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Expect game reviews and replays from our weekly game. I may also talk City of Heroes, movies, books and whatever else catches my fancy.

Wednesday, December 28, 2011

F@%& This Game: Last Night On Earth


Last Night on Earth is a zombie game. Normally this would be a non-starter for me, because I really do not like zombies.* But I am new in town and I needed to bond with new nerdlingers and make friends so they would invite me back. And, despite the zombie theme, this game is pretty fun and re-playable.

Last Night on Earth is a team game with a group of players vs the zombies, controlled by another player (or two). We played with four on the team vs. Jeremy, the zombie controller. The team drew randomly from the character pile, each character has different abilities. The
board was generated randomly, with different buildings in the town having different materials/equipment available. Even our scenario was randomly chosen, with each scenario having different victory conditions for the team and different advantages for the zombies.


We drew the "Plague Zombie" scenario, which meant we had to eliminate (note I didn't say 'kill') 7 plague-infected zombies before something happened. That "something" could have been any of a number of things, to add pressure to the players. Team failure conditions included:
  • All team members are dead
  • Clock runs out (there is a time marker, with total time determined by the scenario)
  • No more hero cards (the pile of cards of weapons, equipment, and bonus actions that the living players get to choose from)
The four of us left to defend the town from the zombie plague were:
  • Sheriff Anderson, white man with gun and the ability to reclaim his gun if lost (me)
  • Johnny, white high school quarterback with the ability to move and attack and keep moving (Zac)
  • Jake the white drifter with the ability to take extra cards and keep what he likes (Dan S.)
  • Raylenne (?) the black detective with a gun and flashlight and an ability I don't think she ever used (Scott)
I mention race and sex because it's important and it led me to notice that all of the other characters were white, and all of the other women were high school age. All of the "professional" people in town were white men. Whatever.
Essentially the game is designed to play like a horror movie.

Game Play
Players start at the center of the board, and roll dice to move and attack. Players get two cards to start with, which gives them extra options or equipment, in addition to whatever they get to start with based on their character.
Zombies start at spawning points around the board, and replenish EVERY TURN. This was crazy, surprising, and another reason why I don't like zombies. Zombies have no ranged attacks, but fight hand-to-hand with extra dice. Ties go to the zombies.
Team coordination of tactics and strategy is strongly encouraged, and definitely necessary. The only drawback to good communication is that the zombie controller hears everything you say and can try to counteract your plans. This can make the game more interesting or not fun at all, depending on how "smart" the zombies act.
Players with weapons have a clear advantage, especially ranged weapons. But weapons can run out of fuel/ammo, be knocked away, or otherwise lost during play. Hand-to-hand combat with zombies is bad and should be avoided...if you want to live.


So, lots of random elements, but also strategy on an ever-changing chess board of dangers. For the 90 minutes or so we played, I was not bored at all. There is a lot to focus on, and you are involved in everything, potentially.

We lucked out with a great combo of characters and starting equipment for this scenario. Two players had pistols, one started with a chain saw, and we had access to flare guns throughout the game. With four unarmed characters, this would have been a much different and harder game. It is easy to imagine an "impossible" scenario, where all the odds seemed stacked against you.

Advice:
  1. Make whoever plays act like their character. Zac was brilliant in the role of football jock ("All right, bro!"). Dan S. was creepy in a lot of ways as the drifter, but he was probably definitely acting I think.
  2. Feel free to abandon characters or scenarios that aren't fun or are impossible. There are lots of possibilities, don't let bad luck throw the evening.
  3. A good zombie controller can enhance or ruin this game. Just like a good DM. Pick someone who isn't trying to prove they are a master strategist, or pick someone like Jeremy who will have the zombies act "realistically" (meaning they wander aimlessly until they smell or hear something). Zombies should not act like coordinated soldiers, IMHO.

I would definitely recommend this game for a board game night. It is well designed, has great game elements in the right combination, and encourages teamwork. I give it four brains out of five.

*I will avoid zombie movies, TV shows, books, and costumes. It is a source of constant annoyance that zombies and zombie-like creatures are everywhere in computer games. I also have no sense of humor about it. Which should tell you how enjoyable this game was.

7 comments:

  1. I read the Dr. Nerd Love article your wife posted. I had no idea I was a socially awkward misogynist.

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  2. That's because it's normal behavior among the nerdlingers. :P

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  3. This is the kind of game that of think of as being a pen and paper RPG proxy. It's okay.

    "I'm ain't going out like a chump, bro!"

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  4. I should mention that the game we played was Last Night on Earth plus the first expansion. Normally the characters do NOT begin with hero cards (they have to use movement to search for them) but they receive them to balance this scenario.

    This is a lot less of a pen n paper proxy for me, but I can certainly see the merit in that opinion.

    Unlike games like Descent or Arkham Horror, this game does NOT offer character advancement of any sort. Other than that, it is cooperative, has backstories and characters/roles (you could ignore those elements), and equipment.

    Either way, this game does not take anywhere close to 4-6 hours and 6' of table space like Arkham, so that's a big plus.

    As Tim more-or-less points out, the zombies are a mechanic, or a means to an end. Like any board game geek, I play a crap ton of farming games and it's not like I'm a farming enthusiast in real life.

    You don't have to like zombies to enjoy the game, although seeing a handful of zombie-esque movies does help to explain some of the events/cards/scenarios you will encounter in the game, if you care about the meta-explanations of a game.

    P.S. It might not be apparent from the pics above, but the designers elected to go with photographic art for this game, which is worth noting in itself. (It works for this game, IMO.) I think if it was a bunch of cartoony game art, you probably wouldn't even think twice about the ethnic makeup of the game's characters.

    As far as the racial distribution of the game goes, it's supposed to be a small, isolated, rural town. To a large extent, the makeup of the game mirrors that of the horror movie genre and a large swath of rural America. [And probably nerd boardgame-dom, for that matter.]
    And at least they gave the black female (two-fer) in the game a prominent position in the town and made her confident and competent. This is a drastic improvement from the roles people of African descent have typically relegated to in horror films, or fiction in general.

    There are a bunch of expansions; I assume they expand the character set in each one.

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  5. YES! SOMEONE WHO WILL POST ABOUT GAMES I HAVEN'T PLAYED!

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  6. Is it bad that I just laughed out loud at Darren's new discovery about himself?

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  7. I find that the most fun I've ever had with this game is when people really act out their characters and event cards... that is until someone overacts getting a sprained ankle and knocks a full glass of red wine all over the table and another player. At least he looked like he'd be attacked by zombies after that.

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