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Reply: Zombicide:: Rules:: Re: zombie splitting

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by Scorpion0x17

Sorastro wrote:

mateooo wrote:

have the splitting rule is a huge factor in determining the difficulty of the game, not so much for the occasional extra zombie, but for the fact that once you run out of zombies, those zombie splits can actually trigger extra zombie activations, and THATS what can turn a victory into a zombie feast,



I fully take your point. It does however make the splitting rule all that more irksome to me; I don't believe it was designed to make the game more difficult, and nor is there any causal basis for it to do so. (I don't actually think they designed the "extra-activation-when you-have-ran-out-of-zombies" rule especially to make things more difficult either - it was just an easy fix to the issue of there not being enough figures, but that's perhaps a separate discussion!)


Aside from the fact that you appear to be conflating two rules (the zombie groups splitting rule, and the reactivation rule) I don't think those assertions stand up to scrutiny.

Let's take the zombies groups splitting rule to begin with.

It is easy to see that, unless the boards were specifically designed to prevent it (which may either be impossible, or may inevitably lead to very boring board configurations), there will, unavoidably, be situations where the zombies have two or more first steps along two or more possible routes to two or more destinations of equal priority.

In this case, there are 4 possible solutions:

1. Implement some rule that determines, uniquely, which single option the zombies take.
2. Allow the players to decide which option the zombies take.
3. Split the zombie group in two, but don't balance the sub-group numbers, and either implement some rule that uniquely determines, or allow the players to decide, which option the larger group takes.
4. Split the zombie group, and add more zombies to ensure that the same number of zombies takes each possible first step option.

Now, with solutions 1, 2, and 3, it is clear to see, without a great deal of in-depth analysis, that these solutions afford the players the opportunity to too easily manipulate the zombie movement in undesirable ways (i.e, for their benefit).

Solution 4, however, does not afford this opportunity.

Likewise, it doesn't take a great deal of thought or analysis to see that zombie reactivations when running out of minis presents the best, non-exploitable, solution to that problem.

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