Post by proteus74 on Jan 21, 2007 10:32:20 GMT -5
Just something I came up with. But I hope you enjoy it anyway, it seems fun.
It occurred to me recently that the squares on the map tiles for Zombies!!! are perfectly sized for -clix figures. And so Horrorclix Zombie War was created. Hopefully people will find this interesting.
Setup
You will need
Many, many zombies, various kinds
Many, many victims, various kinds - Hobby Gamer not allowed.
A copy of the Zombies!!! base game, and/or the expansions, if you're feeling particularly adventurous.
Players will need
A full REV set of Guardian-type figures, no uniques. Each player will start with a 100 point team from that pool of figures.
Starting The Game
The game will start as a normal game of Zombies!!! would, with Town Square placed on the table. With this, take out the other un-named 4-way intersetions tiles (there should be 4) and the Helipad tile. Each one of those tiles will provide 5 squares for starting points, so you only need to start with enough tiles to hold everyone's pieces. Shuffle the remaining 4-ways into the tile deck, and place the Helipad tile in the bottom half of that deck.
Each turn, starting with player 1, each player will take a tile from the top of that deck to begin their turn. Placing the tile, the roads should line up with each adjacent road. Unlike the normal game, there will be a point system for placing zombies and victims on the tile, and the player to the left of the drawing player will do the selection and placement.
Victims - 1 point
Rookies - 1 point
Experience - 2 points
Veteran - 3 points
Unique/LEs - 4 points (optional)
The road access points determine the placement points. If a tile has two road accesses, it's worth 2 points, and so on. In addition, each tile automatically gets a victim token. All victims and zombies placed on unnamed tiles must be on road spaces. All victims are placed face-up instead of face-down.
Continuing the turn, the player then has the option of moving a victim token. This occurs just like HrC.
Then, the player will have the option of assigning one action to each figure they control, no action tokens assigned. This is mainly to prevent confusion due to large numbers of tokens to keep track of, but also because otherwise the game becomes unwieldy for various reasons. All normal HrC actions are available, moving, attacking, saving victims, etc. No player figure has the option of blooding, however, and there are no Plot Twist cards used for this game. The goal is simply to kill zombies and rescue victims, although you do want to be the one at the end who kills and rescues the most.
Then, the player will have their hourglass phase, if necessary, and their turn will end.
After the player is done, it is the zombie's turn. Early on, there won't be many zombies, but later, there will be a lot to choose from. The rule for zombies is that one zombie per tile can be assigned an action each zombie turn.
Zombies for this game have a movement value of 1, regardless of their dial, with the exception of hourglasses. Zombies also have whatever abilities are present on their cards, with two additions. Their first new ability is Lunge. Lunge works in two different ways. One, if there is a player two spaces from a zombie, the zombie has the option to move and attack that player in one action - zombies start the game already blooded. If they use this ability, their damage is not reduced to 1. Two, if there is a victim token two spaces from a zombie, the zombie can move those two spaces, landing on the victim. This leads to the second new ability, Conversion.
Conversion works like this. As an action, if a zombie starts the zombie turn standing on a victim, it can attempt to eat the victim. To do this, the ZM rolls 1d6+2. If the total rolled is greater than the victim's movement, the victim is converted. Move the acting zombie one legal space (this may move it onto another victim!) and replace the victim with a rookie zombie of the ZM's choice. It doesn't matter which, but there's some theme to it. Females can become Sorority Zombies, Cops can become Zombie Cops, etc.
If the roll is lower than the movement, the victim has fought back! The victim is safe, although it is still under the zombie, and the zombie can try again next turn.
While zombies are standing on a victim token, their attention is focused on that victim, so they are considered to be vulnerable. This allows any ability that acts on that to be used, without action tokens.
Zombies in this game are motivated by the need to eat flesh! They will always go for the closest prey, regardless of someone attacking them from farther away. If there are two or more targets equidistant, it's up to the ZM.
