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	<title>Comments on: More Zombie Game Ideas</title>
	<link>http://atzok.com/2006/07/11/more-zombie-game-ideas/</link>
	<description>ATZ^MOK^MATDThttp://atzok.com/^MATH0^MNO CARRIER</description>
	<pubDate>Thu, 20 Nov 2008 15:04:19 +0000</pubDate>
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		<title>by: jnnmissy</title>
		<link>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-30299</link>
		<pubDate>Fri, 26 Jan 2007 23:30:40 +0000</pubDate>
		<guid>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-30299</guid>
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		<title>by: bsarsgard</title>
		<link>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-1148</link>
		<pubDate>Wed, 12 Jul 2006 14:52:55 +0000</pubDate>
		<guid>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-1148</guid>
					<description>1) Yes, zombies are dead.  That means they're not exactly expert combatants.  An action card represents a dodge, block, or other maneuver, which will almost always get out out of a fight intact.  But you only get one or two of these a turn, assuming you're full-on scavenging.  You could also end up spending several on a single combat with a human.  The way zombies win is by swarming you.  If you look at the zombie movement rules, when they get close to you, they enter a bloodlust, and also trigger a bloodlust for the zombies around them.  This means that if you're attacked by 1, you'll soon be attacked by 10.  They'll eventually bring you down.

2) A dude can only scavenge one card per turn, and most of the stores only have 4 or 6 cards.  You'll use it them pretty quickly, and have to move on to the department stores, which have 25 but have three entrances to defend.  There are also event cards in the piles, which can be very bad things, such as a sudden zombie attack.  We'll probably also need a limit of how many cards you can hold at once (maybe 6), to prevent stockpiling.

3) See #1; once that barricade is down, you're not talking about a single zombie attack.

4) Dudes roll a die to move each turn.  This is especially interesting, since bloodlusted zombies move 3 spaces, no matter what.  If you get a couple of bad rolls trying to flee, you're done for.

5) If you're eliminated, you join team zombie.  Team zombie can win.  So you can at least still be on the winning team after you're eliminated.  Really, the only player who can actually lose is the last one left alive.

6) Ammunition is required for a gunner to attack.  If a gunner has no ammunition, he's basically a pawn.  You don't start the game with any ammunition.

7) Let's say I roll a 4 for my fighter's movement.  I could move 2 spaces, spend my 3rd movement point to attack a zombie, move another space, then I still get my normal attack after movement to kill another zombie.

8) Cards play like a game of rock-paper-scissors for morons.  Let's say you attack me.  You can either play a card right off the bat, or choose to wait and give me the opportunity.  If you don't I can then either lose my dude, or play a card of my own.  Let's say I play a CIRCLE card (rock).  If you don't have any cards that will beat a CIRCLE, the combat is over, my dude doesn't die (and neither does yours).  But let's say you have a SQUARE card (paper).  That means I'm back where I started; I can either let my dude die (having wasted a card, but at least using up two of yours), or play something else that beats your SQUARE.  Let's say my dude is a gunner, and I've got a &quot;Fast Draw&quot; card (Gunner only; TRIANGLE, beats SQUARE; Can kill opponent on defense).  I can now play that in response to your SQUARE.  Unless you've got another card that beats my TRIANGLE at this point, not only do I not lose my dude, but that &quot;Fast Draw&quot; card's special effect means that &lt;i&gt;your&lt;/i&gt; dude dies.

