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Rise of the Zombies!» Forums » Strategy

Subject: DVG - We're Starting to get Feedback! rss

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Dan Verssen
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Glendora
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We're starting to get feedback on Rise of the Zombies!

Some of the emails are awesome!

They include questions like... "Our players won't work together, so we all die. Is there a rule to make the players cooperate?"

-No.-


----------------

Another Zombies question... "If players can't decide what to do, can we stop the timer?"

See page 13...

===Stopping the Timer===
... Once you start the Timer, never, ever, ever stop it for any reason whatsoever until the end of the game.

Now you would think that using words like "never, ever, ever" is pretty clear, but we know gamers. They are a special breed of people. Here are a few common questions they will ask, followed by the proper response.

Is it okay to stop the game timer if:

We need to shuffle the cards?
No.

We need to look up a rule?
No.

Someone spilled their drink all over the table?
No. But you should force him to use a sippy cup in the future.

Someone has to go to the bathroom?
No.

Doorbell?
No.

Phone call saying a close relative has died?
Did they rise from the dead as a flesh eating zombie?
Um, they didn’t say.
I think they would have mentioned it. So no.

Microwave dinged because the tasty snacks are done?
No.

The die fell on the floor and rolled under a heavy cabinet?
No. Great time for teamwork though.

The dog just vomited on the carpet?
No. Yuck, but no.

A real world zombie apocalypse has broken out?
No. But I would recommend gathering guns and ammo while the other players are playing cards.
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Tim P.
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Working together - we realized early that we had to work together, both quickly and efficiently when it came to the use of Actions Cards. Clear and concise communications on the current situation was needed and people needed to make others aware of their individual situations.

One player acted as the drumbeat, calling out the Phases so we stayed in sync with the game turn sequence. Once a player had completed all their actions they start thinking about what will happen next while other players are still doing their actions, so keeping all the players in sync was critical, especially when time is short and people try to hurry the group along.

By the end of our first game we had implemented first a random player order and this evolved into a by request system of who attacked which zombie/s, so we all could pick up XPs and we took out the main threats first (if possible) e.g. take out the Spitter and the Herd first. This may have taken a little more time but it worked better than a free-for-all where the same zombie was over killed in a rush to get XP.

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