Wishes for Zombicide season 4

Pom Mao Shan

New member
here is another map idea

an unibersity or a high school.
runner could be football player or basketball player etc.


anf a weapon idea for the nuclear power station

weapongraded uranium...
could be used to build bomb with another item

Mmm bomb is tto much, maybe you can have a mission who needs to recover code to melt the core and expolde all the power plant with zombies but I don't think you can have handle nuclear weapon. Is a bit... too much even for zombicide
 

dannyfiasco

New member
I like the amusement park Zombicide theme. It would work great as an expansion, and could have the natural "blocks" or game squares that the zombicide tiles have (a graveyard would be too open, I guess hence grabbing zombies), and the buildings could be modeled after houses of mirrors, carnival games, ect. Also, I like a boss zombie. Give it it's own card that's similar to a survivor's card, but with "hit points" instead of "xp." The hit points would be relative to XP level on survivors and would work in reverse. So maybe it starts out with 30 hit points, so you have to hit it 30 times with 1 damage weapons and 15 times with 2 damage weapons. I think the next time I play, I'm going to experiment using an abomination like this...
 
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Pom Mao Shan

New member
Boss with card like survivors and tons of hp? I like this, and what about sono "equipment" card for boss called "mutations", you have a deck of mutations and when you spawn a boss you random pick for him 2 (or more) card to have anytime a different mutated abomination?

View attachment 29791

for example:
Berserker:the abomination is immune to ranged attack
Toxic: anytime someone wound the abo from the same zone take a damage
Regenerating: at the end of activation abo regenerate 2 wound till his max hp
Flaming: is immune to molotov and flame trower
Long arms: like the A- bomb can grab people from near zone and bring in his own
Armored: only weapon with "a lot" of damage can give them the finish hit
Fast: can move up two zone with his activation but is before walker to the shooting priority
Furious: in his activation damage any survivors in his zone and not just one
infected: at spawn phase draw a spawn card and place zombies in the zone of abo who raise them
tormentor: survivors in his zone cannot use any skillz
tough - require at least weapon with damage 2 to be wounded
bulk - extra 10hp
deadly - inflict 2 wound istead 1 if attack
inarrestable - to calculate short route to his target ignore (and destroy on his path) doors, barricade and barbed wire)
trower - at his activation if have: no survivors in his zone, survivors in adjacent zone and zombie in his zone kill one zombie in his zone and cause a wound to a survivors in the near zone (he grab the zombie e throw that to the survivor)
tentacles - his zone cannot be leaved untill you don't kill him, even with slippery
car smasher - anytime the abo is in a zone with a car the car is destroyed, this even when is the car who enter in the abo zone, the car is destroyed and the chars on the car get a wound
radioactive - if someone pass by him get a wound from radiaction

and so on, I edit this post as a note for myself, soon i will paint my second basic abo to use this rules



and so on.... you can think lot of this card, abo can have like 15hp and 2 cards
 
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455 PWR

New member
I really hope they wait a year or two as these Seasons are burning a hole in my wallet! I need recovery time...

My wishes are more parody characters (Vin Diesel, Mad Max, Arnold, Ace Ventura, Lara Croft, etc.... as well as school tiles, 3d cars, a new zombie type, and most importantly Sleeves for the survivor dashboards!!!
 

blackdrain

New member
I would prefer an addon over a new big box too... but what I really hope for is a little bit more RPG than pure strategy (with an addon this would stay optional).
What I´m talking about is not a new type of Zombie or map, its to add some personality to the survivors!
That was the first idea that hit me after my very first time playn the game, it is a lot of fun the way it is but I really miss the "plottwists" because everyone sticks to the plan and nothing unexpected happens.
So what Im looking for is a little bit more room for "misstakes" and a little bit less planning for the "run".
For example add some hidden or non hidden personal "ambitions" like:
-"wants to protect the girls"
-"addicted"
-"hot headed"
-"mad man"
-"hungry"
-"leader"
or even "racist"
so u see where this is going, all have a comon goal, to survive but I miss the dude who would sacrifice himself for a girls sake or the hillbilly who refuses to help because of something stupid like skincolour, gender or age. U sure can´t get everything to the table because they still have to coop first but I find it a little bit disapointing that nearly all the time the group sticks together and u don´t need a single soundmarker.

