View Full Version : ZOMBIE PLAGUE: Need your opinions on this game...
hextr1p
October 11th, 2006, 02:56 PM
For those familiar with the print-n-play board game, "Zombie Plague", I'd like to know what you think of it, and what made you come to this conclusion.
Do you like it? Why?
Do you not like it? Why?
What do you think would make the game better?
And any other insights you have about the game that you'd like to share.
For those unfamiliar with this game, check out the BGG.com link HERE (http://www.boardgamegeek.com/game/7514).
LilNewbie
October 11th, 2006, 03:05 PM
It's one of the better print-n-play games out there.
Likes:
1. Captures the feeling of the typical zombie movie with a simple ruleset.
2. Combat is easy to resolve.
3. Both the Zombie and Human teams have tough but clearly understood goals.
4. The artwork is bit campy but that it feels right for this type of game.
Dislikes:
1. Not enought time to play all the cool games out there (of course, that's not a grip against the game.) :D
2. Static map. Using the same map all the time gets a little old but still a fun game. It would be nice to get an "official" mall map or something like that.
3. Nothing else...fun game and a person can either spend some money to add figures (and other 3d items) or just print the stand-ups available from online.
Newb.
hextr1p
October 11th, 2006, 03:14 PM
2. Static map. Using the same map all the time gets a little old but still a fun game. It would be nice to get an "official" mall map or something like that.
There is actually a 'KwikStop' map (a 7-11 style mini-mart) someone designed which I uploaded to BGG.com a couple days ago. It's nothing astounding, but it helps break up the monotony that is the same ol' house map.
That said, you mentioned the want of other 'official maps'. If there were other maps released to be played with perhaps new rules twists and map themed cards, would that help to keep you more interested in the game?
LilNewbie
October 11th, 2006, 03:21 PM
Definitely. I've always wanted a Mall map and additional twists in the rules would be great but don't get me wrong, the game is a blast on the same map but something different would be great.
Also, I meant to say in number 1. "Captures the feeling of the typical zombie movie with a simple ruleset" Not "without a simple ruleset."
Newb.
Hex_Enduction_Hour
October 11th, 2006, 03:32 PM
Yep, Mall map would be great with the 1 inch square grids.
H3x, I was following the Yahoo ZP group for a while. At one time someone created a bayou type map. The human player had to make it from their boat to search areas and return to their watercraft to win, IIRC.
I don't have many cons for the game. It's tough to kill the zombies and if I remember correctly, the zombie and human placement rules are vague or not to my liking. For every one human player, there are 4 zombies. I like to randomly place them with a D4 die for each side of the map.
Btw, I'm your biggest fan if you can pull out some ZP expansions or an entirely new Zombie game. I've read some cons about Zombies!!!, but a big attraction for me is the endless variety of maps you can play in that game do to the tile-laying feature. Can you work that into your game in some way?
It's one of the better print-n-play games out there.
Likes:
1. Captures the feeling of the typical zombie movie with a simple ruleset.
2. Combat is easy to resolve.
3. Both the Zombie and Human teams have tough but clearly understood goals.
4. The artwork is bit campy but that it feels right for this type of game.
I agree on all your points, NewB. I was playing ZB a lot during an X-mas break one year. At the Dollar Tree, I purchased some seasonal ceramic Christmas figures of carolers and such. They were the perfect size for my GW zombies and I immediately used them for the game. That's all I have for the human team.
Ah, I'm really excited about H3x's plan here.
Giddy.
Point Blanks
October 11th, 2006, 04:15 PM
Likes:
1. Ease of play. Simple and fun mechanics. There isn't anything in the rules that is ambiguous or could be 'broken' by rule lawyers.
2. Customizability (like my new word? :) ) It can be changed to anyone's liking. If you don't like the game, it's only because you have no imagination.
Downsides: Really, there isn't anything that I have a problem with that can't be fixed really easily. ( the only gripes I have are minor, i.e having to roll twice for zombies when a roll of 6 on one die would yield the same result. Just minor stuff.)
hextr1p
October 11th, 2006, 04:28 PM
In reply to HeH's comments:
Regarding the size of the map, a mall would be quite large. One bit of info I got from someone was they liked wouldn't want too large a map in that the game would be too spread out. Considering the 'zombie to human' ratio, it would be too easy for the human players to just ditch the zombies in a large map. While I'm sure there could be some sort of mechanic worked into the game which prohibited this broken aspect, I'm at first only going to focus on smaller maps.
The bayou map sounds pretty cool. I never saw that one! The only two I've seen have been the rework of the original house map, and the KwikStop map. I do like the 'getting on the boat' bit, though. Heh...
While my game is going to be a game by itself, I'm going to try and work the maps so they can still be used with the original ZP rules.
Regarding placement of the players' pieces (zombies and humans), I will have clear cut guidelines.
I'm going to stay away from the 'ZOMBIES!!!' tile laying system for now. There is another game being put together (Dark, Darker, Darkest) where the map is built by laying room tiles (reminds me of 'DOOM' or 'Lomby Zombie'). I have a couple gameplay elements in mind to help make the game different each time to help with the replay factor. However, I do want to put together a basment' type expansion tile, inspired by the ZP game's 'Cellar' expansion. But that will come a little later. :D
There is one idea I've been toying around with. I mentioned releasing other maps. I think it would be cool if one of the other maps could append to another map to make a larger map. Thus, you could use the maps seperately, or together. And you could still choose which map or maps to download. Rough idea, but something I've been thinking about.
LilNewbie
October 11th, 2006, 04:34 PM
For the mall, you could just do a portion of a mall or even a small shopping center. Remember in the movies where they barricade themselves in a small portion of the mall...something like that.
The bayou sounds great and the idea of being able to add the maps together is a great idea!
Looking forward to what you are working on, H3X!
Newb.
hextr1p
October 11th, 2006, 04:38 PM
... having to roll twice for zombies when a roll of 6 on one die would yield the same result.
So it's not so much that you have to roll the dice a couple times. Rather, the outcome of the rolls could be determined by rolling less times than called for. You wouldn't mind rolling dice if you were rolling for different outcomes, correct?
For example: The zombie player rolls 1d6 to attack a human player and rolls a 6. Because a 6 is rolled, the zombie player would then roll the 1d6 again to determine which part of the human player's body has been wounded. The human player would then place hit a marker on his character card, as well as a wound marker on the appropriate body zone according to what the zombie player rolled.
Thus, because you're rolling for two different outcomes, that's okay, right? Or is that too much rolling?
Point Blanks
October 11th, 2006, 04:46 PM
You wouldn't mind rolling dice if you were rolling for different outcomes, correct?
No, I wouldn't mind.
Thus, because you're rolling for two different outcomes, that's okay, right?
Right.
hextr1p
October 11th, 2006, 04:47 PM
For the mall, you could just do a portion of a mall or even a small shopping center. Remember in the movies where they barricade themselves in a small portion of the mall...something like that.
The bayou sounds great and the idea of being able to add the maps together is a great idea!
This is true about the mall or shopping center. One other consideration I need to keep in mind is where to find artwork for certain items. With the ZOMBIE PLAGUE map, he hand drew all of his campy artwork, so he could easily add whatever he wanted (he did a great job, by the way). Being that my style is more realistic, I either have to find artwork shot at an overhead angle, be able to track the items down to photograph them, or be able to recreate the item in Photoshop (which isn't always easy). This is one of the reasons I decided to go with a more 'bleak and deserted' theme in my maps. Because the rooms are sparsely furnished, I don't have to track down a whole lot of the art, but I can get away with this because, hey, the map is bleak and deserted! Heh heh...
