Poll Game: Zombie – Sneaky…

Flicking off your torch you’re plunged into total darkness. Holding your breath and trembling in fear you begin to slowly, carefully creep your way across. With your eyes blinded by the pitch darkness your other senses grow in strength. You feel every bump in what looked like smooth concrete, you smell dust and soot and the coppery tang of blood which lingers in your mouth and becomes a taste. Every rustling draught, every creak, every shuffle, every groan seems loud, seems close, leaping your heart into your throat.

Sound is the only way you can tell where you are, the sound becoming airier, more echoey as you enter the platform and all but crawl along, terrified of attracting any attention. The sound begins to change again, you think you’re reaching the end of the platform when your foot bumps up against something in the dark with a soft thump and you trip over it, landing with a thump and a slight involuntary scream as you realise you tripped over a body.

Instantly the moaning from the platform reaches a crescendo and the shuffling homes in on you quickly. You hear a groan and a thump behind you, down the platform as one of the dead tumbles down onto the rails. They’re down with you now and there’s more coming. You scramble up to your feet and have to decide what the hell you’re going to do, quickly…

What now?
Flick on your torch and draw your golf club to fight.
Turn on your torches and climb onto the platform to take the stairs up and get out.
Hide under the body and keep silent, they can’t see in the dark any more than you can.
RUN like hell down the tunnel.
pollcode.com free polls

Poll Game: Zombie – Crowd Dodging

You smash in through the window into the small flat above the shop, though it seems to have bee converted into extra storage. You hear smashing and crashing below, groaning and breaking noises, the shop must be crammed with the dead so you creep across, opening the window at the other side and scrambling down, dropping into the street as the dead file into the shop, looking for you in there as you flee back towards the rail tunnel, avoiding the few scattered dead in the streets, flicking on your torch and stepping into the dark.

It is dark, really dark, rats and tube mice scattering ahead of you as you walk along the rail line, careful, taking it slow, keeping a safe pace, avoiding the rails just in case. Even with the torches though, it’s hard to see that far ahead, it makes you nervous… really nervous, especially as the sound quality changes and you must be about to enter one of the stations… from which you can hear the shuffling and groaning of the dead…

What to do?
Run through the station, you might trip but you’ll get through quick.
Creep through with your torches off, hopefully they won’t hear you.
Creep in the dark? With zombies? Hell no… leave the tunnels and go back to the streets.
pollcode.com free polls

’45: Double Feature Adventures!

Double Feature for ’45: Psychobilly Retropocalypse
Featuring two short adventures
RANT! – Attack of the radioactive ants
NITRO EXPRESS – A deadly race across the atomic desert.

Get it HERE

Tunnels & Trolls: Specialists

A number of specialist classes for the statistics that don’t already have specialist classes in Tunnels and Trolls.

  • The Brute: A powerhouse of strength!
  • The Defender: Unstoppable protector!
  • The Trickster: Beloved of Lady Luck!
  • The Swashbuckler: Master of stunts!
  • The Tinker: Ingenuous inventor!
Buy it HERE

Bloodsucker: The Batshit, developers notes

 

Normal
0

MicrosoftInternetExplorer4

 

/* Style Definitions */
table.MsoNormalTable
{mso-style-name:”Table Normal”;
mso-tstyle-rowband-size:0;
mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-parent:””;
mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
mso-para-margin:0cm;
mso-para-margin-bottom:.0001pt;
mso-pagination:widow-orphan;
font-size:10.0pt;
font-family:”Times New Roman”;}

Bloodsucker: The Batshit Developer’s Notes

Hello Shadow World fans. A little treat for you. Here is a quick look behind the scenes of the upcoming Bloodsucker: The Batshit: In it I will be previewing the product and giving you all some insight into the inspiration behind it.

Introduction

Like the Introduction to the other supplement the Introduction to Batshit lays out why we are writing yet another supplement for Bloodsucker and what you can expect in the book to come. It also contains a glossary of new terminology.