If a zombie kills a player, replace that figure with a zombie of equal level of the ZM's choice. Return that figure to the player's pool for future recruiting.
After the ZM, the player to the left of the previous player takes their turn, and then the ZM again, and so on.
Named Buildings
Some of the map tiles in the tile deck are considered Named. These will be obvious, as they have lettering detailing three values, Z, B and L. The Z number will determine the amount of placement points for that tile. You'll notice in most cases that this number is greater than the number of available road spaces on the tile. This is because the victims and zombies can be placed inside that building, and each building will have one or more doors for players, zombies and victims to enter and exit. This is apparent on most tiles, but some are tricky - use your own judgment for those. Lines of fire can be drawn through doors of Named buildings.
The B and L numbers are something different. B represents bullets, which a player can pick up along the way as they move through a square with a bullet. Bullets can be used after rolls to increase the roll or before a roll to increase damage (it wouldn't make sense to increase damage AFTER an attack hits.) A player can carry as many bullets as they like, but all bullets picked up must stay with that particular figure, unless that figure moves adjacent to another, then they can pass off bullets if they choose, and continue moving.
The L represents life. Players cannot pick up life tokens, but they can move onto a square with a life token to attempt healing. To do this, they roll 1d6-2 (minimum 1) and heal that many clicks on that figure. You cannot use this if you are undamaged. Regardless of the result, after a life token is used, it is removed from the game.
Like the placement for regular tiles, the player to the drawing player's left places these bullets and life as well. The bullets and life tokens must be placed inside the named building.
Increasing Your Forces
You may have noticed by now that this is horribly skewed in favor of zombies. Well, you have the chance to increase your army, but it'll take some work, and possibly some help from the other players. To do this, you need to trade in some of your kills and some victims.
Victim - 5 points
Rookie - 25 points
Experience - 50 points
Veteran - 75 points
To add more, at the beginning of your turn, before drawing a tile, you can spend those figures to add that many points worth of figures to your team. Put the spent victims and zombies back into the respective pools and add your figures. All new figures will start in Town Square (or as close to the center of Town Square as possible - it might be overrun with zombies!), and then your turn continues with drawing your tile. Each new figure will be available for action on that turn.
Additional Notes
This is a tough game, because players will have to work together at times to hold back the zombies. Even with a movement of 1, their numbers will swell quickly. However, this is also an individual game, and there is only one winner - the one who kills the most and rescues the most victims. Don't be shy, stealing kills at range is acceptable, but don't be surprised if the other player does the same. Remember this is just a game, after all.
For purposes of spending, all zombie kills and victims rescued are a universal pool for each player, but in some cases, it does matter who rescued victims. Rescued victims cannot be shared, and if you spend one, it no longer generates a bonus, if applicable.
Lines of fire cannot be drawn through victims, zombies or other players. Victims and zombies can't move through zombies or players. However, victims can move through victims, and all players are considered to be friendly to each other in the case of movement.
The buying of new figures does not generate change. If you overspend, that's unfortunate.
Unique Guardians are not currently supported, for various reasons. This may change in the future.
Uniques and LE Zombies are optional, and if you have and use them, the same restrictions apply to them, 1 movement, vulnerability, etc. However, they might just be smart enough to recognize threats - I'll leave that up to each individual ZM.
The Zombies!!! game has 4 expansions, each with new tiles in new locales. The rules for the expansions will tell you how to work in the new tiles. You don't have to use them, but if you have the means, a suggestion. The four expansions are a military base, a mall, the woods, and a high school. If I recall correctly, Peter Parker was/is a high school teacher, Colonel America and the Hulk probably have some reasons to hang out at military bases, and Wolverine always was kind of like an animal, so... Like I said, really up to each individual ZM.
I hope you enjoyed reading this as much as I enjoyed thinking it up. Thanks to darius_dax1 and dakounoichi for help in tweaking some of the rules for this. Any comments, questions or suggestions are very welcome.
