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Collins tells the tale of the walking dead

Collins tells the tale of the walking dead

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E6 - Campfire Tales

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Pre-Game Blah

Remember to go view my other project to see me make and paint all this cool stuff.

Welcome to the camp outside of Atlanta here you’ll find lots of tents and some BBQs.

This game is straight out of the ‘days gone bye’ boxed set including the slightly increased points allocation due to collecting 7 supply tokens in the last game. this allowed for Rick and Shane to both have shotguns and for Dale to keep a rifle too. Jim and Allen had to settle for hand weapons of opportunity and the ladies of the group are forced to start with nothing. but that’s ok, because Rick hasn’t had chance to teach them how to shoot yet…

Objectives

  • any 2 of either Carol, Donna or Lori need to make it back to the red tent
  • minimal casualties other

Intro

Life at the new Atlanta camp is periods of extreme boredom punctuated by chores. Be it chopping fire wood, going on supply runs or simply washing clothes down by the river, everyone has tasks to do. Today is laundry day and Lori, Donna and the recently widowed Carol are returning to camp with the clean wet clothes, Dale is on watch and Jim and Allen busy themselves around camp. Rick and Shane disappeared off on a hunting trip early in the morning but things seem frosty between them. Just as the girls get within sight of the camp they find their path has been blocked by a herd of walkers, can Dale warn the camp in time and will Rick and Shane get back to prevent disaster…

E6 - Campfire Tales
E6 - Campfire Tales
E6 - Campfire Tales
E6 - Campfire Tales
E6 - Campfire Tales
E6 - Campfire Tales
E6 - Campfire Tales

the set up requires 14 walkers to be placed in a relatively small area. 14 is a lot of walkers and makes it hard to avoid them (which is the point of the mission).

however unprotected and incapable Donna, Caral and Lori are they were very useful at rolling ‘hold your nerve’ checks to try and reduce the treat. every time something ‘Boomy’ happened there was 3 opportunities to recover that threat and minimise the impact of the event cards. it worked quite well.

Being able to set up Dale Allen and Jim right on resource hubs (tents) made the early game an easy decision, search for all the good stuff. This time they came up trumps with additional weapons including a molotov which Dale swiftly threw at 3 walkers, killing 2. This then attracted all the others to one place which then made using firearms a viable tactic to draw them away from the girls. worked a treat and several walkers died in the process to boot!

Carol being recently widowed and so a little ‘unstable’ kept fluffing her rolls for activations so was often limited to one action on her turn. this was often a move. thankfully she didn’t panic.

There were fires in the game but they didn’t really have an impact and eventually a storm broke out and heavy rain ended play for the fiery walkers and trees.

Finally Donna and Lori left unstable Carol behind and got back to camp safely so that met the victory conditions. the camp gets to live for another day, but all that commotion must have attracted some walkers out of the city…

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