GAMEPLAY
THE BASICS
Goal:
Survive the Zombie Apocalypse and be one of the few remaining human characters in the game.
Where to Play:
https://miami.ethwalkers.io for selecting game actions
In order to play on the website you will need to hold your ETH Walker NFT in a Metamask wallet and connect the character’s token to our website. You will then be able to make your daily actions for your character.
https://discord.gg/ethwalkers for social play with other players
You can also verify your NFT ownership in our Discord, which will open up gameplay channels for you to chat with other players.
Humans:
After minting their NFT, players will assume the role of a human character in the game. You can name your character and create their backstory on the https://miami.ethwalkers.io website.
As different actions take place for your character, the art on your NFT will change (examples: background change for location, holding/dropping a weapon, turning into a zombie).
Zombies:
A select few players will mint a “starting” zombie. If you control a starting zombie, your objective is to attack and bite as many human players as possible.
Each day a zombie will attack one human player. If the attack is successful, the human player will turn into a zombie. As more and more players become zombies, it will be harder for the remaining human players to survive.
Map:
The game takes place in Miami, Florida. The city map is composed of 26 locations. Each player gets assigned to a location at the start of the game, but will be able to move around the map.
GAMEPLAY:
Attacks:
The core of gameplay revolves around attacks and trying to survive them. Every action you take should be with the aim of ensuring that you never lose a battle with a zombie.
When an attack takes place, both players “roll a dice” within the game engine. Whoever has the higher roll wins the battle. In the event of a tie, the victory goes to the attacker by default.
You can increase your chances of surviving an attack by performing certain actions that will increase the number on your dice. These actions include holding weapons, wearing armor, and joining factions. You can also improve your odds by making the daily “defend” choice, which will allow you to win as a defender in the event of a tie (more on that later…).
For example, if your character holds a weapon that adds +2 to your dice, you are now able to roll up to 8. This gives you a significant advantage over an attacker rolling a six-sided dice.
Zombie Attacks:
Each zombie attacks one human player per day. Human players may be attacked by a zombie up to three times per day.
Before a zombie attacks a human, the human will perform an “escape” roll which gives them a 1 in 6 chance of evading the zombie before it attacks.
If the escape roll is unsuccessful, then the zombie attack takes place with the zombie and human “rolling” against each other. If the human wins the dice roll, they go on to live another day. If the zombie wins, the attacked human becomes a zombie and can now attack other humans.
Human Attacks:
Human players can also attack other humans to steal the player’s weapon. If the attacker wins, they will steal the weapon of the loser. When you attempt to steal, your character’s “morality” will drop, indicating to other players that you are not someone to be trusted.
Stealing is not as easy as it seems. The defender is carrying a weapon and will have an increased dice roll. There is also a cost to attacking another human, as you will need to give up your option to “defend” and open yourself up to defeat by a zombie in the event of a tie.
Daily Choices:
Each day, players will log into the game website and submit daily choices for their characters.
Human Choices
Attack or Defend:
Defend: If you select to defend, you will gain the advantage over an attacker in the event of a tie. This advantage increases your chances of winning an attack significantly.
Attack: If you choose to attack, you will select another human player at your location and attempt to steal their weapon or vehicle. It is easier to steal from players holding less powerful weapons than those holding more powerful weapons. You should never choose to attack a player that lacks a weapon and vehicle as there is nothing to gain. Every time you attack, your “morality” will decrease.
Search:
Every location on the map has a series of sub-locations. Each day you will be able to search one of the sub-locations at your current location.
When you search, you will uncover items such as weapons, armor, food, vehicles, storage, and power-ups.
You will want to conduct a search every day to keep your character well-equipped. Each sub-location has its own unique series of items that are available to be found, so it would be wise to make note of where the best items tend to appear.
Move:
Each day you will have a choice to remain at your current location or to move to a new location on the map.
By default, you can move up to two spaces on the map per day on foot. If you acquire a speed upgrade, you will be able to move up to three spaces per day on foot. If your character is equipped with a vehicle, you may travel up to the range of the vehicle.
For every space you move on foot you will decrease your character’s energy meter by one. If your character is equipped with a vehicle, you will be able to travel without lowering your energy.
Equip:
If your character is equipped with storage, you will be able to choose which resources to move in and out of your storage for the day.
