|
So, 5 medicine cards will keep the fail from happening and 7 will gain us a Morale?
|
# ? Aug 21, 2014 22:07 |
|
|
# ? Apr 24, 2024 17:02 |
|
Correct.
|
# ? Aug 21, 2014 22:09 |
|
Some Numbers posted:Your leader has higher influence than mine. I figured 64 was going to be good enough to be the first player. I thought it was a comment on his pirate character... I don't have any medicine to contribute to the crisis, and I can't search this turn without spending a food token. I intend to keep Bev in the colony all game on zombie killing duty, so I'll probably have her pop a couple of zombies with her power and drop a barricade with the ones I rolled.
|
# ? Aug 21, 2014 23:36 |
|
I can't help a huge amount with Crisis. I'm planning to keep Thomas around right now to weed out the Zombies and send Carla elsewhere to make use of her ability and to reduce the number of mouths.
|
# ? Aug 21, 2014 23:59 |
|
This is going to be tough to complete. A very minimum of four food tokens are needed, but potentially up to 9, and on top of that at least 5 medicine cards. Both of my guys will go out looking for supplies when it comes round, we're going to need a lot of cards.
|
# ? Aug 22, 2014 00:07 |
|
Just a few points to be aware of: - Some of the food cards in the other decks provide more than 1 food token when used. In particular, the school and hospital provide the most higher value food cards while some of the other locations have similar numbers of cards but of lower value - The way starvation works, it is not so bad to starve closer to the end of the scenario, but a really bad idea early on. If you can't feed your people, you don't spend any food (so you can save it for next round), but you gain a starvation token. After that, every subsequent turn in which you cannot feed your people (including the one in which you gained the starvation token), you lose one morale for each token you have. - There are a total of 10 food cards in the starter item deck, and in a 5 player game all but one of the starter item cards are dealt out. Since this is the first game for many people, I'm inclined to give this kind of information about the game that would become common knowledge after a number of playthroughs, but let me know if you would prefer I did not. Kerro fucked around with this message at 00:38 on Aug 22, 2014 |
# ? Aug 22, 2014 00:14 |
|
Wait, you lose Morale for Starvation every turn? I thought the way it worked was that if you gain a Starvation token, you then lose 1 morale for each token you have, but between gaining them, they just sit around.
|
# ? Aug 22, 2014 00:34 |
|
Oops, you're correct. I was misreading the rules.
|
# ? Aug 22, 2014 00:38 |
|
Even so, feeding people is definitely better than not.
|
# ? Aug 22, 2014 00:49 |
|
Fat Turkey posted:This is going to be tough to complete. A very minimum of four food tokens are needed, but potentially up to 9, and on top of that at least 5 medicine cards. Both of my guys will go out looking for supplies when it comes round, we're going to need a lot of cards. I'm a doctor, I would be pretty useless without medical supplies, wouldn't I? We'll need to check the hospital for more, but I can help a great deal.
|
# ? Aug 22, 2014 01:26 |
|
I assume I'm going to start searching for food and medicine? I haven't played before -- how important is it to start killing zombies super early on?
|
# ? Aug 22, 2014 04:58 |
|
Zombies appear in 3 ways: 1) At the end of the round, 1 zombie spawns per 2 survivors at the colony, and 1 zombie per 1 survivor at all other locations 2) Each noise token has a 50/50 chance of spawning a zombie 3) Certain crisis cards spawn zombies They do not spawn through any other means, and they have no effect until they overrun a location (i.e. more zombies spawn than there are spaces to place them). Use that information as you will!
|
# ? Aug 22, 2014 05:10 |
|
WhiteHowler posted:I assume I'm going to start searching for food and medicine? Not unimportant.
|
# ? Aug 22, 2014 05:28 |
|
Whoops. I hadn't read the rules correctly when selecting characters and didn't realize that lower scores are better. Which means I can't search this turn because of my crappy dice. So let's get killin' instead! Gray Beard move to School Gray Beard (1) build barricade Gray Beard (1) attack zombie Daniel move to Police Station Daniel (2) attack zombie Play 1 card into crisis Hopefully I did this right. I'll PM my crisis card momentarily.
