Got my copy of Zombicide yesterday, really pleased with it!
I promptly set about opening it and trying to teach my 4 year son a simplified version of the game - tactical subtly is lost on him - his main weapon against the zombie hoards is knocking them over with the dice!
My one criticism is that I have 12 fatties and they are all the same, but a few repositioned limbs and some different colour painting should help things a lot!
Really looking forward to playing the full campaign out properly!
We finally got a chance to play the game for the first time yesterday, and spent most of the day doing so. It's a lot of fun. We had lots of tactical thinking, a couple of heroic sacrifices, some reckless players (El Cholo was in Red before anyone else was in Orange... made the mission very difficult!), and in the end almost everyone got out alive.
Didn't get time to play with friends, so I solo played the tutorial, and the first mission.
As you said, having one person on red early does make things really damn hard. In the end it was taking multiple turns to clear out waves of zombies.
Eventually had to have El Cholo and Nick make a break for it while Ned and Phil held off the rest. Looking forward to playing with friends.
Question I have about the Tough skill - Says the player ignores the first wound they receive each time they are wounded. Does this mean when a zombie is in the same zone as they are and attacks that they don't lose an item from the attack because they aren't wounded?
Also, does this mean that in terms of shooting one player can shoot into that players zone with a weapon that rolls multiple dice, hoping each time to get more than 1 hit so they can allocate the rest of the damage to the zombies?
For example; Ned is in a zone next to Nick, who has multiple zombies on him. He unloads his shotgun at them 3 times, which gives 2 dice each time. First action scores one hit which is allocated to Nick (but tough makes him ignore it), and one miss. Second shot hits Nick again (but tough removes), but another hits and is allocated to a walker. Third shooting action has both hit again, one of which is allocated to Nick (again, tough), one to a Fatty, which dies.
Or is it done where you shoot into a zone, first actions hits goes to a survivor, then walker. You use another shooting action and it then progresses to Fatty/Abom, then runner.
Fenriswulf wrote: Question I have about the Tough skill - Says the player ignores the first wound they receive each time they are wounded. Does this mean when a zombie is in the same zone as they are and attacks that they don't lose an item from the attack because they aren't wounded?
Yes. He doesn't ignore the wound, he ignores the attack entirely.
Also, does this mean that in terms of shooting one player can shoot into that players zone with a weapon that rolls multiple dice, hoping each time to get more than 1 hit so they can allocate the rest of the damage to the zombies?
No. Tough does not work against friendly shooting, because it only applies during the Zombie turn.
I opened my zombicide earlier today and it was extremely well packed
And my shirt fitted well (currently wearing it).
Going to have to wait to play for another couple of days through as I still have lots of work to do. Really looking forward to painting up some of the zombies (my only complaint is that there is not much variation to the sculpts, but it is a board game so it is more than fine)!
Very nice to paint once it had been primed (you might need to wash the models if you plan to paint them, or just use a good primer) - plenty of details to pick out if you paint with washes like I do
I got an e-mail with the tracking no., then the e-mail to print out the copy of the declaration form. By that time Parcelforce had nabbed the parcel....
We have played zombicide several times now, its fantastic! We have found that more players (with less characters between them) makes for a much tighter, tactical game. We'll be making our own characters next to take on the Zombie Apocalpyse!
I got the tracking info email just as customs and parcelforce started their little game of one upmanship with fees. I got the parcelforce fee notice a few days later. :(
I got my shipping details a couple of days before the customs docket came through - the tracking no let me see that the package was sitting waiting for me to pay the fees
Cheers folks, and checking through my mail, I missed a email from the CKPM thingy, not Kickstarter.
Just tracked it, its being held for charges. but that was noted on the 6th of September. So thats Parcel force or whoever has it, taking their sweet time to contact me.
Morathi's Darkest Sin wrote: Cheers folks, and checking through my mail, I missed a email from the CKPM thingy, not Kickstarter.
Just tracked it, its being held for charges. but that was noted on the 6th of September. So thats Parcel force or whoever has it, taking their sweet time to contact me.
You might want to contact them then as the fees are sent out as a letter in the regular post, rather than a card through the door. Mine said it was waiting for fees to be paid on the 7th of September and I got the letter through on the 9th. Then had the package "delivered" on the 11th... then had to go pick it up from the post office on the 12th
Aye, cheers for that, guessing on what folks where saying here I rang Parcelforce and they had it. Its been sitting in Ipswich, and I just had to pay £19 to release it. Ouch.
She wasn't happy either, some sub company is supposed to send out the letters, but they've been getting a lot of complaints that they aren't, so she did one from me as well.
My friends and I have done something similar. Today we are having a game in which we are using our own characters and equipment (though we don't have cards yet). Though our characters are mainly based off of the general characters we play in video games, not ourselves.
BladeWalker wrote: Hahahaha! Good stuff guys, we are tackling the campaign today while watching football. There is also a FAQ released in a few places:
Thanks for the link. The formatting there was terrible so I copypasta'd it here
Question 1: If Survivor A shoots into a zone containing Survivor B, using a 2 damage weapon (i.e. Shotgun), does Survivor B suffer one wound or two? A: Two.
Question 2: If all the Survivors in play are, in the noisiest zone, inside a building, that has one open door, and one closed door, and there is a group of Zombies outside the building, which (when ignoring doors), taking a path via the closed door, are closer to the Survivors, than taking a path via the open door, do the Zombies take the path via, and stop at, the closed door, or do they go the long route round, via the open door? A: Zombies always go to the shortest clear path leading to the Survivors. In this case, they take the long route to reach their meal.
Question 3: If a survivor carries two flashlights, can they both be used together to draw 3 cards per search? A: Yes.
Question 4: Can flashlights be used when searching cars, for example to find both Ma's Shotgun and the Evil Twins in a Pimp Mobile, and if so how does this work with Police cars, do you draw cards two, or three, at a time, and if you draw two, or three, weapons at once can you keep them all? A: Flashlight: Pick one extra card when searching. Police cars: draw cards until you find a weapon, then discard the others. Pimp mobile: contains either Ma’s shotgun or Evil Twins. These effects don’t really interact with each other.
Police car: keep the first weapon you find.
Pimp mobile: pick a pimp mobile weapon at random.
From: Droganis (CMON)
Question 1: If you spawn fatties, but are out of walkers, do the walkers get an extra turn? A: Yes.
Question 2: Does the +1 die skill provide +1 die per action or +1 die per weapon? A: +1 die per weapon. This will be corrected soon on the app.
Question 3a: Can your two zones of movement with a car be back and forth? A: Yes.
