Game Mechanics
Movement Round
Interactive RoundSpoiler Alert, click show to read:Free actions:
1) Communicate with people in same or adjacent tiles
Elective options:
Player Movement Choice:
- A) Walk (4) Max 2 diagonal, 1 straight ; Max 4 straight
- B) Run (6) Max 4 diagonal ; Max 6 straight
- C) Sprint (8) Max 5 diagonal, 1 straight ; Max 8 straight
- D) Ambush (0) - Only applies to those who have already prepared an Ambush. Successful Ambush allows FIRST STRIKE
Walk = +1 combat due to extra caution
Diagonal = 1.4 movement points
Straight = 1 movement point
Player Action Choice:
- 1) Defend (+1 combat)
- 2) Hide (Stealth mode) = Allows you to Ambush those who have failed to spot you in the next Interactive Phase.
- 3) Search
Player Combat Choice:
- X) Escape (Flee Combat Immediately)
- Y) Non-Lethal (Fight until sustain X amount of damage, then Flee)
- Z) Lethal
Player Target Choice:
- 1) Attack All
- 2) Attack Strangers
- 3) Attack Non-Humans only
- 4) Attack Zombies only
- 5) Self-defense only
- 6) Attack X (specific known target)
Movement rules:
You cannot move through river tiles (that is to say, crossing through them) you must move around them. If you send an order that is illegal, I'll move you as close to your target location as legally allowed.
Note that your movement can be interrupted by a successful ambush that causes you to flee. Often times, you'll flee in the opposite direction. Maybe you get lucky and flee in the right direction. The trouble is, it's not up to you which way you flee! It is random.
If you move into the zone of control of someone who has prepared an ambush, and they elected to engage you, and you don't spot them, the ambush is successful.
If their ambush fails, you gain the first strike, and if you flee immediately, you'll flee in the correct direction (where you intended to go). If you do not flee immediately, but later flee from battle, it means your opponent gained the upper hand and you lost your chance to move in the correct direction. Your flee direction is randomized.
If you do not flee and your opponent does flee or is defeated by you, you'll move in the right direction.
Combat Mechanics:Spoiler Alert, click show to read:Free actions:
1) Communicate with people in same or adjacent tiles
2) Trade items with people in same or adjacent tiles
3) Interact with the game environment (see: interactions)
- Break into building using Strength, then Search or Barricade (If you did not just Sprint)
- Break into building using an Item (such as a key) then Search or Barricade (If you did not just Sprint)
- Climb on top of the building using the Fire Escape, then Barricade
- Barricade oneself (open buildings only)
- Use the Subway
- Use the Elevated Train
- Obtain Gasoline
- Attempt to commandeer vehicle
- Attempt to use Ferry
- Sabotage equipment
- Other options, location specific
Barricade inside / Top of building = Negates the ability to escape during combat.
Rule/Mechanics addendum: Climbing on top of a building automatically gives you +1 sight range, +2 with a sniper weapon.
Elective options:
- Ambush target (Only if you're already hiding) Successful Ambush allows FIRST STRIKE
- Hide/Prepare an Ambush (Allows you to attack targets crossing your zone of control in the next Movement Phase instead of moving)
- Search and Destroy (look for items and attack hidden targets)
- Normal Search (look for items)
- Pursue (follow a specific player in your zone of control = guarantees ending up in same tile, follow a specific player in visual range = no guarantee)
- Attack Target (Choose which specific targets to attack before they move)
- Do nothing (reduces risk of being attacked by hidden monsters)
- Defend (Same as Do nothing, but with +1 combat)
Sprinting removes Ambush, Hide/Prepare, Search, Search and Destroy, and Defend as viable options.
Combat Rounds:Spoiler Alert, click show to read:Zone of Control: the 8 tiles surrounding your location, plus the tile you are standing on.
Ambush: Allows you to attack targets of your choosing (who pass into or through your Zone of Control) instead of moving.
A normal battle takes place within 1 tile (in all directions) of the aggressor's target. Anyone who is allied to or directly attacked by the aggressor will be involved. Anyone who is allied to the target(s) is involved as well, provided they are within the 1-tile radius. (9 tiles affected)
Sniper battles only involve the sniper and his target, who returns fire if that target also has a sniper weapon. No one else is involved with that unless they also have a sniper weapon and are within 1 tile of the aggressor's target.
Types of weapons:
Melee Weapons: No penalty to same-tile targets.
- Adjacent-tile targets get First Strike when attacking or defending (with a ranged weapon only).
- The Melee weapon holder must close the distance to attack, after all.
- The Melee weapon holder has the advantage against a Sniper Weapon even in an adjacent tile, because Sniper weapons are difficult to use against close targets on the move.
Melee weapons are typically very dangerous, especially in the hands of someone with high Strength in addition to Combat.
