Quantcast
Channel: Zombicide | BoardGameGeek
Viewing all articles
Browse latest Browse all 35236

Reply: Zombicide:: Reviews:: Re: Total Lack of Balance

$
0
0

by Corsair

jakecarol wrote:


I think thematically you are looking at this wrong. I've seen a lot of zombie movies. Many of them have the hordes overcoming characters who are trapped/slowed down for some reason and in many, the longer the characters are in an area the more zombies show up until the eventual horde over run scene.

So, I look at the game from this perspective. Yes, I MAY want to have a character run ahead and open doors so that the group can loot before the Big Horde shows up. That way we only face the rotters in the buildings and at a pace of our choosing. If we wait too long we face too many. The game represents/models the final horde over run of the movies by giving the existing zombies an extra move, representing the way the horde eventually closes in on the characters and they can no longer move freely (while the zombies can) Remember, we are out of extra toys to place onto the board at this point, we've hung out in the area too long.

This causes the game to end as several scenes or even movies do, with characters having been surrounded by zombies, lost freedom of maneuver, and being over run.


The game ended not by surrounding, or freedom to maneuver, but by the zombies going ballistic. Numbers, being trapped, being hurt, overlooking a zombie that pops up out of the wreckage - sure these are things that add to the game. And generally speaking the game does that - I think there are lots more opportunities for drama by including traps/accidents that slow or halt the characters in the search deck,but that aside, the aspects that you mention are already there. Thematically, its mostly there anyway, or certainly could be handled in a more elegant way.

Viewing all articles
Browse latest Browse all 35236

Trending Articles



<script src="https://jsc.adskeeper.com/r/s/rssing.com.1596347.js" async> </script>