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Subject: Scenario 2, an uneventful stroll to victory. Twice. rss

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Michael Kefauver
United States
Saint Charles
Illinois
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So, after unboxing my copy of Zombicide, I decided to grab a friend and have a go at the game. After a quick runthrough of the tutorial we chose scenario 2 for our first real game and off we went.

Our first round wasn't even really worth talking about. Basically Wanda sped off towards the exit and never stopped, as our spawn cards never hit the lower right hand spawn, so she literally skated to victory in three turns with no resistance. It was less than enjoyable and left us with a bad taste in our mouths.

The second round was barely more eventful, sadly. Turn two we cracked open the middle building and had a grand total of 3 zombies inside, which were quickly dispatched. We sat in the room overlooking the bottom road and quickly got to work, sitting and searching for two turns. Drawing (among all 6 characters) a pistol, three machetes, two bottles of water and some pistol ammo and 4 zombies, we popped open the lower door, shot three zombies, and walked to victory without much fuss.

I understand these were likely outliers, but it certainly shows how it's hard to accidentally get up into yellow or orange without having 5xp objectives lying on the ground. If the scenario doesn't force you into yellow, there's no reason to try, seeing as better guns outdoes skills when it comes to blue, and few spawn cards do anything terrible in blue, with walkers being easy to carve out of your way in the small numbers the blue cards introduce.

My friend also mentioned how odd it was, theme-wise, that making noise only attracted zombies on the board to you and didn't spawn more, while killing lots of zombies attracted more to your general location (the board) even if you did it in dead silence. I had to agree.
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Michele Esmanech
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Milano
Milano
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I am waiting for my copy to arrive, but I keep on reading mixed sessions and reviews: some say how fun and AWSOME the game is; some say how dull and easy it is...

I think I'll have to judge by trying out the game by myself, and see if its a keeper or if its an eBay-er
 
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Aaron Rainey
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Cookeville
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Mission 02 is notoriously a bust and Mission 01 is the widow-maker. Some missions are better than others.
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Scott Hill
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I think mission 2 could be made better with the simple addition of some starting zombies and maybe a couple of objective markers.
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Thiago Aranha
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Yep. The game varies greatly depending on the mission. Most are great, but a few don't work all that well.
 
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Thomas King
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Ikim wrote:
some say how dull and easy it is...

Well, I think 2 of the reports of bad games were caused by missing important rules, such as spawning zombies when you open doors to a building for the first time. That wasn't the case here, but so far most sessions/reviews I've seen (barring rules errors) have been really positive.

As the others said, not all missions are created equal. Though, I think there should be a good variety of length and difficulty in the missions, but you never want something to be too easy.
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David
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I too did not connect with all of the scenarios included in the rulebook. However, one of the things that I like best about this game is how easy it is to create and try out your own scenarios. There is a great deal of customizable freedom built into the game. On top of that, win or lose, it is a blast to play!
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roland mcdohl
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Nessmk2 wrote:
My friend also mentioned how odd it was, theme-wise, that making noise only attracted zombies on the board to you and didn't spawn more, while killing lots of zombies attracted more to your general location (the board) even if you did it in dead silence. I had to agree.


This bug the hell out of me as well. The only mechanic from the game that doesn't make sense, thematically.
 
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We just played mission 2 tonight and compared to mission 1 it was a cakewalk. We even grabbed the objective just for gits and shiggles.

If we were to play it again, I'd put an objective in the 6B building and make the objectives mandatory and 10 points each.

That'll make it more interesting.
 
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Robert Beachler
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I played this mission today and had some bad rolls kill everyone off. Mission 02 if you choose to not go inside the buildings much doesn't offer a big challenge but it is one that could be easily customized to make you do so. Opening doors to reveal zombies in every room makes it a great deal harder. If you're forced to find items like in mission 01 that'd mean a lot more time inside searching.
 
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Pete Hines
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zanetheinsane wrote:
Mission 02 is notoriously a bust and Mission 01 is the widow-maker. Some missions are better than others.


