Custom Scenarios

FireGuy

New member
All the talk about characters and rules....how about scenarios or even campaigns?

I posted a campaign I am working on for next weekend with my group of gamers. I will repost it here and add a couple scenarios we have come up with as well.

Beans, Bullets, and Bandaids

3 scenarios around the story line of finding medical supplies. It uses a campaign mechanic of allowing survivors to keep ONE card from the previous scenario.....ONE card...unless the survivor starts with something (El Cholo or Phil or Troy), but they still get the ONE card (and Dave only keeps one Molotov). Additionally each scenario starts at one level lower then the first one ended. So if scenario 1 ends in orange scenario 2 starts at yellow. Survivor skills are adjusted accordingly. We wanted a character feel here. We like characters and developing them (RPGs and our first love Warhammer leaking through there).

So scenario one is pretty simple....survivors go about their day finding gear and supplies. The objective here is to find all six foodstuff cards in addition to all ammo cards (what good is surviving if you don't have ammo?) then get back to the bunker. But something isn't right. There are a lot of zombies around here.

Scenario two, things are heating up, but they ran out of fuel for the generators. As they progress into the city looking for fuel (5 objectives in buildings and one hidden one is the blue one) zombie population is getting more dense. Why? They happen across a Red Cross worker in a car. She has been trapped for a month! 10 zombies surround the car at game start. There is also another objective in addition to rescuing the red cross worker. So two objectives. Get the fuel and save the Red Cross worker.

Scenario three. The zombie swarms are dense. But why? the red cross worker tells the survivors there is a hospital nearby and that it is home to a nest of zombies. A morgue is deep inside and that is why the population here is so dense. This and it was a collection point for infected but the zombies soon overwhelmed military and police forces. The map is a large building in which the survivors only have two entrances. One is a half way on the other side of the board, and the other is right nearby. The nearest one is the quickest and most difficult. It is the rear security entrance. The door requires three hits with a strength 2 door opening weapon. Also being the rear of the morgue, there were bodies outside for overflow...but they came back so the backdoor is surrounded by 10 zombies.

So the setup on this one is important. The back door should entice the players to want to try it but due to the proximity of a spawn point and 10 zombies it should deter them. Odds are they will be yellow if not orange in this scenario. This way you satisfy the players that want to slug it out AND create conflict with the players as they argue the best route. I will admit upfront it is supposed to be difficult, nearing to impossible. I have the map set out but don't have time right now to post it as a picture here. yet here are the tiles used: 1b 7b 6c 5d 4d 3c 4b 2c 2b 4e 4c 4c. There is a spawn point in the multi room hospital, plus three more around the map. There is also one objective on the opposite side of the morgue inside the building representing medicine. The survivors must get the medicine AND shut down the spawn point. In playtesting I have gotten up to the very far end of yellow before making it to the hospital front doors. You do have to have the extra tile set to make the hospital big enough.

The red cross worker, while timid and afraid goes with them (she doesn't want to be alone). She has the medic skill but that is it. She counts as two noise counters, and follows a survivor around...NEVER alone. She cannot search nor use weapons. When zombies are in the same space she freaks and runs around screaming, as a result she is ALWAYS the first one to take a wound if zombies attack.

something I am toying with is to create a room to room clearing type effect. Where you don't spawn the whole building at once....you do it room by room or at least sections at a time. I don't know how that will effect things. too easy or hard. I do want to stop herding tactic my group has used where they herd swarms of zombies and nuke them with molotovs. It is not 100% effective; it works about 40% of the time. Still I don't want a lucky molotov to end the game quickly, that and I want tension and suspense.
 

FireGuy

New member
Another scenario

TOTAL DARK

I had a thought based on the Walk of the Dead cards and having just watched Pitch Black for the millionth time.

The idea of walking through a zombie filled city with very little light appealed to me (well...at least for a game mechanic). SO...this is what a buddy of mine and I did. Took some tiles and laid them out so that the have a two lane street running down the center. The buildings are arranged in a way to create alleys. There are 5 spawn points....but one is blue and at the other end with the Exit (where the players have to go).

The spawns are on either side of the road and it shouldn't take zombies more then 2 turns to walk to the center road.

