Suggestions - New Content

Mobius187

New member
I'm sure this has been brought up before, but recent comments I saw posted on the Kickstarter page made me want to post my suggestions here and see what everyone thought about them. The goal being that maybe Guillotine Games may one day add some of these ideas to a future expansion or season.

New Vehicles - I noticed that the S2: Prison Outbreak set included the same vehciles as the original S1: Zombicide. While I'm all for police cars, do we really need that many pimpmobiles? Okay, yes, S2 is a standalone game, but I was hoping that GG would opt to add in some new vehicles on the flip side. For example, what about an ambulance, taxi cab, shuttle bus, or garbage truck? They could even vary the number of survivors that could ride inside them or the items found when searching them.

Landmine - An item card that would be either a landmine, claymore, or even an IED. The player would carry it in their inventory and choose when to drop/place it in a zone/room, marking it accordingly, and after the next zombie movement phase if there are any zombies standing in the zone/room the explosive detonates and, just like vehicular combat rules, 1D6 is rolled for every zombie in the room with every 4+ rolled being a kill (except for Abominations).

Smoke Grenade/Tear Gas - An item card that has range 0-1 and creates a smoke screen to block line of sight. On streets or inside malls this would prevent zombies from seeing survivors at a distance, although it would block ranged/firearm attacks from survivors too, as the trade-off.

Alarm Clock/Flashbang - An item card that could be thrown 1-2 zones and upon detonation places several noice markers in the target zone. Used in conjuction with a smoke screen this could allow players to send a zombie horde in another direction without needing to use a survivor as bait.

First Aid Kit - An item card that would allow a survivor to remove a Wound from themselves or anotehr survivor in the same room/zone. Discard after use, or maybe roll 1D6 and on a 5+ you get to keep it. In reference to to "New Vehicles" suggestion it would be nice if searching an ambulance turned up a First Aid Kit (only once, like the pimpmobile).

Miscellaneous Items - While no one likes finding item cards like Bag of Rice, Water Bottle, or Canned Food, I feel that it would improve mission objectives if we had more item cards that represented what players needed to find on a map. For example, we should have cards like "Keys" or "Walkie-Talkie" so they take up a slot in the player's inventory, and then after they're used (i.e. to unlock a specific door) they can be discarded. Now I'm not suggesting these cards be shuffled into the deck every game or at all, but set aside for when a mission needs them and only given to a player when their use their action to pick-up the associated marker token on the map.

Also, while not a suggestion, I'm curious what everyone thinks about the new barricades TCM introduces. I think they work fine as described for Walkers (i.e. they need an extra activation to destroy them) and players needing to be Yellow level (3 actions) to build them (2 rounds or 2 survivors). However I'm leery about their effectiveness against Runners, as it indicated Runners could tear barricades down at the start of their turn since they have 2 actions. I assumed this wouldn't be a serious issue if you should just shoot them all, but then I remembered the berserk runner could be gunned down. And what about zombie dogs? They get 3 actions after all. Lastly, does anyone envision players creating a series of barricades...?
 

skeeter

New member
Pony/donkey/mule ... passive survivor to follow team and carry items that the team don't want to drop. However the downside is that the pony can be zombified and become an adversary
 

Mobius187

New member
Pony/donkey/mule ... passive survivor to follow team and carry items that the team don't want to drop. However the downside is that the pony can be zombified and become an adversary

Interesting, although now that the new rules will include the option to store items (item cards) inside vehicles I'm not sure this idea is as useful as it would have been during Season 1. Although it would be nice if you could find a backpack (thinks back to the latest episode of "The Walking Dead"...) that could store 2-3 item cards "under it" (poking the names above the card for reference).

Or, on the topic of animals, we know there are zombie dogs, so why not have a pet dog as a support character? Maybe it could be a card in the item deck, that isn't kept, but exchanged for a hound that's placed on the same room/zone as the survivor. It could have stats on the card, like a weapon, or stats in the rulebook (say, deals 1 damage, range 0, hits on 4+) and it dies if it takes 1 wound. Like the undead dogs it could have 3 actions.
 

Shoogoo

New member
I've got some first aid kits;

2cHLQ.jpg
 

Mobius187

New member
Or, on the topic of animals, we know there are zombie dogs, so why not have a pet dog as a support character? Maybe it could be a card in the item deck, that isn't kept, but exchanged for a hound that's placed on the same room/zone as the survivor. It could have stats on the card, like a weapon, or stats in the rulebook (say, deals 1 damage, range 0, hits on 4+) and it dies if it takes 1 wound. Like the undead dogs it could have 3 actions.

Oh snap! I called this one. :p

http://www.kickstarter.com/projects/coolminiornot/zombicide-season-2/posts/420663

I've got some first aid kits

Nice work, very similar to the game's art style. As for the wording, how about something along the lines of what GG used for the Medic skill?:

The Survivor can remove one Wounded card from a Survivor in the same zone or heal themselves at the cost of 1 Action. Discard after use.

