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The Inattentive Gamer

A blog more for my benefit than yours, somewhere to write stuff down just because.
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Last Night on Earth: A Game in Search of BRRRAAAIIIINNNNSSS!

Mike Amos
United States
Minneapolis
Minnesota
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A friend of mine got Last Night on Earth largely because of the theme, he and his wife fancy zombies. I don't really care enough about them to be bothered. Being new to gaming they were blown away by the number of pieces in the game. As gamers you'll see it as a pretty sane amount, there are hit tokens, cardboard character sheets, board pieces, 14 zombie minis, 7 hero minis and a couple decks of cards. The quality is good but not quite exceptional, my biggest gripe would be that the cardstock is arguably too heavy and makes then a chore to shuffle.

My first two games were with both couples, four players. With four players each zombie player gets a pool of 7 zombies to which can be thrown at the heroes indefinitely, you can never send and eight but dead zombies recycle to your pool. There hero players get two heroes to operate apiece. This is pretty manageable for zombie and hero players. If it hurts anyone it's the zombie players who need to be synched up for maximum kill power.

There's a hero phase and zombie phase in each turn. The Zombies determine if they will summon more zombies, they max out their hand, march on the players, then summon when appropriate. Zombies are designed to be dumb. The only real choice a zombie player has is whether or not to use cards and the player is incentivized to use them by the promise of a never ending supply so even that choice is a mirage.

On the hero turn the hero moves, does ranged attacks then melee attacks. The number of moves per round are determined by the dice. The ability to perform a ranged attack is determined by proximity to zombies but more often on whether the player has a gun or not, which is determined (usually) by the player forfeiting her turn to draw a random card from the hero stack and hope to get a weapon. There is some but not a lot of incentive to go on the offensive with melee weapons as the loss of one may leave you unarmed and swarmed. Instead melees are best used for defense.

The basic scenario says that the heroes win by killing 15 zombies (indicated by a very nice tracking board) before 15 turns have passed or they have lost two team members, it was this scenario that we played as couples. In this setting the zombies won twice. My friend indicated the scenario as impossible but I thought otherwise. I borrowed the game and did a trial run of a strategy, and it worked. My wife and I tried last evening and again, game breaking - also - not very fun.

With this fruit of forbidden knowledge (that any of you would find twice as fast as I did) this game seems unplayable. The designers foresaw this moment though and included other scenarios, where you have to hunt for specific items or limit the number of zombies in your immediate proximity. These would limit the game break-i-ness but not eliminate it, which is probably good because then you're left with nothing but the mercy of the dice and cards, which is unfortunate.

I don't see Last Night on Earth as a game that I will ever buy or really care if I play it again. I feel like the zombie player is stuck executing a program that was done better in the D&D boardgames and isn't fun to play. I feel like the heroes are almost in as dire straits. Despite the glossy finish, it's not a game that rewards thinking or playing.
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Subscribe sub options Sun Dec 4, 2011 3:59 am
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Joe Reil
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As a fan, I would say that while this is NOT an incredibly deep game, you are selling it a bit short. Smart play can and does make a difference for BOTH sides, heroes and zombies.

The particular scenario you discuss is NOT balanced and, as it uses only the "basic" rules (which anybody with even a modicum of gaming experience should be able to handle with no problems) is really only intended as a first game to get used to the game.
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  • Posted Sun Dec 4, 2011 4:46 am
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Skolo Skolo
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I agree with Joe. Its a great game with big potential. Rules are simple but yet effective. Its fun, its just fun. You need to approach this game differently
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  • Posted Sun Dec 4, 2011 10:08 am
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Steve Bullock
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Gee Mike, if you did not care for this one, it's a good thing you did not try Zombies!

I shudder to think of your opinion of a lower class zombie game...
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  • Posted Sun Dec 4, 2011 11:42 am
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Mike Amos
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RedShark92 wrote:
you are selling it a bit short. Smart play can and does make a difference for BOTH sides, heroes and zombies.

As far as I can tell the design of the game is the the zombie player should not think. That said, your criticism may be fair, can you give me a little more on how smart play may look?

volnon wrote:
it's a good thing you did not try Zombies!
I shudder to think of your opinion of a lower class zombie game...


I've not triedZombies!!! but I've generally heard that the two games have a lot of similarities. If it doesn't give me the sense of more control over the outcome than, yeah it's probably not for me.
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  • Posted Sun Dec 4, 2011 2:53 pm
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Joe Reil
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amosmj wrote:
As far as I can tell the design of the game is the the zombie player should not think. That said, your criticism may be fair, can you give me a little more on how smart play may look?


Well, this is going to be pretty generic, as it's going to depend on exactly what scenario you're playing and what the win conditions are, but for the Zombie player, mainly it's about maneuvering to force fights. The Hero players advantage is in speed, the Zombies are in numbers - poor Zombie play would just be moving the Zombies in a group toward the nearest Hero. Better Zombie play is moving them in such a way as to try to isolate Heroes and block Heroes in so they have to fight to get loose.

