I really like this guy. His reviews are always so insightful and smart whereas the Dice Tower guys spend a long time explaining every little rule and tend to summarize their thoughts to "meh" or "I REALLY love this game!". Great points about the use of towers and lack of creativity when it comes to re-introducing the same game elements over and over again with tiny changes. I don't own any Zombicide games so will get myself one but have no need to become a collectionist thanks to reviews like these.
for all of those not liking the game aspects, Then add your own house rules. For example add into search deks extra items. Rope for 3 action survivors may climb down ramparts, healing balm suriviors may heal 1 pnt for 2 actions, I also sometimes allow search in the streets takes 2 actions and succeed on roll of 5+.
I hear you on the "too much stuff" problem. I just got the 2nd wave material and I already feel like I have too much. It's like an a la carte menu that spans too many pages. You get overwhelmed and either use all of it, which doesn't work (don't even try throwing all of the abominations in), or shy away from it and play the base material. The skeleton archers in particular transform every game into hardcore mode and I'm not sure when/if I'll ever use them again. And yeah, the towers are nearly useless. I dig the game. I just wish some of the design was a little more... considered & less cookie-cutter.
I belive Ariadne is able to jump off and on the tower (she just needs LOS to the spot but she still suffers penalties like having zombies in starting tile). Maybe I'm wrong, but even if that's the case it's so f@&king AWESOME! Imagine all tactics like luring zombies and then jumping off while killing bunch of them at the same time
I agree. The towers were such a cool idea, but in game I have still not used them. I've even gone out of my way to try and utilize them but it's just not tactically sound to strand yourself up there, especially when most of the scenarios require "all" heroes to make it to the end or exit point. I even bought the extra tile pack with my Kickstarter specifically because I thought this would be such a cool new feature. Pretty lackluster. Not that I don't love this game, and this will not diminish my desire to play it, but it's an interesting opportunity that I feel was wasted. My only other disappointment I had with this expansion was the lack of vault items. There are cool new regular items of varying strength, but where are the epic end game weapons and spells that feel like accomplishments when finally picked up? I bought a bunch of content in addition to this expansion from the Kickstarter, and I think the total number of items is five, and I don't think any of those came in this box
If a spawn card. All standard runner +1 extra activation is drawn, Do they move one or 2 spaces? I always thought 2, This would mean. 1 activation with 2 actions,
Well, one xtra activation basically means that they do "one more thing". If they are on one space with survivors they will attack. If not then they will move. So if a wolf is already on a space with survivors and activates he essentially deals 3 damage (or moves if survivors die while dealing that damage before finishing his three activations). Think of handling these additional activations like you would handle a standard walker, just do it two (runner) or three more times after the first one. It's always either move or attack depending on whether there are survivors on their space while starting the activation. NOTE: Crowz only have ONE activaion but can MOVE up to thre spaces NOT attack three times - this means they either attack one time or move three spaces with their ONE activation.
I have seen the two terms (activation and action) used somewhat interchangeably by people talking about zombies. This causes extra confusion. The wolves are just enhanced runners, and function identically to them, save an extra action per activation. The overall interpretation of the rules that I can find for runners is that the singular activation (even an extra activation) is two separate actions. This allows them to stay dangerous, especially since they hide behind fatties. This seems intuitive and intentional from a strategy perspective. It keeps the game challenging.
thanks for this review man. i was going to buy both wulfburg and black plague but i might just pickup black plague for now. BTW does ANYONE know the name of the boardgame on the shelf above his top right hand shoulder? its above Dungeon the board game and it has Big monster teeth and a tongue sticking out?
I really like this guy. His reviews are always so insightful and smart whereas the Dice Tower guys spend a long time explaining every little rule and tend to summarize their thoughts to "meh" or "I REALLY love this game!".
