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<blockquote data-quote="Rechan" data-source="post: 6121964" data-attributes="member: 54846"><p>I received one compelling suggestion but it alters the gameplay significantly, and I am tossing it in here to get feedback. </p><p></p><p><strong>Bottom Line</strong></p><p>The players decide between chasing people away from goals, or moving them into a room/waiting until the victim moves around so Players can put Kill Points or other hampering effects on Victims.</p><p></p><p><strong>Rules</strong></p><p>First: Instead of Goal Steps being abstract, they are tightly linked to both movement and room locations. Instead it would be something like "Start Generator: Step 1, Got to Garage for Gas Can. Step 2: Go to Yard and Siphon Gas. Step 3: Go to Basement and start generator." Each Survivor card is keyed to a location, so if the Victim is in The Garage, it says "Victims in Garage move 1 Room towards Goal", the Victim would move into the Yard (and thus reach step 2 of goal). </p><p></p><p>Second: The Player wants to herd a Victim into a specific room. Killer Point or other hampering cards are keyed to specific locations. Also in order to Delay a goal, Victims need to be moved away from the physical location that is associated with their Goal, making them waste movements getting back on track.</p><p></p><p>Third: Herding is done via Killer movement. When a Killer is in the room with a Victim, if the Killer cannot kill the victim on that turn, at the end of that turn the Victim flees the room. <strong>However</strong> the Player gets to choose which room the Victim flees into.</p><p></p><p>Fourth: Killer movement is based on cards. So "Killer moves into Kitchen".</p><p></p><p><strong>Example</strong></p><p>Victim is in The Basement. In two moves, he will achieve his Goal in the Library. </p><p>Player A has "Move Killer to Basement". </p><p>Player B has "Put Killpoint on Victim in Back Yard".</p><p>Player A plays his card, and the Killer appears in the Basement. He can't kill the Victim, so at the end of his turn, he chooses the Victim flees out the door into The Back Yard. </p><p>Player B plays "Put Killpoint on Victim in Back Yard."</p><p></p><p>They have managed to move the Victim away from his goal for two turns, and put a killpoint on him. </p><p></p><p>This method would work especially well if Victims withotu goals have pre-programmed movement scripts. At the beginning of each turn, a Victim let's say "Always moves towards the Lake" or "Always moves towards Another Victim".</p></blockquote><p></p>
[QUOTE="Rechan, post: 6121964, member: 54846"] I received one compelling suggestion but it alters the gameplay significantly, and I am tossing it in here to get feedback. [B]Bottom Line[/B] The players decide between chasing people away from goals, or moving them into a room/waiting until the victim moves around so Players can put Kill Points or other hampering effects on Victims. [B]Rules[/B] First: Instead of Goal Steps being abstract, they are tightly linked to both movement and room locations. Instead it would be something like "Start Generator: Step 1, Got to Garage for Gas Can. Step 2: Go to Yard and Siphon Gas. Step 3: Go to Basement and start generator." Each Survivor card is keyed to a location, so if the Victim is in The Garage, it says "Victims in Garage move 1 Room towards Goal", the Victim would move into the Yard (and thus reach step 2 of goal). Second: The Player wants to herd a Victim into a specific room. Killer Point or other hampering cards are keyed to specific locations. Also in order to Delay a goal, Victims need to be moved away from the physical location that is associated with their Goal, making them waste movements getting back on track. Third: Herding is done via Killer movement. When a Killer is in the room with a Victim, if the Killer cannot kill the victim on that turn, at the end of that turn the Victim flees the room. [B]However[/B] the Player gets to choose which room the Victim flees into. Fourth: Killer movement is based on cards. So "Killer moves into Kitchen". [B]Example[/B] Victim is in The Basement. In two moves, he will achieve his Goal in the Library. Player A has "Move Killer to Basement". Player B has "Put Killpoint on Victim in Back Yard". Player A plays his card, and the Killer appears in the Basement. He can't kill the Victim, so at the end of his turn, he chooses the Victim flees out the door into The Back Yard. Player B plays "Put Killpoint on Victim in Back Yard." They have managed to move the Victim away from his goal for two turns, and put a killpoint on him. This method would work especially well if Victims withotu goals have pre-programmed movement scripts. At the beginning of each turn, a Victim let's say "Always moves towards the Lake" or "Always moves towards Another Victim". [/QUOTE]
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