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A Variant Created by MOONSYLVER
THE STORY
Mr. Blonde thought back on Joe's briefing wondering just what the f*@k went wrong.
"Awright youse guys listen up, cause I'm only gonna say this once. Our objective is the property room of the Police Station where $1 million dollars in diamonds is ours for the taking. Mr. Red, you're the wheelman. Mr. Blue, you are in charge of taking out power, communications, & electronic surveillance. Mr. Green, you're our demolitions man. You'll goop up the lock box where the goods are. Mr. Yellow, you're the man in charge of identifying the rocks we're looking for. Mr. Black, Mr. Blonde, you're the triggermen. You take care of any "problems" that arise. After the job you hot it over to the Helipad where I gots a chopper waiting to get ya th' hell outta there. "
The first problem they ran into was when the Dead started to walk...
THE SCENARIO
In "The Heist" the players are a group of professional criminals who are out to make one big score of $1 million in diamonds from the property room of the Police Department. What they don't realize is that not everybody's motivation is what it seems. Now, the only thing that stands between them & early retirement is the Living Dead.
THE SET UP
Start from the Town Square as normal
Shuffle the Police Station into the final 5 Tiles
Draw a "Hidden Agenda" card from the "Hidden Agenda" deck that you will create (see below)
GAME PLAY
The gang begins in the Town Square (Where the driver has crashed the car trying to avoid the unexpected obstacle of the Dead come to life) The gang has decided to proceed on foot to the Police Station & try to make it to the Helipad from there. Variations in game play are as follows
The Players need to find the Police Station. Once the Police Station is located all 6 Players must be there AT THE SAME TIME to pull off the heist
Once the heist is complete the players can make their way to the Helipad when it comes into play
Players MAY NOT attack each other UNLESS directed to do so by the "Hidden Agenda" cards (see below)
The Players must all be at the Helipad at the same time before the helicopter can leave, unless directed by the "Hidden Agenda" cards (see below)
HIDDEN AGENDAS
What makes this scenario different is that each of the Players may or may not have a "Hidden Agenda", a secret that they're keeping from their fellow crooks (you know what they say about honor among thieves.) You will need 18 index cards to create a "Hidden Agendas" deck, labeled as follows:
1 "Double Cross" - Once the Helipad comes into play, you may attack any/all other players, if you wish. If you reach the Helipad 1st, you may leave without the other players
1 "Coward" - When the Helipad is Revealed, you may double your move for one turn. If you make it to the Helipad 1st you may leave with out the other players.
1 "Revenge" - One of the Players has wronged you. When the Helipad is revealed you will attack & attempt to kill that Player before you proceed to the Helipad
1 "Undercover Cop" - You are an undercover cop assigned to infiltrate the gang. If you reach the Helipad 1st all other players are under arrest.
1 "Discover The Rat" - Once the Helipad is revealed, you may ask each Player in turn if they're Undercover (see above) If any of them are, they have to reveal it, & that Player is eliminated unless "Honor Among Thieves" is in play (see below)
1 "Honor Among Thieves" - You are completely loyal to the gang & will attempt to eliminate anyone who crosses them ("Double Cross, "Coward" "Revenge" or "Discover the Rat" but NOT "Undercover Cop" if he is revealed by "Discover the Rat" as you don't believe the charges against him.)
12 "No Hidden Agenda"
VICTORY CONDITIONS
In "The Heist" victory is achieved if all Players complete the heist & make it to the Helipad & escape (or as directed by your Hidden Agenda, if any)
DESIGNERS NOTES
The original name for this scenario was "Reservoir Dead" between that & the fiction in the beginning should give an idea where the inspiration for this scenario came from (like y'all hadn't figured it out already!)
Scenarios are Copyright by their respective authors.
Zombies is a trademark of Journeyman Press. Some images used on this page are Copyright (C) Journeyman Press and are used without their permission No threat to copyright or trademark is intended.
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