Question 3b: If so, how many attacks would you make on the figures in the two zones, 1 each for the movement, or 2 in your starting zone and 1 in the drive-through zone? A: 2 in your starting Zone and 1 in the drive-through Zone.
From: soosy (BGG)
Question 1: If you have a full inventory and draw a scope or rifle, can you combine it with a scope or rifle already in your inventory without having to drop something else first? A: You have to drop something first.
Question 2: Similarly, if you have a full inventory and draw a glass bottle or gasoline, can you combine it with a glass bottle or gasoline already in your inventory without having to drop something else first? A: You have to drop something first.
From: sekhmet (BGG)
Question: Can car movement be activated more than once per Survivor, on the same turn? A: Yes.
From: unreal41683 (BGG)
Question 1: Can 2 sawed off shotguns be reloaded with 1 reload action? A: Yes.
Question 2a: When combining a glass bottle and gasoline, can the molotov be put into your hand immediately or is it a seperate action? A: Answer is P. 12 – it can be equipped.
Question 2b: When using a molotov, do you also get a free reorganization or does it leave you with an empty hand? A: Molotov is a one-use weapon. It leaves your hand empty.
Question 3a: Do discarded cards get removed from the game or put in a discard pile for reshuffling in the event that the equipment deck is empty? A: They get in a discard pile. This pile is reshuffled when the draw pile is empty (note: no Wound, Molotov, Ma’s shotgun or Evil Twins cards in the reshuffled pile)
Question 3b: How does this impact non-weapon cards discarded from police car searches? A: They get reshuffled when the pile is empty.
Question 3c: Are zombie Ahhh cards included or removed from this discard? A: They are included and reshuffled as well.
Question 4: How do you handle starting equipment when starting with fewer than three survivors (Might Makes Right with 1 or 2 players)? A: Normally. The Survivors) get the starting weapons in a random manner. If there’s only one, he get the whole package (and deserve it).
Question 5: Can a door be opened even if a zombie is already present in the zone? A: Yes.
From: Killaminis (BGG)
Question: If a small group of survivors are all located in one zone in a building and all the entrances have sealed doors (or unopened ones), where do all the zombies go/move towards that have been spawned on the rest of the gameboard not including the building that the survivors populate??? A: They move as if all doors were opened, but stop by closed doors.
From: zanetheinsane (BGG)
Question 1: Must a crowbar or fireaxe be equipped in hand to use it's ability to open doors or can it be in your three back equipment slots? A: P.8. It must be equipped.
Question 2: Can you open a door while in a car? A: Yes.
From: zanetheinsane (BGG) & Droganis (CMON)
Question: If a car enters, exits, or passes through another zone with a car with survivors in it, does the first car roll for damage against those survivors in the other car? (Simply put, is it possible to "run over" players in another car?) A: Yes.
(As a sidenote: the way cars are played rises a lot of questions about intuitiveness and realism. I’ll try to schedule as soon as possible a designer’s note about it. In short: cars were designed as a special movement possibility. Designing a whole bunch of special rules with exceptions would have been too heavy and game-breaking in our point of view).
From: skeeter (CMON)
Question 1a: When all 18 noise tokens are on the board, where does the next one come from? A: If you can’t use extra tokens from another Zombicide game or extra tiles pack, ignore it.
From: Zackpacks (CMON)
Question 1: Should the extra small Spawn deck be used for the scenarios? A: You may be talking about the “Walk of the Dead” kickstarter special Walkers deck. In that case, this deck was designed for two purposes.
1) Walkers only mission (a.k.a. “Romero mode”). Use the WoD deck instead of the regular deck. It’s deadly fun, you’re warned.
2) As an add-on to the regular deck, to get more Walkers on the board.
Eiher way, using this deck is optionnal but strongly recommended to get a fresh experience about the delightful secrets of Zombie deck building. Expect another designer’s note about it soon. I love the Wod. Really, I do.
Question 2: Should the extra tray of minis be used? A: Feel free to use it. It’s yours. On the positive side, it will prevent an “instawipe” by zombie-lacking extra activations. On the negative side, there will be more zombies on the board. Oh, wait. Extra zombies? Isn’t it called Zombicide? On a more serious manner, these was added as a stretch goal. Expansions and free stuff we keep in store will put these extra zombies to use if you have them. But in no way these extra zombies shall be mandatory to play. Never.
Question 3a: Regarding the Tough ability, if an extra activation during the 'building population phase' causes a Runner to move one space and attack a Tough survivor, do they shrug off the damage? A: No. the Tough Skill works on the Zombie phase.
Question 3b: Do they shrug off one damage from cars?
A: -
Question 3c: Also, same game round, during the zombies phase, do they also shrug off the first damage, even if they have previously shrugged off 1 damage that game round? A: Tough deflects *only* the first Wound inflicted during the Zombie phase.
Question4: The Medic skill could be read that they can heal themselves and another survivor in the same turn. Can a Survivor with the Medic Skill heal either (a) one person per turn, or (b) one survivor PLUS themself per turn? A: One person.
From: DBC (CMON)
Question: Can a car be searched by the same survivor several times in a turn, or is it several times during a game, but limited to once per survivor per turn as with rooms? A: One Search Action per Survivor and per turn, wherever the Search is made in (car or room).
From: iNano78 (BGG)
Question 1a: The new campaign rules state that a survivor that reaches the red zone and successfully completes a mission may keep one piece of equipment for starting the next mission. Does this include the Pimp-mobile weapons (Ma's Shotgun and Evil Twins)? A: Yes. Enjoy.
Question 1b: If so, how are Pimp-mobile weapons distributed in future missions if there are more Pimp-mobiles than such weapons remaining? A: Normally. When there are no more, there are no more.
Question 2a: Can a slippery survivor get into a car with a zombie in the same zone? A: No. No interaction between effects. anyway, getting into a car isn’t considered a Move Action.
Question 2b: Can a survivor get out of a car if there is a zombie in the car's zone (whether the survivor is slippery or otherwise)? A: Yes.
Question 3: In missions where you can gain survivors at random during the mission (e.g. "Might Makes Right" and "The Skyscraper" from the "Switch City" campaign), what do you do if you gain a character with a "Starts with a..." blue-level ability and there are none of that weapon left in the item deck (because some are in the discard pile and/or they are already being used by other survivors)? A: Whatever the case, you can look for the weapon in the draw pile or discard pile alike (so, go to the discard pile first !) Do whatever it takes to get this poor soul the weapon he deserves.
Question 4: Is there any chance we could get a couple of "Sniper Rifle" promo cards to use when a scope is combined with a rifle, analogous to the Molotov cards that replace bottle and gasoline? (Perhaps they could be included with the expansion...) A: We’ve talked about it several times. No promise, but we’ll do our best.