There are 5 objectives through out.. buildings don't have more then 2 doors only one of which is off the main road. There is one building The 7B one that has green doors with the blue objective. This tile is at the opposite end of the exit marker....near where the players started. Find the green objective and open the green doors. The blue objective is something (we haven't worked out total storyline yet). Once the survivors do they must get off at the exit....the blue spawn points activates. Once they do this the players have to get all surviving characters off the board....much like in scenario 06. This objective requirement was added later when we realized players could sacrifice for the group to win....not much fun in that.

The hook here is that you pull out ALL cards that spawn anything other then walkers. Nothing else BUT walkers. You also remove ANY weapon that shoots or is used at a distance greater then 1. We even toyed with getting rid of molotovs.

I have a picture of the board setup. I haven't sat down and made an appropriate graphic yet (hoping the editor comes out soon). The effect here was amazing. The game had a slow feel to it and zombies piled up quickly on the main roads. We lost two survivors and quickly made it to orange level...we got lucky in completing the scenario due to a spawn point only generating 3 zombies....FOR ORANGE! We hacked away and made it out ok. we added that
 

FireGuy

New member
Couple other ideas that haven't been fleshed out nearly as well.

WHAT HELL IS THAT!?
A typical game...or a custom made scenario but you could add a rule that has an abomination showing up when ever noise counters reach a certain number in a zone. I got the idea from a game we played once where we ended up with 12 noise counters in one space....yeah...it was a blood bath. I thought then that it defeats the purpose in most zombie lore to make noise. Why not have one that penalizes players for it. I haven't fleshed this out...what is the right combination of noise counters to threat ratio for the players. But the idea is intriguing.


DEAR GAWD! THEY'RE COMING!
A scenario or a rule, that adds a Armageddon switch. Players typically are only pressed for time due to the threat level....and sometimes they can manage it. My group has hit upon a tactic that has them opening ALL doors (if the objectives are inside) while at blue. the reason should be obvious. It works and makes things manageable for a while. It is not 100% effective but its better then opening a door and finding 4 fatties inside.

Any case the mechanic is that the players have an objective to accomplish BUT must do so quickly because someone spotted a large swarm headed their way (Day By Day Armageddon any one?). So the players have a certain number of turns to complete it before a mess of zombies come on. I haven't worked it out yet if its like 10 walkers per spawn point appear (spawning suspended for now) OR just place 20 walkers at one point....but something to represent a series zombie threat has just upped the ante on the board for a turn. Next turn you resume regular spawning at the appropriate level.

UPDATE:
I forgot another rule I had....it kind of goes with the campaign rules above in case things get dicey.

Syphon Gas: Survivors can use 2 action points to siphon gas from cars. Survivor gets one gas card. Renders the car unusable and can only be done once per car.
 
Last edited:

Shoogoo

New member
We're supposed to get a scenario editor anytime soon (?) I'm waiting for that to arrive before thinking of anything, personally.
 

Scorpion0x17

New member
We're supposed to get a scenario editor anytime soon (?) I'm waiting for that to arrive before thinking of anything, personally.

I saw something saying they're planing on releasing it shortly after the game goes on general release - so, a month or two, maybe a bit more - I'd rather they took the time to iron out as many bugs as possible, rather than release before it's ready (as a Software Engineer myself, the culture 'permanent beta' that's started to pervade much of the IT industry really irritates me (yes, you should continue to support, update, and maintain products across the entire lifespan of that product, but that's no reason to put beta, or even pre-beta, code on general release! (/rant)))
 

Sharkey1337

New member
Scenario: Desperation

Our shelter has run its course. Our supplies are nearly gone and we must find a safer home. These two apartment buildings should have what we need, after that we can try our luck in that hotel south of here. We should hurry, the horde seems to be getting closer by the minute...


Objectives

  1. Collect all 6 objectives.
  2. All surviving players must make it to the exit marker.
Special Rules


  • Survivors cannot search in their starting building.
  • Each objective token gives 5 experience points to the Survivor who takes it.

zombicidedesperation.png
 
Last edited:

Scorpion0x17

New member
I saw something saying they're planing on releasing it shortly after the game goes on general release - so, a month or two, maybe a bit more

So glad I was wrong on that!