Zombie Choices
Attack Location / Attack Human:
A zombie will attack one human player every day. If you choose to attack a location, your zombie will target a random human player at your current location. Alternatively, you can choose to attack a specific human at your current location. If you do not make an attack choice, your zombie will default to attacking a random human at its current location.
Search:
Zombies are now able to search within the sub-locations of their current location. Through these searches they can find power-ups that will increase their ability to hunt and bite humans.
Move:
Zombies can move up to two spaces on the map per day by default. If a zombie finds a speed upgrade, they will be able to move up to three spaces on the map per day. Zombies do not have energy, so there is no energy depletion from moving.
Attributes:
A major change in ETH Walkers: Miami is the addition of an attributes system. Each human character now has seven attributes which are upgradeable and will increase their ability to survive. In turn, the zombies now have four upgradeable attributes which will enhance their ability to hunt humans.
Human Attributes
Energy: Each human has an energy gauge that will decrease by 1 for every space on the map that they travel by foot. When a character’s energy gauge reaches “2”, their maximum dice roll will decrease by one, making them more vulnerable to attack. When a character’s energy reaches “0”, their maximum dice roll will decrease by two. Energy can be recovered by eating food found during searches.
Strength:
Each regular human has a default strength of “6” which means that they roll a six-sided dice. Season 1 survivors, Leaders, and Legends all have a default higher roll.
You can increase your strength by equipping weapons and armor to your characters, as well as by joining a faction. A strength power-up can also be found which will increase your strength by one.
Agility:
Prior to every zombie attack an “escape roll” will take place that gives the human player a chance to avoid the attack altogether. If the human rolls a six during the escape roll, they will be able to flee and not fight the zombie.
When a human player finds an agility power-up, they will be able to flee the zombie when rolling a five or a six, doubling their chances of avoiding the encounter.
Speed:
Humans can move up to two spaces per day on the map while on foot. Humans who find a speed power-up will be able to move up to three spaces per day while on foot.
Stamina:
Humans will lose one level on their energy gauge for each space on the map that they travel on foot. A stamina power-up can be found that will increase the maximum energy level on the energy gauge from “8” to “10”.
Vigilance:
Humans are able to search for items within one sub-location of their current location each day. Humans who find a vigilance power-up will perform two searches of one sub-location, doubling their chances of finding an item.
Stealth:
Humans can attack other humans in an attempt to steal weapons. When a human attack takes place, both characters will “roll” to determine who wins the fight and the weapon. During this roll, any additional roll bonuses from weapons, armor, factions, or strength power-ups are taken into account. Humans who find a vigilance power-up will have their maximum dice roll increased by two when attacking another human.
Zombie Attributes
Strength:
Each zombie has a default strength of “6” which means that they roll a six-sided dice. A strength power-up can also be found which will increase the zombie’s strength by one.
Agility:
When a zombie finds an agility power-up, the human they are attacking will not be able to perform an escape roll and must fight the zombie.
Speed:
Zombies can move up to two spaces per day on the map. Zombies who find a speed power-up will be able to move up to three spaces per day.
Vigilance:
Zombies are able to search for power-ups within one sub-location of their current location each day. Zombies who find a vigilance upgrade will perform two searches of one sub-location, doubling their chances of finding a power-up.
Items:
Items are the key to keeping your human characters alive in the game. Some characters will be minted with items at random. Otherwise, items must be obtained by searching sub-locations, by stealing from other humans, or through purchase in the $NUGGS store.
Weapons:
Characters who hold weapons gain a dice roll advantage during an attack. Each weapon is assigned a “power” and a “durability”
Power is the number that is added to your dice during an attack. For example, a character who would normally roll a six-sided dice and is holding a weapon with a power of “4” would now have the potential to roll up to a “10”. Weapon power applies to both human and zombie attacks, making it difficult for an unarmed human to win the roll versus a human holding a powerful weapon.
Durability is the number of times a weapon can be used in a zombie attack before it is broken and discarded by the character. For example, a weapon with a durability of “3” can be used three time to fight a zombie. The durability of a weapon is not decreased during human “steal” attacks.
Weapons can be acquired during the game by searching sub-locations or by performing steal attacks on other humans. Humans can hold only one weapon at a time by default, unless they have acquired additional weapon storage.
When a character who is already holding a weapon finds a new weapon during a search, they will only pick up the found weapon if it is superior to the weapon they are currently holding, or if they have an available weapon spot in their storage.
