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Subject: RELEASED: Zombicide – City Evolution rss

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Zombie Fifty-Seven
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Zombicide – City Evolution



We had maps, we had guns and we were alive.

We always knew where we were going and what we were going to, it was easy, the maps told us and we knew the streets.

There would be a time where we had to enter the unknown and know nothing of what laid ahead.

This was the time that the Lonely Planet Guides were of no use and the A-Z’s were as useful as a tinfoil hat…

…we were lost with no idea of what was around the next corner.


---

Welcome to this unofficial ruleset expansion for Zombicide that adds the ability to play a randomly generated map with physical tiles that exolves and expands as gameplay progresses.

It forces the players to work through the city in search for whatever MacGuffin or reason your mind can dream up in this sandbox enviorment.

Your mission maybe certain, the map you play on is not...

---

In a nutshell the rules are:

1. Roll 2 x D6.
2. Determine city expansion direction.
3. Add tiles.
4. Add spawn points.
5. Move enemy zombies that are allowed to move from one map to another during the City Expansion phase.
6. Remove not needed tiles.

This rule set gives you the padding around these six steps and foundations on how it all works.

Never the same game twice if you build your own personal objectives around this map system.

---

Version 3 is now live!

Major changes:

- Token placement system added.
- Mission Generator Added, offering 21 missions for your gameplay.

Minor changes:
- Minor changes to the searching rule if carrying a flashlight.

Thanks to the community for ideas in the main thread and especially Falseemp for proof reading and suggestions of some mission changes for this release.

Rules:

http://boardgamegeek.com/filepage/106142/zombicide-city-evol...

Gaming Session with Above Rules:

http://boardgamegeek.com/thread/1212064/gaming-session-city-...
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Francis S
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Interesting concept couple quick questions.

1. Why not use a single D6 to determine directions? Odds are that you will most likely move south or east with 2d6. For the rest of the map generation there is only 3 valid directions, why not use a single d6 the entire time? 5 and 6 for first generation is re-roll or choose. The rest can be randomly generated by the single die roll always using 1-2 for N and going clockwise (E if N is not valid)

2. Why not always ensure there is always 4 spawn points at minimum? In the example there were as little as 3 (or 0 in one example). Generally, most maps have at least 4 spawn points to keep the heat on the survivors.

3. Why not add the lost zombies to zones on the newly generated map tile? Especially if there was already a spawn token on the route previously.

4. Why even remove the spawn point? You could ensure that there is a sewer at the spawn point and then thematically have the sewer generating the zombies into street level.

5. Why not have a chart for the type of mission you are doing? Roll a die and that is the possible mission you are trying to accomplish - this could be optional of course

6. What about vehicles? How would those be randomly generated - especially if you wanted to use them for a mission - e.g. car doesn't start and you need to find the keys/fill gas etc.

7. How do you determine where objective tokens are going to be located - if any? Could roll a d6 to see which map generation the tokens are on...


I genuinely like the idea. I just wanted to propose some additional thoughts to help the framework (and obvious time) you've put into it.
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Zombie Fifty-Seven
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First of all, thanks for your comments and great questions here that you raise.

I'll try to answer as best as I can:

1. Why not use a single D6 to determine directions? Odds are that you will most likely move south or east with 2d6. For the rest of the map generation there is only 3 valid directions, why not use a single d6 the entire time? 5 and 6 for first generation is re-roll or choose. The rest can be randomly generated by the single die roll always using 1-2 for N and going clockwise (E if N is not valid)


As initially there was four choices to start off with, I stuck with that. I know that the North option is slightly less on the 2-3 chance.

I did consider using a D4, but wanted to keep it to items that people already had.


2. Why not always ensure there is always 4 spawn points at minimum? In the example there were as little as 3 (or 0 in one example). Generally, most maps have at least 4 spawn points to keep the heat on the survivors.

The heat should stay on the survivors with this. Rooms are a pain in the arse, especially if they expand to additional tiles.