|
# ? Aug 22, 2014 13:25 |
|
Yeah, it looks like 6s are just always better than 1s.
|
# ? Aug 22, 2014 18:28 |
|
There are no zombies at the school or police station, only at the colony. Given we haven't really started yet and the rules confusion, I'm okay if you want to swap your survivors. Here's an updated view of what's where: Other players, feel free to preload your actions and/or crisis plays if you know what you want to do. Edit: 6s are always better than 1s, though there are quite a few cards and survivor abilities that let you manipulate dice. For this reason though, it's definitely an advantage to have at least one survivor who has a special action that works with lower dice.
|
# ? Aug 22, 2014 19:54 |
|
I thought the numbers on the locations corresponded to the entrances to the colonies. Makes sense now. Um, then I'm not sure what I can even do with these dice. Stay in the colony and fight instead? That seems dangerous if someone gets exposed this early.
|
# ? Aug 22, 2014 20:00 |
|
One of my survivors is built around getting out and searching, so I'll be doing that. Also, fewer people in the colony means fewer mouths to feed.
|
# ? Aug 22, 2014 20:03 |
|
Check the rules in the OP for what you van do with low dice or no dice. This is going to be a search heavy task I think so everyone who can search may have to. Both my guys are better out the colony looking, so they will go out. Those who stay, we need to keep a count of so we can feed, and we may need barricades and the like rather than risk fighting zombies.
|
# ? Aug 22, 2014 20:08 |
|
Barricading can be done with any result on the dice, so may be worth using some 1s to do that at the colony.
|
# ? Aug 22, 2014 20:12 |
|
Also remember if you wish to use items which let you change your dice - for example, one of the starter items 'Junk' lets you reroll an unused dice. You can also request cards from other players during your turn, though if you do so they have to be played immediately.
|
# ? Aug 22, 2014 20:21 |
|
What if we 'overfeed' this round, is the excess saved for the next round? If so, any objections to all food going in the middle? They can be used to change rolls but obviously need to make sure it doesn't starve us.
|
# ? Aug 22, 2014 21:24 |
|
Fat Turkey posted:What if we 'overfeed' this round, is the excess saved for the next round? You don't overfeed. We'll either remove exactly [# of survivors/2] food tokens or 0 food tokens.
|
# ? Aug 22, 2014 21:26 |
|
Put another way, yes, excess carries over, so yes, PUT ALL YOUR GODDAMN FOOD IN THE MIDDLE YOU IDIOTS.
|
# ? Aug 22, 2014 21:27 |
|
Whitehowler, are you locked in? I have a vague idea of what I want to do, but I don't want to jump the gun.
|
# ? Aug 22, 2014 21:28 |
|
The only reason not to dump your food in the middle (apart from personal objectives of course) is that some of the crisis cards also require food, and if you've converted more than you need into tokens then you won't have it available for a crisis. I haven't received updated actions from WhiteHowler, so just waiting on that.
|
# ? Aug 22, 2014 21:32 |
|
Okay, if I build a barricade at the colony, does it just go into the big area with all the NPC survivor guys, or do I have to choose an entrance? And if I fight at the colony, do I choose an entrance to fight at?
|
# ? Aug 22, 2014 22:14 |
|
In both cases, you choose a specific colony entrance (1-6). In general, it makes sense both to place barricades and kill zombies at entrance 1 before entrance 2, 2 before 3 and so on due to the way zombies are placed.
|
# ? Aug 22, 2014 22:17 |
|
So my Soldier can't kill multiple Zombies until there's more than one at an entrance?
|
# ? Aug 22, 2014 22:18 |
|
No, you could still kill 2 with the Soldier, you would just need to specify which 2 you wished to kill. In short: 1) If at the colony, you can kill zombies at any entrance. They are all considered to be 'at your location'. You can choose which one/s you wish to kill if there is more than one. 2) If at another location, you can only kill zombies at your location unless you have items that say otherwise.
