Tuesday 14th Jan
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Evilevan
Kes
Admin
TwoDaemon
Lizzy
9 posters
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Tuesday 14th Jan
Who's up for playing Euphoria: Build a Better Dystopia tomorrow? I read through the rules last night and it looks great. Worker placement with dice and the best components I've ever seen. Honestly, it looks gorgeous.
Might also bring Jamaica as that's a fun little pirate racing game.
Might also bring Jamaica as that's a fun little pirate racing game.
Lizzy- Admin
- Posts : 1460
Join date : 2013-05-24
Location : Hillsborough
Re: Tuesday 14th Jan
CocoaCocoabo wrote:Who's up for playing Euphoria: Build a Better Dystopia tomorrow?
Thinking of coming along tomorrow, and would definitely be up for playing that. Saw the box in store last week, looked pretty interesting.
EDIT - Also, I just noticed at some point I had a request to bring Seasons and/or Terra Mystica, happy to bring those along.
Re: Tuesday 14th Jan
I'll be there... with a selection...
Toxic City Mall Kes? We could try the campaign missions for season 2?
Toxic City Mall Kes? We could try the campaign missions for season 2?
Re: Tuesday 14th Jan
Tom - I'd forgotten that! Be great to squeeze in a game of Seasons tomorrow.
Kes - I'll bring Jamaica then.
Kes - I'll bring Jamaica then.
Lizzy- Admin
- Posts : 1460
Join date : 2013-05-24
Location : Hillsborough
Re: Tuesday 14th Jan
Kes wrote:Ok, I'll bring it. I'd like play a pirate racing game also
I can bring mine if you don't want to carry it from work...
Re: Tuesday 14th Jan
I'll be there 7ish... happy to play Euphoria / Zombiecide / Pirate racing....?!!
Re: Tuesday 14th Jan
I have the uncomparable joy of bringing a sofa home tomorrow night so can't make it :/
Should be back next week tho
D
Should be back next week tho
D
Re: Tuesday 14th Jan
I'll be there tonight too. I'm up for anything but I might be unsociable and have a game of twilight struggle if anyone else fancies it...
Steve- Blue Cube
- Posts : 10
Join date : 2013-10-07
Re: Tuesday 14th Jan
Steve wrote:What a handsome looking fellow!
Looks like one hell of a wig though...
Re: Tuesday 14th Jan
I won't make it tonight, sorry; too much on at work.
karl_b- Admin
- Posts : 1120
Join date : 2012-09-04
Age : 39
Location : Norton, Sheffield
Re: Tuesday 14th Jan
Ok so putting Zombicide in the box labelled 'i wont be playing that again' along with 'that whose name must never be spoken' the only other game currently in that box was maybe a little harsh last night and may have as much to do with the four or five pints id consumed as much as anything else
however, im really not convinced its all that and probabaly wont be playing again. the first hour was a lot of fun i guess the problem was that the second and third hour really were just the same and it just got well a bit boring i guess. roll some dice to see if youve shot/slashed some zombies repeat repeat repeat
kes may of been right in the sense there was too much good stuff in the deck and an endless supply of zombie fodder which meant it never really got that hairy so there was little suspense and in a cop-op game that doesnt have the thrill of competing with fellow gamers its all about suspense i guess. i should probably state that im not neccessarily a 'co-op' fan, 'lets all work together to beat the game hurrah' doesnt neccessarily float my boat. i dont mind losing, i often lose, im a good loser but i do enjoy the thrill of competition to beat fellow gamers over the finish line. interestingly enough for a 'co-op' game that required ALL players to escape there was a lot of non 'coperative' uplevelling and collecting of stuff, you know who you are no names needed
so i guess i can understand the attraction and i apreciate every game would be different but its just not for me. two hours in i was hoping we got overrun and chewed to bits so the game coud end.........nuff said
however, im really not convinced its all that and probabaly wont be playing again. the first hour was a lot of fun i guess the problem was that the second and third hour really were just the same and it just got well a bit boring i guess. roll some dice to see if youve shot/slashed some zombies repeat repeat repeat
kes may of been right in the sense there was too much good stuff in the deck and an endless supply of zombie fodder which meant it never really got that hairy so there was little suspense and in a cop-op game that doesnt have the thrill of competing with fellow gamers its all about suspense i guess. i should probably state that im not neccessarily a 'co-op' fan, 'lets all work together to beat the game hurrah' doesnt neccessarily float my boat. i dont mind losing, i often lose, im a good loser but i do enjoy the thrill of competition to beat fellow gamers over the finish line. interestingly enough for a 'co-op' game that required ALL players to escape there was a lot of non 'coperative' uplevelling and collecting of stuff, you know who you are no names needed
so i guess i can understand the attraction and i apreciate every game would be different but its just not for me. two hours in i was hoping we got overrun and chewed to bits so the game coud end.........nuff said
Jon M- Green Cowboy Meeple
- Posts : 272
Join date : 2011-10-05
Re: Tuesday 14th Jan
lol im loving the Kes inspired avatar picture things how do i get one ?
Jon M- Green Cowboy Meeple
- Posts : 272
Join date : 2011-10-05
Re: Tuesday 14th Jan
Photoshop is your friend... or send me your mug shot and I can do it...
Zombicide... hrm... to some extent I think the two new additions (Toxic City Mall and Prison Outbreak) have made the game easier (more zombies always will because of the extra activation rules - and abominations just aren't scary anymore) - and yes an easy 3 hour game isn't all that fun.
