Review: Last Night On Earth: The Zombie Game

Posted on : 31-08-2008 | By : Brian | In : Reviews

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There are a lot of games out there with interesting mechanics, deep strategy, potent themes, and plenty of replayability. Flying Frog’s Last Night on Earth does not meet all of these criteria: the mechanics are fairly simple, and while some strategy exists within the game, luck can play just as big a role, if not a bigger role, at times. It does have one of the most well-implemented themes I’ve come across in a board game, and its modular structure and simple mechanics make it easy to modify and create your own content, making it extremely replayable.

First, a few words about the mechanics. As I’ve already said, they’re pretty simple. It’s a game that is easy to pick up and play quickly, and easy to teach. One or two players take control of the zombies, while one to four players take on the roles of the four heroes present in the game. Frequently the heroes have some goal to accomplish while the zombies are simply trying to stop them from reaching their goal, though sometimes this paradigm is reversed. There’s a lot of dice rolling, both for movement and combat, and there’s a lot of card play on both sides. Even the board is randomly generated, with a central Town Center tile and four L-shaped building tiles around the edges (six come with the game, so there will generally be two unused tiles during any given play).

Both sides have similarities, but it is the differences between the two that make the mechanics more interesting. Heroes are tougher and faster than zombies, but zombies are far more numerous. Heroes must search to get their cards (both events and items), spending precious time getting each one, while the zombie player’s hand is simply refreshed each turn. This encourages heroes to hoard their cards, saving them until they absolutely need them, while the zombies burn through their cards as quickly as possible, trying to get and maintain an advantage through relentless assault and constant de-buffing of the heroes. Combat is somewhat Risk-style, with zombies rolling one die and heroes rolling two (card play can increase this on both sides), and the highest single die roll winning the day (though zombies do win on ties). In play, zombies are relatively easy to fend off, but wind up being extremely difficult to kill; you see, if you simply beat the zombie’s roll, you fend it off and nothing happens. To kill a zombie, you must both beat the zombie’s roll and roll doubles, something that comes up rarely, unless the hero is able to roll more than two dice.

The mechanics, while interesting in their own right, are far from the strongest element of the game, however. Where this game excels is in the fact that it is thoroughly saturated with the theme that it sets out to capture: that is, the conceit that you’re playing through a zombie movie. While playing as the heroes, you often feel beleaguered and outnumbered, and sometimes downright hopeless. The zombies come in relentless hordes, and while heroes are more mobile than the zombies, the zombies are simply everywhere. The artwork and other components (including the CD soundtrack) all reinforce the zombie-movie feel; much of the artwork seems to be based off of actual photographs (though they are touched up somewhat), and it frequently depicts iconic zombie movie scenes. The cards, themselves, have great, thematic, and occasionally campy names, such as “Oh, The Horror”, “Braaiins”, “This Could Be Our Last Night On Earth”, and “Teen Angst”.

The game’s other chief strength is its replayability and ease of modification. The game is scenario-based, and comes with five scenarios out of the box. Other scenarios can be downloaded from Flying Frog’s website, as well as the fan community, and the game’s expansion packs also come with scenarios. It seems pretty easy to create your own content, and Flying Frog even includes a number of components that are not used in any of the scenarios that come with the game; these components are intended to be used for your own scenarios.

The components, themselves, are of very high quality for the most part. While I’d like the boards themselves to be slightly sturdier stock, they do the job, and all of the punch-out chits are quite sturdy, themselves. The cards are the thick, laminated variety, and while they can stick together sometimes, this is easily remedied by bending the cards back and forth before separating them for the first time. Also included are thick, attractive hero and scenario cards, an abundance of small dice, and a turn reference card for each player (six in all, double-sided).

One cautionary word, though, regards the high degree of luck in the game. The board is randomized, there’s a lot of dice rolling, a lot of card play, and you can even draw random heroes and a random scenario. With all this chance, it’s easy to see your best-laid strategies fall apart due to a lucky card draw or roll of the dice by another player. Some people may not like this. Personally, I think it reinforces the zombie movie theme, and typically the game doesn’t last more than an hour anyway, so having a high-luck game doesn’t, in my opinion, pose much of a problem.

The Good: Few games nail their theme as well as this one does. If you like zombies, you’ll probably love Last Night on Earth. The quality of the game components is also a huge benefit, as is the ease with which the game can be modified and added to. Not only that, but it’s just a fun game, period.

The Bad: Some may not like the abundance of luck-based mechanics within the game. If you’re looking for deep strategy, you may want to look elsewhere. Also, if you’re not a fan of the zombie genre, this probably isn’t the game for you.

The Bottom Line: I love Last Night on Earth. It’s a fun, quick-playing, theme-saturated game with an easy learning curve and a lot of great-looking bits. If you like zombie movies, you’ll probably like this game. Otherwise, it may not be for you. It is, however, clearly a labor of love.

Bravo, WotC

Posted on : 29-08-2008 | By : Brian | In : News

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Wizards of the Coast have written a formal response to Mr. Goldfarb, and mailed it off to him. I say, “Great job.”

