I checked out the expansions we have last night, and I think I know who we can set it up. The rules and FAQ state plainly to make any changes to the rules you like, so this is what we do.
We put the town square out, where everyone starts. We have a couple of straight pieces, which I might make some specific ones for this, that go off two sides of the town square. We then place the bridge to the woods at the end of the one and the military base front gate at the end of the other. With the the cards mixed randomly you could get anything this way. If you draw the cabin or either helipad within the first ten tiles, place them in the deck, reshuffle, and draw a new tile. This prevents the game being too short, but gives just as much chance of drawing the final tiles to escape with, so the game doesnt drag.
You now have three victory conditions, 1) get to a helipad and get passed the zombie on the center square to escape. 2) Perform the ritual to end the reanimation of the dead in the cabin. 3) collect a collection of 25 zombies and/or zombie dogs.
Tried it as a one player game and it took about an hour. Was fun and didnt feel to long.
The other thing I recommend is we use their restricted card list to modify the card deck. This will prevent getting multiple uber-cards that make the game no fun. More info on that when you come to play.
I saw that they said you can change what ever you want. It was very nice of them to give us that permission don't you think? *rolls her eyes at them*
I think that should work for mixing them all in. Besides limiting the action cards we might want to think about pulling out some of the tiles so that our town doesn't get to be to large and sprawling. We can try out a couple of different things next time we play, see what works best.
Yeah, Im down with that. The big thing is we cant limit the tiles too much, otherwise we risk the problem of cutting off the town early. I had a game like that last night. I drew an army L-tile, then a straight piece, then another L-tile, and finally the motor pool. Therefore, the army base was only for tiles (five if you count the front gates). This kinda sucked, but could happen.
The big thing is that we can always say no more when certain areas get to be too big. But you and I can try that out this weekend when you come up, cause you know you will!
I think we could probably make the judgment call on when the map was getting to big or, you know, when it starts to fall off the table in some places. If we did limit the tiles we could always make sure that the "ending" tiles are towards the bottom of the deck, not necessarily the last cards but in like the last third of the deck.
You think you know me so well don't you? *sigh* And how would that work anyway since you're working all day on Friday? Humm smartie pants?
Speaking of work, Sara was wondering when she could call you without disturbing anything. You're at work now right? With tomorrow off as far as county goes? I think that's right, this will take some time to get used to and straighten out in my head.
We put the town square out, where everyone starts. We have a couple of straight pieces, which I might make some specific ones for this, that go off two sides of the town square. We then place the bridge to the woods at the end of the one and the military base front gate at the end of the other. With the the cards mixed randomly you could get anything this way. If you draw the cabin or either helipad within the first ten tiles, place them in the deck, reshuffle, and draw a new tile. This prevents the game being too short, but gives just as much chance of drawing the final tiles to escape with, so the game doesnt drag.
You now have three victory conditions, 1) get to a helipad and get passed the zombie on the center square to escape. 2) Perform the ritual to end the reanimation of the dead in the cabin. 3) collect a collection of 25 zombies and/or zombie dogs.
Tried it as a one player game and it took about an hour. Was fun and didnt feel to long.
The other thing I recommend is we use their restricted card list to modify the card deck. This will prevent getting multiple uber-cards that make the game no fun. More info on that when you come to play.
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I think that should work for mixing them all in. Besides limiting the action cards we might want to think about pulling out some of the tiles so that our town doesn't get to be to large and sprawling. We can try out a couple of different things next time we play, see what works best.
Reply
The big thing is that we can always say no more when certain areas get to be too big. But you and I can try that out this weekend when you come up, cause you know you will!
Reply
You think you know me so well don't you? *sigh* And how would that work anyway since you're working all day on Friday? Humm smartie pants?
Speaking of work, Sara was wondering when she could call you without disturbing anything. You're at work now right? With tomorrow off as far as county goes? I think that's right, this will take some time to get used to and straighten out in my head.
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