Martwa Zima: Gra rozdroży

2014 · Blefowanie

Martwa Zima: Gra rozdroży

Players lead small factions of survivors trying to keep a weakened colony alive through a harsh winter in a zombie apocalypse. The game mixes group objectives and secret personal goals: the colony must gather supplies, resolve crises, defend against external threats, and maintain morale while each player pursues hidden motivations that may help, hinder, or even betray the group. Play is meta‑cooperative and story‑driven, with frequent difficult decisions that trade communal welfare against individual needs; an optional fully cooperative variant removes secret objectives for a purely shared goal.

Gracze
2–5 najlepiej w 4
Czas gry
60–120 min
Wiek
13+
Złożoność
3 / 5
6,6 w Ludoyaod 235,19 złDedukcjaFantastyka naukowaGra scenariuszowa / misyjna / kampanijnaRzucanie kościPunkty akcji

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Przy stołach Ludoya

Pełne statystyki w Ludoya
565
Zapisane rozgrywki
612
Gracze
1h 44m
Średnia rozgrywka
201
W kolekcjach
20
Na listach życzeń

6,6/10

z 124 recenzji w Ludoya

  • Zabawa6,0
  • Interakcja6,0
  • Regrywalność6,0
  • Oryginalność6,0
  • Wygląd6,0
  • Dostępność10,0
  • Daniel7,0

    4

  • AmberKnight8,0

    Great game with right balance between cooperation, competition, and suspicion. Works better when all players are engaged in the story.

  • Mestremuten6,0

    Rating: 3/5 Production value: 3/4 Is the game in my collection/Love to have?: 0/1

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Pytania o zasady

Odpowiedzi z instrukcji od asystenta zasad Ludoya.

If I complete my secret objective but the colony fails or loses morale, do I still win?

Yes — when the game ends any player who has completed their secret objective wins even if the colony failed; only players who have completed their secret objectives at game end are winners (pages 2, 14).

When and who draws or reads Crossroads cards — do they trigger during actions or only at the start of a turn?

At the beginning of each player’s turn the player to their right draws a crossroads card and keeps it secret; if the active player meets the card’s trigger at any time during their turn the drawer reads the card aloud and the active player must choose an option (page 12).

How many zombies get added to the colony each round and where do you place them?

During the colony phase add 1 zombie to the colony for every 2 survivors there (rounded up) and place zombies one at a time into entrance spaces in order (entrance 1, then 2, etc.), with overruns killing the lowest-influence survivor at the colony if no spaces or barricades remain (pages 12–13).

How does spending food to boost action dice work — and can an exiled player spend food this way?

A player may spend one or more food tokens from the food supply to increase any one unused action die by +1 per food token spent (page 11); an exiled player, however, cannot spend food tokens to increase action die results (page 14).

How does exile voting work and what happens to an exiled player (including ties)?

A player may once per turn initiate a vote to exile another player; all players simultaneously cast thumbs-up or down, ties are broken by the first player, and if a player is exiled they draw an exiled secret objective and gain several restrictions (cannot add to crisis, cannot spend food tokens to boost dice, cannot vote, etc.) (pages 11, 14, 15).

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