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The Walking Dead Boot Camp - Saturday

Did The Vehicle Start?

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Did The Vehicle Start?

41 Comments

We chat more with Warren, Gerry, Joe and Peter as we go through whether or not the vehicle rules worked and how far that car got.

We also find out about quite the underestimated victor too!

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fox40

Interesting game.
Is a hoard tactic viable then?

avernos

Some scenarios can be won in multiple ways. Grabbing lout or killing the other survivors

fanglemane

So much fun to be had with this game, I wish I was there with you! Over the last couple of days you’ve shown us 2-player, 3-player, 4-player and 2v2 games. Any chance you could show us a solo/co-op game? I’ve been playing ‘Days Gone By’ scenarios and find games go in my favour a lot. For example, if an alarm event shows I can pick the car, and it makes sense to choose the furthest from my group, If Walkers enter play then it seems obvious to choose the board edge furthest away again. I’m tempted to randomise my decisions using dice or does anyone have any other ideas?

panzerkaput

Cracking game there

drummer

Congrats Gerry!

wolf320f

fun is the name of the game

tmon

This looks like a game that the players have to get really into character for it to be good.

cdrvap89

#DontKillCarl

magedelanuit

So the Truck didnt start running ??? it must be the transmission that fu*%&%%$ all so just the engine to start and get the zombie close to the vehicule is really Really bad

emoney

Love the hunker down strategy he used. Lol.

bigdaddio

Now you need homebrew rules for survivors with mechanic skills, lol.

pojoh

Too bad the car didn’t work… but love that scaling works.

somegeezer

Tinkering with the rules for extra mayhem. Nice work!

mwcannon

How about adding more close in battle shots like you did in this one? It helps in inderstanding what happened!

mulletsteve

nice to see the game scales well

zorg

negan is down.

avernos

20 dice of walker death to do it. He is a beast!

swbeil

Sounds like so much fun. Bleeding out seems to be a real problem.

arbblsbigbelcher

Who would have thought playing hide and seek as a child would benefit you later in life but then again you weren’t expecting an outbreak of walkers.

jmrecoil

Great game.

blasterca

So glad to hear it scales well for multiplayer free for alls. That’s the best. My most epic Necomunda games have all been multiplayer ffas.

Blaster was here… & may be far more comfortable in a 4 way than cares to admit

spaced2020

lol on Walker Sandra disaster. No quick getaway today! Congrats to Gerry to ‘running away’ with the win. Very cool that game played well with 4 players, definitely another feather in Mantic’s cap.

rbwgames

So happy to hear how well it scales.

golonka

Multiplayer free for all with simple, tactical and immersive rules, count me in!

staxer

Player Tokens in a bag drawn at random for initiative

caleum

a good scaling is importend

eddator227

About activation, can be like bolt action, or even more complicated, each player choses a place, 1st 2nd or 3rd, he cannot repeat the place has Played last turn, in case of a tie, the Player without resources goes first than the tied. Si if in a turn i goes first next 2 turns i cannot go first, so always 1st 2nd and 3rd places are swifthing

buggeroff

can’t wait for my copy, sounds excellent

cbrenner

So cool. No squishies?

necrothrall

I like that it scales

hazyboy75

Nice to know it scales up well. Was hoping it would

fireblarney

Again it seems to be quite the flexible system and the game finishes with everyone looking happy. Good to see.

marktarver

The amount of laughs and jokes I think speaks wonders for the game

lordsharick

…..Sophia The Legend…..

dragonwolf

I’d use the panic die to determine activation order. Kinda like rolling for initiative. The order listed in the rules is from lowest(Flee) to highest(berserker). Duplicates roll off.

harald0skald

Walking Dead is fun!

stormshriek

thrilled with 2 things.
1 the scaling seems to be working at every example and attempt
2 Sophia may well be my go to killing machine

avernos

after playing throughout the weekend and talking about it to a lot of the other folks at the camp a few things kind of stuck.

Firstly Scaling, the beauty of the system is that walkers have a points value. If you up what you’re taking then the walkers increase at a set pace with you so you always have enough of a threat (or sometimes too much) So the scenario we played always felt like a challenge because the mechanics ensure it does. Even wording on the cards for events is often “each survivor” so the more the merrier.

Secondly initiative, I think in the threesome because you knew how the order would play out it lost a little (but only a little) bit of an edge. Random initiative just works but in the larger game the idea of using the dice didn’t work, it was practically impossible to wrest control and so it felt like one person held it for most of the game. The simplest solution we came across is one card per player shuffled and then draw. After that go in a circle.

The simplicity of the game is one of it’s defining qualities and it’s helped by the colour coded dice. Red is the worst, white is better and blue is the best, couple this with the 50:50 badge dice and you can do pretty much anything. Michonne tried to climb off the roof of the building and fell. The basic game rules cover this but with all the high terrain around using the dice can make it more interesting. The 4Ground apartment has three levels, so for each level you want to climb up or down from you roll your 50:50 die, on a badge you succeed and up you go, on a blank you fail and fall. The higher you fall the more likely you are to take damage, so failing the first would leave you on the ground but untouched. Failing the second you would drop and make a defense against one red die of damage and start prone. At each level move to the next highest die colour and once you’ve hit blue, if you’re insane enough to attempt such a heroic feat!, start rolling more blue dice instead.

The rules committee has done a superb job of working through Mark’s rules and try as we might we couldn’t break them, after that it’s really up to every group to see how they want to run with it. Work with the mechanics and I think that people will come up with some fantastic games.

I’m going back to look at vehicles now and see what can be done to lock them down, I may post my thoughts on it when I have something more substantial.

Take it easy folks.

usling

Sometimes you just have to let the walkers do thier work!

baranora

Cool minis!

hargarpad

Nice boards

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