It occurred to me recently that the squares on the map tiles for Zombies!!! are perfectly sized for -clix figures. And so Horrorclix Zombie War was created. Hopefully people will find this interesting.
Setup
You will need
Many, many zombies, various kinds
Many, many victims, various kinds - Hobby Gamer not allowed.
A copy of the Zombies!!! base game, and/or the expansions, if you're feeling particularly adventurous.
Players will need
A full REV set of Guardian-type figures, no uniques. Each player will start with a 100 point team from that pool of figures.
Starting The Game
The game will start as a normal game of Zombies!!! would, with Town Square placed on the table. With this, take out the other un-named 4-way intersetions tiles (there should be 4) and the Helipad tile. Each one of those tiles will provide 5 squares for starting points, so you only need to start with enough tiles to hold everyone's pieces. Shuffle the remaining 4-ways into the tile deck, and place the Helipad tile in the bottom half of that deck.
Each turn, starting with player 1, each player will take a tile from the top of that deck to begin their turn. Placing the tile, the roads should line up with each adjacent road. Unlike the normal game, there will be a point system for placing zombies and victims on the tile, and the player to the left of the drawing player will do the selection and placement.
Victims - 1 point
Rookies - 1 point
Experience - 2 points
Veteran - 3 points
Unique/LEs - 4 points (optional)
The road access points determine the placement points. If a tile has two road accesses, it's worth 2 points, and so on. In addition, each tile automatically gets a victim token. All victims and zombies placed on unnamed tiles must be on road spaces. All victims are placed face-up instead of face-down.
Continuing the turn, the player then has the option of moving a victim token. This occurs just like HrC.
Then, the player will have the option of assigning one action to each figure they control, no action tokens assigned. This is mainly to prevent confusion due to large numbers of tokens to keep track of, but also because otherwise the game becomes unwieldy for various reasons. All normal HrC actions are available, moving, attacking, saving victims, etc. No player figure has the option of blooding, however, and there are no Plot Twist cards used for this game. The goal is simply to kill zombies and rescue victims, although you do want to be the one at the end who kills and rescues the most.
Then, the player will have their hourglass phase, if necessary, and their turn will end.
After the player is done, it is the zombie's turn. Early on, there won't be many zombies, but later, there will be a lot to choose from. The rule for zombies is that one zombie per tile can be assigned an action each zombie turn.
Zombies for this game have a movement value of 1, regardless of their dial, with the exception of hourglasses. Zombies also have whatever abilities are present on their cards, with two additions. Their first new ability is Lunge. Lunge works in two different ways. One, if there is a player two spaces from a zombie, the zombie has the option to move and attack that player in one action - zombies start the game already blooded. If they use this ability, their damage is not reduced to 1. Two, if there is a victim token two spaces from a zombie, the zombie can move those two spaces, landing on the victim. This leads to the second new ability, Conversion.
Conversion works like this. As an action, if a zombie starts the zombie turn standing on a victim, it can attempt to eat the victim. To do this, the ZM rolls 1d6+2. If the total rolled is greater than the victim's movement, the victim is converted. Move the acting zombie one legal space (this may move it onto another victim!) and replace the victim with a rookie zombie of the ZM's choice. It doesn't matter which, but there's some theme to it. Females can become Sorority Zombies, Cops can become Zombie Cops, etc.
If the roll is lower than the movement, the victim has fought back! The victim is safe, although it is still under the zombie, and the zombie can try again next turn.
While zombies are standing on a victim token, their attention is focused on that victim, so they are considered to be vulnerable. This allows any ability that acts on that to be used, without action tokens.
Zombies in this game are motivated by the need to eat flesh! They will always go for the closest prey, regardless of someone attacking them from farther away. If there are two or more targets equidistant, it's up to the ZM.