Chapter 1: The True Cliques

The first step on our journey into the world of the Batshit is the chapter on True Cliques. Much like the antagonist faction of that Certain Other Roleplaying Game we present a selection of the existing factions reimagined for their role within a community of wannabe monsters as opposed to the usual whiney woe is me types.

I had great fun doing this section: Taking the existing concepts and giving them a monstrous twist. It could be fairly said that this was just an exercise in rehashing. However it did not feel like rehashing. Though true to their Mainstream brothers’ core concepts the True Cliques looked and felt to me like entirely new entities. I’ll leave you to make your own judgements though.

Chapter 2: New Cliques

As well as the True Cliques we have added 3 entirely new Cliques unique to the Batshit.

The Grizzlies share mechanical similarities with the Outcasts however this is the complete extent of the similarity between these Cliques. Whereas the Outcasts are hopeless wannabes the Grizzlies are rugged individualists, perusing the Batshit virtue of carving your own path. Parallels can be seen with that Certain Other Roleplaying game even down to the bear inspired names. I’m particularly proud of the Grizzly weakness. It inhibits Grizzlies from getting along with each other and thus comically reinforces the Individualist concept.

Shoddies are your conspiracy theorists tin foil hats and all. They are desperately afraid of being under the control of some nefarious entity and thus turn into the sort of controlling nefarious entity they’re so frightened of. They typically compete with the True Gothistocrats for leadership positions at least as much as a rabble like the Batshit can be led.

Sick Puppies were the hardest of the Cliques to develop. The main problem arose in how to make that Certain Incredibly Cheesy and Broken Vampire Faction funny. After several re writes I was happy with what I had come up with. The Sick Puppies are thus monstrous fashion divas with the power to manipulate clothing. This is almost as gross as the Certain Incredibly Cheesy and Broken Vampire Faction’s signature power but most importantly it’s actually funny.

Chapter 3: New Life Templates

This chapter came about when I realised I left Pimp out of Bloodsucker: The Juice. I had a player in my University gaming group who would always play a Pimp regardless of the system, plot or anything else so I felt duty bound to include the Pimp in the Shadow World system. Naturally it would look a bit silly with just one new Life Template so I came up with a wide variety of sufficiently monstrous occupations for your Batshit characters to engage in. These include Dentist, Director, Fashion Designer, Management Consultant, Lawyer, Pimp, Politician, Prison Warder, Spin Doctor, Squadie, Teacher, Traffic Warden and Used Car Salesman. Your character doesn’t have to be Batshit to be one of these but it does help!

Chapter 4: New Powers

Naturally with new Cliques there is need of new powers. In addition I have included a slightly more universal ability that was left out of Angst and Juice.

Cloth Crafting is the Sick Puppies’ special ability. It allows the user to manipulate an opponent’s clothing to a monstrous and often hilarious effect.

Shadow Play is the Shoddies’ special ability. It allows them to manipulate Shadows in various strange and often broken ways.

Soul Sight is a new Power available to the more mystical Cliques. It is an interrogation aid that reveals your opponent’s darkest secrets: Particularly useful for detecting Munchers.

Chapter 5: The Diabolical Act of Munching

An element of that Certain Other Roleplaying game involved the Vampires consuming each other body and soul. This wasn’t particularly funny so it was left out of the original rules set. Now a full system for consuming another Bloodsucker body and soul is presented. With the monstrous nature of the Batshit I reckon you expect nothing less.

Chapter 6: Batshit Society

The book is completed with an in depth discussion of Batshit society and the game systems that support it.

The Batshit are organised into Prides. Much like Chav Crews these Prides have a separate Cool rating based on their notoriety and accomplishments.

Prides are bound together by a shared Juice Crush called the Circle Jerk. This needs to be renewed regularly to work unlike a regular Juice Crush.

Prides are led by Alphas who are appointed by the Pride usually by means of violence.