The zomibes that moves from the map that is removed generally are what would be following anyway. The addition of the line of sight for dogs gives them a little bonus as well.

Due to the trigger zone for the next map change, they have to really move towards spawn zones anyway.

3. Why not add the lost zombies to zones on the newly generated map tile? Especially if there was already a spawn token on the route previously.

In playing with this, the lost zombies were only ever a few. This is because of the size of the known city due to the map generation is not that big so there is not much mileage from the players to escape from them, especially the runners and dogs.

4. Why even remove the spawn point? You could ensure that there is a sewer at the spawn point and then thematically have the sewer generating the zombies into street level.

This is a personal reason really.

I wanted to generate the map to feel like you were progressing through the city and had to head towards the oncoming storm of zombies, especially at higher levels.

The spawn left on a middle zone didn't sit right for me.

However, I completely take onboard what your saying here and think that for the next release of rules that should be an optional rule decided before gameplay begins to leave the spawn point there and it counts as a sewer tile on top of all the others. That should ramp up the pain for some!

5. Why not have a chart for the type of mission you are doing? Roll a die and that is the possible mission you are trying to accomplish - this could be optional of course

This is a really good idea. I like that and will see what I can come up with.

6. What about vehicles? How would those be randomly generated - especially if you wanted to use them for a mission - e.g. car doesn't start and you need to find the keys/fill gas etc.

I considered this and thought to leave open for others. A suggestion would be, the cars do appear on the maps but only on the two tiles ( assuming S1 ) where they have the yellow parking bays.

This way they got to perhaps find the gas and then find a car within the city that is not even on the map yet.

7. How do you determine where objective tokens are going to be located - if any? Could roll a d6 to see which map generation the tokens are on...

To be honest, I had not considered this as it was a framework to map a random map and I was leaving that upto the player.

If a mission chart is created ( again great idea ) then some thought is going to have to go into this as well.

---

You have given me some really good food for thought on how to build on this, thank you.

It's feedback like this that helps to make things as good as possible when making unofficial addons.

As a sidenote - part of the reason for this was I was considering the upcoming S3 RPG element and wanted a way to try to introduce a big element of the unknown into the game.

I think this foundation is a good way to go and this should be considered an opensource system.
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Nicholas Aldrich
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I'm going to give this a try this weekend, this would be great with the S3 extra ability chards for a campaign/rpg style game.

Good work!
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Gerald Collins
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I think this is an interesting concept, but see some potential problems. With judicious play, it would be pretty easy for the players to trigger two sequential map changes, wiping out most of the zombies that were on the map. Also, if you get an instance with no spawn points, they can just camp, searching for weapons until they have everything they need without fear of the zombies. The few that appear in the new rooms shouldn't be a problem unless they get something like an abomination.

I'll be watching to see how this develops.
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Zombie Fifty-Seven
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455_PWR wrote:
I'm going to give this a try this weekend, this would be great with the S3 extra ability chards for a campaign/rpg style game.

Good work!


Thank you - I see a bright future for this, especially as you say with some of the S3 goodies!

jerry2554 wrote:
I think this is an interesting concept, but see some potential problems. With judicious play, it would be pretty easy for the players to trigger two sequential map changes, wiping out most of the zombies that were on the map. Also, if you get an instance with no spawn points, they can just camp, searching for weapons until they have everything they need without fear of the zombies. The few that appear in the new rooms shouldn't be a problem unless they get something like an abomination.

I'll be watching to see how this develops.


Yes, it is possible to trigger map changes by running - but one thing I was trying to create in my mind with this was the ability to quickly and easilly explore the city. If players want to play running away from everything, this suits that well.

With regards to no spawn points, you raise an interesting theory on camping. It's already possible to do that in the rules anyway - especially at blue level so the spawns would be low.

Now with the best will in the world, to be "lucky" enough to get no spawn points and it's really ( assuming only one set of tiles ) that the map shown in the FAQ would do that, I think at best you would need 4 - 5 turns for that configuration to happen ( although positions could be different the board layout would be the same ).

