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[ROUND 7] Last Night on Earth... a Zombie Boardgame!
Posts
So 6 v. 3 (3,3) should have been a wound
1 v. 5 (5,2) is fended off
2 v. 2 (2,2) is a tie = wound
2 v. 5 (5,4) is fended off
Edit: Wait, I misread.
Rechecking, yep, looks like two wounds, two fended off. Good call.
Doesn't saying anything about adding the rolls, just that they roll two dice. He might be making doubles an auto-wound for the zombie, but the rules summary I looked at (Headless Hollow) says "If the Hero wins and has rolled doubles on any of his Fight Dice, the Zombie takes 1 Wound."
Good call on Johnny's ability, though. I knew we had a reason for keeping him around!
Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)
Hero Locations
-- Becky (A3)
-- Father Joseph (K4)
-- Jenny (D12)
-- Johnny (I12)
Zombie Locations
- Z1: A1
- Z2: A12
- Z3: L1
- Z4: L7
- Z5: A1
- Z6: A12
- Z7: L1
- Z9: K9
- Z11: K9
Round 2
Step 1: Spawn New Zombies: 2d6 3 (Failed)
Step 2: Draw Cards
-- Lights Out :: A rustle of movement outside the Church is the only warning Father Joseph has before the lights go out!
-- Surprise Attack :: A zombie (Z16) lurches from the shadows and attacks Father Joseph!
-- My God They've Taken... the High School :: My God They've Taken the...: 2#1d6 5 1
---- Z12 to J12
---- Z13 to J11
---- Z14 to K12
---- Z15 to K11
Step 3: Move Zombies
- Z1: A1 to A2
- Z2: A12 to B12
- Z3: L1 to L2
- Z4: L7 to L6
- Z5: A1 to A2
- Z6: A12 to B12
- Z7: L1 to L2
- Z9: K9 to K10
- Z11: K9 to K10
- Z12: Cannot move
- Z13: Cannot move
- Z14: Cannot move
- Z15: Cannot move
- Z16: Stays in K4
FIGHT!
Zombie Z16 attacks Father Joseph: 1d6 4
Father Joseph attacks Zombie Z16: 2d6 8
Father Joseph stumbles around in the dark, waving a stick of old dynamite around in the air trying to fend off the lurching zombie. Luck, or perhaps divine favor saves the pastor from a grisly fate when the zombie trips over a dead parishioner.
Step 4: Place Zombies / Ending Locations
- Z1: A2
- Z2: B12
- Z3: L2
- Z4: L6
- Z5: A2
- Z6: B12
- Z7: L2
- Z9: K10
- Z11: K10
- Z12: J12
- Z13: J11
- Z14: K12
- Z15: K11
- Z16: K4
Zombie Kill Count: 2 of 15 (Zero zombies in spawning pool...)
Remains in Play:
Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
Search the deck: 1d57 18 = Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
I'll use that on Father Joseph, so he now rolls an extra fight die. Since he's a holy hero this remains in play.
Hero Deck
2. Ammo (Item) - Discard instead of a Gun item.
3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
4. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
5. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
6. Baseball Bat (Item, Hand Weapon) - May roll one extra fight die multiple times during the same fight. Roll 1d6 to see if it breaks (1 or 2) after each use.
7. Baseball Bat (Item, Hand Weapon) - May roll one extra fight die multiple times during the same fight. Roll 1d6 to see if it breaks (1 or 2) after each use.
8. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
9. Chainsaw (Item, Hand Weapon) - Roll an extra fight die in each fight. Zombies are killed even if no doubles are rolled. If you lose a fight while using chainsaw, discard chainsaw.
10. Chainsaw (Item, Hand Weapon) - Roll an extra fight die in each fight. Zombies are killed even if no doubles are rolled. If you lose a fight while using chainsaw, discard chainsaw.
11. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
12. Deputy Taylor (Event, Townsfolk) - Play at any time to cancel a fight involving a Law Enforcement or Strange Hero or discard to shuffle three cards of your choice into the deck.
13. Doc Brody, Country Physician (Event, Townsfolk) - Discard to fully heal any Hero, except during a fight. Shuffle back into the deck if played on Becky.
14. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
15. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
16. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
17. Escape Through the Windows - Until the end of the Hero phase, all heroes may move through walls as long as they do not end their move in a building space. Any locked door played this turn is cancelled.
18. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
19. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
20. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
21. Fire Extinguisher (Item) - Discard to immediately cancel a fight involving a Hero or discard at any time, except during a fight, to move every Zombie adjacent to and in the same space as the Hero, one space in each direction (Hero's Choice).
22. Fire Extinguisher (Item) - Discard to immediately cancel a fight involving a Hero or discard at any time, except during a fight, to move every Zombie adjacent to and in the same space as the Hero, one space in each direction (Hero's Choice).
23. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
24. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
26. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
27. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
28. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
29. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
30. Hero's Rage (Event, Heroic) - Play on any Hero that has two or more Zombies in the their space. Until the start of the next Hero Turn, that Hero rolls an extra fight die and kills any zombie beaten in a fight, even if no doubles were rolled. Limit one Heroic card per Hero.
31. Heroic Resolve (Event, Heroic, REMAINS IN PLAY) - Play on any Hero that has two or more Zombies in their space. That Hero now rolls an extra fight die and wins on ties. Discard if the Hero searches. Limit one Heroic card per Hero.
32. Jeb, the Grease Monkey (Event, Townsfolk) - Immediately cancel any Zombie card or add one extra fight die to a Hero for the rest of the turn.
33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
34. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
35. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
36. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
37. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
38. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
39. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
40. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
41. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
42. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
43. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
44. Old Betsy (Item, Animal) - At any time, discard to place Old Betsy in any space on the board. No Zombie may move from that space this turn. In later turns, Zombies trying to move from that space must roll a 5 or 6 to move. When a Zombie escapes Old Betsy, Old Betsy is removed from the board.
45. Pitchfork (Item, Hand Weapon) - The Hero may re-roll any number of their fight dice, once per fight. After each use, discard on a 1 or 2, unless the Hero has a Torch. Discard on a 1 if they do.
46. Pump Shotgun (Item, Ranged Weapon 2, Gun) - You may fire at a space within range. Roll a d6 for each Zombie in that space. Zombies are wounded on a roll of three or higher. Heroes in that space are unaffected. Each time the Shotgun is fired, roll a d6. Discard if the roll is a 1 or 2.
47. Pump Shotgun (Item, Ranged Weapon 2, Gun) - You may fire at a space within range. Roll a d6 for each Zombie in that space. Zombies are wounded on a roll of three or higher. Heroes in that space are unaffected. Each time the Shotgun is fired, discard if the attack roll is a 1 or 2.
48. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
49. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
50. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
51. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
52. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
53. Signal Flare (Item, Ranged Weapon 4, Flare) - You may target one Zombie within range. One a roll of two or higher, the zombie is killed. Discard the Signal Flare. The Signal Flare does not count against the Hero's weapon limit (two weapons).
54. Signal Flare (Item, Ranged Weapon 4, Flare) - You may target one Zombie within range. One a roll of two or higher, the zombie is killed. Discard the Signal Flare. The Signal Flare does not count against the Hero's weapon limit (two weapons).
55. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
56. Welding Torch (Item, Hand Weapon, Fire) - Re-roll one of the Hero's fight dice. May be used multiple time each fight. After each use, roll a d6 and discard on a 1 or 2.
In Hand
1. BECKY - Fire Axe (Item, Hand Weapon) - Ignore the effects of Locked Door. May use in combat to cancel any zombie fight card. Breaks on a 1, 2, or 3 after each use.
2. JENNY - Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
3. FATHER JOSEPH - Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
Hero Discard Pile
1. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
2. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
Also, Skycaptain, can you comment on the fight mechanics discussion we had last page? Should Johnny really have killed two zombies last round?
Oh... um... hrm. I'm gonna have to get my rulebook out of the car later and double check this. I may have misread the rules in the book and even played the wrong way.
You mean this rulebook?
Move: 1d6
= 4
A3->A4->B4->C4->T1
No exchange
No fight.
Becky done. I'm the group cleric so I need to get near someone! We got a meet up point?!
Hero Deck
2. Ammo (Item) - Discard instead of a Gun item.
3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
4. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
5. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
6. Baseball Bat (Item, Hand Weapon) - May roll one extra fight die multiple times during the same fight. Roll 1d6 to see if it breaks (1 or 2) after each use.
7. Baseball Bat (Item, Hand Weapon) - May roll one extra fight die multiple times during the same fight. Roll 1d6 to see if it breaks (1 or 2) after each use.
8. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
9. Chainsaw (Item, Hand Weapon) - Roll an extra fight die in each fight. Zombies are killed even if no doubles are rolled. If you lose a fight while using chainsaw, discard chainsaw.
10. Chainsaw (Item, Hand Weapon) - Roll an extra fight die in each fight. Zombies are killed even if no doubles are rolled. If you lose a fight while using chainsaw, discard chainsaw.
11. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
12. Deputy Taylor (Event, Townsfolk) - Play at any time to cancel a fight involving a Law Enforcement or Strange Hero or discard to shuffle three cards of your choice into the deck.
13. Doc Brody, Country Physician (Event, Townsfolk) - Discard to fully heal any Hero, except during a fight. Shuffle back into the deck if played on Becky.
14. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
15. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
16. Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
17. Escape Through the Windows - Until the end of the Hero phase, all heroes may move through walls as long as they do not end their move in a building space. Any locked door played this turn is cancelled.
18. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
19. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
20. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
21. Fire Extinguisher (Item) - Discard to immediately cancel a fight involving a Hero or discard at any time, except during a fight, to move every Zombie adjacent to and in the same space as the Hero, one space in each direction (Hero's Choice).
22. Fire Extinguisher (Item) - Discard to immediately cancel a fight involving a Hero or discard at any time, except during a fight, to move every Zombie adjacent to and in the same space as the Hero, one space in each direction (Hero's Choice).
23. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
24. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
26. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
27. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
28. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
29. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
30. Hero's Rage (Event, Heroic) - Play on any Hero that has two or more Zombies in the their space. Until the start of the next Hero Turn, that Hero rolls an extra fight die and kills any zombie beaten in a fight, even if no doubles were rolled. Limit one Heroic card per Hero.
31. Heroic Resolve (Event, Heroic, REMAINS IN PLAY) - Play on any Hero that has two or more Zombies in their space. That Hero now rolls an extra fight die and wins on ties. Discard if the Hero searches. Limit one Heroic card per Hero.
32. Jeb, the Grease Monkey (Event, Townsfolk) - Immediately cancel any Zombie card or add one extra fight die to a Hero for the rest of the turn.
33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
34. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
35. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
36. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
37. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
38. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
39. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
40. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
41. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
42. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
43. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
44. Old Betsy (Item, Animal) - At any time, discard to place Old Betsy in any space on the board. No Zombie may move from that space this turn. In later turns, Zombies trying to move from that space must roll a 5 or 6 to move. When a Zombie escapes Old Betsy, Old Betsy is removed from the board.
45. Pitchfork (Item, Hand Weapon) - The Hero may re-roll any number of their fight dice, once per fight. After each use, discard on a 1 or 2, unless the Hero has a Torch. Discard on a 1 if they do.
46. Pump Shotgun (Item, Ranged Weapon 2, Gun) - You may fire at a space within range. Roll a d6 for each Zombie in that space. Zombies are wounded on a roll of three or higher. Heroes in that space are unaffected. Each time the Shotgun is fired, roll a d6. Discard if the roll is a 1 or 2.
47. Pump Shotgun (Item, Ranged Weapon 2, Gun) - You may fire at a space within range. Roll a d6 for each Zombie in that space. Zombies are wounded on a roll of three or higher. Heroes in that space are unaffected. Each time the Shotgun is fired, discard if the attack roll is a 1 or 2.
48. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
49. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
50. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
51. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
52. Revolver (Item, Ranged Weapon 3, Gun) - You may target one Zombie within Range. On a roll of four or higher on a d6, the Zombie is wounded. Each time the Revolver is fired, discard if the attack roll is a 1.
53. Signal Flare (Item, Ranged Weapon 4, Flare) - You may target one Zombie within range. One a roll of two or higher, the zombie is killed. Discard the Signal Flare. The Signal Flare does not count against the Hero's weapon limit (two weapons).
54. Signal Flare (Item, Ranged Weapon 4, Flare) - You may target one Zombie within range. One a roll of two or higher, the zombie is killed. Discard the Signal Flare. The Signal Flare does not count against the Hero's weapon limit (two weapons).
55. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
56. Welding Torch (Item, Hand Weapon, Fire) - Re-roll one of the Hero's fight dice. May be used multiple time each fight. After each use, roll a d6 and discard on a 1 or 2.
