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Subject: zombivor rules posted yet? rss

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Twisted Remorse
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Not sure if they were posted anywhere and I missed it, but does anyone know where I could find a post on the rules for zombivor?

My group is getting together tomorrow and we want to try it out.
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JR Wr
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Twisted Remorse wrote:
Not sure if they were posted anywhere and I missed it, but does anyone know where I could find a post on the rules for zombivor?

My group is getting together tomorrow and we want to try it out.


I cant remember all the details.
I seem to recall the following:
They dont get the free action upgrade at yellow.
But they do take more wounds to kill?

They had new skills as well that alive survivors dont.
 
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Jonah Rees
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If you go to the Guillotine Games Facebook Page you can check out some of the Zombivor dashboards along with their rules.
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José Cepero
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Sorry if it sounds like a silly question, but if I understand correctly, you team up as a living human with zombie teammembers to kill out zombies? Sounds so odd to me unless the zombivors are recently bitten by zombies but still partly human before they totally change???
 
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Thiago Aranha
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Well, you turn into a zombivor during the match, so yes, you're a very recently bitten zombie.
 
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Magic Pink
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Yeah, thematically it doesn't work at all but then most of their rules don't.

I think we may change it so that as soon as you become a Zombivor you have to try and kill the living players. Maybe have the Zombivor come back every few turns after being killed to keep the player in the game and then, if the Zombivor activates on at turn then one of the zombie entry points won't spawn on that turn for balance. Not really sure as I haven't read the rules yet but that's just some ideas.

In any case, just another poorly thought out rules system from Zombicide.
 
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Jonah Rees
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Only if you're using the resurrection rules, you can start with Zombivors if you choose. It is a bit odd Jose. The fluff for them is that they've been bitten but retained some of their personality. But I am just going to have them as being recently bitten and trying to do their best to help their friends before inevitable death comes in my mind.
 
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Jonah Rees
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Magic Pink wrote:
Yeah, thematically it doesn't work at all but then most of their rules don't.

In any case, just another poorly thought out rules system from Zombicide.


Oh my god, yes most of their rules do work thematically (because theme can be argued either way). If you seem to hate the game so much why do you play it or come on to boards to comment about it?!
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Julien Le Jeune
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jonahmaul wrote:
Magic Pink wrote:
Yeah, thematically it doesn't work at all but then most of their rules don't.

In any case, just another poorly thought out rules system from Zombicide.


Oh my god, yes most of their rules do work thematically (because theme can be argued either way). If you seem to hate the game so much why do you play it or come on to boards to comment about it?!


Too much hate in the blood, gotta vent on the internetz dude!
 
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trevor

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Obviously haven't played yet but I'm still favoring a house rule where Zombivors gain a wound at the end of their turn. Makes a cool thematic variant, and makes the zombivors much different to play
 
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Jonah Rees
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bigGameGeek wrote:
Obviously haven't played yet but I'm still favoring a house rule where Zombivors gain a wound at the end of their turn. Makes a cool thematic variant, and makes the zombivors much different to play


I think I will probably play around with the Zombivor rules once I've had a proper go of them too. I think that the Super-Heroic missions are going to be designed around using the Zombivors because of the extra wounds needed but I really like a mechanic where they may turn against the regular survivors, perhaps based on a set number of turns so that if you use resurrection rules so that you have to wade in with your character doing everything you can to help your mates out before you turn on them.
 
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Thiago Aranha
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I think there are several interesting things that can be tried out with Zombivors turning into full-fledged zombies unexpectedly.
 
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Mike Esquivel
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jonahmaul wrote:
I think I will probably play around with the Zombivor rules once I've had a proper go of them too. I think that the Super-Heroic missions are going to be designed around using the Zombivors because of the extra wounds needed but I really like a mechanic where they may turn against the regular survivors, perhaps based on a set number of turns so that if you use resurrection rules so that you have to wade in with your character doing everything you can to help your mates out before you turn on them.


My wife and I talked about this and had come up with an idea of only letting a Zombivor keep playing for a certain amount of turns. After that, the Zombivor figure would turn into a stronger zombie, perhaps with two actions per turn and two hit points.
 
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Jonah Rees
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Loophole Master wrote:
I think there are several interesting things that can be tried out with Zombivors turning into full-fledged zombies unexpectedly.


El_Squiv wrote:
My wife and I talked about this and had come up with an idea of only letting a Zombivor keep playing for a certain amount of turns. After that, the Zombivor figure would turn into a stronger zombie, perhaps with two actions per turn and two hit points.


Both great suggestions.
 
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Mike Esquivel
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Loophole Master wrote:
I think there are several interesting things that can be tried out with Zombivors turning into full-fledged zombies unexpectedly.


Maybe with the Zombivor player rolling a die at the end of each of his turns and with a roll of 1-2, lose control and turn into a full fledged zombie? THAT would definitely be cool.
 