Ranged Weapons: No penalty to adjacent-tile targets.
- Same-tile targets get First Strike when attacking (with a melee weapon only).
- The Melee weapon holder has already closed distance and has an advantage in close-quarters.
Ranged weapons are typically dangerous in the hands of someone with high Combat, especially when they have the First Strike.
Sniper Weapons: Same-tile targets get First Strike when attacking or defending.
- Allows you to target anyone within 3 tiles with one shot, anyone outside your zone of control cannot return fire unless they have a Sniper weapon. Otherwise there is only one round of combat, as the target will take cover if they cannot return fire.
- If the target can return fire, normal combat rules apply.
- If the Sniper is attacked, the Sniper can only squeeze off one shot before being forced into melee or normal ranged combat.
- If the Sniper hits the target, the target becomes aware of the Sniper's location.
- Sniper weapons are treated as Ranged weapons in other situations, except against a Melee weapon, which gets first strike if the Melee weapon user is attacking the Sniper.
Sniper weapons are typically the least dangerous in prolonged combat, but useful to gain attacks on targets which cannot return fire.
Search/Luck, Rare items, Special tiles:Spoiler Alert, click show to read:Order of operations:
First Strike Rounds
1) Ambush-related First Strikes (simultaneous with one another), then
2) Saving Throws (if necessary)
3) All other First Strikes (simultaneous with one another), then
4) Saving Throws (if necessary)
Normal First Combat Round
5) Attackers strike all their targets. (simultaneous) Then,
6) Targets now flee if they elected to Flee Combat Immediately. Then,
7) Whether the target(s) is(are) slain or not, the target(s) has(have) the opportunity to return fire. (simultaneous) Then,
8) All Targets and Attackers now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
9) Saving Throws (if necessary)
10) Next Normal Combat Round begins. However, everyone is now considered an "Attacker".
Normal Second (etc) Combat Round
11) Attackers strike all their targets. (simultaneous) Then,
12) Targets now flee if they elected to engage in Non-Lethal combat and have sustained the appropriate minimum level of damage. Then,
13) Saving Throws (if necessary)
14) Next Normal Combat Round begins. Repeat this round until all attackers and targets have either fled the battle, or been slain, or are victorious.
Stats, how do they work?Spoiler Alert, click show to read:Mechanics Addendums:
Terms you should understand:
Normal items
Rare items
Ultra-rare items
Search Stat
Luck Stat
Botany Skill
Regular tile
Rare tile
Ultra-rare tile
Normally, your Search stat determines the rate at which you find items.
1 point in Search means you have a 40% chance of finding normal items on a regular playing tile. Each additional point improves your chances of finding normal items.
Search Stat mechanics:
1- 40%
2- 45%
3- 50%
4- 55%
5- 60%
6- 65%
7- 70%
8- 80%
9- 90%
10- 100%
Your Luck stat cannot be modified and is directly related to (specifically, the inverse of) your BASE vitality (the average vitality you begin the game with) or in some cases, it is simply determined by the game host because you have a special role which has all 7 in every stat. Adjusting your base vitality does not move your Luck stat. Note: this is a mechanics change from a previous announcement.
Luck determines the rate at which you find RARE items instead of normal items in a regular playing tile. You must first find an item, then your Luck modifier determines how rare it is.
1- 20%
2- 25%
3- 30%
4- 35%
5- 40%
6- 45%
7- 50%
8- 65%
9- 80%
10- 90%
Botany skill- regardless of your search stat, you have a 50% chance of finding healing or stat-boosting herbs as long as you are on a regular or rare playing tile. If you do not find an herb, you find an item as if you did not have the Botany skill, at a rate determined by your Search stat.
Rare tiles are tiles which yield a rare item regardless of your Luck stat, as long as you successfully Search that tile.
Ultra-rare playing tiles yield an item regardless of whether or not you have even performed a Search, as long as you land on that playing tile.
Some tiles in the game are the location of unique items you REQUIRE to win the game, therefore simply move to that location to obtain it.
Some items in the game are not just unique, there are only a certain maximum number of those items allowed to be collected from that location.
Some items are so rare that there is only one of them in the entire game, to be replaced only if the person who found it died and no one was there to pick it up. The replaced item can be found at the location it was originally found.Spoiler Alert, click show to read:More mechanics-related info.
Strength:
1-3 = no bonus for melee, no unarmed damage.
4-6 = +1 damage per combat round with melee weapon, 1 damage unarmed
7-9 = +2 damage per combat round with melee weapon, 2 damage unarmed
10-12 (yes its possible to boost your stats above 10) = +3 damage per combat round with melee weapon, 3 damage unarmed
13-15 = +4 damage per combat round with melee weapon, 4 damage unarmed
15-17 = +5 damage per combat round with melee weapon, 5 damage unarmed
In case you're wondering why anyone would bother with melee, this is the reason.
