Zombie Adventure - Game 50 - Sign up here

in #steemace3 years ago

Runners' Run

New game starting as soon as we have enough players. Please sign up in the replies section below.

If you are just seeing this for the first time and would like to play, it would probably help to look at the way the previous games went in order to get a feel for how things work.

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This is sort of a board game and in its current rendition can take up to 12 players at a time. It will require daily participation. If you are interested in playing, please sign up as a reply to this post. The first 12 players to sign up get to participate. If there are less than 12 players signed up after 24 hours of this post going up, it will either begin with those players or be postponed if less than 3 sign up.

Rules

Each player will have 3 actions per turn. An action is a move of 1 space, a trade with another player in the same square, an offensive action (fighting or attacking a door or other barrier), picking up an objective or item, or a search.
After all players have completed their 3 actions the zombies will take their turn and will move or if in range, attack.

Runners (R) will move 2 squares per action.
Walkers (W) and Hulks (H) will move one square per action.
ALL zombies get just 1 action per turn and will move towards noise made by the players or those in sight. All zombies will inflict 1 damage to players if they make a successful hit and can only fight if they are in the same square as a player.

  • If a player is in the same square as a zombie, they MUST engage in combat and cannot run away.
  • Runners and walkers can be killed with a successful hit using a weapon that does 1 damage (or 2 bare-handed hits).
  • The hulk requires 2 damage points to kill it. One hit with a weapon that does 2 damage or multiple hits with lesser weapons will kill it.

Players can take 3 hits before they die. Players do not re-spawn and are out of the game if they die.

Ranged weapons cannot be used against zombies in your square when there are other players in the same square (hand to hand combat only). If you are the only player in the square with a zombie you may use a ranged weapon. Shooting INTO a space where other players are will result in the players being hit before zombies are hit. With multiple targets in a space, the order of taking damage from a successful hit with a ranged weapon will be as follows: player, walker, runner, hulk. Note that you may shoot past a space with potential targets in it without hitting anyone/thing by accident. Simply state which space you are targeting and which weapon you are using (of course ONLY a long-range weapon can do this).

Please pay attention to the moves that have transpired before you, so that your choices are based upon facts as they are and not as they were before (the people that played before you, just altered the situation).

Weapons

  • Roll your own dice (D6) to see if your attack(s) are successful. Rolls of 1-3 fail and 4-6 are successful.
  • Axe (melee only) does 2 damage and can be used to open doors. If swinging at lesser enemies, the axe can chop down one enemy with 1 damage and continue through to injure a 2nd enemy with another damage point.
  • Bare hands (melee only) can do only half a point of damage (so it takes 2 successful hits to kill a 1-point enemy).
  • Baseball bats, pistols, rifles and crossbows do 1 damage. Bats are melee-only weapons. Pistols and crossbows have a range of 1 square. Rifles can reach 2 squares.
  • Sawed-off shotgun or scattergun: Since buckshot scatters, it would make a big hole shooting in the same square (hence 2 damage); at one space distance it loses momentum and scatters, doing less damage, but can hit 2 targets (dealing 1 damage each).
  • CZ 550 is an Elephant Rifle and can do 2 damage at a range of 1 square (or less) and 1 damage at a range of 2 squares.
  • Molotov Cocktail REMOVED from the deck of cards and cannot be made by combining gasoline and a torch!
  • Ranged weapons cannot shoot through walls. You can shoot straight lines-of-sight at 90 degree angles only (no diagonal shots into adjacent spaces).

Searching

  • Searches might uncover a hiding zombie! A dice roll of 1 or 2 finds a zombie (then another roll determines what type of zombie; see spawning). A dice roll of 3-6 is a successful search and items found will be drawn randomly from a deck of cards.
  • Searches can only be done at a vehicle or dumpster. A player may perform up to 3 searches per turn. If a player has a torch, that player gets to draw 2 search cards per action and turn (each additional torch carried will allow for only 1 more item card per torch). There is no limit to the number of times any particular area can be searched.
  • Players need not take everything they find and are free to swap items found for inventory items without using another action to do so. For instance, if I find a rifle and everyone in my team already has a ranged weapon, I would drop my x-bow or pistol and take the rifle in its place.
  • Players can carry up to 5 items each.
  • Picking up an objective is NOT a search; it is a guaranteed action.

Spawning

Zombies spawn based on dice rolls as described below:
6 spawns a Hulk, 5 spawns a runner, 4 or 3 spawns a walker and 2 or 1 spawns nothing.

Player actions

Each player will announce their intended actions in the replies to each daily post.
Tell me your player number and what you intend to do. If you are unsuccessful, you may suggest an alternate action rather than attempting a 2nd time.

For example: Player 3; move west 1; shoot at zombie in next square west, rolled 1 and missed; move back.
Alternatively: Player 3; move west 1; shoot at zombie in next square west, rolled 1 and missed; shoot again, rolled 5 and hit.
In both cases, player 3 made 3 actions and their turn is over.

Trading between a pair of players (both must be in the same square) may include any number of items in 1 transaction but still only counts as 1 action by 1 player (the player initiating the trade).
Players are free to collaborate and plan their strategies; this is a cooperative game.

Additional twist: Before each player takes their daily turn, roll a D20 to see if you get any bonus. Please note that the bonus must be used during the CURRENT TURN. If you do not specify to which action you wish to apply the bonus, it will be applied to your first action where applicable.


I will update the board with new player positions and zombie positions for the next day's play.

The object of the game is to get off the board at the top left corner by getting past the hulks. WARNING: You may need to plan ahead because the runners are right behind you!

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Don't forget, you can promote your own posts on the #happystream !

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Tagging players @improv, @simplegame, @halemaster, @adnanibrahim, @pbock, @agr8buzz, @erikaflynn, @aussieninja, @pandorasbox, @goose20, @paulag, @hasnain06, @foodforfun, @rayne122, @dksart, @knightofzero, @shifat, @justatouchfey, @adenijiadeshina, @andre-verbrick, @bashadow, @mariita52, @badpupper, @stever82 and @secret-art to let you know that a new game is about to begin. Let me know if you want to be taken off the list.

Sort:  

Sign me up!

Done! I kept you as P2.

I will sign up, Player 10

Great! Player 10 is yours.

Player 4 is here to kill zombies!

All right! Great to have you! P4 it is.
AND a player with a permanent weapon to start with too! Yay!
That's going to help a lot.

Me too please!

Nice! P11 is yours.

This post has been upvoted by @opgaming. We like what you're posting, and we want to reward our members who produce quality content. Keep up the good work!
If this sounds like the sort of group you want to be a part of, click the image below! We're too OP to be put down!

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Since there isn't a flood of people, I'll take P12 again. We may need lots of help on this one.

testing Zombie bot commands
!shoot

You raise your weapon and shoot at the Zombies with a roll of 1

!swing

You swing your weapon at the nearest Zombies head with a roll of 3

!search

You search the surrounding area and you find Pistol

can i get a bonus action @questbot

WOO HOO! It works! (Jump for joy)