No, I wouldn't mind.
Okay, cool. Thanks for that input.
Hex_Enduction_Hour
October 11th, 2006, 05:01 PM
The bayou map sounds pretty cool. I never saw that one! The only two I've seen have been the rework of the original house map, and the KwikStop map. I do like the 'getting on the boat' bit, though. Heh...
It was really badly drawn. No offense to the creator, but it just didn't look attractive. I have it somewhere on one of my data discs. I'll see if I can locate and share with all.
There were some other files I D/Led that don't appear to be available there anymore.
hextr1p
October 11th, 2006, 05:06 PM
It was really badly drawn. No offense to the creator, but it just didn't look attractive.
Someone uploaded a pretty awful looking map that looked like it was done with MS Paint. I want to say it was an 'S-Mart' map... but oh man... it was horrible. And I'm rarely that harsh when critiquing other people's work.
EDIT: This is the map HERE (http://files.boardgamegeek.com/viewfile.php3?fileid=11555)...
Hex_Enduction_Hour
October 11th, 2006, 05:18 PM
Sounds about right.
The one I saw was a bayou or island.
Hey one more thing about ZP: If I recall, the starting rules had humans on one side of the board and the zombies on the other side. This felt too much like a game to me and I wanted it to be like Night of the Living Dead - people approaching a safe-haven house from all directions.
So I had made it that human and zombie figures could start on any side of the board and even right next to each other.
This made it seem like there was already an apocalypse under way and these humans were just arriving at their next safe-haven (the house in the game).
The D4 roll I mentioned earlier was for additional zombies one some were killed off.
There were additional cards for ZP and one of them was you find an additional human in one of the search areas. I found that to be a good film tie-in for the game.
There is a cellar expansion, but I never got into that expansion.
:?: H3x, have you thought of making things easy and just doing a Heroscape terrain and figure version of a zombie game? The terrain is already there and we'll soon have zombies. 8)
I think Annerios even mentioned doing a zombie scenario with the heroscape stuff.
LilNewbie
October 11th, 2006, 05:20 PM
Annerios and zombies? Nah, he hates zombies!
*ducks.
:D
Newb.
hextr1p
October 11th, 2006, 05:32 PM
If I recall, the starting rules had humans on one side of the board and the zombies on the other side. This felt too much like a game to me and I wanted it to be like Night of the Living Dead - people approaching a safe-haven house from all directions.
So I had made it that human and zombie figures could start on any side of the board and even right next to each other.
This made it seem like there was already an apocalypse under way and these humans were just arriving at their next safe-haven (the house in the game).
Yeah, I'd like to have starting placement (HP and ZP) vary from game to game.
There were additional cards for ZP and one of them was you find an additional human in one of the search areas. I found that to be a good film tie-in for the game.
I do hope to have additional cards available. I'm thinking also to have these cards reflect the theme of the new map they're released with. I've also been toying with an NPC character mechanic of sorts. Something like, "Call the Cops!" where the card must be played immediately. The player can either choose to call the police or not. However, once the police figure arrives, a roll must be made to determine if the NPC is infected or not. If infected, the Zombie player plays the 'Zombie Cop' side of the NPC's character card (a more resilient zombie who has a pistol). If not infected, the Human player who found the card plays the 'Healthy Cop' side of the character card. :D
There is a cellar expansion, but I never got into that expansion.
I like the cellar expansion in that it adds to the house map just enough to be fun. :)
I think Annerios even mentioned doing a zombie scenario with the heroscape stuff.
Yeah, Annerios does have quite a bit of zombie figs, doesn't he?
Annerios
October 11th, 2006, 06:18 PM
Zombies? What zombies? I disavow any knowledge of owning any such figures! :twisted:
http://www.heroscapers.com/oldgallery/albums/userpics/10013/Zombie_horde.JPG
I've enjoyed Zombie Plague. It is simple and captures the NOTLD feel well enough. I have the Kwik Mart map, but have not played it. I also have a bunch of extra cards and pieces for it. I have not looked at it in a while. Last time I tried it I played solo. The visual presentation is pretty weak in that game, though. The whole barricading thing could be adapted for a HS scenario.
I also played another lesser known game named Maul of America and using pieces from a Mall Madness boardgame (a girl's shopping game I got dirt cheap on e-Bay in a fit of inspired madness :) ) turned it into a zombie mall extravaganza. I have not played it in a while, but I had a lot of fun playing it with my friends in the pre-HS days.
Some years later I found that a few other folks had done the same thing with that boardgame. I don't have photos of my setup, but here are some shots of someone else's game setup that illustrate the concept:
http://www.heroscapers.com/oldgallery/albums/userpics/10013/Basic%2BGame%2Blayout.jpg
http://www.heroscapers.com/oldgallery/albums/userpics/10013/They%2Bjust%2Bkeep%2Bcoming%21%21%21%21.jpg
If I get the chance I hope to play a HS zombie scenario this Halloween with the missus. She's a zombie fan too.
hextr1p
October 11th, 2006, 07:15 PM
The visual presentation is pretty weak in that game, though.
So you're not much of a fan of the illustrative look of the Zombie Plague game map?
Hex_Enduction_Hour
October 11th, 2006, 07:38 PM
Ick. Bloody zombies. i have the same figures, but unpainted. I just reason they're from Night of the Living Dead. B&W zombies. :lol:
I remember those Mall Madness/Zombie pictures on BGG!
H3x, I'm home now and I've found the data disc that had all the other maps for ZP. They were created by a Matty Tom.
Here's what I have:
:arrow: Isle of the Dead (with a six-person escape raft)
:arrow: Mall of the Dead (six-person escape pick-up truck)
:arrow: Frank's Diner (six-person escape pick-up truck)
:arrow: Compund (four-person escape copter)
:arrow: Umbrella (underground compound with escape subway)
Here is the escape raft from Isle of the Dead:
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA1.jpg
and here is another base game map. This was created by someone else:
http://i66.photobucket.com/albums/h249/jonan_jello/NEWzpboard.jpg
Annerios
October 11th, 2006, 07:46 PM
The visual presentation is pretty weak in that game, though.
So you're not much of a fan of the illustrative look of the Zombie Plague game map?
The map is utilitarian, I guess. The illustrations on the cards are fine, but after playing Zombies! (whose presentation is superb) you start yearning for something more.
Maul of America is even worse in terms of presentation and it was not a free game. Seriously, it is pathetic in comparison to ZP.
I'm more of a 3-D environment fan, so I played ZP with painted miniatures and some 3-D objects. What I wanted to do with it at the time, since the map is so simple and I build custom scenery, was to make a 3-D board of it (like the Horrorclix Camp Wannabonkya).
Annerios
October 11th, 2006, 07:59 PM
Ick. Bloody zombies. i have the same figures, but unpainted. I just reason they're from Night of the Living Dead. B&W zombies. :lol:
I remember those Mall Madness/Zombie pictures on BGG!
:lol: That's a good excuse for not painting!
I wish I would taken some photos of the games I ran in the mall map. I did not use Heroclix stuff like they did (although those are a nice choice). We had a horde of 50 or so zombies and assorted metal miniatures for the heroes.
I recall that I also used it as part of a "Dead Earth" near future campaign game we were playing. Several characters died in there trying to pilfer supplies to survive in the wasteland. :twisted:
Fun stuff.
