BP - Impossible to win with all the KS goodies?

squipple

New member
I've played two games of BP since getting the base game last December. The game plays quite a bit different than the original. Winning strategy seems to be more about managing wounds than trying to keep your distance from zombies, which is a great switch-up. We were able to win both games we played.

I played my first BP with full KS-goodies game with friends last night. I have every "want cabbages with that?" add-on for the game. wondering if there's anyone else out there that has tried to play the game with everything. We played the "Evil Twins" mission from the Wulfsburg expansion.
Here's the issue. The spawn deck is so stacked with abominations and necromancers now, that there's not a point where there's NOT a necromancer on the board, and at one point I was out of necromancer spawn tokens because there were so many. The rules say that as soon as there's 6 spawn points on the board and a necromancer exits (including necromancer spawns), the game's over. In this 9-tile mission, one or more necromancers are immediately spawning from the opposite side of the map. In our case there were 5 over there before we were in yellow. As soon as you spawn 2, you're in imminent danger of losing. Normally I'd say that you get a part of your team to split up and bolt toward the necromancers as fast as you can because often when we play it takes us most of the night to get to the other side of the board..and one of those necromancers is going to exit by then. HOWEVER, trying to get over there is an exercise in futility since, as soon as you hit yellow, abominations are spawning/activating about as much as regular zombies. I see 3 main ways of combating them. One, a character with super strength (which we had - Xuxa), two, the push or rescue ability, or three, dragonbile/torch. With more equipment in the search deck, dragon bile and torch was not appearing as much as abominations were spawning. Even with having all those things in our arsenal, (and the healing spell) we had to move as one big group or we were going to get killed. Well, moving as one big group is slow, and you can't get across the board to take out the necromancers in time. The necromancers are spawning so often that, essentially, as soon as one exits you've lost because there *will* be 6 spawn points on the map.
I've played quite a bit of Zombicide, and have submitted my own missions to the mission contest, so I'm pretty familiar with being able to figure out how hard a mission will be by just reading it. After playing this one, with all the variables at play, this medium difficulty mission seems nearly impossible.

I'm wondering if anyone else is experiencing this. Did they get carried away with too many cool zombies and in the process throw the spawn deck way out of balance, or am I missing something here?
 

Sicks

New member
I don't think they took into account that people might want to play with absolutely everything, I've just got the knight pledge with no optional extras but I haven't had a game yet I think that puts me at 6 necromancer's and 9 various types of abominations which seems like alot to have in one game, the only solutions I can think of is to limit how many you use at once, I think there's also a rule that if 2 necromancers meet then they instantly escape too (think someone else posted about it recently but I'm a bit rusty on the rules) which could further complicate things on the bigger missions, it could be quite easy to get stuck at 6+ spawn zones. The only other thing I could think of to deal with the necromancers is to have a fast character who can cross the board quickly (maybe someone with free move abilities) on necro killing duty but I haven't even looked at the character cards yet so I'm not sure who would be best for it or if it's even possible or someone with the marksman skill (again I haven't looked at the character cards yet so I'm not sure about anyone has it and can't remember if the elf from the core set has it) I think there's options for dealing with the necromancers but it looks like you might be forced to choose specific characters to do so. As for all the abominations I think I saw some new equipment cards that had damage 3 weapons, but you still need to find them and I think it's mainly vault weapons. My wave 2 only arrived a couple of days ago so this is all mainly theory and trying to remember from a brief look at some of the new stuff
 

squipple

New member
I read about the necromancers meeting as well, which would have actually made our game end even faster.
Yeah, I assume you can just remove some cards from the deck, but I never had to do that with the original. All cards from all expansions are in one giant deck and it still works great. I feel like they may not have play tested the game with "the works" thrown in. I wouldn't think you would have to specifically have certain survivors in play in order to win, otherwise why have ~60 of them?
 

Sicks

New member
I haven't played any of the older versions but the necromancers complicate things a bit because of the rules about instant fail. Maybe try using more survivors, I think the rules mean you draw an extra spawn card for every 2 extra survivors but that could make the necromancer situation worse
 
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