I fight lost wars, see light, fear sight
I open my mind, need flesh, fear mine
I absolutely loathe the Med-Pak. Once a Human gets hold of this he becomes a god.
Hopefully with the recent rule tweaks that will be included as standard in all of our future games it won't be as much of a headache anymore.
But, I do find it strange that there is an actual cure for the incurable zombie disease/plague that has swept through the nation and reduced the world into chaos. Lo and behold it's a bottle of over the counter medicine that someone's left behind - either in the trunk of the car, in the kitchen, in the bedroom or in the garage etc etc etc.
So here's a suggestion that will lower the Med-Paks miracle cure status and bring it in line with true Zombie mythology:
Heals a wound (stops Zombification as it occurs). This card may be held until needed.
Stops Zombification as it occurs, may be held until needed. Thereafter
at the end of the infected players turn they must roll 2D6. On the
roll of a double 1 they succumb to the infection, replace the figure
with a Zombie.
I think this gives a more accurate representation of what the Med-Pak should achieve (think Roger & the bandages and morphine in Dawn of the Dead).
A slow inevitable death to the player. But also the other Humans will have to seriously think twice wherever teamwork is required.
Any comments or suggestions?
I must preface this by saying I have yet to play the game, but hopefully soon.
Maybe with the med-pack, the very first turn after use, the "saved" player will become infected on the roll of a two. The next turn, the player will be infected on the roll of a 2 or a 3. Then, on the roll of a 2, 3, or 4. This could continue up to maybe 6. The medicine holds off the infection for a little bit, but the player will have to be very resiliant to resist the infection for long.