Tuesday, 9 October 2018

We're Back! ATZ Final Fade Out

There's been so much interest in the minis, tabletop, and terrain  version of All Things Zombie - Final Fade Out that we've brought it back. Now you can play All Things Zombie two ways! Click here for more info.

All Things Zombie - Still THE Best Zombie Game!

Monday, 8 October 2018

Kickstarter Project Canceled

Due to unforeseen circumstances I've decided to cancel the current Kickstarter project. Thanks for all who pledged. 

Wednesday, 3 October 2018

The Big I - #3 Escort


Catch up on what happened earlier. 

The old guy spent a couple of drinks worth talking to Spence and he convinced him to go with him the following morning. He had an errand to run in south Albuquerque and promised Spence payment if he went with him. What he didn’t tell Spence was that his two grand kids would be with him. 






This is a major change in the Story. With Bee being infected finding the "Cure" is now Spence's primary importance. Grandpa and the kids can come with the group or leave. Grandpa decides it's good to stay with the group for now. Spence figures the kids can help find Loot. 

Tuesday, 2 October 2018

The Big I - #2 Chillin' Part Three - Hard Feelings


 

Part One
Part Two

In All Things Zombie - Evolution you can gamble with NPCs during a Chillin' Encounter.  The good news is it's a way to earn Increasing Rep d6 if you win. The bad news is it could cause Hard Feelings with the NPCs that lose. How do you know? Here's how we do it:

  • Roll 1d6 for each NPC Class you are playing against. So in this case, Survivors, Sheeple and Militia.
  • If the score is equal or less than the number of NPCs for the Class, they have Hard Feelings and will Confront you outside when you leave.  You could have a Confrontation with more than one Class, counting all of them as the common enemy. This is still part of the Chillin' Encounter and not an additional one.
There was 1 Survivor, 1 Sheeple and 2 Militia. I rolled 3d6 and, in order, scored a 4, 5 and 1. The Militia had Hard Feelings.





Game played quickly and added to the Story. Also another way to gain Increasing or Decreasing Rep d6. The nice thing about ATZ is the unexpected can happen as in the Militia acting first, even though they didn't have the Advantage, Luckily this was a non-lethal Confrontation. Could have been very ugly if they were using weapons.

Monday, 1 October 2018

The Big I - #2 Chillin' - Part Two

Part One

Spence and four NPCs will be gambling. Here are their stats.

Player
At Start
Rep
Savvy
Spence

5
5
Survivor

4
3
Sheeple

2
3
Militia Leader

0
4
Militia Grunt

3
4


To gamble each Character rolls 2d6 versus it's Savvy. 

  • Pass 2d6, they continue on. 
  • Pass 1d6 and drop one point of Rep - reach zero Rep and you're out. Gain 1 Decreasing Rep d6 per player in the game.
  • Pass 0d6 and you're out. Gain 1 Decreasing Rep d6 per player in the game. 

Here's after three rounds. Spence is feeling pretty good. Lucky for him the Militia Leader passed 0d6 on the first round!? The rest are not doing so well.

Player
End of Round 3
Rep
Savvy
Spence
Pass 2d6
4
5
Survivor
Pass 1d6 *
3
3
Sheeple
Pass 2d6
1
3
Militia Leader
Out
0
4
Militia Grunt
Pass 2d6
2
4

After 6 rounds the game ends, Spence wins and gains 5 Increasing Rep d6 - that gives him 3 Increasing Rep d6 so far! Spence leaves with Bee (2 Id6) and the new recruit, I'll call him Stan.


More to come. Can you say Hard Feelings?

Saturday, 29 September 2018

The Big I - #2 Chillin'


Spence and Bee successfully interacted with another Survivor and told them about a club off of Academy near the old Starbucks and Whole Foods. The old Sushi place. Anyway, there would be only 3 PEFs to be resolved. I decided I'd use the Night Club Battle Board. It's not included in The Big I, but is one of the Boards that can be purchased. What's nice about them is they can also be used with 5150: No Limits, our Sci Fi rules, as well.

In ATZ - Evolution you roll to see what you have met. I decided that I would place the Characters in the club based on the numbers that could be generated by the scenario. This gave me three Militia, two Survivors and a Sheeple. I placed them in a logical way - bartender and other Characters about the club.

As Spence and Bee could only resolve 3 PEFs I would have to pick and choose who to deal with. First I went with the bartender.
FYI - I use Power Point for my games when I don't want to use minis.
Take the images of the counters and wash out the back.
Use the Battle Boards as images, pulling them from the PDF.

Another thing you can do with Character generation with ATZ - Evo. Instead of using the quicker way of generating Characters, going down the List from top to bottom, you can roll for them using the same List. I did  and scored a "5".  The bartender was Rep 4 People 3 Savvy 2. Here was a good opportunity to interact!

Well, being consistent, bad luck Spence passed 1d6 and the bartender passed 2d6. Interacting with Militia and passing less d6 means the bartender wants Spence and Bee to turn over their weapons. In this situation, I figured that was club policy and they would get their weapons back when they left. Taking it a step farther, I decided all NPCs in the club would be unarmed as well.


Well that left the Militia in the corner, a Sheeple and two Survivors. I decided to resolve the Survivors, but Bee would do the talking. The two took their drinks and sat at the table next to them.
One was a Rep 4 People 4 Savvy 3 and the other Rep 3 People 2 and Savvy 3. The Rep 4, as it has the higher Rep, is the Leader. Bee passed 1d6 and so did the Survivor so he pretty much ignored Bee. Two PEFs down and one to go.

This is where I decided to use the rules as they were intended to be used, and my guess, often not used. Spence would do some gambling while Bee would interact with the Sheeple. There were 5 potential NPCs to gamble with so I rolled to see how many would gamble and scored a 4. Including Spence there'd be five gamblers. My plan for Bee went south, what's new, as the Sheeple wanted to play. As gambling is done versus Savvy, this could be fun for Spence as he has a Savvy of 5.


 Rolling for the players I generated.

Survivor  Rep 4 Savvy 3.
Sheeple Rep 3 Savvy 3
Militia Leader Rep 5 Savvy 4
Militia Grunt Rep 4 Savvy 4



But before I play the game, something fell into my lap. The other Survivor Rep 3 People 2 was now alone across from Bee. 3rd PEF and time to interact!
1st round - Bee passes 1d6, the Survivor 0d6. Bee gains 1 Increasing Rep d6. This also let's Bee attempt to Further Interaction.
Bee passes 2d6, Survivor 1d6 - Success. Bee gains a 2nd Increasing Rep d6. Now how successful was Bee? I roll 1d6 and score a 5. The NPC Survivor agrees to be recruited!
************
I figure I'll stop here as this post has been pretty long. So far no one's been punched or shot, but it's been a great game as it is developing the Story. I couldn't have foreseen this at all and I'm liking it. Part  Two coming up in the next day or two.

Part Two





Friday, 21 September 2018

The Big I - ATZ Evo Scenario Book now available!



Two more Battle Boards and ten new Counters.
Twelve “use them as you want” Encounters to help you build your Story.
Sixteen linked Encounters that tell you what’s going on in the Big I. Each builds off the other, like scene sin a movie.
New pre-generated NPCs that you can use over and over in other Scenario Books as well as when you visit the Big I.
All this and a bit more.

Get it here!