Sunday, May 19, 2013

Zpocalypse is dripping with Zombie theme

My buddy W.K and I sat down to play the recent kickstarter game Zpocalypse, by Greenbrier Games.


As a kickstarter, I wasn't sure what to expect on production values at first, but I think overall I found the game components were not bad, except maybe the cards seemed a little flimsy. However,  since the cards are not shuffled much, I don't think this is a big problem. The special dice on the other hand seemed to be above average.  However, the rule book is not written well at all and seems to be all over the place. My buddy and I kept flipping back to it trying to find clarifications, all the time. If one thing needs improvement, it's the rulebook.

The game premise is that after a Zombie apocalypse, and nuked cities, the survivors venture forth from a secured base and look for food and weapons for the next four days.

This game is, like any good Zombie apocalypse, a bit bleak and dystopian. There are no lofty goals here. no philosophy to wax elonquently about, no great accomplishment you need to do and feel good about. There is decomposing food to eat out there, as well as radiation, bio-hazards, some guns and weapons (like a jackhammer), etc to get, and the goal is to get as many VPs as the other guy for the four days. However, don't think your character, like some TV show, is going to ride west on a golden future after the four days. One is forced in the game to either starve or eat radiation-filled food (and die later), tear down your barricades to help people, or let them die, take stupid dares for VPs, etc.

Kinda bleak, but thematic. Clearly, the game designer is weaned on such shows as the Walking Dead and such. All the Zombie apocalypse tropes are in this game, eg. someone with a Katana, or a guitar / weapon, etc, but that is good if you really love the genre.

Not enough food means people are starving and have to be left in the base, which means they are no help when fighting the Zs. In fact, if the Z's break into your base with all those hungry people, they will soon turn into more Zs for you to fight. So, a sub-goal is to defend your base.

You start off in your base and you go off to see if you find some food and supplies in these exploratory random tiles - littered with destroyed police cards, broken down rubble, etc- as well as to see how many Zombies you attract back to your base for you to fight off.

Your base is underground, and there are manholes and such, so there is a bit of 3D in the game somewhat. Here, my buddy is pointing to our underground base, the lobby of a hotel, while the other tiles are on the surface.



And what's out there in the tiles?  Nothing inspiring.

I've never seen a boardgame before where getting scrap is a good resource.

Yes, scrap.


Scrap is good because you can build barricades that will slow down the Z's a bit.


Food is out there, but don't expect McDonald's.


Normal food is on the left, yellow radiation food, that lowers your health- yummy - on the right.




So, even though the game-turns are only 4 days long, you are basically feeding yourself inevitably with poisonous radioactive food.

These radioactive counters on my character cards lowers their health, but whatever, you have no choice but to keep them fed or lose them to the starving group of people in your underground bunker.




You start with a team of two survivors and try to grow into a maximum team of four. Each of the survivors, and indeed a lot of the cards, have interesting text that gives you a good grip on the background. Take for instance, my South African ex-Buddhist on the left, who now has given all that enlightenment stuff up and is eating and hunting.



Lol.. not the kind of thing you usually read in a boardgame, but I liked it. In fact, I like the rpg elements in the game a lot as it gives it flavour.

Another example of interesting rpg-like text are cards like the ones here. Very RPG like....





Combat mechanics are simple, but can be a bit of a nail-biter. The Z's come at you fast and furious and can overwhelm you even if you got pistols.

I at one point had 3 pistols, but every time you fire one, you also have to roll a blue bullet die. What you don't want is to roll up "click" for that means you're out of ammo and it's a pain in the ass to go out and find bullets afterward.

Here, I rolled a 2 (the red die, which is a miss) but also "click" on the blue die. My gun is now useless after this until I find bullets in this wasteland.



Bullets or no bullets, the Z's keep coming.  The Z's movement is fast and they can be on top of you pretty quick as you can see below.