Malechi
October 11th, 2006, 08:11 PM
Heh,
Those maps are ... really sad.
Hex_Enduction_Hour
October 11th, 2006, 10:28 PM
Heh,
Those maps are ... really sad.
Hey I never touted them as being Malechi masterpieces! I acknowledged they are poorly done eariler in this thread.
Now, if we could get Malechi to re-do the Zombie Plague map or an entirely new one...well, I'd be the biggest fan of two graphic heroes around here. 8)
Malechi
October 11th, 2006, 10:38 PM
I think H3x (cool way to abbreviate by the way!) has this very much under control in the art department!!!
hextr1p
October 12th, 2006, 11:30 AM
HeH, thanks for posting the maps. It looks like the map I posted was designed by the same guy who did the 'Isle of the Dead' map. A bit lack luster, but hey, if he had fun playing it, then that's all that matters.
I've seen that other house map. Though it's only a cut and paste of elements from the original ZP map. I wasn't too impressed with the house layout, as it is a bit awkward. And the real looking tiles clash with the illustrated ones. Though I do like his 'trap door' in the driveway... or at least that is what I think it is. Heh...
That said, while I am designing my map to be used with my offshoot of the ZP rules, I'm trying to design the map so it can also be used with the original ZP game.
Annerios, I am RIGHT there with you on the 3D map. Unfortunately, I don't have the talent to make miniature items like that, nor do I have the time right now to learn how to do so. But oh man, when I saw the Wannabonkya map, I about fainted. Very cool looking, indeed. :)
I don't mind the campy look of the ZP map, but I do understand your wanting more visually when holding it up to the ZOMBIES!!! tiles. That's why I opted to go with a more realistic style... it just looks nicer and I'm able to emit more theme this way, too.
Malechi, yes, I think have this under control, too... or at least I like to think that I do. :D
LilNewbie
October 12th, 2006, 02:54 PM
Remember what the Zombie Survival Guide says:
"There is no place safe, just safer."
Newb.
hextr1p
October 12th, 2006, 04:22 PM
"There is no place safe, just safer."
Trudat... yo.
Heh heh...
Hex_Enduction_Hour
October 12th, 2006, 06:12 PM
HeH, thanks for posting the maps. It looks like the map I posted was designed by the same guy who did the 'Isle of the Dead' map. A bit lack luster, but hey, if he had fun playing it, then that's all that matters.
They're all interesting in concept. I think the strangest one being The Umbrella. I don't know what that is in reference to.
As for 3-D boards. I think it would be difficult to create a three-dimensional layout based on the exact house. The grid squares would have to be bigger because the house is so tight in places.
Isn't Heroquest laid out in one inch squares? The furniture from Heroquest and wherever 1MoreHeroscaper got his UrbanScape (http://www.heroscapers.com/community/showthread.php?t=1394&highlight=) (MK or is that HeroQuest stuff???) could make for a somewhat decent board.
But if we're looking to do a 3D board, we don't have to look much farther than our own Heroscape supplies, right? It's not very urban or suburbs, and it's not square (alteringing the whole turn concept for ZP), but surely as a side project someone could do a zombie scenario.
Ah that would be sweet.
Malechi
October 12th, 2006, 07:00 PM
... They're all interesting in concept. I think the strangest one being The Umbrella. I don't know what that is in reference to ...
If I am reading your question correctly, the reference Umbrella refers to The Umbrella Corporation from the Resident Evil Video Games and Movies ...
Hex_Enduction_Hour
October 12th, 2006, 07:43 PM
... They're all interesting in concept. I think the strangest one being The Umbrella. I don't know what that is in reference to ...
If I am reading your question correctly, the reference Umbrella refers to The Umbrella Corporation from the Resident Evil Video Games and Movies ...
That would make sense. I've seen one of those films - 2, I think. And the movie made such and impression, that it really stayed with me.
Malechi
October 12th, 2006, 08:05 PM
... They're all interesting in concept. I think the strangest one being The Umbrella. I don't know what that is in reference to ...If I am reading your question correctly, the reference Umbrella refers to The Umbrella Corporation from the Resident Evil Video Games and Movies ...That would make sense. I've seen one of those films - 2, I think. And the movie made such and impression, that it really stayed with me.
Resident Evil #2 didn't play up the Umbrella Corp as much as #1 did, other than stating the disaster was caused there. Resident Evil #1 took place in the Umbrella Corp labs with the escape route being ... the subway!
Hex_Enduction_Hour
October 13th, 2006, 12:21 AM
Here's the Umbrella map in section. These six sections are not properly connected. Which might be pretty obvious
http://i66.photobucket.com/albums/h249/jonan_jello/hive1SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/hive2SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/hive3SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/hive4SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/hive5SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/hive6SMALL.jpg
Hex_Enduction_Hour
October 13th, 2006, 12:26 AM
And here is the Isle of the Dead. Just keep in mind I'm showing these for ideas of environments and what has been done already. I know the graphics are not of high quality!
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA1SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA2SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA3SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA4SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA5SMALL.jpg
http://i66.photobucket.com/albums/h249/jonan_jello/IsleOFtheDEADA6SMALL.jpg
Malechi
October 13th, 2006, 01:32 AM
... I know the graphics are not of high quality! ...
I am so glad you mentioned this, I hadn't noticed ...
:roll:
Hex_Enduction_Hour
October 13th, 2006, 01:34 AM
LOL
I know, I know why bother uploading junk, but I wanted to provide some ideas of what folks had done before.
Malechi
October 13th, 2006, 01:36 AM
I really gotta get high-speed internet ... you responded before the page loaded for me ...
:roll:
Bannister
October 13th, 2006, 09:20 AM
hex,
My son and I played this last weekend and had a blast with it. It was quick, it was easy and it was fun. IMO that is what a p-n-p should be. I didn't really get hung up in the map graphics that much, they weren't great but it was just a 2d map so...?
If I am going to play a p-n-p I personally prefer 2d. That way there is minimal cutting. I even used some paper zombies I had that are just cut rectangles folded to make standing zombies no details.
Anyway, my .02.
Bannister
Hex_Enduction_Hour
October 13th, 2006, 09:31 AM
Bannister, I really enjoy ZP too. It's quick and fits well with the NotLD movie. I have not played with my son. He's only 6 and I don't think he's ready for the implications of what a shotgun can do to someone's head - undead or otherwise.
I've played with my wife, she finds it fun. I've mostly played solo, though.
Never had a problem with the 2-D board either. As you say, it's what a PnP should be. Quick and easy to assemble.
Point Blanks
October 13th, 2006, 09:37 AM
I'm going to bring this game over to the Comic Shop tommorrow (along with Triple Triad.) There are a few guys that play HorrorClix, and hopefully they'll get a kick out of it.
I have an idea on how to have larger maps but still keep the balance between the zombies and humans: Multiple Floors. Have two entrances to each floor, and make the humans explore them. The fact that you can only go through the two entrances makes it easier for the zombies to catch up with the humans. Hopefully, the humans will be smart enough to not bottle themselves up in a room... :D
Malechi
October 13th, 2006, 10:28 AM
Having never played ZP I had not seen the original mapboard. I downloaded it last night along with most of the expansion material. The expansion material, which HeH has posted here, is horrid in its art. However, the original board, done in an illustrator style, is quite well done. It is not anything like the above boards, nor H3x's style of a more realistic look. I must say reading the simple rules and the outstanding reviews this game receives, I will be printing it out (after redoing the cards) and trying it out!