From: piebandit (CMON)
Question 1: In scenario 8, there is a door lined up with a crosswalk in the lower right corner. should this be on the lower zone?
A: That door should lead to the Zone containing the police car.
Question 2: Must a molotov be equipped to be used? A: Yes.
Question 3: Can you search a car while inside another car? A: Yes.
Question 4a: Can you find gasoline and the bottle in a cop car? A: No. They’re not weapons by themselves.
Question 4b: What about the scope? A: Same answer.
Question 5: Does the inital card dispersement count as a draw? i.e., does matching set apply if doug draws the pistol? A: No.
Question 6: What do Zombies do if they are already on the noisiest zone? A: Unless there’s someone in sight, they don’t move.
Question 7: If you start a scenario in a building, when you break the door to get out, do you spawn zombies in the street zones? A: No.
Question 8: If Zombies have two equivilent paths to follow to the same group of survivors/sound, but the first move on these paths is the same, do the zombies split? (example: If I have one zombie and I can go left, left,and down, to reach the noisiest group, or left, down, left, do I put two zombies in the left room?) A: No. Splitting occurs when zombies which step to take next to go to their meal.
Question 9: If Zombies have two overlapping paths to follow to different groups of survivors/sound, do the zombies split? (example: If I have one zombie and there are two noisiest groups, left and left, as well as left, left and down, do I put two zombies in the left room?) A: No.
Question 10: Can the zombie movement in closed rooms detailed in the downloadable scenario be moved to the rulebook as opposed to the scenario map? A: We’ll discuss about it.
Question 11: Can scenarios be officially rated for difficulty? A: We’re planning a new way to rate Missions’ difficulty. You’ll know about it soon, with a free downloadable Mission.
From: piebandit (CMON) & Yokiboy (BGG)
Question: Do cars produce noise tokens? A: No.
From: Yokiboy (BGG)
Question 1: Does it cost an Action to use the Medic? A: No.
Question 2: Regarding the Tough skill - the PDF rules state that "The Survivor ignores the first attack he receives every Zombies' turn", does this really mean the first entire attack in the Zombies' turn, or should that say "Zombie's turn"? A: The first Wound he should receive.
Question 3: Page 7 of the rules, 'Danger Bar and Experience', states that a Survivor reaches Red Danger Level at 44 XP, but the Survivor ID Cards make it look like 43, which is it? A: 43.
From: Niranth (CMON)
Question: Must the flashlight be equipped to gain its benefit? A: No.
I'm going to try and keep thFAQ updated on Page 1 to make it easier to find.
Good call Adam. Looking good Silver! I got sidetracked after painting the first set but I plan to do them all up as well.
We had Dave get 36 points in one round (2 molotovs into 2 different zones). Got the Abomination and 31 other models... we were like Then we were in the Red and got hosed... rofl.
We had Dave get 36 points in one round (2 molotovs into 2 different zones). Got the Abomination and 31 other models... we were like Then we were in the Red and got hosed... rofl.
I think this is the nature of the game. You get the Epic war stories and no one is too upset if they get eaten. It's all the best parts of a Zombie RPG but stream lined and no one gets stuck Game Mastering.
While digging found the original write ups for Marvin and Eva
Spoiler:
Eva
HISTORY
"Skill is a matter of life AND death."
Inspired and gifted, Eva was unsatisfied with her humble life as an accountant. Being part of the rank and file was like being a zombie to her. So, in her spare time, Eva danced, drew, sculpted and even took Japanese fencing lessons. Like everyone else, the zombie invasion changed Eva’s life: acting normal is now a nonsense and she feels more alive than ever. Extroverted and hyperactive, Eva is a messenger between survivors groups. No way she’s going to give up on her old activities: her notebook is full of sketches and that sword sure comes in handy.
SKILLS
Blue / Starts with a katana
Yellow / +1 Action
Orange A / Slippery
Orange B / Swordmaster
Red A / +1 free Combat Action
Red B / +1 to dice roll: Melee
Red C / +1 to dice roll: Ranged
GAMEPLAY
• Eva Duran is the dream Survivor for any player looking for a melee character with a fluid, neat and deadly style. The artist starts with a katana, whose two dice allows to quickly get rid of a zombie crowd. The experience points earned this way, along with what the team finds, then allows to specialize Eva at the Orange Level. You’re dreaming of dual-style katanas? Eva has it with the Swordmaster Skill. Any other melee weapon can do the trick but slightly changes her gameplay: used in pair, axes have less dice but more Damage against fatties. A chainsaw pair... and our graceful wardancer becomes a combine harvester. The Slippery Skill comes for an assassin’s gameplay, preferably with distinct weapons in each hand. In this case, the sub-MG suits this. Whatever the choice you make for her, Eva becomes a mass murderer in endgame.
• Eva Duran is definitely a brawler. Melee is her obvious choice: if you take her along the bushido path, Eva will benefit from a quick and harmonious progression, especially with a katana in each hand. Going for a hybrid way or dropping melee for ranged combat is possible: her progression will be a bit slower but the final result will be the same. Anyway, the inventory is vast enough to hold a pair of katanas, two sub-MG’s and Ma’s Shotgun, so why hold back?
• Eva is a great solo warrior but needs a team if she wants to cope with her two weaknesses. First, her playstyle isn’t really fit to 2-Damage rated weapons. So the artist mostly avoids fatties or leaves them to her more macho teammates. On the other hand, she doesn’t have team-oriented Skills like Born leader or Medic. She’s nevertheless a dream bodyguard and perfectly matches any support-oriented Survivor!
Marvin
HISTORY
"Trust me and you’ll live."
Marvin Redfield’s mother always told her son he was born under a lucky star, that he was promised a great destiny. And she was right: the little boy was gifted with incredible luck. Yet Marvin didn’t ask for anything. Being left in peace was all he wanted. Marvin’s life was turned upside down the day his family was caught in a grisly accident. The boy was extracted from the rubbles without a scratch but was now an orphan.
Years flew by and Marvin became a bodyguard. As if to ward off the past, he used his luck to better protect his fellow Survivors. When the zombie apocalypse came, Marvin was not afraid for himself but for his friends.
Nowadays, Marvin scouts the city trying to save as much people as possible. His legendary luck hasn’t left him and gives him an aura of “redemption angel”: some people pray to him and beg him to find their lost ones amidst the death vortex. Marvin’s still cool: no way he’s going to become some kind of messiah. His dearest wish hasn’t changed since his childhood: all he wants is be left in peace.
