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Reply: Last Night on Earth: The Zombie Game:: Variants:: Re: 3 New Heroes I Created. Check 'em out.

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by Nessmk2

Desmond seems a bit underpowered. Having that many wound boxes is nice, but it's only one more than Sam, and Sam has the fun ability to cancel fight cards instead of having a movement cap and being able to be locked down by zombies. I'd take Sam over Desmond any day. Maybe give Desmond an Intuition roll like Rachelle, or something like that? I think an 'armor save' roll is better thematically than more wounds alone.

Drake's first power seems very situational. If he's alone or he's the only one hurt, it's useless. It could be useful in the right spot... However, it seems rather weird theme-wise. "Quick, we need to get this dynamite to that spawning pit. Hand it to Billy, then Drake can carry Billy since he's wounded and Billy can run to the spawning pit!"
It might be better if it can only be used on someone who has already taken their turn (they limp to the brave soldier who caries them to safety) or the carried person can't move later that turn.
His second power might be better if it's treated simply as him dropping dynamite in his space when he dies. Right now it's useless half the time and the other half could (with clever use of zombie hunger) kill a half-dozen zombies. At least with it always taking effect (but not always killing everything) you could plan around it.

Jameson's stumble seems really powerful, oddly enough. He gets a 4+ roll to move through occupied spaces, and even if he fails the roll he gets to choose if he wants to take a wound and keep going or stay and fight. Johnny's Blitz at least forces him into a fight every time so the zombie player has a chance to ruin his day with some cards.

Likewise, Bar Fight seems powerful too. It's not great at first glance, but with a wound-canceling card it turns a loss into Kenny's Cleanup ability. Better, even, since it's Kill ability, which means that any 2-wound grave dead or zombie heroes are toast when fighting this guy for the price of 2 wounds, assuming neither are canceled or healed. Imagine this guy with Hero Blessing on him (use to cancel a wound, stays on the hero, gets a roll to cancel all future wounds).

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