The Green figures below represent 2 Zombies each, the dark gray is 1 zombie and the figures on the blue and red bases are my buddy and I's two 2-man teams.

They backed us into a corner and we fought them all with guns blazing and knives until there were none left, but my blue team was severely wounded, down to only 4 health. One or two more rounds and they would have died for sure.









At last, only our two teams were standing, but I only had 4 health left. And this was only Day 1.




Expect your teams to die, but worry not, there will be other survivors who will take their place over this 4 day jaunt into the wasteland.

There is just a little bit of backstab-your buddy-element in the game. Some examples include character abilitiies that allow your fellow players to steal your food or gear, or players forcing you to trade with them at a disadvantage, especially when you need food, or taking your dropped equipment after your team dies or even in combat when my buddy low in health disappeared down a sewer hole leaving me high and dry to fight off the Zs.

There is even a bit of screw-yourself component too. My buddy and I used up scrap to make a lot of traps and sandbag defenses around our perimeter, but we found ourselves outside that perimeter when we drew a card that forced us to start a day-turn outside it stuck in the mud surrounded by Zs. 

All in all, I liked this game as it really has a lot of post- apocalyptic theme with some RPG elements. Some re-playability as well as you get lots of (two sided) tiles and there are different scenarios.. some more cooperative or more competitive than others.  I liked this game better than another zombie Game called "Last Night on Earth" and give it a thumbs up if you are into Zombies. I think it's worth a try.



Tuesday, May 14, 2013

Solo gaming: An interdimensional gladiatorial campaign. Fight # 2 - vs Star Wars Stormtrooper

Please see Fight #1 for the campaign set up.

The Gamesters of Triskelion are easily bored of course, so today's line up should alleviate some of their boredom.. hopefully.

We got Johnson, and his opponent rollup is a 1 to 1 match.

Johnson's opponent rolled is 6, 2 = which is a Star Wars Stormtrooper.

I rolled him as better quality than Johnson, a +2 rating. Uh oh. Might be a tough fight.


I have one of those cheap Wizkids or whatever softplastic Snowtroopers, the kind you saw on Hoth.




I just cut off the blaster and inserted a spear and shield which I quickly painted in 5 minutes.

I gave him, along with his large shield an AC3, which is tough armour, but he'll be slow moving around. The Spear can give him an extra reach, provided he loses the shield. We'll see how the fight goes in that regard.

I bet 100 Quatloos on the fight on Johnson, of course.

The arena bait meet in the center of the arena and salute the Gamesters for the magnificent Providers, capital P, that they are and the privilege of entertaining them.



Let the s..s...s...slaughter begin.

See the Appendix below for the Gladiator stats and the rolls per turn.

Turn 1
-------

They both start against the "wall" (outside the grid per the RSBM rules).


Johnson wins the movement and moves up one, but the Stormtrooper elects to stay in zone per the NPG Movement chart.


Turn 2 - Both move up one grid.



Turn 3

Johnson wins the movement and enters the enemy zone.

He wins the attack phase by a wide margin (+4 successes) and hits the stormtrooper on the unshielded side (that is, the side not protected by the large shield).



The Stormtrooper gets 1 wound to the chest and is forced to the right.


The Stormtroopers lunges with his shield to skewer Johnson, but Johnson wins the Maneuver phase by +3 succeses. Johnson thus steps aside and the Stormtrooper moves directly behind Johnson and is knocked down. He takes 1 wound damage to the head for his troubles.

Somewhere, a Gamester is shivering in excitement.




Turn 4

Johnson wins the maneuver (the Stormtrooper is knocked down and is at a severe disadvantage after all) and easily scores a huge + 5 successes to the Stormtrooper. He thus goes for the unshielded side again.

The 'trooper rallies though and there is the clang of steel for what seems like an eternity. There are 3 attacks this turn, 2 of them retakes per the rules. Eventually, the Stormtrooper is forced to the left and is knocked down again, taking another sever wound to the head.




The Stormtrooper will catch his breath per the rules and regain a bonus die.

