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

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  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Roll a die for the remaining items to see which item you start with as a bonus

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Scenario: Kill 'Em All (10 turns left)
    Heroes: Becky (TimFiji), [strike]Father Joseph (Darian)[/strike], Jenny (lodwilk), Johnny (romanqwerty), Jake (El Skid)

    Starting Locations
    Hero Locations
    -- Becky (E12)
    -- Jenny (E11)
    -- Johnny (E12)
    -- Jake (H1)

    Zombie Locations
    - Z1: T1
    - Z2: E12
    - Z4: J5
    - Z5: T1
    - Z9: H12
    - Z11: H12
    - Z14: H12
    - Z15: H12
    - Z17: J5

    Round 6
    Step 1: Roll to spawn new zombies...: 2d6 10 Success!
    Step 2: Zombies have zero cards and will draw four...
    -- Oh the Horror! (Draw three cards)
    -- Living Nightmare! (Remains in Play -- At the start of each zombie turn, discard the top card from the Hero deck. If this is the last Hero card, the Zombies win! Zombie Heroes roll two extra fight dice.
    -- Relentless Advance (Roll 1d6, that many zombies move 1 square) Relentless Advance: 1d6 1 - Declining to move

    Step 3: Move Zombies
    - Z1: T1 -> T4
    - Z2: E12 -> E12
    - Z4: J5 -> T7
    - Z5: T1 -> T4
    - Z9: H12 -> G12
    - Z11: H12 -> G12
    - Z14: H12 -> G12
    - Z15: H12 -> G12
    - Z17: J5 -> T7

    FIGHT!
    Becky fends off the zombie, putting an ottoman in between her and it. It of course trips and falls as the nurse continues to run around the farm house.
    Zombie (Z2) attacks Becky: 1d6 1
    Becky attacks Zombie (Z2): 2#1d6 6 5

    Becky attacks Zombie (Z2) again!: 2#1d6 5 1
    Zombie (Z2) catches up to Becky!: 1d6 6

    Becky takes a wound at the end of her turn! She feels kinda strange too... (Zombie Card - Becky will become a Zombie Hero next time she takes a wound.)

    Johnny is attacked by Zombie (Z2): 1d6 2
    Zombie (Z2) tries to munch on Johnny's Brain: 1d6 5

    Johnny takes a wound at the end of his turn!

    Step 4: Place Zombies
    Spawn more zombies...: 1d6 2
    -- Z18 in L1
    -- Z19 in A12

    Ending Locations
    - Z1: T4
    - Z2: E12
    - Z4: T7
    - Z5: T4
    - Z9: G12
    - Z11: G12
    - Z14: G12
    - Z15: G12
    - Z17: T7
    - Z18: L1
    - Z19: A12

    Zombie Kill Count: 8 of 15 (Z3, Z6, Z7, Z8, Z10, Z12, Z13, Z16)
    Zombie Pool: 3

    Remains in Play:
    Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
    Teen Angst (Johnny): The hero rolls one less fight die while in a square with another hero.

    Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    4. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    7. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    16. 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).
    17. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    18. 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).
    19. 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).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    28. 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.
    29. 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.
    30. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    31. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    32. 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.
    33. 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.
    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. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    36. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    37. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    38. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    39. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    40. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    41. 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.
    42. 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.
    43. 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.
    44. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    45. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    46. 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.
    47. 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.
    48. 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.
    49. 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).
    50. 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).
    51. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    52. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.

    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).
    3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
    4. REMOVED PERMANENTLY - 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.
    5. 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).
    6. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    Zombie Cards
    Zombie Deck
    1. A Town Overrun
    2. Bickering
    3. Braaains!
    4. Cornered
    5. Haunted by the Past
    6. Heavy Rain
    7. I don't Trust 'Em
    8. I Feel Kinda Strange
    9. I Feel Kinda Strange
    10. Ive Got to Get to the...
    11. Locked Door
    12. Locked Door
    13. Loss of Faith
    14. Lights Out
    15. My God! He's a Zombie!
    16. My God! They've Taken the...
    17. My God! They've Taken the...
    18. My God! They've Taken the...
    19. New Spawning Pit
    20. New Spawning Pit
    21. Relentless Advance
    22. Resilient
    23. Resilient
    24. Rotten Bodies
    25. Shamble
    26. Shamble
    27. Shamble
    28. Shamble
    29. Shamble
    30. Shamble
    31. There's Too Many!
    32. There's Too Many!
    33. This Can't Be Happening!
    34. This Could Be Our Last Night on Earth
    35. This Could Be Our Last Night on Earth
    36. Undead Hate the Living
    37. Undead Hate the Living
    38. Undead Hate the Living
    39. Undead Hate the Living
    40. Unnecessary Self Sacrifice
    41. Unnecessary Self Sacrifice
    42. Uuuuurrrggghhhh!
    43. Uuuuurrrggghhhh!
    44. Uuuuurrrggghhhh!
    45. Uuuuurrrggghhhh!

