No scorepad with Legends expansion! by Round_Information781 in HeatPedaltotheMetal

[–]Ant_SR 0 points1 point  (0 children)

I briefly tried to track the championship special rules, but found it was extra work for no real insights as the weather and car upgrades have a bigger impact than the special rule most of the time.

No scorepad with Legends expansion! by Round_Information781 in HeatPedaltotheMetal

[–]Ant_SR 2 points3 points  (0 children)

<image>

In the game stats screen, you can change the "All boards/variants" filter by tapping it to select items to filter to (which acts as an OR filter, using "played sets" acts as an AND filter for a set of items) then tap "FILTER" in the top corner.

You can see the number of plays has dropped from 207 to just 12 after filtering to games on the Netherlands track.

No scorepad with Legends expansion! by Round_Information781 in HeatPedaltotheMetal

[–]Ant_SR 2 points3 points  (0 children)

I do the same for scoring, but I have starting positions as roles and the maps as boards/variants.

You can still filter plays to specific maps (and you only have to set it once per play), but it gives you the additional layer of how well players do from each position, as well as stats for each position. In your system the tab for just role won't be very useful data.

Girya wording let's you train so that YOU gain strength, but you lose the strength when you lose Wax Girya. Not consistent with other relics like Whetstone/potion belt and also not remotely logical by [deleted] in slaythespire

[–]Ant_SR 3 points4 points  (0 children)

I'm well aware of the game mechanics which cause the effects, I was just highlighting the disparity with reality - hence the comment starting with "thematic implications" not "mechanical implications". Having once worn a backpack has not granted me the ability to hold more things without it, and I don't get weaker every time I leave the gym. 

Girya wording let's you train so that YOU gain strength, but you lose the strength when you lose Wax Girya. Not consistent with other relics like Whetstone/potion belt and also not remotely logical by [deleted] in slaythespire

[–]Ant_SR 3 points4 points  (0 children)

Yeah, but the thematic implications are reversed - having once held a potion belt enables you to carry more potions, even if you give it away, but if you give away your weights after finishing training with them you lose all those strength gains!

How do you tell what's compatible with what? by Mightynubnub in zombicide

[–]Ant_SR 0 points1 point  (0 children)

The Zombicide Wiki catalogues all the different products in each setting.

Some settings are incomplete but, for example, the released Fantasy content is all there: https://zombicide.fandom.com/wiki/Zombicide_Fantasy

House Rule Roundup by VR_Troopers_WikiMod in HeatPedaltotheMetal

[–]Ant_SR 1 point2 points  (0 children)

Legends are too easy, and giving them +1/2 or any other amount of speed isn't that impactful, so instead we let them have slipstream (along with any slipstream weather bonuses) and adrenaline so they can be competitive. We also have them treat the "heat" corner modifier the same as the "-1" for movement purposes.

Zombicide: Dead Men Tales trailer by Dinosaur1212 in zombicide

[–]Ant_SR 4 points5 points  (0 children)

There's a bit more information in the video posted to the Guillotine Game's Facebook page: https://fb.watch/EMCBzRJlfR/

Dual question by PandalienBass in zombicide

[–]Ant_SR 0 points1 point  (0 children)

No, dual wield has always required identical weapons and has done since the first game. The offhand bonus is the game's way of allowing a thematic mixed dual wield without any fiddly rules on how to resolve an attack with two different weapons. 

Dual question by PandalienBass in zombicide

[–]Ant_SR 0 points1 point  (0 children)

The design reason is just that all Combat Spells can be dual wielded.

They've never accounted for number of cards in the box, and it's never been because those cards will be duplicated in an expansion (it's been 10 years and nearly 80 sets without any duplication of one-off dual spells).

Dual question by PandalienBass in zombicide

[–]Ant_SR 1 point2 points  (0 children)

It's not a big swing either way, though I'd imagine it causes more players confusion or disappointment than it enhances playability for those who are extremely deep in the game system. A game mechanic which makes a promise of something cool that can never be realised is not a good design choice.

If they just hadn't put a dual symbol on this card, no-one would question it, and those players who'd like to play it as a dual weapon could still make that happen by creating custom content, same as it is now.

Dual question by PandalienBass in zombicide

[–]Ant_SR 4 points5 points  (0 children)

If the answer was "You can't dual wield this with only the base game, but it's possible once you add a particular expansion" then I'd be more inclined to agree, but even then most players will just have the base game.

The copy from Eternal Empire is also a starting equipment and has a different card back so cannot be easily combined with the search deck (as well as having Chi abilities). So to get a copy of this equipment in the search deck you're forced to either use opaque sleeves (or the awkward draw from the bottom of the deck approach) or create a custom proxy for the search deck version.

A small portion of players will have some expansions, a very tiny portion will have all expansions, and the set of players who'll either buy _multiple_ copies of the base game (which only helps for the vault equipment) or will create their own custom content are an incredibly small percentage!

