Scenario 1 – The Old Church
The rival Zombie-hunting teams have stumbled across an old
church that has hidden Treasure items, and also seems to be a source of
Zombies.
Set-up
In the centre of the 3’ x 3’ table is a church. Each side of
the church has a spawning point, where Zombies can appear from. Each corner of the church has a cache of
Treasure. The remainder of the table is dressed with graves and tombs and a
cemetery wall, as well as some buildings in various states of (dis)repair.
Before the game begins, players each place caches of
(lower-valued) supplies in the usual manner. Players then each place two Zombies
in the same manner as the supplies.
Players deploy their teams from jump-off points in the
corners of the table in the usual way, and they will also activate using the
card-driven sequence dictated by the rules.
Card Choice
Survivor |
Zombie |
Tank Zombie |
Zombie Horde |
The Round ends. |
Random Occurrence
Card |
4 |
4 |
0 |
0 |
1 |
0 |
Special rules
At the end of each round, one Zombie appears randomly at one
of the Zombie spawning points.
Victory points
Each of the Treasure tokens captured from the church is
worth 5 Victory points. To gain the Victory
points though, the figure acquiring them has to survive the game.
The Adventure
The game began with the deployment of items of interest
(supplies), according to the campaign rules, and then with deployment of Zombies
and the Treasure items according to the scenario rules.
Henry and Alan had each spent 8 of their initial 10 points
on characters and equipment, so they rolled off for Initiative. Henry won, and
opted for the Northwest corner of the board as a deployment point; Alan took
the Southeast corner.
Martin had opted to spend all his 10 points, so he was
obliged to deploy last. He chose the Northeast corner.
No one was allowed any skills in this first scenario, but it
immediately became apparent that some different strategies were being adopted
by the different teams. One of our reasons for selecting a Victorian-era
setting was the expectation that teams might be less inclined to load up on
firearms.
Nevertheless, Martin’s Bow Street Runners had a shotgun,
which they would later use very effectively; the remainder of his armed figures
were assumed to have their police truncheons. Two of Henry’s Butcher Street
Boys had pistols and another had a billy-club, while three of Alan’s Society of
Africa members had opted for melee weapons.
By the campaign rules, two or each team’s members had to be
unarmed in the first scenario, and we had agreed that all subsequent new team
members would start out that way.
Fig 1: Henry and
Martin examine the terrain from its West and North sides
At the start of the game, the Zombies were all roaming
around outside the churchyard. This practically guaranteed early encounters
with the humans, who started out by locating and acquiring the items of interest
which were laying around for the taking, between the buildings.
Fig 2: Dr Somerfield
and her team collect an item of interest and run into a Zombie
All three teams quickly encountered Zombies – the Society of
Africa on the Eastern side of the churchyard and also near its Southeast
corner, the Butcher St Boys in an alley on its Northwest corner, and the Bow St
Runners near the churchyard gate on its Northern side.
Fig 3: The Butcher St
Boys run into several Zombies in the alleys beside the churchyard
Fig 4: The Bow Street
Runners seize the cemetery gate from the Zombies guarding it
Fig 5: Lord Dunce and
Rev Green from the Society run into another Zombie
Fortunately for the human players, all of these encounters
went badly for the Zombies, with the Bow St Runners, in particular, commencing a
run of Zombie kills which would become truly impressive by the end of the
scenario.
After dispatching most of the Zombies outside the
churchyard, all three teams advanced towards the church, with a view to
grabbing as much of the Treasure items as possible. The Bow St Runners could
use the gate which they had captured, but the other two teams had to resort to
scaling the cemetery walls.
Fig 6 - The Butcher St
Boys scale the cemetery wall
As it turned out, the Butcher St Boys almost landed right on
top of a Zombie which was lurking in the shadow of the wall. They were also
quickly attacked by a second Zombie, which
wounded one of their pistol-armed members, and was promptly shot for its
trouble. Fortunately, their wounded team member did not roll an “Infected”
result, so he had a chance to recover after the scenario.
The rest of the team achieved a quick “Knock Down” combat
result against the first Zombie, but then they left the wounded member of their team to finish it
off, while they moved deeper into the churchyard. Their wounded team member
spent a number of actions unsuccessfully trying to finish off the “Knocked-Down”
Zombie with a pistol at close range.