The Batshit have Head Honchos instead of Lords but they function in much the same way.

In times of emergency the Head Honchos appoint a Triple H (Head Head Honcho) to lead all the Batshit in an area. This is a temporary position but one of enormous power.

Essentially I structured Batshit society to be more anarchic. Systems have been taken from Chav because Chavs are just as anarchic if not more so.

Other Goodies

Like Chav I have included incidental fiction in the piece. It is however set directly after the events in Bloodsucker: The Play so best avoid it if you don’t want plot spoilers. The first and last fiction pieces are particularly notable. They are my entries for the Worst Sex in Literature award!

Conclusion

Bloodsucker: The Batshit has been a lot of fun to develop. I hope you have as much fun playing with all these new bells and whistles in your game as I had writing them up.

Happy Gaming

Ian Warner

Review: Geist – The Sin Eaters

Review by Ian Warner

 

Normal
0

MicrosoftInternetExplorer4

 

st1\:*{behavior:url(#ieooui) }

 

/* Style Definitions */
table.MsoNormalTable
{mso-style-name:”Table Normal”;
mso-tstyle-rowband-size:0;
mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-parent:””;
mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
mso-para-margin:0cm;
mso-para-margin-bottom:.0001pt;
mso-pagination:widow-orphan;
font-size:10.0pt;
font-family:”Times New Roman”;}

Introduction

Geist: The Sin Eaters is the latest in the New World of Darkness line from White Wolf Studios. There was a lot of anticipation and confusion about this game. The fact the title is the German for Ghost made some think it was the New World of Darkness’ version of Wraith. Although there are some similarities, this is not the case. A Geist is a hybrid of a Ghost and a Spirit. Although it was once a Ghost it has now surrendered its identity to become more conceptual. This Geists make a deal with a dieing human. A second chance at life in exchange for a spiritual merging that creates a Sin Eater. Wraith was clearly an inspiration but this is a totally different game with a new and inventive type of supernatural. This put many Wraith fans off on its own but I was not so deterred. As much as I love Wraith I was willing to try out this new and decidedly more upbeat Death themed game. So here are my thoughts.

 

Background

With regards to Sin Eater society this was a bit of a cop out. Essentially the initial chapter on the Sin Eater condition can be summed up in a couple of sentences. Sin Eaters are as diverse as humanity itself. It’s up to you to decide on the culture of the Sin Eaters in your chronicle. Whilst I admire the sheer brazen courage of fobbing the fans off like that I am more than a little disappointed. A characteristic of White Wolf’s work is globe spanning secret societies of strange creatures it feels like cheating not to give us such a background for Sin Eaters. Having said that, there is the mysterious Twilight Network that allows for communication with other Sin Eaters across the world: Kind of like the Promethean’s Pilgrim Marks only more organised. In addition there are plenty of provided ideas for your Sin Eater’s society as well as some semi common structures you are free to use or ignore as you wish.

Central to what little society there is there is the Krewe: Essentially the Geist equivalent of a Coterie or a Pack. The dreaded Tier system from Hunter is back for Krewes allowing your Krewe to grow from a small local group of like minded Sin Eaters to the world spanning conspiracy that Sin Eater society is lacking.

The best of the background material in the game is actually confined to an appendix. The description of the Underworld is nothing short of awesome. Echoes of the Wraith underworld are certainly abound but the Geist Underworld is a different beast entirely. As you enter the underworld via an Avernian Gate you enter into the Autochthonous Depths which appear as a series of underground tunnels influenced by the funeral culture of the area on the other side of the gate. This allows you to tailor the Underworld to match the beliefs of the area your Chronicle is set in and, confusingly, make the Underworld a totally different place in one area than it is in another. The real gem of the new Underworld is not in these upper reaches though, or in the various rivers running with noxious substances through the Underworld. The real joy is deeper in the Dead Dominions. Dead Dominions are little kingdoms deep in the underworld. They have rigid laws called Old Laws that are policed by the scariest antagonist of the New World of Darkness so far the Kerberoi.

