Saturday evening Justin,Liz,Dave and myself attempted to survive the harsh cold zombie apocalypse as depicted in The Dead of Winter.
Earlier in the day I finally punched out the tokens etc for the expansion/stand alone game The Dead of Winter: The Long Night, and integrated in some of the modules to the core game. Considering that Dave and Liz were both new to the Dead of Winter universe, I thought it best not to use the Raxxon and Bandits modules. I didn’t think that the improvements module or the other additions added so much that it would make it overwhelming to a new player.
I did like that the Long Night added thick cardboard versions of the locations. I much prefer this compared to thin cardboard almost paper like ones in the core game.
The location decks were generated the suggested random way when combining the new cards into the core game of shuffling the cards for each location and dealing twenty out to make the location deck.
The main objective we selected for the game was the above one from the Long Night. You don’t think about it at the time of selecting, but when you start to put the zombies out on the board, 18 zombies basically means every space outside the colony is full. Adding or moving anyone to the colony would mean that unless you have also killed some zombies at the colony they would be over run and survivors would die. Not having anyone at the colony did have the benefit that we would not have to find food for them.
So with more characters, more crossroads cards, more crisis’s, just more of everything, I think that the variety added is massive.
Starting out, outside of the colony was weird. But it allowed us to search for items early without first having to move to the location and roll for exposure. But we couldn’t sit tight forever. We would have to move into the colony at some point and start taking care of that zombie infestation.
We soon started to find survivors and having to find food for them, because they get added to the colony. Which in turn meant we had to start chipping away at the zombie horde at the doors.
Time was running out. 5 turns is not a lot of time. By turn three arrived we had not really achieved much. Ok averted a couple of crisis’s. But the population at the colony had crept up. If we could kill enough zombies, taking into account the number we would have to add at the end of the round before checking for the win condition, we would be able to win the game. We couldn’t fail the current crisis, that would add a further 9 zombies if we failed that. But we could afford to fail the feeding the colony. So we started killing zombies. First using abilities that didn’t require rolling for exposure. They are the best kills. Then some more risky ones that we passed the exposure rolls with flying colours.
We’d done it, we had met the main objective win condition. Although it turns out that there was no betrayer (although I think Liz’s suspicions that Justin was a traitor were justified based on a couple of actions/decisions he made during the game). Sadly no-one achieved their personal objective.
Next time I’ll add in the bandits module.