I started my campaign game tonight, and played a few turns.
"International Gun for Hire" Celina Croise and her body guard/ assistant John Walker are travelling through the boondocks on the way to an important meeting in the city.
As luck would have it, their car breaks down right outside a farm.
The farm is inhabited by Ned Seagun and his cousin Jack Berton.
Zombies: starting: 4
Turn 2: 3
Turn 3: 2
Turn 4: 6
Turn 5: 3
Turn 6: 5
Total zombies: 28
Due to bad dice rolls I have only managed to barricade one door in the log cabin - leaving me 7 more to set to win the game.
I was able to pass two of the six Survive! Building search rolls to find: one "reason for it all" (which counts towards the campaign story) and a Safari rifle with ammo - I might need this very soon.
Not only have I had some bad dice rolls, but the initiative card deck I am using has gone the way of the zombies too - they had two turns where only they were able to move, leaving the characters standing like stunned mullets.
So far I haven't fired a shot, but that is going to change very soon, as the zombies are now starting to hoard together.
I need to get Jack activated so I can move him to the boxes near the farm for safety. Being a good shot, he should be able to take down a lot of zombies and attract them to him instead of the house... or so the plan goes.
To be continued...
Edit: for some reason I used a different name for Celina's bodyguard that what I had written on the character sheet. I have amended the post to show the first name he was given - that of John Walker.