Monday, 25 January 2016

Zombicide Mission 2 the Y-Zone!



Some of the guys in my gaming group, me included, have decided to play a Zombicide campaign, this is simply a series of games where the actions of the current game carry over into the following until the campaign is completed. For example, if a character is killed they are removed from play for the following games and therefore may make it harder to finish all of the planned games, or in Zombicides case, missions.

For those of you that don't know what Zombicide is, here is a quick overview taken from the Zombicide site:

Zombicide is a collaborative game for 1 to 6 players, ages 13 and up. A game can last for 30mn (beginner board) to 4 hours (expert board).

Each player controls between one (for 6 players) and four (solo game) survivors, human trapped in a zombie-infested town. In fact, "survivors" quickly change to "hunters" to smash zombies through and through. However, the team must constantly maintain a balance between survival and slaughter, for as the zombicide continues, the Danger Level increases, and the infected grow in numbers. Any misstep can turn to disaster.

Zombicide is a fun and easy game with cool miniatures in an archetypical, popular and comics-inspired environment. Ambiance is constantly balanced between "beat'em up" and "survival horror" as survivors keep switching from prey to predators. Humor and gloom happily marry in a zombie-fest.

The campaign started last week with the first of ten missions from Zombicide Season One. However, as some of the group have played Zombicide before, and some had not. We decided to play the first two missions in reverse order, So mission two, and then mission one. The reason for this is that mission one is a really hard and long mission, the last time we played mission one the group of survivors were nibbled to death in a blaze of zombie glory! It was a white wash, the survivors getting their butts well and truly handed to them. Where as Mission Two is a shorter game with a more straightforward mission objective and had less chance of everyone being killed within two turns.      

So, how did the first game go? 

MISSION 02: Y-ZONE

MEDIUM / 4+ SURVIVORS / 60 MINUTES

The living are losing ground. The pockets of resistance fall one after another, and our CB radio, once bustling with messages, is now silent. We must leave. The zombies are growing in numbers, and our supplies are getting scarce. I could kill for some toothpaste.

OBJECTIVE
Reach the Exit Zone shown on the map with all Survivors.

Okay, so the group decided on a simple plan, to take the shortest route possible and avoid getting chomped to death as much as possible. It sounds like a chicken way to play, but we are introducing some guys to the game and we have nine more mission to play after this one, so we could do with everyone getting out of this first one alive!



Turn one went well, and it is Zombicide and as such zombies for the most part are slow, so you can be pretty sure of one, maybe two turns where you encounter very little action. The group quickly move down the street to the first building where Wonda pops the door with a crowbar....  The the zombies start to arrive!


Turn two has a little action as the group stick to the plan and enter the building, once in the building we find a few zombies who are more than a little nippy. Oddly, it was two female zombies in the toilet together.... Even in un-death girls still go to the toilet in pairs. 


Turn three and four is where we start to see some action, the two zombies finally dispatched and a quick search of the building turning up a few more of the undead munchers. This had some snowballing impacts on the game. The group get held up splatting zombies for a turn or two. This in turn knocked the speed we wanted out of the groups movement, which in turn allowed the zombies already in play to get a little too close for comfort and also for more of the undead to get onto the board than we would have liked as well.


Turn five brought some movement back into the game, the group managing to get out of the building and back into the streets. In this turn the pressure started to get on top of the survivors and one of the group got chomped by a walker through some bad dice rolling and 'iffy' judgement calling. Luckily, and importantly, nobody from the group died. 

It was also turn five that saw the group split, the members that could make it, using their movement to make a dash for the exit whist the survivors with the skill and firearms holding back to stall the zombie tide.  



Turn six saw things get a little more bonkers for the survivors as zombies started to flood the streets, and with the group split we had a few scary moments. Luck was on our side though and the group managed to clear the way and make good time to the exit.


Turn seven, the final turn of the game and also the most uneventful. The group confidently strutted over the finish line and into the exit - winning the game! 

Overall, an awesome game! More to the point of the campaign, everyone got out alive and with some experience points and a boosted inventory for the group. I must admit, the next mission (returning to mission one) has me genuinely worried for the small group of survivors, it is a real tough mission with a very high chance of more then one member of the group becoming zombie chow!    













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