You would also need and incredible streak of luck to have the right boards and the right die rolls for that to happen.

The above coupled with you would at least be in yellow, I have drawn a building expansion spawn and got the following based on the picture in the FAQ, which would be the zero spawn map to demo this.

Draw 1: 15 Walkers, 2 Runners
Draw 2: 5 Walkers, 3 Runners, 2 x Extra Turn for Walkers
Draw 3: 5 Walkers, 2 Toxic walkers, 1 Dog, 2 Toxic Runners, 1 x Walker Extra Turn for Walkers

So based on pure random draws, I think that the no spawn point scenerio is safe.

You raise a really good point about searching.

We play a house rule that I did not include in this, role a D6 when you search - if you get a 6 then the room is empty after that search and cannot be searched by anyone again.

I will be adding that to an optional rule page.
 
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Ian Clarke

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I like this, some suggestions.

1. Doors, rather than pick where they are number each zone on a new tile and roll a d6, there is a door into the building in that zone. If the roll is too high there is no usable door into that building from that zone.

Examples:- Looking at figure 15
Tile 5D - There are 5 possible zones where a door could be.
1. West of the Northern room
2. West of the Southern room
3. South of the Southern room
4. East of the Southern room
5. East of the Northern room[/ul]
A 3 is rolled on the d6, the door is South of the Southern room.
If a 6 were rolled instead there is no way into the rooms from this tile.

Tile 2C - There are 4 possible zones where a door could be.
1. West of the Northern Brown room.
2. West of the Room in the middle of the tile
3. South of the room in the middle of the tile
4. South of the western brown room.
A 1-4 would place the door the the zone listed and a 5-6 would mean no door.

For Season 1 tiles there are 3-6 zones where doors could be. For PO there is 0-6 and for TM there is 0,1,3 or 4. Thus it looks like it will work for them.

2. Objectives - Number the rooms and roll a d6 and as above place an objective in that room. If there are more than 6 rooms roll for two tiles. Again if the roll is higher than the maximum then don't place one. The survivors would need to pick up all crosses they find (forcing them into buildings rather than just running down the streets!)

Examples:-
Tile 5D - There are 2 rooms, so a roll of 1-2 would mean an objective appears on this tile.

Tile 2C - There are 4 rooms, so a roll of 1-4 would mean an objective appears on this tile.

Tile 13P - There are 10 rooms, so there will be at least 1 objective and there would be a second on a roll of 1-4 on this tile.

3. End of mission - Presumably the survivors are trying to get somewhere.
a) Through a certain number of expansions, place an exit marker on one of the last 2 tiles placed.
b) To a certain tile (single room tile, carpark, prison entrance etc.) This tile could either be at the bottom of the deck of tiles or shuffled into the last few). Place an exit marker on this tile.
c) Until everyone is red/Ultra Red/etc. In the next city expansion place an exit marker.
d) For X number of expansions after everyone is red/ultra red etc. Place an exit marker on one of the two tiles drawn.
e) After X objective markers have been taken by the players. In the next city expansion place an exit marker.
Position of the exit market would need some rules, maybe in the center or the tile or the side away from where the players are now or perhaps in a corner of the map.

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Zombie Fifty-Seven
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Falseemp wrote:
I like this, some suggestions.


I am not going to fully quote this, but thank you!

To cover the points:

1. What a brilliant idea, that is now in place. I have removed the old section for door placement and put this in. Full credit is given on page 12 of the new rules for your suggestion here.

2. This sound like it will work well. I am considering a mission chart that Francis has suggested, I need to build this into it.

3. Agreed, I was letting it up to the player to decide the mission but not the map. So when we have a mission chart in place, the end game chart will also need to be worked on.

Thank you for your help on this, a rule set that I consider a community project.

---

I have uploaded the latest rules, it may take a short while for them to appear once the admins at this site say they're ok.

Version 2 of the rules.

