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With Firefly being a demonstratively popular multi-player
club game - at least, at Livingston Battleground anyway -
I thought it would be a good opportunity to try
another game I've had lurking in my 'Play me! Play me!' gaming shelf -
Zombicide
from
Guillotine Games.
"Amazing! I've never seen a bunch of gamers from the
same club actively planning and helping each other through a game!" That
was the response when out team of 5 players finally completed - successfully -
our mission without any casualties. It was quite an epic!
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Zombicide is a collaborative game for 1 to 6 players. Solo
play is also accommodated.
The core box comes with a very nice hoard of 32mm plastic
zombies, (40 Walkers, 16 Runners, 8 Fatties and 1 Abomination) as well as 6
survivor miniatures and their accompanying Survivor Identity Cards. The board is made up
of 9 reversible, modular tiles supporting different scenarios, complete with
dice, tokens,
equipment, zombie spawn and
wound cards . Its a very nicely designed and quality product. The blurb says;
Each player
controls between one (for 6 players) and four (solo game) survivors, human
trapped in a zombie-infested town. In fact, "survivors" quickly
change to "hunters" to smash zombies through and through. However,
the team must constantly maintain a balance between survival and slaughter, for
as the zombicide continues, the Danger Level increases, and the infected grow
in numbers. Any misstep can turn to disaster.
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Well,
any misstep
can turn to disaster! The Danger Level is a very nice mechanic. The more
zombies you kill, the higher the Danger Meter rises on your Survivor Identity
card. The higher it gets, a greater number of zombies can spawn at the spawn
points each turn - or even pop up through street level man-holes! Importantly,
this impacts all your team of survivors, so if one of you decided to go all
Chuck Norris and blast away it affects everyone else. And every time a
character uses a 'noisy' weapon (e.g. a
chainsaw,
sawed-off shotgun etc) a
sound marker is paced - which will attract
the zombies to the loudest point on their movement phase!
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The survivors start with three '
actions' per turn
including
searching buildings for kit that may help them, from cans of food and
bags of rice for completing scenarios, to weapons (pistols, machetes, fire axes and the
like) or useful kit
- gasoline and a Molotov
being a particular prised combo.
The survivors can only carry 5 items (three in
reserve, two in hand) and have a number of characters traits that come into
play depending on their Danger Meter, which works as a personal XP meter too.
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There are 10 cinematic scenarios provided with the basic
ruleset, as well as a tutorial mission. None are as easy as they look! The game
mechanics really encourage cooperative planning amongst the survivors;
Fast Amy can see a whole group of the
undead filling a room in the local diner;
smash the door down and lob a Molotov - that would surely ruin their
day! Amy has the handy
crowbar that
can quietly force open the locked door, and she has some gasoline. But
Josh the hoodie has the Molotov and he's trying to draw another group of
zombies away. Decisions!
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For our game, we played the
'Big W' scenario where our team of survivors had to take five
objectives, which were scattered throughout the pre-defined map. The twist
being that any survivor that does take an objective gets them five XP - and
five points on the Danger Meter. The more objectives the team take, the harder
it gets!
I can highly recommend this game. Its easy to pick up and
play. Has some very nice game mechanics and is perfect if you fancy some
multi-player cooperative play - or even
solo play. There have been a number of expansions released since I first
purchased the core game, which I will seriously be having look at!
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