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Post by Cannon Fodder on Mar 8, 2013 21:24:54 GMT -8
So my bday game Welcome to Z-land seemed to go over really well, but some complained they would prefer it have been held in the summer, so I'm working on making this happen. I've got a facebook page up, and will be posting details as I finalize them. Individual game rules will be up by next weekend, with a date and location soon after. Please comment/offer suggestions either here or on fb.
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Post by xakpxplaymate08 on Mar 10, 2013 20:00:58 GMT -8
Get real twinkies
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Post by Cannon Fodder on Mar 10, 2013 21:32:39 GMT -8
I will be trying to get my hands on real twinkies yes. And I believe short bus will general the humans, as he has already asked to be allowed to do so
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Post by xakpxplaymate08 on Mar 11, 2013 18:57:50 GMT -8
Hmm, maybe a challenge against short bus? (:
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Post by Cannon Fodder on Mar 11, 2013 23:09:54 GMT -8
He wants to general the humans lol
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Post by Cannon Fodder on Mar 11, 2013 23:10:51 GMT -8
I invited you to a facebook page I've been keeping details better updated there lol
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Post by Johnaget on Mar 17, 2013 19:42:54 GMT -8
I am totally down for another Z-Land game
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Post by Cannon Fodder on Mar 18, 2013 22:48:10 GMT -8
Rough Draft Details
Escape From Z-Land Game Details General Rules: Zombies outnumber humans 2-1, humans may run full auto, capped at 15 bps, zombies may run pump or mechanical only except the zombie general Nemesis who may run full auto and two licker zombies who may run semi auto electros. Zombies cannot run, only walk or jog, except Nemesis who can run at all times and lickers who must walk until they get kills (after one kill they can jog, after two kills they can run). Lickers have a total of four armbands, two reversible and two tape. Tape bands are covered until a licker gets a kill, then they reveal tape bands indicating they may now jog or run, depending on one or two kills and therefore one or two tape bands showing. Game #1: Escape the facility! Details: The hive facility has been overrun by zombies! The surviving humans must make their way through the facility and escape to Raccoon city. Time: Objective: Humans start in upper corner near shilo inn and must make their way to the graveyard. Zombies may start anywhere on the field, but cannot fire on humans until engaged. Eliminated humans become zombies and must reverse their armband to signify this. Eliminated zombies must leave the field. Both generals operate on double tap system, meaning two headshots to eliminate them or change their side. Turned humans respawn as zombies by touching another zombie. Bonus objectives: Hidden throughout the facility are intel packets detailing Umbrella Corporation's unethical deeds. There are five pieces total, worth one point a piece. Intel must make it to Raccoon City to count. Any human player may acquire intel, but must drop it if turned. Ongoing bonus: There are three vials containing a viral antidote, and three containing a super virus hidden for duration of scenario. each vial is worth 5 points, with all three being recovered earning an additional five point bonus (total possible 20 pts). If at any time during the scenario (unless otherwise specified) either side acquires all three vials that side earns two medics. In the event of a single elimination game, a second respawn is possible if the player is revived by the medic where they were downed. During an unlimited respawn game the medic may revive players where they were downed rather than forcing them to return to the respawn base. Medics are identified by dual armbands, and may not revive themselves. they may however revive one another, (this is important in an otherwise single elimination game as it will give them a second life with which to revive other players). The cure also allows the humans one additional invulnerable player, just as the super virus allows the zombies an additional juggernaut. Points Breakdown: Game #2: Acquire supplies/Where's the Damn Twinkies?! Details: Raccoon City has fallen into chaos, the surviving humans must scavenge for supplies while holding off the zombie hoard. Having just escaped the facility the humans are low on ammo and must find it hidden amongst the debris. Restrictions: Humans may carry one full pod, and one hopper, walking zombies may carry unlimited ammo, runners are limited to same as humans. Both generals may carry unlimited ammo. Time: Objectives: Ten drop boxes have been scattered throughout the city, five containing twinkies, five snowballs. The humans goal is to acquire the twinkies, while the zombies want snowballs. No bonus points will be awarded for capture of opponents supplies. Only the generals who have satchels may return supplies to the start base, other players may grab boxes, but must pass them to the general to have them count, boxes can only be opened by the general in the start base to discover their contents, no one but the general may bring the boxes to the base. Ammo may be scavenged by either team (not generals or walking zombies) by utilizing the randomly placed ten round tubes and pods, with one small "weapons cache" being randomly placed (gotta love rednecks) Bonus objectives: Capture the death twinkie! If at the end of time, either team possess the death twinkie that team will receive 10 bonus points. Capture will be determined by which teams flag is raised at conclusion of game. Points Breakdown: Game #3: Flee the City! Time: part 1: part 2: part 3: Details: Freshly resupplied, the humans must now fight their way to a transport (the death twinkie, unless captured at conclusion of previous game, in which case the humans will start here). Upon capture, they must hold the transport while "modifications/repairs" are made which will allow them to leave the city. Once repairs are complete, the humans must arm the bomb to eradicate the zombies, and the virus before it can spread. Restrictions: Objectives: Humans must capture the death twinkie, (unless this has already been accomplished last game in which case humans begin at twinkie, part 1 they must hold it, and part 2 is part 3), if they fail to do so, the holding time is ignored, and part 3 (bomb) begins. Points breakdown: Game #4 Home Sweet Home Time: Details: Having escaped the city the survivors must now make their way to a new home. The virus has spread however and safe locations are not easy to come by. Journals containing clues to a final refuge must be located. With all the journals in their possession, a final location will be revealed where the humans will at last find sanctuary. Objectives: acquire the journals Bonus Objectives: Destroy hidden Umbrella facilities along the way. (plate game), zombies must defend. Points Breakdown: Game #5 Humanities Last Stand! Time: 45 min part 1: 15 min part 2: 30 min Details: The safe haven is under attack! Humans must defend against an unending zombie hoard! Restrictions: Humans have unlimited respawns for part one, after that single elimination with humans becoming zombies when eliminated. Objectives: Zombies, eliminate humans. Humans, stay alive!
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