I was only a volunteer, so nothing I say is official, but I was trained by the designer, had one evening to read the rulebook, ran demos for 3 days and played through the first scenario one night. So hopefully what I tell you is correct.
1. Anything you know about the original game play forget! The game has been streamlined and plays much better. No fiddly shadow token and the like.
2. Setup is by following one of the scenarios in the book. Should be about the same amount of time as setting up for any Zombicide. The only thing that may take longer is organizing the mobs with their boss. Finding a good way to keep these groups together is going to be very important the more mobs you get, especially when you add in the kickstarter and three expansion boxes.
3. At the beginning of the round, heroes who have died are resurrected. Most games allow 2 resurrections before an automatic loss. There is a card where health tokens are placed to track this and players who are resurrected are stood up and returned to full health. This is a way to make the game harder or easier by changing the number of tokens on the card.
4. Player turn is next. Players have 3 actions.
a. A move action gives players 2 movement points. Movement points can be spent to move one square, open a door or pick up EVERYTHING in a square. This includes all treasure and other markers.
b. To attack you pick a target, which could be a mob, an agent or a monster. Each one is considered one enemy/target. You will then look at your weapon to find out the attack dice you roll and the targets defense to find the defensive dice you roll. Roll all of these dice (no more than 3 of any color) and compare to get results. The dice also have bam symbols and diamond symbols that when rolled will activate an ability if the character or enemy has one that matches the symbol. After a characters turn if they attacked an enemy that is still on the table, the enemy will try to retaliate against that attacker but will not attack anyone else.
c. A trade action can be done with everyone in the same square. There is also a transmute action, which is a free action and can be done in the middle of a trade action, that allows you to trade in 3 treasure cards of any level to receive a treasure card of the next level higher than the lowest card.
5. Next is the monsters turn. All enemy follow the programming of Try to attack, Move, Try to attack, Move. If at any time during that programming they can make an attack it will end their turn. The most important thing to remember about mobs is they act as 1 unit. So even if there are 12 goblins you only attack with the dice from their card one time.
6. Next is the experience phase. This is where you spend the experience you have gained to buy new abilities. Experience is gained by killing a minion - one point for the character, killing a boss - 3 points for everyone in the party, killing an agent - 4 points for everyone in the party, killing a monster - 5 points for everyone in the party.
7. The last phase is the event phase. This is where wandering monsters, mobs and agents spawns along with the occasional blessings for the group.
8. Things to note, characters play really different and you need a mixed group to be successful. Some enemies are better dealt with by ranged and some by melee.
a. Shadow mode is a lot easier now. Look at the space you are in, if it is in a shadow space you are in shadow mode. This means sometime you will have to think about where is the best place to engage a monster
b. Melee range is in the square, Magic range is 1-2 space and Range is 1+. There is no leaving a square with an enemy unless you have an ability like slippery.
The demo game was a great way to learn the mechanics and the way the game plays. But scenario one with more tiles gave an even more strategic feel to the game. The tutorial has two tiles that everything will spawn on. So things are tight and it is a lot more about the mechanics of beating monsters. With more tiles things are spawning behind or in front of you, sometimes out of sight, so you have more time to figure out a strategy to handle the threat. Where is the best place to fight the enemy? Do we need to step out of sight and let them move? Where do our melee and ranged figures need to be to handle the fight? Do we need to open a door to try and get better equipment at this level even though we are going to fight something? There really was a lot more strategic talk around the table about where the enemies are going to move and the best way to handle the situation. Also we found out the hard way how each level can really jump in difficulty. We were feeling really good at level 3 and didn’t take any time to get better equipment. Went to level 4 and a goblin agent ambushed one player and the goblin spawned with the perfect weapon to bury the player with one hit. It was awesome especially when that player was just boasting on how much defense he had! At the end we were spread out, rookie mistake
,and were not prepared for the hammer that was level 4.
That is all I can think of now, I am sure there is a lot I missed so feel free to ask questions and I will do what I can. Last note is I didn't have time to read about story mode, but the new dashboards have a micro XP area that during story mode you use it and 5 Micro XP equals one normal XP.
Inviato dal mio FEVER utilizzando Tapatalk