Hex_Enduction_Hour
October 13th, 2006, 10:44 AM
I'm going to bring this game over to the Comic Shop tommorrow (along with Triple Triad.) There are a few guys that play HorrorClix, and hopefully they'll get a kick out of it.
I have an idea on how to have larger maps but still keep the balance between the zombies and humans: Multiple Floors. Have two entrances to each floor, and make the humans explore them. The fact that you can only go through the two entrances makes it easier for the zombies to catch up with the humans. Hopefully, the humans will be smart enough to not bottle themselves up in a room... :D
I like that idea. Have the floors as separate boards. Someone did a cellar expansion for the original house(like Night of the Living Dead). It required the basement space located there to be searched and ~ gulp ~ there was only one avenue of entrance and escape. The zombies move so gawdawful slow in the game, but the search locations on the original board are spread out well enough that new, 'regenerated' zombies have a chance to catch up the humans. I hope your Horrorclix friends enjoy the game.
Having never played ZP I had not seen the original mapboard. I downloaded it last night along with most of the expansion material. The expansion material, which HeH has posted here, is horrid in its art. However, the original board, done in an illustrator style, is quite well done. It is not anything like the above boards, nor H3x's style of a more realistic look. I must say reading the simple rules and the outstanding reviews this game receives, I will be printing it out (after redoing the cards) and trying it out!
Here's hoping you'll enjoy the game Malechi and grace the game with some amazing upgraded graphics.
I went the cheap-o route and printed the board in B&W (again, justifying it was in sync with NotLD), but if you were to do some overhauls, I would definitely 'Kinko's' a version!
When it's time to barricade in the game, I use 1x4 LEGO pieces stacked four high to represent the obstruction. I'm sure a lot of gamers cringe at the lameness factor of using LEGOs, but I like the DIY, quick and easy route.
Have fun!~
hextr1p
October 13th, 2006, 11:39 AM
HeH, I had only seen one level of the 'Umbrella' map. Probably the reason I wasn't too impressed with the set up, because I thought it was so small. Obviously, I was wrong. Heh... thanks for posting them, though.
Bannister, I do plan on going the 2D route with my game, as well. As well as keeping as many of the components in a square or rectangle as possible. That way the prep time is quick and easy. Also, you mentioned your paper zombies. I'm not sure if you've seen THIS FILE (http://www.boardgamegeek.com/fileinfo.php?fileid=12882), but they are paper cutouts of non-gory zombies, as well as cut-outs for door barricades made specifically for ZP. A great addition if you don't have minis to play with.
Point Blanks, funny you should mention the 'second floor' idea, as it was one I was considering. However, because I'm designing the WHOLE game right now, another floor in the house would be too much. Though I am designing the house map in a way that if I ever do want to add another floor, I have a space to place a 'stairway' tile. :D
Malechi, if you do get around to playing ZP, I'd definitely be interested to hear what you think of it.
LilNewbie
October 13th, 2006, 11:59 AM
When it's time to barricade in the game, I use 1x4 LEGO pieces stacked four high to represent the obstruction. I'm sure a lot of gamers cringe at the lameness factor of using LEGOs, but I like the DIY, quick and easy route.
Anybody calling that lame is just lame. ;)
It's a good, simple use of material already available. LEGOS rule! Just add some of the pieces with no connectors on top (the flat finishing pieces) to add a more finished look to the lego obstructions.
Newb.
Hex_Enduction_Hour
October 13th, 2006, 01:36 PM
When it's time to barricade in the game, I use 1x4 LEGO pieces stacked four high to represent the obstruction. I'm sure a lot of gamers cringe at the lameness factor of using LEGOs, but I like the DIY, quick and easy route.
Anybody calling that lame is just lame. ;)
It's a good, simple use of material already available. LEGOS rule! Just add some of the pieces with no connectors on top (the flat finishing pieces) to add a more finished look to the lego obstructions.
Newb.
Ah, good idea to note. I'm also referring to using just about anything to represent something in a DIY game. Just gives it that feeling of being a kid an making do with what ya have access to. Fun.
[
I'm not sure if you've seen THIS FILE (http://www.boardgamegeek.com/fileinfo.php?fileid=12882), but they are paper cutouts of non-gory zombies, as well as cut-outs for door barricades made specifically for ZP. A great addition if you don't have minis to play with.
Wow. I've not seen that file before. Thanks for sharing it.
Oh one con about ZP. H3x if you're going to have search spots, maybe a check sheet of sorts that shows which player has check which location. In the game each of the spots has to be searched just once, but when I've played solo, I have each player (i've played with 4-5 humans) search as many as they can just to get some juicy weapons or nasty surprises.
Are you thinking of doing the search locations?
Annerios
October 13th, 2006, 01:56 PM
I look forward to seeing what you come up with hextr1p.
One interesting design feature the Maul of America game has is that the mall is comprised of several (4-6, I believe) map pieces and they are printed front and back with different sections of the mall. The nice part is that they can be put together in all sorts of different combinations, so the mall is hardly ever the same when you play.
This gives you a little more variety with just 1 setting.
That may be something to keep in mind when making new maps for ZP.
hextr1p
October 13th, 2006, 02:05 PM
Are you thinking of doing the search locations?
I am definitely going to have searchable locations. One variation I'm going to have is that before the start of the game, the Zombie player determines which of these areas has items and which doesn't.
Example: say there are 7 searchable locations on a map. The ZP would write down 4 squares which are searchable, and 3 which are not. I'm still trying to work out the actual dynamics, as one of the objects of Zombie Plague is to search all the searchable squares. I'm not so sure I'm going to include that as a winning factor in my game. However, I do know that the zombie player will also be able to mark one or two of the searchable squares as ones where zombies are hidden.
The fact that the searchable squares can have different outcomes each game will help up the replay value a little.
Annerios
October 13th, 2006, 02:06 PM
Anybody calling that lame is just lame. ;)
It's a good, simple use of material already available. LEGOS rule! Just add some of the pieces with no connectors on top (the flat finishing pieces) to add a more finished look to the lego obstructions.
Newb.
Playing ZP on an all Lego map with zombie Lego figures would be a riot!
http://www.spiteyourface.com/dead/images/zombies.jpg
http://static.flickr.com/22/183621285_e8fb37aec9_m.jpg
hextr1p
October 13th, 2006, 02:07 PM
http://static.flickr.com/22/183621285_e8fb37aec9_m.jpg
Oh man, that is awesome! :lol:
Hex_Enduction_Hour
October 13th, 2006, 02:52 PM
I look forward to seeing what you come up with hextr1p.
One interesting design feature the Maul of America game has is that the mall is comprised of several (4-6, I believe) map pieces and they are printed front and back with different sections of the mall. The nice part is that they can be put together in all sorts of different combinations, so the mall is hardly ever the same when you play.
This gives you a little more variety with just 1 setting.
That may be something to keep in mind when making new maps for ZP.
Yeah, I agree the map variables would be nice to try!
Are you thinking of doing the search locations?
I am definitely going to have searchable locations. One variation I'm going to have is that before the start of the game, the Zombie player determines which of these areas has items and which doesn't.
And this sounds excellent too!
