Recommend
28 
 Thumb up
 Hide
10 Posts

Fireteam Zero» Forums » Reviews

Subject: Fireteam Zero review rss

Your Tags: Add tags
Popular Tags: [View All]
HangedMan Bendy
msg tools
mb
Fireteam Zero has several fun elements that come together very well. It's a survival horror, WWII squad game, with Lovecraftyan creatures, a great background story, some deck building, and miniatures. In each act, you try to complete your mission objectives while being swarmed by gruesome creatures.

I love squad based games. The heroes in FTZ have different card decks that define their basic attacks and assistive actions. Using a basic attack often means buffing the attack with a complimentary card, causing you to spend multiple cards. The tactics cards are powerful special attacks, but do not allow that hero to refresh his hand for one turn, making him more vulnerable. It's all about threat assessment. You have to figure out on a given turn how many cards you are willing to give up to give yourself some breathing room.

FTZ does a great job of concentrating gameplay on the control the heroes have on the game board. After the monsters respawn, you plan out the heroes' turn. You choose which monsters in range to suppress or kill, leaving only the surviving, active monsters to move and attack. It allows the players to dictate how they will be threatened for the next turn. The players effectively determine the actions of the monsters. It's not as safe as it sounds, but it does allow you to be the master of your own fate!

One little mistake is inevitable, but recoverable. A big mistake will put one or more team members in immediate danger, and since they rely on each other for support, the tide will quickly turn against you. I find that getting crushed by evil minions is more fun when you know it was something you did wrong, rather than the hateful act of 6-sided dice. The flip side is, you should complete your mission if you react to the threats quickly and efficiently. Fair AND fun.

You'll want to move fast, because there is a threat counter that adds random powers to the monsters at certain intervals. And, you'll want to keep team members close, so they can support each other. We've lost more than one game overextending ourselves. The dead monsters spawn siblings randomly across the map each turn, so you never know what kind of weird grouping you'll have to deal with.

It's a story oriented game, written and played in chapters, similar to Mice and Mystics. The characters are pulled from The Emergent Earth book series by one of the creators of Emergent Games. The main character in the book series (Abe) plays the role of Team Leader in the game. In case you do look them up, this game is a prequel, set decades before the books.

The number of heroes doesn't change (in the base rule set), but you can have 1 to 4 players controlling them. Solo play is nice for insomniacs who can't scare up a game at 3 am sure enough, but it is especially cool for modders. It's much easier to tweak the rules or build specialty maps, monsters, or missions when you can hack out a few quick test games.

I'm extremely impressed with the open source nature of the game. It hadn't occurred to me before that a minis game would share the 3D models. I love that. Players will be able to mod the minis, and use a local 3D print service to make them. I'm not saying who, but I can already think of a couple of people that inspire changes to the "Corrupted Human" model. :)

The dev team has been great, listening to user comments, responding quickly, and adjusting the game (and Kickstarter campaign) accordingly. Between the enhancements the dev team plans to add over time, and their overwhelming support for modding and user content, this game will be highly replayable.

24 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Raf Cordero
United States
Bolingbrook
Illinois
flag msg tools
badge
Avatar
mbmbmbmbmb
Nice, thanks for the review. I've been looking forward to starting to hear from people who have played the game. One question for you, how quickly do the turns play out? Does moving up to 12 monsters create too much downtime?
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Piccini Jason
msg tools
I'm so jealous right now...

That's unfaire

And we need to wait sniff sniff...

But thax for the review
9 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Silver Bowen
United States
Austin
Texas
flag msg tools
Woo! Gonna get some
badge
44, that's me!
Avatar
mbmbmbmbmb
A) Lovecraftian

B) Can you give us an idea of how many times you've played, with who, etc? As is this reads a bit like a preview.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
HangedMan Bendy
msg tools
mb
Monster movement is pretty quick. There are usually 8-10 on the map at any given time. Acts 1-3 of the first operation have 8 creatures. The configuration changes though. In Act 1 there are 8 minions, Act 2 has 5 minions and 3 elites, Act 3 throws in a boss.

If you don't kill a few to give yourself room to move around the map, you'll probably have to suppress them, so they can't move. So on any given monster turn, there are about 4 or 5 that you have to move, and they may not all be able to reach you (just crowd you for the next turn).

You move the smallest (minions) in any desired order, then elites and boss. They will run in the shortest path to the nearest hero. If there's more than one hero in range they always go after the one that acted first that turn. Abe has cards in his deck to actually draw fire, if he's healthy enough to take the heat.