Turn 5

The Stormtrooper wins the maneuver and again catches his breath.

On Johnson's attack, there is a tie in successes. Johnson thus can't find an opening in the trooper's defenses.

Turn 6

Johnson presses the attack and sends the Stormtrooper reeling in to the wall (outside the grid), wounding him in the Left Leg.

The Stormtrooper catches his breath.


Turn 7

In the ensuing attack, there are 2 retakes for a total of 3 attacks. Eventually, Johnson forces the Stormtrooper to the right of the wall. He hits the 'trooper in the chest, but his while plastisteel armour deflects the blade for no damage. The Stormtrooper secretly thanks the Emperor Palpatine for that.


 Turn 8


Johnson wins the maneuver and movement, and presses the attack to the unshielded side.

The Stormtrooper takes a wound to the Right Leg and on his attack, he is met with stalemate, not being able to get through Johnson's sword.




Turn 9

The death dance continues and again, the Stormtrooper is reeling to the right and takes a wound to the chest. The Stormtrooper again lunges, but can't get past Johnson's swordplay.



Turn 10 & 11

Johnson presses the attack and inflicts another chest wound. The Stormtrooper, desperately attacks. There is a 2nd retake on the attack, and the Stormtrooper gets another swordhit to the head, for a total of 4 damage and is killed.


Johnson wins!

While I was worried that the stormtrooper getting the +2 rating, it would be a tough fight, the truth is, Johnson dominated this fight from start to finish. While the Stormtrooper was heavily armoured, Johnson was not bogged down with more armour and less speed. Also, he had a 6 Savvy vs only for the 4 for the Stormtrooper, and that helped a great deal.

Perhaps I should have made the Stormtrooper less armoured and with a better Savvy? I don't know.. they are supposed to be carbon-copy cannon fodder after all, so I still think a 4 Savvy is good enough.

Johnson gets a +2 Fame points, but not the extra +1 for killing in the center as the Stormtrooper was killed near the wall (off the grid).


Appendix





Turn 1













Movement Phase






















Opponent 6 (roll) -1 (modifier) -1 (modifier) = 4



Johnson 6 (roll) + 1 (modifier)
(modifier) = 7

















Johnson goes first this turn









Johnson moves up one grid. The Stormtrooper does not pass his roll and will stay put.


Turn 2













Movement Phase






















Opponent 4 (roll) -1 (modifier) -1 (modifier) = 2



Johnson 2 (roll) + 1 (modifier)
(modifier) = 3

















Johnson goes first this turn









Johnson moves up one grid, the Stormtrooper moves up one grid.
















Turn 3













Movement Phase






















Opponent 1 (roll) -1 (modifier) -1 (modifier) = 0



Johnson 4 (roll) + 1 (modifier)
(modifier) = 5

















Johnson moves first into the enemy zone.





















Manoever Phase






















NPG Bonus Dice determination =    12 (c/forward) less 2 (#1s rolled)= 10  BD carryforward














Opponent 2 (successes) -1 (modifier) 4 (modifier) = 5



Johnson 5 (successes)
(modifier) 4 (modifier) = 9
















           Johnson wins with more than 3 successes. He attacks on the unshielded side.


















Attack Phase






















NPG Bonus Dice determination =    10 (c/forward) less 3 (#1s rolled)= 7  BD carryforward














Opponent 4 (successes) 1 (modifier)
(modifier) = 5



Johnson 5 (successes) 1 (modifier)
(modifier) = 6

















          Both retake the attack test but no reach modifier.