Hex_Enduction_Hour
October 13th, 2006, 09:49 PM
oh yeah, about a year ago, I picked up a beat copy of Home Alone from my school for the board. I thought Someday it would be fun to run a ZP game on it. The squares might be too big for the mechanics and rules of ZP
Here is the BGG image:
http://s3.amazonaws.com/boardgamegeek/images/pic23368_sized.jpg
Annerios
October 13th, 2006, 11:13 PM
oh yeah, about a year ago, I picked up a beat copy of Home Alone from my school for the board. I thought Someday it would be fun to run a ZP game on it. The squares might be too big for the mechanics and rules of ZP
:lol: That's a good one. Seems like a good layout for zombie fun.
I think many of you have seen WorldWorks Games' stuff. Those guys are seriously talented.
Here is what could be adapted as a cheap 3-D layout too:
http://worldworksgames.com/store/products/umma/ummas2.jpg
Hex_Enduction_Hour
October 14th, 2006, 12:34 AM
Here is what could be adapted as a cheap 3-D layout too:
http://worldworksgames.com/store/products/umma/ummas2.jpg
The photo appears to show paper models, for the furniture/appliances. Is there somewhere to purchase/download them? I"m interested. Just need a grid on the floor which could be simple to do.
Annerios
October 14th, 2006, 12:47 AM
The photo appears to show paper models, for the furniture/appliances. Is there somewhere to purchase/download them? I"m interested. Just need a grid on the floor which could be simple to do.
Hex,
Check out this link:
http://worldworksgames.com/store/index.php?main_page=product_info&products_id=10
The only issues with these is that you have to get some heavy paper or cardstock to print them on and these projects use up your ink cartridges rather fast. Still, it is stunning for paper terrain.
Mayhem Armoury includes things like:
* 2 pistol cases
* Slanted ammo stand
* Payment desk
* Interior stairs
* Sofa
* Kitchen sink (yes, really!)
* Fridge
* TV
* A/C
* Rooftop air filter
* Worktable
* 2 tool cabinets
* Exterior ladders
* Patio umbrella
* Picnic table and benches
* 5 pick-up trucks
The cool thing is that you can mix and match pieces. They have a bunch of other urban sets to make a city. They used to have some free downloads on that site to try out their products, but I don't see a link there for that anymore.
hextr1p
October 14th, 2006, 02:11 AM
Okay, that photo Annerios posted is VERY cool! Nice stuff, indeed. Makes one think that someone with a lot of time on his hands could take the shape templates from the PDFs and convert them into other items... or even items sized to fit in one inch squares!!
Unfortunately, I don't have that time right now... heh... but that would be very cool. :D
Nooblar
October 14th, 2006, 02:48 AM
Well, I heard so many good things about Zombie Plague that I downloaded it and put it together tonight. It's a great looking game, and I can't wait to play. I agree that the campy look is the right style.
I used that link (above) for zombie paper figures and barricades (they look nice!), but I was missing human characters. A quick search turned up:
Fonts by Greywolf (http://greywolf.critter.net/fonts.htm)
and
Sparks minis (http://www222.pair.com/sjohn/sparks.htm)
I went for the freebies, and I got 17 great choices that should satisfy my friends' tastes in characters.
Hex_Enduction_Hour
October 14th, 2006, 02:53 AM
Well, I heard so many good things about Zombie Plague that I downloaded it and put it together tonight. It's a great looking game, and I can't wait to play. I agree that the campy look is the right style.
I used that link (above) for zombie paper figures and barricades (they look nice!), but I was missing human characters. A quick search turned up:
Fonts by Greywolf (http://greywolf.critter.net/fonts.htm)
and
Sparks minis (http://www222.pair.com/sjohn/sparks.htm)
I went for the freebies, and I got 17 great choices that should satisfy my friends' tastes in characters.
Yeah, I've got those somewhere! Real nice character drawings on them.
Hex_Enduction_Hour
October 14th, 2006, 12:35 PM
This is looking pretty decent. I could go for constructing a simple structure like this. I wonder if my son has enough LEGOs if I don't go this route?
http://s3.amazonaws.com/boardgamegeek/images/pic120564_sized.jpg
Annerios
October 14th, 2006, 02:01 PM
This is looking pretty decent. I could go for constructing a simple structure like this. I wonder if my son has enough LEGOs if I don't go this route?
http://s3.amazonaws.com/boardgamegeek/images/pic120564_sized.jpg
Now we're talking. That is looking really cool. :thumbsup:
With those 3D paper objects added for the kitchen and other parts of the house, maybe a small tree or two stolen from HS and you have a nice 3D version to use with all of those zombie figures you have.
I can't recall what we used as barricades in our game. It must have been something I pilfered from another game.
By the way, it seems the WorldWorks fans like the HS stuff too. This is another scenario (which is very similar to NOTLD) I was planning on running: Dog Soldiers (a fun and gory British film)
http://wwgallery.pcinfoman.com/albums/userpics/10020/DogSoldiers4.jpg
http://wwgallery.pcinfoman.com/albums/userpics/10020/normal_DogSoldiers6.jpg
Those wolves look mighty familiar. . .
Btw, they used to make some official miniatures for ZP, but the scale was a bit large. They had the same campy look to them as the game art.
http://s3.amazonaws.com/boardgamegeek/images/pic104014.jpg
Nooblar
October 14th, 2006, 03:00 PM
Well, I tried it out this morning, and I had a blast! My sister and my cousin played humans against my zombies and it was great! We played two games. The first one they found the car keys early and drove off, but in the second one, I managed to zombify my cousin :twisted:
However, in true horror movie style, my sister's female character found the chainsaw, cut up a few zombies, and again escaped via car. Great fun :D Thanks for introducing me to this game!
LilNewbie
October 14th, 2006, 05:13 PM
Awesome, Nooblar! Glad you enjoyed the game. Now it's time to let someone else run the zombies. :D
Newb.
hextr1p
October 15th, 2006, 02:08 AM
Nooblar, thanks for the report. I'm glad you liked it. I do have to ask, did you end up printing the game out on your own printer, or did you take the files someplace else to have them done? And did you use the paper minis supplied, or did you have your own set of minis that worked for the game?
Hex_Enduction_Hour
October 15th, 2006, 03:05 AM
Nooblar, you gotta admit, ZP is as close as one can get to playing a game based after Night of the Living Dead, huh?
We should all do our own play by mail version like the yahoos who do the Yahoo Groups for ZP.
Nooblar
October 15th, 2006, 03:54 PM
Hehe, I don't know if I can handle the Curse of NGS *and* a PBeM Zombie game! :)
@hextr1p-
I actually have a semesterly (is that a word?) printing allowance at my school, so I figured I'd use that, since I never hit my ceiling anyway. I printed in B&W--the game, those human cutouts I mentioned earlier, and that zombie-and-barricade link that was posted here a ways back. They all look nice...
...and yeah, the non-color board makes it look like an old horror movie :D
I'm actually working on another map based on my school's observatory. It's a little smaller than the house--meant for quicker games with fewer players. I dunno if that's how it will actually play, but I could put it up here once I'm done, and y'all can give it a run-through.
LilNewbie
October 15th, 2006, 04:09 PM
That would be awesome, Nooblar! Look forward to seeing the map.
Newb.
Hex_Enduction_Hour
October 15th, 2006, 04:10 PM
...and yeah, the non-color board makes it look like an old horror movie :D
:toast:
I'm actually working on another map based on my school's observatory. It's a little smaller than the house--meant for quicker games with fewer players. I dunno if that's how it will actually play, but I could put it up here once I'm done, and y'all can give it a run-through.