In Hand
1. BECKY - Fire Axe (Item, Hand Weapon) - Ignore the effects of Locked Door. May use in combat to cancel any zombie fight card. Breaks on a 1, 2, or 3 after each use.
2. JENNY - Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
3. FATHER JOSEPH - Dynamite (Item, Explosive, Range 2) - Must have a fire item to use Dynamite. Discard to throw at a space within two spaces. Roll a d6 for each model in the space. Zombies killed on 2 or higher, Heroes killed on 5 or higher.
Hero Discard Pile
1. Just What I Needed (Event, PLAY IMMEDIATELY) - Take any card from the Hero discard pile. If there are no cards in the discard pile, you may draw a new Hero card or take any Scenario Search Item from the draw deck, then shuffle the deck.
2. Faith - Play on any Hero. Until the end of the turn, that Hero rolls an extra fight die. Remains in Play if played on a Holy hero (limit one).
Hero Locations
-- Becky (T1)
-- Father Joseph (K4)
-- Jenny (D12)
-- Johnny (I12)
Zombie Locations
- Z1: A2
- Z2: B12
- Z3: L2
- Z4: L6
- Z5: A2
- Z6: B12
- Z7: L2
- Z9: K10
- Z11: K10
- Z12: J12
- Z13: J11
- Z14: K12
- Z15: K11
- Z16: K4
Round 2 - Johnny's Turn
Step 1:Moving: 1d6 2
Johnny will move 2 squares, I12 to H12 to G12
Zombie Kill Count: 2 of 15
I'm sorry, I don't date boys in high school.
Searching the church: 1d56 = 5. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
Fighting a zombie: [3d6=6, 3, 6]
My faith will see me through this!
Hero Deck
In Hand/Play
Hero Discard Pile
Father Jospeh slays the zombie!
Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)
Starting Locations
-- Becky (T1)
-- Father Joseph (K4)
-- Jenny (D1)
-- Johnny (G12)
Zombie Locations
- Z1: A2
- Z2: B12
- Z3: L2
- Z4: L6
- Z5: A2
- Z6: B12
- Z7: L2
- Z9: K10
- Z11: K10
- Z12: J12
- Z13: J11
- Z14: K12
- Z15: K11
Round 3
Step 1: Spawn new Zombies (Impossible)
Step 2: Draw Cards
-- Night that Never Ends: Zombies choose to shuffle 'My God They've Taken...' back into the zombie deck. Heroes have no cards to shuffle back into their deck.
-- Loss of Faith: Played on Father Joseph, removing his Faith card.
Step 3: Move Zombies
- Z1: A2 to B3
- Z2: B12 C12
- Z3: L2 to L3
- Z4: L6 to L5
- Z5: A2 to B3
- Z6: B12 to C12
- Z7: L2 to L3
- Z9: K10 to K11
- Z11: K10 to K11
- Z12: J12 to I12
- Z13: J11 to I12
- Z14: K12 to J12
- Z15: K11 to J12
FIGHT!
Step 4: Place Zombies
-- No Zombies to Place
Ending Locations
- Z1: B3
- Z2: C12
- Z3: L3
- Z4: L5
- Z5: B3
- Z6: C12
- Z7: L3
- Z9: K11
- Z11: K11
- Z12: I12
- Z13: I12
- Z14: J12
- Z15: J12
Zombie Kill Count: 3 of 15
Zombie Pool: 1
Remains in Play:
Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
Hero Deck
In Hand/Play
Hero Discard Pile
Zombie Cards
Zombie Discard Pile
Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round3.jpg
Round 3- Johnny's Turn
Step 1:Moving: 1d6 3
Johnny will move 2 squares, G12 to F12 to E12
Zombie Kill Count: 3 of 15[/QUOTE]
Actually, there was one copy of Just What I Needed in the discard pile at that point, unless Play Immediately cards aren't valid targets for that effect. If it's a legal target, though, I think we should grab it back.
Father Joseph
No move; instead of searching, I'll pick up Faith and play it on myself. George Michael can be heard in the background.
move: 1d6 2
D12>E12>F12
Move: 1d6 Another 4. Consistent
T1->T2->T3->D10->D11 Going to help Jenny fight some zed heads!
