Custom Items (non-weapon)

Tomunist Party

New member
Alarm clock- discard item to cause 3 noise tokens in current zone. disabled when zombies arrive at that zone.

Road flares - May be "thrown" into an adjeacent space to abstruct line of site. (both zombie and survivor line of site)

Rubber hose- may spend an action to syphon gas out of a car. If a character is in the same zone as a car he may use one action and then search through the deck until he finds the gasoline item. This should not affect the drivability of a car (or should it).

Maglite- when searching, zombies spawned from "ahh" cards are imediately killed.


What ideas have you guys done?
 

KingZombie

New member
Alarm Clock: I like it. Maybe have it cause 3 tokens for one turn?


Road Flares wouldn't block the line of sight of humans I wouldn't think, BUT I do like idea of it distracting the zombies into not seeing the humans. Maybe it could delay the zombies a turn (like a feeding frenzy?)


Rubber hose: I like it. I think if you siphon the gas, you can' t drive the car. That way it's a trade off.


Personally, I would like to see an official first-aid kit. There would be a first-aid kit in pretty much any building you go into (and in police cars).
Take one action, discard the kit and heal one wound.



Alarm clock- discard item to cause 3 noise tokens in current zone. disabled when zombies arrive at that zone.

Road flares - May be "thrown" into an adjeacent space to abstruct line of site. (both zombie and survivor line of site)

Rubber hose- may spend an action to syphon gas out of a car. If a character is in the same zone as a car he may use one action and then search through the deck until he finds the gasoline item. This should not affect the drivability of a car (or should it).

Maglite- when searching, zombies spawned from "ahh" cards are imediately killed.


What ideas have you guys done?
 

ecurtz

New member
Hah, I just suggested the alarm clock idea in the Season 2 Kickstarter comments but as a boom box to go along with the Jay and Silent Bob survivors we're hoping for. Definitely a good idea for an item, whatever form it takes. I think you should be able to carry or abandon it.

Nails which could be used to upgrade the bat to the spiked bat, or used with the new hammer weapon to close a door.

Zombie goo, could come from a dead Fatty and applying it could give any player the slippery skill for one turn (and the disgusting skill for the rest of the game.)
 

Mobius187

New member
Hah, I just suggested the alarm clock idea in the Season 2 Kickstarter comments but as a boom box to go along with the Jay and Silent Bob survivors we're hoping for. Definitely a good idea for an item, whatever form it takes. I think you should be able to carry or abandon it.

Funny, I just made a similar suggestion. However, I also suggested it could be a flashbang too, with the goal being to create a temporary large noise source to draw zombies. In conjunction with this idea I suggested a smoke grenade or tear gas that would fill a room/zone and block line-of-sight (for zombies and survivors) with the end goal being to herd zombies in another direction.
 

Mobius187

New member
Cornbread !!

... padded ... cos CMON forums won't let me post the above by itself !

I noticed a lot of posts about this in the Kickstarter comments, but I gotta ask... why? This is like the obsession some players have with bacon in the game Don't Starve, but at least that game's all about food (and survival). Not that I would argue against adding more cards to the game. I'm however more partial to food items from Project Zomboid, like "crisps" (bags of chips) and other junk food. Or how about Twinkies?

Which reminds me, people sure have made a lot of suggestion about adding new survivors to the game (promo and optional buy), but personally I would rather support seeing ones from zombie movies, shows, and comics. I mean, sure, they FINALLY added Shaun, but what about Ed? Those two go together like peanut butter and jelly. Or what about Tallahassee (Zombieland)? Or maybe Jim (28 Days Later). And with all these survivors why are so few with military training? I wouldn't mind seeing a soldier, and while not from a zombie genre, I think a miniature of Arnold Schwarzenegger, as "Dutch" from Predator would be cool. Anyway, that's my 2 cents on that topic.

So far I've mostly spent time on making sure the font and sizes match the ones from the game though aha

Nice. However 2 free movement actions seems a bit too powerful. I would say 1 free movement or search action. That way you reduce its power, but add versitility.

On the topic of versatility, I've considered creating special "action cards" as a house rule for my games to give players more options. They would work similar to the D&D Fortune cards, allowing players their normal actions, but then the ability to play a card to do something more. The cards would have random effects (i.e. +1 free move, generate +5 noise, re-lock an open door, ect.) and some would be situation specific (i.e. When in a room/zone with 5+ zombies, or When firing a shotgun/sawed-off/Ma's shotgun), the players could play one or discard one at the end of their turn to get a new card next turn. Of course I've held off because I didn't want to deal with the balance correcting issues that would surely follow.