You can really get into wars of attrition, this way.  If two human players get into a grudge fight trying to hold a key position, they can end up wasting all of their action cards on just one or two fights.  Then if another player or the zombies get to you, you're dead meat.</description>
		<content:encoded><![CDATA[<p>1) Yes, zombies are dead.  That means they&#8217;re not exactly expert combatants.  An action card represents a dodge, block, or other maneuver, which will almost always get out out of a fight intact.  But you only get one or two of these a turn, assuming you&#8217;re full-on scavenging.  You could also end up spending several on a single combat with a human.  The way zombies win is by swarming you.  If you look at the zombie movement rules, when they get close to you, they enter a bloodlust, and also trigger a bloodlust for the zombies around them.  This means that if you&#8217;re attacked by 1, you&#8217;ll soon be attacked by 10.  They&#8217;ll eventually bring you down.</p>
<p>2) A dude can only scavenge one card per turn, and most of the stores only have 4 or 6 cards.  You&#8217;ll use it them pretty quickly, and have to move on to the department stores, which have 25 but have three entrances to defend.  There are also event cards in the piles, which can be very bad things, such as a sudden zombie attack.  We&#8217;ll probably also need a limit of how many cards you can hold at once (maybe 6), to prevent stockpiling.</p>
<p>3) See #1; once that barricade is down, you&#8217;re not talking about a single zombie attack.</p>
<p>4) Dudes roll a die to move each turn.  This is especially interesting, since bloodlusted zombies move 3 spaces, no matter what.  If you get a couple of bad rolls trying to flee, you&#8217;re done for.</p>
<p>5) If you&#8217;re eliminated, you join team zombie.  Team zombie can win.  So you can at least still be on the winning team after you&#8217;re eliminated.  Really, the only player who can actually lose is the last one left alive.</p>
<p>6) Ammunition is required for a gunner to attack.  If a gunner has no ammunition, he&#8217;s basically a pawn.  You don&#8217;t start the game with any ammunition.</p>
<p>7) Let&#8217;s say I roll a 4 for my fighter&#8217;s movement.  I could move 2 spaces, spend my 3rd movement point to attack a zombie, move another space, then I still get my normal attack after movement to kill another zombie.</p>
<p>8) Cards play like a game of rock-paper-scissors for morons.  Let&#8217;s say you attack me.  You can either play a card right off the bat, or choose to wait and give me the opportunity.  If you don&#8217;t I can then either lose my dude, or play a card of my own.  Let&#8217;s say I play a CIRCLE card (rock).  If you don&#8217;t have any cards that will beat a CIRCLE, the combat is over, my dude doesn&#8217;t die (and neither does yours).  But let&#8217;s say you have a SQUARE card (paper).  That means I&#8217;m back where I started; I can either let my dude die (having wasted a card, but at least using up two of yours), or play something else that beats your SQUARE.  Let&#8217;s say my dude is a gunner, and I&#8217;ve got a &#8220;Fast Draw&#8221; card (Gunner only; TRIANGLE, beats SQUARE; Can kill opponent on defense).  I can now play that in response to your SQUARE.  Unless you&#8217;ve got another card that beats my TRIANGLE at this point, not only do I not lose my dude, but that &#8220;Fast Draw&#8221; card&#8217;s special effect means that <i>your</i> dude dies.</p>
<p>You can really get into wars of attrition, this way.  If two human players get into a grudge fight trying to hold a key position, they can end up wasting all of their action cards on just one or two fights.  Then if another player or the zombies get to you, you&#8217;re dead meat.
</p>
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		<title>by: Mandi</title>
		<link>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-1147</link>
		<pubDate>Wed, 12 Jul 2006 11:40:42 +0000</pubDate>
		<guid>http://atzok.com/2006/07/11/more-zombie-game-ideas/#comment-1147</guid>
					<description>I read through the rules again and have some questions/concerns. It's real likey that you have answers to these but either didn't post them on the rules list yet or I'm not fully understanding what you have written down. So here you go.

You say: “Zombies may not play cards, even if they’re controlled by a human. This means that attacking a zombie always results in a win, as does using a card to defend against one.” But previously you said, “If a zombie ever succeeds in combat (regardless of who initiated it), the losing dude is replaced with a zombie.” So the only way a zombie can ever win is if he attacks me and I don’t have a card to defend with, right? How many action cards will there be total? It seems like we want to have enough to make attacking an option but little enough to make a zombie winning an attack a possibility, even if not a terribly likely possibility.

