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Last Night on Earth: The Zombie Game» Forums » Rules

Subject: Saddened by card definitions (or lack of) rss

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Nigel Clarke
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Just got this game and played it twice. Like it a lot - simple, relatively quick and involving.
I am, however, disappointed by some of the cards! Or our inability to decipher them!
First game was 2 vs 2. What caused a deep discussion was whether cards possessed by one zombie player applied to both, eg, Relentless Advance, There's Too Many. We didn't feel it is clear at all. Easy with only one zombie player.
The other thing that caused discussion was the Welding Torch. Whilst it can (and arguably should) be interpreted exactly as the card reads, the zombie players, new to the game, are able to interpret it differently. In fact I notice that someone posted that this card resulted in an argument and leaving the house immediately!
I know this shouldn't happen, it's only a game etc, but no game should cause this to happen either!
I guess that once we get more into the game (not played with advanced rules yet), I'll look back on this post and think how could we get confused!
 
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Tommy Dean
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When you have 2 zombie players they each control one set of zombies in their own colour (green and brown I think they are) And as such, cards played by the owner of a zombie colour only affect that colour! This also applies to spawn points and even splitting of numbers. Only have to split even with your own zombies which can be used by the team to get stacks on one spawn point

As to welding torch, has been awhile so I can't remember what it does...but literal interp is always a good thing in this game. No need to overthink it.

edit: Also assume you were using 4 characters among your 2 players? I would think 1 v 3 is a better game anyway and the heroes group play the 4th character. split zombies is a bit of a drag in my opinion and only there to "add" a 6th player...but if you enjoy it so be it
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Chuck Hurd
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Welding Torch:

Combat Bonus:
Re-roll one of the Hero's Fight Dice. May be used multiple times per fight.

After each use, Breaks on 1 or 2 (Discard).


The Hero can literally re-roll the same die repeatedly until he gets the result he wants, before any fight round is resolved. After each such roll he would have to roll to see if the torch breaks.

I can see where a new Zombie player might not be happy that it's not limited to once per fight or once per fight round or once per turn - or whatever kind of limitation you would want. But there is no such limitation on it...only the break test, and that is why it has a break test.

The literal interpretation is correct one. If that's understood by all players going in it's a shame that arguements would spring up.

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Brandon Alderman
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Zombie cards that have the keyword "YOUR ZOMBIES" only apply to the zombies that the player who played the card control. The cards that dont have this specification apply to ALL zombies of both players.

Pay attention to the card text and the wording...its really straight forward if you think about it.
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Nigel Clarke
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ozjesting wrote:
When you have 2 zombie players they each control one set of zombies in their own colour (green and brown I think they are) And as such, cards played by the owner of a zombie colour only affect that colour! This also applies to spawn points and even splitting of numbers. Only have to split even with your own zombies which can be used by the team to get stacks on one spawn point

As to welding torch, has been awhile so I can't remember what it does...but literal interp is always a good thing in this game. No need to overthink it.

edit: Also assume you were using 4 characters among your 2 players? I would think 1 v 3 is a better game anyway and the heroes group play the 4th character. split zombies is a bit of a drag in my opinion and only there to "add" a 6th player...but if you enjoy it so be it

I think I agree with 3 players for the heroes.
Not sure that your definition of cards played by 1 zombie player is right - a later poster (Brandon) says what the FAQ says - "your" vs "a". Still too vague for me, especially when you read the text on the 2 cards I mentioned.
 
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Bret Guy
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This will seem long, but it's a digest of what's in the rules.

The most helpful advice I can give on cards in this game is: The player who is playing the card reads the card text aloud, verbatim, and then does what it says.

With two zombie players, the board contains ZOMBIES (all of them) and YOUR ZOMBIES (a subset, either green or brown). If the cards says ZOMBIES, it applies to all of the zombies regardless of color. If the card refers to YOUR ZOMBIES, it applies only to THAT ZOMBIE PLAYER'S COLOR (green or brown).

Cards in question:
Relentless Advance: Play at the start of Zombie Turn. Roll a D6. Immediately move that many Zombies one space. Those Zombies may move and fight normally this turn.

Says ZOMBIES, not YOUR ZOMBIES. Move any ones you like.

"There's Too Many!": Play this card at the end of the Zombie Turn to spawn D6 new Zombies. You may remove them from anywhere on the board if there are not enough out of play.

Says ZOMBIES, not YOUR ZOMBIES. Use any ones you like.

Just to show an example the other way:
Surprise Attack, Play Immediately: Take a Zombie from your Zombie Pool an place it in the same space as any Hero within a building. If there are no Zombies in the pool or Heroes in buildings, discard this card with no effect.