Jesus this forum is bad. Image managing is just laughable

Yeah, it's a shame I can only see the energy drink card because that one card looks damn good. Great work by the way.
 

Mobius187

New member
Thanks, here is one big screencap, that should work.

Again, great artwork for the cards. Abilities aside, for the wording you might want to consider referring to the Skills in the rulebook, for example:

Energy Bar: THE SURVIVOR GAINS +1 FREE MOVE OR MELEE ACTION. DISCARD AFTER USE.

I think +2 of anything is too powerful, imagine Eagle (i.e. Chuck Norris) at red level with an Energy Drink (the +2 melee variety)? Crazy! :p

I would suggest the abilities be limited to +1 free melee, +1 free move, +1 free search, and "double move" (Wanda's ability).
 

Shoogoo

New member
Thanks for the suggestions! If it wasn't obvious already, english isn't my first language and it really is a part of the card conception I'm struggling with.

I don't know about +2 being overpowered though, it only lasts one turn (forgot to make that clear on the card)! Even in the hands of Eagle, it is nowhere near a game changer imho.

I have many other cards I need help with the wording, but they're mostly weapons, think you could help me out?
 

Mobius187

New member
Thanks for the suggestions! If it wasn't obvious already, english isn't my first language and it really is a part of the card conception I'm struggling with.

Actually, I wouldn't have guessed English wasn't your first language since your wording wasn't bad. Usually the main issue with game cards is using the same "lingo" as the developers. Whenever I've done this in the past I've reviewed other cards in hopes of determining the best way to word new cards. Such as when I created cards for the game Zombies!!!, in fact as I recall, I used covers from The Walking Dead comic when I created them in Photoshop.

I don't know about +2 being overpowered though, it only lasts one turn (forgot to make that clear on the card)! Even in the hands of Eagle, it is nowhere near a game changer imho.

Well regardless of the wording, the cards still look very nice, no one could argue that fact. :)

I have many other cards I need help with the wording, but they're mostly weapons, think you could help me out?

Sure, feel free to post the cards or the card name and text, and I'll see what I can do. Of course weapons in Zombicide have a decided lack of words on them, so I'm curious as to what weapons you have planned. Also, if you don't have them already, what would be nice are more items that can be used in conjunction with weapons, like "Plenty of Ammo" or the new "Hollowpoints" (as I recall). I'm not sure if the laser pointer they mentioned is also another item that can be combined/used with weapons or not.
 

Mobius187

New member
I'm a bit of a handgun nut :) Here are a few of them.

If the game needs one thing, it's a greater variety of weapons. So I have no problem with more guns. :)

Here are my thoughts on each card:

ATI SEMI-AUTO: Am I correct in assuming the text at the top of the card is the same as the Evil Twins? If so, then it should stay as you have it. The real issue I have with the card as it is now is that right now it's a more difficult to hit with SMG. To differentiate it I would change it to 4+ (to hit) with 2 dice of damage. Now, I'm not at home... so let me guess and say I've probably described the Evil Twins stats. If so... yeah, not much room for diveristy here...

FNP90: Looks good to me. It's basically a more powerful SMG, but that's fine. :)

PUMP ACTION SHOTGUN: Hrm... it's a Shotgun, but with the "to hit" of the Sawed-Off. Not sure that's a good balance... unless you added the limitation found on the Sawed-Off (i.e. requires a reloaf action) and changed this to an older DOUBLE BARREL SHOTGUN. ;)

BROWNING HI-POWER: Good idea. I like this card.

SILENCED COMET A 220: Another good card, however you may want to edit the rifle image by removing its scope. After all, we do have the Scope item card that could be added to it and this may confuse players into wondering whether or not they can Snipe zombies.

COMPOUND BOW: Works for me, especially the ranges you chose.

CZ 75: Now, I'm not against free actions, however you included the "Paired" icon... so imagine a survivor with TWO CZ 75 pistols and 3 actions... that's 6 ranged attacks. Crazy! But seriously, that's if you removed the "paired" icon the free ranged attack would work. That or give it a split attack of +4/+5, implying that when you use it paired you lose accuracy.

CZ 75 CUSTOM: As above, but +3/+4. Or change this from a weapon card to an item card: CZ 75 CUSTOM PARTS, that the player can attach to the CZ 75 and grant it +1 to hit.

CZ 75 COMPACT: Interesting... I assume it cannot be "Paired" from the inventory? As it's just as good as the Pistol however you may want to include a handicap... say, -1 to hit when used from the inventory. Just a thought. Also, instead of "USER", I would say "SURVIVOR".

DESERT EAGLE: Works for me, as it's more powerful than a Pistol, but not as deadly as the Shotgun.

