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The Walking Dead: No Sanctuary
45m - 120m
1 - 4 Players
Ages 15+
Co-operative play encourages or requires players to work together to beat the game.
Cooperative Play
Dice rolling in a game can be used for many things, randomness being the most obvious. Dice can also be used as counters. The dice themselves can be unique and different sizes, shapes and colors to represent different things.
Dice Rolling
Hand management games are games with cards in them that reward players for playing the cards in certain sequences or groups. The optimal sequence/grouping may vary, depending on board position, cards held and cards played by opponents. Managing your hand means gaining the most value out of available cards under given circumstances. Cards often have multiple uses in the game, further obfuscating an "optimal" sequence.
Hand Management
Miniatures
Play occurs upon a modular board that is composed of multiple pieces, often tiles or cards. In many games, board placement is randomized, leading to different possibilities for strategy and exploration.Some games in this category have multiple boards which are not used simultaneously, preserving table space. Unused boards remain out of play until they are required.
Modular Board
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Horror
Miniatures
Movies / TV / Radio theme
Post Apocalyptic
55.00
€
30 day low:
Out of stock
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Kickstarter – Gamefound
Board Games
Strategy
Family and Children
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Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
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charlest
The core gameplay here is effective and unique. It's all about managing a somewhat obtuse economy of selecting an action card from your hand versus parameters laid about by the event card the leader chooses. Going off plan and utilizing a different type of card causes the leader stress. What's pretty interesting about this system is that it ties player choices of defying a laid out plan to in-game negative consequences, ones that are not terribly punishing but can get unruly if left to fester. This is Walking Dead the series in a nutshell. Fascinating what the Sadlers have accomplished regarding this. So, why not a higher rating? The game is brutal to set up and put away. Prime offenders are building event and search decks from multiple smaller decks, requiring sorting and shuffling. Both of these could simply be a larger pool that you always draw from, giving up the personality and balance tied to scenarios for smoother playability. Also, the production is laughable. I don't use that word lightly, I literally laughed when I saw the morale and threat tokens. They're the smallest tokens in a game I've ever seen. The miniatures aren't horrible and I don't hold that against the game too much, but there's just a general sense of cheapness permeating the whole thing which broods in the background of the experience. When you look at the round leader token which simply says, "Leader", or you handle one of those paper scenario sheets putting a large crease in it from standard usage, you can't help but mumble vile nothings into an imagined Cryptozoic ear.
fightcitymayor
It's pretty clear that a lot of you should have been a lot more skeptical of what Crypto was going to deliver with this project. Their history with licensed games is pretty clear, so learn your lesson for next time to avoid disappointment.
bcnevan
For the price paid, there's a sizable amount of carelessness and corner-cutting that permeates the game's materials. I could list so many things about the components, rule book, production choices, graphic design, etc., but, in the end, I don't feel its worth my time. The level at which the carelessness and corner-cutting permeates this game in combination with the price is a giant turn off for future Cryptozoic projects. Putting all that aside, if you overcome the shoddy Cryptozoic work, the game itself plays well and is enjoyable. The group dynamics are interestingly modeled through exertion, trust, stress, threat and morale. The leader mechanism is an interesting way to interweave a little bit of an alpha player into the game. The other players also have the ability to form a mutiny due to the compulsory pass of the leader token upon reaching full stress. That provides even a bit of diverging incentives to the game. The card play, survivor decks, and leader mechanisms allow for engaging rounds. It's the interplay between the players/allies that's the primary purpose of this game and there seems to be enough tools to make it interesting upon repeated play. For some additional random points, at least for the core box, the scenarios slowly introduce a number of aspects to the board play (none elevate the game to awesomeness). The walkers being a nuisance are correct for the Walking Dead. As a whole, it feels very The Walking Dead. The Sadler brothers nailed the theme. I'll probably update this after I play more scenarios. For now, this rating is solely on the game play after break through the bad; it can be shifted down if you want to take into account the components and materials. A few additional notes The first 2 scenarios out of the base box are very introductory. The difficulty doesn't start feeling close to right until the third scenario. Some of the enjoyment is seeing my previous knowledge of The Walking Dead appear in the experience of this game (oh those ally abilities are so Shane). It'd be interesting to see how this game goes over with someone who doesn't have any experience with The Walking Dead. [Edit] Decent core system; mediocre at best scenarios. This could have been something in a different publisher's hands. The Walking Dead: No Sanctuary – Kickstarter Exclusive Stretch Goals Box (2018) The Walking Dead: No Sanctuary – Expansion 1: What Lies Ahead (2017) The Walking Dead: No Sanctuary – Expansion 2: Killer Within (2017) The Walking Dead: No Sanctuary – Days Gone By (2017)