HECK YEAH!
Nooblar
October 15th, 2006, 08:42 PM
Well, I only used 4 printer sheets, but I don't know how much "smaller" this one is than the House map. I hope this one plays like I intended, but it's certainly much more maze-like.
I present,
The Observatory
http://www.frontiernet.net/~jengst/observatory1f.jpg
http://www.frontiernet.net/~jengst/observatory2f.jpg
http://www.frontiernet.net/~jengst/observatory3f.jpg
http://www.frontiernet.net/~jengst/observatory4f.jpg
I have not printed it off yet, so I don't know if it will print at the right scale (1 in. squares). Other notes: I googled for some artwork, and I made the basic furniture (chairs, couch, potted plant). I'm no artist by any means, but I tried to get a decent amount of stuff in there to dress it up. And the round observatory room--I know that technically you can't fully move into some of those squares, but my ruling is that if more than 50% of the square is on your side of the wall, you can move there. I tried to follow the official number for search squares (6), and the escape vehicle squares are clearly marked (as opposed to a very ambiguous car).
If any of you want to photoshop it up nice, you'll have no objections from me. Enjoy!
Malechi
October 15th, 2006, 09:37 PM
Just a quick sample of the whole map:
http://i61.photobucket.com/albums/h44/Malechi_HeroScape/stuff/Zombie_Plague/observatory_sample.jpg
First off nice stuff, easily playable map.
A couple of notes (as I know you I won't make any comments on the art quality like I did on the earlier anonymous maps :wink:):
• The room with the blue chair changes floor color when the map pages change.
• The room with the tool bench changes floor color when the map pages change.
• The hallway to the generators has a door in the middle at the turn. Why?
Hex_Enduction_Hour
October 15th, 2006, 09:58 PM
Nooblar! That freakin' looks sweet! Nicely done! I've saved all images. As soon as I get some printing paper I'll get a hard copy and tell you how it translates from your schematic.
Nooblar
October 16th, 2006, 12:34 AM
Just a quick sample of the whole map:
First off nice stuff, easily playable map.
A couple of notes (as I know you I won't make any comments on the art quality like I did on the earlier anonymous maps :wink:):
• The room with the blue chair changes floor color when the map pages change.
• The room with the tool bench changes floor color when the map pages change.
• The hallway to the generators has a door in the middle at the turn. Why?
I think that's all OOPS :oops:
I colorized half the rooms last minute and late at night--it's hard to eyeball what color a room is when you did the first half more than 24 hours prior. I will fix it on my end, but if anyone is upset about it NOW I'm sure a little MSPaint work will fix it real quick.
And that "hallway" is really supposed to be a path (I guess I didn't make it clear enough). I didn't come across any sidewalk textures I liked, but I figured, hey, dirt path... I will also be changing it since it is confusing.
The door...I really have no freakin' clue :? (maybe I did it at 1AM?)
Thanks for being my proofer, Mal :)
Nooblar
October 16th, 2006, 10:33 AM
You know, I had some questions the other day about whether some artwork would actually be an obstacle to movement. I'm thinking mostly like furniture, crates, machinery, etc...
I know the rules don't say anything one way or the other, but as I played that dumb coffee table in the house and the hedges out front began to make a huge difference in strategy for both sides. How do you guys play? This will affect some decisions when I fix my map, like the window above the tool bench, so I'll make changes to reflect the majority opinion.
hextr1p
October 16th, 2006, 11:01 AM
How do you guys play?
For 'Zombie Plague', I play as though those certain items (couch, chair, kitchen table, etc.) are obstacles and cannot be moved through. These obstacles help to make the human and zombie players think a little more, as well as add a bit more realism to the map.
LilNewbie
October 16th, 2006, 11:41 AM
Same here. I like having obstacles since it adds more to the game and puts a touch of realism to the movement rules. Waiting for your touch-ups to the observatory maps before printing them. I really like the map! Nice job, Nooblar!
Newb.
Annerios
October 16th, 2006, 01:11 PM
For example: The zombie player rolls 1d6 to attack a human player and rolls a 6. Because a 6 is rolled, the zombie player would then roll the 1d6 again to determine which part of the human player's body has been wounded. The human player would then place hit a marker on his character card, as well as a wound marker on the appropriate body zone according to what the zombie player rolled.
I actually have a "hit location" die that does just that. It has humanoid image on each side with a red circle indicating the body part that was hit. :lol:
We used it a lot in other games.
I checked out your map test image and it is looking good. I like the more realistic style that is similar to the Dark, Darker, Darkest work that was posted in the Yahoo group (which is also really nicely done, btw).
I look forward to seeing the completed map and trying it out.
hextr1p
October 16th, 2006, 02:09 PM
Annerios, I think I've seen a die similiar to the one you have at a game store. A "gamer aid", of sorts.
The thing about hit zones is that each of the six areas a player can be wounded affects the player in a specific negative way so it's easy to understand and reference. For example, if your right leg is wounded, then you need to use 2 action points to move instead of 1. Where as if your left leg is injured, you can move onto a square designated as 'elevated'.
There will be first aid kits so players can heal themselves. Of course you have to first find those first aid kits in order to use them... :D
And I agree with you about the 'Dark, Darker, Darkest' tiles. They do look really nice.
Annerios
October 16th, 2006, 02:34 PM
The thing about hit zones is that each of the six areas a player can be wounded affects the player in a specific negative way so it's easy to understand and reference. For example, if your right leg is wounded, then you need to use 2 action points to move instead of 1. Where as if your left leg is injured, you can move onto a square designated as 'elevated'.
There will be first aid kits so players can heal themselves. Of course you have to first find those first aid kits in order to use them... :D
That kind of thing is often found in RPG's and it is a mechanic I carried over into other miniature games. It makes things a bit more realistic.
We used to make it so head and torso shots on humans could have a chance for instant kills to simulate attacks by precise snipers or figures sneaking up on sentries and killing them before raising an alarm, etc.
I'm all for a version that includes some more advanced mechanics as long as it is streamlined and does not bog the game down too much.
hextr1p
October 16th, 2006, 02:53 PM
We used to make it so head and torso shots on humans could have a chance for instant kills to simulate attacks by precise snipers or figures sneaking up on sentries and killing them before raising an alarm, etc.
Very cool. In this case, there is going to be a 'neck wound' instead of a head wound. When the player receives a neck wound, he is infected (there is no 'cure' card). However, he/she is still in the game. The thing is, at the end of each of this player's turns after being infected, he has to roll the 6 sided die. If he rolls a 1, he is zombified. Also, if a player receives 3 body wounds, they are zombified. Players will also have 6 hit-points. Once they run out of these, they're zombified. :D
So yeah, familiar mechanics from other games that are simple to implement and learn/follow, yet add more of a punch than the current 'Zombie Plague' game.
LilNewbie
October 16th, 2006, 03:05 PM
We used to make it so head and torso shots on humans could have a chance for instant kills to simulate attacks by precise snipers or figures sneaking up on sentries and killing them before raising an alarm, etc.
Very cool. In this case, there is going to be a 'neck wound' instead of a head wound. When the player receives a neck wound, he is infected (there is no 'cure' card). However, he/she is still in the game. The thing is, at the end of each of this player's turns after being infected, he has to roll the 6 sided die. If he rolls a 1, he is zombified. Also, if a player receives 3 body wounds, they are zombified. Players will also have 6 hit-points. Once they run out of these, they're zombified. :D
So yeah, familiar mechanics from other games that are simple to implement and learn/follow, yet add more of a punch than the current 'Zombie Plague' game.
