Righto - back from SELWG (not bad BTW) - the Zombietown game.
We used the Songs of Blades engine with the new Fear and Faith rules. I've played SoBaH before and personally like the system. Overall they played fairly well, with a couple of points requiring clarification but nothing we couldn't sort.
I adapted the basic Zombie scenario supplied in F&F, upping the points numbers: 10 Survivors and 32 Zombies, plus two Heresy Lurkers (mutant wall-crawlers) and a Nemesis (cybernetic Zombie experiment - Hasslefree's Jotun). I also added in 30 or so event cards - randomly found equipment or events. Each player picks a card each turn or the Survivors can search for extras using their Actions.
The Record Sheets and CardsI had no idea how balanced either the points or cards would be. The cards worked great, adding mini-objectives and random events throughout the game. On reflection, I think I added too many zombies. I wanted to evoke a real desperate sense for the players, but the odds may have been stacked too high - although they did get some very unlucky rolls a few times.
I'll post the scenario outline, rules, cards and character record sheet on the Songs of Blades Yahoo group later this week if anyone wants them (or can send via a PM if you don't want to join the Group):
http://games.groups.yahoo.com/group/songofblades/files/FEAR%20AND%20FAITH/I ran all the Zombies and m'colleagues Hayden and Morgan ran the 10 survivors between them.
The ten survivors started in the Burger Bar and have to make it to the Facility Entrance on the opposite side of the 4x4 board. They believe the Facility is a safe haven from the zombie horde.
The BoardThe 'Burgerama' was based on Pappa Midnight's plan - Thanks again!The survivors are:
Cobra (the merc),
Walter (gun-shop owner),
Lacey (the cop);
Romero (veteran),
Ashlee (chainsaw girl),
Bubba (the king!),
Kev and Sally (brave survivors),
Mr Brewster (the suit);
Alice (the kid).
Bubba, Walter, Romero (Cobra and Ashlee)Kev and Sally (sorry guys!)They started well, deciding to move bravely down main street in a pack, using Walter's
Leader skill. They got very lucky with the event cards, drawing loads on equipment - the gas canister (grenade), molotov cocktail, passcard (providing a second and secret lift entrance to the Facility) amongst others.
Moving on Main StreetOne of the cards uncoveredThe secret lift entrance to the FacilityI played it safe, moving the Zeds slowly but surely toward them not taking any risks with Activations that may end my turn.
Mr Brewster headed for the nearby Bank - the source of his mini objective, while the others drew more lucky cards allowing them to build a barricade - but also cards to activate both Lurkers.
Building Barricades - with m'boy's Jack's legs in the background!!
On the marchUp on the roofWall-CrawlingThe Zeds advance and Lurkers sped toward them at speed - putting the willies up them and causing Ashlee to waste her Grenade (something they sorely regretted later). The gunshots, explosions and more cards activated the last of the Zombies and the Nemesis and things began to get a bit desperate. More risks where taken with Activations which ended the Survivors turn several times with unlucky rolls.
Close quartersLacey bravely dispatched a Lurker and the other soon followed A few unlucky card draws saw the Survivors herded into the back alleys as they made a desperate break for the gas canister (another grenade) and the Facility secret entrance. Ashlee finally got the gas canister, but not before Lacey fell to a gnawing Zombie. A brave, but botched throw of the gas canister still wiped over eight Zeds.
However, the lumbering Nemesis was now in range and opened up with his Assault Rifle, strafing the Survivors and felling Alice. Panic began to set in as the deaths caused few Fear tests that slowed them down.
The Nemesis unloads Leader Walter was killed and the players lost the bonuses he gave, and shortly after Ashlee with reduced to a red mist by a
Gruesome Death from the Nemesis' Assault Cannon.
As the game drew to a close, one Survivor after the other fell. Romero jumped over the wall to the safety of Facility Entrance, leaving Cobra and Kev to fight it out in the alley as Sally and Mr Brewster panicked and fled the board. Sally escaped, but Mr Brewster slowed by the treasures he had recovered from the Bank, was brought down by a pack of Zeds.
Last StandMr Brewster fallsThe EndOverall it was great fun, although with only Romero making it to safety, I think the balance was out. Also only a small part of board was actually used - inevitably really. I think another small squad of soldiers from the other board edge might have helped - but may have slowed things?
Below are a few pics taken this morning of lone suvivor Romero in the just finished Houlihan's bar:
All the pics are here:
http://s274.photobucket.com/albums/jj278/pez47/Modern/Zombietown/?start=all