Last Night on Earth
a Zombie Game hosted by SkyCaptain about the Apocalypse of Tomorrow
What is it?
Last Night on Earth is a survival horror board game for up to four players and a Host, that pits small-town Heroes head-to-head against a never-ending horde of Zombies. A modular board randomly determines the layout of the town at the start of each game and there are several different scenarios to play, adding to the replayability of Last Night on Earth. It is a fast paced game with easy to learn rules that allows players to jump right into the action, while strategic depth and strong cooperative Play keeps the game interesting.
http://www.flyingfrog.net/lastnightonearth/http://www.boardgamegeek.com/boardgame/29368/last-night-on-earth-the-zombie-gameHow do I play?
By declaring your intention to
sign up or be added to the
reserve list... however, you must be able to complete your turn every weekday for up to 17 turns. If you miss two days in a row or four non-consecutive days at any point during the game, you will be replaced by the first available player on the reserve list. Reserve players will have
12 hours to respond to the invitation before the next player on the list will be invited to play. Each day, you will declare whether you move or search and any cards you intend to play. Due to the nature of playing a board game over the internet, the rules will be modified to better suit the format and to keep gameplay interruptions to a minimum.
The RulesThe Heroes
Becky, the Nurse"What the hell is going on in this town?!"
A nurse at the new Widowcrest Hospital facility, Rebecca King walks the quiet halls alone on the graveyard shift. In the dead of night, she often hears the screams of the mad echoing down from the barred windows of the old Widowcrest Asylum on the hill. Having recently moved to Woodinvale to take a position at the hospital, Becky hardly knows anyone and often wonders if she will regret moving away from her family and friends to this small, secluded town.
Start: Hospital
Keywords: Medical, Female
First Aid: At the end of the Hero Phase, Becky may Heal one wound from another Hero in the same space.
Wounds: O | O | X
Billy, the Sheriff's Son"Back off! I can handle this."
An angst-ridden teen, Billy blames his father for just about everything that has gone wrong in his life -- especially the fact that his mother is gone. He takes great pleasure at getting into trouble, using it as a tool to attack his father, the town Sherriff. A star on the high school track team, Billy is the fastest runner in his class; a sight which always gets a smile from his girlfriend in the bleachers, Sally.
Start: High School
Keywords: Student, Male
Track Star: May add +1 to his Movement Dice roll.
Youth: May give up a Move Action to Fully Heal.
Wounds: O | X
Father Joseph, Man of the Cloth"Faith is stronger than zombies, my son."
A devout man of God, Father Joseph McGuiness relies on his faith to get him through the daily struggles of life. He has watched over the town of Woodinvale for more than twenty-five years as a spiritual figurehead and deems it his personal mission to protect the people from the evils of the world. Though he is privy to many of the people's well kept secrets, he was never told of the town's past. It is a topic avoided by all who lived through it and left unknown to all those who came after.
Start: Church
Keywords: Holy, Male
Holy Man: May not use Guns and may not be the target of This Could Be Our Last Night on Earth.
Strength of Spirit: May take a wound to cancel any Zombie Card on a roll of 3 or higher.
Wounds: O | O | X
Jake Cartwright, the Drifter"It's happening. They're coming... again."
Always in the wrong palce at the wrong time. Jake Cartwright drifted into town this morning. A stranger to all, Jake lives on the road, traveling... always on the move. He has a scruffy face and well-worn clothes and has learned over the years to make-do with what is on hand. This is not the first time Jake Cartwright has passed through Woodinvale. He brings with him memories of the past and a drea omen for the future. He is a sight Sheriff Anderson remembers from his youth, and hoped never to see again.
Start: Road Out of Town
Keywords: Strange, Male
Resourceful: When drawing a Hero Card, Jake may take two cards and choose which one to keep (discard the other).
Wounds: O | O | X
Jenny, the Farmer's Daughter"Eat dirt zombie!"
Born on the farm, Jenny Sty was raised to bail hay, feed the animals, and plow the fields. Though naive to the social circles of high school, she has been known to beat up guys with roaming hands or wise-cracking mouths. More at ease around animals than people, Jenny has never understood her father's gentle but sad demeanor and finds comfort in the simple truth of hard work on the farm.
Start: Farmhouse
Keywords: Student, Female
Handy: May add or subtract one to any roll when testing to see if a Hand Weapon breaks.
Farm Girl - While in the Cornfield or Barn, Jenny may roll an extra Fight Die.