    Zombie In Play
    [*]Lights Out (In Play)
    [*]Teen Angst

    Zombie Discard Pile
    1. Night that Never Ends
    2. Loss of Faith
    3. Surprise Attack
    4. Surprise Attack
    5. Overconfidence
    6. Uuuuurrrggghhhh!
    7. Trip!
    8. There's No Time! Leave It!
    9. Undead Hate the Living
    10. Braaains!
    11. Relentless Advance
    12. Oh the Horror!
    13. Oh the Horror!
    14. Living Nightmare

    Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round6.png

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Round 6 - Becky's Turn
    Step 1: Search = 36

    Becky finds a Keys: (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.

    Step 3: Fight Z2


    Zombie Kill Count: 8 of 15

    Post turn - Hero Deck

    Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    4. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    7. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    16. 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).
    17. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    18. 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).
    19. 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).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    28. 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.
    29. 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.
    30. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    31. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    32. 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.
    33. 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.
    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. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    36. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    37. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    38. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    39. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    40. 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.
    41. 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.
    42. 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.
    43. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    44. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    45. 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.
    46. 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.
    47. 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.
    48. 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).
    49. 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).
    50. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    51. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.

    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).
    3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
    4. REMOVED PERMANENTLY - 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.
    5. 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).
    6. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Also, am I allowed to discard the keys right now to get 2 more cards?

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    TimFiji wrote: »
    Roll a die for the remaining items to see which item you start with as a bonus

    Is Ammo not my bonus item?

    And if not, do I get to roll twice for this bonus item, as per my ability?

    El Skid on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    El Skid wrote: »
    TimFiji wrote: »
    Roll a die for the remaining items to see which item you start with as a bonus

    Is Ammo not my bonus item?

    And if not, do I get to roll twice for this bonus item, as per my ability?

    Well you get a free hero card for starting in the town square. I didn't see that you drew the ammo, that's why I said that.

    e: I now see SkyCaptain drew for you. That's why I missed it.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    No worries :) I thought for a second there I got another item, which would have been very good.

    El Skid on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    TimFiji wrote: »
    Also, am I allowed to discard the keys right now to get 2 more cards?

    Yes, you can play cards at pretty much any time you want to, unless it specifically states when it is supposed to be played.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Becky Turn 6 Continuation!

    Becky throws her keys to the ground. The keys make an odd noise as they hit, forcing Becky to look. (48)She finds a:

    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).

    and a (31):

    Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.

    Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    4. 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.
    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. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    7. 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.
    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. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    16. 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).
    17. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    18. 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).
    19. 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).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    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. 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.
    28. 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.
    29. 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.
    30. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    31. 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.
    32. 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.
    33. 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.
    34. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    35. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    36. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    37. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    38. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    39. 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.
    40. 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.
    41. 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.
    42. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    43. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    44. 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.
    45. 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.
    46. 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.
    47. 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).
    48. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    49. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - 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).
    5. BECKY - Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.

      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).
      3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
      4. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    6. REMOVED PERMANENTLY - 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.
    7. 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).
    8. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    SkyCaptain wrote: »
    TimFiji wrote: »
    Also, am I allowed to discard the keys right now to get 2 more cards?

    Yes, you can play cards at pretty much any time you want to, unless it specifically states when it is supposed to be played.

    K thanks, wasn't sure.

    I know where people are, but that updated map isn't working for me. It just me?

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Oops. I uploaded a png, not a jpg. Fixed!

