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Tiny Epic Zombies» Forums » Variants

Subject: Escort the Army - Movement alternative rss

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Alex Baeza
Mexico
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I read in the Rules forum that the correct movement for the tanks is always clockwise and following rooms in ascending order (as when placing zombies).

https://boardgamegeek.com/article/29887022#29887022

I ended up with this layout and following that ruling, tanks would move like in this picture:



The tank entering from the upper left corner (Department) store would have to teleport from the 3rd room to the 1st room of the Crafts and Colors store.

It made no sense to follow the ruling, and made more sense to follow what the objective says "follow the room arrows"

Then, for the heck of it, I tried following the shortest path by moving from room 3 of the corner store to the adjacent room (regardless of it being the clockwise room or the 1st room in the store.) which made the objective too easy (especially with the greaser getting an extra move with the bike)



Given that the layouts can sometimes favor or hinder human players, I thought of taking advantage of this and making a house rule:

"Tanks must follow this following path: corner store: 1>2>3 > lowest adjacent room of either adjacent stores be it clockwise or not. > follow ascending numbered rooms > couryard entrance > courtyard" (wording can be better for a clearer understanding of it)

But the gist of it is that if one of the adjacent stores' lowest adjacent room is #2 and the other store's lowest adjacent room was #1, then they would always move to the store that has #1 adjacent, and if the lowest adjacent room of either store is #2, they have a choice of moving to either store.

In that same scenario, the 3rd room in the Top Left corner (Department) store is adjacent to rooms #3 of the Gamelyn World store, and rooms #2 and #3 of the Crafts and Colors store, so the tank entering from the Department store could only move to #2 of the C&C store.

The 3rd room of the Lower Right corner (1st place sporting goods) store is adjacent to rooms #1 and #3 of Parking Deck Z, and #3 of Hoard's Collectibles, so the tank entering from the Sporting store could only move to room #1 of the Parking Deck

The 3rd room of the Lower Left corner (Echo Ridge Food Court) store is adjacent to rooms #1 of the Gamelyn World and #1 and #2 of the Parking Deck. The tank entering from the Food Court could go to either store's #1 room

And finally the 3rd room in the the upper right corner (TE Toys) store is adjacent to rooms #1 and #2 of the Crafts store, and #1 of the Hoard's Collectibles store, so the tank could go to either store's #1 room



This gives a choice to the humans and makes it feel less mechanical than placing zombies, and depending on the luck of the draw, it can favor humans by reducing the number of turns needed to fulfill the objective.
 
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Crazy Fella
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I've been giving this a lot of thought. Personally it's a variant that I probably won't incorporate, but the joy of solo games is you can do whatever you want and there's no one to really tell you otherwise.

For me, my concern would be that it undercuts the difficulty of the objective. It's meant to be one of the harder ones (it was a stretch goal, albeit a relatively easy one to get) I suspect, and if you're not careful it can really get away from you. I like that about it, and I like how if you time it correctly the army can be extremely helpful in clearing out parts of the mall. The horror (frustration) of carefully planning your movements out only to have a search card start an army all over adds tension, and is deeply satisfying as a zombie player.

However, set that all aside. I guess what I'd rather ask is have you played using your variant yet and if so, what did you think? If you like it and don't feel it throws the difficulty of the game too far out of whack (or don't care about that), go nuts!
 
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Alex Baeza
Mexico
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I've played it both ways, at the end of it, it reduces one movement turn for one or two, maybe 3 tanks, I know that 3 turns are very valuable, but it's all part of the luck of the draw for the layout of the mall.

The times I've used the variant is when humans get turn consuming objectives along with the tanks, like finding a cure, or the causes, or the real exit. Because a wrong move in either of the three objectives can really set humans back. I know now that I won't be using the variant when the Motorcycle is in play.

I usually leave it up to the table, I explain the correct way to play it, and the variant, and have them choose. Usually they go for the correct way.

If they are unfamiliar with the game, or they're in their first or second playthrough, I would use the variant to give them a handicap, if they already got the hang of the game or are familiar with multitasking in a game, then I won't use the variant.

As for my thoughts, I really don't have any, and I'm a bit conflicted on it. On one hand, the variant makes more sense to me but at the same time, the luck of the draw can only benefit humans. The correct way can have some weird teleporting tanks, but it will always be consistent.

So far, it hasn't thrown the difficulty too far off, but there could be cases where it does.
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