In most “dungeon crawl” type
games, in which the players move around and discover a map filled
with enemies while seeking objectives, the balancing of progression –
of the simplified “levelling up” mechanic derived from
role-playing games – is in an awkward position. A fully-fledged
roleplaying game has a much longer progression track and a much wider
design space for gaining abilities; there is a much larger portfolio
of things to improve (base statistics, the character's library of
abilities, the efficiency of existing abilities, non-combat skills
and feats etc) while a board
game generally reduces the entire design to a series of, or indeed
single, combat encounter. This smaller design space means that each
level has a smaller number of possibilities – and thus the rate of
progression is a lot faster. Similarly, a board game is designed to
be played to completion in a single session – the levelling
mechanics in a role-playing game are for a campaign lasting several
sessions. Thus a player may well gain several levels in one game.
In
some cases, the players gain ability too quickly for the limited pool
of enemies (restricted often by game components) to keep pace; a game
like Doom or even to
some extent Descent has
the players rapidly become untouchable by minion enemies. This is
unsatisfying design for the players; there is no sense of risk (or in
the case of Doom essentially
no way for the “game-master” to defeat the characters). Here is
where the subject of this review – the game Zombicide –
stands out. It makes the players ration their upgrades, and makes
levelling up a bad decision. This is done through a very limited
enemy pool, and the enemies never becoming less dangerous. Instead,
what increases is their numbers –
the real skill in the game becomes action management and the
incremental benefits from levelling up do not adequately address the
limited action economy. This is mostly due to the fact that the enemy
scaling is linked to the highest-level player – they will also thus
be the most powerful, and so the most likely to continue gaining
levels and further increasing the gap. This adds a much stronger
aspect of risk management; success at combat actions is never
guaranteed, actions are highly limited, and the strongest characters
must often avoid combat to allow the weaker to catch up. As a result,
Zombicide feels the
one of the most strongly teamwork-focused – and thus the most
thematic – games in its genre. The players are weak and cannot get
stronger in terms of health, only more efficient at carrying out
basic actions. Item cards increase the odds of successful combat but
also influence the enemy piece movement – and most crucially to the
action economy, each new area explored adds the equivalent of one or
two turns' spawned enemies to the map immediately while also costing
an action (and requiring a specific item).
The
structure of a round of Zombicide shows
well its strength; on the player's turn, they take three or four
actions in a strict order. They activate each of their characters,
and then pass the turn to the next player. The player order is fixed
clockwise around the table, with the start player changing each round
– thus allocating items efficiently (giving items that open doors
to the first player so they can spawn the bonus enemies before other
players act, for example) is paramount. The choice of actions is
simple; move, gain items, attack enemies (often creating noise, which
serves as a waypoint for the enemy movement), or collect objectives.
Objectives, to complicate things, can also give experience points
(and thus hasten the progression of characters, meaning they need to
be used to boost weaker players even if a stronger player has reached
it first). While there is a sense of urgency from the continued enemy
spawns, the enemy movement is very predictable and can even be
manipulated using actions – the strategy of the game involves
understanding what will happen in the enemy turn, and weighing this
against the unpredictability of exploring new areas. This, too, is
thematic; the enemies are zombies, adhering to genre traditions
(slow, fixed-purpose movement drawn to living people first and
disturbances second). Combat is a simple dice vs target number
mechanic, with the target number modified by weapon; in an elegant
mechanic, larger enemies require stronger weapons not more successes
to defeat. A level 2 enemy must be killed by 1 success from a level 2
weapon, not 2 successes from a level 1 weapon. Thus there is clear
delineation between weapons which can generate multiple successes
(and clear out weak enemies) and those which can bring down heavier
enemies. Ranged combat is also a high-risk prospect; there is a
strict table of target priority that hits friendlies over enemies and
thus forces melee combat and careful consideration of turn order.
Once
each player has activated their characters, the enemy phase proceeds;
first enemies attack (if able; there are no ranged enemies) and then
move. Fast enemies then return to the top of this list of
possibilities, either attacking if able or moving again. Enemy
movement is, as explained above, strictly defined by proximity to
players or noise markers; however, if a group of enemies would divide
at a fork in the road then enemies are added to
ensure an even distribution. Once all enemies have moved, then for
each entry point on the map more are added based on a random card.
Each card has four options, tied to the highest-level player – thus
as the players progress more enemies appear. The mechanics are simple
and predictable, and while chance-based the skill element is in
manipulating them. What this serves to do is make Zombicide
a much more interaction-based
co-operative game – it relies far more on direct communication and
co-operation since the progression of any individual character too
far is a liability.
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