Simon Woodward
New Zealand Hamilton
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I really like ZimP, but I'm having uneven results.
Sometimes the game is just too easy, as we quickly discover the locations we need.
Sometimes we get boxed in by the tiles, necessitating a "zombie door", which is a bit contrived.
A couple of my buddies also didn't quite like the fact that you could calculate exactly how much damage you were going to get (assuming everyone fights), they thought it should be a bit more random.
I wondered if anyone has any ideas of slight variants to give a more reliable, challenging experience?
Maybe the deck of rooms could be stacked a bit? Maybe an extra dN of zombies could be added to encounters? Maybe when a room is drawn that boxes you in, you discard it to the bottom of the deck?
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Robert Seater
United States Ashland Massachusetts
Director of Game Development at Cambridge Games Factory
Feed me...games...
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manukajoe wrote: Sometimes the game is just too easy, as we quickly discover the locations we need.
The simplest solution is to get meaner friends. Then no game will be easy.
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Simon Woodward
New Zealand Hamilton
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rseater wrote: manukajoe wrote: Sometimes the game is just too easy, as we quickly discover the locations we need.
The simplest solution is to get meaner friends. Then no game will be easy. 
Ha ha, I don't really like your suggestion
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Robert Seater
United States Ashland Massachusetts
Director of Game Development at Cambridge Games Factory
Feed me...games...
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manukajoe wrote: I really like ZimP, but I'm having uneven results. A slightly fiddly way to even things out would be to shuffle the Evil Temple into the bottom 3 tiles of the house deck, and the Graveyard into the bottom 3 tiles of the outdoors.
This will force you to explore more of the tiles, putting more time pressure on you and avoiding a quick win. But it's a little annoying to set up.
Quote: A couple of my buddies also didn't quite like the fact that you could calculate exactly how much damage you were going to get (assuming everyone fights), they thought it should be a bit more random. We have plans for more "In My Pocket" games, which might contain more randomness. With ZIMP, I sort of like that the uncertainty is all about players behaving, rather than random events. However, I also see how
Quote: I wondered if anyone has any ideas of slight variants to give a more reliable, challenging experience? Actually, we have in the works a variant (tentatively called "Trust Me") which will make the game a bit harder and much less cooperative. It was specifically designed to help stir up trouble amongst groups who are too cooperative for their own good. In that sense, my earlier suggestions was only half joking -- but the game needs to encourage the meanness, rather than finding new friends. 
I've just posted that variant here, so you can try it out and see what you think:
http://www.boardgamegeek.com/article/7611319
I'd love to hear others' suggestions, as there is still time to incorporate them into the 'official' variant.
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