nasty risk with unpredictable zombie attacks

nasty risk with unpredictable zombie attacks

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

Customer Review

As fans of the normal risk we have now the Walking Dead fetched version and already played.
We are very pleased with this one because it adds variety and a little unpredictable in the risk world.

The game is nice in the Walking Dead style created thinking, unfortunately there are only two different units for the troops, once the individual and then for the people a truck (3 unit) and for the zombies a three-man (also 3 units worth.).
Here a little more different units, by design, would have been nice.
The game is nicely designed and governed with the figures Plastic Fantastik.

The first game or the first trains, take some time because in each train different preparations must be made and this one has not yet internalized.
After a few laps, the system has it, however, and the thing is running round, so you should not be put off by the slightly tough entry!
In front of each train random zombie attacks take place, which must be repelled and the event card which is drawn before each train can cause a further zombie attack or the loss of a unit
And so does every lost unit damn hurt, which usually leads to a more defensive style of play.
We also after a victory of a zombie unit rolled on a human if the fallen unit not yet turned into a zombie
Due to the many unpredictable and random zombie attacks and events the game will be harder and more interesting, of course, it loses some of its strategy or is this more important depending on how you look at it.
It follows (for those who are interested a gameplay).

How to play:

Initially, the individual areas are (these are of course of The Walking Dead known) distributed.
Unlike normal risk but not all areas will be distributed to the players but a part is occupied at the beginning of zombies.
Then the units and zombies are placed and each player gets a character card randomly assigned to the various skills (like something: one must at all times its units conversion) have.
Then take a look at the Outbreaktabelle is thrown and it will be randomly attacked areas of 1-3 zombies per train 1-3, it can depending on how the random sample fails sometimes fall mercilessly on a teammate or negate the whole deal down strategy again, but hey, post apocalypse is just not a request concert).

Then the zombie attack is attempted in the fields concerned ward, this is rolled in old age risk manner with attack and defense dice, where the number of dice each dice are attributed with human teammates +1, because the man is smarter than the zombie
However, if a zombie unit defeat a people, will be rolled if the fallen not even turned into a zombie.
This brings again properly voltage into the game and makes for a decent zombie dynamics.

Now at last is the first player on the train and draws an event card, this may be mini missions such as kill 4 zombies and get for an extra or a famine, in which all players roll and lose a unit with the lowest number of throws or in which states, 3 zombies fall in the area with the most units to be an
You see already, even here one is not safe from zombies and unit loss, but of a sufferer may be another man's poison
In addition, there is the Overrun card, this is the beginning placed near the bottom because when this card is drawn, it is only one round match time then the game is over.
Then the zombie quasi overrun the world and it will be conquered areas, possibly Bonis and cartridges counted together.
The player with the most points has won then.

Now you finally have influence on the game and you must put its units (number of own areas by 3 parts) and attack the fight principle is as at risk.
For min. A conquered country, there is a hidden ammunition box card of a random number is hidden in cartridges.
You can then swap cartridges against units or pick up these points for determining the end.
If a Zombie Occupied territories attacked, the player assumes the zombies right of the active player and rolls for defense.

Similar to risk one gets for a complete area, which is freed / occupied has additional points.
This is, of course, but through the many zombie attacks more difficult than the classic risk.
At the end of the game when the Overrunkarte is drawn at the event cards, then the final round will take place and it is counted who has the most points.

Conclusion:
Unpredictable, sometimes unfair and every lost unit does hurt tremendously.
In addition, one trembles before each zombie attack and would be if it does not catch the other players and themselves.
Yes, this risk is not a bed of roses and who thinks he can in this game take over the world per se, which also believes that a head of department head of the department
But as the post apocalypse happens and if you've just conquered a territory and is attacked by zombies immediately afterwards, you know why you will find these undead so unappealing.
The end comes with the Overrunkarte most surprising and provides again for an offensive, albeit brief slugfest.

One can even modify the game of course a little and let the example Overrunkarte away, so you can play longer. And or the zombie attacks defuse something.
So you can customize the game to his preferences.

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