KRISS VECTOR: How about, "SPECIAL! ROLL AN ADDITIONAL DICE FOR EACH 6."?

MOSSOVA 500: A ranged Baseball Bat? Sure, why not? :)

H&P MP5: H&P...? I'm pretty sure it's H&K. Also, it seems a tad too powerful (as an "easier to hit" SMG). My suggestion? Either keep the stats, but remove the "Paired" icon. Or maybe have an added rule: SPECIAL: IF A 1 IS ROLLED, NO DAMAGE IS DEALT THIS ACTION. That rule would work better for a jam-prone firearm, of course. ;)

GLOCK 19: Once per turn? Okay, that's fine. Also, no "Paired"? That makes it more even/fair with the Pistol then, since it can be paired.

LIGHT MOUNTED GLOCK 19: Heh, for some reason I expected to see "+1 FREE SEARCH ACTION". :p Actually I think this may be too powerful, as for every attack roll the player could make re-roll once. However, the weapon cannot be paired, so that does offer some balance.

I got many many more, including melee weapons;

LONG POLE CHAINSAW: What? A chainsaw that doesn't roll 5 dice? DO NOT WANT! :p But seriously, Range 1 is very long... and I just can't see this as making sense (sorry). But that's just my opinion.

KUKRI: El Cholo is "Machete" (i.e the movie), which is why he gets machetes. The kukris also seem... under-powered when compared to machetes. Here's a suggestion, how about a range 0/1 and a hit of 5+/6+ with the rule: DISCARD KUKRI TO ATTACK AT RANGE. Hrm, the wording could be better.

CIRCULAR SAW: Actually I saw this card in Prison Outbreak, as I recall. To be honest, this version is not desireable, since a Fireaxe deals 2 damage, hits at 4+, and opens doors in a single action. My suggestion, that is if this card doesn't already exist in Season 2, would be to give it the special: OPEN DOOR AS A FREE ACTION. But even then people might complain, when comparing it to the chainsaw (although the chainsaw should really require two hands to use it...).

I'll stop there, but honestly I feel like the sky is the limit with this game!

A great collection of cards. Good work. :)
 

Shoogoo

New member
ATI SEMI-AUTO: Am I correct in assuming the text at the top of the card is the same as the Evil Twins? If so, then it should stay as you have it. The real issue I have with the card as it is now is that right now it's a more difficult to hit with SMG. To differentiate it I would change it to 4+ (to hit) with 2 dice of damage. Now, I'm not at home... so let me guess and say I've probably described the Evil Twins stats. If so... yeah, not much room for diveristy here..

Yep, that's the Evil Twins stats :)



PUMP ACTION SHOTGUN: Hrm... it's a Shotgun, but with the "to hit" of the Sawed-Off. Not sure that's a good balance... unless you added the limitation found on the Sawed-Off (i.e. requires a reloaf action) and changed this to an older DOUBLE BARREL SHOTGUN. ;)

Well, I just meant to put one in the deck of cards. And this shotgun is par with the one we're getting in Prison Outbreak View attachment 19317I think I'll keep it that way :)

SILENCED COMET A 220: Another good card, however you may want to edit the rifle image by removing its scope. After all, we do have the Scope item card that could be added to it and this may confuse players into wondering whether or not they can Snipe zombies.

Thanks! It's indeed quite confusing

CZ 75: Now, I'm not against free actions, however you included the "Paired" icon... so imagine a survivor with TWO CZ 75 pistols and 3 actions... that's 6 ranged attacks. Crazy! But seriously, that's if you removed the "paired" icon the free ranged attack would work. That or give it a split attack of +4/+5, implying that when you use it paired you lose accuracy.

Woops, that's broken all right! I'll fix it, thanks.


CZ 75 CUSTOM: As above, but +3/+4. Or change this from a weapon card to an item card: CZ 75 CUSTOM PARTS, that the player can attach to the CZ 75 and grant it +1 to hit..

Yeah, good idea, I kinda liked the 75 custom image though :[ (it's my favorite gun in case you couldn't tell :p)

CZ 75 COMPACT: Interesting... I assume it cannot be "Paired" from the inventory? As it's just as good as the Pistol however you may want to include a handicap... say, -1 to hit when used from the inventory. Just a thought. Also, instead of "USER", I would say "SURVIVOR"

Thanks for the suggestion, I don't feel it's too broken this way though. I'll change the survivor thing.



KRISS VECTOR: How about, "SPECIAL! ROLL AN ADDITIONAL DICE FOR EACH 6."?

I got another SMG with that text. I wanted to make the Vector a little stronger. Too strong maybe?