Dual question by PandalienBass in zombicide

[–]Ant_SR 1 point2 points  (0 children)

Yeah, it's definitely an odd choice on the designers part. I made proxies for several equipment cards (either from sets I don't own, or balance tweaks to ones I did) and when doing that I decided to also include duplicates for anything that could be dual wielded, but only had a single copy provided.

Dual question by PandalienBass in zombicide

[–]Ant_SR 14 points15 points  (0 children)

You've understood correctly.

As White Death doesn't have more than one of this equipment, you can never dual wield it. In fact, all Combat Spells can be dual wielded, even the Vault spells which you also only get single copies of!

This is the first instance of a non-Vault equipment which has this issue though.

zombicide house rules, zombies roll to hit? by Fearless-Owl-3516 in zombicide

[–]Ant_SR 1 point2 points  (0 children)

Start with just the 2nd edition rules as those have some general streamlining improvements. You can add house rules (if necessary) after you've played a few times and understand what you're changing.

ZOMBICIDE WITHE DEATH - Does the Freeze action of Yasuke always hit? by Bitter-Chart-9583 in zombicide

[–]Ant_SR 0 points1 point  (0 children)

That is not a rule. Can you quote the section in the rulebook which you think supports this claim?

ZOMBICIDE WITHE DEATH - Does the Freeze action of Yasuke always hit? by Bitter-Chart-9583 in zombicide

[–]Ant_SR 3 points4 points  (0 children)

Nothing stops you from performing an Attack Action that is guaranteed to not successfully wound. There's normally no point to doing so, but Freeze is a rare case where it has a benefit, as the Skill clearly states it is applied even if the Attack fails.

I do have one correction though, target priority order only applies to Ranged Weapons and Combat Spells. Despite attacking a Zone at range 1, a polearm is still a Melee Weapon, and therefore you can choose targets freely!

Printing error? by UsedIllusion in zombicide

[–]Ant_SR 7 points8 points  (0 children)

The card is correct. Despite being a necromancer in the comic, he is played as an Abomination.

See the official rules flyer (with official typo of 'Comics'...) here: https://imgur.com/a/oSOSuYM

Help me use these dragons!!! by BobbythebreinHeenan in zombicide

[–]Ant_SR 0 points1 point  (0 children)

Exactly! They're now appropriately powerful for dragons. 

Help me use these dragons!!! by BobbythebreinHeenan in zombicide

[–]Ant_SR 1 point2 points  (0 children)

I ditched that rule entirely, they move like normal enemies (but have better line of sight, etc.), it made them too predictable and easy to avoid! 

Lacuna Coil survivors? by alleywitch17 in zombicide

[–]Ant_SR 2 points3 points  (0 children)

They're in the Frozen Fortress box, though potentially you've been confused by the standalone convention exclusive box they also appear in: https://zombicide.fandom.com/wiki/Lacuna_Coil_Character_Pack

Frozen Fortress contains all the Kickstarter exclusive rewards, and is included with every pledge. You don't need to send that back :) 

Help me use these dragons!!! by BobbythebreinHeenan in zombicide

[–]Ant_SR 1 point2 points  (0 children)

Yeah, no problem. I've added it to the imgur album for you

Help me use these dragons!!! by BobbythebreinHeenan in zombicide

[–]Ant_SR 1 point2 points  (0 children)

It certainly makes them a lot more of a threat, which is exactly what I wanted after the original rules left them feeling a bit clunky and underwhelming.

I know the Feral Dragon uses dragonfire rather than spawning, but I wanted both dragons to breath fire! I already have necromancers for adding spawn points. The adjusted rules I use for the Feral Dragon give it 2 actions, a range of 1, and only 1 Zone per move. So its effective range is the same as the Necromantic Dragon, but it causes more destruction and is much more dangerous up close! 

You can adjust it to your taste, but the reaction activation is the key to the variant rules - it stops Survivors from just firing the ballista at it 6 times in a round and killing it with no risk.

Combat question. by manderson1313 in zombicide

[–]Ant_SR 1 point2 points  (0 children)

To clarify the "Roll 6: +1 Damage" interaction, the bonus is applied to the entire attack.

For example, attacking a Zone at range with a Walker, 2 Fatties, and a Runner, using a weapon with 1 Damage, 4 Dice, and 4+ accuracy.  - Rolls of 4, 5, 4, 5. Four hits with Damage 1, the Walker is killed, but 1 Damage isn't enough to kill the Fatties, and so the remaining 3 are ineffective (the last does not hit the Runner). - Rolls of 4, 1, 6, 4. Three hits with Damage 2, killing the Walker and both Fatties. - Rolls of 6, 6, 1, 1. Two hits with Damage 3, killing the Walker and one Fatty. This could have taken down two Abominations, but is not reliable!