SKILLS
Blue / Destiny
Yellow / +1 Action
Orange A / Loud
Orange B / Lucky
Red A / Born leader
Red B / +1 free Combat Action
Red C / +1 to dice roll: Combat
GAMEPLAY
• There’s no bad surprise with Marvin Redfield. Destiny, his starting Skill, allows him to Search without fearing of an unexpected zombie. Equipped with a flashlight, he becomes the one to quickly deliver quality material to the whole team. In this case, everybody wants to keep as close as possible to this bodyguard! At Orange Level, player’s choice of a new Skill is crucial for Marvin’s gameplay: with the Loud Skill, he becomes a great controller and can guide tides of zombies for the greater good. Lucky, he becomes a good fighter able to efficiently use luck-oriented weapons (chainsaw, sawed-off, sub-MG). Red Level’s Skill choice is made according to the needs. In an extended team, Born leader allows a fellow Survivor to get away from a sticky situation with increased chances. The free Combat Action and the bonus to dice rolls really make Marvin a great fighter, according to his endgame arsenal.
• Marvin Redfield’s first game turns are mainly for Searching, so he finds good equipment for his allies and himself. Afterwards, the Destiny Skill is recommended for Search-oriented missions (finding some food, creating a Molotov, etc.) As aforementioned, Orange Level’s Skill choice has a great influence on Marvin’s abilities. Better choose Luck in a tight or veteran team and use the best from tricky weapons. In extended group or rookie team with noise management, the Loud Skill makes a difference. Whatever his Danger Level, Marvin can really act as an altruist Survivor and succeed all along. This last point mainly relies on the weapons he keeps in his inventory.
• Marvin Redfield is a cohesive team’s pillar, where his legendary luck makes him a great ally. Giving him a flashlight is a basic good practice to makes the best of his Destiny Skill. Afterwards, a smart team will leave him have a chainsaw and/or a pair of sub-MG : he’s the best at using them at full potential. Marvin’s only weakness is his slowed experience gain compared to combat specialists. Time spent to search and distribute equipment is not spent to earn some precious XP! In this case, courtesy asks to let him take the objectives and use Molotov cocktails to catch up any delay he could have in experience.
BladeWalker wrote: Good call Adam. Looking good Silver! I got sidetracked after painting the first set but I plan to do them all up as well.
We had Dave get 36 points in one round (2 molotovs into 2 different zones). Got the Abomination and 31 other models... we were like Then we were in the Red and got hosed... rofl.
Cheers
I had to deliberately run Amy without shooting anything for about half a game as she was sitting one point below red after an epic rifle (with re-rolls) killing spree for about 5 turns
I got the Abomination level. So far it has been blast to play and all my friends that have played it have only good things to say about it.
Now I just have to paint all them Zombies.
Started painting Zombies as well... getting distracted by SDE with the Relic Knights (Darn you Kickstarter and your endless bounty!)
Also, Quick Survey...
For Sheldon, the Bazinga shirt (hard to paint) but cool or the Green Lantern Shirt (easier to paint... also cool, but might be less so)
Yeah I finally go a game in yesterday and it is pretty damn good even solo.
I can't find any FAQs anywhere - are there any?
My own questions;
I Have assumed survivors go back to starting equipment and zero experience from one mission to the next. Is that correct I can find no mention in the rules?
When you go to Yellow, can that survivor take the free action immediately? Ie on my third action a kill a Zed to go Yellow, can I now take a fourth action?
Is there any requirement for when to take free actions? And can they be combined with regular actions? Ie can Amy use her free move action with a regular action to leave a zone with a zed in it?
notprop wrote: I Have assumed survivors go back to starting equipment and zero experience from one mission to the next. Is that correct I can find no mention in the rules?
That's correct.
When you go to Yellow, can that survivor take the free action immediately? Ie on my third action a kill a Zed to go Yellow, can I now take a fourth action?
Yes.
Is there any requirement for when to take free actions? And can they be combined with regular actions? Ie can Amy use her free move action with a regular action to leave a zone with a zed in it?
Yes, she can use her free move action to move, and expend the regular action to escape the zombie.
I read a few times through the rules, and I am not sure whether I have missed this:
If a player loses all of his survivers, does he just get to watch the game while the rest of the players continue, or can he restart with a new surviver?
BrookM wrote: I wish they'd stop being so secret about two characters we paid for.
I figure it's one of two things.
1.) They haven't worked out a new concept/sculpt that fans will be happy about and keep the IP lawyers at bay.
or
2.) They are going to release the original sculpts, and just took down the fiction, to keep IP lawyers at bay, long enough to get them released. After printing the initial run, they will be happy to comply with any cease and desist orders. Distribute what they have, and never reproduce them.
Usually I would be as impatient as the next man but I can honestly say i am so happy wih the basic game that i haven't given the extra bits (even the characters already received) a second look.
Loving' it even though the zeds keep kicking my arse!
Note to self: try to remember not to be near a spawn point when you go yellow. The sudden appearance of 3+ runners in the next square always seems to drag down a few (all!) survivors.
Looking forward to playing even more new missions, a great well supported game for sure. Everytime we sit down to play there are new missions and campaigns to try out (or missions that we have not beaten yet from the original book). I can't wait to use Eagle! My wife always plays Wanda and Amy, my son always plays Nick and Cholo, so I have been struggling with the utility guys Dave and Josh usually. They may be the fastest and deadliest but I always am the last one alive or the one that bails us all out with double molotov action!!
Vitruvian XVII wrote: Yeah ive played it solo a few times now, its ridiculously hard! Opening buildings is horribly dangerous
I'd suggest using 6 characters, even solo. The book suggests 4 for solo play, but I feel the scenarios in the book all work best with 6. Playing with 4 characters usually ends with happy zombies.
We took back the main power source for Switch
City. Now we have some comfort, but the lights
and sounds triggered everywhere keep attracting
zombies. We have to solve this problem.
Scouting around, Josh and Wanda found an
interesting condo building near the highway. It
looks like most places weren’ t looted. According
to Josh, they were closed by a complex electronic
security system controlled by a mainframe that took
a hit too many in the first days of the invasion.
Switching the power back on drove this mainframe
crazy, and all the security systems are now locking
and unlocking randomly.
Did I mention it ’ s Halloween? Well, we have a fair
share of monsters every day now, so we don’ t really
want to wear costumes, but Amy is in the mood to make
her “ secret ” pumpkin cakes. That would taste great,
at least better than the cat food I had for lunch.
The condo looks like a giant cage for old rich people.
It took Ned some time to unlock the entrance, and
we’re now in the alleys. The electrical system is nuts,
and the whole block seems to have a life of its own.
It ’ s frightening and fun like a haunted house.