Wounds: O | X
Johnny, High School Quarterback"I ain't goin' out like a chump."
With a flash of his smile, Johnny Miller can have nearly anyone eating out of his hand. The quarter back of the high school football team, Johnny is one of the most popular kids in school. Though he was held back a year by Principal Gomez for failing nearly every class, he sees it as a golden opportunity to keep playing football in the hopes of getting a scholarship.
Start: Gym
Keywords: Student, Male
Tough: Win fights on a tie.
Blitz: When entering a space with a Zombie, may immediately fight the zombie and continue moving.
Youth: May give up a Move Action to Fully Heal.
Wounds: O | X
Sally, High School Sweetheart"Alright, you asked for it."
Sally is a troubled teen and has had dark dreams of late. She lives with her deadbeat, alcoholic step-father and her older, step-brother Jeb. She has always had to take care of herself after her mother died while Sally was very young. She only has a silver pendant to remember her mother by. Sally dreams of getting out of the small town after high school and actually doing something with her life.
Start: High School
Keywords: Student, Female
Lightweight: May not use Guns except for the revolver.
Lucky: Once per fight, may force a zombie to re-roll any number of its fight dice against her. Sally chooses which dice the zombie must re-roll.
Youth: May give up a Move Action to Fully Heal.
Wounds: O | X
Sheriff Anderson, Small Town Law Man"This is my town... and I'm taking it back!"
In the sleepy town of Woodinvale, Sherriff Jack Anderson patrols the quiet streets, haunted by memories of the past. Born adn raised in the forested countryside, he is one of only a handful of people who knows the dark history of the area. Since his wife died eight years ago, he has raised his only son, Billy, alone. Now he silently awaits the inevitable, hoping and praying that he is ready for an event that never comes to pass... at least not again.
Start: Police Station
Keywords: Law Enforcement, Male
Sheriff: Starts the game with a Revolver.
Man of Action: Instead of searching, may take a Revolver from the discard pile.
Wounds: O | O | X
Scenarios
Die Zombies... DIE!
Turns: 15
Scenario Objectives
1. The Heroes win if they kill 15 Zombies by Sundown
2. The Zombies win if the Heroes fail, or by kill two Heroes.
Escape in the Truck
Turns: 15
Scenario Search Items: Gasoline, Keys
Scenario Objectives
1. The Heroes must find Gasoline to fill up the Truck and Keys to start it.
2. To fill up the Truck, a Hero must start in the same space as the truck, give up their turn, and discard Gasoline. The Hero must survive any zombie fights in their space before the Truck is filled up.
3. To escape, at least two Heroes must end the Hero Turn together at the Truck before Sundown. The Truck must be filled up and one of the Heroes there must have Keys.
4. The Truck begins the game in the center space of the Center of Town board.
Save the Townsfolk
Turns: 16
Scenario Search Items: Any Townsfolk Event
Scenario Objectives
1. The Heroes must rescue (collect without playing) four of the Townsfolk and keep them alive until Morning. When found, Townsfolk are kept face up on the table.
2. The Zombies win if the Heroes fail, or by killing two Heroes.
Defend the Manor
Turns: 17
Scenario Objectives
1. Each Hero starts the game with a Hero Card in addition to any Hero Cards they would normally start with. Play Immediately event cards drawn are discarded and replaced.
2. Zombies do not need to Roll to Spawn New Zombies. They automatically get 1d6 new Zombies at the end of each Zombie Turn, up to the maximum number of zombies (14).
3. The Zombies immediately win if there are ever nine or more Zombies inside the Manor at the same time.
4. Heroes win by holding off the Zombies until Morning.
5. Heroes cannot search the Manor house for items.
Burn 'em Out
Turns: 18
Scenario Search Items: Any Explosive (such as Gasoline or Dynamite)
Scenario Objectives
1. The Heroes must find Explosives and destroy three of the Zombie spawning pits by Sundown.
2. To destroy a Zombie spawning pit, a Hero must start in the space, give up their turn, and discard an Explosive. The Hero must survive any Zombie fights in their space before the pit is destroyed.
3. The Zombies win if the Heroes fail.
Items
- Heroes are limited to four items. Two of those items may be weapons. If you draw a weapon and already have two weapons, you may exchange or give a weapon to another Hero in the same square. If you cannot exchange the weapon with another Hero, you must discard down to two weapons.
- Items may be freely exchanged with any Hero in the same square. However, items can only be used once per round. You cannot use the Revolver and than pass it off to another Hero for them to use on their turn.
