Title: Zombies!! Expansion Post by: Carcatronn on September 21, 2011, 01:51:51 pm So you buy a set of 8 or more Zombie Meeples (MeepleSource.com) and they are played like the Dragon. Once a Zombie "play" tile is played, a new Zombie meeple is placed on it like the volcano. There would be like 20 of these tiles having extras for respawning. When a Zombie "move" tile is played (maybe with a Brain icon and like 16 of these), all the Zombies are moved once or twice going clockwise around the table until all are moved, marking them by placing them facedown. If your Meeple is taken, it gets captured in a community tower. To get your Meeple back, you must trap a Zombie meeple using a Zombie Pit tile instead of grabbing from the stockpile (like the Abbey). You may place the Zombie Pit tile anywhere you like and simply move a Zombie in the Zombie Pit during the "move" phase. The Zombie Meeple stays there indefinitely. There will also be Ammo tokens earned the same fashion as Traders & Builders. If you have an Ammo token, you use this automatically if a Zombie attacks and is then later respawned when another Zombie "play" tile is played. Ammo tokens are scored as points if you have them at end game.
any thoughts or suggestions to make this work? Title: Re: Zombies!! Expansion Post by: Valk on September 22, 2011, 09:30:12 am Sounds super cool. It would be neat if the zombies moved of their own accord, since they are brainless monsters. Maybe the volcano tile could have an arrow on it to set the zombies off in an initial direction, and they would automatically move a few tiles towards the nearest follower when a zombie move tile was placed.
Title: Re: Zombies!! Expansion Post by: Talisinbear on September 22, 2011, 12:06:17 pm on BGG quite a nice alternate tile set with zombies
Title: Re: Zombies!! Expansion Post by: Carcatronn on September 22, 2011, 12:27:37 pm Sounds super cool. It would be neat if the zombies moved of their own accord, since they are brainless monsters. Maybe the volcano tile could have an arrow on it to set the zombies off in an initial direction, and they would automatically move a few tiles towards the nearest follower when a zombie move tile was placed. Oo I like the arrow idea for brainless zombie movement.. So maybe then have them move in that direction every turn? I could see people sabotaging the zombie and place the arrow in a non-movable direction, but guess word prevent future tiles placed next to it so some strategy there.. How about the move tiles have the direction on them to move all zombies on the board (i.e. Left 4)) instead? That could help with randomness aspect. Title: Re: Zombies!! Expansion Post by: Carcatronn on September 22, 2011, 12:33:05 pm on BGG quite a nice alternate tile set with zombies I believe you are referring to CarcaZone? It's a very nice spin-off, but not an expansion.. Want to be able to play the Zombies!! Expansion with all other expansions. I was invisioning using the same tile graphics from the original game with low fog and possibly adding moss/english ivy on the building tiles. Maybe add gravestones along the roads and around buildings. Maybe also darken the grass, but not by much so they still blend in. Title: Re: Zombies!! Expansion Post by: Valk on September 23, 2011, 12:30:09 pm Great idea about moving every turn. They could move one space every turn in the direction of the most recently laid arrow/move tile. They might keep walking until they go off the board?
Hey, how about when a follower is returned after being taken by a zombie, a new zombie spawns on an adjacent square? Zombies make zombies. Title: Re: Zombies!! Expansion Post by: Carcatronn on September 23, 2011, 01:33:03 pm Great idea about moving every turn. They could move one space every turn in the direction of the most recently laid arrow/move tile. They might keep walking until they go off the board? Hey, how about when a follower is returned after being taken by a zombie, a new zombie spawns on an adjacent square? Zombies make zombies. I thought of that, but still trying to figure out a way to turn your Meeple into Zombies without exhausting the zombie supply. Possibly use the Green Meeple set for "turned" Meeple Zombies. This way you have to trap one of these to get your Meeple back? Title: Re: Zombies!! Expansion Post by: TLP on December 14, 2011, 12:20:51 pm Zombie Tiles in the random draw bag? The tile shows a Zombie in a location (Road/City/Field ect) your closest marker in that location gets turned into a zombie.. spawining the undead...
Title: Re: Zombies!! Expansion Post by: Sekim on December 14, 2011, 12:43:48 pm You could also create a spinner to determine the direction of the zombie movement.
