Thank you so much, Cody! I am truly honored. You are right, by the way - the underlying engine is a wargame. I came up with the idea for this design while working on “Miracle at Dunkerque” for Legion Wargames. I just thought the evacuation task theme would work so well for a horror game also. Thanks again and best wishes - expansion coming later this year and I think you’re going to like it as well!
Thank you for the great game, sir! That makes a lot of sense now that you mention it, with the evacuation of Dunkirk. Looking forward to the expansion. Take care!
Yes, Frank. It is way too easy. If you have experience with any kind of castle defense game, I do not see how you could lose that game. Without a serious amount of house rules you have rescued als Civs by round 4. After that the whole decision making process is not worth mentioning any more because most of the actions are Not needed any longer. So If you are looking for a challenging Game: Look somewhere else. ;)
The designers have already offered a draft version of the game's Nightmare mode on BGG. These are fun, modular and easily implemented ways to increase difficulty without changing, or with only minor changes, to mechanics or procedures. I've been upping the difficulty and the game becomes much more thinky and challenging, if that's what you are looking for, with things going down to the wire in the final couple rounds.
@@joescolaro501 But they are just some options users have to finetune. And the escalation system simply does not work even with more optional rules. The end game lacks overall design in comparison to other castle defense games to be honest.
Ive seen a review claiming full evacuation by turn 4 and therefore the game got boring. I dont even know if thats possible to move that much let alone embark the citizens for evacuation even using the follow mechanic flawlessly.! Seems like somethings being overlooked. It is a long game and in solo mode theres alot to keep track of but in my only win I was backed up against the docks facing a ton of freaks when I evacuated the last citizens in the middle of day three. Looking forward to multi-player sessions as think the game should be even more enjoyable.
Thank you so much, Cody! I am truly honored. You are right, by the way - the underlying engine is a wargame. I came up with the idea for this design while working on “Miracle at Dunkerque” for Legion Wargames. I just thought the evacuation task theme would work so well for a horror game also. Thanks again and best wishes - expansion coming later this year and I think you’re going to like it as well!
Thank you for the great game, sir! That makes a lot of sense now that you mention it, with the evacuation of Dunkirk. Looking forward to the expansion. Take care!
You have designed a wonderful game and as Cody mentioned my #1 game of 2023. I will be watching for this expansion.
@@RayPhay Thanks Ray - I really appreciate it! I hope you enjoy what we've added with the expansion.
Box cover art giving off some Fearsome Floors vibes.
Indeed!
Love it!!! Can’t wait to play it.
Great game!
Just ordered it. Thanks for the review!
@@klausfritsch4350 It’s a great game. Happy to help.
Fickle finger of fate! I have not heard that for years, well played.
It’s in the game.
What was that song in the intro?
Did you watch the entire video? Info in the end credits.
Does this mean you have already P500 pre-ordered the expansion?
No. GMT graciously sent me this game as a review copy, and I imagine they'll do the same with the expansion.
How does it compare to Dawn of the Zeds?
Very different game. This does not feel like a States of Siege game.
@@TheDiscriminatingGamer I am very upset at this answer... it means that I must now spend money and upset the Mrs.
@@kristijanpetrovski2576 Ha! Tell the Mrs. I’m sorry.
Played the prototype years ago and found it to be too easy. Did they change the difficulty?
I didn’t find it too easy. We had to work for victory
Yes, Frank. It is way too easy. If you have experience with any kind of castle defense game, I do not see how you could lose that game. Without a serious amount of house rules you have rescued als Civs by round 4. After that the whole decision making process is not worth mentioning any more because most of the actions are Not needed any longer. So If you are looking for a challenging Game: Look somewhere else. ;)
The designers have already offered a draft version of the game's Nightmare mode on BGG. These are fun, modular and easily implemented ways to increase difficulty without changing, or with only minor changes, to mechanics or procedures. I've been upping the difficulty and the game becomes much more thinky and challenging, if that's what you are looking for, with things going down to the wire in the final couple rounds.
@@joescolaro501 But they are just some options users have to finetune. And the escalation system simply does not work even with more optional rules. The end game lacks overall design in comparison to other castle defense games to be honest.
I can only agree, great game but unfortunately the game also has its weaknesses, which unfortunately were not mentioned here
What do you see as its weaknesses?
@@TheDiscriminatingGamer Fire?
After you rescue all the civilians usually by round four or five, we lost interest really quickly, and we only halfway through the game.
Interesting. Hasn't been my experience.
Ive seen a review claiming full evacuation by turn 4 and therefore the game got boring. I dont even know if thats possible to move that much let alone embark the citizens for evacuation even using the follow mechanic flawlessly.! Seems like somethings being overlooked. It is a long game and in solo mode theres alot to keep track of but in my only win I was backed up against the docks facing a ton of freaks when I evacuated the last citizens in the middle of day three. Looking forward to multi-player sessions as think the game should be even more enjoyable.
I enjoyed it multiplayer.
2 minutes of nonsense but then good review
Eh?