- If you have two Hand Weapons, please declare which one you will use if your Hero might get into or will take part in any fights at the end of the round.
Fight
- Each Hero involved in a fight rolls two fight dice, unless an item or event modifies this number.
- Each Zombie involved rolls one fight die, unless an event modifies this number.
- Heroes fend off Zombies if their roll is higher than the Zombie roll.
- Heroes wound a Zombie if any of their fight dice come up doubles.
- Zombies wound a Hero if their fight roll is higher than the Heroes roll.
- The Host will roll all dice rolls to keep the game running smoothly.
- Players will have the option to play cards after the rolls have been posted.
Setup
Each player will be given a starting Hero, chosen randomly from the pool of available characters. As Heroes die, players will either be replaced by a player on the reserve list or given the opportunity to play a different Hero. (
This is one of the options I want to discuss as a design aspect.) After each player has been given a Hero, a random scenario will be selected.
The board will then be randomly generated and the Heroes placed into the starting spot shown on their Hero or in Town Square or the Manor if their starting location is not present. After the board has been generated and Heroes placed, the Host will roll 2d6 to determine the starting number of zombies and then divide them evenly among the spawning pits (red X's on the game board).
IMPORTANT: Any Hero that starts in Town Square begins with one Hero Card from the Hero Deck.
Any 'Play Immediately' event cards are discarded and a new card is drawn to replace it.
Turn OrderZOMBIES
The Host of the game performs the following actions in order.
- Move the Sun Tracker down one position. If the tracker reaches the bottom, the Zombies overrun the town at the end of the round and the Heroes automatically lose.
- The Host draws their hand of up to a maximum of 4 Zombie Cards from the Zombie Deck. Any 'Play Immediately' event cards are placed onto the board.
- Roll 2d6 to spawn new Zombies. If the roll is greater than the current number of zombies, the Host gets 1d6 Zombies to place at the end the Zombie turn.
- The Host moves each zombie one square. Zombies in squares adjacent to Heroes must move into a square with a Hero. Zombies can move through walls.
- Any Zombies in a square with Heroes must fight those Heroes. Divide the Zombies evenly between the Heroes. Unlike the board game, in the online version, the Host will choose how to assign Zombies if they cannot be divided evenly.
- The Host places new Zombies, divided evenly into the Zombie spawning pits.
HEROES
Each Hero on their turn can perform the following actions in order, but can only Move or Search, not both. If a Hero ends their turn in a square with Zombies, they must fight every Zombie in that square even if there are other Heroes in the same square.
- Move - The Hero rolls 1d6 to determine how many squares of movement they get. If the Hero moves into a square with Zombies, they immediately stop moving and must fight all the Zombies in the square. Heroes cannot move through walls or windows and may only enter or exit a building through a doorway.
- Search - Heroes may search even while there are Zombies in their square. The Hero rolls against the card list and adds that card to their Hand unless it is a 'Play Immediately' event.
- Exchange Items - Players may exchange items with any other Hero in in the same square as their Hero according to the item rules listed above.
- Ranged Attack - Heroes may only make ranged attacks against Zombies that are within range of the weapon and only if the Hero can see the Zombie. Heroes may make ranged attacks through walls that they are adjacent to. It is assumed there is a window or some other opening through which they can attack.
- Fight Zombies - Heroes must fight every Zombie in their space when they end their turn.
CLEAN UP
The Host resolves all attacks against Heroes and Zombies and posts the results of the round. At this point, the Host may immediately move on to the next round or wait until the following day to allow players to use any cards that may alter the results of the attacks.
Posts
Active Players
Reserve Players
Hero Card List
In Hand
Hero Discard Pile
Zombie Card List
Zombie Discard Pile
The Game Board
Upper Right: The Farm
Lower Left: Church, Police Station, Graveyard
Lower Right: The High School, Gym
Center: Town Center
End of Zombie Round 1: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round3.jpg
!Signup
e: ignore, just read the setup.
!signup
I meant to yesterday but I was hesitant about commiting, but fuck it, I'll make time
Replace dead heroes with someone on the reserve list and add the dead player to the end of the reserve list.
Ah, that's an elegant solution indeed.
until they say they don't want to play anymore
people get their chance
plus I'll get to play
This doesn't exactly seem time-intensive :P
Heroes deck done. Just about ready to give this a test run.
edit: or are the active players deciding
Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)
Hero Locations
-- Becky (Hospital, A3)
-- Father Joseph (Church, K4)
-- Jenny (Farmhouse, D12)
-- Johnny (Gym, K9)
Zombie Locations
-- No zombies yet...
