by iNano78
Stu Holttum wrote:
...Similarly, while I can see the fun of "double Wanda", that might also break the game. [BGCOLOR=#CCFF00]I am presuming that the survivors skills were playtested and balanced[/BGCOLOR] - having double of one might push the game too far out of whack.
After 19 plays (many solo, but several with 3-6 players), I've found that maybe 4 times I've literally said out loud "Wow, did they play-test this scenario at all?" Then I switched to "Obviously they didn't play-test this either" (most recently regarding the new campaign). "Single Wanda" breaks the game in several scenarios/missions. I don't think twice as many components (including two Wandas) could break the game twice as much ... but maybe (?).
Having said that, I love this game. It's got its issues (e.g. don't bother with mission 02 from the rule book; and the last campaign mission needs to be replaced with something that isn't an auto-win on turn 2 unless you're incredibly unlucky and have everyone die on turn 1), but overall it's fun - and at least some of the scenarios aren't "too easily solved once you know what you're doing" (or outright broken, as in a few cases). There are definitely some challenging missions with any team of survivors.
Anyway, regarding two copies of everything, I can't think of how you could use everything at once. I guess you could come up with some epic 6 hour custom mission using 18 tiles, 10 zombie spawn points and 8 cars, etc, but I doubt that would be more fun than a 4-6 tile mission (which I generally prefer to the 9-tile missions) that can be played in ~ 2 hours.
freemanaj86 wrote:
I would have to disagree that the extra turn is that deadly. Don't get me wrong it is deadly but not to the point where you lose everyone in one fell swoop. I've played about ten games so far and only ever lost one character due to an extra activation (which was for runners). From the sounds of it you're just leaving your characters too open to it (I know sometimes you have no choice but to risk it but I've not found this to be the case very often). I always leave a gap between myself and zombies (bigger gap for runners) even if it means a wasted action. Also be aware that if you're quite far through the deck and have seen the activation cards yet that it's likely coming up soon.
That's just my take, maybe you've ended up in different situations to me but I think usually those activations can be planned for at the expense of not making the full use of all your actions some turns.
That's just my take, maybe you've ended up in different situations to me but I think usually those activations can be planned for at the expense of not making the full use of all your actions some turns.
You need to play more of the 4-tile missions (like mission #10) and missions that require you to obtain the blue/green objectives before opening blue/green doors. These missions tend to have spawn points close enough together, and close enough to every zone, that you can never be far enough away from an extra runner activation. We've gotten to the point that an extra activation usually won't kill more than one survivor, but occasionally you can't do anything about it and you'll lose 2 or 3 in one swoop, especially at the orange/red level. Even an extra walker or fatty activation will often pin down your non-slippery survivor(s) such that they can't get away from the horde on their next turn.