H&P MP5: H&P...? I'm pretty sure it's H&K. Also, it seems a tad too powerful (as an "easier to hit" SMG). My suggestion? Either keep the stats, but remove the "Paired" icon. Or maybe have an added rule: SPECIAL: IF A 1 IS ROLLED, NO DAMAGE IS DEALT THIS ACTION. That rule would work better for a jam-prone firearm, of course. ;)

Actually, now that I see it again I remember that I originally wanted to add something along the lines of "If dual weld (?), hits on a 5+" (like the vanilla SMG)


GLOCK 19: Once per turn? Okay, that's fine. Also, no "Paired"? That makes it more even/fair with the Pistol then, since it can be paired.

Actually, I forgot to put the paired icon lol! I tried to stay consistent to the gun's reputation, the glock being reliable, I thought a re-roll wouldn't make it broken.


LIGHT MOUNTED GLOCK 19: Heh, for some reason I expected to see "+1 FREE SEARCH ACTION". :p Actually I think this may be too powerful, as for every attack roll the player could make re-roll once. However, the weapon cannot be paired, so that does offer some balance.

Well, your search idea isn't bad at all. It could combine the basic flashlight (2 cards per search) instead, that wouldn't make it broken in my book. It's just 2 cards combined, and you're not going to hold on to that pistol for very long anyway.


LONG POLE CHAINSAW: What? A chainsaw that doesn't roll 5 dice? DO NOT WANT! :p But seriously, Range 1 is very long... and I just can't see this as making sense (sorry). But that's just my opinion.

Yeah, it's more of a gimmick weapon, but it's kinda cool when played. 2 dice because it must be hard to actually move the thing lol. I actually tried this one with my friend and we had some good fun with it. It's a bit broken in the sense that you can 'sniper' runners from 1 zone away, but again, it's not a weapon you're going to hold on to forever!


KUKRI: El Cholo is "Machete" (i.e the movie), which is why he gets machetes. The kukris also seem... under-powered when compared to machetes. Here's a suggestion, how about a range 0/1 and a hit of 5+/6+ with the rule: DISCARD KUKRI TO ATTACK AT RANGE. Hrm, the wording could be better.

Yeah I know who Machete is :) it's another pair of card we tried and it wasn't too bad either! El cholo has 4 dice at melee, hit on 5+ but only does 1 damage. At first I made it hit on a 4+ but that was really OP. Never tried the actual (5+) card.


CIRCULAR SAW: Actually I saw this card in Prison Outbreak, as I recall. To be honest, this version is not desireable, since a Fireaxe deals 2 damage, hits at 4+, and opens doors in a single action. My suggestion, that is if this card doesn't already exist in Season 2, would be to give it the special: OPEN DOOR AS A FREE ACTION. But even then people might complain, when comparing it to the chainsaw (although the chainsaw should really require two hands to use it...)

It's a concrete saw in Prison Outbreak, way more powerful than this one. I made it weak on purpose to be honest, I just thought that it's an item you could stumble upon. It's pretty crappy, but then again look at the range of that thing! Here is the concrete saw for comparison;
View attachment 19318



A great collection of cards. Good work. :)

Cheers! You mentionned a double-barreled shotgun, as a fan of DOOM 2, I just couldn't pass up on the occasion!

View attachment 19319

High dice count, to make it satisfying (like it should be) For the rest it has the same stats as the shotgun but requires reload like the sawed-off. I tried it as well and it's already a favorite in my group. It has punch and character! :D

Again, this forum is absolute rubbish (to stay polite)
 

Mobius187

New member
Yep, that's the Evil Twins stats :)


No surprise. The stats just worked since all the Evil Twins are is 2 Pistols in one hand/equip slot.

Well, I just meant to put one in the deck of cards. And this shotgun is par with the one we're getting in Prison Outbreak I think I'll keep it that way :)

Fair enough. The Automatic Shotgun is better than the Shotgun in terms of "to hit" dice (2 Dice vs 3 Dice), while your Pump Action Shot is better than the vanilla Shotgun in terms of "target" (3+ vs 4+). So, same difference and hard to argue if GG is officially nerfing their original card with a new one. :p

Yeah, good idea, I kinda liked the 75 custom image though :[ (it's my favorite gun in case you couldn't tell :p)

Fair enough. So will you do the two target numbers (i.e. 3+/4+) whether single or dual wielding the gun?


Thanks for the suggestion, I don't feel it's too broken this way though. I'll change the survivor thing.

It's your card, so it's your call.

I got another SMG with that text. I wanted to make the Vector a little stronger. Too strong maybe?