Round 1 - Zombies
Step 1: Spawn new zombies...: 2d6 :: 7
Step 2: Draw Cards
-- PLAY IMMEDIATELY: My God They've Taken Over...: 2#1d6 5 6 THE GYM. Four zombies shamble into the gym (K9, K10, L9, L10) and quickly attack Johnny. Players may not SEARCH inside the Gym.
Step 3: Move Zombies
-- Z9 to K9
-- Z10 to K9
-- Z11 to K9
FIGHT!
Zombies attack Johnny (Z8, Z9, Z10, Z11): 4#1d6 6 1 2 2
Johnny attacking Zombies: 4#2d6 6 7 4 9
Johnny grabs a chair left by Bobby Knight and hurls it across the Gym, taking out a zombie (Z10) as its head is caved in. Behind him, another zombie (Z8) lurches out from behind the bleachers, but Johnny smashes its head in with a cheerleader's baton. The baton is bends and gets stuck in the gory remains of the fallen zombie, ripping it out of the quarterback's hands.
Step 4: Place Zombies / Ending Locations
- Z1: A1
- Z2: A12
- Z3: L1
- Z4: L7
- Z5: A1
- Z6: A12
- Z7: L1
- Z9: K9
- Z11: K9
Zombie Kill Count: 2 of 15
Players may now take their turns on a first come, first serve basis. Please make a post claiming your turn and then edit it with your actions. If you search, roll 1d36 (or the max number of cards left) on Orokos.com, compare the result to the card list and re-roll any results taken by other players. If you move and move into a square with zombies, you must immediately stop moving and fight the zombies.
The HEROES turn ends Thursday, September 23rd, 2010 at 7:00 am. I will endeavor to get the Hero Card list updated with a link to what the cards do as quickly as possible. I totally forgot to bring the deck to work tonight.
Hero Locations
-- Becky (Hospital, A3)
-- Father Joseph (Church, K4)
-- Jenny (Farmhouse, D12)
-- Johnny (Gym, K9)
Zombie Locations
- Z1: A1
- Z2: A12
- Z3: L1
- Z4: L7
- Z5: A1
- Z6: A12
- Z7: L1
- Z9: K9
- Z11: K9
Round 1 - Johnny's Turn
Step 1:Moving: 1d6 4
Johnny will move 4 squares, K9 to K10 to K11 to J12 to I12
Zombie Kill Count: 2 of 15
Also it would be helpful if you updated the map with markers (or even letters overlayed in Paint) at the end of each zombie turn, to show us where heroes and zombies are without having to go back and forth between the map and text countless times.
Yes i realize that, but i figured moving away from zombies and maybe trying to meet up with people (via the diner) is more of a priority than searching.
Does the turn end Wednesday, the 22nd, or Thursday, the 23rd? I assume the latter given the cutoff time...
Search: 1d36 = 13
Give me the fire axe!!!
I think that's my turn. No zombies in the square, no exchanges. etc.
Search: [URL="[url=http://4e.orokos.com/roll/27077]Hero deck[/url]: [u]1d35[/u] [b]29[/b]"][/url]Hero deck: 1d35 29
So apparently Jenny is in the farmhouse with Principal Gomez. How suspicious.
Map
1. Ammo (2)
2. At Last... (3)
3. Baseball Bat (2)
4. Blocked Windows
5. Chainsaw (2)
6. Crowbar
7. Deputy Taylor
8. Doc Brody, Country Physician
9. Dynamite (4)
10. Escape Through the Windows
11. Faith (3)
12. Farmer Sty
13. Fire Extinguisher (2)
14. First Aid Kit (2)
15. Gasoline (2)
16. Get Back You Devils! (3)
17. Haunted by the Past
18. Hero's Rage
19. Heroic Resolve
20. Jeb, the Grease Monkey
21. Just a Scratch (2)
22. Just What I Needed (4)
23. Keys (2)
24. Lighter (2)
25. Meat Cleaver
26. Mr. Hyde, the Shop Teacher
27. Old Betsy
28. Pitchfork
29. Pump Shotgun (2)
30. Recovery (2)
31. Revolver (3)
32. Signal Flare (2)
33. Torch
34. Welding Torch
Hero Discard Pile
1. Empty...
jdark actually signed up before me- he should probably get the spot before I do (not that I don't want it)