A random die roll determines if they the monster will be faster or stronger that turn, so there's a 50/50 chance they can outrun the heroes.

OK, that was a longer answer than I intended. It basically goes like this ..

Time to move a monster. Roll a die. Yep he can move 3 spaces (grr). He attacks (eenie meenie..) Abe. Roll dice for damage, shed cards to avoid the knockdown. Next mob. Let's suppress that space so they can't move. Next mob.... After they've all moved, you respawn the dead ones so the heroes can plan their turn.

It's faster than the heroes turn because there's less to think about. The monster turn is the reaction to the hero turn.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
HangedMan Bendy
msg tools
mb
silverbowen wrote:

A) Lovecraftian

B) Can you give us an idea of how many times you've played, with who, etc? As is this reads a bit like a preview.


A) Right. My clownish behavior is to blame. I almost wrote Crafty-McLovin, but I realize that not everyone feels the way I do about nightmarish creatures.

B) Right again. The game has not been released, so that makes this a preview. Mike from EG set me up with prototype game pieces and some minis. I played a few sessions with a small group of fools I game with. Since I'm the one with the maps and cards, I've also cranked out dozens of late night solo games. Yeah, my gaming addiction is totally under control. It's cool.

Solo play allows you to be more precise in your team actions, but co-op players keep you from making precisely goofy moves. Solo is faster, but group play is better.
10 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Silver Bowen
United States
Austin
Texas
flag msg tools
Woo! Gonna get some
badge
44, that's me!
Avatar
mbmbmbmbmb
Crafty-Mclovin makes me lol.

If you've played that much of the prototype, I'd call it a review.

Now how about some criticism? What do you dislike or think should be changed?
7 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
HangedMan Bendy
msg tools
mb
silverbowen wrote:
Crafty-Mclovin makes me lol.

If you've played that much of the prototype, I'd call it a review.

Now how about some criticism? What do you dislike or think should be changed?


That is really hard to say. I think for the story aspect and game balance, the missions should be played as is once at least, but - they are very tweakable, which means we can adjust it to our play style.

The hero decks have upgrades to the basic attacks that you switch out after Act 1 of the first operation. Even though the monster buffs ("twists") aren't setup that way, you could easily cycle out cards. Some twists are worse as individual powers, like Entangle. Normally a hero can run if he isn't outnumbered by mobs in his space. Entangle stops that. It can really jack up your flow. Another twist groups the mobs up closer to you. Depending on the focus powers you picked for your heroes, that could help a little if you have good crowd control cards - UNTIL another twist shows up. Then they are stronger AND enter closer spawn points.

Tweaking the heroes is part of the deck building mechanic. Even so, you could change the deck size (which would affect the odds of drawing strong cards) and / or switch in more upgrades. For monsters, you could stack the deck a little by leaving certain twist cards out, or bring them sooner. Any tweak will affect game balance slightly.

Anyway, the reason I say it's hard to answer your question is since the Kickstarter campaign launched, the dev team has added additional content, mostly in response to customer feedback. The characters come from a book series, but supporters wanted a bunch of female characters, so they were added. There's precedent for them in the game, but I don't think they were part of the original design.

In fact, there was a contest on BGG to add a new specialist (NPC). The winner was Hercules, a war dog. As much as I want Patty "Cake" Wolinski in the group, I might have to trade him out for a bad ass German Shepherd. He buffs combat, where Patty lets you scry into spawn points.

Let's see, they announced new characters, hero cards, rules for changing the team composition (iow, letting you switch out a marksman for 2nd demolitions guy (or gal)), and new specialists. I'm not sure how much of that is intended to be in the expansions or in the base game set. So - a bunch of stuff I haven't tried yet.

In the Kickstarter comments, people are already talking about how they want to mod the game. They are talking about making "versus" rules (team v team play) as opposed to the original co-op style. The devs said they want to support the mods, which I believe (someone fact check me) means they will host a mod site.

Another long post. Hope it made sense, cause I'm hitting submit now.
11 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Raf Cordero
United States
Bolingbrook
Illinois
flag msg tools
badge
Avatar
mbmbmbmbmb
Loving what I'm hearing so far So what would be your least favorite part?
6 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Simona Dostalova
Czech Republic
flag msg tools
Avatar
mbmbmbmbmb
My favorite thing about this game from the descriptions is deffinitely the open sourceness. They said they will put even the 3D models on-line so we can modify them. So cool!!!
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.