Words cannot describe how amazingly awesome these guys are. Though they cannot leave the underworld they are extremely powerful rivalling even the True Fae and Incarna. You don’t want to mess with these guys but in some Dominions you end up having to. One particularly sadistic Storyteller on the WhiteWolfWebsite had a Dominion with one Old Law: “You must pay no attention to the laws of this Dominion.”

Overall the Background material, although somewhat patchy is successful in what it sets out to do. It’s a bit of a shame that the best stuff was confined to an appendix at the back but I honestly couldn’t see a better place for it.

 

Mechanics

The Mechanics as they initially appear are none to taxing to understand. The Manifestations chapter requires a couple of read throughs to get but it is nowhere near as messy as Mage’s ‘Creative Thaumaturgy’ system.

Power level wise Sin Eaters appear to have it easy. Psyche delivers more capacity and points per turn than any other supernatural advantage in the New World of Darkness game. This comes at a price though. Manifestations are extremely costly in the Fuel stat Plasm. Over reliance on Supernatural abilities drains your Plasm store really quickly.

The Manifestations themselves are quite cool though. They are all in keeping with the Death Theme whilst being creative and providing a wide arsenal of powers for the Sin Eaters. Manifestations are unlocked by Keys which are also Death themed in their own way. With a good combination of Manifestations and Keys the possibilities are endless.

There is a bit of an editing problem here. During development Keys had ratings. This idea was scrapped but clearly not all the authors got the memo. The book is littered with references to Keys having ratings. This isn’t a major gripe but it is very irritating and unprofessional to have a book released that hasn’t been edited properly.

As well as Manifestations Sin Eaters also have access to Ceremonies. The closest comparison would be to Werewolf’s Rites and Rituals system but Ceremonies are a lot cheaper and not nearly as powerful. They are a nice touch that allows you to explore the rituals of death in your Sin Eater’s Culture and others. They do, however, seem like an after thought.

The base systems common to all Sin Eaters are most interesting. Foremost amongst them is the fact that Sin Eaters refuse to die. Within a day of dieing a Sin Eater arises from the grave. There is however a heavy price. The Sin Eater looses a dot of Synergy (the morality stat) and the maximum his synergy can be raised to drops by 2. Effectively this gives the character up to 5 lives. Whilst I wouldn’t recommend letting this get to your head and treating the game like Paranoia having a few extra chances doesn’t hurt and if anything it reinforces the whole Second Chances theme. Oh and in exchange for returning him to life the Geist arranges for a mortal to die in his place. The Sin Eater is fully aware of this and views the death agony of the unfortunate mortal before regaining consciousness: A nice touch.

Other systems include the ability of Plasm to absorb incoming damage, Reverse Possessing your Geist, Krewe binding and of course the Ghost sight and Ghost speech essential to the Sin Eater’s role as intermediary between the living and the dead.

In all Sin Eaters as presented in Geist are horrendously powerful creatures. Those running crossover games should be warned that there is a lot of power in the Sin Eater template.  This power is however not without cost. Sin Eaters have more difficulty conserving fuel than say a Vampire or a Werewolf as their powers burn through it relatively quickly if they are too trigger happy.

 

Atmosphere

I’m not quite sure what to make of this. In some areas Geist is truly Wraith’s successor. Doom and gloom permeate the book particularly in the Underworld section. However there is a very bright and cheery counterweight to this mortal dread. The theme of Second Chances and of enjoying life to the full whilst you have it is just as, if not more strong as the whole existential dread thing going on. This is a refreshing change from White Wolf’s usual work but it makes the whole thing decidedly schizophrenic. I remember feeling similarly about Promethean with its gloom and angst offset by the hope of achieving mortality. Indeed as someone on the White Wolf Forums put it “Promethean is a game about life that’s really about death and Geist is a game about death that’s really about life.” That sums it up perfectly.

