One of the members of the CERN Board Game club, recently bought a copy of Zombicide, complete with the extra map tiles, figures, zombies, and all the works. Now we just needed a scenario that used them all. So we wrote one.
Goals when writing the scenario:
1) Use all of the map tiles
2) Create a map where most of the players make it to Red level to try out those skills
3) Make a *LONG* scenario that will fill up a whole afternoon of playing
4) Capture some "Epic" moments that will stick in player's mind.
So I proudly present:
"The Long Run"
1) Two full sets of map tiles.
2) Double set of zombie figures.
3) Full set of 9 characters.
4) 4+ hours to play.
3 players start at each start marker on the left. Any player who makes it to the exit wins.
1) Zombies (generally) only spawn tiles which have a noise marker or human on them. If less than 4 tiles spawned zombies, also spawn on the unspawned tiles closest to the rightmost survivor until 4 have been spawned. (In case of tie's of distance, players pick one).
2) Double red X's are also spawn points (since there were not enough in the box)
3) Blue spawn points only spawn once the building is open. Once the building is open they spawn every subsequent turn.
4) Single red X's in buildings are med-kits. They heal 1 wound and are used up. They do not give experience. You can not take it with you.
5) Blue X must be taken before the blue doors can be opened
6) Green X must be taken before the green doors can be opened.
7) Taking the X marked with 1 is the only way to open the door marked with 1. Taking this X automatically opens the door.
8) The pimp car contains either the evil twins or ma's shotgun. It can be driven onto the road once the two garage doors are open. It can be driven back into the garage, but to no other squares.
9) The three un-played characters start in the pimp car. If any human player reaches them, they can then be controlled by humans as normal. They start at 0 experience.
10) The yellow bars in the last building denote which doors can be used. If a yellow bar is over top the door way (in line with the wall) there is no door there, treat it like a wall. If there are two yellow lines crossing the door/wall like ---||--- then treat the space between the yellow lines as a door.
A few notes.
To finish the map you must take either the blue or the green X to get into the last building (You can take both if you want). Then you must push the button in the lower left corner of that building which will open the last door to the exit. Run like mad for the exit.
We have run this a few times and died all but once. It is a hard map. There are three huge buildings, be very ready when you open them, it will get crazy when you do.
We had good success when trying to open the buildings on the lowest level possible (blue on the first big one, yellow on the second, and orange on the third).
Sacrificing a character or two can make a big difference (cluster the zombies for the Molotov of Greatness). Take advantage of the fact you'll get the characters back at the half way point.
Because this map has huge rooms, you will almost certainly run into extra activations when running out of figures. Here is how we interpreted the extra activation rules:
Rule 1) Only zombies on the board at the end of the player turn are subject to extra activations. If you spawned the zombie this turn, it doesn't extra activate. This makes things slightly easier, but means you can plan.
Rule 2) If you run out of a zombie type while spawning zombies, only extra activate each species of zombie once (not once per card).
After moving the zombies, you draw 4 cards. Assume they are: 7 walkers, 5 walkers, 8 walkers, extra walker activation. You have only 3 walkers left not on the board. Do the following:
1) Extra activate the walkers on the board for the card.
2) Extra activate the walkers on the board again since you don't have enough zombies.
3) Place the 3 walkers on the board.
Hope you enjoy the scenario as much as we did
-CERN Board Games Club.
Edit: Here are the "rule book style" scenario pages.
- Last edited Fri Oct 5, 2012 10:24 am (Total Number of Edits: 2)
- Posted Mon Oct 1, 2012 2:57 pm
Thank you for this!
Note that if you register 4 full sets in the editor, you get enough span points and doors to work with (for a better presentation).
Hi n Mzi,
Good point. I had use the double red X's to be spawn points so that the whole thing was really create-able with the double set.
The first time we played, I just moved the spawn points as we needed them. But it was easy to forget to move one and we missed a spawn once. So I thought that next time we'd use the double red X's instead. Figured I'd pass that along with the setup.
But maybe it's cleaner to use spawn point icons and suggest it in the text. I'm planning to put it into a nicely formated page like in the rule book, with flavor text and all that. I'll update it then.