Sounds cool. Are there other ways to be injured than by zombies in your game? If so, then if a figure gets 6 wounds without ever being wounded by a zombie (from other players, falling, etc.) they shouldn't be zombified (rare probably.) Maybe a different way to indicated damage from a zombie and damage from other mundane sources. If not, then welcome to zombification, figure! :D
Newb.
Nooblar
October 16th, 2006, 03:10 PM
Well, LilNewbie, maybe there's already Zombie drool, blood, and innards everywhere, so any sharp object already has Zombie juice on it, just waiting to infect someone :twisted:
Hex_Enduction_Hour
October 16th, 2006, 03:41 PM
Noob if you're looking for critiques, Mal's door in the hallway was a good one.
One other for me is the top, left and bottom side of the board (as you look at in in Mal's piece together).
In the ZP house board there's one narrow side. I think you board might make movement onto the board a little easier if these three sides were expanded out some. I know that probably causes a major re-do on the design. OR do you have a scenario in mind for the observatory? Do all parties enter via the helicopter side (right)?
Malechi
October 16th, 2006, 03:42 PM
You know, I had some questions the other day about whether some artwork would actually be an obstacle to movement. I'm thinking mostly like furniture, crates, machinery, etc...
I know the rules don't say anything one way or the other, but as I played that dumb coffee table in the house and the hedges out front began to make a huge difference in strategy for both sides. How do you guys play? This will affect some decisions when I fix my map, like the window above the tool bench, so I'll make changes to reflect the majority opinion.
Actually, the rules of Zombie Plague are quite clear on that ...
SO HERE’S A LITTLE CLARIFICATION AS TO WHAT THESE THINGS MEAN:
Move 1 square forward – just that. As you may have noticed, the Zombie Plague board is set up on a 1 inch grid… all movement (and attacks) happen along these grid lines. The direction your character is looking should be clear on the figure and if not, should be marked clearly on the base (on the figure, or the cardboard stand-up, or the token, or the nickel… you get the idea). No turns, no diagonal movement, nothing like that. Also, anything on the board that looks like an obstacle (couch, toilet, shrubbery, coffee table, etc.) IS an obstacle and cannot be crossed or moved onto. If most of a given square is filled with an object of some kind, that square is still off-limits. Use your best judgment.
Having recently picked up the game, I was familiar with the exact location of the rules regarding obstacles.
hextr1p
October 16th, 2006, 03:57 PM
Sounds cool. Are there other ways to be injured than by zombies in your game? If so, then if a figure gets 6 wounds without ever being wounded by a zombie (from other players, falling, etc.) they shouldn't be zombified.
Right now, I'm trying to incorporate a way for players to harm other players. This way, rules will be open for different kinds of damage in future expansion sets (such as fire, explosions, traps, etc.). However, I still think that even if a player suffers from an explosion that kills him/her, he/she will still be zombified. Just the nature of the zombie game, you know? That, and when killed, the player turns into a 'super zombie' of sorts, and gets to control said zombie until destroyed.
Regarding the critical body wounds (which are different than the hit points), I figure if a player is unlucky enough to accumulate 3 critical hits without having found a first aid kit, then that player deserves to be zombified. ;) Actually, I see it more like the player bleeding out and dying.
Nooblar
October 17th, 2006, 01:35 AM
Actually, the rules of Zombie Plague are quite clear on that ...
Also, anything on the board that looks like an obstacle (couch, toilet, shrubbery, coffee table, etc.) IS an obstacle and cannot be crossed or moved onto. If most of a given square is filled with an object of some kind, that square is still off-limits.
Having recently picked up the game, I was familiar with the exact location of the rules regarding obstacles.
Oops. And I, having just picked up the game, was not familiar with the exact location of the rules regarding obstacles. :) Thanks for pointing that out.
And hextr1p, sorry for the threadjack--I'll stop soon ;) But for those of you waiting on my updated map, I will probably do it up tomorrow. Tonight I had a load of physics homework, so I'm pretty much zombified myself right now. I'd hate to make more of the same mistakes because I'm tired :)
hextr1p
October 17th, 2006, 11:03 AM
And hextr1p, sorry for the threadjack--I'll stop soon...
Not a problem. I'm still getting the responses and replies I'm looking for, so you haven't taken the thread over completely. :D
Hex_Enduction_Hour
October 18th, 2006, 10:53 AM
ANother game I came across on BGG involving zombies...and marines.
Marines versus Zombies (2004) (http://www.boardgamegeek.com/game/23403)
It's $4 to D/L, but even the sparse graphics don't justify that price. A reviewer stated it's fun, but the rules are vague and confusing. I don't know how that justifies the price either.
hextr1p
October 18th, 2006, 03:13 PM
ANother game I came across on BGG involving zombies...and marines.
Marines versus Zombies (2004) (http://www.boardgamegeek.com/game/23403)...
I took a look at this game via the link you provided... and... hmmmm... I can't say I was impressed. Looks to have a tile map system where you lay the tiles out and then flip them over as you go... but the black and white line art tiles are none too impressive. And why are the marines 100 times bigger than the zombies?!
Sorry... I don't mean to down the game, as I've never played it. But for $3 dollars, and then seeing Zombie Plague for free... yeah, I'd always go with the latter.
Malechi
October 18th, 2006, 05:42 PM
ANother game I came across on BGG involving zombies...and marines.
Marines versus Zombies (2004) (http://www.boardgamegeek.com/game/23403)...
Good Lord that art is pure fecal matter. It makes the Zombie Plague boards you posted earlier in this thread comparable to Michelangelo's Sistine Chapel!
Annerios
October 18th, 2006, 05:52 PM
Good Lord that art is pure fecal matter. It makes the Zombie Plague boards you posted earlier in this thread comparable to Michelangelo's Sistine Chapel!
:rofl: That is actually being kind!
Check out the great map art of Maul of America:
http://files.boardgamegeek.com/bggimages/pic43689.jpg
This game comes in a box 2 times the thickness of the HS box. Basically, it is a box full of of air!
Malechi
October 18th, 2006, 06:07 PM
What is it with Zombie games the extreme lack of artistic ability? If this is more than a coincidence, I hate to say it H3x, but your game is due for failure ... you have too much talent!
hextr1p
October 18th, 2006, 06:14 PM
Whoa... I remember seeing the box art for the 'Maul of America' game, but I never saw the maps. I have to agree with Malechi above me and his reference to extreme lack of artisitc ability. I mean, they could have at least grunged up the squares a little. It's a zombie game! How easy is it to make something look old, worn and dead!? I understand allowing the players to use their imagination but going sparse... but that is just ridiculous.
If this is more than a coincidence, I hate to say it H3x, but your game is due for failure ... you have too much talent!
I think so long as I don't use those games as inspiration, I should be okay... :lol: Though at this point, I could put in HALF the effort and come up with something 10 times better... and that really isn't bragging... because, seriously... look at those maps.
Nooblar
October 18th, 2006, 06:46 PM
Ok, my map images should be updated in my original post. I couldn't find the errant doors (and window, if you look closely), so I think those are errors that occurred down the line from me. Ghosts in the machine?
Anyway, I think they're all good now (I even tried to match up some mis-aligned walls). Have at it.
