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Subject: Best way to represent doors that can't be opened. rss

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Bag Bones
Australia
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Hi all,

I'm wanting to create a scenario where some of the doorways are permanently closed (i.e. act as walls).

From what I can tell, any method that can be used has at least one drawback:
* use a door token - can't distinguish from a normal door, so players can easily forget and open them.
* use objective tokens - generally these are associated with players receiving points and are also usually being removed from the board.
* skill tokens (the little yellow arrow things) - small, easily moved by accident, and players seem to like to use them at all levels (at least my lot do...)
* something I've not thought of - I've not thought of it yet.

The best I've come up with so far is using objective tokens, however leaving them in place after activation. Players can "search" an objective as per normal room search rules (consider it a cupboard), and they even get 5 points each time they do. While it does make it easier to manage keeping all survivors within a narrow skill range, the intensity of zombies increasing seems to work as a disincentive for over use.

Is anyone doing something similar or have any ideas?

Many thanks in advance.
 
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Yoki Erdtman
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BagOBones wrote:
I'm wanting to create a scenario where some of the doorways are permanently closed (i.e. act as walls).

Why? What are you trying to accomplish by representing permanently closed doors on the map in the first place?
 
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Scott Hill
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Yokiboy wrote:
BagOBones wrote:
I'm wanting to create a scenario where some of the doorways are permanently closed (i.e. act as walls).

Why? What are you trying to accomplish by representing permanently closed doors on the map in the first place?


Exactly my thoughts.

A 'permanently closed door' is functionally equivalent to 'no door at all' in almost every situation (the only situation where it may make a difference is during zombie movement and only then when is there is no open route to the zombie's destination)
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StevenE Smooth Sailing...
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If the door cannot be opened why place it on the map?
 
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J Ry
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StevenE wrote:
If the door cannot be opened why place it on the map?


To close the opening in the building.

@OP
If you are only wanting a few doors to not be opened, use the blue and green door tokens.
Or... make some door tokens up that say locked on them. Or barred, or something to that effect.
 
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Scott Hill
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ropya wrote:
StevenE wrote:
If the door cannot be opened why place it on the map?


To close the opening in the building.


What opening?

None of the buildings have openings in their exterior walls.
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Terence Lee
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Scorpion0x17 wrote:
ropya wrote:
StevenE wrote:
If the door cannot be opened why place it on the map?


To close the opening in the building.


What opening?

None of the buildings have openings in their exterior walls.


I guess I'm not the only one confused by the question.
 
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Scott Hill
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tlee33 wrote:
Scorpion0x17 wrote:
ropya wrote:
StevenE wrote:
If the door cannot be opened why place it on the map?


To close the opening in the building.


What opening?

None of the buildings have openings in their exterior walls.


I guess I'm not the only one confused by the question.


And we haven't even got on to 'cupboards' that give you 5 XP every time you search them...
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Bag Bones
Australia
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The intent is to be able to create a building that has restricted paths through it.

The doorways between tiles exist on the map irrespective of being placed there. By indicating their unavailability, this provides another method to modify game play on a given tile sequence.

By way of an example, have tiles 1B, 1C, 2B & 2C all joined to make a single building. At each of the tile boarders there are 2 doors (totalling 4 on each axis). Closing off two of the doors on single tile boundary (say between 1B & 1C) will change the flow of both survivors and zeds. Close off one between each set of tiles and everything can be funnelled towards the centre, or towards the outside of the building, depending on the doors that are not available.

I was hoping to avoid custom tokens, but can't see anything that works particularly well, as per the OP.

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Scott Hill
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Aaah!

You want to block off interior door ways! It makes sense now!

Your best bet is to either use custom tokens, or to use skill markers.

Objective tokens will be confusing.

And players will expect to be able to open doors.

I'd just get some thick card, colour it grey, and cut it into thin, short, strips.

Maybe use some temporary adhesive putty to hold them in place.
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Bag Bones
Australia
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Yeah... Sorry about the confusion. Getting ideas out of my head and into text isn't one of my strong points. blush

I was hoping to avoid custom stuff so I could pop something here for all to enjoy (hopefully). You're right that using objective tokens to block internal doorways creates confusion.

On reflection, skill markers are likely the least ambiguous option...
 
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foksieloy
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Place some easily removed scotch tape there.
If you are worried about your boards, place it on a door token, then use that marked door token.
 
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Bruno Mora
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Hi
There aren't a blue, a green and maybe, a red doors?
You could use those to mark the locked ones.
See you.
 
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J Ry
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Scorpion0x17 wrote:
ropya wrote:
StevenE wrote:
If the door cannot be opened why place it on the map?


To close the opening in the building.


What opening?

None of the buildings have openings in their exterior walls.


I was speaking of the inside doors.
Figured that's what the op was meaning.
 
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John Ibarzabal

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Hmm, how about two door tokens, piled up?
There are quite a lot of door tokens, put one on top of the other, explain in the scenario rules those cannot be opened...
 
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Carlos Alves
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You could scan the objective tokens, and print them as grey.
They could do the trick.
 
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Bag Bones
Australia
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Thanks for all the suggestions. Much appreciated.


 
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El Duderino
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Special rule:

"Interior door tiles cannot be opened"





Check, please. cool
 
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