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I'm playing two before my actions. I'm planning on continuing to root around in the Police Station.
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# ? Aug 28, 2014 17:59 |
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# ? Apr 20, 2024 00:40 |
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Fat Turkey posted:Also, I have slept on it and I think we may need to overstack the Crisis deck to ensure it passes. I admit I may have made an error myself, as I put a Junk into the crisis, but I hold a toolkit that can build two barricades for no actions and thought that would be useful in the future. Now I'm not sure it would be worth as much as ensuring this crisis is passed, or maybe even over supplied to get the bonus. Depends on how many cards people are going to contribute. Can we have a count up? I'm fine with overstacking, but I only have one card to contribute unless I turn up more tools in the grocery store. Why didn't you just use the Pad Lock on your turn after you found it instead of spending two actions to put up two barricades?
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# ? Aug 28, 2014 20:32 |
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I currently have only received 1 vote on the current Crossroads Card. Are your actions likely to be affected by the result of the vote Servoret? If not I can resolve those.
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# ? Aug 28, 2014 21:49 |
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Nope. Resolve away.
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# ? Aug 28, 2014 23:19 |
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Bev slaughters more zombies Mike searches the Grocery Store. Card sent! Keep or make noise?
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# ? Aug 29, 2014 00:05 |
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Make some noise!
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# ? Aug 29, 2014 00:24 |
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Sent!
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# ? Aug 29, 2014 00:27 |
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Keep the second card. Mike (6) searches the grocery store again.
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# ? Aug 29, 2014 00:27 |
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Sent! Make noise?
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# ? Aug 29, 2014 00:29 |
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Keep the card. Playing one card into the crisis pile. End turn.
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# ? Aug 29, 2014 00:30 |
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Mike keeps one card Servoret plays 1 card into the crisis I now have 3 votes on the previous crossroads card
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# ? Aug 29, 2014 00:51 |
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Morale: 6 Rounds: 3 Food: 4 Starvation: 1 Waste Pile: 5 Crisis Cards: 2 Players 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. Wound x1 Cards: 5 Dice: 6 2 5 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. Equipped: Tikka T3 Tactical Rifle Once per round you may kill 1 zombie at any location. Do not roll for exposure. This is not an attack. It does not cost you an action die. Equipped: Night Vision Goggles At the beginning of each round roll 1 additional action die. 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: 3 Dice: 4 1 5 4 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. Ashley Ross - Construction Worker 52 2 5 Anywhere: Once per round you may perform a barricade action without using an action die. Cards: 3 Dice: 2 6 5 3 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: 4 Dice: 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: 2 Dice: Action queue: WhiteHowler's turn. Fat Turkey and GTR to vote on Crossroads card
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# ? Aug 29, 2014 00:53 |
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I didn't use the Padlock on my turn because I had two 1s that needed using up. I don't get a vote on this, I'm not at the colony.
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# ? Aug 29, 2014 09:16 |
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This particular vote doesn't require you to be at the colony to vote - some do, some don't - not sure why.
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# ? Aug 29, 2014 12:33 |
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Oh right yes. Felt odd I had a say. Option two please. You know, if someone has 3 tools left, and the other two only contribute one...then we will definitely pass the crisis, and probably by extension get the bonus. That might sound self evident as we would get 7 tools, but we wouldn't get this certainty from a 2-2-1 split if I understand the rules correctly. Can we make this happen?
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# ? Aug 29, 2014 13:44 |
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Edit: Never mind, my notes got screwed up last turn.
Servoret fucked around with this message at 17:45 on Aug 29, 2014 |
# ? Aug 29, 2014 17:39 |
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All survivors at the colony receive a wound! Action queue: WhiteHowler's turn
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# ? Aug 30, 2014 00:44 |
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Whitehowler, where are yoooouuuu? It's getting coooooooold.
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# ? Aug 31, 2014 00:14 |
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Holiday weekend in the US, right? Nothing to worry about
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# ? Aug 31, 2014 02:38 |
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Yep, just have a packed weekend. I'm out right now, but will take my turn in the morning. Sorry for the delay!
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# ? Aug 31, 2014 04:57 |
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Gray Beard equip School Blueprints Gray Beard (5) search (two cards) at School I want to see what I get here, and then I'll either kill three zombies or kill one and do another search. We currently need two more food in the food bank this turn, assuming nobody enters or leaves the colony? Also, I assume we really want to pass this crisis since we have a ton of barricades up -- is it worth tossing away a reroll (Junk) card?
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# ? Aug 31, 2014 16:42 |
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There's also adding Frostbite to all of our characters. I would really prefer to pass it.
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# ? Aug 31, 2014 18:36 |
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Gray Beard equips School Blueprints Gray Beard searches at the school. 2 cards sent. Keep or make noise?
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# ? Aug 31, 2014 20:39 |
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WhiteHowler posted:Also, I assume we really want to pass this crisis since we have a ton of barricades up -- is it worth tossing away a reroll (Junk) card? Yes. No one played a starter Junk card before this turn, so if everyone just played all their starter Junk cards into the crisis (I did), we would pass it. Coming up with tool cards otherwise is hard. Each location deck besides the gas station has one Junk card in it; every other tool card we could find would be a useful piece of equipment like the Pad Lock. And there's no place that has abundant tool cards. The grocery store has the most with five, the police station and school each have four, the hospital has three, the library has two, and the gas station doesn't have any tool cards at all.