I made the mistake of introducing my two sons and my girlfriend to the game using mission 1. Bad idea. I ended up modifying the rules slightly on the fly and it was difficult without being too hard.
 
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Tony L
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Scenario 2 is way too easy if you don't enter the first building next to the spawn point. We beat it easily tonight with a bunch of people who were playing for the first time.

I would alter it by putting an objective at the back of the first building, which lets you pull the zombies down the street, then bust out the door, grab the next objective, and hope for some cool spawns to make things interesting. Possibly add an objective in the southern building.

As it stands, it doesn't really have any reason to ever go into the buildings, and the game at blue level is too easy to gang up and destroy zombies. You can even just kind of absorb wounds as needed if you're all together.

Scenario 10 was much more fun, but we ended up making an on the fly rule that you had to escape from the start point after getting the objectives. We got them sequentially, but even with 5 characters, all we ended up taking was a single wound, but we got all 4 objectives and nobody ended in the red.

A change I would make is that ALL players gain the 5 experience points from objectives. As it was, we could "game" the system to have one person stay back from zombies and kill nothing, and grab the first objective. Then whoever was still at level 1 or 2 grabbed the second objective. By that time, we purposely popped into yellow, grabbed the 3rd objective, and were basically done. We had 3 survivors grab all the sick guns we had, set up shop in the street, mass murdering everything as it walked down the hallways and the other 2 survivors got the last objective.

The unfortunate part of the game, I find, is that it doesn't scale to the size or scope of the objectives, or to the number of players. That's why scenario 1 is so particularly brutal, and the other scenarios are so easy. I mean - once Wanda (the character I was playing) got to orange, she could pretty much win the entire game on her own. Slippery plus double movement, plus 4 total actions? Ridiculous.
 
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Chris Patterson
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La Fayette
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I agree... Scenario 2 should have been scenario 1. After a grueling session with scenario 1, we went into 2 with trepidation, only to knock it out 10 minutes later. And again.
 
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mark keedwell
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Nessmk2 wrote:
So, after unboxing my copy of Zombicide, I decided to grab a friend and have a go at the game. After a quick runthrough of the tutorial we chose scenario 2 for our first real game and off we went.

Our first round wasn't even really worth talking about. Basically Wanda sped off towards the exit and never stopped, as our spawn cards never hit the lower right hand spawn, so she literally skated to victory in three turns with no resistance. It was less than enjoyable and left us with a bad taste in our mouths.

The second round was barely more eventful, sadly. Turn two we cracked open the middle building and had a grand total of 3 zombies inside, which were quickly dispatched. We sat in the room overlooking the bottom road and quickly got to work, sitting and searching for two turns. Drawing (among all 6 characters) a pistol, three machetes, two bottles of water and some pistol ammo and 4 zombies, we popped open the lower door, shot three zombies, and walked to victory without much fuss.


I understand these were likely outliers, but it certainly shows how it's hard to accidentally get up into yellow or orange without having 5xp objectives lying on the ground. If the scenario doesn't force you into yellow, there's no reason to try, seeing as better guns outdoes skills when it comes to blue, and few spawn cards do anything terrible in blue, with walkers being easy to carve out of your way in the small numbers the blue cards introduce.

My friend also mentioned how odd it was, theme-wise, that making noise only attracted zombies on the board to you and didn't spawn more, while killing lots of zombies attracted more to your general location (the board) even if you did it in dead silence. I had to agree.

how did you finish in 3 turns wanda can only move 6 zones max ? for 3 turns
 
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Scott Hill
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marrk wrote:
how did you finish in 3 turns wanda can only move 6 zones max ? for 3 turns


The shortest path, from starting position to exit, is 14 zones long.
 
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Christine Biancheria
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This scenario still sucks, even as revised. We meandered through it last night. We've loved Scenarios 1 and 10 so far, though. Eager to try more.
 
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Ed Sherman
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I think that scenarios 2 and 7 (even the revised versions) are definitely the weakest ones.

Fortunately there are a lot more and it's easy to make your own.
 
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