Are you afraid to have your brains eaten? Or do you think you can outsmart a bunch of zombies?
Why not see just how good you are? The trial run had a few hickups, but overall woked out quite well. 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 trial game went in order to get a feel for how things work.
See the results of the last game here: https://steemit.com/gaming/@happyme/zombie-adventure-game-1-conclusion-and-prizes-july-2-2017
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 cancelled 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.
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.
- The hulk can only be killed with a weapon that does 2 damage.
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 when a zombie is in your square and 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.
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, baseball bats, pistols, rifles and crossbows do 1 damage. Pistols and crossbows have a range of 1 square. Rifles can reach 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.
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 and only 1 search per player per turn, except if a player has a torch, in which case that player gets 2 searches per action and turn.
- Players can carry up to 5 items each.
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.
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 surving players manage to exit the board from any of the exits (where the road is not blocked by a building).
I'll give it a try! I may have to study these rules, though! LOL
Welcome to the game randomness.
THANKS! Now let's kill some undead!
I'll have another go, last time was fun :-)
Super! Thanks for returning. I've updated the rules a bit so please do read them. I'm sure it will help having an experienced player on the team.
May I suggest an addendum: Rooms can only be searched twice (once with a torch).
I don't know how likely it would be, but the thought of finding an unlimited number of items in the same room seems silly.
Maybe also a chance to find nothing (1-2 Zombie, 3 Nothing, 4-6 item)?
Also, maybe next game.
Great suggestions ponimayu.
Although it may seem unlikely in real life to find an unlimited supply of items in one room, I think for now it might be best to leave that as it is in case someone is stuck in a single room and cannot move on. At least they have a chance if they find something useful. Let's see how it goes with more players and re-visit that thought after a few more tests? The only player that actually found something useful was luvabi. I was actually worried that we were not finding enough gear. Yes, I found the torch which SHOULD have been useful, but when searching I rolled crappy and just found more zombies! I was hoping to distribute some better weapons with my extra searches, but it just didn't materialize. In the end, we won anyway, but that was because we didn't need to get back out of town!
As for finding 'nothing': the current ability to find useless items such as rice and flour are almost the same as finding nothing, so in effect, finding nothing is already in the game. Basically, the chance of finding a zombie is 50/50. Then finding something useful is further reduced by useless items like flour, water and rice. Do we really want to make it even harder by finding 'nothing'? I purposely made the first game easy so that it can end quickly but still give us an idea of how difficult it would be. Can you imagine what would happen if a HULK is found in a search? Most people would not be able to hurt a hulk, so things could turn very ugly very fast if that happened. What if 2 Hulks show up? We were just very lucky I think.
Yeah, you're right. Though the purpose behind finding nothing was lowering the chances of finding a zombie, not to lower the chances of items being found ^^
Point taken.
If things get too rough, I can change the search to have a successful search be rolls of 3-6 instead of 4-6. However, if we didn't find all those zombies with searches, the game would have been too easy. It is always a balance: make it too easy and without a challenge it becomes boring. Make it too hard to win and people give up in frustration.
What was your impression of the risk factor while playing the game?
I think the first round was pretty easy, but mainly because there was only one objective and we didn't have to leave the map. I have a suspicion the next rounds will be harder, so you'd have to evaluate again after the next ones.
I'd like to try!
Welcome to the game. Thanks for participating.