Major changes:

- Door placement rule changed.
- Advanced rules added - sewer spawns, cars and searching.

Minor changes:
- Page of thanks added to those that have helped improve this.
 
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Ian Clarke

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Thinking about it there's the possibly of having two different types of objective. You could have expansion objectives and Final Objective.

Final Objective
This is probably what you are looking at now. Basically why are the survivors moving through the city. To reach a certain place, to find certain things, to rescue someone, to kill off something nasty, to find a new home and so on. This would be rolled for at the start.

Expansion Objective
Each time the city is expanded the new bit could have an objective all of it's own. rolling a d66 (roll a d6 for "tens" and a second for "units" to give lots of options you have a table something like this.
11 - Nothing
12 - Nothing
13 - Nothing
14 - Rescue the non-combatant and take them out with you
15 - Rescue the pet dog (dog companion)
16 - Rescue the Survivor
21 - Nothing
22 - Nothing
23 - Nothing
24 - Pick up the green cross (place several crosses in the new zone one of which is green)
25 - Find Cookies, Canned Food, Water or rice
etc

Alternatively the objective could be based on the tiles just placed.
For 7B it might be start the generator.
For 4M it might be rescue the child from the toy store and escort them to the exit.

Just thoughts, hope they are useful.
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Ian Clarke

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Couple of other expansion objective
Did you hear a helicopter (change the final objective to find the carpark?)
Change of plans, reroll the final objective (what are we carrying all this food for we need guns!)
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Zombie Fifty-Seven
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Again - these are great suggestions to build into the mission generator. So first and foremost, thank you for these.

I will get to work on this during the week and get something sorted towards the end. I'll drop you a PM when this is done with a link to the rules with the mission generator section, I wouldn't mind some input from yourself if you don't mind on this when it's complete.

You seem to have a head full of good ideas with regards to this so in the nicest possible way, I would like to take advantage your of your thoughts it to make it the best possible for the community if that's ok ?

Cheers.
 
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Ian Clarke

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Sounds like a good plan.

Odd you know my wife says my head is full of rubbish
 
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Falseemp wrote:
Sounds like a good plan.

Odd you know my wife says my head is full of rubbish


PM sent, you have the latest version to have a look over.

Many thanks for this.
 
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Version 3 is now live!

Major changes:

- Token placement system added.
- Mission Generator Added, offering 21 missions for your gameplay.

Minor changes:
- Minor changes to the searching rule if carrying a flashlight.

Thanks to the community for ideas in the main thread and especially Falseemp for proof reading and suggestions of some mission changes for this release.
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Tommy Rayburn
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How well does this work with the expansions and additional seasons?
 
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Ian Clarke

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I've played it with S1, S2 and TM combined and it works fine. Occasionally we can't place a board, but that happens with just S1 too. As I haven't access to AN or S3 yet I can't say how that affect it.
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Roger Beaty
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Nice random generator/exploration mission.

Just tried it for the first time, solo, 4 characters with just the base Zombicide set, rolled for a random mission and got "Rescue Me".

I got completely hammered due to some very bad luck but had great fun playing it. I got as far as the 3rd spawn of new tiles, only had 2 objective tokens spawn and neither were the lost companion. 3rd tile spawn resulted in a 14 room giant building that used up virtually every zombie when I opened it.

I had already lost 1 character and then lost a second due to extra activations when I opened the building. However cleared 18 zombies next turn with a molotov, plus 9 more with twin sawed-off and chainsaw taking both my 2 left over survivors to red.

Died on the next turn due to getting a runner extra activation with the one on map spawn zone.

A big thumbs up for a well thought-out adaptation, I found it a lot of fun and will be trying again I am sure.
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Zombie Fifty-Seven
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Hi there!!!

Many thanks for your comments - it's hearing postive experiences from players like yourself that make the time and effort that go into these things absolutely worthwhile.

The whole plan is to make something cool and fun and even if one person enjoys it, it's been worthwhile.

Many thanks.
 
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