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Tiny Epic Zombies
30m - 45m
1 - 5 Players
Ages 14+
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
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
Games with partnerships offer players a set of rules for alliances and teams. Partners are often able to win as a team, or penalties are enforced for not respecting alliances
Partnerships
This mechanic usually requires players to pick up an item or good at one location on the playing board and bring it to another location on the playing board. Initial placement of the item can be either predetermined or random. The delivery of the good usually gives the player money to do more actions with. In most cases, there is a game rule or another mechanic that determines where the item needs to go.
Pick-up and Deliver
Games where you repeat an action (or part of an action) until you decide to stop due to increased (or not) risk of losing points or your turn.
Press your Luck
Variable Player Powers is a mechanic that grants different abilities and/or paths to victory to the players.
Variable Player Powers
Horror
26.50
€
30 day low:
Out of stock
Search for:
Kickstarter – Gamefound
Board Games
Strategy
Family and Children
Party
Adult
Thematic
Ελληνικα Παιχνιδια
LCG
Arkham Horror: The Card Game
Marvel Champions: The Card Game
The Lord of The Rings: The Card Game
RPGs
D & D
Pathfinder
Gamebooks
Others
Accessories
Game Mats
Bags
Dice
Sleeves
Sapphire Sleeves
Paladin Sleeves
Other
Novels – Books
Plunder boxes
Marvel: Crisis Protocol
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ajewo
Coop, pick-up and delivery zombie game in the Tiny Epic series. Players must keep moving on a modular board. Pros: + Small box game + Quick set up + Easy to teach + Multiple play modes / modules + Variety (goals, characters, room tiles) + Accessible: easy to teach and play + Very quick playing time Neutrals: # Explore, find and collect gameplay # Kind of tower defense # Timer event deck # Simple dice roll for combat # Option: 1 Player may play the zombies (adds more tension and depth) # Not easy to win as Zombie player if all other players play together Cons: - Straight-Coop mode is the weakest mode (missing strategic decisions)
BalsaWood
Kickstarter Deluxe TEZ. Got the mat also and it really improves the experience. Without the mat, my rating would be 5 or less
awjoel
[E] I was looking forward to learning and playing this game. Checked several boxes for me - relatively simple (supposedly), small footprint, zombie survival game. Played it solo and enjoyed it fine, but I may move it on. As others have noted, the rulebook isn't clearly written. I had to watch two different tutorial videos to get the rules down. I don't mind doing that, but it's frustrating for what should be a simple game to learn. For example, you have to look at the central courtyard card carefully to see you gain two health there. Very nice, but not highlighted in the rules that I could see. Again, as others have noted, the footprint is perhaps too small for all the cards and tokens that the game crowds on and around it. Cards representing weapons etc. need to get placed next to stores, tokens are placed on the cards representing objectives, you have a barricade tracker in the courtyard plus "survivor" meeples representing extra lives for the players, etc. It's all part of a clever design, but it's a lot of stuff to deal with and after a while I found it all a bit too fiddly. I have other games that scratch this itch so... will give it another try before deciding, but this may be headed out the door. Edit: Played it again, and now that I'm more familiar with the rules, found that it flowed smoothly, told a story, and had plenty of tense moments. Barely won on last turn! Upgraded this from 6.5 to 7.5. Not higher because it still feels a bit fiddly - lots of small pieces and cards to crowd into a small play area - but I will keep it!