One of James' new games... and it's a corker. The artwork is next level - the conceit of the game is that it has been devised by a child who survived the zombie apocalypse and they've had to adapt what is to hand to make the game. So the box is amended and tatty, the resource counters are bottle tops, player markers are things found in wallets (e.g. credit card, loyalty card) and the cards are mostl playing cards. And best of all, some of the cards and counters are adapted from real world games, most of which we own, like 7 Wonders, Splendour, Ticket To Ride and Dixit.
And fortunately, the gameplay lives up to the production values (so finally, a zombie game that even Kieron might play...?). There's a bidding mechanism so players interact to choose the best routes as they travel from coast to coast with the zombies in hot pursuit. And there's dice rolling as your survivors battle it out with the groups of zombies who they regularly encounter. Which brings the double joy of managing to survive for another round by some lucky rolls, and sniggering whilst your competitors group of survivors are unexpectedly decimated.
There was a bit of an issue with the resource runaway leader - if you've got most resources, it's easier to win the bidding, and then take the route that gives you the most resources back. It would be interesting to see how much that is the case next play, now we have a feel for the distribution of resources and zombies throughout the game rounds. But we also found a good variant on BGG where the second of the two cards in each route is hidden - which rather fits the theme well: you might be able to see down the road but not round the corner.
James was first to run light on resources and despite a fiery death for a horde from his molotov cocktail, his last survivor succumbed in the sixth (of eight) rounds. Andy and David were both taken out in the seventh round - giving the Stuart the automatic win without needing to count the victory points we had attained. Stuart did a lot of fleeing rather than fighting so actually had a lower number of victory points. But he survived, which is more to the point. Looking forward to playing this again.
And fortunately, the gameplay lives up to the production values (so finally, a zombie game that even Kieron might play...?). There's a bidding mechanism so players interact to choose the best routes as they travel from coast to coast with the zombies in hot pursuit. And there's dice rolling as your survivors battle it out with the groups of zombies who they regularly encounter. Which brings the double joy of managing to survive for another round by some lucky rolls, and sniggering whilst your competitors group of survivors are unexpectedly decimated.
There was a bit of an issue with the resource runaway leader - if you've got most resources, it's easier to win the bidding, and then take the route that gives you the most resources back. It would be interesting to see how much that is the case next play, now we have a feel for the distribution of resources and zombies throughout the game rounds. But we also found a good variant on BGG where the second of the two cards in each route is hidden - which rather fits the theme well: you might be able to see down the road but not round the corner.
James was first to run light on resources and despite a fiery death for a horde from his molotov cocktail, his last survivor succumbed in the sixth (of eight) rounds. Andy and David were both taken out in the seventh round - giving the Stuart the automatic win without needing to count the victory points we had attained. Stuart did a lot of fleeing rather than fighting so actually had a lower number of victory points. But he survived, which is more to the point. Looking forward to playing this again.








