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Showing posts from January, 2025

Random Encounters for ZombieRV (and other zombie games)

I’ve created a list of random encounters to add an extra layer of intrigue to games of ZombieRV. With a little tweaking, these encounters can easily be adapted for other zombie-themed games. To use them, roll 2d6 at the start of each turn. The first die determines the section, while the second die selects the specific entry within that section. 1   1 A barking dog runs up to a random character pursued by 1d6 Zombies 12” behind it. The dog runs off next turn. 2 One random character has packed the wrong ammo for their Shoot weapon. They only have 1 shot left with it. 3 The primary weapon of a random character suddenly falls apart and is now useless. 4 A random vehicle has its car alarm go off. Generates 6 noise tokens. Stops at the end of the turn. 5 A massive storm rolls in, reducing visibility and making ranged attacks impossible during this turn....

A Day on the Farm

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Typically, Jezza and the gang prefer to stick to the main roads, as they provide a clear, long line of sight to spot any potential threats. However, a massive herd of zombies forced them to take a detour down a crumbling country road.  As they rounded a bend, they caught sight of overgrown fields and an old farmhouse, with a rusty car sitting in front. Just as Jezza considered stopping to loot the place, the van hit a massive pothole. The vehicle lurched violently and tilted to one side before coming to a halt. A flat tyre... and they’d used their only a few spare weeks ago. With no other option, they have no choice but to investigate the farm, hoping to find a replacement tyre. For this game, we played the "A Day on the Farm" scenario from the Zombie RV rulebook. We set up the table as closely as possible to the scenario description, though a few substitutions had to be made—I couldn’t find my tractor model, so we used a car instead, and a ruined barn stood in for the prope...