All caps, of course. The Medic skill doesn't mention an action cost, but it makes sense. Although if it had no cost I wouldn't argue it. :)
 

Shoogoo

New member
Rather than struggling with the crappy image manager, I'll double post!

The green kit looked aliased on the picture above, the printable image doesn't;

View attachment 19292

Wouldn't it be cool if they did something different? I don't know what I could make to differentiate them though.
 

Mobius187

New member
Wouldn't it be cool if they did something different? I don't know what I could make to differentiate them though.

I gave some thought, but I couldn't really come up with anything new. In fact, it had me realize something, will the cards differentiate between Survivor and Zombivor? Simply put, because the card specifies "Survivor" does that mean a "Zombivor" cannot use it? In a way I can see that as making sense, since a Zombivor isn't alive anymore.

I need help on the wording here;

Sure thing. So a "Catch Pole" (I searched and confirmed that's what they call them)? Am I correct in assuming this idea was a result of The Walking Dead (TV series)? :)

As for the wording, I wouldn't reference the "Tough" skill, but rather just include the effect on the card. Something like:

WHILE EQUIPPED, THE SURVIVOR IGNORES THE FIRST ATTACK RECEIVED FROM ONE ZOMBIE EVERY ZOMBIES' PHASE.

My only concern here is that this works "too well", as the only comparable item is the Goalie Mask, and that's destroyed after you use it. What if there was an element of chance, like:

WHILE EQUIPPED, ROLL 1 DICE. ON 5+ THE SURVIVOR IGNORES THE FIRST ATTACK RECEIVED FROM ONE ZOMBIE EVERY ZOMBIES' PHASE.

Made this as well. It needs wording too :)

Hmmm. I'm not at home, or I would check what's on the Molotov card in terms of "Dice". I'll assume however that it's what you wrote, as that makes the most sense here. I don't think any word can appear on a weapon card... so there would need to be a special rule, like for the Molotov (page 17 of the rulebook) that describes how it works. In this case, it should work like a car attack... although it could kill Fatties and (therefore) Runners. However, I would be willing to include a rule that says it doesn't affect Berserkers, what do you think?
 

Shoogoo

New member
On the phone right now, but I just wanted to make clear that the Hockey Mask works even when in your inventory, while the Catch Pole just works when in hands. What if you couldn't fight as long as you have the catch pole in hand, but it still gives you the ability to ignore the first attack received?

As for your question regarding, this is cropped from spoiler #9
View attachment 19313
 

Mobius187

New member
On the phone right now, but I just wanted to make clear that the Hockey Mask works even when in your inventory, while the Catch Pole just works when in hands.

True, and I knew that's what you were suggesting, but even so its permanency seemed too powerful. that's why I suggested not only did it need to be equipped in the survivor's hands, but you still had to roll to use it. Of course this is only my opinion and maybe I'm wrong. Only GG can decide for sure. ;)

What if you couldn't fight as long as you have the catch pole in hand, but it still gives you the ability to ignore the first attack received?

Then I think no one would want it, to be honest (especially later in the game). :p

As for your question regarding, this is cropped from spoiler #9
View attachment 19313

Good to know.

On the topic of cards, have you ever created a flashbang or alarm clock card? Something to generate noise? Check out the Skill called "Loud" on page 19 of the rulebook. I think this kind of item would be very useful as a one-use item. Also... where are all the grenades? :p
 

Shoogoo

New member
Yeah The Catch Pole is only meant to give Survivors some space in the beginning of the game. Do you want to take the risk to make your group more Zombie resistant at the cost of gaining no experience for a few turns?
Of course, once you're in the yellow or orange zone, you'll ditch the card and ready your guns!

View attachment 19316

I made this real quick (awaiting text). If you have any request I'm happy to do them, it only takes me around 3-4 mins per card. (edit : if you want a particular image, please provide one with a white background and of sufficient resolution, it makes it that much easier)

As for printing, I'm considering every options possible, so far I found a company that does custom printing based on a .pdf you give them, with bleeding zones etc. Once I've set it all up, I can pass it here for everyone to download and you just have to submit it to the website and pay $2 per A4 which is imho a pretty fair price.

BUT, the support guy seems a bit lazy and doesn't answer much of my mails, which is quite irritating. They don't have the best reputation on BGG, but they're the only one that makes custom cards at the exact same size as Zombicide cards :/
 

Mobius187

New member
Yeah The Catch Pole is only meant to give Survivors some space in the beginning of the game. Do you want to take the risk to make your group more Zombie resistant at the cost of gaining no experience for a few turns?
Of course, once you're in the yellow or orange zone, you'll ditch the card and ready your guns!