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# ? Aug 31, 2014 21:01 |
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Gray Beard make some nooooooise I'll decide which two cards to keep later, but it won't affect the rest of my turn. Gray Beard (2) build barricade at School Daniel (6) kill zombies at Colony entrances 2 and 3 (special ability) Play 1 card into Crisis
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# ? Aug 31, 2014 22:02 |
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Gray Beard makes noise. Another card sent! Keep? Gray Beard builds a barricade at the school Daniel kills two zombies at the colony. In keeping with the trend, Daniel is unaffected by exposure WhiteHowler plays 1 card into crisis
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# ? Aug 31, 2014 22:12 |
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Morale: 6 Rounds: 3 Food: 4 Starvation: 1 Waste Pile: 5 Crisis Cards: 3 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. Wound x1 Equipped: Tikka T3 Tactical Rifle Once per round you may kill 1 zombie at any location. Do not roll for exposure. This is not an attack. It does not cost you an action die. Equipped: Night Vision Goggles At the beginning of each round roll 1 additional action die. 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: 3 Dice: 4 1 5 4 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. Wound x1 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. Ashley Ross - Construction Worker 52 2 5 Anywhere: Once per round you may perform a barricade action without using an action die. Cards: 3 Dice: 2 6 5 3 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: 4 Dice: 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. Wound x1 Mike Cho - Ninja 30 2 4 Anywhere: When performing an attack with Mike do not roll for exposure. Cards: 2 Dice: 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. Wound x1 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. Wound x1 Equipped: School Blueprints: Once per round, when performing a search at the school with this survivor you may look at and keep 1 additional card. Cards: 5 Dice: Action queue: Some Numbers turn
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# ? Aug 31, 2014 22:18 |
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I'll keep the first two cards. The new one would actively hurt us in the current situation.
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# ? Aug 31, 2014 22:18 |
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Why aren't people leaving the colony? We can't make 6 food each turn, we will simply starve.
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# ? Sep 1, 2014 01:12 |
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Fat Turkey posted:Why aren't people leaving the colony? We can't make 6 food each turn, we will simply starve. I didn't leave last turn because it wouldn't have affected the numbers for the turn. I'm not sure why other people are still sticking around. We don't need that many defenders.
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# ? Sep 1, 2014 01:45 |
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I can move Daniel out next turn if there's a better place for him to be. He sucks at searching though.
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# ? Sep 1, 2014 02:08 |
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Gravy Train Robber posted:I didn't leave last turn because it wouldn't have affected the numbers for the turn. I'm not sure why other people are still sticking around. We don't need that many defenders. I guess we can pull them all next turn. With only two turns left, zombies shouldn't be a problem unless there's a crisis or crossroads card adding more to the colony.
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# ? Sep 1, 2014 07:33 |
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Gravy Train Robber posted:I didn't leave last turn because it wouldn't have affected the numbers for the turn. I'm not sure why other people are still sticking around. We don't need that many defenders. But that logic would mean none would ever pull out their only survivor there. Ask other people. I think the game normally has you with no helpless survivors, so normally you would only have to find 5 food, but a few people would leave the colony so usually just 2-3 food. 6 is impossible. We are paying double the norm and we can't draw enough cards to feed everyone. I think only people with a very good colony based skill should be staying. Especially don't stay if your ability works well elsewhere.
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# ? Sep 1, 2014 09:29 |
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Fat Turkey posted:But that logic would mean none would ever pull out their only survivor there. Ask other people. The logic was that I was the last person in the turn who still had a person at the colony. Therefore it made no sense to potentially wound or kill the Doctor when it would not have affected the outcome. That said, I'm moving Olivia out of the Colony this turn and will continue to dig for food.
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# ? Sep 1, 2014 09:52 |
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Oh. I admit I didn't check usernames, I assumed you'd be replying as the person who just left someone in the colony this turn despite that being a deathtrap and having a skill that would be good outside the colony. Being overrun in the colony is not a concern this game. I understand completely why you wouldn't leave it last turn. I assume everyone but me has got one person in there? Its hard to tell. But pretty much everyone has to leave or have a good excuse not to.
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# ? Sep 1, 2014 15:39 |
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I'm going to be around sporadically today. I'm willing to move Thomas out and I'm willing to Rifle whatever Zombie the group thinks I should. To start with, Carla searches really well with a 4.
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# ? Sep 1, 2014 16:48 |
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I guess the grocery store as food is still the priority and its starting to fill up over there. Unless anyone plans to bosh some of their zombies on the head.
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# ? Sep 1, 2014 17:47 |
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Carla searches at the police station. 2 cards sent Keep or make noise?
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# ? Sep 1, 2014 21:15 |
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Make noise.
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# ? Sep 2, 2014 02:44 |
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# ? Apr 20, 2024 00:40 |
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Noise made, card sent! Keep or bang some pots around?
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# ? Sep 2, 2014 02:49 |