Err...did I just read, “ Beware the Jack ” on the
wall? Who’ s Jack? Wait... What? “THE ” Jack?
From Facebook, a zombified version of Wanda, as a preview for the first expansion: Toxic City Mall.
Automatically Appended Next Post: Ah, not sure if posted here before, but here's the art of a new zombie type, also from the upcoming expansion, a toxic walker.
Automatically Appended Next Post: Two of the original missions found in the rulebook have been fixed due to complaints about how broken they were: Y-zone and Grindhouse.
Automatically Appended Next Post: New Zombicide promo-figure "KIRK" or as they put it.. "We have a new promo figure, Kirk. Promo for what? Maybe for something TOXIC"
I bust out laughing at fat Steven Seagal. Looks just like his never movies, where he needs a younger actor to do all the fight scenes and his are just sort of hand waving and bad guys go flying.
Hope he has a special rule "Stunt Double: Whenever Kirk takes damage roll a D6. On a 1-3 one of his Stunt Doubles is killed as Kirk isn't even on the set!".
"ADR Looping - Kirk often lets others record his dialogue for him. Kirk may throw his voice (really, someone else's voice) into an unoccupied area of the board. Generate D6 noise tokens for that area."
Meet Raoul, he is one of our Toxic City Mall survivors. Raoul exists in real life! in fact is one of the two Kickstarters backers who will be part of our first expansion.
Toxic City Mall is shaping up to be a great expansion - now if I can just get the original game painted up - I have the 6 original Survivors, Abomination and 8 Fatties done but that's barely making a dent in it!
Will there be a kickstarter for the expansion, or will it be a more standard release. On the one hand I want the bonuses from a kickstarter. On the other I hope they go a good enough head start from the first one they no longer need to do kickstarters.
I thought he was wearing an exploding vest at first, just wha we need; another way of turning our survivors into a nice meaty paste!
On reflection he is clearly British with the Tea boy skill. This has no use in game and uses up his first skill slot to represent the emotional baggage from his regrets over being a former colonial power and all that jazz.
Anyone choosing this character must supply biscuits or cake to all other players for each gaming session and gets the quiet satisfaction of knowing that god is also British.
It's really good form of these guys to keep posting these scenarios for free - keeps the game interesting for ages too
Did this raoull guy pay 2 grand to get into the new boxset then? It's such an awesome thing to do and an amazing thing to be part of the game that so many people will be playing, but it really bogles my mind that someone can have that kind of disposable income...
Scarper wrote: It's really good form of these guys to keep posting these scenarios for free - keeps the game interesting for ages too
Did this raoull guy pay 2 grand to get into the new boxset then? It's such an awesome thing to do and an amazing thing to be part of the game that so many people will be playing, but it really bogles my mind that someone can have that kind of disposable income...
Heh heh.....
If he's anything like me, it isn't hard at all. Can't wait to see his figure up and ready to rock. Mess around, and I might have to get some made of my own as well.
Dying to see what else they put in the next expansion, looks like there's a Not-Dirty Harry coming which I'd love, he was always my dad's favorite movie character.
Dying to see what else they put in the next expansion, looks like there's a Not-Dirty Harry coming which I'd love, he was always my dad's favorite movie character.
There is a "Zombicide - General Discussion and Custom Content" about 10 threads down from the one you posted. You might want to move you custom stuff to there to avoid thread repetition.
Did you ever think about playing on different boards to figure building floors? Régis Lutter did... and won! Discover the new mission of a Kyoko contest winner!
Other people had been asking about it on their facebook page, and they'd left it out. They just updated the pdf so it now has the blue doors properly marked.
Grot 6 wrote: No desert eagles, no cardboard tube samurai, no zombie versions of the three add on figures, no T Shirt.
They stated from the start that the bonus miniatures were not due until Q2 2013 so I am not sure what point you are trying to make here? The T-Shirt, some people have received, some haven't. If you haven't received a t-shirt then it is because they didn't want you to delay your game shipping just for the t-shirt and you will receive it with your bonus miniatures next year,
Love it I was about to say it looks funny running around in it's pants but then I saw the bunny slippers! this game has it's tongue firmly on it's cheek!
I just noticed that mission c6 Shortcut, is missing a door on the building in the northeast corner. The way it is now, there is no way to get the second chainsaw.
Guess they'll have to change the difficulty to impossible then I didn't notice that on first look but yeah there is currently no way to get the upper Chainsaw I guess there is a door icon missing from lower room
Ultrared mode: When your Survivor reaches the Red Danger
Level, move the experience tracker back to “0” and add
any experience points gained past the minimum required
to hit the Red Level. Your Survivor is still on the Red Level
and keeps his Skills. Count additional experience points as
usual and gain unselected Skills upon reaching Danger Levels
again. When all the Survivor’s Skills have been selected,
choose a Skill among any Zombicide Skills (except those featuring
brackets, such as Start with [Equipment], for example)
upon reaching Orange and then Red Level again.
Example: Wanda just earned her 43rd experience
point, getting to the Red Level. She has the following
Skills: 2 Zones per move Action (Blue), +1 Action (Yellow),
Slippery (Orange), and +1 Zone per Move (Red).
The player puts the experience tracker back to the
start as the zombicide continues. Wanda is still at
Red Level.
- Wanda won’t get an additional Skill upon reaching
the Blue and Yellow Levels for the second time. She
has all available Skills for these Levels. Reaching
the Orange Level again, she gains “+1 to dice roll:
Melee”, her second Orange Level Skill. Reaching the
next Red Level again, the player chooses a new Skill
among the two remaining ones for this Level and
goes for “+1 free Move Action”. The experience counter
returns to the start.
- During her third run on the experience bar, Wanda
doesn’t get any Skill at Blue, Yellow, or Orange Levels,
as she already has them all. Upon reaching the
Red Level for the third time, she earns the last Red
Level Skill: “+1 die: Combat”. The experience counter
goes to the start again.
From now on, Wanda still earns experience points
and gets a player-chosen Skill every time she reaches
the Orange level, and then another upon reaching the
Red Level.
Simple enough, and it gives you something to do if you hit Red early in the game.
General – Revised layout for a better reading
General – Revised terminology (ex: “Player’s turn” is now “Players’ Phase”)
General – Introducing Pimpmobile weapons (Evil Twins and Ma’s Shotgun)
General – Introducing many points previously listed in the FAQ (especially revised Missions)
General – Missions now display difficulty, suggested number of Survivors and average game time
P. 4 – Introducing a game turn overview
P. 5 – Updating Line of sight rules
P. 10 – Compiling and extending various rules about Players’ Phase (especially car rules)
P. 13 – Updating Runners management for increased playability. All Zombies now play their first Action, then Runners play their second Action.