Weapons are ranked based on the product of their power x durability. For example, a weapon with a power of “3” and a durability of “3” (3 x 3 = 9) outranks a weapon with a power of “5” and a durability of “1” (5 x 1 = 5).
If a character holding a weapon performs a successful steal attack, they will equip the stolen weapon, even if it ranks below their current weapon. The assumption is that a human will only perform a steal if they actually want to acquire the weapon they are attempting to steal.
Armor:
Characters who wear armor gain a dice roll advantage during an attack. Each piece of armor is assigned a “power” and a “durability”, similar to the weapon mechanics.
Armor can be acquired by searching sub-locations. Armor cannot be stolen.
Humans can wear one vest and one helmet at a time. Armor cannot be kept in storage.
Vehicles:
Vehicles: Vehicles allow characters to move around the game map more easily. They allow characters to move more spaces each day. In the case of fuel-powered vehicles, they allow characters to move without using energy.
Man-powered vehicles include the “default” shoe and the bicycle. With the bicycle, characters will be able to move up to four spaces per day, but will still expend energy.
There are multiple fuel-powered vehicles. Each vehicle has a “range” that dictates the maximum amount of spaces on the map that can be used per day. Each vehicle also has a specific amount of “fuel” that dictates the total amount of spaces that it can be used for movement before it runs out of fuel and is discarded.
Vehicles can be acquired during the game by searching sub-locations or by performing steal attacks on other humans. A player may only control one vehicle at a time. Vehicles cannot be put into storage.
When a character who already owns a vehicle finds a new vehicle during a search, they will only acquire the found vehicle if it is superior to the vehicle they currently hold. Vehicles are ranked by multiplying their range x fuel, similar to how weapons are ranked. All fuel-powered vehicles outrank the bicycle, and the bicycle outranks the shoe.
If a character with a vehicle performs a successful vehicle steal attack, they will equip the stolen vehicle, even if it ranks below their current vehicle.
Food:
Food is required to restore a character’s energy meter and is critical for maintaining a character’s ability to move around the board and fight zombies successfully.
Food can be acquired by searching sub-locations. Food cannot be stolen.
Each type of food will restore a character’s energy gauge by a specific amount. For example, food with an energy of “2” will restore two marks on a character’s energy gauge.
Characters without storage available will automatically eat food as it as found. Characters with available storage will consume food automatically if the food is able to be fully used to restore their energy meter. If the food is unable to be fully used, then it will be placed into storage.
For example, if a character with a maximum energy of “8” and a current energy of “5” finds a food with an energy of “2”, they will eat the food and increase their energy to “7”.
If a character with a maximum energy of “8” and a current energy of “7” finds a food with an energy of “2”, they will place the food into storage for later use, if storage is available. If storage is unavailable, the character will eat the food, increasing their energy back to “8”.
Storage:
Characters who hold storage items such as backpacks and fanny packs are able to hold additional weapons and food for later use. The ability to hold backup weapons and save food for when it can be optimally used provides a huge advantage to players.
Storage can be acquired by searching sub-locations. Storage cannot be stolen.
Power-ups:
There are six power-ups available to be found – strength, agility, speed, stamina, vigilance, and stealth. Power-ups can only be found by searching sub-locations. Once found, power-ups are equipped immediately and are permanent as long as the human remains alive. Power-ups cannot be stolen. Each attribute can only be upgraded once. For example, if a player with a stamina upgrade finds a second stamina upgrade, nothing will happen.
Zombies are also able to find power-ups, but are limited to strength, agility, speed, and vigilance. Human power-ups do not carry-over when they are turned into a zombie.
Leaders and Factions:
As the game progresses and the zombie infection spreads, factions will form among the human survivors. Players will be able to assign their characters to a faction. As there is safety in numbers, characters who belong to a faction will receive an extra number added to their dice.
There will be twelve factions in ETH Walkers: Miami, each lead by four Leader characters. Leaders are special characters who play an important role in the game’s story and have enhanced zombie-fighting ability. The Leaders and their faction members will work together to complete quests. Quest consists of a series of objectives that, when accomplished, will add an additional number to the dice roll of all faction members.
Once a character is assigned to a faction, they will remain in that faction until it disbands. A faction disbands when all four of its Leaders turn into zombies. Once a faction disbands, its members will be free to join a new faction.