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Post by okumarts on Nov 30, 2011 3:57:03 GMT -9
It's finally out! Katana Schoolgirls vs Zombie Furries has escaped from the sewers. Pick it up here: rpg.drivethrustuff.com/product_info.php?products_id=97185This set has zombies of all shapes and sizes: two pages of regular zombies, a page of zombie furries and a page of toxic zombies (including the big and scary Toxic Zombie Boss). PLUS there are six Katana Schoolgirls and six unfortunate Katana Schoolgirl Zombies. But that's not all... If you act now (heck if you just act) you can get this mega set with a bonus minigame complete with rulebook, character cards, game cards and tiles, tiles, tiles!
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Post by Mike H "Chugosh" on Nov 30, 2011 6:01:30 GMT -9
That's just awesome.
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Post by Adam Souza on Nov 30, 2011 6:08:49 GMT -9
Picked it up and it is sweet !!
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Post by Parduz on Nov 30, 2011 7:49:58 GMT -9
Got it. I can't resist to - the art itself - an insane amount of minis - a boardgame all in the same package for that price ;D
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Post by nikloveland on Nov 30, 2011 8:14:07 GMT -9
I just had to get it since I'm a sucker for Paper Mini games.
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Post by kiladecus on Nov 30, 2011 8:20:56 GMT -9
It's VERY awesome!
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Post by josedominguez on Nov 30, 2011 8:57:27 GMT -9
Mini-game? My backside!!!! I've paid £30+ for games with less content and nowhere near the quality. That set is awesome, hilarious and deeply wrong on a number of levels. Superb work, my group are going to love it
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Post by okumarts on Nov 30, 2011 19:03:24 GMT -9
Thanks so much for the kind words everyone. I noticed the first bit of errata today (I'm compiling a list). The Talent Uncanny Dodge is incomplete on the card and in the book it should read:
Uncanny Dodge: This figure gets a +4 on defensive rolls for this GT, but must give up chance of a counterattack and the figure’s next action.
I'll have to fix this and repost the game file. I want to find a few more to fix in the meantime, but this is a biggie.
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Post by okumarts on Dec 1, 2011 21:14:29 GMT -9
There have been some requests to see the minis as my cover is different than the covers that have come before it so here goes... First up the Katana Schoolgirls along with their zombie versions: Next up the zombie furries you've heard so much about: Some regular zombies: A detail of the zombies: Toxic Zombies: Finally, the game in play:
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Post by Vermin King on Dec 2, 2011 8:44:30 GMT -9
Wow! Just Wow!
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Post by okumarts on Dec 2, 2011 13:58:09 GMT -9
How does one get a posting on Board Game Geek. I am sadly not familar with the process.
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Post by Parduz on Dec 2, 2011 14:00:40 GMT -9
How does one get a posting on Board Game Geek. I am sadly not familar with the process. You have to submit your game for the database. I think it is a moderated process, so then you have to wait for the submission to be approved. Take this with caution, as i'm not a designer and so i could be completly wrong.
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Post by gilius on Dec 4, 2011 15:33:41 GMT -9
By the way, any chance of you producing a civilians set -- like the regular zombies as normal people?
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Post by okumarts on Dec 4, 2011 15:36:09 GMT -9
I am considering a modern era gang/cop/special forces/terrorist line in the new year and should have a civilians set together for that.
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Post by gilius on Dec 4, 2011 18:09:08 GMT -9
I am considering a modern era gang/cop/special forces/terrorist line in the new year and should have a civilians set together for that. Yes! Now this is great news! I find modern era paper minis hard to come by -- especially in OneMonk style. Gangs, cops, civilians etc. will all be very welcome
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Post by old squirmydad on Dec 11, 2011 20:34:20 GMT -9
Were you doing some rules updating to correct some typos? I haven't hit "Print" yet for the rules and I was wondering if a revised version was going to be/has been uploaded? Thanks.
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Post by okumarts on Dec 11, 2011 20:42:35 GMT -9
I am including errata as a separate document eventually. For now I am just clarifying some rules: Both errors occurred when the info was cut off. I had written them and played this way, but the final cards were off so the rules were off a bit too.
Uncanny Dodge: This figure gets a +4 on defensive rolls for this GT (as opposed to the standard +2 for a dodge), but must give up chance of a counterattack as well as the figure’s next Game Turn.
Also: Dark Secret Childhood Trauma. Last sentence was cut off. Should read. Failure of an Ability Check (6) means you cannot attack and you lose a GT transfixed in horror.
If any other bits like that are found, please let me know. I don't think that would ruin any fun with the game.
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Post by old squirmydad on Dec 11, 2011 22:21:49 GMT -9
Thanks, that's cool.
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Post by franciskop on Jan 31, 2012 11:00:05 GMT -9
Hi Okumarts, I have just bought one copy and I love the job you have done! Just waiting for having some time to build the game and play it with my "zombie-lovers" friends. Kind regards, Fran
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Post by imnntt on Jan 31, 2012 12:47:51 GMT -9
So for the Uncanny Dodge card if you fail your ability check, you lose a gt instead of fleeing ? You can't flee and be transfixed
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Post by okumarts on Jan 31, 2012 13:07:12 GMT -9
No need to make an Ability Check with the Uncanny Dodge. You just declare you are dodging and get +4 on their def roll, but have to give up their next game turn. Theoretically they could keep dodging, giving up their next game turn. The Dark Secret is a different card with different effects. I hope that helps.
