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Subject: What the fudge is an Experience Deck? rss

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Ken K
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...only I didn't say 'fudge.'

As the stretch goal for the $1.5 million mark it should cure cancer, but what else is it?

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Mickey
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Professor Plum wrote:
...only I didn't say 'fudge.'

As the stretch goal for the $1.5 million mark it should cure cancer, but what else is it?


Seemed clear enough in the update. a kind of "campaign feature" where you get unique skills for your character that you can carry from mission to mission, until he dies, to get some feel of "progression".
It seems interesting although, wonder if it won't break some missions, since they don't scale in difficulty
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It's probably more for missions already connected, like the Switch City campaign, the upcoming Boomtown campaign in the compendium booklet, and the unlocked RM/AN campaign. I believe there was one for PO/TCM as well.

If you want to do it for normal missions, you'll probably have to come up with a way to make each mission more challenging to keep the survivors from being too powerful.
 
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Eric Sawler
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Plus you will only get 3 if you're not playing with Ultrared mode. And it looks like a lot of them are weapon specific, so you might end up with a skill that has no effect if you lose your weapon.
 
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Jason Rupp
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I'm not going to lie, I'm a bit concerned at how powerful some of them are. For example, +1 to die roll for the chainsaw. Sure, you might not get the chainsaw next mission but SOMEONE will find the chainsaw and it's easy enough to trade it to the person that gets +1 to die rolls with the chainsaw :P

My group usually loses though so maybe this is a reason to start playing with zombie dogs again (+ seekers, + skinners, + crows) and maybe even try adding the zombie bosses from the community (if CMoN doesn't release something similar) to even out things.
 
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Christophe Muller de Schongor
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DoomTurtle wrote:
I believe there was one for PO/TCM as well.

"Three Wishes"
 
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Michael Calhoun
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I really don't like the way the rules are for this "experience deck" All you simply need to do is get to red level and you basically start with 3+ experience cards for the rest of the campaign. In all honesty it just seems like its going to break more then enhance.

I am sure their will be a way to implement it so the system works a little better.
 
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Jason Rupp
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mcalhoun wrote:
I really don't like the way the rules are for this "experience deck" All you simply need to do is get to red level and you basically start with 3+ experience cards for the rest of the campaign. In all honesty it just seems like its going to break more then enhance.

I am sure their will be a way to implement it so the system works a little better.


Like a lot of the optional add-ons for Zombicide it wasn't very well thought out.

For example, the companion dogs suggest that everyone starts with a dog... yeah not going to do that. Most people mix them in the equipment deck and many only put a limited number of them in (usually 3).

I'm sure similar things will happen with this deck because it'll make the game too easy. Personally, I think you should draw 2, keep 1 when you level up. Picking any available skill is too powerful and will make certain skills that will never be picked.
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cliff hutton
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I thinking I like the experience deck (give it more of a RPG feel), but am also concerned with the gaming being too easy. ( The only time my group has lostis when I did not mix the spawn deck correctly and it was mostly toxic zombies and berserker Zombies.)

I may consider house ruling that you have to have equipment related to the the experience card you pick so the theme fits better.

And some type of random draw would be good also,
 
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Justin Rector
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rrrrupp wrote:
mcalhoun wrote:
I really don't like the way the rules are for this "experience deck" All you simply need to do is get to red level and you basically start with 3+ experience cards for the rest of the campaign. In all honesty it just seems like its going to break more then enhance.

I am sure their will be a way to implement it so the system works a little better.


Like a lot of the optional add-ons for Zombicide it wasn't very well thought out.

For example, the companion dogs suggest that everyone starts with a dog... yeah not going to do that. Most people mix them in the equipment deck and many only put a limited number of them in (usually 3).

I'm sure similar things will happen with this deck because it'll make the game too easy. Personally, I think you should draw 2, keep 1 when you level up. Picking any available skill is too powerful and will make certain skills that will never be picked.


Agreed. Seems to be a recurring pattern with addons that are a cool concept that with a little more thought on the rules could have made a lot more sense. I like your variation on it and will probably use it
 
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Thibaud Dejardin
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What i hate is that they only give you half a deck.

If you use season 1 and/or 2 equipment and wanna use this experience deck, you have to buy those overpowered and ugly new/old survivors for 25 dollars ...(and probably another one for the season 2).

Wanda with bloodlust, seriously? Amy medic at blue and phil with shotgun and lifesaver? I think the game is not challenging enought, and they make the survivors even stronger?
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Jason Rupp
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Archange227 wrote:
What i hate is that they only give you half a deck.

If you use season 1 and/or 2 equipment and wanna use this experience deck, you have to buy those overpowered and ugly new/old survivors for 25 dollars ...(and probably another one for the season 2).

Wanda with bloodlust, seriously? Amy medic at blue and phil with shotgun and lifesaver? I think the game is not challenging enought, and they make the survivors even stronger?


100% agree.
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Teskal Flink
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Archange227 wrote:
What i hate is that they only give you half a deck.

If you use season 1 and/or 2 equipment and wanna use this experience deck, you have to buy those overpowered and ugly new/old survivors for 25 dollars ...(and probably another one for the season 2).

Wanda with bloodlust, seriously? Amy medic at blue and phil with shotgun and lifesaver? I think the game is not challenging enought, and they make the survivors even stronger?


I agree, getting about half of the deck.

About the extra skills, we do not know how difficult the new season will be.

About Phil i think that he should have had the shotgun from the beginning.
 
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Jason Rupp
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Teskal wrote:
Archange227 wrote:
What i hate is that they only give you half a deck.

If you use season 1 and/or 2 equipment and wanna use this experience deck, you have to buy those overpowered and ugly new/old survivors for 25 dollars ...(and probably another one for the season 2).

Wanda with bloodlust, seriously? Amy medic at blue and phil with shotgun and lifesaver? I think the game is not challenging enought, and they make the survivors even stronger?


I agree, getting about half of the deck.

About the extra skills, we do not know how difficult the new season will be.

About Phil i think that he should have had the shotgun from the beginning.


You do know they start with both those blue skills right? He also has lifesaver at blue. Wanda is the most broken though.

Why does it matter? Because with power creep, it makes you not want to use your current survivors. Beyond ned and phil, everyone from season 1 was fine.
 
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