P. 17 – Extending rules about notable weapons: Sniper Rifle, Molotov and reloading weapons.
P. 17-18 – Updating car attack rules
P. 31 – Introducing an index
We just delivered all the resins to be molded for Toxic City Mall... By the end of January we will give you an official update. For the time being... the toxic abomination in his full splendor
H.B.M.C. wrote: I'd rather they deliver the limited edition figs from the first one first.
Correct me if I'm wrong, but aren't they being tooled in conjunction with the expansion. My understanding was that much of the tooling was done for the base game but not all the LE minis were, so they were going to do that as one big lump "tooling session." I'm sure this isn't a very correct way of stating how they make the minis, haha!
The plan was always to release the second wave of promo figures with the Expansion so nothing has changed there. We have not heard anything about Eva and Marvin but they should us the complete set of promo figures and it included the original versions.
Guillotine Games will be releasing a Zombie expansion pack in March - 24 additional Zombies including Fatties, Runners and Walkers basically an extra tray of zombies and the 12 card Walk of the Dead pack (the cards with walkers only on them) - no price yet
Isn't that basically the Biohazard pack?
Just missing the bonus survivors.
Cool. Might pick that up.
Though IME, the game really only gets dangerous when you run out of a type and they get extra activations.
I'm suprised they didn't include the extra abomination as well but that's just a minor thing (and we get toxic abominations in the expansion which will proxy in nicely). I am very glad that they didn't do anything underhanded like add is new hero to the pack to force kickstarter backers to pick up a copy, a lot of other companies would have.
They are just packing a tray of Zombies separately so there is no space for an Abomination or another Survivor as they go in a different tray. I suppose they could have extended the box a bit and add those separate single mini trays but it probably wasn't worth their while - note how the box says set #1 more to come I think
The Kyoko contest continues. We took a break for the holiday season. Next week and the weeks after you will get new missions. Sorry for this delay, but we needed to rest. To compensate your patience... another preview from TCM Elsa in his Zombivor status...
MISSION: BELLY OF THE BEAST by Marcus Polhmann
An Abomination is running after you and you have no mean to kill it. Unless... you lock it up once and for all. But where is the bunker key?
PDF 4.2 MB
If you listen to the latest (and first) Games & Gears podcast, there's an announcement that the new stand-alone expansion for Zombicide will be up on Kickstarter during either the last week in January or the first week in February
Even for expansions, the kickstarter system still helps reduce the risk.
They're still working on one regardless of a kickstarter, but getting money up front for it, and a chance to make even more to add new things is a win-win situation.
Right, also, how about some fething news on Marvin and Eva, the silence surrounding these minis is really annoying. I've asked a few times now and being stonewalled is not fething cool.
H.B.M.C. wrote:Cool, but why don't we get the extras for the first release before we start begging for cash for the expansion.
The plan was for them always to be sent out at the same time as the expansion as the zombie figure rules are in the expansion.
BrookM wrote:Right, also, how about some fething news on Marvin and Eva, the silence surrounding these minis is really annoying. I've asked a few times now and being stonewalled is not fething cool.
They have not said anything outright on Marvin and Eva but the photos of kickstarter promo figures posted on Facebook clearly show that they are still based upon the same characters as advertised during the kickstarter.
BrookM wrote: Right, also, how about some fething news on Marvin and Eva, the silence surrounding these minis is really annoying. I've asked a few times now and being stonewalled is not fething cool.
This has been brought up, and answered, a few times in this thread.
The art came down.
The back stories for the characters changed
The figures themselves appear to remain unchanged.
They are a single run promotional figure. Once they are out, if someone serves them a cease and desist they've already been made and distributed by then.
I don't think you will ever receive a public official confirmation of this, as it would counter productive for them to do so.
Not sure about the first one it's a Zombivor anyway. Also shown a toxic fatty, toxic runner and toxic walker in green plastic so they can be spotted amoungst the regular grey ones.
Zombivor Phil is second from the right and I think that's the construction worker survivor from the front cover in the middle.
You sure about that first green? Looks more like a Toxic Abomination to me - cos if that's a Fatty, I sure as heck don't want to run into a Toxic Abomination!
I've been meaning to ask this as I get closer and closer to painting my abomination - any idea on what the spiky bits on him are supposed to be? I thought they might be glass or metal debris from an explosion, but now that they're showing up on all the new toxic walkers I'm starting to think they're some kind of bone spur.
I might just clip them all off and replace with shards of clear plasticard for some painful glass wounds from dramatic entrances
I'm excited for all this new stuff, but still waiting on the price - my wallet may well be all kickstarted out for a while...
I would like to see a rule allowing you to lock a door. You may need to hide and bunker down in order to fight the dogs. Otherwise you are just leaving a Survivor behind.
This Kickstarter is going to get a small fortune out of me with the Mall Expansion (with 10 character minis, loads of toxic zombies and tiles), the prison standalone game (with 12 character minis, loads of berserker zombies, dice and tiles) and Zombie pack# 5 Dogs. Can't wait!
The Zombie dog pack being 'Zombie Pack #5' also raises questions as to what numbers 2 - 4 are (1 was the Walk of the Dead box). Is pack 2 additional toxic zombies & 3 additional berserker zombies? Still leaves pack 4!
Is this newsworthy enough to be put on the main news forum btw?
Perhaps this thread should stay here a new one for ongoing Zombicide discussions and a new separate thread over in the news section for the new expansions, sequel and kickstarter news?
Great Interview this is going to be an expensive KS but with a serious amount of content done in one go - I better put a few hundred dollars aside, they should potentially break $1 million with this one.
SPOILER #11: Berserker fatty! Berserker zombies used to be violent-minded individuals. Their lust for blood now makes them impervious to most damage: the only way to kill them is to destroy their skull.
In game, that means they can only be killed in Melee Combat. Simple, but with dire consequences: imagine a berserker walker "shielding" a bunch of standard runners just one Zone away...
Does that mean they're immune to molotovs?
not sure about the friendly fire in the standard rules, and therefore wouldn't take a melee character like "El Cholo" as it would mean that unless the other survivors were equiped with scoped rifles, I would be a dead duck.
I'm not sure that I like the idea that this is their way of bringing melee characters back to the game. Dave the Geek seems a better character all the time.
:
Odd to hear that it is a Kickstarter, didn't Guillotine Games deny that it would be a Kickstarter when someone from CMoN said that it would be? I think I will only be pledging for the Toxic City Mall in the Kickstarter, as I am not as interested in the Prison Outbreak game (me and most my group primarily use ranged combat, so it doesn’t sound like a good expansion for us).