We/I did add a couple of the special (find only in a car) guns... but then only you really used one (and it was only the same as dual wielding pistols). The rest of us had standard arms that you can find in the 'normal' deck. I don't think at any point we really hit the two bottom trays of 'normal' zombies - so in theory wouldn't have triggered any extra activations anyway... muting my first point above.
In my opinion - what spoilt it was the scenario - removing spawn pits? Why? It would have made it much harder with all 5 spawn pits at orange level and maybe forced us to stay together as a larger team; instead we had 3 spawn points... easy. I knew from experience that Mike and I could deal with our area (1 spawn point) while you boys (4 of you) cleared up the other half of the map (2 spawn points). Experience also taught me to open doors near exits early on and run away - this meant we didn't have 4/5 rooms spawning in orange and we could just walk out due to the lack of spawn pit near the exit.
Then Kes also insisted on choosing survivors. This meant we didn't have to manage the situation when 1 of us got a weak character or we doubled up on a particular skill... shooting skills are useless against berserkers - we had the perfect team. I could search (for really good weapons), Steve could hit hard (+1 damage) in melee (for berserkers and abominations) and was slippery (could run away), You had increased range (shoot the toxics at a safer range than normal), Mike could re-roll misses (more killing) and Evan could heal (making wounds irrelevant)... we covered every base... and made the game easy.
In fairness to the designers they state in the rules:
We wanted Zombicide to have very flexible features and
easy rules. This combination opens endless possibilities for
house ruling. You don’t like a rule? Change or ignore it. You
want a token to represent something we didn’t think about?
Surprise us. You’ve thought about your own Survivor or have
a miniature you’d like to play? Blank ID cards and Equipment
cards are available for download on Guillotine Games’ web-site (http://guillotinegames.com). Let your imagination open
the gates of your own zombie world. Having fun shall be
the only rule.
So if I play that scenario again I will keep the spawn pits on... I'd also add a coloured spawn pit at the exit point that triggered when the first security doors was opened.... that way at the end of the game (after another 2 doors) there would be a nice hoard waiting for us outside. So... wanna play again to see how good you are then Jon!
P.S. I'm not playing Arkham Horror... don't get me started...
Zombicide... hrm... to some extent I think the two new additions (Toxic City Mall and Prison Outbreak) have made the game easier (more zombies always will because of the extra activation rules - and abominations just aren't scary anymore) - and yes an easy 3 hour game isn't all that fun.
We/I did add a couple of the special (find only in a car) guns... but then only you really used one (and it was only the same as dual wielding pistols). The rest of us had standard arms that you can find in the 'normal' deck. I don't think at any point we really hit the two bottom trays of 'normal' zombies - so in theory wouldn't have triggered any extra activations anyway... muting my first point above.
In my opinion - what spoilt it was the scenario - removing spawn pits? Why? It would have made it much harder with all 5 spawn pits at orange level and maybe forced us to stay together as a larger team; instead we had 3 spawn points... easy. I knew from experience that Mike and I could deal with our area (1 spawn point) while you boys (4 of you) cleared up the other half of the map (2 spawn points). Experience also taught me to open doors near exits early on and run away - this meant we didn't have 4/5 rooms spawning in orange and we could just walk out due to the lack of spawn pit near the exit.
Then Kes also insisted on choosing survivors. This meant we didn't have to manage the situation when 1 of us got a weak character or we doubled up on a particular skill... shooting skills are useless against berserkers - we had the perfect team. I could search (for really good weapons), Steve could hit hard (+1 damage) in melee (for berserkers and abominations) and was slippery (could run away), You had increased range (shoot the toxics at a safer range than normal), Mike could re-roll misses (more killing) and Evan could heal (making wounds irrelevant)... we covered every base... and made the game easy.
In fairness to the designers they state in the rules:
We wanted Zombicide to have very flexible features and
easy rules. This combination opens endless possibilities for
house ruling. You don’t like a rule? Change or ignore it. You
want a token to represent something we didn’t think about?
Surprise us. You’ve thought about your own Survivor or have
a miniature you’d like to play? Blank ID cards and Equipment
cards are available for download on Guillotine Games’ web-site (http://guillotinegames.com). Let your imagination open
the gates of your own zombie world. Having fun shall be
the only rule.
So if I play that scenario again I will keep the spawn pits on... I'd also add a coloured spawn pit at the exit point that triggered when the first security doors was opened.... that way at the end of the game (after another 2 doors) there would be a nice hoard waiting for us outside. So... wanna play again to see how good you are then Jon!
P.S. I'm not playing Arkham Horror... don't get me started...
Re: Tuesday 14th Jan
It did seem quite an easy scenario, and like Mike said, it's the kind of game that somehow if it is more of a struggle and you play for 3 hours and still die at the end - it's more fun than if you beat the game. That said, I did enjoy myself playing last night and it didn't put me off... (unlike the one time I played Arkham Horror....yawn....).
Got to say, I think it would have been more realistic if the person with each colored key had to physically open the corresponding coloured door!
Maybe a bit of preparation before hand, pre-choosing the scenario, taking the over-powered stuff out of the decks (as is appropriate for the specific scenario), and randomly choosing characters would make a better ballanced/harder game...
Got to say, I think it would have been more realistic if the person with each colored key had to physically open the corresponding coloured door!
Maybe a bit of preparation before hand, pre-choosing the scenario, taking the over-powered stuff out of the decks (as is appropriate for the specific scenario), and randomly choosing characters would make a better ballanced/harder game...
Re: Tuesday 14th Jan
I've been thinking... in the base game there are 70 odd zombies I think. You could kind of have a board which stores 70... as they are killed.... once that's full no more new zombies and any further spawns come back off this stock...
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