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Subject: Black Magic rss

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Chun Yian
Malaysia
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zombieVillage - Black Magic variantzombie


I will be trying out this variant with my girlfriend soon & will post up the outcome cool

Objectives:
1. To increase the playing experience
2. To delay the end of game by a few rounds to enable few last minute moves
3. To remove opponent's family member from the Craft or Council Chamber space back to the farm

Details
1. Ability to resurrect a family member either from chronicle or anonymous graveyard by giving 3 of the same colored cubes & a livestock as offerings
2. The resurrected member is known as Zombie zombie & the entire resurrection process is considered ONE action
3. The zombie crawls hence it is placed lying down instead of standing up (to help differentiate the zombie from human) & begins at the farm
4. Zombie has to take a black cube instead of colored cube. Taking a colored cube will advance the time marker by 2
5. Zombies cannot be used for normal actions. It can only be used to scare the villager that is currently occupying either the Craft or Council Chamber back to the farm. Normal rules apply to the zombie in order to put it on the space (ie the time require to train a human at the specific work)
6. A player cannot place his family member at a space containing the zombie except for the farm
7. Once the time marker passes the bridge, the zombie will be the first to die & is buried at the anonymous grave
8. However, zombies can be killed earlier by the priest by taking a cube from the church action space
9. Depending on the generation of the zombie & the level of the priest, player will have to advance a specific amount of time to kill it.
10. The time require to kill it will be calculated by this formula: (6 - Priest's level)
11. This means that a high priest (level 6) will kill the zombie without advancing the time marker whereas a level 4 priest will have to advance his time marker by 2
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Jennie ky
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zombie interesting.. Looking forward to your update!
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Swan Bones
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Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!
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Brent Wilson
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Jacky Blue Note wrote:
Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!


Your mechanics seem to imply that spending time is inherently a bad thing. In village, spending time is often good.

I can envision players intentionally taking colored cubes with zombies and using low level priests to quickly fill the chronicle with their own family members.

A more balanced version of your variant might be to have zombies taking colored cubes NOT cost time, and killing zombies NOT cost time.
 
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Chun Yian
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Speedyox wrote:
Jacky Blue Note wrote:
Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!


Your mechanics seem to imply that spending time is inherently a bad thing. In village, spending time is often good.

I can envision players intentionally taking colored cubes with zombies and using low level priests to quickly fill the chronicle with their own family members.

A more balanced version of your variant might be to have zombies taking colored cubes NOT cost time, and killing zombies NOT cost time.

In that case, the zombie will be too powerful. They will instead be used to chase every single villagers back to the farm since it does not cause them anything at all.
Whereas if killing zombies does not cost time, then nobody will want to spawn zombies since it will be easily killed the next round by the opponent's priest
 
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Brent Wilson
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chunyian wrote:
Speedyox wrote:
Jacky Blue Note wrote:
Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!


Your mechanics seem to imply that spending time is inherently a bad thing. In village, spending time is often good.

I can envision players intentionally taking colored cubes with zombies and using low level priests to quickly fill the chronicle with their own family members.

A more balanced version of your variant might be to have zombies taking colored cubes NOT cost time, and killing zombies NOT cost time.

In that case, the zombie will be too powerful. They will instead be used to chase every single villagers back to the farm since it does not cause them anything at all.
Whereas if killing zombies does not cost time, then nobody will want to spawn zombies since it will be easily killed the next round by the opponent's priest


Again, you are making the assertion that spending time is always bad. How about making the cost to kill a zombie or take a colored cube to be cubes instead.

Maybe one cube of any color to take a colored cube (or one cube of the matching color)

And maybe 2 matching cubes to kill a zombie.

Those numbers might have to be tweaked, but at least you won't be throwing off the balance between spending time and saving time.


 
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Chun Yian
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Speedyox wrote:
chunyian wrote:
Speedyox wrote:
Jacky Blue Note wrote:
Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!


Your mechanics seem to imply that spending time is inherently a bad thing. In village, spending time is often good.

I can envision players intentionally taking colored cubes with zombies and using low level priests to quickly fill the chronicle with their own family members.

A more balanced version of your variant might be to have zombies taking colored cubes NOT cost time, and killing zombies NOT cost time.

In that case, the zombie will be too powerful. They will instead be used to chase every single villagers back to the farm since it does not cause them anything at all.
Whereas if killing zombies does not cost time, then nobody will want to spawn zombies since it will be easily killed the next round by the opponent's priest


Again, you are making the assertion that spending time is always bad. How about making the cost to kill a zombie or take a colored cube to be cubes instead.

Maybe one cube of any color to take a colored cube (or one cube of the matching color)

And maybe 2 matching cubes to kill a zombie.

Those numbers might have to be tweaked, but at least you won't be throwing off the balance between spending time and saving time.



I like the idea of matching cubes to kill a zombie. Maybe instead of spending time, priest would have to spend amount of cubes following the same formula (6-Priest level) to kill it. Shall try it out as well
 
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Matthieu Fontaines
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Speedyox wrote:
chunyian wrote:
Speedyox wrote:
Jacky Blue Note wrote:
Seems a shame the zombie can't be used for farm work seeing as this was one of their major roles in early zombie folklore!


Your mechanics seem to imply that spending time is inherently a bad thing. In village, spending time is often good.

I can envision players intentionally taking colored cubes with zombies and using low level priests to quickly fill the chronicle with their own family members.

A more balanced version of your variant might be to have zombies taking colored cubes NOT cost time, and killing zombies NOT cost time.

In that case, the zombie will be too powerful. They will instead be used to chase every single villagers back to the farm since it does not cause them anything at all.
Whereas if killing zombies does not cost time, then nobody will want to spawn zombies since it will be easily killed the next round by the opponent's priest


Again, you are making the assertion that spending time is always bad. How about making the cost to kill a zombie or take a colored cube to be cubes instead.

Maybe one cube of any color to take a colored cube (or one cube of the matching color)

And maybe 2 matching cubes to kill a zombie.

Those numbers might have to be tweaked, but at least you won't be throwing off the balance between spending time and saving time.




Zombies may be enabled to take only black cube (they don't loss time with colored, but they can't be activated with black cubes either) so, if you want to protect from zombies, first take black cubes, they won't be able to arm anyone
 
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