There are also the Zombie cards. Generally it is best to play these as quickly as possible, so as to get more of them (because Zombies always draw up to their max), but playing them mindlessly won't get the most use out of them.

For Heroes - it comes out to knowing when to stay in a building and search, and when to move on. If there are a group of Zombies around, you can take advantage of the "Zombie Hunger" weakness to draw them away from a more important Hero with a less important one.

Now, as noted, these are all pretty generic. Each scenario can have a very different feel and some scenarios will have pretty specific win conditions that will affect the decisions one side or the other makes.

Now, to reiterate, I'm not trying to claim the game is a brain-burning strategy fest with immense depth. It's not, it's intended to be a light AT-style, theme-heavy game with a strong cinematic feel, and regardless of all of that, it might just not be your thing and there's nothing wrong with that.

My point is just that it's not completely brainless.

volnon wrote:
I've not triedZombies!!! but I've generally heard that the two games have a lot of similarities. If it doesn't give me the sense of more control over the outcome than, yeah it's probably not for me.


They are completely different games. I prefer LNOE, but Zombies is OK in some circumstances.

LNOE is a one(or two) vs. many team game, each side is directly controlled by the player(s) and each one has different strengths and weaknesses the other can try to exploit.

Zombies!!! puts every player in the role of a survivor - there is no direct player conflict and every player has a chance to manipulate the Zombies to their own benefit and at the end of the game, there is only one winner.
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  • Posted Sun Dec 4, 2011 4:00 pm
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Bob Menzel
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Missed it by that much ...
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I have to agree with Joe ... one particular scenario that comes to mind is Burn Them Out. The heroes have to destroy X number of spawning pits, so the Zombie's goal is clear - defend the pits! If you play this without thinking as the Zed master, you will lose. You have to use tactics in this scenario to spread your zeds out to overcome the imperative (that is, zeds will always attack an adjacent human).

Like others have said, this is a theme-driven, cinematic experience type of game - we have had games of this that would make great zombie movie (ok, they would prolly be B movies, but that's kinda the point of the game) scripts. You just kind of have to get into the experience.
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  • Posted Sun Dec 4, 2011 4:07 pm
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Mike Amos
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Thanks to Joe, Bob, Steve and Skolo. Your comments are interesting. While I acknowledge that the different scenarios bring a different mix, I'm still not sure this is the one for me. One thing that has come up several times and I've seen in other reviews is that it's a cinematic experience. I have to say, in cinema, zombies aren't a very interesting to me. I watched episode 1 of Walking Dead and probably won't watch any more.

I agree that everything about this game, including it's weaknesses, is totally on theme. In a zombie movie the way the heroes survive is by holing up where there are resources and picking off zombies. I just don't think that makes for a fun game. The Burn Them Out or the truck (I forget the exact name) scenarios help fix this by making the heroes move more, and maybe I'll play those when the owner of this game actually cracks open those decks of cards (the other scenario cards are all sealed when you first get the game).

The zombies still don't seem to be designed to think much and is the characters get together it's hard to isolate them for combat. In a couple of the games I've played a character has been killed simply for getting two bum movement rolls at the beginning of the game. Being stuck as the initial hordes move in is a death sentence and hurts the game.

I understand your arguments but I think for me, for the kind of game this is, I want something more thinky. I think that if I want a cinematic zombie experience I'll get a a zombie video game or watch some more Walking Dead. If I want an adventure board game I think I still lean towards the D&D games or (I've not played this so it's an ignorant perception) Descent.
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  • Posted Sun Dec 4, 2011 4:51 pm
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Joe Reil
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amosmj wrote:
One thing that has come up several times and I've seen in other reviews is that it's a cinematic experience. I have to say, in cinema, zombies aren't a very interesting to me. I watched episode 1 of Walking Dead and probably won't watch any more.


Totally reasonable - if that style of Zombie Horror (regardless of whether it's the more serious Walking Dead style or a more campy style) isn't your thing, you probably won't really get into this much.

Quote:
The zombies still don't seem to be designed to think much and is the characters get together it's hard to isolate them for combat. In a couple of the games I've played a character has been killed simply for getting two bum movement rolls at the beginning of the game. Being stuck as the initial hordes move in is a death sentence and hurts the game.


Yeah, but part of the trick is the Zombies also have ways of dealing with humans that stick too much together, and in many cases the scenario objectives will be hard to meet if the Heroes only move in groups.

Quote:
I understand your arguments but I think for me, for the kind of game this is, I want something more thinky.


No worries - sounds like this just isn't your thing and there's nothing wrong with that. I agree that it's not extremely "thinky" and my disagreement was just in the implication that it was completely "brainless". zombie
 
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  • Posted Sun Dec 4, 2011 4:59 pm
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