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • romanqwertyromanqwerty Registered User regular
    edited October 2010
    Can we get the fights from last round updated before i make my turn this round?

    romanqwerty on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Ah the only fight is Z2 in in the square with Becky and Johnny.

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

    Apparently Jenny broke her leg or something and has resorted to crawling across the map. This is my third one in a row

    Move: 1d6 1

    lodwilk on
  • romanqwertyromanqwerty Registered User regular
    edited October 2010
    Scenario: Kill 'Em All (10 turns left)

    Round 6- Johnny's Turn
    Step 1:Seaching: 1d49 3
    Johnny finds a At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.



    Johnny's Cards
    At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    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.


    Zombie Kill Count: 8 of 15 (Z3, Z6, Z7, Z8, Z10, Z12, Z13, Z16)

    Post turn - Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. 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.
    4. 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.
    5. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    6. 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.
    7. 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.
    8. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    15. 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).
    16. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    17. 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).
    18. 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).
    19. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    26. 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.
    27. 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.
    28. 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.
    29. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    30. 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.
    31. 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.
    32. 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.
    33. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    34. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    35. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    36. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    37. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    38. 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.
    39. 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.
    40. 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.
    41. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    42. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    43. 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.
    44. 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.
    45. 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.
    46. 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).
    47. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    48. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - 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).
    5. BECKY - Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.

      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).
      3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
      4. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    6. REMOVED PERMANENTLY - 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.
    7. 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).
    8. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    romanqwerty on
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    Scenario: Kill 'Em All (10 turns left)

    Round 6- Jake's Turn
    Step 1:Search Roll: 1d48 22Gasoline
    Search Roll 2: 1d48 44 Revolver

    Jake finds a revolver!

    Jake's Cards
    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.

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


    Zombie Kill Count: 8 of 15 (Z3, Z6, Z7, Z8, Z10, Z12, Z13, Z16)

    Post turn - Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. 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.
    4. 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.
    5. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    6. 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.
    7. 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.
    8. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    15. 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).
    16. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    17. 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).
    18. 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).
    19. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    26. 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.
    27. 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.
    28. 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.
    29. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    30. 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.
    31. 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.
    32. 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.
    33. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    34. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    35. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    36. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    37. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    38. 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.
    39. 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.
    40. 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.
    41. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    42. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    43. 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.
    44. 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.
    45. 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).
    46. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    47. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - 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).
    5. BECKY - Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.

      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).
      3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
      4. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    6. REMOVED PERMANENTLY - 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.
    7. 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).
    8. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    El Skid on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Ok, updated Round 6 with the three fights for Zombie (Z2) and Becky and Johnny. Both Becky and Johnny have taken a wound.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • romanqwertyromanqwerty Registered User regular
    edited October 2010
    SkyCaptain wrote: »
    Ok, updated Round 6 with the three fights for Zombie (Z2) and Becky and Johnny. Both Becky and Johnny have taken a wound.

    Why did i only get one fight dice?

    romanqwerty on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    BECKY PLAYS 'JUST A SCRATCH' ON HERSELF! (Sorry Johnny, you have youth!)
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. 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.
    4. 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.
    5. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    6. 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.
    7. 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.
    8. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    15. 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).
    16. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    17. 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).
    18. 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).
    19. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    20. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    21. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    22. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    23. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    26. 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.
    27. 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.
    28. 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.
    29. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    30. 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.
    31. 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.
    32. 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.
    33. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    34. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    35. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    36. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    37. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    38. 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.
    39. 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.
    40. 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.
    41. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    42. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    43. 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.
    44. 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.
    45. 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).
    46. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    47. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - 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).

    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).
    3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
    4. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    5. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    1. REMOVED PERMANENTLY - 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.
    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).
    3. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    SkyCaptain wrote: »
    Ok, updated Round 6 with the three fights for Zombie (Z2) and Becky and Johnny. Both Becky and Johnny have taken a wound.

    Why did i only get one fight dice?

    The Teen Angst card reduces your fight dice by one while you're in a square with another hero.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    That...isn't recorded as being in play in your lastest update.

    Actually, neither is the card you played last turn that remains in play, discarding hero cards.

