License-strategy classic for 2-5 players, ages 13+.

License-strategy classic for 2-5 players, ages 13+.

Winning Moves 10746 - Risk: The Walking Dead (Toys)

Customer Review

Players must conquer territories as in the classic original, only that here the theme of "survival" is ^^ massively played in the foreground.

Game preparation:
The Schedule (with the well-known areas of the series) comes in the middle of the table, the small Outbreak marker on position 1 of the table top right, and a guard tower marker on the prison area in the middle.
The remaining watchtower marker and grenades and ammunition boxes (hidden) to come as stock with the dice aside.
The event and region cards are shuffled and placed as a face-down pile on their places on the field - while the "Overrun" card is mixed in the lower quarter of the event stack, it heralds the final round.
Players move by chance a group map (Greene family group, Governors group, inmate group Ricks group) and take the associated figures.

To place now the biter, 8-16 field cards are drawn and placed on the corresponding areas depending biter 3 characters, depending on the number of players. Accordingly remain between 6-8 areas for the players to which they in turn position ever 3 characters. For this they take turns placing a piece on any, free area until all areas are equally divided and then the remaining characters are added.
Finally, the region cards are shuffled again and again filed a draw pile.

Aim of the game:
In this post-apocalyptic scenario to survive until the final round will be ushered in and to have achieved the most points at the end.

How to play:
The active player always runs through the following phases, before the next player follows clockwise:

1) Outbreaks-biter cope; migration begins when each player takes first place an increase of the biter. For this purpose the "Outbreak" table is consulted and according to many area maps drawn and placed on this specified number of new biter. Should this be an area affected, standing on the survivors, it immediately comes to a fight, with the biters in the aggressor role (see below). Finally, the cards are shuffled back into the deck.

Draw and 2) event card; after the new Zombie glut was discussed, the top "event" card is drawn, read and stored. Depending on the text, an object must be in the course of the train (Ex .: kill 4 biter) or immediately (ex .: certain numbers dice) are fulfilled to a reward (Ex .: +1 on each cube in all attacks of this train) to receive. It is also possible attacks by other players or biter be forced, or simply pay famines.

Obtain and install 3) Additional survivors; Now new survivors can finally be added by a known principle, to strengthen their own areas. For this, the number of own areas is divided by 3 (and rounded) and the result represents the gain that may be set up now. Possibly there are further survivors in bonus form added when an entire zone owned by the player, and / or by releasing X ammunition boxes (see table conversion ammunition boxes -. Survivors, Ex .: 4 boxes of ammunition (bullets) = 7 extra-survivors).

4) areas of enemy attack or biters; the struggle goes rather classic, the attacker announces who he is attacking from where. But grab here only max. 3 figures of the active player (red dice) at once, and the defender (black cube) can only max. 2 figures countered simultaneously. Of course, the fights can connect from the same area of ​​continued, if more characters are available. But 1 character must always remain as to protect the respective fields and can not mitkämpfen!

The players roll and compare the figures eyes and make them face each other. The higher number wins and the loser has to remove one of his characters. With a tie, the defender always wins!
Any bonuses by Event cards or special markers (Watchtower, grenade) must be observed, of course.

The fight continues until the attacker stops because he has no figures left or has conquered the area or want to quit. In case of victory, he still draws X figures in the annexed area.
In any case, he can now from another area of ​​still lead another fight or finish his train.
Did he occupied at least a new area, it may still take a conclusive ammunition box from the reservoir.

If a player in the fight to lose its last figures on the board, he resigns from the game!

Special fighting biters (the player to the right by the attacker takes over the role of the biter):
As the undead run generally uncoordinated through the area and according to "fight", the players always get all litters +1 (even at 6, as attackers and defenders)!
The death of a survivor by winning the Biter, must be checked directly whether this might "returns". For this purpose, a die is cast and at a "1", "2" or "3" it comes as a reinforcement for the biter again (player character is removed and a biter figure is placed on the area), with a "4", "5" or "6" on the other hand the survivors in peace could perish (character is removed, so the owner returned).

5) survivors regroup; before the next player follows, still survivors can be repositioned in order to strengthen as certain border areas, etc. In addition, the area must be deducted from the figures and the target area but have a continuous adjacent connection.

Full time:
Once the "overrun" card is drawn from the event pile, the final round starts. First, an event map is still the same drawn, so something has to be done in this train ^^ and when all players have completed their turns, yet finds one last "Outbreak" (also shown in the table) instead and the game ends.
Now, the players still have their points values: 1 point for each occupied area, 1 point for each occupied strategic location, X points corresponding to the zone bonuses and 1 point for each ball of the ammunition boxes.
The player with the most points wins, because his group is best equipped for this end time.

Variants:
"Conquest"; here is very classic play risk round robin - it is to conquer the entire map!
Here 5 players able to fight even with the biters.
The players are divided (area maps distributed randomly or alternately off figures) the areas, start with X additional units and conquer via announcement border areas until one remains.

Conclusion:
This Survival Edition brings the classic in a thematically wonderful matching robe back! Unsubscribe struggles and secure areas, corresponding to the core of the game and can be found in the series (comic, TV) indeed permanently again.

In addition, to create a common enemy by the variance, players get even more variety - not to mention the many events for each migration begins.
But the best part is that the game is no longer 2 and take more hours must, but has become a relatively fast game.
The "overrun" card to be lurking just pulled out and the permanent supply of undead and their unpredictable raids in areas already protected give the rounds a fancy speed kick.

Who still likes to play ausgedehent, this can celebrate with the classic version or for other house rules taktieren ^^.

The test laps in 3 and 4 - different occupations gamblers went all very positive, but also series Strangers could feel the subject as applicable, and the new mechanism was assumed to be refreshing.

The material was also very nice adapted and produced dibasic. As always, however, the figures are indeed a bit small, but abundant and the cards are great succeeded.

For each risk and Walking Dead fan the game is highly recommended!

Further information:
- Publisher: Winning Moves
- BGG entry: n / a
- HP: ...
- Instructions: German
- Material: German
- Photos: ...

good appreciation. useful product Rank: 5/5
November 7
Very good furnace 1 Rank: 5/5
October 11
Satisfied 228 Rank: 5/5
December 5
WELL EXCEPT DOCUMENTATION Rank: 4/5
December 23
graphically gorgeous! Rank: 5/5
February 23

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