After 11(ish) months of painting, making scenery, and actually playing through 2 scenarios, I finally wrapped up the Prelude to Woodbury solo missions by playing Scenario THREE. Yes, THREE. Roughly 1 game every 4 months. I freely admit the game play is an afterthought and excuse for me to make scenery and paint minis. To celebrate painting all (125) of my Walking Dead minis, I played a game. A game that needed 5 of those minis. Did I set up the basic game play area as described in the basic, rudimentary, solo play rule book?
Hell no I didn't just do that!
While I would only need 4 of my little map tiles for the required 15" x 15" play area, I wanted, nay, needed, the proper background with which to play against. Thus, another section of rural Potham, but less rural than previous games and setups, game to be.
With this fringe of Potham set, it was time to see if the Governor To Be could complete his prescribed scenario feat of capturing 4 walkers. The rules, as I read them, stated that 4 walkers had to be captured and loaded into the vehicle (see Police Truck at the bottom of the setup pics). To capture a walker, said walker had to be defeated in combat (score damage, not necessarily a headshot) which would make the walker go prone. Once prone, it could be dragged to the truck at a Sneak pace. While having a walker in tow, I could only defend and not attack any other walkers that came by. The rules also stated that walkers being dragged would make Noise. This is one of those rules I may have read wrong, especially since it was the first time I used the Noise rule, but Noise affects other walkers during the Action (first) phase of the turn. A player normally has 2 actions. As I wasn't the one actively making the noise, I decided that the Noise affect would happen at the end of the 2nd action. This would end up playing very heavily to my advantage. Also, the Solo rules have a special rule I ignore that raises the threat 1 at the end of every turn. I really don't like that rule, as it defeats my desire to sneak around and seems to just make the game (end on turns) faster.
Fluff: Brian, out to win the favor of those fools in Woodbury, has gone out to bring back more walkers to appease the folk during their arena games. 4 fresh walkers would be perfect to bring back. Brian grabbed a truck for his little adventure. Dragging walkers back by the nape of their rotting necks wouldn't be a good way to come back to the town gates. Plus, it'd be stupid. At best he could safely bring back 2. 4 is the way to go! And as luck would have it, he spotted 4 here on the outskirts of this little burb. Brian parked and got ready to bring some walkers home.
Fluff: Brian, armed with his pistol, decides to take a shot at the closest walker although there's a barricade in the way. He fires off a shot which hits his target but flies harmlessly through the dead flesh. The sound of the shot catches the attention of 3 walkers, with one of them advancing on top of Brian. With his guard up, Brian pistol whips the walker and knocks him down!
Fluff: After loading his first captured walker into the truck, Brian starts toward the next walker. He doesn't have to go far as one shambles toward him to attack. But Brian is on his guard and fights down this walker as easily as the previous one.
Fluff: With a grunt Brian loads his latest defeated walker into the back of the truck before capturing the attention of any other lurking walkers. Out of the corner of his eye he sees another walker getting closer.
Fluff: Taking a breath, Brian sneaks toward the walker. Trying to stay silent, he swings his pistol butt toward the zombie' head but misses. Out of instinct he brings up the knife that's in his other hand and fells the walker.
Fluff: Brian tosses walker #3 in the back of the truck - a nice little gaggle of walkers is growing back there. One more to go. Brian takes another deep breath as he readies for his final goal.
Fluff: One more walker appears and is on Brian before he knows it. Startled and out of instinct Brian fires off a shot from his pistol and hits the walker in the chest, knocking him down. Brian picks him up, the last of the group he set out to capture.
Fluff: Brian loads up the final walker. In the distance he sees a herd shamble by. It's time to crank up the truck and get back home before drawing any undo attention.
This was actually my second play through, as there were a couple of rules I was unclear on. The first time I won in 12 turns. There were a couple of things I did wrong as well as some die rolls going against me. This time I was successful the first time in each combat, which helped a lot. Looking back, I need to double check if picking up the prone walker to drag is an action since I ended up making it an automatic event. It also helped that Brian never had to waste movement dragging a walker back to the truck - he was always adjacent during combat. The helped both in saving an action per turn, and the walker was loaded before any Noise effects factored in.
Overall, still a fun little game.
Since I set up so much extra scenery for background, I went ahead and took some beauty shots. I had planned on more walkers coming into play via event cards, so instead of keeping them in the box to pull as needed I just set up a herd outside of play stocked up with zombies to pull. It turned out I didn't need any of them, but that's not the point.
Entourage the Movie
Blade Runner 2049
Knick, Season 1
Cure for Wellness
I ramble. Sometimes I ramble a lot. Other times I barely say a word. It's a lot like talking to myself but in a form the whole world can ignore.
For years my main hobby has been the legal acquisition of movies. Select friends can borrow what I've got, but more importantly I need a list to minimize duplicating what I have.
The Print & Play board game that took over a year to get out of my head and onto paper.