    Can we get an updated list of the zombie cards in play please? Right now lights out is in the discard pile with (in play) beside it, and there's one other card that's not in the zombie card spoiler that is also marked as in play.

    Maybe a third section of "cards in play", such as we have for the hero cards?

    El Skid on
  • romanqwertyromanqwerty Registered User regular
    edited October 2010
    SkyCaptain wrote: »
    SkyCaptain wrote: »
    Ok, updated Round 6 with the three fights for Zombie (Z2) and Becky and Johnny. Both Becky and Johnny have taken a wound.

    Why did i only get one fight dice?

    The Teen Angst card reduces your fight dice by one while you're in a square with another hero.

    Ahh ok, in that case, can i use my pitchfork to re-roll that fight dice.

    romanqwerty on
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Fixed the In Play zombie cards issue. Sorry for how rough the game is. Still getting a handle on how to make it run as smoothly as possible.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Is Becky the one who heals her teammates when she ends the round next to, or sharing the same space? Sorry, I'm still kinda of new to this game.

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    TimFiji wrote: »
    Is Becky the one who heals her teammates when she ends the round next to, or sharing the same space? Sorry, I'm still kinda of new to this game.

    Yes indeed. FYI, all the characters and abilities are in the OP, under The Heroes

    El Skid on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Oops! Thanks!

    TimFiji on
    Switch: SW-2322-2047-3148 Steam: Archpriest -- Selling Board Games for Medical Bills- Ask if interested!
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Sorry for disappearing. Will update this thread later this afternoon. Not having access to the forums at work has really put a damper in my time available to do these kinds of games. *sighs*

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    Scenario: Kill 'Em All (9 turns left)
    Heroes: Becky (TimFiji), [strike]Father Joseph (Darian)[/strike], Jenny (lodwilk), Johnny (romanqwerty), Jake (El Skid)

    Starting Locations
    Hero Locations
    -- Becky (E12)
    -- Jenny (E11)
    -- Johnny (E12)
    -- Jake (H1)

    Zombie Locations
    - Z1: T4
    - Z2: E12
    - Z4: T7
    - Z5: T4
    - Z9: G12
    - Z11: G12
    - Z14: G12
    - Z15: G12
    - Z17: T7
    - Z18: L1
    - Z19: A12

    Round 7
    Step 0: Living Nightmare: 1d47 18 - Fire Extinguisher is discard from the Hero Deck.
    Step 1: Spawn new zombiez...: 2d6 5 FAIL!
    Step 2: Zombies have two cards and will draw two...
    -- This Could Be Our Last Night on Earth! Played on Becky and Johnny at the start of the Hero Turn! Both characters lose their hero turn, but do not haver to fight any zombies in that square.

    Step 3: Move Zombies
    - Z1: T4 ->H3
    - Z2: E12 -> E12
    - Z4: T7 -> H3
    - Z5: T4 -> H3
    - Z9: G12 -> F12
    - Z11: G12 -> F12
    - Z14: G12 -> F12
    - Z15: G12 -> F12
    - Z17: T7 -> H3
    - Z18: L1 -> K1
    - Z19: A12 -> B12

    FIGHT!
    The zombie continues to lurch after Becky. She hurls an urn at the zombie, but a last minute stumble prevents a fatal wound. Becky can use her Fire Axe to cancel Undead Hate the Living which would let her first roll kill the zombie.

    Zombie (Z2) attacks Becky: 1d6 1
    Becky attacks Zombie (Z2): 2#1d6 5 5
    -- Zombie plays: Undead Hate the Living, forcing Becky to re-roll all her fight dice.
    Becky's Re-roll against Zombie (Z2): 2#1d6 3 1

    Step 4: Place Zombies
    -- No zombies to place.

    Ending Locations
    - Z1: H3
    - Z2: E12
    - Z4: H3
    - Z5: H3
    - Z9: F12
    - Z11: F12
    - Z14: F12
    - Z15: F12
    - Z17: H3
    - Z18: K1
    - Z19: B12

    Zombie Kill Count: 8 of 15 (Z3, Z6, Z7, Z8, Z10, Z12, Z13, Z16)
    Zombie Pool: 3

    Remains in Play:
    Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
    Teen Angst (Johnny): The hero rolls one less fight die while in a square with another hero.

    Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. 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.
    4. 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.
    5. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    6. 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.
    7. 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.
    8. Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    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. 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.
    15. 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).
    16. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    17. 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).
    18. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    19. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    20. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    21. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    22. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    23. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    24. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    25. 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.
    26. 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.
    27. 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.
    28. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    29. 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.
    30. 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.
    31. 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.
    32. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    33. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    34. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    35. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    36. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    37. 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.
    38. 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.
    39. 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.
    40. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    41. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    42. 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.
    43. 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.
    44. 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).
    45. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    46. 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. Dropped in K4 - 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.
    3. JAKE - Ammo (Item) - Discard instead of a Gun item.
    4. BECKY - 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).

    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).
    3. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
    4. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    5. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    6. 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).
    7. 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).
    8. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    1. REMOVED PERMANENTLY - 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.

    Zombie Cards
    Zombie Deck
    1. A Town Overrun
    2. Bickering
    3. Braaains!
    4. Cornered
    5. Haunted by the Past
    6. Heavy Rain
    7. I don't Trust 'Em
    8. I Feel Kinda Strange
    9. I Feel Kinda Strange
    10. Ive Got to Get to the...
    11. Locked Door
    12. Locked Door
    13. Loss of Faith
    14. Lights Out
    15. My God! He's a Zombie!
    16. My God! They've Taken the...
    17. My God! They've Taken the...
    18. My God! They've Taken the...
    19. New Spawning Pit
    20. New Spawning Pit
    21. Relentless Advance
    22. Resilient
    23. Resilient
    24. Rotten Bodies
    25. Shamble
    26. Shamble
    27. Shamble
    28. Shamble
    29. Shamble
    30. Shamble
    31. There's Too Many!
    32. There's Too Many!
    33. This Can't Be Happening!
    34. This Could Be Our Last Night on Earth
    35. This Could Be Our Last Night on Earth
    36. Undead Hate the Living
    37. Undead Hate the Living
    38. Undead Hate the Living
    39. Unnecessary Self Sacrifice
    40. Unnecessary Self Sacrifice
    41. Uuuuurrrggghhhh!
    42. Uuuuurrrggghhhh!
    43. Uuuuurrrggghhhh!
    44. Uuuuurrrggghhhh!

    Zombie In Play
    • Lights Out (In Play)
    • Teen Angst
    • Living Nightmare

    Zombie Discard Pile
    1. Night that Never Ends
    2. Loss of Faith
    3. Surprise Attack
    4. Surprise Attack
    5. Overconfidence
    6. Uuuuurrrggghhhh!
    7. Trip!
    8. There's No Time! Leave It!
    9. Undead Hate the Living
    10. Undead Hate the Living
    11. Braaains!
    12. Relentless Advance
    13. Oh the Horror!
    14. Oh the Horror!
    15. Living Nightmare

    Updated Game Board: http://heavensgate.wikidot.com/local--files/start/Game-Board-Round7.png

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Yea let's use the fire axe and get that kill, but you said they don't fight the zombies with that card played?

    e: Oh ok. Break test!

    The axe remains strong!=1d6=4

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  • SkyCaptainSkyCaptain IndianaRegistered User regular
    edited October 2010
    TimFiji wrote: »
    Yea let's use the fire axe and get that kill, but you said they don't fight the zombies with that card played?

    That card is played after the zombie turn is over, at the start of the Hero turn. So they fought it before that card was played. Go ahead and roll 1d6 to see if the fire axe breaks.

    SkyCaptain on
    The RPG Bestiary - Dangerous foes and legendary monsters for D&D 4th Edition
  • El SkidEl Skid The frozen white northRegistered User regular
    edited October 2010
    Scenario: Kill 'Em All (9 turns left)

    Round 7- Jake's Turn


    Movement roll: 1d6 1. Pass on the move.
    Search Rolls: 2#1d46 8 28 Crowbar and Just a Scratch.

    Jake finds a Crowbar!

    Ranged Attack :Shoot a Zombie in H3: 1d6 1 Discarding Ammo instead of the revolver (dammit)

    Jake's Cards
    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.
    Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.