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Post by imnntt on Feb 1, 2012 7:13:06 GMT -9
Whoops, I meant the Dark Secret card. The card says you have to flee, while the "missing sentence" says you are transfixed and lose a gt.. sorry about that.
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Post by okumarts on Feb 1, 2012 8:44:57 GMT -9
Hmm... Ok. as written I would say the character should flee. The missing part would be that they would open themselves up to a free attack from any opponents in HTH range.
I'll have to take a look at that and formalize the errata soon.
Thanks for keeping an eye open. I'd love to see and hear from people playing the game.
The most confusing thing for new players is how Wounds work so here goes:
"When figures battle, each side rolls a D6 and adds their respective Ability. This can also be modified by other factors. The difference of these two rolls determines the effect of the attack. Equal results mean that both the attack and possible counter-attack have failed.
(Please note that only figures with the counter-attack Talent can actually counter-attack. Unarmed targets cannot counter-attack on armed (swords) attackers unless they have the Brawling Talent. ) Once you calculate the difference of the dice rolls add the Weapon Damage Bonus and then remove the Armour Value. This is the number of Damage Points the figure takes.
Each wound has 6 Damage Points.
If the figure only has one wound or is down to the last wound the final result is found as the Difference on the Damage Chart. You may want to write down the Damage Points or use a marker dice to keep track of Damage Points and Wounds if the figure has more than one Wound.
If a figure is hit again count Damage Points from the current point on the damage chart.
Example: A figure with one Wound takes 3 Damage Points and is Fallen and Stunned. Hit again, the figure takes an additional 4 Damage Points and ends up with a total of 7 Damage Points. The figure is considered Wounded and is out of play.
Damage Chart DP Effect 1 Staggered. Half activation next GT. 2 Fallen. (3AP to stand up) 3 Fallen and stunned (roll Ability Target 6 to recover from the stun)* 4 Knocked Out 2-12 GT. 5 Mortally Wounded. Figure is out of play until major medical assistance is applied and will “bleed out” (die) in 2-12 GT. 6 Wounded. The player should roll a Difficult Ability check (9) or be out of action and dying. Dying figures are out of play and will bleed out in 2-12 GT as above. If a Difficult (9) Ability Check succeeds the figure is a Walking Wounded and all rolls, including Activation are made at -1. This effect is cumulative for each extra Wound the figure takes."
So if you have a figure with two wounds that is hit and takes 9 Damage Points after Armour, they automatically lose 6 DP and lose a Wound. The 3 extra points are then applied to the Damage Chart (as the figure has only 1 Wound left) with the result of Fallen and Stunned. Next GT the player must Make a standard Ability Check (difficulty 6). IF they fail they remain stunned and miss this GT, but if they make it, they can attempt to stand (3 AP) or may fight from the floor as if they were just Fallen (move up to 2 on the Damage Chart, the damage effects on this chart are cumulative so if a fallen figure (2) is hit again with 3 more damage they push down along the chart from their current point. In this case they would be at 5. It pays to stand up.).
It's fairly clear, but it's the issue that comes up from time to time.
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Post by kgstanley81 on Apr 20, 2016 20:06:04 GMT -9
Question about damage, 3 damage falling and stunned, on my turn I roll to recover from stun (6) at ability 0, and if I make it I could stand up for 3 AP. (If I fail to recover, try again next turn, hope I don't get attacked because my ability is 0 while stunned.) Now that I stand up is my damage on the wound chart reset to staggered, or should I have already been staggered the next GT at the fall and stunned? And what happens if I get hit for 2 damage after I stand up is it just fallen on the damage chart, or is it now mortally wounded on the damage chart because that would make it 5 points in 2 turns, but I stood up? Thank you, my dad and I tried it out last night and where a little unsure but we had a blast playing
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Post by kgstanley81 on Apr 20, 2016 20:10:56 GMT -9
One more, zombies take damage just like people? Knock out and mortally wounded?
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Post by okumarts on Apr 21, 2016 6:37:11 GMT -9
Thanks! I still really love this game. I streamlined the combat system for Darkfast Dungeons and Save the Day, but this game still holds up. I think what I was attempting to say in the rules was that if another attack that game turn hits that character it pushes them further down the chart. If a character is still laying down on their GT they are staggered (so half activation) and laying down. Getting knocked over can be an easy way for zombies to swarm the character.
Standing up takes 3 action points.
I have been using the chart for Zombies too, I count knocked out as being knocked down and unable to get up for a few GT (2-12).
I'm glad you like the game. I want to expand it very soon.
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Post by kgstanley81 on Apr 21, 2016 8:30:17 GMT -9
Thank you for the quick response, and one more question, 2 wounds, do you use the damage chart on the 1st wound, or after the first one is gone
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Post by okumarts on Apr 21, 2016 12:19:08 GMT -9
I only use the Wound chart when down to the last wound. So a 2 wound character hit for 9 points of Damage is considered Fallen and Stunned. You burn through the first 6 damage points (the first wound), then consult the chart.
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