Zombicide: White Death . . . We Have Some Problems
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- Опубліковано 26 сер 2024
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- Game Description -
Winter is upon us and its dark and cruel night brings forth dreadful menaces, worse than frostbite...
Zombicide Medieval Fantasy is back!
With new survivors, new zombies, new setting, and new rules!
Scale the great walls to your advantage
Use the added height of the fortress walls to escape the Zombies' grasp, dump cauldrons of hot tar onto enemies below, and gain superior line of sight!
Arm yourself to the teeth
Command a retinue of guards to push back against the Zombie Horde and use unique Survivor skills to bolster their abilities.
Melee Attack… From a distance
Cut down the Zombie horde with shiny new polearm-type weapons. Melee without ever having to get in close range!
Freeze Zombies dead in their tracks!
Draw on the surrounding icy elements and channel it towards your foes preventing them from taking any actions.
Mind the ruin zones
The constant zombie siege has wrought devastation onto the lands. Crumbling buildings offer little to search for, yet remain challenging to shoot through.
And stop the corruption!
Necromancers send waves of corruption close to the beacon to steal its power and spawn zombies each time they activate. If the beacon gets corrupted, all hope is lost!
And this is only the tip of the iceberg!
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#Boardgames #Quackalope #Zomicide
That was epic. Great gameplay as always. This will be my first fantasy Zombicide as I came on board with 2nd edition but I'm stoked for it. The TMNT box made it an official buy for me.
Because of the nature of the corruption a house rule that might be good is to ignore/redraw necromancer spawns on the 1st-3rd zombie waves depending on how difficult you want to make it just to help keep from an auto loss because a necromancer spawns way too soon.
Yes, obviously glad Shira is back!! I love how many times people are "absolutely positive" about rules/situations that have NEVER existed in Zombicide. General rule of thumb: if it's to your advantage, it most likely is NOT the way the rule(s) work :-D
I love your videos! So happy Shira is back. Our game group sure could use someone to rule-police us as well as she does.
She is the best of us for sure.
I really can't decide between this and Marvel Zombies...
As a Natural Born leader, If your not cheating your not trying. 😆
Ty for this video!
Quack!
I'm annoyed that they haven't upgraded the boards to fit sleeved cards.
That's pretty annoying if so, my sleeved cards fit fine in massive darkness 2, I guess they have haven't done any updates to the zombified dashboards
sooooooo, the Necromancer gets *TWO* activations per round? that seems way overpowered...
Only one activation per zombie phase BUT they get an Extra activation each time a Necromancer spawn card is drawn, same as the Abomination with its spawn card
The third time "being the natural born leader that i am" comment was uttered, the pummeling house rule should get green lighted
I love the yes and... QUACK!
I'm just wondering why you never used the "sprint" enchantment to get closer to the necromancer earlier in the game. The enchantment could have been passed to another survivor in the same round and spelt on the same survivor who would have had as mission to kill the necro. Nice video anyways ;-)
First, do I win wedding tickets now ;)
And that's how you make a video😁 you include the 🐦;)
@@dextersamson8286 Touche 😂
When you use your guard action, can't you move all the guards in the same zone?
AND doesn't everyone get to move the guards as a 'free action' - only the one character gets to move the guards for an ADDITIONAL free action?
To take a Guard Action is like to take a Search Action. You have to spend one of your Actions and you are only allowed to do it once. If you had a free Guard/Search Action you get an additional Action because of the free action but still you are limited to only one Guard Action each turn. We play that you have two Actions though like they do in the vid. Rules pages 23-24.
The Guard Action lets you command ALL guards in One Zone Anywhere on the board.
I'm seeing a bad trend on the gameplay videos for this game. Get 4 range crossbow early = easy win since you can reach back row from rampart, and no 4 range crossbow = stationary necromancer screws up the game. I don't know why they opted for stationary, the game seems like it would go better if he moved w/ defilement.
I am a firm believer that all included Dice for EVERY Zombicide game are weighted for bad rolls... I have never had a good set that give me nice rolls in the 5 campaigns that I have backed... I throw them out immediately...
Are you located anywhere near Case Western Reserve University?
Oh man, the title had me worried. I thought there were problems with the game/campaign. Maybe add “Gameplay” to the title?
Do zombicide quests dictate the number of survivors? Or could this same scenario be played with 4 survivors?
It is 6 only for what we have so far
What are your thoughts on this game with 6 players? I want to get a game that more people can enjoy together but not feel like there's a lot of downtime or takes too long.
You still have to play 6 characters, it would depend how fast people pick up the rules. First game might be slow but 2nd game should be much quicker as the game is easy to teach and learn.
You might want to look into the upcoming Zombicide X-Men Resistance. It will flow much faster.
I see that this version of Zombicide will need even more houseruling to make it playable than other Zombicides.
For example:
- no Defiler Necromancer spawn in the first few rounds
- spread corruption only when you draw a Necromancer card while Defiler Necromancer is on the board
- maybe even adjust some absurd spawn numbers
- friendly fire only when failing hit roll with a 1 or only 50% chance (1-3 on a separate D6 roll) or even only 33.3% chance (1-2 on a separate D6 roll).
I get the feeling the wall defense gameplay is a lot worse than the BP/GH gameplay, where you can move around the board exploring, finding vaults, tricking zombies in the wrong direction and fighting your way through to the objectives and the exit.
Yeah, my main concer is that all the missions will be about wall defense which makes the game super repetative. According to KS comments the wall will be part of every missions but in some it will be on the side. Also, not that big of a fan of the corruption element. Definitely gonna make some houserules to spice it up.
Repulse and exploiting game mechanics is you guys forgot. Repulse, trade Repulse to next turn player. Begin next turn player’s turn, use Repulse, trade Repulse to next player, and end turn. Repeat. You just shoved said zombies back. Repeat. GG
I'm not sure that I want this. This game has more KS exclusives than anything else. I wish I could just get exclusives and not bother with the game. I got other Zombicide games instead.