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Zombicide: Green Horde» Forums » Rules

Subject: No line of sight and all survivors scattered rss

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Frederic Banville
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Hello,

Which zone would be the destination for the zombies if:
1) No survivors are in Line of Sight.
2) All survivors are alone in their respective zones.
3) No noise tokens are on the board.

Nearest? Split (even in three if there's 3 different possible directions)?

Thanks!
 
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Each zone containing a survivor would be considered a destination/target zone. Zombies would take the shortest available path to each zone. There may be splitting depending on how the map is laid out.
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Frederic Banville
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So, possibly splitting in four if, for example, the zombie zone would be a crossroad and the survivors are scattered in all corners of the map?
 
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Jim P
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Yep. That's why it pays to really think about noise. sometimes it's worth forfeiting an attack, so that someone can make noise and avoid there being multiple destinations.
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Chris W
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I house rule it to be closest highest noise. It simplifies it and prevents too much splitting (although I've house ruled out adding zombies when splitting). Also if you think about it, if two people are making the same amount of noise, the closer one will be louder to the zombies.
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Frederic Banville
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We also house rule not adding zombies while splitting. I like your idea of closest means also loudest. I will try that.

Thank you all for your help!
 
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Nathan Stiles
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Brandon
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AlreadyPicked wrote:
Hello,

Which zone would be the destination for the zombies if:
1) No survivors are in Line of Sight.
2) All survivors are alone in their respective zones.
3) No [additional] noise tokens are on the board.

Nearest? Split (even in three if there's 3 different possible directions)?


Never nearest. Every survivor generates a noise token just for being there, so I've added the missing word above. Per the rules (last paragraph of "Move" before "Special Cases for Splitting", pg. 26). If there possible destination zones have the same amount of noise (no Line of Sight, etc), then the zombies split to each of them. This is a critical game mechanic, and the game becomes even easier without it.

Note, that if there is equal distance routes, then they could re-split. As someone said, sometimes it's worth someone making a noise to avoid this.

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Max Maloney
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"If trees could scream, would we be so cavalier about cutting them down? We might, if they screamed all the time, for no good reason." -Jack Handey
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McChew wrote:
I house rule it to be closest highest noise. It simplifies it and prevents too much splitting (although I've house ruled out adding zombies when splitting). Also if you think about it, if two people are making the same amount of noise, the closer one will be louder to the zombies.

Note that both of these house rules decrease difficulty.
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Praetor Kamahl
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Dormammu wrote:
Note that both of these house rules decrease difficulty.


Not strictly. You can pretty easily cheese problematic abominations with the base rules - multiple activation types are rendered mostly harmless because you can toggle them back and forth between destination zones. The difficulty change is barely notable compared to the quality of life gained when not having to sweat splitting on 8 different squares because you have two zones tied for the most noise.
 
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Frederic Banville
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Dormammu wrote:
McChew wrote:
I house rule it to be closest highest noise. It simplifies it and prevents too much splitting (although I've house ruled out adding zombies when splitting). Also if you think about it, if two people are making the same amount of noise, the closer one will be louder to the zombies.

Note that both of these house rules decrease difficulty.


Yes, I agree in most cases it does reduce the difficulty. I will confer that to my other players.

Thanks!
 
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PKamahl wrote:
Dormammu wrote:
Note that both of these house rules decrease difficulty.


Not strictly. You can pretty easily cheese problematic abominations with the base rules - multiple activation types are rendered mostly harmless because you can toggle them back and forth between destination zones.


But this isn't a very common situation. If you do find yourself in this situation, it's pretty easy to keep the abomination moving in one direction.

PKamahl wrote:
The difficulty change is barely notable compared to the quality of life gained when not having to sweat splitting on 8 different squares because you have two zones tied for the most noise.


The difficulty change is definitely there. In order to avoid having zones with equal noise, you often have to forfeit actions (movement, opening doors, spells). To me, it sounds like you're saying, "I'm just not going to think about noise so that the game is easier."

Zombicide is simple enough. I don't mind having to carefully plan in order to avoid having zones with equal noise on the board. Again, Zombicide is easily customizable. Play how you like.
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Poland
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waxbottle wrote:
PKamahl wrote:
Dormammu wrote:
Note that both of these house rules decrease difficulty.


Not strictly. You can pretty easily cheese problematic abominations with the base rules - multiple activation types are rendered mostly harmless because you can toggle them back and forth between destination zones.


But this isn't a very common situation. If you do find yourself in this situation, it's pretty easy to keep the abomination moving in one direction.

PKamahl wrote:
The difficulty change is barely notable compared to the quality of life gained when not having to sweat splitting on 8 different squares because you have two zones tied for the most noise.


The difficulty change is definitely there. In order to avoid having zones with equal noise, you often have to forfeit actions (movement, opening doors, spells). To me, it sounds like you're saying, "I'm just not going to think about noise so that the game is easier."

Zombicide is simple enough. I don't mind having to carefully plan in order to avoid having zones with equal noise on the board. Again, Zombicide is easily customizable. Play how you like.

I agree, house rules that make noise less crucial basically take away the game, without noise the game is just rolling dice and seeing what happens, noise is one mechanisms that you have perfect control over and that give you a chance to plan out and think.
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