1st Attack retake:























Opponent











Opponent 2 (successes)
(modifier)
(modifier) = 2



Johnson 6 (successes)
(modifier)
(modifier) = 6




           Stormtrooper goes to the right. Roll on damage with automatic +1 success






























Hit & Damage
Hit Location 6  chest




















Damage 1 (successes) 1 (modifier)
(modifier) = 2











1 Wound to the chest















Opponent Goes 2nd this turn






















NPG Bonus Dice determination =    7 (c/forward) less 2 (#1s rolled)= 5  BD carryforward














Opponent 3 (successes) -1 (modifier) 4 (modifier) = 6



Johnson 5 (successes)
(modifier) 4 (modifier) = 9
















           Johnson wins with more than 3 successes. Though the defender, he steps aside and the  stormtrooper is knocked down and moves directly behind Johnson.














            Johnson hits the attacking stormtrooper again.




















Hit & Damage
Hit Location 10 head




















Damage 1 (successes) 1 (modifier)
(modifier) = 2











Serious wound  - 1 STR, -1 Savvy  
Turn 4













Movement Phase






















Opponent 4 (roll) -2 (modifier) -2 (modifier) = 0



Johnson 3 (roll) + 1 (modifier)
(modifier) = 4

















Johnson goes first























Manoever Phase






















NPG Bonus Dice determination =    5 (c/forward) less
(#1s rolled)= 5  BD carryforward














Opponent 1 (successes) -1 (modifier) 4 (modifier) = 4



Johnson 5 (successes)
(modifier) 4 (modifier) = 9

















          Johnson wins with more than 3 successes. He attacks on the unshielded side.
















NPG Bonus Dice determination =    5 (c/forward) less 1 (#1s rolled)= 4  BD carryforward














Opponent 2 (successes) 1 (modifier)
(modifier) = 3



Johnson 3 (successes) 1 (modifier)
(modifier) = 4




             Both retake the attack test but no reach modifier.





1st Attack retake:























Opponent 2 (successes)
(modifier)
(modifier) = 2



Johnson 3 (successes)
(modifier)
(modifier) = 3




            Both retake the attack test again but no reach modifier.





2nd  Attack retake:




































Opponent 0 (successes)
(modifier)
(modifier) = 0



Johnson 2 (successes)
(modifier)
(modifier) = 2

















           Stormtrooper goes to the right and takes damage.


















Hit & Damage
Hit Location 10 head




















Damage 1 (successes) 1 (modifier)
(modifier) = 2











Serious wound. -2 STR, -1 Savvy









Knocked down


Opponent Goes 2nd this turn






















        On Stormtrooper's phase, he elects to catch breath and recovers 1 extra Bonus Die.
















Turn 5













Movement Phase






















Opponent 6 (roll) -1 (modifier) -1 (modifier) = 4



Johnson 1 (roll) + 1 (modifier)
(modifier) = 2
















Stormtrooper goes first










On Stormtrooper's phase, he did not make the pass roll, so elects to catch breath and recovers 1   extra Bonus Die. Total BD is now up to 6.



























Johnson goes 2nd this turn























Manoever Phase






















NPG Bonus Dice determination =    6 (c/forward) less 0 (#1s rolled)= 6  BD carryforward














Opponent 3 (successes) -1 (modifier) 4 (modifier) = 6



Johnson 2 (successes)
(modifier) 4 (modifier) = 6
















          Johnson cannot find opening. Return to movement phase.


















Turn 6













Movement Phase






















Opponent 5 (roll) -1 (modifier) -1 (modifier) = 3



Johnson 4 (roll) + 1 (modifier)
(modifier) = 5
















Johnson goes first this turn























Manoever Phase






















NPG Bonus Dice determination =    6 (c/forward) less
(#1s rolled)= 6  BD carryforward














Opponent 0 (successes) -1 (modifier) 4 (modifier) = 3



Johnson 2 (successes)
(modifier) 4 (modifier) = 6
















Johnson presses the attack on the unshielded side.





















Attack Phase






















NPG Bonus Dice determination =    6 (c/forward) less 1 (#1s rolled)= 5
















Opponent 0 (successes) 1 (modifier)
(modifier) = 1



Johnson 4 (successes) 1 (modifier)
(modifier) = 5




Johnson hits and sends stormtrooper to the wall.



















