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Zombicide Season 2: Prison Outbreak» Forums » Rules

Subject: New To Prison Outbreak.. rss

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John Stone
New Zealand
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Hey Guys,
I need your help on some questions. My apologies if they have been asked before...

1) When spawning, say, walkers and you don't have enough it says all walkers have an extra activation. Does that include the walkers you just spawned when you ran out?
2) I am sure I read somewhere, but can't find it now, that if the Abomination is already in play and you spawn another of the same type you spawn a Fatty instead. Is this correct, and if so does it also come with two walkers?
3) Some of the spawn cards say two fatties, do they both come with two walkers each?
4) Lastly, for now, in mission #1 when the security door switch is activated it not only opens the door but activates the corresponding coloured spawn point. Does this spawn point remain active as long as the door is open, and if so does it become deactivated if the security door is shut again?

Many thanks, I look forward to your answers.
 
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Angelus Seniores
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1) you first place the ones you have, then activate all of them so the new ones activate as well

2) if you have extra abominations you can spawn them, if not you put a fatty instead but no walkers (not certain on last point buts how i remember it)

3) for the spawn cards each fatty comes with its 2 walker escort, so 2 fatties +4 walkers

4) in general, once activated the spawn points remain active, except if noted otherwise in the scenario rules. Once you attracted those zombies they keep coming.
 
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QorDaq H'Nter
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Zombie_Spawn wrote:
Hey Guys,
I need your help on some questions. My apologies if they have been asked before...


Hiya Zombie Spawn, I'm not a Zcide rules guru, but hopefully the references cited below can help.

Zombie_Spawn wrote:
1) When spawning, say, walkers and you don't have enough it says all walkers have an extra activation. Does that include the walkers you just spawned when you ran out?


The verbiage in the rule book (pg. 18), reads, "...the remaining Zombies are placed (if there are any), and then all Zombies of the requested type immediately gain an extra activation."

So yes, the partial spawn is also activated at that time. At least this is how I've always interpreted the rule, since the instruction refers to ALL miniatures of a given type on the board, which reasonably includes any newly placed Zed.

Zombie_Spawn wrote:
2) I am sure I read somewhere, but can't find it now, that if the Abomination is already in play and you spawn another of the same type you spawn a Fatty instead. Is this correct, and if so does it also come with two walkers?


There is a note in the rulebook (Pg 12), that covers this, "...If you need to spawn an Abomination but have no miniatures left, replace it with a Fatty and its two Walkers."


As mentioned below, the only time Fatties do not get their accompanying Walkers, is when they are added to the board due to the splitting rule.

Zombie_Spawn wrote:
3) Some of the spawn cards say two fatties, do they both come with two walkers each?


Yes, again as mentioned on page 12 of the RB, "...Each Fatty spawns
with two Walkers alongside it, except when its group is splitting..."


Zombie_Spawn wrote:
4) Lastly, for now, in mission #1 when the security door switch is activated it not only opens the door but activates the corresponding coloured spawn point. Does this spawn point remain active as long as the door is open, and if so does it become deactivated if the security door is shut again?


Are you talking about the "Violet Switch" and it's corresponding Spawn Zone?

If so, guidance and details can be found within the mission description on page 30, "...The violet Spawn Zone activates when the violet Switch is activated. This Spawn Zone ceases to spawn Zombies when the violet Switch is set back to its original setting."

So, I'd say yes, as long as the Switch is in the "Open" state, Zeds continue to spawn, and cease when the switch is "Closed".

It's been a very long time since I played that mission, but I remember it being fun.

As a final thought on these rules questions, I'll offer this perspective; one of the great things about Zombicide (in it's various flavors), is how sandbox-y it is, and how flexible the rules can be. With that in mind, I encourage you and your group to not worry over-much mid game about a particular rule and just get a consensus for how to handle whatever comes up with the caveat that you folks will seek out the "Correct" answer after the game--and implement it going forward.

Which may be exactly what inspired this post, (If so, good on you and your players), but I just wanted to put the notion out there, as nothing breaks immersion in the game like hunting for that one obscure sentence hidden in a sidebar or what-have-you, to clarify an edge-case rule. Zcide is pretty robust and can handle a session being played out with a questionable ruling until it can be sorted.

As much as I like the rule overhauls/ tweaks in Black Plague, Moderncide is still my favorite Zcide setting due to it's post-apocalyptic theme. Enjoy!
 
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John Stone
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Thank you both for your quick and helpful replies. I must have been word blind for me not to have seen the Abomination rule on p.12, it's even highlighted with the yellow and block boarder. Doh.
QorDaq, you are correct, after playing four games of PO, including two attempts at the introductory mission, there were several questions that I was unable to find in the book! I did manage to find answers to questions on searching and found we were playing that wrong, and that, even now, we discover that we had been playing the target priority rule wrong. I never realised that runners were last on the list!
When we managed to complete a mission we often wonder if we did it legitimately, if we had played some rules incorrectly thus leading to an unfair victory. But, as you say, the game is meant to be enjoyed and not to be too concerned about sticking religiously to the rules. I mean, hands up, who on earth plays the friendly fire rule? :o)
 
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