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Subject: Best quick scenarios? rss

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Brian M
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Picked this up last week. We thought the demo we played at the con was fun, and were a bit aghast at how much bigger and longer the first scenario was - it couldn't fit well on our table (lead to lots of board bumping on overhanging edges) and took too long for what the game is. We overall enjoyed the play, but would rather have smaller, shorter games.

Next try was scenario 7 (with the web errata). Ok, this was small and quick, but even with the web errata it seemed very "off".

So, are there any scenarios that are manageably sized (4-6 boards probably), play fast, and play WELL?
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Jeff Dunford
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StormKnight wrote:
Picked this up last week. We thought the demo we played at the con was fun, and were a bit aghast at how much bigger and longer the first scenario was - it couldn't fit well on our table (lead to lots of board bumping on overhanging edges) and took too long for what the game is. We overall enjoyed the play, but would rather have smaller, shorter games.

Next try was scenario 7 (with the web errata). Ok, this was small and quick, but even with the web errata it seemed very "off".

So, are there any scenarios that are manageably sized (4-6 boards probably), play fast, and play WELL?


#10.
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Igor Knop
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No disassemble! Vídeos de Partidas Completas Passo a Passo
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I like Small Town and Bunker.
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Jeff Dunford
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Mission A1: Lost! is very good, too. Keep in mind that duration scales with number of tiles, so a 4-tile game might be 60 minutes whereas a 6 tile game might be 90-120 minutes.
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Scott Hill
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Gindhouse (7) is widely considered broken, personally I don't think it's 'broken', rather it's un-balanced - how you do on the map is entirely determined by the luck of the spawn cards - I've played it 3 times, as written in the rule book, and lost twice due to getting crappy spawns when opening the buildings, and on the one occasion we won we got lucky with the spawns.

Small Town (10) is good, but does also suffer from the luck-of-the-draw issue as well at times (particularly with 4 players, less so with 6).

Zombie Police (8) AKA 'Bunker' is also good, but is a 6-tile map.

Escape (6) is another good 6-tiler.
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Brian M
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Thanks for the suggestions. Sounds like we'll go for scenario 10 next, even if it feels odd skipping to the end of the set.

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Gindhouse (7) is widely considered broken...

Mostly it just seemed really weird, since we had the huge buildup of zombies in the building we didn't go to first that just kept shuffling back and worth, with us constantly needing to make at least 8 noise each turn or have all the groups in that other building split.
 
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Brian M
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Played #10 last night. That was pretty fun! Still some strangeness, but it seems like a good one to use for teaching new players. Thanks!
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