Ordered!

Posted on : 23-08-2008 | By : Brian | In : News

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On Thursday, I went ahead and ordered Last Night on Earth: The Zombie Game. I liked it so much when I played it that I just couldn’t resist. It’s slated to arrive on Tuesday, and I’ve already got plans to play it with a friend on Wednesday. Awesome.

Tiny Adventures, Part 2

Posted on : 22-08-2008 | By : Brian | In : News

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I mentioned yesterday that Wizards had created Tiny Adventures, a D&D app for Facebook. I also mentioned that it was a bit buggy; specifically, adventures were not updating for me, and I kept on getting errors. Well, here’s the response that Wizards posted to yesterday’s antics, and it is awesome:

5pm Thursday, August 21st

Your Server was exploring the dungeon and preparing to battle the mighty dragon when it encountered a horde of good-looking, expert Tiny Adventure players.

Your Server made a server load check with a difficulty of 3700 . . . and rolled 1

Your Server was dominated by the exited players and its CPU was trampled. Your Server headed back to the shop to purchase a huge upgrade for itself and will be back tomorrow. The horde of players was thanked again for their enthusiasm and patience.

Please check back tomorrow afternoon (Friday August 22nd).

I’ll be checking back later today, in the hopes that I can actually try it out. It really does sound like a cool little diversion.

Zombies and Horse Racing

Posted on : 21-08-2008 | By : Brian | In : Reviews, Session Reports

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I went out for a marathon gaming session last night, and managed to play four games, two of which I’d played before. In the order that I played them:

Settlers of Catan was the first game I played, and it was the second time I had played it. It was fun. I like the strategy of the game; even if you’re unfamiliar with it, strategies have a way of revealing themselves to you as you play. I got a settlement near some sheep early on, and also got a sheep-trading port. Through some lucky die rolls, I wound up getting tons and tons of sheep, which I promptly traded for resources that I needed more. I feel like maybe I should have bought a few more development cards, and I ultimately lost, but I had fun and I’d like to play again.

The Great Brain Robbery is a game that I actually own, and have played a couple of times before. It’s a fun diversion about zombies in the wild west robbing a passenger train full of government cheese (as zombies sometimes do). I like the game, but I think I’d get pretty tired of it if I played it too much. Still, it was a fun time.

Royal Turf is a game about betting on horse racing. I wasn’t that enthusiastic about it at first, but it actually turned out to be a good little game. There’s a significant luck component with the racing of the actual horses, as well as some strategy and bluffing involved with the actual betting. Do you bet on the stable horse, or the crazy horse? Should you bet on the horse in first position, or maybe one further back that’s a bit faster sometimes?

The highlight of the night, however, was Last Night on Earth: The Zombie Game, which we played twice. I’ve been wanting to play this game for a while now, and I was extremely excited to actually get to. On the first play through we had the full six players (two zombie players and four hero players); I played on the side of the heroes. We played the “Save the Townsfolk” scenario, in which the heroes have to survive the night with at least four townsfolk cards between them. We won, primarily I think because the zombies made some tactical errors (which was probably because nobody had ever played the game before), in that the horded their cards. Card-hording is a great strategy if you’re a hero, but for zombies, you generally want to use as many of your cards as you possibly can every turn, because your hand will be fully replenished at the beginning of your next turn.

In the second game we only had three players. I played as the zombies, while my to friends played as two heroes each. This game, I think, was more satisfying because we were more used to the rules. It was definitely more of a challenge for the heroes. We played the “Escape in the Truck” scenario, which encourages holing up in one location a lot less than “Save the Townsfolk” does. Also unlike the first scenario, if the time limit runs out, the zombies win rather than the heroes winning, so the heroes are fighting the clock. I had some good spawning rolls in the beginning, and wound up with my full compliment of zombies by the second or third round. I also burned through my cards as quickly as I could, and discarded cards that I couldn’t use immediately, and I think that helped a lot. There was one rule that I think we played incorrectly. According to the rules, I believe, any time a hero player loses his last hero, that hero returns as a zombie hero. We were playing such that every hero death resulted in a zombie hero, which I think was incorrect with two hero players (but would have been correct with four). I’m not entirely sure it influenced the outcome of the game, as there are numerous cards that I discarded that would have possibly netted me zombie heroes anyway, and I was killing heroes off at a prodigious rate without a lot of help from my zombie heroes. In the beginning, it seemed that the heroes might win, because the drew Keys and Gasoline right away (both items that they needed to bring to the truck in order to escape). However, I had some lucky card draws and managed to mob the truck and drive the heroes with the pertinent items into a building, then proceeded to corner them and kill them off one by one, forcing them to discard their keys and gasoline. In the end, I won because the round limit expired before the heroes could escape. We had also managed to go through every single hero character, with only two remaining heroes at the end of the game. It was a very good time, and I fully intend to buy this game as soon as I can; I can’t wait to play it again.