Anyway, posted this in another thread, but thought I might as well post it here too:



(The first special rule should read: "Only survivors from the basic game may be used")
 
Last edited:

Shoogoo

New member
These all look interesting! I think I'm going to try to make a 3-part campaign for 7-8 players. For now, I just did one scenario. Any feedback would be great. It hasn't been tested yet.

Holy cow that map is massive!

You use 2 sets of tiles?
 

Slippery

New member
Holy cow that map is massive!

You use 2 sets of tiles?

We do. Part of the problem we've had (playing 2 player, 6 character) is that we only ever make it to red at the very end of the game, if at all. We're going to toss this at our game night group (7 people), so I'm hoping something like this will be challenging AND give at least a few of us the ability to go red and see what those powers can do.
 

Niranth

New member
Just playing around with the editor - I've tried it once, probably need to tone it down a bit. Please let me know what you think.

21
Standard Escape

We've spent too many days together and have to get out! We also need to get the notes for the cure, but they are scattered everywhere. Some are even locked behind a heavy-duty doors. Not sure who keeps using the Axe, but they need to learn it is not Febreze for people.

You will need the following tiles for this scenario: 1B, 6C, 1C, 5C, 5B, 2B, 7B, 5D, 4E

21StandardEscape.png



StandardEscapeTokens.png




Objectives
Take all of the objective tokens
Special Rules
-Must have the green objective to open the green door.
-Must have the blue objective to open the blue door.
-The Blue and Green objectives also are med packs
 

piebandit

New member
Not playtested, looking for feedback. Inspired by the Board Game Clue.
View attachment 15606View attachment 15607

Full text below. Pardon the line breaks:
Zombies Don't Have a Clue

We're all holed up in some rich dude's masion. It's got lots of
rooms, more than the office Doug used to work at. Money
may not be able to buy you happiness, but it sure can buy
you a place to hole up after civilization falls. But just when you
think you're safe, it turns out you're not. Our gracious host is
dead. And unless there's a zombie with teeth shaped like
bullets, they were killed by someone who was still alive.
Considering we've got the place baracaded, it's one of us. Also,
there's a weird sound coming from the locked room in the
middle of the mansion, but I'm sure it's fine...


Setup:
(1) Place the Abomination and 2 fatties and 2 runners in the
center room. These are locked in until the traitor is found.
(optional) for dramatic effect, if you have an unused survivor,
place it on the center tile on it's side. this represents the vitcim


Objectives: (must be achieved in order)
Find the traitor.
Kill him or her, or let the zombies do it. Priority rules apply.
As the traitor or the lynch mob, escape through the green door.
The traitor must be killed for the lynch mob to win.


Special rules:
Taking the green objective token earns 10xp,
and opens the green door
Secret Passages
Cars are not cars, but represent a secret passage. You may
spend one action to travel from the room containing a car
to its matching car. Opening the secret passage produces
a noise token at both the entrance and exit, BUT only one
noise token may be placed this way per turn (surviviors,
even after the zombie apocalypse, have common courtesy,
and will keep the passage open for other survivors).
Zombies may use the secret passage as well as their move
actions, though, so beware!
Secret passage entraces double as manholes
The middle tile does not conform to the normal zone rules.
There are only two zones in the middle tile, the room and
the rest of the tile
Only rooms with red Objectives may be searched. When
searching, name a character. You must cycle through the
characters in same order.
If the objective is red, then search normally.
If the objective is blue, then:
Keep drawing until you reveal a weapon, and give it to the
*named* character. This is the murderer and the murder
weapon they were hiding. If you draw an Aaah!, resolve
the card but keep drawing cards until you get a weapon.
The blue door is opened
The blue spawn point becomes active
The blue objective now functions like a normal red one.
Everyone acts as a team until the traitor is revealed.
Once discovered, the traitor, the lynch mob, or no one wins.
Apologies for the small image, I can't seem to get it larger without an external hosting service
 
Last edited:

Shoogoo

New member
Guys, everyone is bitching at GG because 33% of the scenarios out of the box are broken for being not playtested enough. Wouldn't it be more wise to test yours before posting them here?

I know it's fun to play around in the editor and stuff, but there's a big load of scenarios coming up lately and they're often presented as "not playtested, need feedback"

Well sorry, but with my limited playtime, I'd rather play a scenario that I know is kinda balanced, and I can tell by the number of feedbacks that I'm not the only one!
 

