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[ROUND 7] Last Night on Earth... a Zombie Boardgame!

245

Posts

  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Regardless, I'll search the church. I found Just What I Needed (37), but it isn't, so I'll discard it and instead find a "candle" in the back corner (Dynamite!).

    Darian on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    I'm kinda confused by the first zombie round fight. Were the hero dice added? Matching them up respectively, it looks like he fended off 2, killed 0, and took 2 wounds.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Hero rolls 2d6, compared to the zombie's 1d6. Zombie wins ties, killed if the hero wins and rolled a double.

    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. :(
    After all cards and abilities have been used, both
    players compare their highest Fight Dice roll:

    Rechecking, yep, looks like two wounds, two fended off. Good call.

    Darian on
  • romanqwertyromanqwerty Registered User regular
    edited September 2010
    Johnny has a special ability that means he wins ties...Also, i'm assuming skycaptain modified the rules to mean add the two dice together (like he mentions in the OP) rather than match up with the highest.

    romanqwerty on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    * 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.

    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!

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Scenario: Kill 'Em All (14 turns left)
    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.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    I'm unable to update the map tonight. I seem to have misplaced my flash drive. =/

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    Ah ok, I always forget about Johnny's tie breaker. That's nice.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • lodwilklodwilk Registered User regular
    edited September 2010
    Jenny

    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
    1. Ammo (Item) - Discard instead of a Gun item.
    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).

    lodwilk on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Faith should be In Play rather than the discard pile.

    Also, Skycaptain, can you comment on the fight mechanics discussion we had last page? Should Johnny really have killed two zombies last round?

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Johnny has a special ability that means he wins ties...Also, i'm assuming skycaptain modified the rules to mean add the two dice together (like he mentions in the OP) rather than match up with the highest.

    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.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    SkyCaptain wrote: »
    Johnny has a special ability that means he wins ties...Also, i'm assuming skycaptain modified the rules to mean add the two dice together (like he mentions in the OP) rather than match up with the highest.

    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?
    p. 14 wrote:
    When rolling Fight Dice the players use their highest dice roll to determine who wins.

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Oops. :mrgreen: We can use highest fight die from now on.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    BECKY

    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
    1. Ammo (Item) - Discard instead of a Gun item.
    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).

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • romanqwertyromanqwerty Registered User regular
    edited September 2010
    We should totally meet up at the diner...

    romanqwerty on
  • romanqwertyromanqwerty Registered User regular
    edited September 2010
    Scenario: Kill 'Em All (14 turns left)

    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

    romanqwerty on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    We should totally meet up at the diner...

    I'm sorry, I don't date boys in high school.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    What is your feeling on men of the cloth?

    Darian on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    FATHER JOSEPH
    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
    1. Ammo (Item) - Discard instead of a Gun item.
    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. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    8. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    11. 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.
    12. 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.
    13. 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.
    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. 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.
    17. 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).
    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. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    20. 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).
    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. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    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. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    26. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    30. 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.
    31. 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.
    32. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    34. 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.
    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. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    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. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    40. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    41. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    42. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    43. 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.
    44. 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.
    45. 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.
    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, discard if the attack roll is a 1 or 2.
    47. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    48. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    49. 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.
    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. 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).
    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. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    55. 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/Play
    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.
    4. FATHER JOSEPH - 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).
    5. FATHER JOSEPH - At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.


    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.

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Zombie (Z16) attacks Father Joseph: 1d6 4

    Father Jospeh slays the zombie!

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Scenario: Kill 'Em All (13 turns left)
    Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)

    Starting Locations
    Hero 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
    1. Ammo (Item) - Discard instead of a Gun item.
    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. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    8. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    11. 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.
    12. 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.
    13. 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.
    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. 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.
    17. 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).
    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. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    20. 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).
    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. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    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. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    26. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    30. 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.
    31. 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.
    32. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    34. 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.
    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/Play
    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.
    4. FATHER JOSEPH - At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    Hero Discard Pile
    1. 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).

