Zero board game reviews
As an Amazon Associate I earn from qualifying purchases. The game makers surveyed over people to find the answers questions, and the object of the game is to pick the least popular correct answer. This is actually pretty tricky, because you have to pick an answer which is correct, but not popular. This is one of the best games my family has played lately, and it caused lots of laughs as we played.
The game play is pretty simple. The board is a spiral, in which you move from the center out to the edge. The number of spaces you move is based on how many people match your answer, and last player left on the board is the winner. Although the game installed smoothly under Windows 95, it took some work to get into the game setup to choose sound cards and other customizable options.
This said, if you've got the patience to stick with it, Absolute Zero is a nice change of pace from the increasingly ordinary world of starfighting games. But, those looking to jump in and start shooting are headed for a frosty disappointment. Upvote Leave Blank. About the Author. Gamespot Staff. While the Horizon Zero Dawn board game is great fun in action, getting there can be a hurdle. There's a strong emphasis on the word 'detail' in the game's introduction, and you'll soon realise that this isn't an idle threat.
You'll spend most of your first session which will probably go beyond the somewhat optimistic 60 - minute runtime in a state of moderate confusion, and that can be off-putting. Namely - and like so many of the best board games , in all fairness - the instructions could be clearer. There were several times that I and other players were flitting back handfuls of pages to read up on something that was mentioned early but comes into effect late in the game. Luckily, there are several 'eureka!
Plus, it's worth the effort. This is a moreish game you'll want to revisit once it has its claws in you, and the core loop - involving a randomised combat encounter followed by an upgrade phase, after which you start over - is a satisfying one. Despite being a co-op experience, it's also got a competitive edge. Every battle requires a set number of Victory Points earned by killing monsters for you to proceed, but players can earn separate Glory points for their actions.
This allows sneaky hunters to steal a kill from under their allies' noses. It's a fun juggling act; do you try and take out an enemy quickly to gain the Glory point for yourself, or do you work together to clear the map?
This is a departure from what you'd expect in the best cooperative board games , and that's for the better. This kind of tactical depth is a hallmark of the Horizon Zero Dawn board game. It translates the feeling of stalking your prey very well - not just in terms of positioning your hunters to do maximum damage, but noting what components on a monster can be targeted for extra Glory points and loot, or planning routes to get in range of your target while keeping an exit strategy in mind.
In that way, it's just like the Monster Hunter World board game. There are two types of fighter cards: Leaders and Wingmen. Together, the leader and corresponding wingman card make up an element. A player or players control one or more elements during the game. The beautifully illustrated cards give the necessary combat ratings for each Leader aircraft.
Performance, bursts, horsepower, and bombing capability Campaign Game are the four combat ratings for each fighter. A Wingman card shows offensive and defensive ratings instead. Usually, a player will hold five or six cards in his hand, which represents the performance rating of the aircraft. Play cards is the most important part of the player turn, for it is during this step that the player will play cards from his hand for his leader, one card at a time, in order to gain an advantaged or tailing position in order to engage an enemy aircraft.
Maneuver and half loop cards are used for this purpose. The attacker can respond to the defender by playing an appropriate response, such as ace pilot, then the defender can play, and so on, until the action change of position or damage takes effect or was negated. Then, a new action can be initiated. If a favorable attack position can be achieved, Out of the Sun or In My Sights cards can be played to inflict damage. Wingmen attack and defend using mini hands based on the offensive and defensive performance ratings of the aircraft.
Wingmen can attack other wingmen or leader aircraft. Or, the wingman can play "Out of the sun" or "In my sights" cards to inflict damage. Unlike a leader, wingmen are not restricted by burst limitations. So, if the right cards are drawn, a wingman can do substantial damage.
A dogfight in the basic game lasts six turns, and then points are scored for damaged and destroyed aircraft.
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