Kauboi
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Novice Reviewer
Review 5 games and receive a total of 140 positive review ratings.
Review 5 games and receive a total of 140 positive review ratings.
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Junior
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Player Stats
Critic (lvl 3)
545 xp
545 xp
Explorer (lvl 3)
763 xp
763 xp
Professor (lvl 3)
721 xp
721 xp
Reporter (lvl 1)
200 xp
200 xp
About Me
I am the prime example of the wretched middle-aged gamer. I owned the D&D red-boxed set when it first came out. I broke open my first M:tG boosters in 1993 (and had even made rent one time selling my ultra-rares). I own a complete collection of GW’s Gen 2 Talisman (except for Dragons, I am simply not that wealthy).
I own two 40k armies. One is painted and gorgeous (Orks) and one is barely painted and needs to be sold off (Space Wolves).
I was a judge/represented for several relatively successful WizKids games (MageKnight, HeroClix, Pirates of the Spanish Main) and a few of the abject failures (Rocket Men and High Stakes Drifter).
I have, of late, drifted away from the collectible game formats (CCGs and the like) and begun gathering boxed game sets that play well in a casual/social setting. Present faves are SJGames’ Munchkin (and all of its expansions) and GTG’s Sentinels of the Multiverse.
I have also become something of the gaming Svengali of my children’s friends. Oddly, my children are not big gaming fans (they are 18 and 21yo), but their friends never pass up a chance to come and play.
Last Night on Earth, The Zombie Game
Zombies are big now. I mean, I think zombies have held a special place in the horror genre, but now the shambling (or sprinting) undead have washed into modern culture in the way Vampires stepped in thanks to Anne Rice two decades ago. Needless to say, the gaming culture has released several games in response and, according to my local gaming store, this is one of the betters. I bought it, played it and now, here’s my take.
Setup:
Welcome to Woodinvale, a sleepy little town that would be a zombie paradise except for the handful of nearly unbeatable human incursion. We begin with a central 12” X 12” board (a centerpiece) whose further borders are expanded by a series of L-shaped corners, broadening the square-shaped play area and adding, for the most part, building for your humans to populate. Depending on the number of players (per the rules) you will have 1-2 zombie players (controlling the undead hordes) and 2-6 humans (each controlling 1-2 humans apiece depending on your total player count). You will receive a deck of zombie cards, a deck of hero cards, a boatload of 6-sided dice, plastic figures or all creatures in play and more “pop out” tokens than you can shake a stick at.
Gameplay:
The entire game is scenario-based. As each hero gets a placard describing his/her health, abilities and starting spot; scenarios have placards stating the “plot” of the game, to include the paradigms of goals (for the humans) and the time limit (usually based on the Sun marker which counts down per round to either the sun setting or the sun rising).
The game plays in turns with the zombies usually first and the heroes responding in kind. Each group, through their turn, gets to move, play cards, and interact (usually fighting) with each other with the zombies getting the chance to re-spawn at specific points on their turn, representing what must be a growing horde.
It is an oddly balanced game during play (granted, I have not played all of the scenarios yet). The zombies are allowed to draw (and play if appropriate) 4 zombie cards per turn with results equating to extra damage in combat, forcing a hero to re-roll movement or combat dice, etc. But the zombies, in classic movie fashion, are limited by two factors: they can only move one space per turn (on a 12 X 12 space board, and no diagonal movement) and have an appalling combat rate. Heroes move d6 on their move?!? In combat, heroes (assuming they have taken 1-2 turns to search a building and acquire a weapon or event to use) have a distinct advantage. Zombies roll a single d6 vs. the hero’s 2d6, and the humans’ weapons invariably add more dice to the hero’s attack. 3d6 vs 1d6 per combat does not give the undead a “fighting” chance. In addition, half of the hero characters can heal themselves or others as well. In the end it is 4+ heroes against 14 zombies (at any one time).
Opinion:
Benefits of playing the zombies – Renewing numbers (they almost always spawn back just after they are killed), card play (zombies get 4 cards to play per turn, some are pretty good). Oh, and zombies can walk through walls (???).
Drawback of playing the zombies – Wounds (each has only 1), Move (one space per turn), Attacks (1d6 beating 2d6+weapon is RARE), total on board (you will only ever have 14 zombies on at a time).
Benefits for the Heroes – Heroes have 2-3 wounds each before dying, move a d6 vs the zombies’ one space per turn, can wield weapons (including ranged weapons, some which come back from the discard pile) and often can heal themselves.
Drawbacks to Heroes – Not much. Heroes have to walk through doors rather than go through walls (as the zombies can). Otherwise, they pretty well rock.
My fear is that Flying Frog Productions has added the Sun Marker timing part as a means of resolving this CLEAR imbalance between the two factions. Given unlimited time, the heroes would have very little to fear from the recently deceased.