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Subject: Dev Blog #1: Defenses rss

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Gottardo Zancani
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Defenses are the central element of the game: your survival is heavily dependent on the choices you'll make in order to protect your Refuge, and picking the right defense is one of the critical choices in the game.

Here below the anatomy of a Defense card

The RP (Resource Points) is the cost to play this card; RP represents every type of useful stuff you can hope to find, like iron, wooden bars, tools, plastic, weapons, ammo, food, medicinals. Keeping track of every type would have been to cumbersome to manage: the RP idea is that your Survivor knows what he needs, and then you can manage his resources as a "generic" value.

Under the RP you can find a two letter code that identifies the area where the Defense can be placed in the map (EP and IP stands for External Perimeter and Internal Perimeter).

The Attack Value of the Defense is used during Combat to attempt to damage/block/slow down the Zombies attacking your Refuge. Roll 2d6 for each Defense: if the value is lesser or equal to the AV you score an hit on one random Zombie, or you trigger the special attack of the Defence. In the example here above, the Barbed Wire blocks a Zombie for the rest of the combat, and this is great since blocked Zombie can't do anything and are automatically removed from the game at the end of the Combat. Unfortunately there's the posibility that the Zombie made the Defense useless: as you can see, here you must make a DR and if you get a value greater or equal to 8 you must remove the Defense.
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