Zombie Adventure - Game 38 - Day 5 (May 5, 2019)

in #gaming5 years ago

A small team of adventurers head out to find the forgotten village of Goldcrest. Unfortunately, the road to the village has been blocked by several land-slides and nobody has cleared the road so our brave adventurers had to leave their vehicles behind and continue the journey on foot. They encountered many zombies along the way and managed to leave the zombies behind by scaling a nearly shear rock wall. Unfortunately, they lost most of their weapons while climbing but they did get away from the zombies and are now entering Goldcrest.

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Narrative A platform similar to Medium.


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Objective:

Investigate the village to see if you can find any gold and look for clues about why there are so many zombies along the old road. Follow the clues to the next stage (new game board).

Additional twist: Before each player takes their daily turn, roll a D20 to see if you get any bonus. Please note that the bonus must be used during the CURRENT TURN. If you do not specify to which action you wish to apply the bonus, it will be applied to your first action where applicable.

Players can see a spreadsheet with their inventory and health here:

ctrl + L-click OR R-click and choose to open in a new tab (these are the ONLY solutions I found for opening a new tab/window).
https://docs.google.com/spreadsheets/d/1k5jXGMU9CF-9V3ZCz2YHGP7aswEiTizxfu4SBy-s2vI/edit?usp=sharing

The Rules of this game can be found here:

https://steemit.com/gaming/@happyme/zombie-adventure-game-38-sign-up-here

Prizes:

Everyone who plays gets daily up-votes on their comments. (Delegating SP will increase the vote value! This is way superior to SBI, so a good investment for ROI).
Winners can also 3D-print their own "survival" token using this link.
And
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Zombie Turn after the players made their moves:

All zombies pre-existing on the board move.

Zombies spawn at spawn sites:

Zone 1 rolls a 1 - nothing
Zone 2 rolls a 5 - runner
Zone 3 rolls a 3 - walker


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You may wish to use the template below (copy, paste, edit).
### Player ()
Bonus roll @rolld20
Action 1:
Action 2:


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Player 3

Bonus roll @rolld20
Action 1: Search @rollthedice

Shake shake shake, you roll the 20-sided die.

You rolled a 11.

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

Shake shake shake, you roll the 6-sided die.

You rolled a 3.

Shake shake shake, you roll the 6-sided die.

You rolled a 2.

Oh man..... those dice are just not co-operating are they?

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I was wondering can I just open a door as an action or do we have to have an axe to open doors?

I was wondering that myself. I went to the rule page, but was still confessed. I know zombies are going to spawn, or might spawn depending on dice roll.

Please see my reply to hhayweaver.

I missed that part. okay got to think now.

Axe (melee only) does 2 damage and can be used to open doors.

This is in the section about weapons. If you have any suggestions about making the rules better (clear yet concise) I appreciate suggestions for improvements. I'm always looking for ways to improve the user experience.

Doors are locked and can only be opened by smashing them down with the axe. Even shotguns cannot open a door, only the axe. That is what makes the axe so valuable (and there are only 3 axe cards in the deck). This is where using torches to get through the entire deck and have it re-shuffled makes sense. Running through the entire deck twice puts 6 axe's into play. If I ever get this game semi-automated, the item cards will be randomly selected by the computer, so any item could then appear any number of times.

Player 5 (2nd)

Bonus roll @rolld20
Action 1: Be brave and open the door, need to find some stuff. Got to have stuff to survive the zombies. @rollthedice

? My first door opening, so do I need to attack the door and damage it or just turn the handle, and then step through?

Shake shake shake, you roll the 20-sided die.

You rolled a 17.

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

Action 1: edit, wait for the door to open then shove my fist in the first zombie face I see, or step in room if no zombie behind door.
Action 2: search if allowed. And I am totally lost, so will see what happened tomorrow.

That's the idea. Only to use your fist, you would need to move into the building first (plus that only does a half point of damage). I now know what your intentions are and can adjust the attack to using the shotgun from where you are now if that's OK by you. Stepping inside could be dangerous (depending on what is found inside) so leaving that option flexible as well would be my advice. Some people love the danger and would choose to step inside regardless.

Generally, players collect enough gear so that more than 1 person has an axe. In this case, we are kind of stuck since only 1 person has an axe and most left the bus area before gearing up. That's the beauty of having everyone decide their own moves... one never really knows what to expect.

This is a co-operative game, so there is always the option to ask questions and to try and co-ordinate moves. I generally try not to interfere too much and allow people to experiment or simply stumble along blissfully until the light-bulb goes on. Everyone has a different play style.

As for myself; I like to calculate my actions, and prefer to know things ahead of time, so I prefer reading the rules carefully and asking lots of questions. Sometimes I ask too many questions and wonder if I annoy the gamemasters. I've had other players tell me they enjoy the unknown and finding things out after-the-fact.

So, if you do want advice about strategy at any particular instance, don't hesitate to ask.

I pretty much got myself lost, I set a couple of actions, and will just wait to see results tomorrow.

Let's be careless and try a search.
Action 1: Move west.
Action 2: Search the room. @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 1.

Oh boy! Search failed. What zombie did we find? @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

A walker was found.

Since you actually got a decent roll, we can apply that to an attack should the door be opened this turn, or you can wait until the door is open and take the entire turn over or even go back toward the bus if that is what you would rather do. I'm fine with people posting options on moves to be applied after something else happens so that it is not crucial to check back all the time to see who did what; especially in situations like this.

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Player 9 (2nd)

Bonus roll @rolld20
Action 1: Attack the door using the axe. @rollthedice

Shake shake shake, you roll the 20-sided die.

You rolled a 16.

Shake shake shake, you roll the 6-sided die.

You rolled a 5.

The door is now OPEN.
Inside we find: (Starting at the door and moving clockwise) @rollthedice, @rolltwodice

Shake shake shake, you roll the 6-sided die.

You rolled a 5.

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 2.

Second die lands...
You rolled a 5.

Runner, at the door, then nothing, then another runner.
Continuing clockwise: @rollthedice, @rolltwodice.

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 6.

Second die lands...
You rolled a 2.

Shake shake shake, you roll the 6-sided die.

You rolled a 2.

Nothing, hulk, nothing.

Action 2: Shoot the runner using the CZ 550. @rollthedice

Player 2 (5th)

Bonus roll @rolld20
Action 1: Use the shotgun to shoot the walker to the west. @rollthedice

Shake shake shake, you roll the 20-sided die.

You rolled a 14.

Shake shake shake, you roll the 6-sided die.

You rolled a 6.

Walker killed.
Action 2: Move west.

Player 10 (6th)
Skip all.

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