So, Turn 1. With my son throwing the dice and using Colgar6's excellent event deck (Colgar's blog can be found here) I shouldn't have really been surprised that an event occurred immediately. - a gas leak ! It was diced to determine which of the likely locations (buildings, the construction site and demolition site) were the source of said leak and it was found to be the demolition site.
Next we determined initiatives Zombies 8; Security Forces 8; Emergency Responders 4; Civilians 4; after a dice-off, our "dashing heroes" the security guards would go second.
The dead paramedic in the ambulance turned into a zombie (he needed a 6, thrown each turn) and Zombie Ivor immediately attacked the ambulance driver. His three dice were more than a match for the driver's two (he was penalised a single die for being strapped in and attacked from the rear) and in the resulting melee he scored two successes whilst the unnamed driver managed none - the driver was killed instantly (an obviously dead result).
Next up, the security guards went about their business patrolling and eating donuts, they'd been hearing sirens all day and weren't bothered by yet another one.
There were now no responders but their ambulance was still speeding along uncontrolled and the dice indicated that it would swerve 45 degrees to the right.
The resulting crash at a speed of 2 would probably had killed the driver anyway had the melee not already done so.
The civilians, went about their business and two more arrived on the table (even though there was a greatly reduced chance of this happening), along with another civilian vehicle.
As seemed to be the way of things, the crash seemed to attract the new civilian activity.
Turn Two arrived with yet another Event !
Luckily though the event wasn't relevant to this encounter at this stage and was ignored.
|"Let's get a closer look !"|
Zombie Ivor feasted on the driver whilst the now new zombie in the ambulance staggered to its feet.
Civilians moved according to dice scores, resulting in one chap wanting to get closer to the action and another stood and gawked at the crash. Yet more civilians and vehicles were uncannily drawn to this corner of the table.
The security guards were obviously now aware of the crash and began to take an interest in the events outside their compound, even if they did so at a leisurely pace. (There must have been a rule about no running on site).
Turn 3 had the two security guards arguing about whether or not to go and see what happened (the first '1' of the game thrown for initiative) whilst the zombie feast now had two attendees.
The civilians near the crash site had mixed reactions, a woman stopped to rubberneck and another rushed across the carpark; a chap with a briefcase rushed as quickly past as he could whilst the man in a hoodie, stood at the back of the ambulance decided to call the police.
All the civilian actions were dealt with by throwing dice; those in the immediate vicinity of the crash had logical choices made for them dependant upon how many dice they passed.
Basically it was along the lines of : Pass 2 dice something positive; Pass 1 die - a passive attitude and pass 0 dice gave a negative result .
|"Stupid cops, running out of gas!"|
|"You've got the key - right ?"|
Those not in the immediate vicinity of the crash carried on.
The zombies continued their feasting malarkey in their cosy ambulance.
The two security guards sauntered over to the gate nonchalantly.
Turn 5 heralded yet another event - wrong
ammunition ! One of the two characters involved would find that when they came to fire their gun (if either of them ever did) one of them would find they the wrong ammunition and had but a single round !
|Add caption"What's going on ?"|
One of our two "dashing heroes" decided to take a leisurely look at the scene, whilst the other muttered something about not leaving the site.
|"Riding along in a breakdown truck"|
|Screw this !|
Turn 6 had little going on in real terms, the two zombies flopped out of the ambulance, through the shattered driver's door,whilst the zombified ambulance driver still didn't turn. The security guards decided to stand and argue (another '1' for their initiative), the woman that had previously ducked back decided she's had enough and fled whilst the hooded character at the rear of the ambulance was revealed to
|"There's trouble ahead, quick turn right !"|
Thankfully Turn 7 had no event and saw the two zombies
|Step 1: Accelerate and take aim|
|Step2: Turn those suckers into pulp|
|Step 3: Head for the Hills.|
|Yet another civilian vehicle arrived!|
It now came down to our "dashing hero" shot.
Would he hit ? Would he be able to get a second shot off ?
Had he packed the wrong ammunition ?
The answers weren't favourable, he didn't hit (he did have a 50% chance to do so) and he didn't get his second shot off as he had packed the wrong ammo (determined by a die roll).
Turn 11 had the civilians moving first but taking no actual part in events. The single zombie attacked before either security guard activated and in the melee that followed downed the security guard. 3 dice for the zombie beating the four dice of the guard. The impact of the melee was rolled, a '1' and the security guard bit the dust, to become a zombie at some later date.
|Final situation at close of play.|
At that stage we called a close to the game.
The security guard would take another ten turns before turning and the driver of the ambulance would take twelve which was far too long a period to wait for more action.
The game worked well in our opinions, even if it was a little low key and took about three hours to play.
"But who was the dead guard ?", I hear you say - the dice decided it was the unfortunate Russel Francis.
And that's it for this week it just remains for me to welcome my latest follower "Matt", I hope both he and my regular followers find something here of interest.
As always your comments are both welcomed and appreciated.