|Battle Board set up.|
|Objective to escape off the board edge.|
The situation was that the players were all individuals attempting to get out of the city by crossing this bridge. The problem was that the bridge was blocked so they had to abandon their transport and move passed all the other abandoned cars climb over the wrecked lorry and escape on foot of the board.
I did make a couple of rules changes. Initiative was decided by pulling names out of a hat, the zombies having two names in the hat as on a previous game with just one name players quickly realised that if the zombies had already moved they could pre-plan their turn for the next move to always stay clear. The Zombies were either "Zombies" or "Tuft Zombie" (which got shortened to "Tuffy's") due to me putting a tuft of model grass on their base. One of the colour blind players commented that the tuft of grass was clearly visible because of it's three dimensions and therefor worked better than a red blood spot.
For the zombies I changed the abilities of the single Rage Zombie. Any other zombie within 3 inches of him could make an additional move action. The single Tank zombie also had the ability to hurl cars. This was limited to 8 inches and required him to spend one action next to the vehicle to pick it up and a separate action to throw the car.
Finally to reward the winner of the car park game. That player was given a token which allowed them to take an extra turn just once in the game at any point they chose. This is really powerful if used correctly.
The first turns saw the players move forward and support each other taking out a couple of zombies as they went. The Biker let rip with his SMG into the melee not caring who he hit or missed. As luck would have it he only hit the zombies!Melees were short and brutal and the zeds were mostly dropped to the deck but not "killed". The heavy, the cop and the crook all moved up the board while the biker, the little girl and the sleazy man loitered about 6 inches behind. I brought on a couple more zombies at the players start line (spawn point no 1) to encourage the players to move along. No players in the game decided to search cars, if they had they would have found a scavenger card assuming they passed an Int test. But no one voiced the possibility of doing so, I therefore did not mention the possibility.
As the players moved across the bridge I spawned a couple more zeds. The crook played one of his scavenger cards, a butane bottle and quickly moved forward. Two more players arrived and joined the game, I started them 1 inch from the spawn point (serves them right for turning up late)> Everyone new the crook had done something, but not exactly what. Being prudent they moved away. They mostly double moved (ran) towards their objective, the Tescos lorry and escape! Which allowed the Crook to play his "Dodgy explosive prop" event card on the vehicle they were now clustered around. The 5 inch blast radius managed to inflict one wound on the heavy, stun the cop, and destroyed the brains of 3 zombies... so not all bad then. I think this marked the end of the co-operative play.
The heavy started to use his "Blocker" skill to stop any survivor within 1 inch of him from moving. A tactic he took great joy in using as many times as he could for the rest of the game. Which stopped the Little girl from moving at all for about 3 turns in all, each time she moved he would try to end his move close enough to her to stop her moving the following turn, Sometime about now the two new arrivals got involved. One was a little boy who ran as fast as he could along the bridge. The other player a woman with a shot gun decided to kill the clustered zombies (all in Blast radius), She rolled a ONE, Whoops, so missed completely and them decided to move. She ended her move close to the Butane bottle... remember the butane bottle the crook left... which was on a count down and exploded right on cue. Scratch one survivor! The cop played his event card, which allowed him to move three other survivors through some vents and tunnels 12 inches away. He moved them back down the road into as much trouble as he could. The second Zombie spawn point was from inside the cars half way or more along the bridge. I could only spawn one zombie a activation, so two a turn (tuffty and non tuffty). This allowed me to keep the zombies in the game and part of the threat throughout. They could not move on the turn they spawned though so players could always have a chance to react to them.
The crook (the player who one the previous game and there fore had the extra turn token. managed to play two turns in a row and run half the length of the bridge and climb onto the truck. Climbing on top of the truck requires an Agility check as did jumping off the other side. The Little girl also played her event card, which was then cancelled by someonelses! The biker also scrambled onto the truck. The cop climbed up top without much difficulty getting down in one piece used up all his remaining "luck" tokens and left him facing 5 zombies before he could leave the board.
The final few turns (and my finally number of allotted spawning zombies was down to 2. The rage zombie was collecting straggles and amassing a herd as they moved across the bridge. Including the Tank or it would not be able to keep up other wise. In retrospect I should have spawned it from a car, oh well live and learn. However the herd did start to look good with 7 zombies but with just one purpose. The cop managed to dodge round the zombies and slip away of board and was declared the winner. The Crook and the sleazy man took a few shots at one another, but no damage was caused, either by the use of bad dice or good luck tokens.
In the last few moments of the game the Tank managed to pick up a car and throw it on top of the lorry. The little girl dived out of the way, the heavy dived out of the way. The crook did not. Scratch survivor umber 2. It is not often in a game that you can with reason, chuck a car at a player. I think it's a game he'll remember, causing 2 explosions and have a car fall on his head. his was the break the zombies needed as their initiative marker was pulled out of the cup. (Last the previous turn and first this turn) resulting is what appeared to be a double move. Some of the zombies managed to clamber up the overturned lorry (needing a 1-2 on D6 A surprising number made it) . They were scattered and could not mob one character so most attacks were useless. One Zombie did get a lucky bite and claw and brought the little girl down. Scratch survivor three. That turn saw all the survivors exit the board and make it away to safety. At least for now. The little boy was the last to leave, but did make it away in the end.....Just.
Conclusion. Well done Relfie for getting away first. It is important for me to remember that whatever I plan game wise the players will interperet it in a way that suits themselves. Yes I did make a couple of mistakes. As Zombies in 7ombie TV do not have any blocker skills a survivor can just move past them this makes it hard to contain players with a rotting flesh wall and that is something I might address in further episodes. The upgraded tank and Rager worked very well, something to ponder on there would be the possibility of it becoming too powerful. The rules are very simple, at times too simple and I might have to give ALL THINGS ZOMBIE another trial.All in all though a fun game and I shall plan another episode in the future.