They only denied that it would be a kickstarter starting during the last week of January or first week if February not that it wouldn't be a kickstarter.
Aeneades wrote: They only denied that it would be a kickstarters machine last week of January or first week if February not that it wouldn't be a kickstarter.
Maybe they plan to do the Kickstarter without CMON.
Aeneades wrote: They only denied that it would be a kickstarters machine last week of January or first week if February not that it wouldn't be a kickstarter.
Maybe they plan to do the Kickstarter without CMON.
They are still doing it with CMON, as they posted a CMON Kickstarter Announcements link on their facebook page saying: "No it is NOT the date announcement, however you can register here and you will get the opportunity to profit early birds offers..."
Well that sucks. My main internet access is through work - Im on overtime this morning - and stuff like FB is blocked. So it looks like no early bird stuff for me. (I will be keeping an eye out for any announcement that a new KS has gone live though.
"Great for zombie splitting"? Not when they reproduce by mitosis. Any zombie crossing the carpark diagonally will become four zombies by the time it reaches the other side, and it gets worse if you've run out of miniatures.
As someone who took his brand-spanking-new copy of Zombicide to Gen-Con last year and then, surrounded by a kazillion options and new products, still sat with friends and played it for an entire day, i cannot endorse this much new goodness. Is there such a thing as too much awesome? If there is, this will be an excellent test case.
Also, El Cholo and his machetes have been my favorite since the beginning. The idea of going into more cramped confines sounds delightful, although i do worry about my trigger-happy friends. Might have to split off from the group, even though that rarely ends well...
Zombie Link wont help my group much. After we got killed in the "300" mission at 273 by double extra turns on one turn, we went to "easy" mode without the extra turns.
Sorry H.B.M.C. you've got at least 2 weeks more worth of them. Guillotine Games confirmed by facebook comment that the Ks will not start in February. So early March it is then probably the first Friday in March (pure speculation on my part but CMON like to start KS on Fridays)
Definantly want to get in on the upcoming kickstarter, I missed the first one and had to play catch up getting the game after the fact.
Still kicking myself for missing out on the Dave the geek mini.
SPOILER #15 (part 1): Berserker Walker (1 of 2)! Slow but incredibly numerous, Walkers are the most insidious threat of Zombicide. With the ability to "shield" Fatties and Runners thanks to their immunity to ranged damage, Berserker Walkers ar way too dangerous to be ignored.
I have a question for people who have played Zombicide a bit... How worthwhile is it to have two copies of the game? is there anything much you can do with two that you can't do with one?
The reason I ask is because I might have accidentally ended up with two copies. I'm not sure if it's best to keep them both, or return one. I wasn't really planning on having super massive games. And I will likely pick up Prison Outbreak anyway, to expand the set. So Is there much advantage in having two?
Smacks wrote: I have a question for people who have played Zombicide a bit... How worthwhile is it to have two copies of the game? is there anything much you can do with two that you can't do with one?
The extra tiles would let you play on a bigger "board" and the extra zombies would let you play longer before you hit the limit and the zombies start going super-fast, but I can't imagine Zombicide + one of the expansions doing either of these things worse than two copies of the base game.
Today no spoiler (but yesterday we had two )... But we are showing you that the Promo figures of the first Kickstarter exist and they are ready to be boarded and shipped to USA. On time . Consider that the boat will sail at the end of February, then it will take a full month to arrive to USA, then custom, truck to Coolminiornot warehouse, shipment to you...[/quote]
Something to look forward to - I'm getting all of that - I wasn't even sure I wanted the promos at the time but I'm now glad I got 1 of each.
Good to see Marvin and Eva haven't been changed. So they and Ivy and Claudia each have their own boxes which places the following in the bigger box.
Zombivor Dave
Zombivor El Cholo
Zombivor Nick
Eagle
Zombivor Eagle
Cardboard Tube Samurai
Zombivor CTS Troy
Zombivor Troy
That's 9 miniatures but there's clearly space in there for a lot more 15 to 18 it looks like so I wonder if they will be left empty or will the slots contain something else?
I'm thinking they'll be left empty and the box is that size so that the cards will fit without damaging them. I'm also hoping there are some of the little plastic sliders in there too.
Can anyone suggest a good guide to painting the Zombiecide minis.
I'm struggling to get any enthusiasm to do it as cleaning them and most of the Seditian Wars sets has left me rather numb. A no brainer step by step guide would be ideal.
I dunno about zombicide but for sed wars I'm waiting for the DVD.
I'm currently trying to track down a copy of zombicide but tbh I'm not convinced I'm even going to bother with painting when I finally find them, might keep it firmly in the board game category. Or I might just lose it and pay someone else, I can't make myself paint my hordes of vc zombies so I'm not optimistic that these guys will fare any better.
I recently had a chance to play some zombicide at a nerd gaming meet up, and while I enjoyed it, I think the cars need a serious nerf.
We played to level 30, and while me and this other girl explored a building, and 2 others did the same on the other side of the map, this one guy who owned the game just drove in perpetual circles and back and forth movements the whole game killing zombies. Never encountered a fatty in a way that would stop him. I suppose you could take the cars out of the game, but instead of just not using them I'd rather have them be a part of the game and not optional casual mode.
Someone did suggest rolling a d6 and giving you that many turns with the car to represent random fuel supply inside it. That would work. Or d6x3 and that's how many spaces you can move with one.
notprop wrote: Can anyone suggest a good guide to painting the Zombiecide minis.
I used the dipping technic. Worked out pretty well. You can see WIP pictures in my P&M blog.
I don't know any other method that would allow me to paint 96 zombies as fast as I did with a similar result.
I've just been making it a bit more interesting by converting them as I go - it's a lot more fun if they're a little more individual and not an identical horde
Apologies if the paintjobs are a little shoddy. There are a few zombies from Studio Miniatures in there too!
So, in everyone's opinion do you think that the first game and promo minis from it will become available through the expansions kickstarter? As if so I might hold off on buying the game off feebay until then (and I'd like a chance to pick up some of the promos)
The majority of the promos were exclusive to the original kickstarter which Guillatine Games doesn't intend to change. However, Dave the Geek, Nick and Machette (can't recall his ingame name) were not exclusives so may well be available during this kickstarter. I wouldldnt expect you to have to buy the original game through kickstarter to get them but rather being paid for addons instead.
Edit: or perhaps not -
Hello. The 26th of November we posted our official answer that hasn't changed and will not change: "To all the people asking us if these will be available to the market... The answer is no.
These figures were conceived for the Kickstarter action and for Kickstarter backers only. We cannot betray our word and lack of respect to our backers.