Niranth

New member
Shoogoo, What is your definition of "playtested"? Considering you can play with or without the bonus cards, with or without the bonus zombies, and with or without the bonus survivors. Also, the game can be played with four, five or six survivors. How many games at each combination would satisfy your definition of "playtested"? (Keep in mind there are 1,428 unique combinations without considering personality and play-style of additional players) And what rate of wins is acceptable? It is posting here that helps with different players and groups.

This is not meant to be flippant, I am serious in wanting to know what level of playtesting in enough.

I have played my scenario four times now and won it once and came close once. I was also overwhelmed twice. I leave in the bonus cards and zombies and randomly draw six survivors.
 

Shoogoo

New member
I consider a scenario to be play tested if it has been played just once! That is enough to see if the scenario is broken or not.

Now, to have a good scenario stand out, it needs way more play throughs than just one, several positive feedbacks from players.

1. Create scenario & map.
2. Test it yourself once to make sure it is not broken. Number of survivors doesn't really matter, it's not that factor which makes or breaks a map imho.
3. Share it with everyone!
4. Adapt

Because we know that some of the scenarios from the rulebook are just plain stupid, and some are wrapped up in just 3 turns (granted you're using Wanda)

I know you did test your scenario, and my post wasn't directed at you or anyone else specifically but I fail to understand why people are ranting about scenarios in the rulebook being broken, and then submitting theirs without even trying them beforehand.

FWIW, I don't have the game yet.
 

Slippery

New member
Guys, everyone is bitching at GG because 33% of the scenarios out of the box are broken for being not playtested enough. Wouldn't it be more wise to test yours before posting them here?

I know it's fun to play around in the editor and stuff, but there's a big load of scenarios coming up lately and they're often presented as "not playtested, need feedback"

Well sorry, but with my limited playtime, I'd rather play a scenario that I know is kinda balanced, and I can tell by the number of feedbacks that I'm not the only one!



I didn't mean to suggest anyone try to play my untested scenario! I just wondered if there were any glaringly obvious problems. (Such as: Wanda could skate to the objective in two turns and no one would have to kill a zombie.

Maybe we should have two separate threads. One for "Here's my badass scenario that works" and one for "Here's something I cooked up -- any reason you can tell it won't work?"
 

ozjohnd

Member
Guys, everyone is bitching at GG because 33% of the scenarios out of the box are broken for being not playtested enough. Wouldn't it be more wise to test yours before posting them here?

I know it's fun to play around in the editor and stuff, but there's a big load of scenarios coming up lately and they're often presented as "not playtested, need feedback"

Well sorry, but with my limited playtime, I'd rather play a scenario that I know is kinda balanced, and I can tell by the number of feedbacks that I'm not the only one!

thats a little harsh ... nothing wrong with playing around with the map editor and then asking for feed back on the concept. Given that this thread is not "Playtested Custom Scenarios" its reasonable to post novelty here as well as something that has been "play tested" ... not just once, given the randomness of the cards and dice, and the ability of players to try the unusual strategy to make it work, but played a dozen times trying to "break" the scenario as a true "beta-tester" would.
 

FireGuy

New member
Whoa.

I will admit that I haven't scanned every forum and message board devoted to Zombicide but I don't think EVERYONE is up in arms about the basic scenarios in the game. I have had mixed bag with success and failure with them.

Most scenario failures can be chalked up to"
1. Group infighting. There are times when players want their character to be the bad ass and will do anything to get skill increases, the better weapons, or just go nuts on the zombies.

2. Spawn Cards. Just like in life sometimes you are the windshield sometimes you are the bug.

3. Bad decisions. In my group they try to formulate a pattern or a strategy. We have created rules to follow like" make searching your first action. This way you can react to an uncovered zombie. We have about 15 or so of these rules, and just as often as not they can get you killed only you don't realize it until you are several turns from your bad decision.

The simple fact is this game is pretty bloody flexible. It will take considerable effort to break it.
 

piebandit

New member
I didn't and still don't feel that I've played enough successful games to be able to say that I've worked out all the kinks with it. That being said, I agree it is a good idea to play test them, so I gave it a shot.

