Return to Zombie Island
Posted December 17th, 2009 at 11:32 AM by kolakoski
Updated December 17th, 2009 at 11:49 AM by kolakoski
Updated December 17th, 2009 at 11:49 AM by kolakoski
Well met!
A few blogs ago, I touted Zombie Island, a scenario that can be found in the bin for download, specifically for its boat mechanism. Last night, on a bit larger map, built by Chas, than the one featured in the scenario, we actually played it.
In the first game, as we familiarized ourselves with its unique rules, and dealt with certain issues they didn't address, both our teams were Zombified before they could leave with any artifacts.
In the second game, we fielded the following 300 point, human and/or elvish heroes only, parties:
Chas: Big Sarge, Agent Carr, Guilty
kolakoski: Kaemon, Kumiko, Sir Hawthorne, Isamu
I knew I wanted Kaemon and Kumiko for this scenario, but it was difficult for me to decide what to do with the last 100 points, within Valhalla Society restrictions.
Noting how overwhelming the Zombies were in the first game, both of us played pretty conservatively. Chas early on found an artifact, got it back to his boat, and had Guilty sail off with it, while Big Sarge and Agent Carr, having ventured only a short distance from Chas' boat, were tied down and inevitably Zombified. I sent out Isamu alone, who proceeded to find a Revive glyph and an artifact fairly quickly, only to be Zombified on the way back. I next sent out Kumiko, who quickly found an artifact, and returned it to Kaemon. At this point, I could have settled for a tie, but I instead sent Kumiko out again, only to see her also Zombified. Oh, the horror! Meanwhile, although having no unZombified heroes left of his own, Chas continued playing his Zombie turns, sending Zombie Big Sarge towards my boat. Meanwhile, Kaemon, having handed off his artifact to Sir Hawthorne, had ventured out, been infected with the Zombie plague, retrieved the Revive glyph and the artifact that poor Isamu had dropped so long ago, used the Revive glyph to cure himself, killed Zombie Big Sarge, returned to the boat, killed the 2 Zombies on it, and sailed merrily away with Sir Hawthorne, giving me the win.
With 2 players, each taking a Zombie turn after their regular turn, there were a lot of Zombies shambling first towards 1 player, then back towards the other. I can see that, with more players, the tactical and strategic options will increase exponentially. I am looking forward to trying this again, as it was great fun, hopefully in a game with more than 2 players.
The party and quest aspects of this scenario would seem to mesh perfectly with D&D 'scape, and I am looking forward to playing Zombie Island with the new Master Set's figures, terrain and, especially, glyphs. Velenne, the only point of contention for us was whether Zombie heroes were moved separately from the horde. Chas was adamant about this, contending that, during the Zombies' turn, a player could move either 1 Zombie hero or 6 Zombies, so that is how we played it, although I would have preferred moving any 6 Zombies/Zombie heroes. In any event, thanks again for a great scenario!
David
A few blogs ago, I touted Zombie Island, a scenario that can be found in the bin for download, specifically for its boat mechanism. Last night, on a bit larger map, built by Chas, than the one featured in the scenario, we actually played it.
In the first game, as we familiarized ourselves with its unique rules, and dealt with certain issues they didn't address, both our teams were Zombified before they could leave with any artifacts.
In the second game, we fielded the following 300 point, human and/or elvish heroes only, parties:
Chas: Big Sarge, Agent Carr, Guilty
kolakoski: Kaemon, Kumiko, Sir Hawthorne, Isamu
I knew I wanted Kaemon and Kumiko for this scenario, but it was difficult for me to decide what to do with the last 100 points, within Valhalla Society restrictions.
Noting how overwhelming the Zombies were in the first game, both of us played pretty conservatively. Chas early on found an artifact, got it back to his boat, and had Guilty sail off with it, while Big Sarge and Agent Carr, having ventured only a short distance from Chas' boat, were tied down and inevitably Zombified. I sent out Isamu alone, who proceeded to find a Revive glyph and an artifact fairly quickly, only to be Zombified on the way back. I next sent out Kumiko, who quickly found an artifact, and returned it to Kaemon. At this point, I could have settled for a tie, but I instead sent Kumiko out again, only to see her also Zombified. Oh, the horror! Meanwhile, although having no unZombified heroes left of his own, Chas continued playing his Zombie turns, sending Zombie Big Sarge towards my boat. Meanwhile, Kaemon, having handed off his artifact to Sir Hawthorne, had ventured out, been infected with the Zombie plague, retrieved the Revive glyph and the artifact that poor Isamu had dropped so long ago, used the Revive glyph to cure himself, killed Zombie Big Sarge, returned to the boat, killed the 2 Zombies on it, and sailed merrily away with Sir Hawthorne, giving me the win.
With 2 players, each taking a Zombie turn after their regular turn, there were a lot of Zombies shambling first towards 1 player, then back towards the other. I can see that, with more players, the tactical and strategic options will increase exponentially. I am looking forward to trying this again, as it was great fun, hopefully in a game with more than 2 players.
The party and quest aspects of this scenario would seem to mesh perfectly with D&D 'scape, and I am looking forward to playing Zombie Island with the new Master Set's figures, terrain and, especially, glyphs. Velenne, the only point of contention for us was whether Zombie heroes were moved separately from the horde. Chas was adamant about this, contending that, during the Zombies' turn, a player could move either 1 Zombie hero or 6 Zombies, so that is how we played it, although I would have preferred moving any 6 Zombies/Zombie heroes. In any event, thanks again for a great scenario!
David
Comments 3
Total Comments 3
Comments
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I played Zombie Island with 3 or 4 players and also found that most players become zombified very quickly. One player, horror stricken by the zombification found one artifact and left the island as quickly as possible, thereby winning the game.
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Posted December 18th, 2009 at 04:33 PM by Porkins
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Posted December 19th, 2009 at 03:01 PM by chas
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My pleasure! Zombie Island is a terribly challenging scenario. I should probably revisit it at some point.
- We play where you can choose to move zombies OR a zombie Hero. - The newly created zombie hero starts in the space it died in (or near to it as possible) at the end of the current round. (I think) |
Posted December 23rd, 2009 at 03:42 PM by Velenne
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