It was time for our next game in our clubs Zombicide Campaign. This was our 5th game... We had 6 players show up, so I sat out & just ran the scenario.
Things started off well, the group had Amy move to the first door & crack it open. The few zombies on the other side were quickly dealt with, however there was also an early 'sewer' card drawn which had some walkers arrive.
The group has taken the wise decision to open doors to the large buildings early, to minimize what will show up whilst they are all in the blue. These long buildings would also serve to channel arriving spawns.
The group continues to clear out the first rooms of the large buildings.
The group then split, entering both buildings to get the objectives.
Meanwhile the zombies continue to build, arriving at the 3 spawn points at the other end of the board.
With both the large buildings cleared, the group decides their next move...do we open the door now? Wait.....what if....Oh there's an Abomination, who has the Molotov? The group did open the door & rushed into the street amidst a group of runners.
The group pushes into one of the smaller buildings, collecting the 2nd last objective...we are getting close! I think this is about the moment Wanda had gotten to the red!
The group rushes across the street when all hell breaks loose. Several weapons break & some runners get an extra action. The wounds build!
As Dave, Wanda & Josh get into the building & snag the last Objective. Amy, Phil & Ned fall to the swarm of zombies.
Alas, the 3 inside also succumb to the hordes....what a finish!
So where does that leave us? The parameters for the Campaign were that it would continue as long as the original survivors are in the game & that at least one of them must go on every mission. We had Dave step in for this scenario, which left Doug at the camp with Troy.
Thus I will be adding a few extra 'survivors' to get the group to 6 members again. Now its all up to Doug to carry on!
Thanks to everyone for coming out! It was nice to see more people out.
Great setup and a tough campaign for the survivors
ReplyDeleteSometimes the worst possible card is pulled for a zombie spawn...also allowing the zombies to build creates its own issues, as when you run out of zombies & their card is pulled, all the ones on the table get an extra action. As its a campaign, the characters are able to develop skills which they keep game to game. As it was meant to be a long campaign, and the players have the option of bringing the 'non' original survivors on the missions, it allows to hopefully extend the campaign. They just got caught in a bad situation that quickly spiralled out of control. On the flip side, I will now be adding the recently fallen characters as Zombivores, which will have abilities of their own to pit against the players!
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