Hit & Damage
Hit Location 3 Lower Left Leg



















Damage 2 (successes) 1 (modifier)
(modifier) = 3











Wound, -2 STR on the left leg.














Opponent Goes 2nd this turn






















         Stormtrooper did not pass the roll in the Movement phase, and will recover BD.





























Turn 7













Movement Phase






















Opponent 4 (roll) -1 (modifier) -1 (modifier) = 2



Johnson 2 (roll) + 1 (modifier)
(modifier) = 3
















Johnson goes first this turn























Manoever Phase






















NPG Bonus Dice determination =    6 (c/forward) less 1 (#1s rolled)= 5  BD carryforward














Opponent 2 (successes) -1 (modifier) 4 (modifier) = 5



Johnson 4 (successes)
(modifier) 4 (modifier) = 8
















Johnson will attack on the unshielded side.






















Attack Phase






















NPG Bonus Dice determination =    5 (c/forward) less 0 (#1s rolled)= 5  BD carryforward














Opponent 2 (successes) 1 (modifier)
(modifier) = 3



Johnson 3 (successes) 1 (modifier)
(modifier) = 4




          Both must retake the attack test with no reach modifier.





1st Attack retake:




































Opponent 3 (successes)
(modifier)
(modifier) = 3



Johnson 4 (successes)
(modifier)
(modifier) = 4




            Both retake the attack test again but no reach modifier.





2nd  Attack retake:




































Opponent 1 (successes)
(modifier)
(modifier) = 1



Johnson 4 (successes)
(modifier)
(modifier) = 4




Stormtrooper goes to the right and takes damage.
































Hit & Damage
Hit Location 6 Chest




















Damage 0 (successes) 1 (modifier)
(modifier) = 1











No damage
















Opponent Goes 2nd this turn






















 On the Stormtrooper's phase, he did not pass the roll in the Movement phase, and so will catch his breath and recover 1 BD. 


























Turn 8













Movement Phase






















Opponent 2 (roll) -1 (modifier) -1 (modifier) = 0



Johnson 5 (roll) + 1 (modifier)
(modifier) = 6
















Johnson goes first
























Manoever Phase






















NPG Bonus Dice determination =    6 (c/forward) less 1 (#1s rolled)= 5 BD Carryforward














Opponent 0 (successes) -1 (modifier) 4 (modifier) = 3



Johnson 3 (successes)
(modifier) 4 (modifier) = 7
















            Johnson attacks the unshielded side.





















            Johnson attacks the unshielded side. Attack Phase






















NPG Bonus Dice determination =    6 (c/forward) less 1 (#1s rolled)= 5 BD Carryforward














Opponent 1 (successes) 1 (modifier)
(modifier) = 2



Johnson 4 (successes) 1 (modifier)
(modifier) = 5
















Johnson scores a hit, with +1 autosuccess.


































Hit & Damage
Hit Location 12 Upper right leg



















Damage 1 (successes) 1 (modifier)
(modifier) = 2











Wound -2 STR to the  right leg. 














Opponent Goes 2nd this turn






















NPG Bonus Dice determination =    5 (c/forward) less 1 (#1s rolled)= 4 BD Carryforward














Opponent 1 (successes) -1 (modifier) 4 (modifier) = 4



Johnson 4 (successes)
(modifier) 4 (modifier) = 8
















            Johnson is considered the attacker and counterattacks on the unshielded side.


















Attack Phase






















NPG Bonus Dice determination =    4 (c/forward) less 0 (#1s rolled)= 4 BD Carryforward














Opponent 1 (successes) 1 (modifier)
(modifier) = 2



Johnson 1 (successes) 1 (modifier)
(modifier) = 2
















            A tie. Both sides remain in the same grid.

