Dashboards will be free for download, so you can play with a proxy... I know many of you won't be happy, but I hope you understand our choice (and look from this perspective our choice: we are giving up good potential sales because we value more our word than some easy money...)
Many new figures are coming in future offers...
We will start the production of these promo figures in few weeks... ".
We made nice good looking boxes because we value our customers and we think they will appreciate a nice box. Set#1 because in the future we will have other sets. At least we hope so. During convention it is possible that few figures will be available in limited run. We produced with a security margin of 5%.
Nick, Cholo and Dave were not limited to Kickstarter only, but also to some marketing action with Ravage France and Edge in Spain and France. But they are very limited too.
we know this decision could upset some gamers, but our word is our word and we will not change it for some easy money.
Guess I'll wait and see for kick starter 2 then, im mainly after dave and zombivor dave, the others not so much. however I'm not paying redicuprice for them on eBay, no matter how much I want then (£20 was my limit per fig ) spent most of the weekend trying to track down the boxed game, to no avail, I might have to crack on that and go amazon....
You don't want to play with toxic zombies? Shame on you! But we still love you and this is the reason why a tile pack with tokens will be there for you...
On a different subject: some of you have written to us and in forums complaining about us posting rules pages as spoilers (and also about the fact we have started too early disclosing info and now it is "boring"). We thought it was something you wanted... We still have 10 or 11 news to show...
As to those people complaining on Facebook, what a bunch of donkey-caves.
There should be an add-on pack out soon that contains an extra tray of walkers, runners and fatties. Not sure when it will hit, CMoN can be a bit flakey with their releases.
I have not gotten to play more than the tutorial, but isnt it 3 separate rolls at 5+? Not a 5+ on three dice? That would make sense looking at wacking a zombie 3 times trying to smash its head in or hitting 3 zombies separately at 5+. You can swing a hammer just as fast in cc as firing a gun at range.
by Lucas McDaniel
Your team is sweeping the neigbourhood for supplies before leaving the city. The zombies may have a final nasty surprise for you...
PDF 2 MB
So box #2 is Toxic Zombies and it contains an exclusive Fatty and 2 Walker sculpts. I guess box #3 will be Beserker Zombies. If these are all KS add ons this could get expensive!
Did you notice that tomorrow is the last day of February? Here a nice work in progress of Adriana in her angry Zombivor version... Who is Adriana? You will see...
Guillotine Games said the KS would definitely not start in February but every hint since has pointed to a March 1st start date (subject to KS approval which I'd guess they already have)
Not seeing the need to buy extra boxes for extra tiles. They sell those separately plus boxes of toxic zombies. Only looks to me like you need one Mall set and then buy extra zombie packs and/or tiles as needed.
Don’t be hasty folks. The KS will start soon, and so far every KS CMON’s been involved in has involved, at some point, a doubling of the base miniatures.
We may not need to buy that second set of Toxic Zombies. That said, if the only way to get more is buy purchasing them, then I suggest getting them. Having that third ‘tray’ of Zombies from the original KS has proven to be really useful and has made the games we’ve played much better.
Well at this point I just want to get more gear for the base game. I guess I've got a solid 80 or so Studio Miniatures Zombies and several Last Night On Earth sets (and Zombies!!! come to think of it), but they'd all just be the most basic type.
Hello, we hope the campaign will start today.
We have submitted the application and we are just waiting for the sign off. If it is not today it will be tomorrow, but Jeez I really want this today (we are exhausted)....
For your info:
We will have around 200 early birds (10 USD less).
We will ship to our Euro backers from Europe (no custom duties)
There will be 2 limited spots, if you are incredibly crazy and if you want to be the survivor/zombivor in our next expansion
There will be 4 limited spots if you are even crazier and you want to be a zombie...
We kept the same spirit of last year, so prices are very much in line (I would say they are exactly the same).
Now it is just a question of time.
Thanks to all of you for your patience and support, we hope we will all have fun during the campaign.
There will be questions, we know that use Facebook and Kickstarter page to address them and we will try to answer as quick as we can.
We have built something based on our last campaign experience and on your feedback. We are here to listen to you if you have suggestions or complains.
FREE MISSION! C13 "Sanctuary", by Matt Hibbard, is now available.
You've found a good place to evade an incoming zombie swarm. But first, you have to unlock its access and clean it. And it's big
Automatically Appended Next Post: At some point this thread got bumped out of news & Rumors and into the Board games section.
When the new Kickstarter goes live should I start a thread in the news & rumors section ?
Kickstarter for Toxic City Mall and Prison Outbreak are live.
Season 1 Promo figures are on a boat, from China, heading to the US, and expectied to in the next few weeks. Give it another few weeks to sort and ship them....
I see some people have got their Guilds of Cadwallon games delivered the Zombicide second wave was on the same boat so it can't be to long now before it ships to backers.
Is the kickstarter second wave going out at the moment? I just got a ups tracking email saying it was a package from cmon. Looking forward to playing with not-Chuck Norris
Nope did you back Guilds of Cadwallon? I got a UPS tracking notice for that yesterday that's probably what it is but the Zc wave 2 stuff was supposed to be on the same boat so it can't be too long now.
OK 2 packages coming my way next week then - I wonder if they combined Zc wave 2 and Guilds of Cadwallon to save on shipping fees - would make sense and I'd rather just get 1 larger pack than try and be around for 2 to be delivered.
Today Kickstarter Season 1 Promo Figures have started being shipped out. We expect to finish the job by the end of next week. Have a nice week end and we promised the second quarter 2013 and second quarter it is...
The second Season 1 shipments are being posted from Battlefoam for those in the UK to save us tax (although the first packages they have sent accidentally didn't include the cards which will follow).
We also finally have an answer regarding Eva and Marvin -
At Miramax's request, Guillotine Games made some modifications to the costumes for Eva and Marvin - if you ordered them and don't like what you got, we'll be happy to take them back, just drop us an email.
Looks like we were right about the legal issues surrounding them.
Aye mine arrived this morning, bit of a change, but nothing I'm worried about and I'll doubt I'll worry about converting them or trying to make them look like the stretches.
It's annoying that they changed zombie Claudia to give her that uzi. My plans for the model would have worked a lot better with the original outstretched hand.
UPS delivered mine today, unfortunately it appears they delivered to the wrong address but they can't confirm where they actually delivered it except that it was signed for by someone named "Craig" (no surname). Asked my neighbours and none of them signed for the parcel :(
Wow Marvin turned out terrible. Hope this doesn't happen to any season 2 figs. Still want Chuck Norris and Ash but not holding my breath on ever getting one.