Balance effect of using Abomination zombies

Archon Shiva

New member
While I'm waiting on my (international) game, are you guys using the extra zombies from the Abomination package when playing? If you tried both ways, how does that affect balance? It's possible the extra zombies compensate for the lesser number of extra turns, but I'd like to know know if challenge is more likely to increase or decrease.

In the end I'll be ale to play with a full TWO abomination - would this make the game easier or harder??
 

ElWray8

New member
The rules state that only 1 abomination is allowed on the board at a time, at least for the current scenarios. I think future scenarios will be set up to add in the second abomination. Nothing stopping you from adding him in yourself though just to see what happens. Only a moltov coctail or el cholo are currently able to kill the abomination. luckily he is only moving one zone per turn, so he is pretty easy to run from, at least for a little while.
 

Lunar Adept

New member
He means using the extra zombies from the abomination pack, not just the second abomination figure.

And the game does become easier when you're able to place additional figures, since it staves off them getting mass rushes from extra moves when you run out. (And even with the abomination pack, running out is still a very real concern, so having even more on top of that would make it so your survivors have one less thing to worry about)
 

FireGuy

New member
This is funny. I read this yesterday afternoon then my group got in an impromptu afternoon of gaming. Where one of our members had this concern.

My reply was that it may be...but....that would mean there were still crap ton of zombies on the board. He disagreed and said the activations were worst and that he never saw the Abomination packs run out.

I had...twice before. Then in that session we ran out of zombies.....twice!

It can happen. I am starting to believe that a #1 factor in the game is the spawn cards. They can royally screw you and make the game extremely tough or it be a cake walk. There is really not way to tell. In the same session we followed out normal tactic of opening buildings....all or as many as we can at Blue Level. It usually works. BUT when we opened the third building we had the worst spawn EVER. Not only Abomination, but manhole covers and it was just timed where nearly all the manholes on the board were "spawn-able". It exponetionally increased the number of zombies on the board.

The game was made into a real zombie movie where we blamed each other for failures, the reasons there were so many zombies, and then reminding each other it was a "cooperative" game.

Good times. Good times.

In the end it may make some difference BUT....I don't think too much. I don't know how the stats work out (someone made a stat card on BGG but I haven't worked through it), but you could throw in the Walk of the Dead cards to try to balance it.
 

killaminis

New member
Totally Agree!

It can happen. I am starting to believe that a #1 factor in the game is the spawn cards. They can royally screw you and make the game extremely tough or it be a cake walk. There is really not way to tell. In the same session we followed out normal tactic of opening buildings....all or as many as we can at Blue Level. It usually works. BUT when we opened the third building we had the worst spawn EVER. Not only Abomination, but manhole covers and it was just timed where nearly all the manholes on the board were "spawn-able". It exponetionally increased the number of zombies on the board.


For sure, the spawn cards are the one thing that can ruin your day. I've played mission one 9 times so far with only one victory by the skin of my teeth. In every loss, I was suprised with unanticipated spawns cards giving extra turns of sewer spawns. I love it though, cuz you start to count cards as you play, wondering if it'll happen this turn or the next. I've also recently employed opening buildings in the blue, but it's not fool proof. I've found that when opening a building in blue or yellow, you should be in the best tactical position possible, even if you burn a turn moving survivors.
 

FireGuy

New member
Yes. It's like close quarter combat. Set it up.

we tried making a list of codified rules, ala Zombieland. I don't think it will work because there is too much variable. Too fluid. Sure you can spawn all the buildings while blue...but....what if that pops the Abomination before you are ready? What if the manhole covers spawn? What if....too much what if.

I think no matter what you should play it slow and steady, spreading out the zombie kills until everyone is reasonably ready to go the next threat level. Often thoughwe get tension in players because someone wants to get higher and get that "good skill". Yeah....John Wayne comes creeping in often.
 

killaminis

New member
While I'm waiting on my (international) game, are you guys using the extra zombies from the Abomination package when playing? If you tried both ways, how does that affect balance? It's possible the extra zombies compensate for the lesser number of extra turns, but I'd like to know know if challenge is more likely to increase or decrease.

In the end I'll be ale to play with a full TWO abomination - would this make the game easier or harder??

I've recently started playing without the abomination pack ( walk of the Dead ) and only use the core game card and model quantities.... It's been a more balanced game, that's based on 4 solo games I've played. I did notice however that running out of zombies was fairly common and extra turns were quite regular. However, most of these turns happened in the early parts of the game or the late as, as I was watching the deck and counting the previous cards to aid in my tactical decisions.
Quite honestly, I would say the core game is a bit more "Normal Mode" and the Abomination/ walk of the dead zombies and extra Zombie cards make it " Hard Mode". Of course number of survivors change that sliding rule as well. So 6 survivors with the base game would be more akin to "Easy Mode". Also, game tactics and your gamer skill comes into play but unless your really new to games it's not too much of a factor.
To answer your initial question. I think 2 abomination packs is possible. If you only used the core Tile Quantity, I would think you'd be in "Hardcore" or "Insane" mode.... but, if you use 2 tile sets it would probably balance ( as long as your using twice as many spawn points also of course.

I like the idea tho, and when funds allow I may experiment with unless Guillotine already has an expansion ready.
Happy Gaming.
 
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