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Zombicide» Forums » Variants

Subject: Less Survivors - Scaling Spawn Bag Variant rss

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Setup: Take a bag/container and several colored tokens (I use transparent stones, red and green respectively). It is important that the tokens feel similar and cannot be distinguished apart from looking at them.

One color token will cause all of the spawns points to spawn that are able to (that is, if there are special spawn points on the board who's conditions are met, they spawn as well).

The other color token is safe and doesn't cause any spawns.

Filling the bag: Take the number of survivors you want to play with and put 1 spawn token for each survivor in the bag. Whatever the difference is between the recommended number of survivors for a mission and the actual amount of survivors you are going to use, use that number to add safe tokens to the bag.

Example: You want to play a 6 survivor mission with only 4 survivors. Take 4 spawn tokens, one for each survivor, and place them in a bag. Take 2 safe tokens and place them in the bag to total 6 tokens, one token for each recommended survivor in the mission. During the spawn phase randomly draw a token. If it is a safe token do not spawn any zombies and continue on to the next player phase. If it is a spawn token, spawn all points that are able to (normal spawns and special spawns who's conditions have been met). After all six tokens have been drawn, put them back in the bag and continue repeating this process each spawn phase.

Phases occur like this:

1.)Player Actions (occurs like normal)
2.)Zombie Actions (occurs like normal)
3.)Randomly Draw a token from the spawn bag and:

--a) If a spawn token, activate spawn points like normal.

--b)If a safe token, no spawns occur this round and play continues to
the players action phase. (Special spawns that have their conditions met do NOT spawn when a safe token is drawn)

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Heather M
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I like this idea. We also played recently with a scenario that had only 4 spawn points so we just rolled a die each time and didn't spawn new Zombies at that SP for whichever corresponding # it was. It changed each time and made for a more manageable game.
 
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