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Thiago Aranha
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El_Squiv wrote:
Maybe with the Zombivor player rolling a die at the end of each of his turns and with a roll of 1-2, lose control and turn into a full fledged zombie? THAT would definitely be cool.

Yeah, that's pretty much what I was thinking. At the end of every Players' Phase, all Zombivors roll a die. On a "1" (fittingly a zombie icon in the custom dice) the character becomes a zombie and is activated normally in the Zombies' Phases. Not sure about the stats of the zombie version, though. Maybe 2 actions, Fatty-like resistance...
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Mike Esquivel
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Loophole Master wrote:
El_Squiv wrote:
Maybe with the Zombivor player rolling a die at the end of each of his turns and with a roll of 1-2, lose control and turn into a full fledged zombie? THAT would definitely be cool.

Yeah, that's pretty much what I was thinking. At the end of every Players' Phase, all Zombivors roll a die. On a "1" (fittingly a zombie icon in the custom dice) the character becomes a zombie and is activated normally in the Zombies' Phases. Not sure about the stats of the zombie version, though. Maybe 2 actions, Fatty-like resistance...


Exactly what I was thinking. I think it'd make for an interesting and thematic house rule.
 
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Jonah Rees
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Maybe have them activate just for that turn and then go back to being a zombivor in the player turn? Some really good suggestions here though.
 
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Mike Esquivel
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jonahmaul wrote:
Maybe have them activate just for that turn and then go back to being a zombivor in the player turn? Some really good suggestions here though.


Even that would be good to keep the player from being fully eliminated. BUT, how about if they turn into a feral zombie a second time, they stay that way?
 
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Scott Hill
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El_Squiv wrote:
jonahmaul wrote:
Maybe have them activate just for that turn and then go back to being a zombivor in the player turn? Some really good suggestions here though.


Even that would be good to keep the player from being fully eliminated. BUT, how about if they turn into a feral zombie a second time, they stay that way?


You could do something based on experience - so that as they gain experience they're more likely to (a) turn, and (b) stay turned.
 
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Jonah Rees
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El_Squiv wrote:
jonahmaul wrote:
Maybe have them activate just for that turn and then go back to being a zombivor in the player turn? Some really good suggestions here though.


Even that would be good to keep the player from being fully eliminated. BUT, how about if they turn into a feral zombie a second time, they stay that way?


I like it. Not too hard to keep track off (just chuck a token on the character card first time it happens). Would depend on the group because I can imagine some people would be quite upset at finding out they couldn't play the game any more but if you are using resurrection rules then you should get a fair bit of play time and if you are playing with multiple survivors per player it becomes even less of an issue.
 
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trevor

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Well if you die twice then I think you should be eliminated, I know people are put off with player elimination.

I'm not too keen on rolling a die for turning into a zombie, just because that is really chance-y to me. I think gaing a wound after your turn is a nice countdown and allows some people to hang around, or make desperate plunges into hordes if they are about to go. Then maybe simply replacing them with a runner.

Still I think this game is great because it is easy to adopt house rules without feeling like really "breaking" the game
 
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Mike Esquivel
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My wife had a good suggestion that goes along with the "fully turned" idea. When the Zombivor finally fully turns, the player can keep controlling the character, but as a zombie. Give the feral Zombvivor two actions and two hit points, but have the player decide its actions rather than making it follow the rest of the zombie AI.

 
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Allan Jørgensen
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Loophole Master wrote:
El_Squiv wrote:
Maybe with the Zombivor player rolling a die at the end of each of his turns and with a roll of 1-2, lose control and turn into a full fledged zombie? THAT would definitely be cool.

Yeah, that's pretty much what I was thinking. At the end of every Players' Phase, all Zombivors roll a die. On a "1" (fittingly a zombie icon in the custom dice) the character becomes a zombie and is activated normally in the Zombies' Phases. Not sure about the stats of the zombie version, though. Maybe 2 actions, Fatty-like resistance...


In the hostile vesion im currently working on, the zombivors also inflicts two damage since the model is armed. It will also make the zombivors much more feared..
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Mike Esquivel
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Greasygeek wrote:
Loophole Master wrote:
El_Squiv wrote:
Maybe with the Zombivor player rolling a die at the end of each of his turns and with a roll of 1-2, lose control and turn into a full fledged zombie? THAT would definitely be cool.

Yeah, that's pretty much what I was thinking. At the end of every Players' Phase, all Zombivors roll a die. On a "1" (fittingly a zombie icon in the custom dice) the character becomes a zombie and is activated normally in the Zombies' Phases. Not sure about the stats of the zombie version, though. Maybe 2 actions, Fatty-like resistance...


In the hostile vesion im currently working on, the zombivors also inflicts two damage since the model is armed. It will also make the zombivors much more feared..


That's a fantastic idea. Now would this only melee damage? I really can't see a zombivor doing ranged damage.

It's kind of funny. I had always been opposed to the idea of house rules for any game... until I played Zombicide. Now here I am brainstorming variant house rules for the game!
 
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