Zombies!!! 2nd Edition

Zombies!!! 2nd Edition

Zombies!!! 2nd Edition
List Price: $29.99
Our Price: $18.53
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Category: Toy
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Product Summary

Brand: Twilight
Audio: English (Unknown); English (Original Language); English (Published)
Release Date: 2010-05-15
Model: 2010TLC
Product features:
  • For 2 to 6 players
  • 120 minutes of play time
  • 6 shotgun guys
  • 100 Plastic Zombies
  • Tons of replay value

Toys and Games Reviews of Zombies!!! 2nd Edition

Customer Review: Fun, but shallow
Summary: 4 Stars

The best and easiest way to describe Zombies!!! The Board Game is the following: it's like a board game version of Left 4 Dead...if you were really trying to leave your friends for dead. Right now, there's really three board game versions of the zombie apocalypse that offer three completely different experiences. Since this was the cheapest (and one of the only ones still in stock at the time), I decided to take the plunge and give it a try. I've played it a couple times now and, while it is a good time, it's kind of an uneven experience.

The game is really easy to learn, which is a plus. In order to up the replayability and the randomness, Zombies!!! doesn't have a set board game. Instead, you have individual board pieces that you lay down during the game, creating a different city each time you play. The game can be won, one of two ways: the first person to kill 25 zombies automatically wins, or, when the helipad game piece is ultimately put down, the first person to get to the helipad wins.

Round go like this: the player flips over a game board piece, puts it wherever it can legally fit (connecting roads, etc.) and puts the number of required zombies on it; then the player rolls the die and moves up to that number of squares, fighting any zombies they come across; finally, the player rolls the die again and moves that number of zombies one square each. Some game board pieces are named buildings (like the skateshop or a sporting good store) which contain more zombies and some health and bullet pieces. When you get into combat with the undead, you roll the dice and have to get a four to a six to kill it (or spend bullets to get bump up your roll, or spend a health token and reroll). Finally, event cards add a bit of unpredictability to the game. Event cards can screw up the other players by making them unavailable to move, force them to move in a certain direction, etc. They can also help you by giving you additional ammo, guns, or allow you to move freely without fighting zombies, for instance. That's basically it.

Here's the problem, though: the game is either too long or too short. Too long because there's almost no real tension in the beginning. Zombies are being added, sure, but we mostly moved around without much purpose, killing zombies as we passed them. It wasn't until the helipad was put down that the action and tension really hit the fan. At that moment, everyone started gunning for the helipad and the claws really came out. We threw down cards to royally screw with each other and the game was a real nail-biter up to the very last minute. But that was maybe the last fourth of the game. There really wasn't much of a build up; we simply went from having no purpose to rushing frantically to the final spot.

On the other hand, it might have been too short. Some of the cards and concepts that come into play are in the named buildings, which contain the most supplies (health and bullets) but also brings some event cards to life. Some cards you can only use in specific stores. For instance, you can only put the skateboard event card (a weapon and a movement modifier) into play when you're inside the skateboard shop. An ammo/gun card can only be placed in play if you are at the sporting goods store. Randomness factors in because you don't know when or where the card will be played, resulting in some games where you're nowhere near the store or, more infuriating, the store is placed right before the helipad, making it a moot point. Most of the time, these stores were placed on the opposite side of the board and by the time you could actually start moving in that direction, the helipad was placed in play. And when that happens, why would you waste your turn trying to move half way across the board when everyone else is moving towards the finale? If there were more turns before the helipad was put into play, allowing you to move about town and try to actually accomplish something, then it'd make some of the named buildings/event cards more useful.

As it is, I'm not sure which the game is (too short or too long), but I did have fun. I just wish there was more of a point to the beginning portion; or that there was more time to move around the map, get weapons, etc. It's not until the final climax of the game that things get interesting...but don't get me wrong, when that moment happens, when the helipad is put in play, your friends turn into your most bitter enemies and it gets hysterically fun, funny and intense.

Description of Zombies!!! 2nd Edition

This expanded edition of Zombies!!! features updated and revised rules, plus gut-wrenching new art on Map tiles and Event cards for greater visual impact, as well as new 'Red Heart' Tokens and a brand-new Female Zombie figure!

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