Hex_Enduction_Hour
October 18th, 2006, 06:57 PM
Looks like there's an add-on for Maul, Raid on the Mall:
http://files.boardgamegeek.com/bggimages/pic45379.jpg (http://www.boardgamegeek.com/game/1900)
So is Zombie Plague the only real good Zombie-fest game out there? I keep reading how boring and unsuspenseful Zombies!!! can be. Anyone play a really good zombie fest game?
ZP is my only foray and I enjoy it for what it is.
Nooblar
October 18th, 2006, 06:57 PM
Noob if you're looking for critiques, Mal's door in the hallway was a good one.
One other for me is the top, left and bottom side of the board (as you look at in in Mal's piece together).
In the ZP house board there's one narrow side. I think you board might make movement onto the board a little easier if these three sides were expanded out some. I know that probably causes a major re-do on the design. OR do you have a scenario in mind for the observatory? Do all parties enter via the helicopter side (right)?
Good points. I was trying to keep at least one open outdoors area, so the chopper pad had to be it. Also, I figure this way the humans have to be wary of the parts of the building close to the edge, and the zombies a quick way to enter the building. And I noticed that the side of the House with no windows hardly ever sees play. It's just too isolated. So at least my map makes those squares usable for a sort of zombie highway.
Note here that if I wanted to make the rooms a playable size, the building *had* to be this big. So all my above points are simply justification for the unavoidable.
I won't be doing a major re-design simply because I'm not the game developer and not terribly serious about this map (evidence: artwork :)), but like I said before, if you want to add squares on those sides go ahead. Make a football field next to it, if it makes you happy! That's the great thing about fan-made material.
hextr1p
October 18th, 2006, 07:11 PM
So is Zombie Plague the only real good Zombie-fest game out there? I keep reading how boring and unsuspenseful Zombies!!! can be. Anyone play a really good zombie fest game?
It depends on what you're looking for. If you're looking for a tabletop miniatures game, there is 'Dead Walk Again' (http://www.pm-production.nu/products/dead_walk_again/dead_walk_again_downloads.php). Another one is 'All Things Zombies', which also has a loyal following.
If you're looking for a board game type zombie fest, 'Zombies!!!' and its several expansions are pretty good. And Twilight Creations Inc. recently released a 2.0 version of the game which supposedly fixes rule disputes from version 1. There are also several house rule tweaks on BGG.com to help speed up gameplay.
There is also Mid-Evil (http://www.boardgamegeek.com/game/15738), another game by TCI based on the Zombies!!! game system. I've heard this is more fun then Zombies!!!, but not having played it, I can't say. It also has an expansion available.
Aside from those, I don't really know of any other quality zombie fighting style games. Hence the reason I'm trying to put together my own, taking elements from all the zombie fighting games I enjoy, and cramming them into one convenient package that just about anyone can pick up and play within minutes, while leaving the door open for customization. :D
LilNewbie
October 18th, 2006, 08:00 PM
Zombies!!! 2nd Ed. did fix some of the issues but the some of the variants on BGG seem to add a little bit more to the game. Mid-Evil is fun and the rules are similar enough to Zombies!!! that it doesn't take a lot to learn if already familiar with that game. The premise is taken directly from Army of Darkness. My only complaint is the life markers in Mid-Evil are the players figures in another color (gray) so it looks like a lot of people are playing in the game. I just use the heart counters from Zombies!!! to make it look better. Not a big deal but the look of the game can really help make or break a game, imo.
When Darkness Comes is another game from Twilight Creations that is more horror/suspense and wraps a light RPG around a boardgame. The ruleset is a little deeper but I like the idea and picked up the game and some of the expansions but alas, haven't had a chance to play them.
I have the same problem as you, HEH. No one to play games with except for the too few game nights.
Newb.
Annerios
October 18th, 2006, 08:32 PM
There are quite a few rule sets out there. All Things Zombie is supposedly one of the best. It is more HS like, but lends itself to solo play and running mini campaigns. It is far more detailed than ZP, from what I have seen. I may pick that one up in the future.
I have the Dead Will Walk rules. They are pretty short and seemed ok. I never got a chance to try them out (HS is too distracting :) ).
Xtreme Zombie Hunter is another recent game. I don't know too much about that one.
Zombies!! is fun, but seems to lend itself to 2 to 3 players. With 5 players the game got slow and bogged down. You also need a large area to play, because the tile laying aspect can yield some huge maps. The high quality components and sick humor in that game are what drew me in. The artwork on the cards is great.
Twilight creations is supposed to be coming out with a game named Zombietown in 2007, but I have not seen any photos of it yet.
With all of this zombie talk, I wish I had access to my HS stuff. I would try to build that ZP map with hexes and the scenery bits I have from other games just for fun.
hextr1p
October 18th, 2006, 10:59 PM
Twilight creations is supposed to be coming out with a game named Zombietown in 2007, but I have not seen any photos of it yet.
You beat me to it! I actually remembered this game on the way home from work this evening. I asked someone from TCI.com about the game, and they said they were going to have some of the pieces at GenCon SoCal. I hope to get a few pictures of whatever they have on display, as I'm interested to see just what this game is and how it plays.
Hex_Enduction_Hour
February 17th, 2007, 02:44 AM
Did some Zombie Plague-ing tonight:
http://www.heroscapers.com/community/showthread.php?p=200171#218755
elf326
November 3rd, 2007, 10:29 PM
Where would one find the printable minis or other game expansions. Does anyone have a link to them?
hextr1p
November 4th, 2007, 02:10 AM
Where would one find the printable minis or other game expansions. Does anyone have a link to them?
You might try looking around the BGG.com ZP page, located here:
http://www.boardgamegeek.com/game/7514
There are also some great maps for the game, as well.
elf326
November 4th, 2007, 09:31 AM
Thanks, H3X, this will help! :D
elf326
September 3rd, 2008, 03:44 PM
I know it's a little late for this, but what do you guys find is a good material to mount ZP boards on? I put a new board on cardstock, but I think it needs more.
I've tried cardboard, but it's a little bulky. Cereal box cardboard is another option i've tried, but I think that it bends a bit. The cardstock I used is starting to bend a bit by itself.
It's such a good game, and I keep coming back to it every now and then.
Any ideas are welcome. :)
hextr1p
September 16th, 2008, 06:33 PM
I know it's a little late for this, but what do you guys find is a good material to mount ZP boards on? I put a new board on cardstock, but I think it needs more.
Never too late for ZOMBIE PLAGUE! :D
Have you tried foamcore? It's sturdy, thick, light, and clean. You can pick up a sheet from a local arts and crafts store.
atreyu
March 3rd, 2009, 05:09 PM
Hi there.
Is there anybody out there still reading this?
Anyway, I have I'm a bit confused about movements in ZP.
How does it works.
Ex. I want to play with my wife and daughter, me being the zombies and they are humans.
1- How many Humans do they control each? And how many zombies do I control?
2- Whats the sequence of turns? Wife, Daughter, Me, or Wife, Me, Daughter, Me?
3- How many figures do we move in each turn?
Hope this still comes on time.
Thanx in advance ;)
Lord Pyre
May 5th, 2009, 04:43 PM
Old topic, I know, but I had some questions.
I downloaded this and was thinking about printing it out, but I already have LNoE, and was wondering how it compared. Are they different enough that it's worth the trouble of printing? Or is LNoE just plain better?
It looks interesting, but so far pretty simple. I love LNoE so I was looking for other game that would feed my zombie hunger. :zombie:
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