Zombicide

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Zombicide is a cooperative board game with miniatures for 1 to 6 players, age 14 and up. Choose your revengeful survivor of a zombie apocalypse! The game is great fun to play and really simple to learn. There are loads of expansions and sets to augment the base game. The game has been released in 3 waves of Core Game. Season one's starter set is Zombicide, Season 2's starter set is Prison Outbreak and season 3's starter set is Rue Morgue. Each starter set has its own expansions relating to the game however all three seasons and their expansions can be all be combined to make a mega city with so many different styles of zombies.

The Game[edit | edit source]

The game board is modular so it can be set up for the various missions from the rules books or even to make your own custom missions if you feel like creating your very own storyboard. The play order for each round is as follow, the players and all of their characters play their turns, before it moves on to the zombie turn, who will either move or attack depending on whether or not a survivor is in reach for an attack.

Note that while there is a set number of survivors playing depending of the edition, it is completly possible to play the game alone and move the characters yourself, and test yourself against the RNG.

During their turn, the survivors can perform 3 actions (and more depending on some conditions), which is to either move, attack, perform a search in a room, or an action such as taking an objective or breaking down a door to a building. Note that during this turn, should the survivors decide to open a closed building, the survivors will have to draw cards to determine which type of zombies is currently rotting inside, and it can lead to some nasty surprises ranging from a few walkers that you will have to deal with, to screw you over by spawning powerful types of zombies you are ill-equiped to deal with or even having you face an abomination that can only be killed if you managed to put your hands on a molotov. Good luck dealing with that thing if it spawn in the very first building you are trying to investigate looking for weapons. Once all the players have played, the survivors' turn end, beginning the zombie turn.

Once the zombie turn start, all types of zombies activate and perform their set number of actions, which is to either move or attack. They can only attack a survivor by being in the same zone as them, which mean a zombie using an action to move to a player's zone cannot attack if it has no action left. If the zombies have the survivors in sight, they will automatically move towards them, but if they have no line of sights, they will move toward the biggest source of noise on the tabletop such a door being broken or guns being fired.

The zombies being entirely controlled by the game rather than a fellow player combined with the RNG of spawning add quite a surprising level of strategy to the game. It is an entirely viable strategy for players to simply outrun the horde in the streets if they can (though be wary, the more you wait, the bigger the horde will get) or for a player to spend actions simply making noises to attract the horde far away from the group who just got out of their line of sight. Still the game can and will screw you really hard if you act without thinking, as at any moment it can spawn an ungodly amount of enemies in moments where you thought you got the situation under control

Survivors get stronger the more they kill zombies or secure objectives, scoring Adrenaline Points that will unlock special abilities for each different survivor, such as a bonus attack, a bonus action and more. Adrenaline Points aren't only XP points though, they also determine the level of danger of the horde and they can quickly become the bane of your existence if you are not careful with whom get those.

The levels of dangers vary from blue, to yellow, to red before going to the highest level of threat : crimson. Which if you actually do reach you better be close to winning the game, as you are very likely to be drowning in undead fiends that will not only spawn in insane numbers, they will also spawn in very resilient types that will ruin your apocalyptic day. It's important to achieve a careful balance between who should try to bash some zombies or secure an objective to get Adrenaline points, a player who score too many Adrenaline points too early might get a new useful ability, but he will also trigger the next level of threat, which will increase the number of undead spawning when drawing spawning cards. If the rest of the group did not caught up on points or did not secure good enough weapons, the game will quickly devolve into an episode of scoobydoo with the gang quickly rushing through doors, passing through zombies and desperatly trying to search rooms for any weapons to make a difference.

This summary work for both the first and second edition of Zombicide on how the game generally works, but depending on the edition certains rules will vary such as how the game is setup, some big changes of the weapons profiles and what you can do. A bigger accent was put on the survivors skills in second edition, which can radically change the overall strategy of the group depending of which character got selected or randomly drawed.

Variants[edit | edit source]

There is a lot of expansions on the "zombie movie" tropes, but the variants change the setting without changing the rules too much, so kind of reskins:

  • Dark Ages, Green Horde: Dark Fantasy, vs necromancer and greenskins, respectively. The company has a dungeon crawler called Massive Darkness and has put cards with rules to cross miniatures of the two lines.
  • Invader, Dark Side, Black Ops: Zombicide in Spaaceee!, surviving kinda Dead Space, Doom, Space Hulk or other space survival settings/games, depending box, but with Zombicide Rules.