|
2-4 Players | 10+ minutes |
Concept: Roll dice to remove cards
from your deck -- switch decks (randomly or strategically) between
players to ensure victory. |
|
Gameplay: To set up, each player
chooses a starting colored deck. Players place their deck
in the game board arranged in numerical order with the number one on
top. Players decide who goes first -- play proceeds clockwise. On each player's turn, the
player rolls the number of 6 sided dice pictured on the top card
of their deck ( 3, 4 or 5) plus the switch die. If the switch die is blank,
then the player uses the numbers rolled on the regular dice to remove
cards from the top of their deck. (You must roll the number
or add any number of the dice to equal that card's number in order to
discard it.) If you could not discard your top card, your turn
ends. If you were able to discard the top card, you may continue
to discard cards as long as you can combine the dice to equal the next
card's number. After you have discarded at
least one card, you may choose to end your turn, or take a risk and
roll again. If you roll again, but you fail to discard another
card you must regain all of the cards you previously discarded. (All
the way back to number 1!) There is another card in the deck
that won't require you to discard all the way back to 1... but you need
the game to find out what that is! The switch die is where the
game gets complex. It contains 4 possibilities: block, switch
(green & red) and blank. If blank, nothing happens --
you ignore the die. If the die rolls "block"
then you get to control the block chip -- you may pick it up for future
use, or leave it as-is. If the die rolls one of the
"switch" values, then the fun begins! There are two versions of
"switch" -- green and red. If you roll red, you
do not get to look at the other dice. You must switch decks with
the player who has the lowest number on the top (i.e. you drop to last
place), and then your turn ends. If you rolled green, you
get to
choose if you want to switch decks with another player. If you
don't want to switch, you use the other dice as normal. If you do
switch, your turn ends after the decks are exchanged. The block chip is an
important strategic factor in the game. When the block chip is
played onto an opponent's deck, that player may not discard from that
deck until the block chip is removed. If you control the block
chip, you may remove it from a blocked deck and play it onto any deck
at any time. You may even play the chip as they are discarding
cards...in between discards it is legal to play the chip! Unless
a player rolls the "block" value on the switch die,
the chip can't be moved once it has been placed. If the block chip is on a deck
that you must switch to, then the bock chip stays with that deck. To win, you must be the
first player to discard the sixteenth card in your deck. |
|
Winning Conditions:
|
|
Our Opinion: The mechanics
of this game are solid. The zombies played it several times over the
course of an hour. Some games were extremely fast, and a few were
excruciatingly long. As with many dice games, the strategic
elements of the game design get defeated by random chance more often
than a competitive player would like to experience. However, as a
family game -- especially with younger kids -- the random factor levels
the playing field quite well. There isn't a lot of action
to describe most turns. You roll the dice, and then you hope to
discard a few cards. The optimal starting roll of the three 6-siders is
a 1, 2 and a 4 -- which allows you to discard the first seven
cards of your deck. If you have an adventurous player, the game can
play a lot like Pass the Pigs or Cosmic Wimpout -- always gambling to
see if you lose all of your cards that you have discarded so far.
Unfortunately, unless you resort to playing for points (16 points per
round -- set your goal for total points as you see fit) the game
can be won in three rolls (my two-year old has done this twice!).
If you experience this, you really feel like the game isn't that great.
If however, you get a game where no one can roll dice that get cards to
be discarded consistently, the game plays much better and can prove to
be fun. The primary reason for the
thumbs-down rating is that most of the reviewers didn't think that they
would play the game very often if they owned it. It lacked a
theme that inspired them to play again -- they needed more of a
gambling-for-money aspect to increase the game's appeal. Most of
them did agree that as a family game -- especially for camping trips or
long road trips -- the game would be a good diversion for younger kids
who haven't polished their strategic thinking. The game is priced
well for this type of usage: it's less than $12 -- and I've seen a few
online sites that carry it for $10. Rolling the dice over and over like this game can lead to uncovering obsessive/compulsive tendencies in the players. Several of the zombies became obsessed with getting the dice to roll well even after we stopped playing the game. It's kind of like potato chips -- sometimes you just can't stop eating even when you aren't hungry anymore. |
|
Where to buy: Toy stores or online game
stores -- it costs about US $12. |
Other Reviews |
Zombie Main page |
|