U could combine positve and negativ effects to keep it even:
"Baseballplayer" +1die with the bat, -1 to other melee rolls
"Way of the sword" refusses to use shoting weapons, but +1 dmg and roll with swords

The idea behind this is not to get a single "winner" but to twist the stragedy a bit.

BEcause I learned One thing from the movies"
its never gonna work according to plans! ;)
 

blackdrain

New member
I also love the idea of NPC Survivors. They could follow there own way and screw things up :) but need to survive as a goal.

In S1 I learned that for most of the missions the plan stays the same and thats what I wanna mess up:
-find the police car that is loaded with 200 weapons
-open as much doors as u can handle on blue level
-allways stick together
-try to let the hord walk against a shut door
 

Pom Mao Shan

New member
I also love the idea of NPC Survivors. They could follow there own way and screw things up :) but need to survive as a goal.

In S1 I learned that for most of the missions the plan stays the same and thats what I wanna mess up:
-find the police car that is loaded with 200 weapons
-open as much doors as u can handle on blue level
-allways stick together
-try to let the hord walk against a shut door

- as you can see on other topic I solve first problem assigning a small deck of equipment to any building/card, 12 cards for big building (2/4 rooms ones), 8 cards to medium ( 2 rooms) and 4 cards to smaller ones (1 rooms) same can be for police car with only 4 cards to pick up.
- "as you can handle" is the key word, if you don't are stuffed with equipment you can handle less, so first solution solve this as well
- always stick togheter is not always bad, but you can force group to split with specific mission, I hav one mission for example player start divided
View attachment 29790

rejoin force is not soo easy, but for example you can have a mission with two switch who need to be pressed in the same turn and are far away each other.
- shut doors is possible only if you have a skill to close again doors, and this skill is quite... uncommon
 

Alexander Ott

New member
additional idea for zombie bosses.

they could gain experience.
for each wound a survivor gets from a boss the boss gains 1 xp
boss starts in blue sector
1 xp is yellow, 2 xp are orange etc.
for a new sector he gets a new ability like you wrote them down
 

Pom Mao Shan

New member
additional idea for zombie bosses.

they could gain experience.
for each wound a survivor gets from a boss the boss gains 1 xp
boss starts in blue sector
1 xp is yellow, 2 xp are orange etc.
for a new sector he gets a new ability like you wrote them down
Hahahha no,no you are too much nasty, but you gave me one idea for another mutation:
corruptors: if a character is killed by the abominations he raise again as a lost and not as zombivor , nasty!!!!

Cmon Alex, help me to create more mutations, I will print the card tomorrow, I use basic equipment ones but turning the red color in greenish ones and writing over with zombie font "MutatioN"
 

Mike the bike

New member
Paper buildings for the game would be nice. Backed Season 3 with 630 usd so I guess I will get all the optional buys which is great since I missed the first two kickstarter projects and all those pretty promominiatures. :(
 

Alexander Ott

New member
if cmon reads this threat with our ideas they will start the next kickstarter the next day...

okay just a joke but I really think we have some great ideas yet
 

Pom Mao Shan

New member
if cmon reads this threat with our ideas they will start the next kickstarter the next day...

okay just a joke but I really think we have some great ideas yet
Hey alexander I think about your idea of experienced Abomination and maybe can work that way, Abo start with 18hp (end of yellow zone) and get 2 mutations card, when you lower hp of the abo under blue zone they become more twisted and mutated and get another mutation card... what do you think of this?
View attachment 29837

Back of my mutation cards,ready to be cut and put in protective plastic
 

Pom Mao Shan

New member
So:
- New tiles: amusement park, cimitery, nuclear power plant.. all nice ideas
- new zombies: flayed, radioactive,grabbers... maybe radioactive need some improvment but is ok, ratz can be added too like dogz and crowz
- new Abominations: abomination dash board and mutations card ... sooo good
- harmless survivors to be saved, any survivors you save give you motivation point... or simply xp

now to complete a good box we need some idea for equipment cards and some new games mechanics, c'mon, brainstorming!
possible idea:
- personality trait (bonus/malus to your char)
- events card
- ...?
 
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Wyrmypops

New member
We have a range of foes. There's room for things to occupy a threat level between the trash mobs and the abominations. Evolutions of the regular mooks, corruptions of the influence of blends of toxic and berserk strains.

