are targeting and which weapon you are using (of course ONLY a long-range weapon can do this).
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 Molotov 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 Molotov Cocktail.
- To determine if attacks are successful or not call on
@rollthedice
or request a manual roll. A roll of 1 to 3 is a miss. A roll of 4 to 6 is a hit. - Ranged 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). Shooting is only possible at 90 degree angles (no diagonal shots into adjacent spaces).
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 (each additional torch carried will allow for only 1 more item card per torch). There is no limit to the number of times any particular area can be searched.
- Players need not take everything they find and are free to swap items found for inventory items without using another action to do so. For instance, if I find a rifle and everyone in my team already has a ranged weapon, I would drop my x-bow or pistol and take the rifle in its place.
- 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 (must be in the same square) 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).
Sign me up !!!
Is player #3 OK for you?
Player 3 works.
Super! That will be you then.
Me me me me me me me me me me me please!
Player 2 please!
You got it!
me me me me me me me me me mi mi mi mi, mimi, mimimimiiiiiiii
mi mi ?
Beaker....is that you??
Player 2 versus Zombies...
ROFL!
I love that picture, never saw it before!
Player 4 please!
Player 4 it is!
Shake shake shake, you roll the 6-sided die.
You rolled a 3.
I am in ;)
Player 8
Glad you showed up! Your humor is nice to have here.
Player 11 is here
Good to see you back P11.
P7 is still here:)
Glad to have you return P7.
Oooo new map! Player 1 signing in!
Since we are doing pretty well against zombies usually, how about we up the spawn rate a little bit? To see if we can actually get swarms and get into that 'oh no we are being overrun!' sentiment that's so typical for zombie stories? mayhem, chaos, despair!
Also, molotov cocktails!!! They work like a regular gun, but the difference is they burn for more than 1 turn (so they effectively set up a temporary 'fire wall' that kills incoming zombies) and which is a one-use item.
Sounds like it could have a fun impact?
OK, player 1. Let the mayhem take over! Since we probably have a good size team already, I can double the spawn rate. With the smaller map, it will get tight.
I totally agree with both these points... may the ZomGods have mercy on our souls...
All hail the zomgods!!
We should also do a @daclawboyz / @happyme cross-over game once. Orks versus zombie slayers?!
ZOMG! That would be mega-epic! My mind is spinning...
I say we turn it into a game of capture the flag where two teams try to grab a flag from the middle and bring it back to their side.
Properly big map so we have lots of time for mayhem and chaos! It'd be almost like a game of soccer or football
I just thought on how we could do it, make it epic in terms of mayhem and confusion and craziness, and actually make it a collaboration between @happyme and @daclawboyz.
The way the game would run is that we set up the map, place the players. Then on turn 1 we follow @happyme's rules when she posts, and on turn 2 @daclawboyz takes the result from turn one and makes his post and that turn we follow his rules.
So basically we alternate both the poster, as well as the rules, each turn. Maybe it would be very confusing, but at the same time, it could be highly lollerific and chaotic
Or simply use that nasty snatchbot that steals your roll.
Hahaha, this is actually very similar to what I was thinking for the @daclawboyz game... Two teams in capture the Steem, but you have to get it into a spot either side of the other teams spawn point... so the people losing have a slight advantage... especially since in that last game a few of the players spent way too much time running towards the action.
This idea above though... craziness! I love it. It'll break so many brains!
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