Says YOUR ZOMBIE, only applies to the color of the Zombie player that drew it.


And just to make this the longest reply ever, remember that when you have two Zombie players, their turn works in concert. It breaks down like this:

First, the sun tracker moves. Then...
Zombie1: Draws cards (discard 1 first, if desired).
Zombie2: Does the same thing
Zombie 1 & 2: Play any "Play Immediately" cards. If both got "Play immediately" cards, then they decide which order to play them.
Zombie1: Plays cards that say "at start of zombie turn" (if desired).
Zombie2: Does the same thing
Zombie1: Rolls a D6 trying to get higher than current amount of THEIR COLOR zombies for spawning.
Zombie2: Does the same thing
Zombie1: Move THEIR COLOR zombies, play cards if desired. Hunger zombies move first.
Zombie2: Does the same thing
Zombie1: Combat, play cards if desired.
Zombie2: Does the same thing
Zombie1: Roll D3 to spawn THEIR COLOR zombies, play cards if desired.
Zombie2: Does the same thing


Whew...

Hope this helps the cause.

Grrr. Hrrrrrk.

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Nigel Clarke
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thatbretguy wrote:

This will seem long, but it's a digest of what's in the rules.

The most helpful advice I can give on cards in this game is: The player who is playing the card reads the card text aloud, verbatim, and then does what it says. Every time.

Confusion comes when multiple players read to themselves. The text is often clear.

With two zombie players, the board contains ZOMBIES (all of them) and YOUR ZOMBIES (a subset, either green or brown). If the cards says ZOMBIES, it applies to all of the zombies regardless of color. If the card refers to YOUR ZOMBIES, it applies only to THAT ZOMBIE PLAYER'S COLOR (green or brown).

Cards in question:
Relentless Advance: Play at the start of Zombie Turn. Roll a D6. Immediately move that many Zombies one space. Those Zombies may move and fight normally this turn.

Says ZOMBIES, not YOUR ZOMBIES. Move any ones you like.

"There's Too Many!": Play this card at the end of the Zombie Turn to spawn D6 new Zombies. You may remove them from anywhere on the board if there are not enough out of play.

Says ZOMBIES, not YOUR ZOMBIES. Use any ones you like.

Just to show an example the other way:
Surprise Attack, Play Immediately: Take a Zombie from your Zombie Pool an place it in the same space as any Hero within a building. If there are no Zombies in the pool or Heroes in buildings, discard this card with no effect.

Says YOUR ZOMBIE, only applies to the color of the Zombie player that drew it.


And just to make this the longest reply ever, remember that when you have two Zombie players, their turn works in concert. It breaks down like this:

First, the sun tracker moves. Then...
Zombie1: Draws cards (discard 1 first, if desired).
Zombie2: Does the same thing
Zombie 1 & 2: Play any "Play Immediately" cards. If both got "Play immediately" cards, then they decide which order to play them.
Zombie1: Plays cards that say "at start of zombie turn" (if desired).
Zombie2: Does the same thing
Zombie1: Rolls a D6 trying to get higher than current amount of THEIR COLOR zombies for spawning.
Zombie2: Does the same thing
Zombie1: Move THEIR COLOR zombies, play cards if desired. Hunger zombies move first.
Zombie2: Does the same thing
Zombie1: Combat, play cards if desired.
Zombie2: Does the same thing
Zombie1: Roll D3 to spawn THEIR COLOR zombies, play cards if desired.
Zombie2: Does the same thing


Whew...

Hope this helps the cause.

Grrr. Hrrrrrk.



Great reply! Thanks. A few spelling mistakes though -it's COLOUR!
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Bret Guy
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banzai123 wrote:
A few spelling mistakes though -it's COLOUR!


When the NSA screens our posts, they make certain everything is written in American.
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Brian Slattery
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ozjesting wrote:
I would think 1 v 3 is a better game anyway and the heroes group play the 4th character. split zombies is a bit of a drag in my opinion and only there to "add" a 6th player


100% agree - Two zombie players is awful. Let the hero side split how they use the fourth hero or give it to the "veteran" player of the group. Most of the time, hero decisions end up being made as a group anyway, just one person does the die rolls.
 
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Josh
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thatbretguy wrote:
Plays cards that say "at start of zombie turn" (if desired).


I dont have the rules in front of me, but I thought this needed to happen before drawing? e.g. I cant play start of zombie turn cards the same turn I draw them.
 
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Biodiesel
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Incorrect. The official ruling is that "start of turn" is until you start moving zombies. So that is phases 1-3 I think.
 
