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Subject: Timed Player Rounds rss

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Tommy Rayburn
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I was wondering if anyone has tried instead of players going in order at their leisure, playing in a timed round. During that round the players have X amount of time to plan their actions and execute their actions (less than the natural total actions they would have without the timer) all before the timer runs out. This includes search, attacking, moving, ect...

Then zombies would go as normal.
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Mark Johnston
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That could be fun. It would make it play more like Zombie 15', but not having a timer during the zombie phase would give you a breather between the real time phases. It would also speed the game up. I will have to try it this way sometime.
 
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Tommy Rayburn
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Been trying to think two things out.

1. What is the base starting time? 2.5 minutes plus 30 seconds per each person? Too much time?
2. Does it alter? Do events change it? Do players get penalties? Does it change by level?
 
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Ryan Messick
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Cool idea, please report back after you've tried it?
 
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Erik
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There is a scenario I really like from the first compendium that is itself times, at 60mins. This works better for us compared to timed turns, but we are a pretty synchronized group too . If you time by turns you likely have to also consider the estimated scenario play time, right?
 
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Tommy Rayburn
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That is the overalll objective. To increase the adrenaline, while decreasing play times.
 
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M. E.
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We created a house rule that works wonders for us:

1) remove all „extra turn“ cards from the zombie deck
2) the group gets a time limit of x minutes, while x is the number of players minus one
3) no timer during zombie phase, so thats the time to crack jokes and drink beer :-D
4) if theplayers take longer than the time limit, then one extra activation card is shuffeled into to deck

This works great, since players who strategize too long will break the time limit and turn the session more and more into uncontrolable chaos due to more and mire extra activation cards.

You love strategy and order? Then have a nice bag of chaos and mayhem :-D
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Tommy Rayburn
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Why do you need to shuffle cards in? Why not just if they go over, give enemies an extra action.
 
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Waggly Bean
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revel911 wrote:
Why do you need to shuffle cards in? Why not just if they go over, give enemies an extra action.


Makes it more unpredictable - you don't know when the extra activation is coming, but when it does you still know you caused it. Seems very in keeping with Zombicide's chaotic feel.
 
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Tommy Rayburn
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Did some play testing with 2 people and LOVED it. We played 3 minute player rounds. The only issue we found was when people opened new doors, but otherwise was awesome. We averaged 2:30 minute player rounds.

Both (all in a larger game) players went at the same time. This made for some amazing moments. Coordination of activation is key.

We decided that we were wrong in time, the more players you need .... the less time you need since you have more people to coordinate each character.

1-2 Players = 3 minutes

3-4 Players = 2:30 minutes

5-6 Players = 2 minutes

For every 30 seconds late the players are, the enemy moves 1 MOVE action.
 
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