El SkidThe frozen white northRegistered Userregular
Here goes nothing...
Equip item: School blueprints - BOOK - EQUIP: Once per round, when performing a search at the school with this survivor, you may look at and keep 1 additional card.
Use 3 die to search school with James, keeping both cards
Use 4 dice, lighter and a can of gas to torch all 3 zombies in Gas Station.
I use the can of gas Kirindal offered to move safely to the library.
Use my 6 dice to shotgun 2 zombies in the library.
Use my 1 survivor card to pop a new survivor at colony.
El SkidThe frozen white northRegistered Userregular
So wait...my understanding of this is as follows:
- If we thumbs up this and meet our main victory condition at the end of this turn BUT do not have 5 extra food, the game continues for another round. We don't lose outright unless we run out of turn markers without BOTH of our victory conditions not being met.
- If we thumbs down this we end up with an extra few wounds, including a potentially game ending roll on James.
- If we thumbs up this and meet our main victory condition at the end of this turn BUT do not have 5 extra food, the game continues for another round. We don't lose outright unless we run out of turn markers without BOTH of our victory conditions not being met.
- If we thumbs down this we end up with an extra few wounds, including a potentially game ending roll on James.
The problem is the risk of going out there and also attracting zombies if you can't get back.
One death and it's over.
4+ surviving zombies in the outer locations and it's over.
Posts
@Daemonis
Board @El Skid
Equip item: School blueprints - BOOK - EQUIP: Once per round, when performing a search at the school with this survivor, you may look at and keep 1 additional card.
Use 3 die to search school with James, keeping both cards
So that's hopefully one problem helped.
Search again at the school with the first 6 die
Fine. Kill 2 zombies at the school with a baseball bat
Geth roll 1d12 for it all didn't matter because you're going to kill us off now anyway
Contribute 3 cards to the crisis.
Pass turn
Board @Preda
Anyway, Search for survivors again.
1 outsider
Switchblade
Fuel
Food 1
The rest is reshuffled.
I've got Junk (Starter).
Yours if you want it.
The Black Hole of Cygnus X-1
Use my junk (start) to reroll my 1 dice.
Geth, roll 1d6
Use 4 dice, lighter and a can of gas to torch all 3 zombies in Gas Station.
I use the can of gas Kirindal offered to move safely to the library.
Use my 6 dice to shotgun 2 zombies in the library.
Use my 1 survivor card to pop a new survivor at colony.
@Daemonis to resolve and pop eventual xroads
@stever777 remember to clean the trash!
with and army chasing him
@Preda, @stever777, @Kirindal, @El Skid send me your votes
The Black Hole of Cygnus X-1
I have none.
The Black Hole of Cygnus X-1
- If we thumbs up this and meet our main victory condition at the end of this turn BUT do not have 5 extra food, the game continues for another round. We don't lose outright unless we run out of turn markers without BOTH of our victory conditions not being met.
- If we thumbs down this we end up with an extra few wounds, including a potentially game ending roll on James.
Is that right, @Daemonis?
Very good analysis.
El Skid - thumbs up
Kirindal - thumbs up
Preda - thumbs down
The first player to decide, its @Kirindal
The Black Hole of Cygnus X-1
You see the group is split on it.
Personally, I think adding that Win Con will doom us, anyway.
"Look out, James! Don't get shot!!!"
The Black Hole of Cygnus X-1
Basically it's trading "measurably harder to win" for "no chance of losing immediately"
One death and it's over.
4+ surviving zombies in the outer locations and it's over.
The Black Hole of Cygnus X-1
@Daemonis