Scamperer - moves like the runner it evolved from. Is tougher than the trash but not as much as the big boy, needing 2W to take down. With its speed it also dishes it out, doling out 2 hits when it strikes.

Belcher - moves ponderously like the fatties it evolved from, just 1action a turn. Still takes 2W to take down and turns up with an entourage of 2 walkers (roll for each, on a 4+ they're toxic). It can belch, spewing a foul ranged attack, range1, area affect splash so roll one dice for every model in the target zone, hits on a 4+, does 1W.

I keep meaning to knock up some new equipment cards. Medical ones like bandages and antibiotics to replenish 1W. And some Grenade cards, a one use item, area effect against a zone but roll a dice for as many models present and needing a 4+ for a hit rather than killing everything outright like the Molotov/flamethrower/rocket-launcher, just does 1w and hits are allocated as per regular targeting priority.

I'd quite like to see half-size expansions. We've already a lot of tiles and zombies and bits. A box half the depth (and half the price), with just the necessary few tiles and bits to supplement those we already have in creating a themed layout. Like those mentioned, graveyard, amusement park, etc. A few tiles mixed in with what we have could do that. And/or cardstock we lay on top of existing tiles, like the rubble/guard-towers. Just one or two sprues of themed zombies/survivors rather than a big box full.
 
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Pom Mao Shan

New member
I found this
http://boardgamegeek.com/thread/1211160/released-zombicide-city-evolution

is a great idea, maybe too much complex but the basic idea is great, you start in a map 2x2 and then you add tile exploring the city, when you enter first time in a zone you add new spawn point, close the old one and (i think is a good idea) you also spawn in the new tile some random zombies on the street.
Read what this guy create and think if we can use a more simply version of this,...
 

Pom Mao Shan

New member
Ok I test on the field dash board mutated abomination and... my conclusion we need this rule:
if spawned at blue level start with 6 hp, 1 mutation card and if you kill him you gain 2 xp point
if spawned at yellow level start with 12 hp, 2 mutation card and if you kill him you gain 4 xp point
if spawned at orange level start with 18 hp, 3 mutation card and if you kill him you gain 6 xp point
if spawned at red level start with 24 hp, 4 mutation card and if you kill him you gain 8 xp point

[FONT=Lucida Grande, Trebuchet MS, Verdana, Helvetica, Arial, sans-serif]also if you pick up a spawn card of abomination and the abomination (of the same type) is already on the field that abomination is healed by half of his hp and gain an extra mutation.[/FONT]
 

guerra

New member
An new kind of zombie that I imagined was ones that unite to form a stronger one. Let's can them "meat ball" zombies

For instance, imagine that you have walkers, fatties, abominations, and a super-abomination.

The set of rules could be:

- When you have a zone with two meat-ball walkers, throw a dice. If you got 6, two of them glue together and turn into a fatty.

- If you have more than 2 meat ball walkers, the result for a transformation to happen should be more than 6 - (number of meat ball walkers - 2). For example: if there are 4, the dice result should be 4+ for them to transform. If you got 1 on dice, they will never transform.

- The transformation happens in the zombie activation phase. The transformed zombie does not move that turn.

- The same rule with meat ball walkers happen with fatties, but they turn into abominations (can be killed with 3 damages).

- The same rule with meat ball walkers happen with abominations, but they turn into super abominations (can only be killed by cocktail molotov and similars).

- Only one transformation of the same kind can happen in a zone. For instance, two meat ball walkers can turn into a fatty and two fatties into an abomination on the same zone, but you can't have four meat ball walkers turning into two fatties in the same zone.

- When you kill a meat ball walker, you got 1 XP normally and it is dead.

- When you kill a meat ball fatty, throw a dice. If you got 6, they separate in two walkers and you didn't kill him (no XP for you). If you got 5, you kill one (1 XP), but one walker still appear. Other results (1, 2, 3 and 4) you kill the zombie normally and you got one XP for it.

- A similar rule apply when killing abominations.

- Super abominations cannot be separated.

- Weapons like molotov cocktail clean the zone and the zombies didn't transform.

- An idea is that the spawn cards will only spawn walkers and the stronger ones will appear from their transformations.

That's it! I think it is cool the idea of having zombies gluing together and transforming into a mixed monster composed by several zombies. If you think, super abomination will be a the result of 8 walkers!

The rules are just a suggestion of how it can work...

It will be great to hear some feedbacks on this idea!
 
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