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We played this for the first time this evening, and by the end of the game, goods were so scarce on the board that we weren't sure if we were playing it correctly. The rules suggest that you don't add anything to the production chart, and that you don't roll for production; is this correct? We did lose a couple of cities to the zombies, and lost some cubes in the process, but by the end of a 4-player game on the Pennsylvania side, we had four goods left on the board, two of them completely stranded.

Thanks!
 
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Costas
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Sounds like you were playing it right. The only way cubes get on the map is when the Production action is chosen and it gets quite popular in the late game. Webb isn't a fan of having many cubes on the map at the end of the game.

You'll also find that sometimes you can use that Production cube to lure zombies away from you and towards other players... zombie
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Michael Webb
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rockusultimus wrote:
Webb isn't a fan of having many cubes on the map at the end of the game.


And I thought we were on a first name basis, Costas

He's right though, the reason I don't care for the production chart is because I like having a stronger degree of control over how many cubes are left on the map at the end of the game, and I try to tune that to the single digits in playtesting, preferably the low single digits (though this is tough in designs like ZA where the number of cubes that are being destroyed is hard to predict). I've been using standard production again in one of my current protos, but I still tend to shy away from it because of the raw cube number X factor.

The "load up the map" system that appears in my published designs makes for a softer early game, but one that tightens as the game goes. This makes it less likely for a player to bankrupt early, but rewards those thinking ahead significantly.
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