 

Artwork

The artwork is deliciously creepy in much the same way as Wraith’s was. However it is clear that this is the New World of Darkness rather than the old. The art has departed from the old Gothic Punk and gone for something a little more modern and closer to reality. Well as close to reality as you can make the Underworld, Kerberoi, Abmortals and Ghosts anyway. The art work is well presented throughout the book and really gets across what the words, at times struggle to.

 

Conclusion

In all I was quite impressed with Geist. The lack of a single unifying culture was a bit of a let down but I appreciate the creative leverage it provides. The Underworld is a fantastic horror setting and it is fleshed out further in the World of Darkness Book of the Dead along with rules for other Supernaturals using and a abusing it. Mechanically the poor editing is a put off and the power level may seem a little intimidating in comparison with the other World of Darkness but it is mostly sound and in keeping with the theme. Die hard horror fans may object to the slightly upbeat tone but it complements the game nicely and if you really want to depress your players take them into one of the provided Dead Dominions or create your own. The Artwork evokes the old Wraith whilst at the same time striving to be just that little bit different. Very much like the game itself: Except this sucker is actually playable. Geist has taken a spot in my affection just below my top World of Darkness game Requiem For Rome and its likely to stay there.

 

Score

Style 5

Substance 3

Overall 4

Review: Red Alert III

This review by Ian Warner

 

Normal
0

 

st1\:*{behavior:url(#ieooui) }

 

/* Style Definitions */
table.MsoNormalTable
{mso-style-name:”Table Normal”;
mso-tstyle-rowband-size:0;
mso-tstyle-colband-size:0;
mso-style-noshow:yes;
mso-style-parent:””;
mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
mso-para-margin:0cm;
mso-para-margin-bottom:.0001pt;
mso-pagination:widow-orphan;
font-size:10.0pt;
font-family:”Times New Roman”;}

Introduction

This is the third instalment in Command and Conquer’s Red Alert series and by far the craziest so far. That really is saying something for a series whose plots have revolved around Time Travel, Psychics and Laura Croft rip offs with C4 marauding through Soviet bases but more about that later. Red Alert III has really irked some die hard Command and Conquer fans. The most common complaint is that it is too silly. To these people I say “hello this is Command and Conquer Red Alert! The first game had a secret mission where you fight giant ants for Christ’s sake!” This humour to me is a defining feature of the Command and Conquer series. The other 2 series the so called Tiberium Universe and the awesomely politically incorrect Generals have their humour as well. Granted neither are as goofy as Red Alert III but it’s nice to see EA catering for the non to serious gamer market for a change.

 

Story

Like the other Red Alert games and the Tiberium Universe series the story is told by a series of Live Action sequences populated by actors that really should know better. Red Alert III boasts the most starry cast list yet including Tim Curry, Jonathan Price, George Takei, some ex Hollyoakes totty and some random slaphead doing a George Bush Impression. Yeah wasn’t too impressed with him but more on that later.

Once again it is a Time Travel related story. Time Travel is a recurring theme in the Red Alert series. It was Einstein and Kane’s time travel that created the Red Alert universe in the first place so it is appropriate that this new Red Alert world should be created by the same means. Ironically it is Einstein that Chedenko (Tim Curry) erases from history to create this new Red Alert. At first it seems to be a good move. The Allies are on the run and Chedenko goes from lowly colonel to Premier but then the 3 time travellers realise something. Without Einstein there is no atomic bomb, for some reason not sure why. No atomic bomb and another Superpower arises to challenge them: The Empire of the Rising Sun lead by George Takei’s Emperor. The opening credits showcase this new faction in all their tremendously silly glory.

The direction the story of Campaign mode takes depends entirely on which faction you ally yourself with.

The Soviet story starts with you on the defensive against the Empire before you regroup and strike back at both Empire and Allies. There’s also some internal conflict as one of the Soviet generals tries to seize power.

