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
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
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...
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.
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'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 ;-)
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
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.
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.
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.
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. 😆
The third time "being the natural born leader that i am" comment was uttered, the pummeling house rule should get green lighted
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
Ty for this video!
Quack!
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...
I love the yes and... QUACK!
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'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
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 ;-)
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
Oh man, the title had me worried. I thought there were problems with the game/campaign. Maybe add “Gameplay” to the title?
First, do I win wedding tickets now ;)
And that's how you make a video😁 you include the 🐦;)
@@dextersamson8286 Touche 😂
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.
Are you located anywhere near Case Western Reserve University?
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.
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
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.