Black Leviathan
New member
Some of you may not be familiar with my posts but I tend to set up missions on the fly rather than setting them up by the book, so these Mission styles won't have tile arrangements but I'll note how they played out if anyone has any questions. It should also be noted that I play with the zombies of all of the first three seasons so if you have less figures available you may want to lesson the number of spawn cards per round to avoid hitting surges that I often avoid. These two are missions I've been hammering out for an upcoming large Zombiecide game that will have multiple missions on one board but for either of them you could play them with any of the game board sets.
Get to the Choppa
The set up is fairly simple. We used a 3x3 tile board with the starting point in one corner and the exit inside a building on the other. We kept the building small, no bigger than two tiles. We played with 8 Survivors but the mission will scale up or down a bit depending on your equipment deck. Per usual I used one spawn per each two survivors, so with 8 survivors we had 4 spawn cards each round. The plot is basic. Your survivors have picked up a radio signal from a survivor group with a helicopter. They will fly your survivors to safety if they will meet the chopper on a nearby rooftop. The hitch is that you have to pay your way with either a Bag of Rice, Bottled Water, or Canned Food for each survivor that wants a ride. The Exit is visible on the game board at the beginning of the game but survivors without one of the three food cards in their inventory cannot leave the board. Spread across the board in building zones are Looting objectives markers, places where the survivors figure there will almost certainly be food and other gear (We used one looting marker for each two survivors). Taking a looting objective allows you to search the deck for any card you want, plus you gain 5 kill markers for the survivor that takes the objective. Survivors can still find food items in a search but the Looter markers speed up the process.
The first time we played the mission we were wiped out before we could reach the exit and board the chopper but it was largely poor strategy and poor timing for spawn cards and two surges in one zombie phase. The Second time we had a few tight spots and lost a survivor but had an easy time of it overall and we camped the exit searching the room until we could all bug out. I'm thinking about running the next shot at this mission with a set number of turns before the Chopper is gone, maybe 10?
Nobody Gets Left Behind
The set-up is fairly simple. We used a 2x4 tile board with players starting on the street on a corner of the board and the exit in the same zone. We used 4 tiles of shopping mall at the far end of the board that pretty much was the only thing that kept us from dying because it allowed us to control a lot of the far end of the board. Per usual I used one spawn per each two survivors, so with 6 survivors we had 3 spawn cards each round. We increased spawn cards with each two new survivors, which really amped up the fun later in the game. The plot is basic. The Survivors had a lot of trouble getting through this part of the city and had to leave wounded behind locked inside of buildings and hopefully safe. Now that the team is in better condition and has a place to retreat to they're coming back. Spread across the board in building zones are rescue objective markers (two for each player, or 5 in a two-player game). When a survivor claims a Rescue Marker they flip a coin (Or roll a die evens/odds) heads means the player randomly draws a new survivor, tails means the zone spawns from the zombie deck as the Survivors find out they returned too late, plus you gain 5 kill markers for the survivor that takes the objective. If any survivor exits the board before all Rescue Tokens have been activated the players lose the mission. We don't leave anybody behind.
We played this the first time today and did great with it. We only randomy found two survivors and everyone made it out alive. We got enough Berserker Fatties wobbling around that the surged on us. We used a lot of the Rue Morgue figures and we played a really tactical game so I don't think our awesome success had anything to do with the mission, just good decisions and good luck. The original rules we used had survivors that came into play from rescue markers not being able to act until the controlling players next turn. But we played with the idea of having them being able to take action as soon as they were rescued but starting the game wounded.
What do you guys think?
Get to the Choppa
The set up is fairly simple. We used a 3x3 tile board with the starting point in one corner and the exit inside a building on the other. We kept the building small, no bigger than two tiles. We played with 8 Survivors but the mission will scale up or down a bit depending on your equipment deck. Per usual I used one spawn per each two survivors, so with 8 survivors we had 4 spawn cards each round. The plot is basic. Your survivors have picked up a radio signal from a survivor group with a helicopter. They will fly your survivors to safety if they will meet the chopper on a nearby rooftop. The hitch is that you have to pay your way with either a Bag of Rice, Bottled Water, or Canned Food for each survivor that wants a ride. The Exit is visible on the game board at the beginning of the game but survivors without one of the three food cards in their inventory cannot leave the board. Spread across the board in building zones are Looting objectives markers, places where the survivors figure there will almost certainly be food and other gear (We used one looting marker for each two survivors). Taking a looting objective allows you to search the deck for any card you want, plus you gain 5 kill markers for the survivor that takes the objective. Survivors can still find food items in a search but the Looter markers speed up the process.
The first time we played the mission we were wiped out before we could reach the exit and board the chopper but it was largely poor strategy and poor timing for spawn cards and two surges in one zombie phase. The Second time we had a few tight spots and lost a survivor but had an easy time of it overall and we camped the exit searching the room until we could all bug out. I'm thinking about running the next shot at this mission with a set number of turns before the Chopper is gone, maybe 10?
Nobody Gets Left Behind
The set-up is fairly simple. We used a 2x4 tile board with players starting on the street on a corner of the board and the exit in the same zone. We used 4 tiles of shopping mall at the far end of the board that pretty much was the only thing that kept us from dying because it allowed us to control a lot of the far end of the board. Per usual I used one spawn per each two survivors, so with 6 survivors we had 3 spawn cards each round. We increased spawn cards with each two new survivors, which really amped up the fun later in the game. The plot is basic. The Survivors had a lot of trouble getting through this part of the city and had to leave wounded behind locked inside of buildings and hopefully safe. Now that the team is in better condition and has a place to retreat to they're coming back. Spread across the board in building zones are rescue objective markers (two for each player, or 5 in a two-player game). When a survivor claims a Rescue Marker they flip a coin (Or roll a die evens/odds) heads means the player randomly draws a new survivor, tails means the zone spawns from the zombie deck as the Survivors find out they returned too late, plus you gain 5 kill markers for the survivor that takes the objective. If any survivor exits the board before all Rescue Tokens have been activated the players lose the mission. We don't leave anybody behind.
We played this the first time today and did great with it. We only randomy found two survivors and everyone made it out alive. We got enough Berserker Fatties wobbling around that the surged on us. We used a lot of the Rue Morgue figures and we played a really tactical game so I don't think our awesome success had anything to do with the mission, just good decisions and good luck. The original rules we used had survivors that came into play from rescue markers not being able to act until the controlling players next turn. But we played with the idea of having them being able to take action as soon as they were rescued but starting the game wounded.
What do you guys think?