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RuleSetVersion03
Third version of ruleset
Ruleset V0.3A. Phase Overview
B. Phase Details1. Draw Director Deck cardsDirector Deck cards will display the following information;
The number of cards drawn is based on;
2. Suppressing FireOnce the Director Deck card is drawn, each player adds a single attack (unless Weapon rules specifically say they can add more) card to a central pile. These cards should be added face-down, and players may not say or show what card they are adding, and the cards should be shuffled before being revealed. 3. Resolve Director Deck cardsResolve Suppression Reveal and summate the attack cards the team have added, and compare this to the Horde Level on the Director Deck card. For every point under the horde value the total value equals, place a single zombie on the board Placing Zombies New zombies are placed on the board on the tile (need to add tile selection) For each new zombie, roll a D6, and place the zombie on the hex relating to that number on the tile. If a hex is already taken, place the zombie in an adjacent space as close to the numbered hex as possible. All zombies are in a Active (standing) state. Other Events Next, check for any other special events on the card. These are often related to the level of success/failure of the Suppression check. For Example; A Director Deck card with a Horde Value of 10 is shown. It also notes that if the Suppression Check is 7 or less, a Hunter Special Attack will also occur. The players add in their attack cards, which are shuffled and revealed as 2, 2, 1, 1, totalling 6. 4 zombies are placed on the board using a D6 to determine their location. Next, as the Suppression check was 7 or less, a Hunter Special Attack is triggered. 4. Move ZombiesAll active zombies (those standing up) are now moved (decide on either static or D6 movement) hexes. They will always move directly towards the nearest player model, and in the case of a tie the most injured player is approached. Zombies will stop adjacent to a player. Once Zombies have moved, check to see if any Inactive zombies are triggered. If a character is adjacent to an inactive zombie, the zombie will become Active. they cannot move this turn. Note - Zombies can become active in the Resolve Director Deck cards phase, in which case they would move in this phase. 5. Inflict WoundsEach player with an adjacent Active zombie now takes a wound for each zombie. If a player is completely surrounded (i.e. 6 adjacent Active zombies), then they also become Pinned. Place the player model on it's side. If a player drops to 0HP (or less) then they become Pinned. Place the player model on it's side. At the end of this phase any zombies with a Stunned marker have that marker removed. 6. Player Movement / ActionsMovement Each un-pinned player may now, move, starting with the first player and moving clockwise. Each player can move (decide on movement rate) hexes. A player may not move into the same hex as another player, or zombie model. If a player goes into a hex with an item, they may collect that item for free (if they have space to carry it). If the Item is a weapon they may immediately equip it (discarding the current weapon is nessacery). New weapons have a full ammo supply and full clip. If a player moves into a New Tile, and that tile has one or more Open Exit Points, then for each Open Exit Point draw a new Tile Card, and place a new Map Tile as per the cards specifications. Keep the Tile Card out and next to the tile, so that any special rules relating to that tile can be referred to. Attacks Each player (in turn) may now spend Attack cards from their hand to attack zombie models (or to assist players Pinned by Special Attacks). The number of cards they can play, and the range of the attack is determined by which weapon they are armed with. A Pinned player may only use a single pistol weapon. A player pinned by a Special Attack may use no attack cards. If a player uses one or more attack cards, and there is an inactive zombie (or zombies) within 5 spaces, it/they become Active immediately. Alternately, a player may perform one of the following actions instead of attacking;
Un-Pinning All Pinned players may now check to see if they can become un-pinned. A player may become unpinned if;
Admin Move the first Player token round 1 player clockwise |