If a zombie kills a player, replace that figure with a zombie of equal level of the ZM's choice. Return that figure to the player's pool for future recruiting.
After the ZM, the player to the left of the previous player takes their turn, and then the ZM again, and so on.
Named Buildings
Some of the map tiles in the tile deck are considered Named. These will be obvious, as they have lettering detailing three values, Z, B and L. The Z number will determine the amount of placement points for that tile. You'll notice in most cases that this number is greater than the number of available road spaces on the tile. This is because the victims and zombies can be placed inside that building, and each building will have one or more doors for players, zombies and victims to enter and exit. This is apparent on most tiles, but some are tricky - use your own judgment for those. Lines of fire can be drawn through doors of Named buildings.
The B and L numbers are something different. B represents bullets, which a player can pick up along the way as they move through a square with a bullet. Bullets can be used after rolls to increase the roll or before a roll to increase damage (it wouldn't make sense to increase damage AFTER an attack hits.) A player can carry as many bullets as they like, but all bullets picked up must stay with that particular figure, unless that figure moves adjacent to another, then they can pass off bullets if they choose, and continue moving.
The L represents life. Players cannot pick up life tokens, but they can move onto a square with a life token to attempt healing. To do this, they roll 1d6-2 (minimum 1) and heal that many clicks on that figure. You cannot use this if you are undamaged. Regardless of the result, after a life token is used, it is removed from the game.
Like the placement for regular tiles, the player to the drawing player's left places these bullets and life as well. The bullets and life tokens must be placed inside the named building.
Increasing Your Forces
You may have noticed by now that this is horribly skewed in favor of zombies. Well, you have the chance to increase your army, but it'll take some work, and possibly some help from the other players. To do this, you need to trade in some of your kills and some victims.
Victim - 5 points
Rookie - 25 points
Experience - 50 points
Veteran - 75 points
To add more, at the beginning of your turn, before drawing a tile, you can spend those figures to add that many points worth of figures to your team. Put the spent victims and zombies back into the respective pools and add your figures. All new figures will start in Town Square (or as close to the center of Town Square as possible - it might be overrun with zombies!), and then your turn continues with drawing your tile. Each new figure will be available for action on that turn.
Additional Notes
This is a tough game, because players will have to work together at times to hold back the zombies. Even with a movement of 1, their numbers will swell quickly. However, this is also an individual game, and there is only one winner - the one who kills the most and rescues the most victims. Don't be shy, stealing kills at range is acceptable, but don't be surprised if the other player does the same. Remember this is just a game, after all.
For purposes of spending, all zombie kills and victims rescued are a universal pool for each player, but in some cases, it does matter who rescued victims. Rescued victims cannot be shared, and if you spend one, it no longer generates a bonus, if applicable.
Lines of fire cannot be drawn through victims, zombies or other players. Victims and zombies can't move through zombies or players. However, victims can move through victims, and all players are considered to be friendly to each other in the case of movement.
The buying of new figures does not generate change. If you overspend, that's unfortunate.
Unique Guardians are not currently supported, for various reasons. This may change in the future.
Uniques and LE Zombies are optional, and if you have and use them, the same restrictions apply to them, 1 movement, vulnerability, etc. However, they might just be smart enough to recognize threats - I'll leave that up to each individual ZM.
The Zombies!!! game has 4 expansions, each with new tiles in new locales. The rules for the expansions will tell you how to work in the new tiles. You don't have to use them, but if you have the means, a suggestion. The four expansions are a military base, a mall, the woods, and a high school. If I recall correctly, Peter Parker was/is a high school teacher, Colonel America and the Hulk probably have some reasons to hang out at military bases, and Wolverine always was kind of like an animal, so... Like I said, really up to each individual ZM.
I hope you enjoyed reading this as much as I enjoyed thinking it up. Thanks to darius_dax1 and dakounoichi for help in tweaking some of the rules for this. Any comments, questions or suggestions are very welcome.