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Zombicide: Black Plague» Forums » General

Subject: Guidelines for adding in expansions? rss

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Jim Jones
Ireland
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So this game has a lot of add-ons and unless I'm missing something absolutely no guidelines on how to integrate these with the base game. I'm wondering is there any agreed upon way to add Necromancers, Abominations, New Z types, Gear etc. to the game. Do we just bung it all in? Do you use the ratios from the base rules but swap things in and out? Any pitfalls to look out for?
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David Pickelsimer
United States
Piedmont
South Carolina
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Uthred wrote:
So this game has a lot of add-ons and unless I'm missing something absolutely no guidelines on how to integrate these with the base game. I'm wondering is there any agreed upon way to add Necromancers, Abominations, New Z types, Gear etc. to the game. Do we just bung it all in? Do you use the ratios from the base rules but swap things in and out? Any pitfalls to look out for?


Normally I randomly deal in 6 Necromancer cards. As for Abominations that is where the biggest problems can come in to play. Adding them all in will cover the board with them. I normally keep the standard abomination and then use one special abomination. As for the rest of the cards I just throw them all in the deck!
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Eric Harman
United States
Ontario
CA
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Step 1) throw everything in.
Step 2) laugh maniacally

In all seriousness, for bp I included one of each special abom, one of each special necro. All basic aboms, all other zombies. Except only half the npc spawn cards.

For gh, I plan to include 8 necromancer spawn cards (and make a special deck of necromancers I'll draw from when a necro spawn comes up. I'll likely do something similar with special aboms.
I'll also throw the rest of the NPCs in.

Not sure what I'm gonna do with bursters yet.
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Mark Blasco

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Washington
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With Black Plague and all of the kickstarter stuff, I added in one spawn card for each abomination, and one for each necromancer. Then I added in all of the cards for the other expansions (wolves, deadeyes, etc.). When we play, we choose one special abomination type and one special zombie type (such as the troll and the deadeyes). When we pull a card from a different type (like wolves or minotaur), we discard it and draw again. This allows us to not have to remake the spawn deck each game, while still using a portion of the expansions each time. With everything it becomes too much.

If you're new to zombicide, play a couple of games without the expansions first to get a feel for it, then add things in slowly. It's easy to chuck it all in, and then lose every single time you play in the first 15 minutes.
 
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Jeffrey Nolin
Japan
Nakamachi, Hiroshima
Hiroshima-ken
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The goal is to kill a lot of zombies and then either just barely get out alive or be really close before being totally destroyed. There are many, many ways to make things either easier or more difficult. You need to find the balance that works for you. It is also possible to change things on the fly mid-game in case you've made things too easy or too difficult. A good rule of thumb is to basically add everything, then in later games ease back.
 
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Brendan Slade
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Throw everything in and see how you go. I have found most of it all works well together.
 
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Ian Williams
Wales
Ammanford
Carmarthenshire
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I add things sparingly. I have my main spawn deck, which is the basic BP one, minus the necromancers and abominations-at-blue. Then I add ten to twelve cards.

so maybe I wanna have Grin (3 cards) Regular necromancer (3 cards) wulfz (4 cards) and the Ablobination (2 cards).

Or have a really active Abominator (5 cards) and few deadeyes (3 cards) and a selection of potential necromancers (4 assorted).

I try to not dilute the main deck too much, and keep my games feeling different. The deck gets reshuffled multiple times per game, so while 2 Ablobination cards don't sound like much, it's 5-10 activations for the sucker.
 
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