Great points about the use of towers and lack of creativity when it comes to re-introducing the same game elements over and over again with tiny changes. I don't own any Zombicide games so will get myself one but have no need to become a collectionist thanks to reviews like these.
for all of those not liking the game aspects, Then add your own house rules. For example add into search deks extra items. Rope for 3 action survivors may climb down ramparts, healing balm suriviors may heal 1 pnt for 2 actions, I also sometimes allow search in the streets takes 2 actions and succeed on roll of 5+.
I hear you on the "too much stuff" problem. I just got the 2nd wave material and I already feel like I have too much. It's like an a la carte menu that spans too many pages. You get overwhelmed and either use all of it, which doesn't work (don't even try throwing all of the abominations in), or shy away from it and play the base material. The skeleton archers in particular transform every game into hardcore mode and I'm not sure when/if I'll ever use them again. And yeah, the towers are nearly useless.
I dig the game. I just wish some of the design was a little more... considered & less cookie-cutter.
I belive Ariadne is able to jump off and on the tower (she just needs LOS to the spot but she still suffers penalties like having zombies in starting tile). Maybe I'm wrong, but even if that's the case it's so f@&king AWESOME! Imagine all tactics like luring zombies and then jumping off while killing bunch of them at the same time
Probably MUCH too late now, but did any creative players design missions which used these towers in an interesting way?
I agree. The towers were such a cool idea, but in game I have still not used them. I've even gone out of my way to try and utilize them but it's just not tactically sound to strand yourself up there, especially when most of the scenarios require "all" heroes to make it to the end or exit point. I even bought the extra tile pack with my Kickstarter specifically because I thought this would be such a cool new feature. Pretty lackluster. Not that I don't love this game, and this will not diminish my desire to play it, but it's an interesting opportunity that I feel was wasted.
My only other disappointment I had with this expansion was the lack of vault items. There are cool new regular items of varying strength, but where are the epic end game weapons and spells that feel like accomplishments when finally picked up? I bought a bunch of content in addition to this expansion from the Kickstarter, and I think the total number of items is five, and I don't think any of those came in this box
Great video!
Cool review. Just got my expansion in!
Thanks for the review !
How you say it its not 100% correct. Wolfz have ONE activation, which gives them 3 actions. This is a huge difference. Or am I wrong?
They are like Runners just with a thirt activation (one action each).
If a spawn card. All standard runner +1 extra activation is drawn, Do they move one or 2 spaces? I always thought 2, This would mean. 1 activation with 2 actions,
Well, one xtra activation basically means that they do "one more thing". If they are on one space with survivors they will attack. If not then they will move. So if a wolf is already on a space with survivors and activates he essentially deals 3 damage (or moves if survivors die while dealing that damage before finishing his three activations). Think of handling these additional activations like you would handle a standard walker, just do it two (runner) or three more times after the first one. It's always either move or attack depending on whether there are survivors on their space while starting the activation. NOTE: Crowz only have ONE activaion but can MOVE up to thre spaces NOT attack three times - this means they either attack one time or move three spaces with their ONE activation.
Oh. That is very intersting. I also let me runners do 2 attacks etc. Where is it written that 1 activation is just a part of a whole activation?
I have seen the two terms (activation and action) used somewhat interchangeably by people talking about zombies. This causes extra confusion. The wolves are just enhanced runners, and function identically to them, save an extra action per activation.
The overall interpretation of the rules that I can find for runners is that the singular activation (even an extra activation) is two separate actions. This allows them to stay dangerous, especially since they hide behind fatties.
This seems intuitive and intentional from a strategy perspective. It keeps the game challenging.
thanks for this review man. i was going to buy both wulfburg and black plague but i might just pickup black plague for now.
BTW does ANYONE know the name of the boardgame on the shelf above his top right hand shoulder? its above Dungeon the board game and it has Big monster teeth and a tongue sticking out?
I think it's a special "Boo Booty" box edition of Super Dungeon Explore. Don't quote me on that, though.
You Legend!! Cheers mate appreciate it, you were spot on!
Gnome Chompsky
You Legend!! Cheers mate appreciate it, you were spot on!