Before I begin, I realize that there were a few things missed in the basic rules, so I'll go over them now:
1) The outside road of the board isn't used in this scenario. manholes here are NOT spawns. the manhole in the center is
2) Finding the hidden blue objective automatically opens the blue door. The green door must be opened manually after taking the green objective.
3) Opening doors does not spawn zombies as nothing is "closed off" on the map
4) While not explicit, Zombies taking the secret passage counts as one of their move actions
5) Even if the room is known to not contain the Blue objective, the names must still be cycled through.

How it went down:
My crew was Ned, Doug, Wanda, and Josh. I picked them primarily because I hadn't used them much yet, except for Ned. I started by breaking open the door on the center bottom tile and everyone searched the room on the tile to the left. once it was realized that it wasn't the traitor tile, I milked it for a couple turns to stock up on supplies. Zombies began spawning, and I killed a few and moved ned to the right and ultimately through the secret passage searching more rooms, while wanda headed to the upper right to check out the rooms up there. Doug and Josh advanced to the middle tile on the left side and searched there a bit. While they were there, I called out Doug for Wanda's search and low and behold, he was a dirty stinking traitor.

Doug and Josh were the noisiest group, so the zombies headed there. Ned got a sniper rifle, but on Doug's turn, the first thing he did was blow josh away, creating noise while he escaped. Ned chased after Doug, but it was a ruse. In reality, both's best strategy was to create noise in one room and escape to the next. Wanda, meanwhile, was actually pretty safe. her move allowed her to avoid opening doors (which are designed to either be left as barricades or be torn down to shorten paths) and basically kept searching the same room over and over, stocking up for a hit and run on the green objective while all the zombies swarmed Doug and Ned. Ned was a good man, and took down Doug before being killed himself. It was all in vain, as the best weapon Wanda managed to find was a baseball bat, and clearly she had no expertise at swinging it. She made it to the center room guarded by a lone walker. It was one, two, three whiffs and she was out of the game in the next turn, as the zombies all gathered around her.

What I learned:
1) This map is split-mania. Since it's all room, Zombies split frequently when there's equal paths because the rooms are symmetrical, the center tile is a global hallway, and the secret passages. Count your paths carefully, as the layout is a bit different than usual
2) Once unmasked as the traitor, Doug's best option was actually to kill Josh immediately, as they were in the same room, and drew zombies between him and Ned, but interestingly, He and Ned almost had to work together in order to survive the zombies. I say almost, because Ned was in position so serve as a distraction for Wanda.
3) I see two ways to play the scenario. Interestingly, they work similar to Clue strategies. One is to keep searching the same room over and over to stock up, and then get the zombie population under control. I started doing it this way. Then I switched strategies and tried to escape while still in the blue. This strategy could have been effective, especially with wanda's mobility and the rest of the group serving as a distraction. All my survivors actually died in the blue. gathering more weapons but staying in the blue is probably the best chance of survival.
4) the center zombies locked away seemed just right balance wise. What was worse was 1 fatty splitting into 3 because of the multiple equal paths.
5) The doors as barricades can work for or against you. they make Zombies take longer to get to you, but sometimes can cause them to split.
6) while not planned, the fact that the center tile is one large zone makes things interesting because it tends to be the shortest route for zombies to travel in, thus getting them to impede progress taking the green tile. Wanda sat and waited until they all moved away, and she would have been in and out had it not been for her horrible baseball skills. having a second survivor with her to help her clear out the horde or better weaponry would have given her a fighting chance.

With a few more survivors and better luck of the draw, this situation was definitely winnable, but definitely can generate a lot of zombies
 

Thuulzax

New member
Is there Anyway you could get a larger version of the scenario you posted? I can't see for @##% what you have there cept a room in the middle and some outside junk. looks like stome cars jammed into the build ? maybe they are ina garage. Forget about telling where the doors are><
 

Shoogoo

New member
Okay, I apologize for what I said. It was a little harsh indeed! Let's keep it at just one thread, it's going to be easier I guess :) Or we could start another, regrouping all the custom scenarios in the OP.

But I still stand on my position that your scenario will get more plays if you present it as tested and fun (like Diner Dash on BGG).
 
Back To Top
Top