Turn 9













Movement Phase






















Opponent 3 (roll) -1 (modifier) -1 (modifier) = 1



Johnson 3 (roll) + 1 (modifier)
(modifier) = 4
















Johnson goes first this turn























Manoever Phase






















NPG Bonus Dice determination =    4 (c/forward) less
(#1s rolled)= 4 BD Carryforward














Opponent 1 (successes) -1 (modifier) 4 (modifier) = 4



Johnson 2 (successes)
(modifier) 4 (modifier) = 6
















Johnson gains the advantage and attacks on the unshielded side.




















Attack Phase






















NPG Bonus Dice determination =    4 (c/forward) less 1 (#1s rolled)= 3 BD Carryforward














Opponent 0 (successes) 1 (modifier)
(modifier) = 1



Johnson 2 (successes) 1 (modifier)
(modifier) = 3





























Hit & Damage
Hit Location 7 Chest




















Damage 0 (successes) 1 (modifier)
(modifier) = 1











Wound -1 STR to the chest.         














Opponent Goes 2nd this turn






















NPG Bonus Dice determination =    4 (c/forward) less
(#1s rolled)= 4 BD Carryforward














Opponent 3 (successes) -1 (modifier) 4 (modifier) = 6



Johnson 3 (successes)
(modifier) 4 (modifier) = 7
















          Johnson is considered the attacker and counterattacks








Attack Phase






















NPG Bonus Dice determination =    4 (c/forward) less 1 (#1s rolled)= 3 BD Carryforward














Opponent 2 (successes) 1 (modifier)
(modifier) = 3



Johnson 2 (successes) 1 (modifier)
(modifier) = 3
















Tie, no effect




































Turn 10













Movement Phase






















Opponent 5 (roll) -1 (modifier) -1 (modifier) = 3



Johnson 6 (roll) + 1 (modifier)
(modifier) = 7
















Johnson goes first
























Manoever Phase






















NPG Bonus Dice determination =    3 (c/forward) less 1 (#1s rolled)= 2 BD Carryforward














Opponent 1 (successes) -1 (modifier) 4 (modifier) = 4



Johnson 2 (successes)
(modifier) 4 (modifier) = 6






























Attack Phase






















NPG Bonus Dice determination =    2 (c/forward) less
(#1s rolled)= 2 BD Carryforward














Opponent 2 (successes) 1 (modifier)
(modifier) = 3



Johnson 4 (successes) 1 (modifier)
(modifier) = 5
















           Johnson hits and stormtrooper moves to the right.




















Hit & Damage
Hit Location 7 Chest




















Damage 0 (successes) 1 (modifier)
(modifier) = 1











Wound -1 STR to the chest.














Opponent Goes 2nd this turn






















        Since the Stomtrooper did not pass the movement roll, he will catch his breath and gain a BD.















Turn 11













Movement Phase






















Opponent 6 (roll) -1 (modifier) -1 (modifier) = 4



Johnson 5 (roll) + 1 (modifier)
(modifier) = 6
















Johnson goes first
























Manoever Phase






















NPG Bonus Dice determination =    3 (c/forward) less 1 (#1s rolled)= 2 BD Carryforward














Opponent 1 (successes) -1 (modifier) 4 (modifier) = 4



Johnson 2 (successes)
(modifier) 4 (modifier) = 6
















          Johnson attacks head on.























Attack Phase






















NPG Bonus Dice determination =    2 (c/forward) less
(#1s rolled)= 2 BD Carryforward














Opponent 2 (successes) 1 (modifier)
(modifier) = 3



Johnson 3 (successes) 1 (modifier)
(modifier) = 4
















         Both must retake the attack test without the reach modifier.



















1st Attack retake:




































Opponent 2 (successes)
(modifier)
(modifier) = 2



Johnson 4 (successes)
(modifier)
(modifier) = 4
















Johnson hits and stormtrooper goes left.





















Hit & Damage
Hit Location 10 Head




















Damage 1 (successes) 1 (modifier)
(modifier) = 2











Wound -1 STR to the head. -1 Savvy.









           Stormtrooper killed.