Knowing my friends all they want from the very beginning are guns... guns... and more guns. :)

I made this real quick (awaiting text). If you have any request I'm happy to do them, it only takes me around 3-4 mins per card. (edit : if you want a particular image, please provide one with a white background and of sufficient resolution, it makes it that much easier)

I feel guilty making you create cards because I do have Photoshop and I know how to create these cards (i.e. multi-layer, drop shadows, ect). So I won't ask you to create any cards you wouldn't already want to create for yourself. As for the text, I suggest it should read as:

UNTIL THE END OF THE SURVIVOR'S NEXT TURN A ZONE WITHIN 0-1 RANGE IS CONSIDERED TO HAVE THE HIGHEST NUMBER OF NOISE TOKENS ON THE MAP. DISCARD AFTER USE.

As for printing, I'm considering every options possible, so far I found a company that does custom printing based on a .pdf you give them, with bleeding zones etc. Once I've set it all up, I can pass it here for everyone to download and you just have to submit it to the website and pay $2 per A4 which is imho a pretty fair price.

I assume the cards would be double-sided (i.e. with item card backs)?

BUT, the support guy seems a bit lazy and doesn't answer much of my mails, which is quite irritating. They don't have the best reputation on BGG, but they're the only one that makes custom cards at the exact same size as Zombicide cards :/

Ah well, that's too bad. At least it gives you more time to finalize your cards. I suggest printing out mock-ups and trying them with your friends to see exactly which ones work best, which ones still need tweaking, and which ideas just don't float.
 

Mobius187

New member
New Vehicles - I noticed that the S2: Prison Outbreak set included the same vehciles as the original S1: Zombicide. While I'm all for police cars, do we really need that many pimpmobiles? Okay, yes, S2 is a standalone game, but I was hoping that GG would opt to add in some new vehicles on the flip side. For example, what about an ambulance, taxi cab, shuttle bus, or garbage truck? They could even vary the number of survivors that could ride inside them or the items found when searching them.

Alright... always good to see some of the more popular ideas (not just mine, but from the majority of players) are being added to the game. I still would like one of those cars to have been an ambulance, but hey, new cars! Who cares? :p
 
N

Nigel

Guest
I've been thinking about a bus counter, with a modified r.v. attack vehicle on the reverse. The ability to transport up to 6 safely, Zombies can't attack those inside without first breaking it down as if it were a barrier, but melee weapons have a chance of hurting survivors in the same zone, and the abomination stops them.
 

Mobius187

New member
I've been thinking about a bus counter, with a modified r.v. attack vehicle on the reverse. The ability to transport up to 6 safely, Zombies can't attack those inside without first breaking it down as if it were a barrier, but melee weapons have a chance of hurting survivors in the same zone, and the abomination stops them.

Hmmm, that's a lot of special rules for one vehicle... and it brings up the questions:

How would you track if the vehicle barricade is broken down or not?
Could you restore the vehicle barricade?
Why would melee weapon attacks harm other survivors?
And why/how would the Abomination stop a bus/RV when it can't stop a normal-sized car?

However, as I've suggested it too, I agree that there should be a vehicle that supports carrying 6 survivors. To keep it the same size as the other vehicle tokens I suggested a shuttle bus (like the kind hotels/malls use). In fact, those were shuttle buses in the Dawn of the Dead remake (movie) that were cuztomized by the survivors for their escape from the mall.

The only vehicle I suggested that would have a special rule was an ambulance and I suggested that searching it would yield 1 first aid kit (and only one).

On the topic of suggestions I think it would be funny if they included Snake... SOLID Snake (take that Plissken!). He could have that new ability that lets you hide from zombies (i.e. play "dead"... well, for Zombivors) only you switch his miniature with another... a cardboard box miniature. Yeah, a bit much, but I still think it would be pretty funny. :p
 
N

Nigel

Guest
Those questions are similar to what I've been tossing around to work out a balanced game element from the concept of adapting buses and converted R.V.s you see imagined in several zombie stories. It get's sticky for sure.

The vehicle barricade on the bus is an obvious sore thumb. A skill counter or door could be placed at the entrance to the bus, when it is broken it is removed and the bus is compromised. That to me seems sticky as their are plenty little tidbits and counters on the board during late game (when I imagine the story and game elements involved would come into play) as it is, The bus might have an entrance at front and back. The Modified attack R.V. reverse might have a different setup.

No restoring the vehicle door, the game would get long in the teeth by that point; unless that was the specified point of the mission...

Melee weapons harming survivors on the short bus... Six traumatized survivors with chainsaws and machetes, stuffed into a short bus or RV, surrounded by the zed as they abandon their routed mall fort, trying to swing these tools of mayhem at the lurching mass, as they bump and roll over more of the same. I've seen at least one bloody dismemberment onscreen from just that situation. That was a predictable and entertaining outcome of that equation in the Dawn of the dead reboot. I'm not saying they automatically fall on each other with their weapons, just that it may merit a dice roll.

