PBB - One Map

No, not the name of a crappy boy band that can't sing to save their lives, but something that will make my life even easier for a PBB.

I have learnt how to 'stitch' images together so that I only have to use one map (well, two counting the upstairs area of the game) - this means fixing the game will be very fast, and I won't have discrepancies between maps if I miss moving a survivor or zombie.

 I have divided my work load by 1/4 in doing this.

 The map isn't perfect as I have only just learnt how to use the stitch feature, and I need to add the barricaded doors and windows onto the map, but it is well on the way.

 With every one having submitted orders I hope to post the results for the next turn tomorrow - a few days earlier than normal.

 I only wish I had learnt that my image editor program had this feature a whole lot earlier.

 I have gone from editing nine maps and compiling them into four maps, to using four maps, to now only needing one map. Happy times!

PBB game 2 turn 11 results

Blink turns and first at the 'good old boy' zombie coming up behind him. Maybe it is because he is startled that he needs to fire burst after burst into the zombie before it goes down.

Grom heads to the next door in the corridor to find it locked. The third door is also lock, and he attempts to break it down, but it doesn't budge.

Robert can't find the keys to this re-enforced door, so he begins to barricade the window in the kitchen.

Karen moves into the kitchen and helps Robert barricade the window.

Von crosses the room to the base of the stairs and stands prepared to defend herself or others if needed.

Lorenzo moves to the window near where Von is standing guard and quickly barricades it.

Misty, completely zombie free for the moment moves to the shed in the back yard. The handle on the door is a bit stiff, but she is able to open it with minimal effort. Inside the shed are a lot of tools and equipment such as hammer, nails, boards, and any number of gardening tools that would make useful anti zombie weapons.

The zombies at the fence near Blink really make a mess of the fence, and he is sure they will break through very soon.

Game Notes: 

 The attack rolls for Blink went really badly, and I used his third action to fire at the zombie again, thus why he didn't move.

 Grom - I rolled badly for his attempts to open the door. Trust me when I say you can break this door down by yourself, provided I roll above a 5.

 I took a slight liberty with Karen's movement and placed her in a position that placed her close to Robert when they barricaded the window.

The maps now have yellow text next to the doors and windows to show which ones have been barricaded and or locked.

 Theoretically the game can end in about two turns if every one gets in side the house and the last couple of windows/doors are barricaded.

PBB Game 2 - Turn 10 results

First of all an apology for the time taken between turns. Not only has 'real life' managed to get in the way of having fun, but I have done a lot of work on the maps I use to make them a lot simpler to use for each turn.

 As it stood I had to open up and arrange things on 9 separate mini maps, then join them together into bigger maps to get the images I post in the blog.  On top of that, I would spend a lot of time getting frustrated when the program I used would play "silly buggers" and delete my maps so I would have to start again.

 This could take anything from 2 to 3 hours for each turn to be processed depending on how temperamental the program was going to be.

 To fix the problem I have copied the larger maps and found a way to save them so I can move the characters and zombies around them each time I open the image file.

 This took me between 3 and 4 hours of work, but I have finally finished the work I needed to do on them, so hopefully this means I can speed up the game a lot more.
 This 3 or 4 hours of work should mean 10 to 15 minutes per turn of work for me, so it is worth the time I have put in.

 Anyway, enough rambling... on to the parts you all want to get on with, assuming I still have players that is.

Turn Results:

Blink opens up on the two zombies near the red car, putting both of them down with multiple hits to each.

 As the path is now clear, Misty rushes to the car and is disappointed to see there is nothing of interest in the car.

Vonnie looks around near the door and sees a board for holding keys on the wall near the door. Locking the door behind the survivors she and Lorenzo begin to pile furniture around the door to make a stronger barricade.

Karen moves into the centre of the room and stands guard for those barricading the front door.

From the kitchen area of the house, Robert yells out, "We've gor a friendly upstairs I found hiding in the closet. His name is Grom. Could one of you bring something to help barricade the back door."

 Listening at the door, Robert can't hear anything. The keys he has doesn't fit the lock in the door, and the door appears to be a lot stronger than any of the other doors in the house.

Grom beats at the door in front of him, but thinks he needs some extra help from other survivors to really break it down.

Game Notes:

The dice rolls for Blink were the best I have ever rolled in a zombie game. All but two rounds were killing blows, so those two deadheads burst apart when hit. This was done with only two attacks, so I used the third action to take a shot at the zombie coming up behind him, but wouldn't you believe it, they all missed.

The front door is now barricaded. This will slow the zombies down for a little bit, but there is still the other door and the windows to go.

 Grom can spend extra actions smashing at the door - it will break down with a good dice roll (unlike the ones I made), and if anyone helps, it will go down faster.

Every character can make a barricade - no skill is needed, but I do make dice rolls to see how soon they are made.