Tiny Adventures

Posted on : 21-08-2008 | By : Brian | In : News

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Okay, so Wizards of the Coast has created a D&D Facebook app. It seems interesting, if a little buggy and slow. If you’re signed up on Facebook, you might want to go check it out. If you’re not, maybe this will get you to sign up.

Apology accepted, Captain Needa

Posted on : 20-08-2008 | By : Brian | In : News

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Followup: Michael Goldfarb apologized for his remarks today. While the apology does not immediately strike me as being all that sincere, I’ve decided that, since intent and tone is hard to read on the Internet, I’ll take it at face value and accept the apology. Hopefully this is the last time I’ll feel moved to blog about politics. That is, until one of the candidates tells us all to get out of our parents’ basements and vote.

Just when I was down on the government . . .

Posted on : 19-08-2008 | By : Brian | In : News

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. . . they remind me that they can still be fun.

Dancing to the key of X

Not Cool

Posted on : 19-08-2008 | By : Brian | In : News

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I try to keep politics out of this blog, because honestly it has no place here. But they threw the first stone. From John McCain’s website:

“It may be typical of the pro-Obama Dungeons & Dragons crowd to disparage a fellow countryman’s memory of war from the comfort of mom’s basement, but most Americans have the humility and gratitude to respect and learn from the memories of men who suffered on behalf of others.”

Without talking about my political affiliation one way or another, let’s just say that, if McCain ever had my vote, he no longer does. My hobby is not a punchline, nor is it an epithet. Way to alienate voters, Senator.

Gaming and The Dark Knight

Posted on : 15-08-2008 | By : Brian | In : News

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I’ll start with The Dark Knight. I saw it last night, and it was fantastic. Lots of great characters and a well-written storyline, as well as some nice action sequences. I must say, though, that the Joker stole every scene he was in; he was easily the strongest, most interesting character in the movie, so I guess it’s a good thing that he’s a major part of it, too. My one real complaint about the movie was that Batman simply wasn’t as interesting as he was in Batman Begins. There was less of that barely-controlled rage that made him such a cool anti-hero, although he did have to make some very tough, anti-hero-ish choices in this one. Anyway, it’s not really a major complaint; he’s still pretty cool, and it didn’t really detract from my enjoyment of the movie.

On to gaming. I went to a gaming club with my friend Chris on Wednesday, and I played three very cool games. First, we played Instinct, a game that Wizards of the Coast published when Magic: The Gathering was at its height. It’s a trick-taking card game, similar to Spades, but somewhat more strategic. In Instinct, once you’ve seen your hand, you bid on how many tricks you’re going to take. In order to get any points at all, you have to hit your bid exactly, and the harder your bid is to hit, the more points you get (so it can actually be more valuable to bid zero and take no tricks than to bid three, because three is generally easier to hit than zero). Unfortunately, this one’s out of print, so you’ll have to rely on eBay if you want it.

After that, we played a game called Psychiatrist, which requires no pieces or other components to play. In fact, it may have been made up by someone at the club, for all I know. In Psychiatrist, one or two people are designated as psychiatrists and are sent out of the room. The rest of the group (the patients) then decide upon a rule that they will follow while answering the psychiatrists’ questions. In the first game we played, our rule was that, if the psychiatrists asked a yes-no question, the person to the left of the patient who answered had leprosy; if another kind of question was asked, the person to the right had leprosy. In the second game, the patients could only speak in four-word sentences. It is then the psychiatrists’ job to ask questions in order to figure out what the rule is. A psychiatrist can ask a rules question, to which the rules do not apply, provided he/she does not simply ask what the rule is. There is no limit on how many questions of whichever type (rules or non-rules) can be asked. Also, if at any point a patient violates the rule, the other patients are supposed to shout “Psychiatrist!”, and everyone switches seats. It’s a fun party game, with no purchase required!

The last game we played, and probably my favorite of the night, was Once Upon a Time. In this card game, all players collaborate to tell a fairy tale. You have cards that are elements of a fairy tale, such as “A Prince”, “A Fairy”, “Night Time”, or “This Item Can Talk”. As you narrate, you play your cards, narrating each one in such that it is important to the story. There was a general rule during our play that you had to spend at least a few sentences on each card before playing another one. When you’ve played your last card, you can then try to play your ending card, provided you can narrate it in such a way that it makes sense. When this happens, you win. The wrinkles come in with all the opportunities that your fellow players have to interrupt you. There are specific interrupt cards that can be played on types of cards, such as Items, Aspects, or People. In addition, if you narrate in an element of the story and somebody else has a card that matches that element, they can play it immediately to interrupt you and take control of the narrative. There are also rules for what happens if you stumble over the story for too long, or if you create a paradox within the narrative. The game is a little bit intimidating at first; I didn’t play many cards during our first game. However, once we got into the second game I was already into it, and I wound up winning (a giant saved the day when a shifty fairy tried to cast a spell over a village). Our third game actually had us going through the entire deck, and featured a giantess who was the daughter of the evil king, a heroic accountant, and another shifty fairy who wound up casting a spell to kill everyone in the world, then bringing individuals back to life when it suited her.