I’m not crazy about the scavengers getting to stay in the store and endlessly draw from the card piles. It seems too easy to build up a store of goods…maybe you should have to leave the store and come back? I’m not crazy about that either though. Also, if someone is scavenging in a store can someone else enter to draw from the pile?

You say, “Some larger stores have more cards than the smaller stores, but usually have more entrances as well, making them harder to defend.” How much of a problem is defending the store if you’re almost always guaranteed to win in a zombie attack?

You don’t explain how many squares each role gets to move per turn.

You say, “Team zombie wins by killing every single human before 50 turns. This means that you can still win the game after you’ve been eliminated.” How so? I’m not catching on to this part.

When I roll the die to get my ammo tokens, what’s the relevance of that? If combat doesn’t involve hit points and instead involves the 3 cards, why would ammo be useful?

If a Fighter wants to spend movement points for extra attacks, how does that work? Does he just skip his next movement turn? How many points must he spend? I’m assuming this is to attack a separate zombie since any zombie he attacks would, according to your rules, die and there would be no need for multiple attacks on the same zombie.

During combat do we throw our cards down at the same time? Otherwise, it seems like someone would throw down Circle and the opponent would search to see if he has a Square to beat it? Also, let’s say we’re throwing cards down at the same time…and your gunner is attacking my gunner and we both throw down Circles. What happens? (I ask b/c it’s unclear to me from the list on your site…and I chose this example specifically b/c it seems like one of a few variables unaccounted for.)
For the specific attacks that apply only to a given role, I just want you to explain what you mean by “Can kill opponent on defense.”</description>
		<content:encoded><![CDATA[<p>I read through the rules again and have some questions/concerns. It&#8217;s real likey that you have answers to these but either didn&#8217;t post them on the rules list yet or I&#8217;m not fully understanding what you have written down. So here you go.</p>
<p>You say: “Zombies may not play cards, even if they’re controlled by a human. This means that attacking a zombie always results in a win, as does using a card to defend against one.” But previously you said, “If a zombie ever succeeds in combat (regardless of who initiated it), the losing dude is replaced with a zombie.” So the only way a zombie can ever win is if he attacks me and I don’t have a card to defend with, right? How many action cards will there be total? It seems like we want to have enough to make attacking an option but little enough to make a zombie winning an attack a possibility, even if not a terribly likely possibility.</p>
<p>I’m not crazy about the scavengers getting to stay in the store and endlessly draw from the card piles. It seems too easy to build up a store of goods…maybe you should have to leave the store and come back? I’m not crazy about that either though. Also, if someone is scavenging in a store can someone else enter to draw from the pile?</p>
<p>You say, “Some larger stores have more cards than the smaller stores, but usually have more entrances as well, making them harder to defend.” How much of a problem is defending the store if you’re almost always guaranteed to win in a zombie attack?</p>
<p>You don’t explain how many squares each role gets to move per turn.</p>
<p>You say, “Team zombie wins by killing every single human before 50 turns. This means that you can still win the game after you’ve been eliminated.” How so? I’m not catching on to this part.</p>
<p>When I roll the die to get my ammo tokens, what’s the relevance of that? If combat doesn’t involve hit points and instead involves the 3 cards, why would ammo be useful?</p>
<p>If a Fighter wants to spend movement points for extra attacks, how does that work? Does he just skip his next movement turn? How many points must he spend? I’m assuming this is to attack a separate zombie since any zombie he attacks would, according to your rules, die and there would be no need for multiple attacks on the same zombie.</p>
<p>During combat do we throw our cards down at the same time? Otherwise, it seems like someone would throw down Circle and the opponent would search to see if he has a Square to beat it? Also, let’s say we’re throwing cards down at the same time…and your gunner is attacking my gunner and we both throw down Circles. What happens? (I ask b/c it’s unclear to me from the list on your site…and I chose this example specifically b/c it seems like one of a few variables unaccounted for.)<br />
For the specific attacks that apply only to a given role, I just want you to explain what you mean by “Can kill opponent on defense.”
</p>
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