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Zombicide: Black Plague» Forums » Variants

Subject: It's a TRAP! rss

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Mike
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I thought of a way to add traps and add a bit of fear to searching rooms.

My idea was that when a player uses a search action you roll 2d6 and if the dice match the hero unexpectedly uncovers a trap and instantly suffers 1 point of damage. In this case Armor is ineffective.
If they do not match AND one of the dice is equal to or lower than their current level (1=blue,2=yellow,3=orange,4=red), the player rolls a single dice against the highest rolled trap die to attempt to evade the trap. Try to roll higher than the number on the trap dice to suffer 0 damage, otherwise suffer 1 damage. Obviously rolls of 6 are unavoidable.
Armor still allows you a chance to reduce the damage as if it were an attack, but not shields.

This adds a bit of risk to searching rooms and difficulty to a game though. Also it may be anti-thematic that every room would have so many possible traps present. I'm thinking that it might be better to modify a few red objective tokens to read TRAP! on them and add them to a boards quest set up as normal, instead of rolling dice when you search. Or maybe the Trap roll only happens in a Vault before you collect the Item inside. Maybe even successfully evading a Trap grants 1XP. It's something to playtest. What do you think? Any suggestions or criticisms?
 
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Jeff Carter
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Missouri
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Your original concept would raise the difficulty DRAMATICALLY. You would get a trap 4 out of every 9 searches (at blue...escalating up from there), including an automatic wound 1 out of every 6 searches.

Rolling only on vaults or modding some trap cards would work much better.
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Mike
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IdleHacker wrote:
Your original concept would raise the difficulty DRAMATICALLY. You would get a trap 4 out of every 9 searches (at blue...escalating up from there), including an automatic wound 1 out of every 6 searches.

Rolling only on vaults or modding some trap cards would work much better.


At Blue level you'd only activate a trap if you roll doubles or if one of the dice is a 1. At Yellow level you'd have to roll doubles or a 1 or 2 on one of the dice. At Orange rolls of doubles or rolls of 1,2,3 activate a trap. At Red traps activate if you roll doubles or if a die is 1,2,3,4. So yeah the higher level you are the more likely you activate a trap but I don't see how 4 out of 9 times a Blue level would activate a trap.
At Blue level I check..
1. 1d6 = (5) = 5 1d6 = (1) = 1
2. 1d6 = (5) = 5 1d6 = (3) = 3
3. 1d6 = (1) = 1 1d6 = (4) = 4

hmm maybe you're right. Happens too often.
 
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  • 933339. Mike B Canada
  • 2d6 =
  • (5 + 4) =
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  • Lets see if I at Blue level activate a trap.
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  • 2d6 =
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  • 1d6 =
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  • 1d6 =
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daniel bullen
New Zealand
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Maybe just get some small round stickers and put them on 10% of the cards, indicating a trap.

Test it first so it doesn't damage your cards!
 
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Eduardo Ortiz
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Would be much simpler to add extra cards to the deck as traps. The French peeps already made two extra "Aaahh!!" cards are kinda like traps. I think traps could be cool, but would definitely keep it simple and just make cards for them.
 
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Jeff Carter
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Mike B Canada wrote:
hmm maybe you're right. Happens too often.

The numbers I put are the probabilities, but obviously it wouldn't equal exactly that due to luck, different dice, etc. Out of 36 possible combinations of 2d6, 6 of them are doubles (1 in 6) and 11 of them have at least one '1' rolled. Adding those together (minus 1 because double 1s is included in both figures) equals 16 out of 36 possibilities of rolling a trap at blue level (or 4 out of 9)
 
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Brian
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Your suggestion also requires me to roll way too many dice... If you want traps add them to the search deck like the Aaaahhhh cards. If you can't add cards to the item deck making custom missions with traps under the objectives (the green objective spawns an abomination, the blue one opens a door) works too, many of the standard missions already include this kind of feature.
 
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