Title: Re: Zombies!! Expansion Post by: Carcatronn on December 15, 2011, 07:05:05 pm Zombie Tiles in the random draw bag? The tile shows a Zombie in a location (Road/City/Field ect) your closest marker in that location gets turned into a zombie.. spawining the undead... So the closest Meeple of the drawn location near every zombie gets turned? We could use the green discs from H&G to signify the Meeple turned zombie. I have been designing tiles for this expansion in my free time (which is almost never) and I am liking how it all is turning out. You could also create a spinner to determine the direction of the zombie movement. I like this idea a lot! Maybe rob the game of life for a good quality spinner and replace the artwork with Zombie stuff. Title: Re: Zombies!! Expansion Post by: Cianopanza on December 16, 2011, 04:48:59 am OT:
do you know Carcass-Zone (http://boardgamegeek.com/thread/420084/update6-carcass-zone-final-version-still-going)?? Title: Re: Zombies!! Expansion Post by: quevy on January 03, 2012, 07:01:36 am You could also create a spinner to determine the direction of the zombie movement. (http://upload.wikimedia.org/wikipedia/commons/thumb/3/3b/Die_bone.jpg/220px-Die_bone.jpg) (http://img688.imageshack.us/img688/2704/senzatitolo1sj.png) roll d6: 1-does not move 2-nord 3-est 4-sud 5-ovest 6-roll dice Title: Re: Zombies!! Expansion Post by: Scott on January 03, 2012, 11:43:57 pm Some of the purists frown upon adding dice to the game. ;D
Title: Re: Zombies!! Expansion Post by: quevy on January 04, 2012, 03:33:29 am In that case you can use a card like this, the previous player passes the cards down, the player whose turn of the wheel as long as he wants and then down, the arrow indicates the direction of the zombies.
(http://img849.imageshack.us/img849/2531/frecciaw.png) I enjoyed doing this (http://img233.imageshack.us/img233/6989/cimitero.png) Title: Re: Zombies!! Expansion Post by: Carcking on January 04, 2012, 02:38:37 pm OT: do you know Carcass-Zone (http://boardgamegeek.com/thread/420084/update6-carcass-zone-final-version-still-going)?? Are you guys all aware that Carcassonne Zombie's has already been masterfully done?? It's by Tim Collins on BGG. Check out the link that Cianopanza has embedded. Title: Re: Zombies!! Expansion Post by: quevy on January 04, 2012, 04:30:07 pm yes, and I hope we can play.
Title: Re: Zombies!! Expansion Post by: Carcatronn on January 05, 2012, 02:30:21 pm Nice ideas quevy! I was thinking about replacing the start tile with a new one that has a compass legend on it to establish which way is N, S, E, and W. Then each zombie spawn tile will include a marking of either N, S, E, or W ( and maybe a choose your own direction) to indicate which direction the zombies will move on each turn.
Also, maybe use a green disc from the H&G set to place under your "turned" Meeple.... Hopefully I will get some time to start on finalizing this soon. Title: Re: Zombies!! Expansion Post by: quevy on January 28, 2012, 12:02:07 pm http://carcassonnecentral.com/forum/index.php?topic=2163.msg20721#msg20721
uses this as the zombie spawn point ;D Title: Re: Zombies!! Expansion Post by: quevy on February 22, 2012, 12:40:40 pm Small preview ;D
Quote (http://img267.imageshack.us/img267/7561/freccian.png)(http://img40.imageshack.us/img40/4703/zombie1e.png) Title: Re: Zombies!! Expansion Post by: Carcatronn on February 22, 2012, 03:00:20 pm looks good quevy! I like how this is turning out :D
Title: Re: Zombies!! Expansion Post by: quevy on March 01, 2012, 05:55:01 pm (http://img534.imageshack.us/img534/3766/a00350.png)
Title: Re: Zombies!! Expansion Post by: Carcatronn on March 01, 2012, 06:09:45 pm looking good quevy! Is that road split or continuous?
Title: Re: Zombies!! Expansion Post by: quevy on March 01, 2012, 06:16:23 pm I want to draw a similar, but the road continues, this ends when the road enters the forest of dead trees. Title: Re: Zombies!! Expansion Post by: quevy on March 02, 2012, 10:53:00 am (http://img191.imageshack.us/img191/9454/a002wh.png)(http://img841.imageshack.us/img841/884/a001e.png)(http://img846.imageshack.us/img846/9348/a004h.png)
Title: Re: Zombies!! Expansion Post by: Carcatronn on March 02, 2012, 04:42:28 pm I like the larger brain icon! So many good expansions coming out :D
Title: Re: Zombies!! Expansion Post by: quevy on March 03, 2012, 11:12:33 am (http://img713.imageshack.us/img713/5897/zombiepag0272.th.png) (http://imageshack.us/photo/my-images/713/zombiepag0272.png/)
I designed the pieces thinking about how to diversify the division of fields. Title: Re: Zombies!! Expansion Post by: quevy on March 07, 2012, 11:42:53 am (http://img714.imageshack.us/img714/8199/zombie012.png)(http://img401.imageshack.us/img401/5445/zombie013.png)
Title: Re: Zombies!! Expansion Post by: quevy on March 10, 2012, 02:40:47 am I finished drawing the tiles, is now missing only the drafting of the regulation, but that's not my job :)
Expect a system of random motion of Zombie very original and easy to apply, designed after extensive discussions with a mixture of ideas. (http://img819.imageshack.us/img819/8564/zombiefoglio0.th.jpg) (http://imageshack.us/photo/my-images/819/zombiefoglio0.jpg/)(http://img689.imageshack.us/img689/8509/zombiefoglio1.th.jpg) (http://imageshack.us/photo/my-images/689/zombiefoglio1.jpg/) |