Running out of noise tokens

ozjohnd

Member
Anyone found a rule of what to do when all 18 noise tokens are on the board ?

Clearly weapons can't suddenly become quiet. Where do you take the needed noise token from (no one is really going to remember which is the oldest noise token, no formal way of identifying each token in order as they are laid down)

I have been taking the new needed noise token from the place that contains the smallest noise that does not contain a player, presuming that soft noises "fade" quicker than the "loud" noises.
 

Scorpion0x17

New member
If you're generating that much noise, do you really need to be so accurate in keeping track of it?

Both groups of people I've played with have been fairly lax about keeping track of noise, however, it's also always been obvious where most of the noise has been coming from.
 

ozjohnd

Member
When you have a couple of players deliberately creating a pile of noise in a dead-end part of the map as a deliberate distractor, yes.
 

Droganis

New member
Wow. running out of all 18 tokens? I suppose that's entirely possible with 6 survivors, just not something I'd think of.

However, since only the loudest area matters, and it sounds like you're being quite deliberate in your planning, I think you can pretty safely remove counters from the areas where there are (and will be) no survivors when that area shouldn't get very many.

I must admit, I'm fairly lax on noise. I keep track of it when I'm trying to focus the zombies as I choose, but normally I don't bother when all the survivors are clumped together, since they're often either the loudest area or are right next to it, creating line of sight once the zombies arrive, anyways.
 

Scorpion0x17

New member
I would remove them from a zone(s) that have fewer noise tokens, than the zone you want to be the loudest, and which are not likely to gain more tokens before the end of the turn.

Really, all you need do is ensure that your distraction zone generates more noise than anywhere else, the precise numbers of tokens, or even whether the tokens are even placed on the board, doesn't really matter.
 

CptJake

New member
I have not had this happen yet but have already thought how I would address it. I intend to use the LITKO tokens I got for All Thing Zombie. They are bullets with numbers that are used in the same way as the noise tokens from Zombicide in ATZ.

TS131-250__65952_std.jpg


I have a couple sets and was going to use them with Zombicide anyway.

You can get them here: http://www.litko.net/products/THW-%252d-ATZ-tokens-set.html
 

Rakuall

New member
You could probably use the little yellow skill markers as extra noise. You don't need one on blue, yellow, or danger bar, so there should be some to go around.
 

XofMdS

New member
You can also use dice. One way or an other to use those desperate D20 or D12 no one cares about ;)
 

Niranth

New member
I'd just use pennies, we have a jar that is used mostly for things like this. But everyone that posted previously has good ideas too. I think it is mostly important to keep track of the loudest area and that there are not two or more areas that are equally the loudest.
 

Archon Shiva

New member
Just making sure you're not using too many - no action generates multiple noise tokens, even firing multiple weapons. Also, survivors do not generate "physical" noise tokens.

Cars don't seem to make any noise, either. Somehow.
 

ozjohnd

Member
Just making sure you're not using too many - no action generates multiple noise tokens, even firing multiple weapons. Also, survivors do not generate "physical" noise tokens.

Cars don't seem to make any noise, either. Somehow.

I am running scenario 01 and have 9 noise tokens deliberately laid by players as a horde distractor. That leaves me 9 to play with. I have been dropping two noise tokens for dual wield noisy weapons (e.g. dual wield SMGs) and another two if the ranged combat has been used again to finish off a zombie group in the next square. I will double check the rules, but it appears I may have been creating more noise than I should be with ranged combat.
 

Scorpion0x17

New member
I am running scenario 01 and have 9 noise tokens deliberately laid by players as a horde distractor. That leaves me 9 to play with. I have been dropping two noise tokens for dual wield noisy weapons (e.g. dual wield SMGs) and another two if the ranged combat has been used again to finish off a zombie group in the next square. I will double check the rules, but it appears I may have been creating more noise than I should be with ranged combat.

It's definitely one noise token per action.

May I ask, how are you generating the 9 deliberate noise tokens (that is, what actions are the survivors using to generate those tokens)?
 

ozjohnd

Member
A survivor can of course shoot at a zombie in the next zone to generate noise, but also the rule book states the survivor can use an action simply to generate noise, Page 8 - Make some noise. With a group of six players the group can be divided up to perform different task, and stay in the one locale making noise for a while during turns they need to wait for others to "catch up"

And thanks, yes I have been incorrectly creating more than one noise per action when dual wielding a noise generating weapon.
 
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