Showing posts with label Zombicide. Show all posts
Showing posts with label Zombicide. Show all posts

Monday, 28 December 2020

Zombicide: Black Plague

Undead spawned by necromancers!

A step up from it's more modern predecessor, this figurine heavy game plays much like the other Zombicides where players cooperatively complete missions while more and more baddies spawn. The casing for these is great, and the player boards are really handy and useful.

Added here are necromancers who try to dash across the board and if they make it leave another spawn point for things to pop out. Usually they are just flavor though, and only really pose a threat of escaping if the game is already going sideways.


The dead will always outnumber the living...

Best of all, the stupid rule of "if you shoot into a crowd of zombies and you have an ally there, all your shots will hit your ally until s/he is dead and then it will hit zombies" in previous Zombicides has been changed to be "there's a chance to hit your ally".

Expect to be searching a lot though, as only one starting equipment piece can harm the fat zombies. Worse, you need to find two items to destroy an abomination because there is no strength three weapon in the game. It's really annoying, especially as on more than one map it IS the main target.

That's also the main reason this game was left on my unfinished list for such a long time. So all up, yep - a decent cooperative outing that's better than previous Zombicides... but not much better. I give it 3.5 fireballs out of 5.

Insight: Always play with the recommended character count regardless of the number of players as that's how the maps are balanced.

Thursday, 12 July 2018

The Solved Games

Where enough experience leads to almost certain victory.

After numerous play throughs I'm finding that a few of my cooperative board games have reached a "solved" status - where repetitively using the right tactic often leads to victory. Spoilers / Tips ahead, depending on your point of view!

Police Precinct - never had a defeat in this, the team just to divide labour between keeping crime in check and finding the murderer / preferably focusing on what their character is good at but being fluid enough to adapt to the board. I still really like the "emergency" system. Score Adjustment: -1.

Pandemic / Pandemic: On the Brink - while defeat comes quickly if you go for the full epidemic card set having less than that almost makes for an easy game. The red ones of On the Brink are almost mandatory for us now as we can even win with the full green epidemic cards of the base game. Obviously the bio-terrorist option (which we haven't tried yet) might mix things up. Score Adjustment: -1.

Shadows Over Camelot - on full cooperative it is almost impossible to lose provided the team works together. Defeat only comes if everyone does their own thing and tries tackle the harder group quests solo, or keeps quest hopping. You don't have to win every quest, just be sure to win the important ones. I can see why the traitor mechanic is almost mandatory. Score Adjustment: -1.

Operation Flashpoint: Fire Rescue - while bad luck can ruin any game it can be mitigated a bit here simply through communication. Planning ahead pays well, as does not intentionally damaging the building more than necessary. Almost trivialized if you have the driver in the fire engine to provide cover. Score Adjustment: -1.

Zombicide Season 2: Prison Outbreak - knowing your perks and staying together (more HP to share around) is the main rule here, as well as sharing the XP so that the spawns don't become overpowered ahead of your team mates. Bad things usually happen when people wander off on their own, and most scenarios later on even force the players apart because they know a team together is near unstoppable. And that's even without equipment juggling. Hot potato chainsaw is fun. Score Adjustment: -1.

D&D Adventure Boardgame System - all the ones I currently have reviewed (Ravenloft, Ashardalon, Drizzt, ToEE) fall into this category. Victory lies in finding the quest tile fast, and that usually means splitting up to burn through the tile deck quicker. Yes, this puts more monsters on the board but they are usually more manageable than the dreaded encounter cards. Score Adjustment: -1.

Xenoshyft - though it delivers a few brutal losses at the start, once you know how to manage your card hand properly (don't buy garbage), and how to position troops (weakest dudes NEVER go at the end of the lane) loss becomes a thing of rarity in this game. Just don't expect any of your troops to live through the whole thing. Score Adjustment: -1.

Forbidden Desert - PSYCH! This is the true stand out in my current collection. Despite having such a simple premise each game requires active thinking from each participant to mitigate those deadly loss conditions. Such a treasure of a little game, and one I'm going to recommend again right here: if you haven't played Forbidden Desert yet, please go do so! Score Adjustment: +1, and is now the "best" game in my collection.

Sunday, 31 December 2017

Happy New Year - 2018!

I hope everyone has had a wonderful (and safe) New Years Eve! I did, killing time till the stroke of midnight playing a great round of Zombicide: Black Plague where my uncle (first time player) was the MVP! :)

I'm trying resolutions again this year, because I did absolutely terribly on them last time! :P
  1. Relearn my old compositions (5 songs - I do have recordings to work of)
  2. Complete chapter 1 of my web comic (harder than it sounds, given my track record)
  3. End the Year with less weight than I started (Carefully worded so I have a chance!)
  4. Finish a board game prototype that I'm happy with (good luck me!)
Are any of you doing any resolutions? Or is everyone else smart enough to stay away from them?

Lastly, here are the current blog survivor stats of my "one post every three weeks" rule.

I have been slack adding new bridges though.

Sunday, 4 January 2015

Zombicide Season 2: Prison Outbreak

I got this cooperative board game as an early Christmas present and so far, I am having a blast trying to survive in the exciting (and terrifying) zombie apocalypse theme it creates. With nine double sided, interchangeable boards, around 80 good quality figurines, and 11 grueling missions that come with the game I can see that it will be keeping us busy for quite some time. The ever increasing and mostly shambling zombie horde also handle themselves, which is a big plus - meaning no one is stuck as an antagonistic game master.

You just get stuck with antagonistic zombies. :P

Players have a choice from 6 characters who have differing abilities from each other and from their "Zombivor" version - what you turn into if you get wounded twice by any zombie. You are still on the same team, but your character has traits that lead them to be more violent instead of traits that let them move around more for example.

While maps offer a suggested playtime length, I suggest you ignore those because I've clocked my current games of 4 and 5 people going as long as a game of Eldritch Horror, especially on maps with many tiles. Setup time is slightly shorter though. Also, having scenarios spelled out in the book is great as it has gives an overall story as you play through the vastly different missions. As fun as it is, there are two big flaws in the game for me and I will go into both of them right now:

Player Elimination

If you take five wounds while in Zombivor mode you are out of the game. While we have come really close to it, this hasn't happened in any of our play throughs yet. However, I can see that if it does that whoever is eliminated is not going to hang around for x hours while the rest of the mission plays on. Even Eldritch Horror with its high mortality rate lets you respawn as someone else (unless you run out of characters) to keep all players really invested and often only in the end game does it kill people off permanently.

Ranged Combat

The above might have been an oversight but this here is plain stupidity. Say I am shooting into a tile that has a friendly character and zombies. I roll the dice and discover I hit six times. Each hit will hit the friendly character(s) first until they are dead before I start hitting zombies. Doesn't matter if there's one zombie or 70 zombies, you will hit your allies first (unless you have the sniper perk). I wouldn't mind if it was a chance to hit friendlies like if your rolls had 1 or 2's or something but a guaranteed 100% to hit your allies regardless of which direction you are shooting from, or elevation (shoot from towers) is just stupid. The result is guns being almost useless in tight quarters.

Other than that this is a really fun game and one that will make the hours fly by as you and your team work out how to complete each objective while minimizing casualties. I give it 4 chainsaws out of 5!

Score after re-review: 3 chainsaws out of 5.

As an aside: Finally won a game of Forbidden Desert starting on Elite level! Not sure how we pulled that off but it sure felt great! :D