It might be, especially since you're rolling 3 dice, and a survivor could choose a Skill that adds another dice... increasing the odds of rolling a 5+. hence why I suggested narrowing the odds by making it 6+. This would also invalidate any Skill that lowered the target number (i.e. lowering 5+ to 4+), since you would still need to have rolled a 6, not just hit the zombie.

Actually, now that I see it again I remember that I originally wanted to add something along the lines of "If dual weld (?), hits on a 5+" (like the vanilla SMG)

That would make sense. So make it 4+/5+ and a special rule that says you roll using the second value when paired.

Actually, I forgot to put the paired icon lol! I tried to stay consistent to the gun's reputation, the glock being reliable, I thought a re-roll wouldn't make it broken.

Well it's just that it trumps the existing Pistol. If you had a choice you would never keep/use a Pistol over the Glock 19 since they would have the exact same stats, but the Glock would have that re-roll effect. Hence making it single over paired would give a reason NOT to take it over a Pistol, depending on user preference. Still, it's your call.

Well, your search idea isn't bad at all. It could combine the basic flashlight (2 cards per search) instead, that wouldn't make it broken in my book. It's just 2 cards combined, and you're not going to hold on to that pistol for very long anyway.

You'll have to show me the new card. :)

Yeah, it's more of a gimmick weapon, but it's kinda cool when played. 2 dice because it must be hard to actually move the thing lol. I actually tried this one with my friend and we had some good fun with it. It's a bit broken in the sense that you can 'sniper' runners from 1 zone away, but again, it's not a weapon you're going to hold on to forever!

Yup, and when Berserkers come in a ranged melee weapon would nerf their "power". :p

Yeah I know who Machete is :) it's another pair of card we tried and it wasn't too bad either! El cholo has 4 dice at melee, hit on 5+ but only does 1 damage. At first I made it hit on a 4+ but that was really OP. Never tried the actual (5+) card.

In my opinion though I would remove the Special text and have El Cholo always start with only his Machetes, then allow players to find the Kukris as normal. You can keep the rest of the stats the same. Again, that's just my suggestion.

It's a concrete saw in Prison Outbreak, way more powerful than this one. I made it weak on purpose to be honest, I just thought that it's an item you could stumble upon. It's pretty crappy, but then again look at the range of that thing! Here is the concrete saw for comparison;

Ah. I know I saw something with a circular blade. Hrm, I would still say remove the "special" that makes it take two action to open a door and maybe make it 2 dice (to hit). A 1 in damage and 5+ target would still make it fairly ineffective. Or have I described the Katana...? :p

Cheers! You mentionned a double-barreled shotgun, as a fan of DOOM 2, I just couldn't pass up on the occasion!
High dice count, to make it satisfying (like it should be) For the rest it has the same stats as the shotgun but requires reload like the sawed-off. I tried it as well and it's already a favorite in my group. It has punch and character! :D

Heh. Well have fun. :)
 

mitchiemasha

New member
I'd like NOISE! Search Cards that trigger noise, Knock over a vase, Drop a glass, Creaky floor boards, Trip (lose 1A) etc, all place 1 noise token, nice graphic and a lil noise symbol.

This could really mess up a few plans if a survivor is snooping about but not wanting to draw any attention, via more noise from the zone.

Some More

Room Empty, no more searches, leave card in the room.
Toilet Paper, Discard for +/- 1xp
Water Pistol... Just has to be in there!
Flare Gun, Outside only, discard, all zombies dazzled by the flare, No activation following turn
Hammer + Planks of Wood + Nails... Barricade a single door way.

Skill Activating Search Cards

Micro Scooter, 2 Zones per Move Action
Chair, discard to use Lock it Down
Megaphone, Gain Loud
Air Horn, Gain Loud
Rabbits Foot, Gain Lucky
4 Leaf Clover, Gain Lucky
First Aid, Gain Medic
Baby Oil, Gain Slippery... lol!
Beta Blockers, Gain Steady Hand
Chewing Gum, Gain Born Leader
Cuban Cigars, Gain Born Leader
Biker Jacket, Gain Tough

Some New Skills & Skill Mods

Starts with pistol
- Ignore targeting priority when using the pistol in the same zone.
Aim - 1d6 ranged weapons. Spend 1A to aim before shooting and ignore targeting priority. Only a roll of 1/Z face hits survivor if in target zone.
Off the Hip - Move and Shoot as 1A
Double Tap - Roll 2d6 on 1d6 ranged weapons, doubles that hit count as 1 2 damage or 2 1 damage.
Driver - Avoids other cars. Movement Zone limit not locked to 1 Direction, Power Slide.
Hide - Spend 1A to hide, negates LOS from Z’s in adjacent rooms. Must be last A.
 
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