Double Abonimation Scenarios

Niranth

New member
Has anyone come up with ways to use 2x tiles and zombies?

I have thought some about a double scenario 01 where there are two teams, each team has to get to the exit in the other team's starting tiles. (After collecting plenty of supplies and objectives within their own starting map.) Each team uses it's own equipment deck, but the spawn deck is shared and the highest level of any survivor is used. The map is 2x scenario 01 and tile 5D is placed adjacent to it's counter part. (One map is upside down.)

El Cholo is unavailable and each team alternately picks one unique survivor.


2C 1C 4B 1B 5E 6B

5C 7B 5D 5D 7B 5C

6B 5E 1B 4B 1C 2C

It is perfectly within the rules to stir up zombies for the opposing team and all zombies follow the usual rules.

First team to succeed in getting at least one survivor out with one Canned Food, Rice and Water to the opposite exit wins.
 

Tiberis

New member
This certainly looks interesting...
Unfortunately I am still waiting on my copies to arrive to play test this idea, but will definitely give it a try.

And at some point i would imagine there will have to be a set a rules so we can use a full set of 6 abominations :D
 

FireGuy

New member
I had a similar notion though I was thinking of having the survivors being able to attack one another.
 

skeeter

New member
I had a similar notion though I was thinking of having the survivors being able to attack one another.

interesting thought .. and of course consistent with the zombie apocalypse genre, bands of survivors competing for resources and potentially attacking each other deliberately
 

CptJake

New member
I agree completely, it is a great idea!


It is a cool idea, but the existing rules don't really support it.

Having said that, there are plenty of good rule sets out there that do which you could use the Zombicide figures and tiles with.

Jake
 

CptJake

New member
Actually, yes, they do.

The rules support custom scenarios, and custom scenario rules, so you just create the scenario, and the rules to support player vs player - job done.

Except you would pretty much have to completely redo the combat rules, which is going to be the meat of the game. Hence my statement, the existing rules really do not support survivor against survivor games.
 

Niranth

New member
I'm not sure that I agree. Shooting into a zone with a survivor already causes a wound; no where does it say that there has to be zombies in the zone. I think that could be extrapolated to the other weapons, just change the word "zombie" to "actor" or "target" on page 13 under melee.
That being said, I don't think it would be wise to waste actions in that manner unless the game was very close to finishing with my team losing.
 

Scorpion0x17

New member
I'm not sure that I agree. Shooting into a zone with a survivor already causes a wound; no where does it say that there has to be zombies in the zone. I think that could be extrapolated to the other weapons, just change the word "zombie" to "actor" or "target" on page 13 under melee.

Precisely.
 

Droganis

New member
Only because we found him to be a powerful force and it seemed unfair to the other team.

That seems odd to me, as while he should be quite strong to start with, he seemed to weaken as the game progressed and other people got better weapons. But I've only played one game, and Killaminis has horrible dice rolling luck, so that may just be a bias on my side. ;)
 

Niranth

New member
We normally deal out the survivors randomly, so my experience is pretty limited also. The cool thing with this game is that you can easily modify the rules to suit yourself.
 

Shoogoo

New member
Cholo has the reputation (and the reputation only) to be overpowered. He starts out strong, but it seems he's always behind on the XP tree at the end game. I didn't play the game yet, it's just opinions I gathered mainly on BGG where people tend to say that he's among the weakest characters along with Phil and Doug.
 

Niranth

New member
Hmmm, That doesn't match my somewhat limited experience much. I wonder if play style influences that? We try to keep everyone at about the same XP. We also rarely get to the red zone.
 
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