|
# ? Aug 22, 2014 22:22 |
|
Do I have this right? Each search event is separate and generates noise tokens separately?
|
# ? Aug 22, 2014 22:28 |
|
That's right. So you might search once, find what you want, and end that search. Then search again with the same character, not get what you want and choose to make noise once to draw a second card. If you then chose to keep this, it would have cost you two dice, and one noise token.
|
# ? Aug 22, 2014 22:31 |
|
Have you decided on actions WhiteHowler? I've got quite a lot of time this weekend (at least in part due to being sick dammit) so would be keen to get through a few turns if we can.
|
# ? Aug 23, 2014 00:39 |
|
Yep, sorry for the confusion. I watched the Watch It Played video and it makes a bit more sense now. Daniel (1) build Barricade at Entrance 1 Daniel (1) build Barricade at Entrance 1 Gray Beard (2) attack zombie at Entrance 1 Play 1 card into crisis (Same card I already PM'ed you.)
|
# ? Aug 23, 2014 01:46 |
|
No worries. Daniel builds a barricade at Entrance 1 Daniel builds a barricade at Entrance 1 Gray Beard kills a zombie at Entrance 1. Gray Beard takes 1 wound from exposure WhiteHowler plays 1 card into crisis Morale: 7 Rounds: 5 Food: 0 Waste Pile: 0 Crisis Cards: 1 Players Some Numbers Thomas Heart - Soldier 64 1 3 Colony: (5+) Once per round you may kill 2 zombies at the colony. Do not roll for exposure. Carla Thompson - Police Dispatcher 22 4 2 Police Station: Once per round when performing a search at the police station you may look at and keep 1 additional card. Cards: 5 Dice: 6 4 5 Gravy Train Robber Olivia Brown - Doctor 56 4 3 Anywhere: Once per round you may remove any type of wound token from a survivor that shares a location with Olivia. Olivia may use this ability on herself. Edward White - Chemist 44 4 3 Colony: Once per round, when performing an attack with Edward, you may play a medicine card to kill 3 zombies instead of just 1. Do not roll for exposure. Do not use the ability on the medicine card. Cards: 5 Dice: 6 2 2 Fat Turkey David Garcia - Accountant 50 4 3 Anywhere: When performing a search with David you may look at 1 additional card. Rod Miller - Truck Driver 40 3 3 Anywhere: When moving Rod, do not roll for exposure. Cards: 5 Dice: 3 1 3 Servoret Bev Russell - Mother 34 2 4 Colony: Once per round you may kill 2 zombies at the colony as long as there is at least 1 helpless survivor token at the colony. Do not roll for exposure. Mike Cho - Ninja 30 2 4 Anywhere: When performing an attack with Mike do not roll for exposure. Cards: 5 Dice: 1 1 3 WhiteHowler Daniel Smith - Sheriff 66 2 5 Anywhere: (4+) Once per round you may kill 2 zombies at Daniel's current location. Only roll for exposure once. Gray Beard - Pirate 16 1 4 Colony: Once per round you may take a card at random from another player's hand and place it into your hand. 1 Wound Cards: 5 Dice: Action Queue: Some Numbers
|
# ? Aug 23, 2014 02:04 |
|
Move Carla to the Police Station.
|
# ? Aug 23, 2014 02:08 |
|
I can load my actions if you want, but the Exposure will be relevant to what I do.
|
# ? Aug 23, 2014 02:18 |
|
Carla moves to Police Station. Carla is unaffected by exposure.
|
# ? Aug 23, 2014 02:45 |
|
Cool. Search using my 4, use Carla's ability. So, I get to look at two. If I decide to keep going, do I draw one more and keep two?
|
# ? Aug 23, 2014 03:09 |
|
|
# ? Apr 24, 2024 17:02 |
|
Yep that's right. Cards sent.
|
# ? Aug 23, 2014 03:23 |