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Bret Guy
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Sappington wrote:
Incorrect. The official ruling is that "start of turn" is until you start moving zombies. So that is phases 1-3 I think.


Yes, that's right. I guess it would look like this:

First, the sun tracker moves. Then...
Zombie1: Plays cards that say "at start of zombie turn" (if desired).
Zombie2: Does the same thing
Zombie1: Draws cards (discard 1 first, if desired).
Zombie2: Does the same thing
Zombie 1 & 2: Play any "Play Immediately" cards. If both got "Play immediately" cards, then they decide which order to play them.
Zombie1: Plays cards that say "at start of zombie turn" (if desired).
Zombie2: Does the same thing
Zombie1: Rolls a D6 trying to get higher than current amount of THEIR COLOR zombies for spawning.
Zombie2: Does the same thing
Last chance this turn to play cards that say "at start of zombie turn."
Zombie1: Move THEIR COLOR zombies, play cards if desired. Hunger zombies move first.
Zombie2: Does the same thing
Zombie1: Combat, play cards if desired.
Zombie2: Does the same thing
Zombie1: Roll D3 to spawn THEIR COLOR zombies, play cards if desired.
Zombie2: Does the same thing

Like that? It looks right...not trying to break down each and every possible action, just outlining the order of events.
 
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Josh
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Sappington wrote:
Incorrect. The official ruling is that "start of turn" is until you start moving zombies. So that is phases 1-3 I think.


Cool. It could be before or after drawing (or both with multiple cards). So we werent technically playing wrong, just artificially limiting the zombie player's options.

Anyway, thanks for that explanation and sorry for the slight thread derailment.

cool
 
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Brandon Alderman
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joshaubry wrote:
Sappington wrote:
Incorrect. The official ruling is that "start of turn" is until you start moving zombies. So that is phases 1-3 I think.


Cool. It could be before or after drawing (or both with multiple cards). So we werent technically playing wrong, just artificially limiting the zombie player's options.

Anyway, thanks for that explanation and sorry for the slight thread derailment.

cool


Actually playing the "start of the zombie turn" cards prior to the draw step is a nice strategy to keep your hand cycling and have more options since you can only normally discard 1 this makes more room right before you get your 4 cards.
 
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J B
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I agree with those that dislike the splitting of zombies between two players. I just can't stand to play that way, yet I love everything else about this game.

In my view, the best breakdowns are this:

2 players: 1 as all zombies, 1 as all four heroes

3 players: 1 as all zombies, 2 as two heroes each

4 players: try to avoid it if possible, but otherwise go for 1 player as all zombies, 2 players as 1 hero each, and the most experienced hero player as two heroes

5 players: 1 as all zombies, 4 as one hero each

6 players: another one to avoid, but if you must play it you will have to do the split (ugh) and do 2 players as half-zombies each and the other 4 as one hero each


My favorite setups are the 2 player game and the 5 player game, with 3 players being just behind that. I try to avoid 4 or 6 players with this game, instead choosing something else.
 
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michael ray
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2 zombie players are great, it allows for more strategy on the zombie side. And more bickering, just like the human side!
 
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J B
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squegeeboo wrote:
2 zombie players are great, it allows for more strategy on the zombie side. And more bickering, just like the human side!


More bickering I agree with, but I'm not sure how you'd get more strategy. You basically end up with a two-headed monster scenario where the zombie players can disagree on how best to move their minions.

Strategies can be MUCH more coordinated and have some pretty impressive planning when one player controls all the undead.
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michael ray
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jcb231 wrote:
squegeeboo wrote:
2 zombie players are great, it allows for more strategy on the zombie side. And more bickering, just like the human side!


More bickering I agree with, but I'm not sure how you'd get more strategy. You basically end up with a two-headed monster scenario where the zombie players can disagree on how best to move their minions.

Strategies can be MUCH more coordinated and have some pretty impressive planning when one player controls all the undead.


It boosts card churn, allows for more zombies to be placed on the same spawn spots, and (generally) allows for a more steady stream of zombies, which helps in planning. Those are the three big advantages. The disadvantages are that some of your zombie cards can only be used on your zombies, and cards that spawn tons of new zombies don't have as big of a pool to draw from.

So, maybe, different strategy instead of more? I also normally end up solo zombie, so it has a bit of a 'new and exciting' feeling to it the once every 5-6 games I get a zom-bestie.
 
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Biodiesel
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I can't tell you how many times that I, as a zombie player, have forgotten to play fight cards in the heat of the moment, or forgotten to play other situational cards, where having a teammate to remind me would have been potentially game changing.
 
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