PS. Men of the cloth?
e: I would have gone to the good Father, but he has faith and will be fine alone
Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)
Starting Locations
-- Becky (D11)
-- Father Joseph (K4)
-- Jenny (F12)
-- Johnny (E12)
Zombie Locations
- Z1: B3
- Z2: C12
- Z3: L3
- Z4: L5
- Z5: B3
- Z6: C12
- Z7: L3
- Z9: K11
- Z11: K11
- Z12: I12
- Z13: I12
- Z14: J12
- Z15: J12
Round 4
Step 1: Unable to Spawn new Zombies (13 Zombies In Play, 1 Zombie in Pool)
Step 2: Draw Cards (Zombies have one card and will draw three cards.)
-- Overconfidence (Played on Father Joseph, Remains in Play): While Father Jospeh is in the same space as a Zombie, he may not move away (they may still search however). If the Hero loses a fight, discard this card on a roll of four or higher.
-- SURPRISE ATTACK! (Immediately place a zombie in a square with a Hero)
-- Uuuuuurrrgggh! (+2 fight dice for one fight)
Step 3: Move Zombies
- Z1: B3 -> C4
- Z2: C12 -> D11
- Z3: L3 -> K4
- Z4: L5 -> K4
- Z5: B3 -> C4
- Z6: C12 -> D11
- Z7: L3 -> K4
- Z9: K11 -> J12
- Z11: K11 -> J12
- Z12: I12 -> H12
- Z13: I12 -> H12
- Z14: J12 -> I12
- Z15: J12 -> I12
- Z17: K4 -> K4
FIGHT!
Father Joseph will be slain by the zombies, unless Jenny (lodwilk) sends Principal Gomez to save the holy man.
Fight Z17
Zombie (Z17) attacks Father Joseph: 3#1d6 5 5 5
Father Joseph attacks the Zombie (Z17): 3#1d6 4 1 6
Zombie Horde (Z3, Z4, Z7)
Zombie Horde (Z3, Z4, Z7) attacks Father Joseph: 3#1d6 6 5 5
Father Joseph attacks Zombie (Z3): 3#1d6 2 6 5
Father Joseph attacks Zombie (Z4): 3#1d6 2 5 2
Father Joseph attacks Zombie (Z7): 3#1d6 5 1 1
Principal Gomez distracts a zombie (Z7)!: 1d6 2
Thanks to a timely intervention by Principal Gomez, Father Joseph bible thumps a zombie into submission.
Becky quickly crosses town center, heading for the farmhouse when two zombies lurch around the corner. She manages to fend one of them off, but the other grabs hold of the the nurse and leaves deep scratches on her arm.
Zombie Horde (Z2, Z6) attacks Becky: 2#1d6 3 6
Becky attacks the Zombie Horde (Z2, Z6): 2#2d6 9 (3, 6) 8 (2, 6)
Step 4: Place Zombies
-- No Zombies to Place
Ending Locations
- Z1: C4
- Z2: D11
- Z3: K4
- Z4: K4
- Z5: C4
- Z6: D11
- Z9: J12
- Z11: J12
- Z12: H12
- Z13: H12
- Z14: I12
- Z15: I12
- Z17: K4
Zombie Kill Count: 4 of 15 (Z7, Z8, Z10, Z16)
Zombie Pool: 1
Remains in Play:
Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
Hero Deck
In Hand/Play
Hero Discard Pile
Zombie Cards
Zombie Discard Pile
Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round4.jpg
Round 4- Johnny's Turn
Step 1:Searching: 1d56 47
Johnny picks up a Pump Shotgun (Item, Ranged Weapon 2, Gun):You may fire at a space within range. Roll a d6 for each Zombie in that space. Zombies are wounded on a roll of three or higher. Heroes in that space are unaffected. Each time the Shotgun is fired, discard if the attack roll is a 1 or 2.
Step 2:Ranged Attack on Zombies in D11(Z2,Z6): 2#1d6 2 6 resulting in Z6 being wounded and the shotgun being discarded.
Zombie Kill Count: 4 of 15 (Z6, Z8, Z10, Z16)
Post turn - Hero Deck
Move=2d6: 5
D11->D12
D12->E12
"Save me, Johnny! Want my fire axe?"
Hope you guys don't mind my cowardice, I want to do some more searching.
Sorry Darian!
Probably should let me die and take your chances with a new hero.
[URL="[url=http://4e.orokos.com/roll/27551]Movement[/url]: [u]1d6[/u] [b]1[/b]"]Move=1[/URL] Move to F11