Dead of Winter: Warring Colonies Expansion (4 Players)
ฝัง
- เผยแพร่เมื่อ 6 ก.ย. 2024
- Dead of Winter: Warring Colonies Expansion playing Divide and Conquer main objective 4 players (2 vs. 2).
Dead of Winter playlist: • Dead of Winter
Thanks to Asmodee for the review copy.
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Glad someone did a play-through video. I hope to play this expansion for the first time this weekend, and I’ve been reading through the rule book again in preparation. A couple things I noticed: per the rules, you are not allowed to use the item cards from The Long Night, and you are only allowed to use the crisis cards from The Warring Colonies. Thanks for the video.
A couple things to note! (Haven't watched the whole thing yet)
In warring colonies, when playing with 4-5 players, each player starts with 3 survivors instead of 2.
Also, noise tokes from Long Night can simply be flipped like a coin when determining whether to add zombies. No need to roll a die.
+Timothy Meyer Oh wow thanks for that we didn't even notice that note in the rulebook. For the noise tokens we just like to roll for the outcome we have just always played that way.
Also, (and really, whatever way works for you is fine) the intention of the combat track is to simply use one token that gets pushed/pulled throughout the course of the combat. When your colony adds strength, it moves towards your side, when the enemy colony gets strength, it pulls back towards their side. And yes, if it ends in the middle (a tie) no wounds are distributed and there's no "winner" (important in The Final Blow main objective).
+Timothy Meyer Thanks so much for the feedback we will correct this for our future videos. We really appreciate your comments so please let us know if there is anything else you notice that we can fix going forward.
Pay attention Kyle! Saying that Rob needs to REALLY read his character abilities. The principal can only use his ability once a turn not over and over and he used the Enforcer at the colony and his ability specifically says Non-Colony location. Since you have to add noise tokens for his ability that should have been a dead give away that it can't be used at the colony as Rob even said "I'm not adding noise tokens because there is no where to add them." And Noise tokens...You guys missed so so many of them. The shotgun causes them, colony combat causes them....
+Stratford Gaming Yes Kyle needs to pay attention we tell him that all the time. For my mistake with the principle we did realize the mistake after. Thank you for your comments and feedback it really helps us to make sure our next play through is correct.
Jenny Clark’s ability is used three times in a row at the police station and it it also a “once per turn” ability. So he loaded up on weapons, night vision goggles and other massive cards incorrectly
For colony combat, it seems to me that it would make more sense to effectively do all three "combat stages" simultaneously. That is, before combat, set the combat strength tracker to reflect the number of survivors from each colony at the location along with any modifiers for guns, and then bet bullets and select a combat strategy card. Then reveal your strategy and the bullets you've committed to the fight at the same time as you roll the combat die, and see who won.
You could even put a couple of dice cups in the box, and have each side secretly put the bullets they're committing to combat into the cup along with the combat die, place it face down on the table, and lift it up as you reveal the combat strategy card you selected.
The rulebook does seem to suggest that the whole thing take place in discrete stages, and there may be some reason for that. However, it seems more thematic to me to be able to get into combat and realize that even though you've got more pure strength, you've committed a bunch of combat resources to the wrong strategy, and your opponent has outfoxed you. You can end up in a game of trying to predict the other's strategy based on what resources they had available to them at the start - will they play all in and try to save bullets, or will they play a more conservative strategy and try to overwhelm me with firepower?
As it stands, based on what combat cards each side selects, you may decide that a battle is unwinnable after the first combat "stage", and save your bullets, which seems like less fun to me. Thoughts?
Lmao, someone likes to talk. Everyone else around the table look bored to death during the long intro XD
Nice vid. Turn 1 you use your ability in the school to search and keep an extra card twice. You're only allowed to use it once a turn. Pretty OP otherwise :)
Whats better warring colonies or long night?
Jet Conway The long Night definetely
Long night all the way
I appreciate that you were trying to do a “learn as we learn” type of video but you guys make soooooo many errors. The video is also way longer than it needs to be because you are constantly explaining basics to each other. It’s pretty frustrating to watch. Next time maybe do a half dozen games so that everyone is very familiar with the rules and abilities so that you can move quickly while still explaining to the audience.
Secret objectives are really pointless in a game without a traitor. Is the game coop or isn't it?
With a traitor the game is semi-coop, where hiding information is important so the traitor isn't known.
Without a traitor the game is coop, which means hiding information from each other has no benefit to the victory condition.
In this colony versus, information should be shared among colony allies since you aren't in-fighting.
It's thoughtless design. :/