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The Walking Dead: All Out War Review
The phenomenal success of the X-Wing game has made it an irresistible model to follow. Grab a hot media franchise and slap a miniatures game on the top of it. The latest member of this herd is The Walking Dead: All Out War. The game art makes clear that it's based on the eponymous comics rather than the TV series. But it's all related enough to catch the eye of anyone with a passing interest in either.
But then I think I should see if I can find someone else who would be interested. Last summer I got some people to pick up Guildball stuff and then we played three times... never even got past the looking up rules mid-game stage and then it fizzled out. Lack of free time and too many games. Too many rule sets.
But, right now it is the accumulation of zombies fatigue+walking dead fatigue + new board game fatigue + spoiled by GW minis.
How long does it take to play?
Vlad wrote: How long does it take to play?
As long as you like, because it depends on the points value of figures you choose to bring. You can play a small solo game in less than a half hour. With the figures in the box you're unlikely to play any scenario that takes longer than 90-120 minutes. But there's no need to go that long unless you want to: smaller games are still lots of fun.
This game was built on the steel bones of Mars Attacks: TMG, which is a good thing. I, in fact, would rather play Mars Attack because of the vehicles, wackier heroes and setting, and the overall sense of humor the game has without trying to make it into a "comedy game" or some such tripe. I also like that there's a TON of scenarios with it. Had I not needed to remodel my house and pay some bills, I'd have never sold that.
SuperflyTNT wrote: This game was built on the steel bones of Mars Attacks: TMG, which is a good thing.
Interesting, I had no idea it was a partial reskin of an existing system.
A quick read about Mars Attacks, though, suggests it's a straight up humans vs aliens fight without any equivalent to the AI zombies in All Out War. It's those walkers that make the game for me, because of the dilemmas they pose. Go quiet or go fast? Kill them off or use them against the opposition? Plus the solo rules are more fun than expected.
Maybe it was my low expectations, but it's just so super SOLID that I can't find much to bitch about. It doesn't pretend to re-invent anything, but the zombie vibe is still there with the threat tracker and Nerve Tests, and independent zombie movement. And it's totally a minis game, not a boardgame, but the rules are so straightforward and solid (there's that word again) that you can't help but be charmed by how easy it is to play & teach. True, the expansions aren't cheap, and it's obvious they are milking the cash cow a bit with how boosters are priced, but Ronnie Renton has already said this is Mantic's best selling game ever already. I can't wait for Wave 2 to arrive in a few month's time.
And there is so much of the comics that hasn't even begun to be explored yet that Mantic can mine this vein for years.
metalface13 wrote: Does it have a campaign mode? Do my guys move on to the next game with the resources they gathered in the scenario just played and gain experience from surviving another harrowing zombie encounter?
Not in the base game, no. Would be a nice and thematic addition for an expansion, of course, and I'm sure that hasn't escaped Mantic's notice.