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A variant created by MoonSylver
STORY
"Attention all units! The city had fallen! Repeat, the city has fallen to the living dead! Zombies have overrun the entire city! All units fall back & regroup at the Town Square, then proceed to the last remaining rescue station at the Police Station. If you can hold the station house a helicopter is due to land on the roof and airlift out any survivors. Good luck!"
SCENARIO
In "The Siege", the players are the last surviving members of a police force in a city that has fallen to the living dead. As in the fiction above, their orders are to fall back & regroup @ the Town Square & then hold up in the Police Station until the rescue chopper arrives, if they can. "The Siege" differs from other scenarios in that the board will be laid out from up to three separate locations, meeting in the center of town at the Town Square. From there the Players will make a mad dash for the Police Station with the legions of the dead on their heels, where if they can barricade themselves in & hold it salvation will arrive from the skies in the form of a helicopter dispatched to airlift out the survivors. (if any hehehe..)
- Start off by sorting out the Police Station & the Town Square & shuffle the Tile deck
- Deal 4 card on top of the Police Station, shuffle & place on the bottom of the deck OR Cut the Deck & place the Police Station in the middle Or play the Police station immediately after the Town Square (see below)
- Set the Town Square aside (for use later)
BOARD LAYOUT
- In a 2 player game, each player will choose which end of town they start from South, East or West (1 per player) In a 3 player game 1 starts from each direction. For more than 3, one player starts from each direction & remaining players roll randomly to determine which of the 3 directions they start from
- Initially, the objective is to build the town toward the middle, joining the 3 individual routes in the middle at the Town Square (it is recommended that there be 2 cards leading from each end of town to the Town Square, meaning there will be a total of 3 cards leading from the Town Square to the South, East, And West
HOW TO LAY IT OUT
- Start off by playing a beginning space in front of each player.
- On each players turn, when they draw a tile they should try to play it in such a way that their 3 individual paths will meet in the middle (& be joined @ the Town Square)
- If the tile that they draw can't be played legally or can't be played in such a way as to lead to the Town Square, play it on the closest legal space & then DRAW AGAIN. Repeat as necessary until a tile is drawn that can be played leading toward the center
- Once the 3 converging paths are separated by only 1 tile, play the Town Square to join them
- From there the tiles will be laid out leading north until the Police Station is found
- Follow the same rules about Tile placement as above
THE POLICE STATION
- Once the Police Station is played the goal is to reach it & hold it for X number of turns. If you wish to add an element of uncertainty after X number of turns roll 1D6. On a roll of 6 the chopper finally arrives
- Place X number of Ammo counters on the Police Station. These counters cannot be taken by any one player, but must be shared by the defenders who will barricade themselves in there waiting for the helicopter to arrive
- Once a player arrives at the Police Station he may barricade the doors & windows barring entry on his next turn. From there if he the only player present it is up to him if he allows the other players in or not. If a players is denied access he may try once per turn to smash his way in on a roll of 5-6 (Ammo MAY be used to boost this roll) If more than player is present either may let a player on the outside in
- The zombies will move into every door & window space at the Police Station trying to claw their way in. If a total of 12 zombies manage to occupy the entrances to the Police Station (for this scenario windows ARE considered entrances, for zombies only) at the end of 1 full round of player turns, the zombies have smashed through the barricade! (After that, well, let's just say that there won't be any survivors left for the helicopter to rescue..)
VICTORY CONDITIONS
Those players who survive long enough until the chopper arrives count up the number of zombies killed, highest wins. One option to encourage teamwork is to award a bonus for helping wounded comrades move (see optional rules) or for those players who let others in to the Police Station (1 or 2 zombie reward max.)
OPTIONAL RULES
The following optional rules are STRONGLY recommended. You might be able to eliminate some of them, but others are NECESSARY to make this scenario work properly
- Each zombie movement turn, rather than roll for zombie movement, ALL zombies move 1 space
- At the end of each round of player turns place a total of 1D6-1 zombies on any/all spaces at ALL edges of the board that have a road that leads off the edge of the board
- Rather than place a number of zombies equal to the number of access points on unnamed Tiles, roll 1D6-1 & place that many zombies on the board
- Up to 4 figures may occupy a space at one time (2 players max)
- Players may attack into an adjacent space (no diagonals) as long as they have Ammo left. If an attack fails they lose 1 Ammo token & roll again. When their Ammo is gone, Players are limited to same space attacks only (HTH)
- Combined Player Attacks are allowed (+1)
- Movement based on Life Points
- Players may help wounded players move
- Players start with 5 Ammo & 5 Lives
- 2 players sharing the same space may share Ammo with each other
- No "Regeneration" for killed players
- "Bitten" - If a Player loses a life in a zombie attack roll 1D6 on a roll of 1 the player is infected & will lose 1 Life each turn until death unless a First Aid Kit is used
DESIGNERS NOTES
- I have purposely left the numbers blank for amount of turns to hold the station & amount of Ammo at the Station so that the Players may set them for themselves (My initial number was 20 of each, but this might be too much or not enough depending on how close you put the station.)
- Even moving every zombie each turn it can take a while to get them to the Station if it is too far away, so it might be advised to place it immediately after the Town Square.
- This scenario hasn't been exhaustively tested so one might have to play with it. I feel like it is at least worthwhile in that I like the idea of separating the players & making them start from converging locations & having them hold one building for a long period of time.
- Regardless of which optional rules you use it is pretty much essential that you move ALL zombies each turn & that you add additional zombies to the board each turn, in order to GET the zombies To the Police Station & make sure there are enough of them to make holding the Station a challenge.
- It's also pretty much essential that you use the ranged attack option so that the Players can attack the dead outside the Station from the inside (& just think of the fun if & when they run out of Ammo hehehe)
- My original idea for this scenario was to put the Police & Fire Stations back to back & make them one building & have it defended from Both sides, but I feel this version works a little better & is easier to lay out.
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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