Would you like an axe to the head taking off like 5 damage per combat round? That's like half your maximum possible starting health per.... second.
It's also why El Gigante is such a freakishly powerful menace even though he's unarmed.
Vitality:
Each point is another point of damage you can sustain before you have to make a saving throw.
When you reach zero vitality you have to make a saving throw, 50/50 chance of death except for the first time it happens. No one dies on the first hit no matter how much damage they sustain. If you win the toss, you survive with 1 vitality remaining. If you lose, you're dead.
You can recover lost vitality by being healed by a doctor, finding a healing item, or using a powerful mixture of rare herbs to give yourself auto-regeneration power.
Search:
Normally, your Search stat determines the rate at which you find items.
1 point in Search means you have a 40% chance of finding normal items on a regular playing tile. Each additional point improves your chances of finding normal items.
Search Stat mechanics:
1- 40%
2- 45%
3- 50%
4- 55%
5- 60%
6- 65%
7- 70%
8- 80%
9- 90%
10- 100%
Your Luck stat cannot be modified and is directly related to (specifically, the inverse of) your BASE vitality (the average vitality you begin the game with) or in some cases, it is simply determined by the game host because you have a special role which has all 7 in every stat. Adjusting your base vitality does not move your Luck stat. Note: this is a mechanics change from a previous announcement.
Luck:
Luck determines the rate at which you find RARE items instead of normal items in a regular playing tile. You must first find an item, then your Luck modifier determines how rare it is.
1- 20%
2- 25%
3- 30%
4- 35%
5- 40%
6- 45%
7- 50%
8- 65%
9- 80%
10- 90%
Combat:
Improves your to-hit percentage or reduces your opponent's to-hit percentage, depending on who is attacking whom.
Combat V Combat
Your combat versus their combat
1 versus 10= 5% chance of hit, opponent has 95% chance of hitting you
2 versus 9= 15% chance of hit, opponent has 85% chance of hitting you
3 versus 8= 25% chance of hit, opponent has 75% chance of hitting you
4 versus 7= 35% chance of hit, opponent has 65% chance of hitting you
5 versus 6= 45% chance of hit, opponent has 55% chance of hitting you
5 versus 5= 50% chance of hit, opponent has 50% chance of hitting you
6 versus 5= 55% chance of hit, opponent has 45% chance of hitting you
7 versus 4= 65% chance of hit, opponent has 35% chance of hitting you
8 versus 3= 75% chance of hit, opponent has 25% chance of hitting you
9 versus 2= 85% chance of hit, opponent has 15% chance of hitting you
10 versus 1= 95% chance of hit, opponent has 5% chance of hitting you
In short:
Each point you have over your opponent reduces their odds of hitting you by 5% and improves your odds of hitting them by 5%
Stealth
Stealth allows you to hide or ambush. Hide is successful if you beat your opponent's search check.
Stealth versus Search
1 versus 10= 5% chance of remaining hidden, opponent has 95% chance of finding you
2 versus 9= 15% chance of remaining hidden, opponent has 85% chance of finding you
3 versus 8= 25% chance of remaining hidden, opponent has 75% chance of finding you
4 versus 7= 35% chance of remaining hidden, opponent has 65% chance of finding you
5 versus 6= 45% chance of remaining hidden, opponent has 55% chance of finding you
5 versus 5= 50% chance of remaining hidden, opponent has 50% chance of finding you
6 versus 5= 55% chance of remaining hidden, opponent has 45% chance of finding you
7 versus 4= 65% chance of remaining hidden, opponent has 35% chance of finding you
8 versus 3= 75% chance of remaining hidden, opponent has 25% chance of finding you
9 versus 2= 85% chance of remaining hidden, opponent has 15% chance of finding you
10 versus 1= 95% chance of remaining hidden, opponent has 5% chance of finding you
Stealth versus someone not even searching
1 versus 10= 25% chance of remaining hidden, opponent has 75% chance of finding you
2 versus 9= 30% chance of remaining hidden, opponent has 70% chance of finding you
3 versus 8= 40% chance of remaining hidden, opponent has 60% chance of finding you
4 versus 7= 50% chance of remaining hidden, opponent has 50% chance of finding you
5 versus 6= 60% chance of remaining hidden, opponent has 40% chance of finding you
5 versus 5= 75% chance of remaining hidden, opponent has 25% chance of finding you
6 versus 5= 80% chance of remaining hidden, opponent has 20% chance of finding you
7 versus 4= 90% chance of remaining hidden, opponent has 10% chance of finding you
8 versus 3= 100% chance of remaining hidden, opponent has 0% chance of finding you
9 versus 2= 100% chance of remaining hidden, opponent has 0% chance of finding you
10 versus 1= 100% chance of remaining hidden, opponent has 0% chance of finding you
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