    Zombie Kill Count: 8 of 15 (Z3, Z6, Z7, Z8, Z10, Z12, Z13, Z16)

    Remains in Play:
    Lights Out (Church): Heroes who move into a space within the Church immediately end their movement.
    Teen Angst (Johnny): The hero rolls one less fight die while in a square with another hero.

    Hero Deck
    1. Ammo (Item) - Discard instead of a Gun item.
    2. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    3. 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.
    4. 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.
    5. Blocked Windows - Play at any time to prevent all Zombies from moving through walls and doors this turn.
    6. 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.
    7. 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.
    8. 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.
    9. 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.
    10. 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.
    11. 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.
    12. 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.
    13. 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.
    14. 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).
    15. Farmer Sty (Event, Townsfolk) - Prevent any one Zombie from moving this turn or add or subtract one to any fight roll.
    16. 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).
    17. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    18. First Aid Kit (Item, First Aid) - Discard to fully heal one hero in the same or an adjacent space (except during a fight).
    19. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    20. Gasoline (Item, Explosive) - At any time during your move, you may discard to douse your space or any adjacent space with gasoline.
    21. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    22. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    23. Get Back You Devils! (Event) - Play during a fight to kill any Zombie beaten in that fight, even if no doubles were rolled.
    24. 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.
    25. 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.
    26. 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.
    27. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    28. 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.
    29. 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.
    30. 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.
    31. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    32. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    33. Lighter (Item, Fire) - The Hero may ignore the effects of Lights Out.
    34. Meat Cleaver (Item, Hand Weapon) - If the Hero rolls a 6 on any of their fight dice, the Zombie is instantly killed.
    35. Mr. Hyde, the Shop Teacher (Event, Townsfolk) - Cancel any fight involving a Student hero or add or subtract one from any fight die roll.
    36. 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.
    37. 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.
    38. 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.
    39. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    40. Recovery (Event, First Aid) - Play on any Hero, except during a fight, to Heal one wound from them.
    41. 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.
    42. 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.
    43. 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).
    44. Torch (Item, Fire) - The hero ignores the effects of Lights Out. Discard during combat to make a Zombie re-roll its fight dice.
    45. 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. Dropped in K4 - 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.
    3. JAKE - 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.
      Crowbar (Item, Hand Weapon) - Hero wins fight on a tie. Roll 1d6 after each use, breaks on a 1 or 2.
    4. BECKY - 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).

    Hero Discard Pile
    1. Ammo (Item) - Discard instead of a Gun item.
    2. 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.
    3. 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).
    4. Principal Gomez (Event, Townsfolk) - Immediately cancel any Zombie card or make a Zombie re-roll its fight dice.
    5. Keys (Item) - Ignore the effects of Locked Door. You may also discard the Keys while inside a building to draw two new Hero cards.
    6. Just a Scratch (Event) - Play when a Hero is about to take a wound to prevent that wound.
    7. 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).
    8. 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).
    9. At Last... (Event) - Play at the start of a Hero Turn to cancel any Zombie card that is marked 'Remains in Play'.
    1. REMOVED PERMANENTLY - 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.

    El Skid on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    BECKY ROUND 7
    sjff_01_img0203.jpg

    TimFiji on
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  • lodwilklodwilk Registered User regular
    edited October 2010
    Jenny

    Jenny Still has a broken ankle and moves up to D11

    Move: 1d6 1

    lodwilk on
  • lodwilklodwilk Registered User regular
    edited October 2010
    Also sorry about the delay guys, was celebrating thanksgiving with the family.

    lodwilk on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Your rolling is probability defying! Is that 5 1s in a row or was it 4 1s and a 2?

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  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    A 2, then four 1s.

    I think the RNG is punishing him for not putting it into the proper campaign with everyone else's rolls.

    Darian on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    Yeah I did that, too. Oops.

    TimFiji on
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  • lodwilklodwilk Registered User regular
    edited October 2010
    Wow didn't even notice that. I'll start putting the proper title from now on, and watch my next roll is a 6.

    lodwilk on
  • DarianDarian Yellow Wizard The PitRegistered User regular
    edited October 2010
    Bump; what's happening with this?

    Darian on
  • TimFijiTimFiji Beast Lord Halfway2AnywhereRegistered User regular
    edited October 2010
    I lost my turn to love

    TimFiji on
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