The Pledge Feb.1
Total so far: 41 + 15 =56
General info & various projects related to my wargaming





Once all the players dropped their characters in on the board, then the real fun started. We found that with that many players the "I move, then move the zombies attacking the player to my right" mechanism meant people had to wait a long time between turns & players were getting bored. Luckily one of the players came up with a great idea to separate the 2 moves. So while one player was moving his hunter, the player on the opposite side of the board moved the zombies attacking the player to his right. 
Unfortunately, I don't remember a lot of the actual game since I was usually helping someone with a specific question, but lots of zombies did die. The entry-level Redneck pairs didn't seem to work as well as I'd hoped. For one pair, they found the character with the melee weapon couldn't kill most of the zombies unless he could get 2 successful hits on them in 1 turn. So instead of going toe-to-toe with them & being munched on, he ran around in circles, trailing zombies behind him, while the other Redneck with the firearm skill took pot shots at the zombies as they ran by. I think one of the other Redneck pairs was one of the few, if only, hunters to actually die. & another player had to leave just about the time the hunter died, so he transferred his hunter over to that player, so everyone was able to pretty much play all the way to the end of the game.

One other important thing I learned in playtesting was that the size of the board was critical. Expecting up to 6 players, I initially tried the game on a 4x6' board. That was way too big. It caused the players to be too far apart, so they didn't interact, & the zombies to be too spread out, allowing the players to easily kill them off. Also, with the number of buildings I assembled, the board was too open. At the convention, I went with a 4x4', using the same number of buildings as on the 4x6' board & things seemed to work much better, much more cramped. I did have about a 1x1' open park area with trees so that it wouldn't all be streets & buildings.
The game's author had been working with SeattleGamer to reformat the rules. Both the author & SeattleGamer were very helpful in my preparing for the convention. I addition to discussing different scenario ideas, SeattleGamer took the time to make the very spiffy looking billboards & even graphics that I gave away to the players.
The graphics were "I [chainsaw] Zombies", where [chainsaw] is a picture of a chainsaw (kind of like the I [heart] XXX stickers). SeattleGamer made these graphics using a number of different weapons: shotguns, baseball bats, hockey sticks, etc. So, thanks to them for making the game look extra good.


I had decided for a convention game that the "bringing friends" ability of the Howlers zombie type would just be too hard to manage, so I didn't try to make them. & the Roamers & Runners zombie types were differentiated by the color of the standing zombie bases (black vs grey).
(Not a casting call for Michael Jackson's Thriller video.)
I ran a game of Xtreme Zombie Hunter at the Conquest: San Francisco convention over Labor Day 2006. XZH is by Grimey Games. As a brief intro, it is a zombie hunting game (obviously) with a twist, it's on national TV. & with TV comes corporate sponsors. So if you replace Schwartzenegger with zombies in the movie Running Man, & add NASCAR sponsorship to the hunters, you've got XZH.