Fig 7 - The Butcher St
Boys knock down one Zombie but are wounded by another
Meanwhile, in the Society of Africa’s deployment area, Rev
Green carried an item of interest back to their deployment point to leave with
their leader, Dr Kate Somerfield, while Lord Dunce watched his back and fended
off a series of unsuccessful attacks from the Zombie they had “Knocked Down”
but failed to eliminate earlier, by the South cemetery wall.
Fig 8 - Lord Dunce
defends the Society of Africa's deployment point
Eventually, this Zombie was despatched by the Rev Green
moving back into melee range and giving it a solid whack with his heavy
Bible. This led, incidentally, to a
lengthy debate about how we thought multiple-figure combats ought to work, since
they were not well-covered in the rules.
The teams’ various assaults on the church, with the
intention of grabbing Treasure items, was now well under way. All Zombies at
the Northern end of the churchyard had now been dealt with, allowing the Bow St
Runners and Butcher St Boys to grab Treasure tokens with little risk. At the
Southeast corner, the Society of Africa also sent two of its members over the
cemetery wall, intent on making a quick grab for the Treasure marker located
there.
Under the scenario rules, grabbing Treasure tokens triggered
Zombie spawnings, however, and at that point the card-driven movement sequence
came to the Zombies’ aid as well. Suddenly the churchyard was full of fresh Zombies,
and all three teams were under attack.
The Society of Africa suffered worse, perhaps because they
were the only team at the Southern end of the church. As they tried to escape
with a Treasure item, one of their number was attacked, wounded and “Infected”
by a Zombie.
Fig 9: The Society of
Africa grab a church Treasure, but one of them is wounded and Infected
The Zombie is successfully despatched, but as the wounded
team member tried to limp off the board, he was overcome by the Zombie “Infection”,
and “zombified” before his horrified team-mates’ eyes.
At the North end of the church, both the Butcher St Boys and
the Bow St Runners also found themselves under attack, but were able to finish
off the fresh Zombies with their guns. The Bow St Runners embarked on a veritable
Zombie killing-spree, even going so far as to take out the Zombie “Knocked Down”
earlier but not finished off by the Butcher St Boys. To add insult to injury,
they did it with an almost impossible long-range shot from their shotgun, right
under the nose of the wounded Butcher St man, who had spent several turns
futilely trying to finish the Zombie off at close range with a pistol.
The Butcher St Boys meanwhile, looked like getting
themselves into trouble at the Southwest corner of the church. The card-driven
movement sequence resulted in yet more Zombie spawning, and the random placement
resulted in two members of their team being all but surrounded by Zombies.
Deciding that discretion was the better part of valour, they wisely retreated,
rather than make a grab for the last-remaining Treasure token.
At that point, the Society of Africa also decided to call it
a day. Their remaining team members gathered what they had collected and
retreated off the table next to their jump-off point, thus ending the scenario.
Tallying the Adventure
The campaign rules allow for wounded humans to recover by
dicing for their wounds, after a scenario ends. Failure to achieve the needed
score means they will carry their wounds into the next scenario.
The Butcher St Boys wounded member successfully recovered
from his wound.
The Society of Africa had a member who was not only wounded
and “Infected”, but had actually “Zombified”. After some discussion, he was
allowed a recovery throw, and he promptly rolled a 12 on 2D6! This provoked some debate on how recovery
should work, and we did not really resolve that, but it was agreed that the 12
should allow him to survive for now, despite his “Zombification”.
We want to re-visit this before the next scenario, with a
view to creating some definitive rules on Recovery; at this point the “cure” of
the “Infected” SoA man will not be regarded as permanent, if we can think of a
fun way to work it into a scenario.
Under the campaign rules, Victory Points were awarded for
gathering Treasure and other items of interest, and for killing Zombies.
Each team had successfully gathered a Treasure token, and a
few of the lower-valued items of interest.
Martin’s Bow St Runners had killed far more Zombies than the
other two teams put together – no less
than 8!
This alone gave him the victory in this scenario, and plenty
of points with which to grow his team for the next one, subject to the rules
restrictions, of course.