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The Walking Dead: No Sanctuary» Forums » Rules

Subject: Less Group Tensions in KS version rss

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Pako FuNkyBoY
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The rules states that, if you have to put a walker mini on the board and there isn't left on the reserve, you have to resolve group tension.
The KS version comes with more walker minis than the retail... So (read title).
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Greg
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Indeed. In the comments section of the KS, I have pointed out quite a bit how the extra 20 enemies are of little to no value to backers. When asked about that they said you can use them to up the difficulty or for homebrew scenarios. The extra enemies have a chance to unbalance the difficulty because of what you pointed out and since each expansion adds 10 new walkers and 5 new rivals, we will have plenty to add diffculty to the scenarios without the 20.

I really hope they listen on this one and find something better to add on.
 
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Brady Sadler
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funkyboy wrote:
The rules states that, if you have to put a walker mini on the board and there isn't left on the reserve, you have to resolve group tension.
The KS version comes with more walker minis than the retail... So (read title).


Each scenario has a set "Walker reserve" that is created during setup. There are rules that let players use walkers from expansions to modify this reserve to alter the difficulty of scenarios. Additionally, there are scenarios that do not cap the Walker reserve and group tension is instead resolved by the threat track getting out of control.

The additional walkers are taken into account when designing scenarios
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Pako FuNkyBoY
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Ok, so I guess that more walkers mean that ks backers could decrease difficult of the scenario.
 
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Terence Lee
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This was the same issue with Zombicide. The extra miniatures made it easier because of the same type of effect if you run out of zombies. Its up to you if you want to use them or not. At least you have the option.
 
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