The bus is bigger, easier to get in front of and wedge under. I could maybe dodge that big nasty in a dodge dart, but a winnebago?

Just some thoughts I've entertained.

I like your ambulance idea too.
 

Mobius187

New member
The vehicle barricade on the bus is an obvious sore thumb. A skill counter or door could be placed at the entrance to the bus, when it is broken it is removed and the bus is compromised. That to me seems sticky as their are plenty little tidbits and counters on the board during late game (when I imagine the story and game elements involved would come into play) as it is, The bus might have an entrance at front and back. The Modified attack R.V. reverse might have a different setup.

No restoring the vehicle door, the game would get long in the teeth by that point; unless that was the specified point of the mission...

I'm usually not a fan of tokens on anything I have to move around, and since we have to move the vehicle markers that just means extra hassle. How about an alternative solution that doesn't involve counters, it could be a rule. Have it that survivors inside the bus find some degree of protection from the zombies and any zombie that attacks a survivor inside a bus rolls a dice, and only on 4+ does he hit the survivor. Yes, there wouldn't be a to track whether the bus is barricaded/unbarricaded, but it would be far simpler to deal with using a dice roll.

Melee weapons harming survivors on the short bus... Six traumatized survivors with chainsaws and machetes, stuffed into a short bus or RV, surrounded by the zed as they abandon their routed mall fort, trying to swing these tools of mayhem at the lurching mass, as they bump and roll over more of the same. I've seen at least one bloody dismemberment onscreen from just that situation. That was a predictable and entertaining outcome of that equation in the Dawn of the dead reboot. I'm not saying they automatically fall on each other with their weapons, just that it may merit a dice roll.

Ugh, don't get me started about that chainsaw "accident" in Dawn of the Dead (remake). I keep telling my friends: "They had a whole store full of chainsaws and there was no way they were going to take them all... so why didn't they bother securing the chainsaws they mounted inside the vehicle? Sure, you wouldn't be able to take them with you, but they could have easily taken another one from the store if they wanted it."

The main issue I have is that up until now we've been told by GG that survivors are terrible shots, but accurate with melee. That's why we always shoot the guy standing next to us, but nimbly avoid him when use a melee weapon. While there's nothing to prevent an added rule, that melee weapons have the same penalty as firearms while inside the bus, then that would mean all the passengers on the bus would feel kinda useless unless they had firearms and attacked targets one zone away. I think the combat rule for melee weapons should stay the same, but that's just my opinion.

The bus is bigger, easier to get in front of and wedge under. I could maybe dodge that big nasty in a dodge dart, but a winnebago?

Well, you certainly could look at it that way. However I'm more partial to a larger vehicle simply pushing the Abomination out of the way as I always imagined the reason vehicles didn't affect Fatties/Runners/Abominations was due to the fact that they hit them (well Fatties with Runners behind them) and didn't do enough damage to drop them. Again, it's open to debate.

I like your ambulance idea too.

Who knows? Maybe we'll see one at some point down the road...
 

Goofycabal

New member
Y'know, one thing I'd like to see is an actual deck of blank cards that we can buy/use rather than printing our own ones... This way they'll seamlessly shuffle into the other decks, and will make it harder to pick and choose when you search for cards. For example, if you REALLY need to search, but REALLY can't handle drawing an AAAAHHH!!! card but you see that the top card on the equipment deck is home printed, then you'll know you're safe. On the other hand, if you had custom cards in the deck that looked and felt exactly like the other cards, you'll simply play the game as usual, keeping the proper level of risk/reward in play.
 

Mobius187

New member
Y'know, one thing I'd like to see is an actual deck of blank cards that we can buy/use rather than printing our own ones... This way they'll seamlessly shuffle into the other decks, and will make it harder to pick and choose when you search for cards. For example, if you REALLY need to search, but REALLY can't handle drawing an AAAAHHH!!! card but you see that the top card on the equipment deck is home printed, then you'll know you're safe. On the other hand, if you had custom cards in the deck that looked and felt exactly like the other cards, you'll simply play the game as usual, keeping the proper level of risk/reward in play.

Well I could certainly see that as an optional purchase, i.e. 100 blank item cards for $10. Then you just buy yourself some sticker paper, print out your own card image/text and you're set. I once did that for Warhammer Quest, as they provided blank encounter/map cards in a card expansion package. Also Zombies!!! had blank cards too, for which I made some using images from The Walking Dead cover artwork (as the artwork inside were all done in B&W, after all).

You know what would be cool? Contests and surveys managed by GG where players suggest and vote on new cards. I mean GG would have final say on stats, but we could suggest the actual items or weapons and how they work (i.e. special rules). That would be a cool way to actually get some of our ideas into the game.
 
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