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Post by zombiespider on Mar 11, 2016 11:43:13 GMT
Got any rules you have created for your game? Are characters literally running around the the dark, having to work with locked doors, etc? Post your rules here that you have come up with for your own games and share them with others
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Post by christian on Mar 11, 2016 19:17:54 GMT
I haven't done it yet but I want to develop AI for solo games involving other survivors. All Things Zombie sounds like it has a system like that but I don't want to revamp TWD rules to accommodate that system. If might be something as simple as what some of the dungeon crawl games do (like Descent Co-op or D&D's Castle Ravenloft board game).
In broad strokes, it would be a simple deck of cards with 4 sections on each card, each section applying the rules to each survivor type (bruiser, marksman, etc) and threat level. This card could be drawn each time you go up a threat level and dictates what the survivors do each turn. Low Threat has them maybe just hang out. At the higher threats maybe they engage walkers or your team directly. The solo scenario may also help determine the hostile state of the AI survivors (like they all start neutral to you but grow to hostile if the threat gets high enough).
Just brainstorming at this point but I'll have a bunch of extra survivors and it would be fun to put them to use during solo games.
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alex
New Member
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Post by alex on Mar 16, 2016 13:17:07 GMT
I just mentioned this in the comments of the kickstarter but i might as well mention it here as well.
For me the gun bag is going to be a supply marker with a difference, when your character makes base contact with the marker, you can spend an action point to mill the supply/loot deck and look for a firearm, you have to take the first firearm you find, keep it, put it in your inventory and shuffle the deck. Makes it unique and more than a little tempting.
Eduard had a pretty neat idea for the gun bag as well.
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Post by zombiespider on Mar 16, 2016 13:57:41 GMT
Alex, since you mentioned I had a neat idea for the gun bag I will mention mine as well The first character to pick up the gun bag may take any single gun worth up to 25 points for free, that character never runs out of ammo for the gun for the remainder of the game. Friendly models in the kill zone of the character holding the gun bag may spend a action to reload if they have run out of ammo.
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Post by zombiespider on Mar 16, 2016 14:02:55 GMT
Also, night fighting!
When fighting at night the following comes into effect.
1. Models see clearly up to 12" away, shooting at a model any farther away than that grants to target the Red dice for defence in addition to any other dice they would roll.
2. Shooting at night gives away your location, in the turn a model fires they can be seen from any distance and do not benefit from the defence bonus granted for fighting at night against shooting (as seen above).
3. Sound travels even further at night, when a model runs, 2 walkers within 8" of their end position will move toward them instead of 1.
4. The threat track raises by 1 even if the game is not being played solo. This represents growing tension and dread of being out at night.
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alex
New Member
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Post by alex on Mar 16, 2016 14:15:09 GMT
Alex, since you mentioned I had a neat idea for the gun bag I will mention mine as well The first character to pick up the gun bag may take any single gun worth up to 25 points for free, that character never runs out of ammo for the gun for the remainder of the game. Friendly models in the kill zone of the character holding the gun bag may spend a action to reload if they have run out of ammo. Sorry for kind of throwing you into the mix there, its a pretty great rule and it was worth mentioning i just didnt want to get the actual rule wrong and attribute it to you. Nice night fighting rules as well, they sound pretty balanced.
