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Dead of Winter: The Long Night» Forums » Variants

Subject: Additional Players rss

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Joshua Kreais
United States
Ohio
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I trying to decide if I can play the original Dead of Winter with up to 10 players. I have 5 extra Player reference sheets because of the expansion, but would that mess up the balance of the game? It seems like most stuff is affected by the number of players (We'd need more food, more supplies for the Crisis Cards, and more zombies would show up) so I can't really think of a reason it wouldn't work...?

Except, running out of zombie standees which is an easy fix because I can use the expansion zombies to supplement the supply. Also, running out of location cards? I can supplement those too.

Is there anything I'm not thinking of? I am hesitant to throw too much expansion content into this game because the majority of the players are brand new. I don't want to overwhelm them.
 
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Leo Borg
Sweden
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I just think the game will be unhealthily long.
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Andrew Kapish
United States
Brunswick
Ohio
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Total unplayed games in my collection: 7
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swYck wrote:
I just think the game will be unhealthily long.
+1
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Michelle
United States
Portland
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Issues I can think of, aside from game length:

--I think the traitor mechanic would get off-balance if you had more players. It's going to be a lot harder to throw the game off as a single traitor with that many people able to contribute crises and do all the extra tasks that need to be done.

--With the morale track only going so high, and there usually only being a chance for 1 point of morale gain every round, I think it would be hard for all the players to not just lose from morale loss really quickly. More players = more deaths = morale drops fast.

--I think you'd have to keep a lot of people outside the colony so you could feed everyone properly and give players things to do, which would mean lots of zombies drawn to locations, which would mean a greater need for combat and weapons.

If the majority of players are brand new, that doesn't sound like a great first game. Maybe just split the groups up and have both groups play the vanilla game. You could even split the location cards up so that each location has a mix of old and new cards (the TLN deck is almost one-for-one the same types of cards as DoW, just slightly tweaked) and mix up the survivors so some are base game and some TLN. That way both groups are technically playing with TLN's slightly improved rules.
 
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Davy Ashleydale
United States
Oakland
California
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For 10 players, you might want to wait for the variant/expansion that was recently announced that will allow two different Colonies to compete with each other.
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Dominic Gaudreau
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We have try a 7 players game with the 3 modules and it s become way too long
A round will easily be aroun 1h-1h20
Best way for you with 10 players is 5 teams of 2
Makes a nice dynamic with my group
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Todd France
United States
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IF ONLY I had a plan...
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The lesser of two evils?
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Most locations have only 3 spots, meaning it's quite possible 7 players will be locked out of any given location. Seems problematic to me...
 
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Hatzav Namer
Israel
Hedera
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there is ofcourse feuding colonies:
http://boardgamegeek.com/filepage/136680/clash-colonies-feud...
 
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