    Zombie Cards
    Zombie Deck
    1. A Town Overrun
    2. Bickering
    3. Braaains!
    4. Braaains!
    5. Cornered
    6. Haunted by the Past
    7. Heavy Rain
    8. I don't Trust 'Em
    9. I Feel Kinda Strange
    10. I Feel Kinda Strange
    11. Ive Got to Get to the...
    12. Locked Door
    13. Locked Door
    14. Loss of Faith
    15. Lights Out
    16. Living Nightmare
    17. My God! He's a Zombie!
    18. My God! They've Taken the...
    19. My God! They've Taken the...
    20. My God! They've Taken the...
    21. New Spawning Pit
    22. New Spawning Pit
    23. Oh the Horror!
    24. Oh the Horror!
    25. Overconfidence
    26. Relentless Advance
    27. Relentless Advance
    28. Resilient
    29. Resilient
    30. Rotten Bodies
    31. Shamble
    32. Shamble
    33. Shamble
    34. Shamble
    35. Shamble
    36. Shamble
    37. Surprise Attack
    38. Teen Angst
    39. There's No Time! Leave It!
    40. There's Too Many!
    41. There's Too Many!
    42. This Can't Be Happening!
    43. This Could Be Our Last Night on Earth
    44. This Could Be Our Last Night on Earth
    45. Trip!
    46. Undead Hate the Living
    47. Undead Hate the Living
    48. Undead Hate the Living
    49. Undead Hate the Living
    50. Undead Hate the Living
    51. Unnecessary Self Sacrifice
    52. Unnecessary Self Sacrifice
    53. Uuuuurrrggghhhh!
    54. Uuuuurrrggghhhh!
    55. Uuuuurrrggghhhh!
    56. Uuuuurrrggghhhh!
    57. Uuuuurrrggghhhh!

    Zombie Discard Pile
    1. Night that Never Ends
    2. Loss of Faith
    3. Surprise Attack
    4. Lights Out (In Play)

    Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round3.jpg

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • romanqwertyromanqwerty Registered User regular
    edited September 2010
    Scenario: Kill 'Em All (13 turns left)

    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]

    romanqwerty on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Heroes have no cards to shuffle back into their deck.

    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.

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Ah forgot about that one. Shuffle it back in.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Just a thought for Becky - if we manage to get together, your ability + mine (take a wound to cancel a Zombie card) could be a nice combo. Haven't really seen anything worth trying to cancel yet, though.

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Darian wrote: »
    Just a thought for Becky - if we manage to get together, your ability + mine (take a wound to cancel a Zombie card) could be a nice combo. Haven't really seen anything worth trying to cancel yet, though.

    :mrgreen:

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • lodwilklodwilk Registered User regular
    edited September 2010
    Jenny

    move: 1d6 2

    D12>E12>F12

    lodwilk on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    BECKY!!!

    Move: 1d6 Another 4. Consistent

    T1->T2->T3->D10->D11 Going to help Jenny fight some zed heads!

    PS. Men of the cloth?
    :winky:

    e: I would have gone to the good Father, but he has faith and will be fine alone

    TimFiji on
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  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Working on Round 4. Been a busy weekend.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Scenario: Kill 'Em All (12 turns left)
    Heroes: Becky (TimFiji), Father Joseph (Darian), Jenny (lodwilk), Johnny (romanqwerty)

    Starting Locations
    Hero 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!
    A zombie crashes through the open doors of the Church and lurches towards Father Joseph with a gurgling, "Uuuuurrrggghghh!" (Zombie Event card) Father Jospeh manages to fend off the zombie, but only barely. Three more appear in the shadows of the flickering light through the windows. The ravenous zombies quickly surround and overwhelm the holy man, his screams can be heard across town square.