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Post by zombiespider on Mar 16, 2016 14:19:38 GMT
THE WALKING DUNGEON! This was talked about a lot on the KS comments and I did give it a go and loved it, I have also played it again since and tweaked it a little. The Walking Dungeon can be played with any dungeon, cave or sewer tiles you have in your collection, Dungeon Saga works excellently with this as the Adventurers' Companion and expansions come with Uncharted Dungeon cards to randomise the lauout if you go down that approach. SETUP Layout the "dungeon" and deploy the teams (1 team per player) at a board edge, mark this with a coin to remind yourself in case you neeed to remember it for some reason for any scenario you might be playing. If you are using the Uncharted Dungeon cards, shuffle them and draw as many cards as desired and then set up the dungeon before placing miniatures. Any loot or objective tokens are then placed, starting with the player with initiative. No Walkers are deployed at the start of the game. GAMEPLAY The game plays as normal except for a few altertaions. Whenever a miniature that is part of a players team enters a room tile or turns a corner, draw a event card and do what it says. Event cards are not drawn in the event phase. There is no limit to the threat track unless you want there to be. Models may only sneak unless they have a piece of equipment that allows them to see. A model without a light source that makes a melee or shoot attack gives their target a bonus White dice to their targets defence, they cannot see very well so their targets are harder to hit. OTHER STUFF Light sources are very important in this game, If a model holding a light source is knocked prone, roll the Black dice, if a blank is rolled they have lost the item. Place the item or a token to represent it next to the model, they can pick it up again later unless someone else does or it is broken. When dropped, roll the Blackkdice again for the item, on a blank the item is destroyed and is instead removed from the game. WALKERS When Walkers are placed for any reason, they are placed on the same tile as the model that encountered them ghrough drawing the Event card. EVENT DECK Stack this deck with more cards that spawn Walkers, print ogg multiple copies of the cards or create your own to make sure you have plenty of them. Also have cards that cause lights to go out, dead bodies that can be looted for ammo, batteries, etc. Go for it and have fun! Also, what if there is a body holding a sweet assault rifle, but 3 walkers stand between you and the corpse? Have fun NEW EQUIPMENT Torch/Flashlight - 3 Points. Light source. Lights up a area 8" long and 2" wide in a direction of the players" choosing with 1 end touching the models base. The direction cannot be changed unless the model is active. Lantern/Burning Torch - 3 points. Light Source. Lights a 4" circular area around the holder.
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Post by zombiespider on Mar 16, 2016 14:21:11 GMT
Alex, since you mentioned I had a neat idea for the gun bag I will mention mine as well The first character to pick up the gun bag may take any single gun worth up to 25 points for free, that character never runs out of ammo for the gun for the remainder of the game. Friendly models in the kill zone of the character holding the gun bag may spend a action to reload if they have run out of ammo. Sorry for kind of throwing you into the mix there, its a pretty great rule and it was worth mentioning i just didnt want to get the actual rule wrong and attribute it to you. Nice night fighting rules as well, they sound pretty balanced. No problem, I'd been meaning to post some things in this thread but kept forgeting to, you just got me to finally post stuff, lol
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Post by urloony on Mar 16, 2016 18:37:59 GMT
I just mentioned this in the comments of the kickstarter but i might as well mention it here as well. For me the gun bag is going to be a supply marker with a difference, when your character makes base contact with the marker, you can spend an action point to mill the supply/loot deck and look for a firearm, you have to take the first firearm you find, keep it, put it in your inventory and shuffle the deck. Makes it unique and more than a little tempting. Eduard had a pretty neat idea for the gun bag as well. I like this idea for the gun bag. It might be a little difficult for your opponent to determine what the "first firearm you find" is. Perhaps just merely choose any firearm or reload from the loot deck. I imagine the loot deck will get quite a bit bigger in the final release and ammo reloads may become harder to find. The reloads IMO seem to be a bit heavy as it is. Another possibility is creating separate decks one for generic searches and one for the gun bags. This way you could offer a larger variety of weapons and control how many guns are entering the game for balance purposes.
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alex
New Member
Posts: 28
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Post by alex on Mar 16, 2016 21:33:19 GMT
I just mentioned this in the comments of the kickstarter but i might as well mention it here as well. For me the gun bag is going to be a supply marker with a difference, when your character makes base contact with the marker, you can spend an action point to mill the supply/loot deck and look for a firearm, you have to take the first firearm you find, keep it, put it in your inventory and shuffle the deck. Makes it unique and more than a little tempting. Eduard had a pretty neat idea for the gun bag as well. I like this idea for the gun bag. It might be a little difficult for your opponent to determine what the "first firearm you find" is. Perhaps just merely choose any firearm or reload from the loot deck. I imagine the loot deck will get quite a bit bigger in the final release and ammo reloads may become harder to find. The reloads IMO seem to be a bit heavy as it is. Another possibility is creating separate decks one for generic searches and one for the gun bags. This way you could offer a larger variety of weapons and control how many guns are entering the game for balance purposes. just flip cards face up till you get a gun, pistol, rifle, shotgun, bb gun, if your opponent wants to argue im sure there is a way to resolve it. The gun reloads should totally be factored in as an option though, maybe firearm add ons like the silencer as well. Yeah i was toying with the idea for a gun bag deck and it would totally work well, its just a preference but i like chunky big decks and i dont think there will be enough cards in the base game to have a standalone gun bag deck that will satisfy my big deck needs, not yet anyway.
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