Allies players start on the defensive too against the Soviets on BrightonBeach. From there it’s a tough slog to drive the Soviets out of Europe followed by an alliance with them to take on the much bigger threat of the Empire. Slaphead doesn’t like this alliance but I won’t give too much away.

Speaking of Slaphead he comes close to ruining the story. I’ll be the first to admit that George W Bush was really hilarious however adding a Southern Hick Bible Bashing president does nothing for the game. It is not even comic relief because it’s painfully unfunny.

The Empire story is one of constant offensive pursuing the Emperor’s dream of a divine destiny of the Empire to rule the world. There is some conflict between the traditionalist Emperor and his dynamic son Prince Tatsu.

All three stories are sufficiently suspenseful, thrilling and above all hilarious in a way only Command and Conquer can be.

 

Game Play

Red Alert III is a far more tactical game than any of its predecessors. Whereas in previous games the first one to build a big enough tank column usually won Red Alert III forces you to used combined arms tactics even on the easy levels.

There are also more advanced commands such as reverse that prevents your tanks from exposing their rear to the enemy when retreating, unit special abilities that provide options beyond simple “kill them” and a whole host of support powers as pioneered by Generals.

Some of these powers are incredibly silly and utterly hilarious. A particular favourite of mine is the Soviet Magnetic Satellite. It sucks up enemy vehicles into orbit then when you latter deploy Orbital Dump it casts them down upon their friends.

Tactically the three armies show greater differences than the opponents of any previous Command and Conquer Game.

Even the way buildings are erected is different. The Allies retain the standard Command and Conquer building procedure but the Soviets and Empire do things totally differently. To build a Soviet structure you place the structure before you build it and some rickety scaffolding appears as it is being constructed. The Empire has their wonderful Nanotechnology. Each building comes out of the Construction Yard as a Nanocore which you can drive to their desired location and deploy into a full building.

Construction isn’t the only difference of course. The three armies are wildly diverse and require different tactics to use effectively.

The Allies don’t have too much of a bum deal this time. Chedenko’s messing with the space-time continuum seems to closed the gap between Soviet and Allied conventional forces. It no longer takes two Allied tanks to take down a Soviet one the Gladiator and the Hammer are more or less equal. Furthermore the amphibious nature of the Assault Destroyer gives the Allies some super heavy armour at last. What still plagues the Allied forces however is the over reliance on complicated technology and the abilities this creates. Like their previous incarnations the Allies are a tactician’s dream but a beginner’s nightmare compared to the more brutal and simple Soviets.

The Soviets are a sledgehammer to the Allies scalpel. Whereas the Allies rely on clever technologies and tactics to win the day the Soviets prefer the brute force and their units reflect that. Life and thus units are cheap to the commies allowing you to field huge armies. They may not have as effective special abilities as the fancy high tech forces of the Allies and Empire but they hit damn hard and there are a lot of them. In keeping with this theme Soviet War Factories do not repair nearby tanks like the Allied and Empire equivalents. This can be a tactical disadvantage however it is generally cheaper to buy new than repair with the Soviets.

The Empire army is silly: Everything from transforming tanks to Psychic Schoolgirls is included its fold. This can be a serious tactical disadvantage. Like the Orks in Dawn of War you end up laughing so much at your army that you put yourself at risk of embarrassing defeat. If you can take them seriously the Empire has considerable tactical flexibility. For example their MBT the Tsunami is fully amphibious allowing you not only to cross bodies of water in your way but also to put your tanks to sea acting as light naval firepower in a fix.

