Hi everyone, Kraggi here from the Varcan Cluster. Time to let you know about the latest thing to come out of Mantic Games, and this one is pretty damn impressive!
More after the jump!
::Updated after an error in understanding made it into the Review (22nd Jan 2014)
The Terrain, the terrain buildings are all built around the same 3” cubes, you go from solid walls that nothing can pass through to windows & doors that have size restrictions (1-4).
d. The Rulebook gives you a nifty way to track your Victory points in the game that will keep your opponent guessing right up until the end.
The models in the starter set are displayed on the left, given the varying points values of these models you actually get a fair amount of choice as to how much / what combo you want to field.
You may also decide to purchase additional Battlecards for your deck, giving you more time before you timeout.
You can also purchase items for a model to carry… this might be ammo for a better shooting, or a medpack, or even a grenade! They cost points too, and some of them are one use only! Most models can carry one item, some can carry three and others can’t carry any.
These things can also be found on the table top, at the beginning of the game you and your opponent place 8 crate tokens on the table top. When a model moves into a squad with one you get to pick up the item if you have space.
So I got it wrong… in my rush to read and play the rules I misunderstood one section of the rules, all around the activations. So here I am going to correct this review to reflect this.
The game plays in rounds.
A Round will consist of multiple Player turns.
In Each Player turn they may activate their commanders command total in models (this varies from 2-6 models).
If at any point in your turn, you have less models left to activate than your opponent you may end your turn to force your Opponent to activate their models.
At this point, your Opponent will need to activate a minimum of two of their models (or have run out of models to activate), which then means they have less models to activate than you and can therefore pass off their activation to you.
Larger strike teams can always struggle to finish the round first (a players round is finished when all their models have been activated). Because they will generally have less models to activate, but once they have activated their maximum for their turn, their opponent can activate all of theirs in one turn, thus ending their round.
A game ends in one of three circumstances:
- One player achieves 10 Victory Points
- Either player runs out of Battlecards in their deck
- A player is wiped out / has no models left on the battlefield
The Dice Tests
The Counters are decent quality and you get plenty of them. From the mutation counters (in purple) for the plague, to the Objective counters in the top left.
You can get acrylic ones and while I might get some myself (being a bit of a fanboy), you are able to play the game from the off with these.
The game designer (Jake Thornton) also has his own blog where he posts insights of games he designs & plays. Asks for feedback from players, and where he manages a Living FAQ for Deadzone. You can post questions you have about the game here and will get advice from others, but it also means that the question will be included in an FAQ that helps all players!
The people in the campaign longer will have more powerful models, but will have less of them.
I for one look forward to seeing how this goes, and I was happy not to be disappointed by the contents of my kickstarter!