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Zombicide: Black Plague» Forums » General

Subject: Learning the hard way - extra activations rss

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Ian Collier
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We read the rule that if you have to ever spawn zombies that you've run out of miniatures for then the same type on the board get an extra activation, and we assumed it was a kind of an exception thing, a 'what if this unusual event occurs' moment. Ohhhh no. NOW we realise that it's one of the cleverest mechanics in this whole game and probably the biggest threat of all, and the main reason to keep those numbers down. In the last three games we played we came THIS close to completing the quests and each time a string of extra activations killed us all off in rapid succession. Our own stupid fault, indeed, and another awesome moment in this incredible game. We even read recently that the Crowz box has a purposefully small number of miniatures along with high spawn rate cards to get thos edarned birds flocking across the map and attacking like crazy.

Clever. Very clever. And now Zombicide has gone from the game I thought wasn't for me to perhaps my favourite board game ever. Who'd have thought it.
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Ian Toltz
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I haven't encountered this, but I also haven't gotten very far into the campaign. Good to know!
 
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Dave J
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Yup! I've only playing the box set for about a week and have made it up to quest 4. I run out of zombies in almost every game! There's nothing like having a horde of like 8-10 walker zombies move two spaces and attack in one activation just because you've run out! It really hurts in the "everyone must live" levels.

I'm guessing that most people don't encounter this if they use expansions because it watered down the spawn deck so that the same type just don't get spawned as often. Say you already have limited fatties. With 4-5 spawn points and pulling 4-5 double activations on the turn, they can potentially spawn a lot.
 
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Vince De Zutter
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typo360 wrote:
I'm guessing that most people don't encounter this if they use expansions because it watered down the spawn deck so that the same type just don't get spawned as often.


Well, it kinda depends. The wolves and deadeye walkers are annoying enough without the extra spawns. The NPCs can drain your walker supply even faster (and also activate when walkers get extra activations) and the abominations have 4 cards each.

The biggest factor in extra activations seems to be the number of survivors. In a 10 player game, I'll run in to them almost constantly, and they'll lead to a party wipe in most cases.
 
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Ian Collier
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10 players??? AWESOME.
 
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Vince De Zutter
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inuitmyth909 wrote:
10 players??? AWESOME.


It really is. But it significantly increases game length. We also do random survivor draws, so you can end up with some pretty bad party combinations. But it avoids the "optimal team" syndrome.
 
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Andres Montanes-Lleras
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I got the same situation when I started playing, resulting from both lack of basic zombies and the extra activation card.

Though I later got the NPC-1 box, which made it a bit to easy so I had to dial it down a bit, and then Wulfsburg, which again made this less common, but introduced the zombie wolves, I still have to be very careful towards the end of most games about running out of miniatures and have been completely anihilated a couple of times by an unexpected activation.



 
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Dave J
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That's good to know adding extra stuff doesn't greatly thin it out. Although at this point, I wouldn't complain if it was slightly easier, for me. blush I've been tempted to take out a couple double spawns and some times consider myself lucky if I pull the abomb or necro!

Luckily I have so much fun losing.
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Chuck Hurd
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typo360 wrote:
Luckily I have so much fun losing.

That's it for us too! Love playing - win or lose!
 
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