If there is one general point that can be made about the game play it is that, as its Command and Conquer, infantry are pretty useless. In Red Alert 2 they tried to offset this by introducing garrisoning buildings which was improved through Generals and the third instalment of the Tiberium series. It was working quite well as it was but as part of making Red Alert III more tactical EA nerfed infantry again. Each bog standard infantry unit in the game has a secondary attack mode for clearing garrisoned buildings. Soviet Conscripts chuck Molotovs, Allied Peacekeepers use riot shields and the Empire Warrior switches on a power katana and charges, no really. I can see what they were trying to do with this. Garrisoned buildings were pretty rock hard in Generals and C&C 3 and they could do with weakening a bit but now as soon as your recon picks up a garrisoned building all you need to do is build 5-10 of your cheapest units and the buildings are as good as cleared. I suppose infantry are good for one thing though. Clearing buildings!


Atmosphere

With all of the comedy units, not just on the Empire’s side but also on the other two (Soviet Bullfrog Man Cannon and Attack Bears I’m looking at you) the atmosphere of the game is pretty light hearted and even strays into self parody. This may upset the die hard C&C fans that take the game too seriously but it’s a real refreshing change for me personally.

 

Graphics

The Graphics are a little cartoony but this fits in with the less than serious spirit of the game. Again a die hard fan may say its not Command and Conquer but I quite like it.

 

Conclusion

Overall I was quite satisfied with what I got from Red Alert III. For all the insane units, hammy acting, cartoony graphics and other supposed downsides it is an enjoyable game that does not for a minute take itself seriously. Also I approve the move to a more tactical game rather than tank rushing even if I do secretly miss rumbling through my enemy’s base with 20 odd tanks. It will take a considerably more effort to complete than its predecessors but that, in this case is a good thing.

Score

Style 5

Substance 3

Overall 4

Poll Game: Zombie – Rat up a drainpipe

You glance back and forth in a panic, closed in, slamming the back door of the shop shut and scrambling, fuelled by adrenalin, up the wall. With your backpack it’s a hell of a struggle to get up, out of reach, hanging precariously from the second floor windowsill and the drainpipe, holding on, white-knuckled as three of the things gather beneath you, reaching up, pawing the wall as you cling on for dear life. You can’t hold on much longer and you need to make a choice…

How can you get away?
Ditch your backpack and you should be able to climb up to the roof.
Throw your bag down onto them and follow up with the club.
Try and scramble down the row of shops from window to window.
Scream for help.
Break through the window into the shop.
pollcode.com free polls

Poll Game: Zombie – Out Back

You dive away, scrambling over the bookcase, crushing the creature still trapped underneath, shoving over other bookcases to block the way as you barge out of the back, there’s blood all over the floor back here, slippery and thickened, causing you to slip and land with a thump on your arse, getting smeared with the vile, viscous fluid before you scramble back up again and smash out the back, breaking the rear lock.

The back alley is strewn with rubbish, and you see shambling shapes either side of the alley, closing you in both sides, whatever’s coming in behind you cutting off your retreat. They might be slow, but they’ve got the numbers and you need to come up with a plan to get away…

How to get away?
Slam the door and drag trash to blockade the alley so you only have to face one.
Try and barge past one of the alley zombies and get back to the tunnel.
Break into the back of another shop.
Climb up the back of one of the shops.
pollcode.com free polls

Poll Game: Zombie – Crash, bang, wallop

The shelf crashes down as you grab it and hurl it aside. There’s a dull grunt behind you as everything rains down on the zombie that was behind you, pinning it to the floor and creating an enormous crash that sounds like the beginning of the universe, it’s so loud in the silence of the streets. You whirl around and turn to look and it’s definitely one of the dead, arms and legs squirming, trying to pull itself across the floor to get to you, scrabbling at your trousers, nails catching at the cloth as you stumble back.

Outside others of the dead, attracted by the noise are moving, the couple from the street already shambling towards the doorway, moving to block your exit and to cram in and get you. There might be a way out the back, but that’s by no means guaranteed…

What now?
Finish off the pinned zombie with your golf club.
Barge out through the dead at the front door before they can block you off.
Attack the two at the door before the other one scrabbles free.
Barge out the back into the alleyway.
pollcode.com free polls