    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
    1. Ammo (Item) - Discard instead of a Gun item.
    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. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    8. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    11. 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.
    12. 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.
    13. 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.
    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. 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.
    17. 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).
    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. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    20. 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).
    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. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    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. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    26. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    30. 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.
    31. 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.
    32. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    34. 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.
    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/Play
    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.
    4. FATHER JOSEPH - At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    Hero Discard Pile
    1. 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).

    Zombie Cards
    Zombie Deck
    1. A Town Overrun
    2. Bickering
    3. Braaains!
    4. Braaains!
    5. Cornered
    6. Haunted by the Past
    7. Heavy Rain
    8. I don't Trust 'Em
    9. I Feel Kinda Strange
    10. I Feel Kinda Strange
    11. Ive Got to Get to the...
    12. Locked Door
    13. Locked Door
    14. Loss of Faith
    15. Lights Out
    16. Living Nightmare
    17. My God! He's a Zombie!
    18. My God! They've Taken the...
    19. My God! They've Taken the...
    20. My God! They've Taken the...
    21. New Spawning Pit
    22. New Spawning Pit
    23. Oh the Horror!
    24. Oh the Horror!
    25. Relentless Advance
    26. Relentless Advance
    27. Resilient
    28. Resilient
    29. Rotten Bodies
    30. Shamble
    31. Shamble
    32. Shamble
    33. Shamble
    34. Shamble
    35. Shamble
    36. Teen Angst
    37. There's No Time! Leave It!
    38. There's Too Many!
    39. There's Too Many!
    40. This Can't Be Happening!
    41. This Could Be Our Last Night on Earth
    42. This Could Be Our Last Night on Earth
    43. Trip!
    44. Undead Hate the Living
    45. Undead Hate the Living
    46. Undead Hate the Living
    47. Undead Hate the Living
    48. Undead Hate the Living
    49. Unnecessary Self Sacrifice
    50. Unnecessary Self Sacrifice
    51. Uuuuurrrggghhhh!
    52. Uuuuurrrggghhhh!
    53. Uuuuurrrggghhhh!
    54. Uuuuurrrggghhhh!

    Zombie Discard Pile
    1. Night that Never Ends
    2. Loss of Faith
    3. Surprise Attack
    4. Surprise Attack
    5. Lights Out (In Play)
    6. Overconfidence
    7. Uuuuurrrggghhhh!

    Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round4.jpg

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    You forgot to do the Becky fight. I'll talk with them if I have to, but I'd rather kill them.

    TimFiji on
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  • romanqwertyromanqwerty Registered User regular
    edited September 2010
    Scenario: Kill 'Em All (12 turns left)

    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
    1. Ammo (Item) - Discard instead of a Gun item.
    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. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    8. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    11. 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.
    12. 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.
    13. 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.
    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. 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.
    17. 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).
    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. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    20. 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).
    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. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    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. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    25. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    26. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    30. 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.
    31. 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.
    32. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    33. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    34. 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.
    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. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    48. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    49. 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.
    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. 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).
    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. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    55. 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.

    romanqwerty on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Becky's fight is added to the narration. She took one wound.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    GO TEAM VENTURE (Becky!)


    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.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Need lodwilk and darian to do their turns.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Am I dead?

    Darian on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited September 2010
    Waiting for lodwilk.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited September 2010
    Now I regret not going to help the father. I thought I only saw two zombies on your spot! Damn you colour blindness!

    Sorry Darian!

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited September 2010
    Yeah, there were three headed my way and then he spawned in a fourth with a card. Overconfidence was surprisingly accurate there. :(

    Probably should let me die and take your chances with a new hero.

    Darian on
  • lodwilklodwilk Registered User regular
    edited September 2010
    Jenny

    [URL="[url=http://4e.orokos.com/roll/27551]Movement[/url]: [u]1d6[/u] [b]1[/b]"]Move=1[/URL] Move to F11

    lodwilk on
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