The Story thus far:
Deep within the Ozark mountain range, in the valley with no river, lies a village that has been mostly forgotten. No tourists come here and the road leading into and out of the village has fallen into disrepair.
Those who even know of the village's existence don't seem to want to talk about it and the rest of the world has no idea it even exists.
One of our adventurers did some research about locations that used to exist in the past and learned of this small town that was called, Goldcrest. It was a mining town and apparently did very well due to the abundant gold that came out of the mine. A team of brave souls attempted to go there with the hope that there may be some gold remaining there that they could take.
The team found the road to the town had been washed out by land-slides and had to complete the journey on foot. The going was rough and especially dangerous because they encountered many zombies along the way.
The last leg of the journey involved scaling a near sheer wall of rock and most of the weapons the team had collected fell into the ravine below, but at least they managed to shake off the hoard of zombies that were following them.
The team worked their way through the village's buildings and found some clues that indicated the mayor and clergy had some heated disagreements. No gold was found yet. Perhaps the church will have some more information about what the argument was about?
The team found a teleporter in the warehouse across from City Hall and all of them jumped into the teleporter, hoping to reach the church that was supposed to have been isolated.
New game starting as soon as we have enough players. Please sign up in the replies section below.
This is sort of a board game and 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.
Each player will have 2 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 or other barrier.
After all players have completed their 2 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 action.
Walkers (W) and Hulks (H) will move one square per action.
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 and will re-spawn at the location where they began this adventure. Players can also recover damage points by collecting the life-force from slain zombies. 7 kills recovers 1 damage point.
When a player dies, they drop all their inventory at the place of death (including permanent items). Other players can then pick up those dropped items if they have room in their own inventory. Permanent items will be returned to the original owner for the NEXT game.
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).
- Call on
@rollthedice for a single roll (or
@rolltwodice for 2 actions and 2 attacks) to see if your attack(s) are successful. Rolls of 1-3 fail and 4-6 are successful.
- Axe (melee only) does 2 damage and can be used to open doors. If swinging at lesser enemies, the axe can chop down one enemy with 1 damage and continue through to injure a 2nd enemy with another damage point.
- Bare hands (melee only) 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. Bats are melee-only weapons. Pistols and crossbows have a range of 1 square. Rifles can reach 2 squares.
- Sawed-off shotgun or scattergun: Since buckshot scatters, it would make a big hole shooting in the same square (hence 2 damage); at one space distance it loses momentum and scatters, doing less damage, but can hit 2 targets (dealing 1 damage each). Maximum range is 1 square.
- CZ 550 is an Elephant Rifle and can do 2 damage at a range of 1 square (or less) 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. When a Molotov is thrown, it will burn for the remainder of the current day and the following day, essentially blocking access for the rest of the day and the next day for BOTH zombies and players.
- 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).
- Searches might uncover a hiding zombie! A dice roll of 1 or 2 finds a zombie (then another roll determines what type of zombie; see spawning). A dice roll of 3-6 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.
- 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 (just that one time) 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 (Blue T) / Tunnels (Green T)
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 square of the other "T". In the case of tunnels, players will spend ONE ACTION running through the tunnel before emerging at the other "T".
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. Success or failure is the same as for attacks (1 to 3 = fail & 4 to 6 = success)
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; shoot at zombie in next square to the east; if miss, move west.
Alternatively: Player 3; shoot at zombie in next square to the east; if miss, shoot again.
In both cases, player 3 made 2 actions and their turn is over.
Trading between a pair of players (both must be in the same square) may include any number of items in 1 transaction but still only counts as 1 action by 1 player (the player initiating the trade).
Players are free to collaborate and plan their strategies; this is a cooperative game.
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.
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) 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) or by another method such as a tunnel or teleporter.
Simplified Delegations to @happyme
For more options, read the comments section for a script you can use.
Don't forget, you can promote your own posts on the #happystream !