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The Walking Dead Risk: Survival Edition
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- Combines the timeless board game with today's hottest horror hit
- Game requires competition for vital survival resources and defense against the undead
- New deck of "Supply Cards" add strategy, fun and flavor to this classic tabletop game
- For 3-5 players age 13+
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Walking Dead Survival Edition Risk by Game
From the Manufacturer
Risk: Walking Dead "Survival Edition" represents a fun, new twist on classic Risk game play. USAopoly is proud to debut a brand new map set in the southeast region of the United States where players battle and scavenge for their very lives. Contending for survival at every turn, gamers must not only fend off attacks from the living who compete for precious, limited resources upon which their survival depends, but they also must maintain their self-preservation from the unrelenting hordes of the undead that would feast upon them. A new deck of "Supply Cards" add strategy, fun and flavor to this classic tabletop game. Gamers can expect a fast-paced game of attrition and survival, where the last man standing wins Ages 13+; 3-5 players.
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|Are Batteries Required||No||No||No||No||No||No|
|Item Dimensions||11 x 16 x 0.3 in||15.75 x 10.5 x 3 in||15 x 30 x 1 in||15.75 x 10.5 x 2.5 in||15.75 x 1.89 x 10.51 in||18 x 65 x 0.5 in|
|Item Weight||1.34 lbs||2.87 lbs||3.85 lbs||3.65 lbs||1.65 lbs||3.2 lbs|
Top customer reviews
+ Definitely feels like The Walking Dead. Fans will find recognize references
+ One of the most unique editions of Risk that I have played
+ Event cards add a good bit of flavor
+ Group cards and abilities add a feeling of choice and depth
+ Survival mode comes with a built-in game stopper in the form of a GAME OVER AFTER THIS ROUND card. Games can still last a pretty long time, however it prevents the dreaded 5-6 hour games that can come otherwise.
= Luck is a bigger part of the Survival mode than any other edition of Risk. This can be a good thing for newcomers or more casual players, giving a more level playing field, but the game actually punishes you to some degree for getting a lead.
- One group ability stands out as being very weak. Can be fixed with house rules (I suggest one in GAMEPLAY below).
- There are only 2 types of army pieces--Soldier (1 army) and Truck (3 armies). Not a big deal, but I would have liked a 5 army piece, even though it would rarely be used in the Survival mode.
A very fine edition of Risk. I started out with the Halo: Wars edition, and I like this one better.
One thing that I didn't find in the other reviews is that there are 2 play modes: Survival (2-4 players) and Conquest (3-5 players).
Conquest is similar to the more classical versions in that you aim to conquer the entire board and eliminate all other players, However it does retain some unique features in this edition, just not the neutral Zombie outbreaks.
Survival is the one you'll read about in the reviews, and in this mode you will most likely lose to the Walkers, and the winner is then decided by adding up a score.
The board is well designed--the only small complaint I have is that the part which is cut at the bottom doesn't quite line up right, and there is a small gap, but this may just be my board. There is one zone which offers a relatively weak bonus for little apparent reason, and the Prison zone in the center is very strong if it can be controlled. It's just one continent, no islands or easily defendable areas such as Australia on your classic map, however this is not boring like it may seem in theory.
The pieces were mostly good. I did have a few zombies which were leaning too far forward, but thankfully the plastic is soft enough that I was able to just bend them back up, though you need to be careful not to break them at the feet if this happens.
It also comes with cards and cardboard pieces such as grenades, watch towers, and ammo crates, and of course, 3 attack dice and 2 defense dice as well as the army pieces for 5 factions and a straightforward guide to show you how to play.
There are 4 Survivor groups and 1 Walker group. The Walker group is only ever player controlled if you are playing Conquest, in which case there are no neutral factions. Each group is different on a strategic level, not just color, because they all have a unique ability:
Rick's group allows you to maneuver at any point during your turn.
Hershel's group decreases a survivor's chance to turn into a Walker from 50% to 34%.
Prisoners' group lowers the defender's lowest die roll by 1 on your first attack each turn.
Governor's group allows you to instantly take a territory whenever you roll triples while attacking and defeat at least one defender.
Walker's group adds a Walker to your army whenever you defeat a defender that rolls a 1. This is about 13% chance on 3vs2 attacks.
Rick's, Hershel's, and Prisoner's abilities are all very well balanced, useful almost every turn, and merely a matter of personal preference. However, Governor's group is extremely weak. It can be powerful if attacking a very strong territory, but it has less than a 1 in 216 chance of occurring every attack roll, and even when it does occur, it is not always helpful. You should fix this with house rules. I'm thinking something entirely different such as "Roll 3 dice at end of turn, if total is 15 or higher, gain an additional ammo crate." Also, the Walker's group (when played by a human player in Conquest) seems like it could be a little overpowered, but I need to experiment to see for sure, while Hershels' ability, as I understand it, seems to be very weak in Conquest mode specifically, however I'll have to see if there are still neutral outbreaks which will make this useful.
Since most of you likely already know what Conquest is like from other editions, I'll focus on Survival.
Survival mode gives about half the power to Walkers straight off, and the other half is divided amongst the players. Walkers are relatively easily defeated in combat, however they have a chance to turn your armies into Walkers, which then attack you. This leads to wildly varying chances, in which you could either have a strong army decimated because they all turn, or you could easily dispatch all the Walkers attacking you.
Each turn there are somewhat random outbreaks in which the Walkers either reinforce Walker-controlled territories, or attack player-controlled territories. This means even your territories which have no hostile neighbor are not necessarily safe. My only problem is that outbreaks play a fairly large role in the tipping of power, so the more territories you control, the more likely you are to be punished with an outbreak. This makes it very difficult to get a lasting advantage, and some will interpret this as a bad thing, but I try to enjoy the ride and just hope the Walkers munch on my enemies next time.
Then there are events, which sometimes make things happen (one territory loses an army and an adjacent players gains an army) or offer a reward if you manage to complete an objective. Half of these are very difficult and do not offer enough incentive, however this is okay because in that case you can just ignore them.
Then you have your typical Reinforcement, Attack, and Maneuver phases, and can collect an ammo crate if you took a territory that turn. Ammo crates can be saved up and turned in for additional Reinforcements, or add to your score at the end of Survival.
The game ends shortly after the Overrun card is drawn. The Overrun card is put into the bottom half of the deck to ensure the game lasts at least a certain number of turns, without going on for 5-6 hours like some older Risk games might. One reviewer noted that the fact that the players earlier in the round in which Overrun is drawn are at a disadvantage because they played as if the game would continue, while the future players will play hyper-aggressively, knowing the end is near. I'm not sure if this is such a big deal that it needs a House Rule, or if it's simply compensation for being one of the last players to go in the round, since having the first turn is definitely an advantage when it comes to claiming the best territories early on.
Once we got going, it was a lot of fun, but it is hard! The zombies are overwhelming! This adds to the fun, though. I loved trying to plan out strategies and anticipate my opponent's strategies. I also liked taking risks, unlike my husband. I lost a lot more people than he did, but gained more territories and won the game. He was a cautious player and hung on for dear life to his territories and made too many safe decisions. That isn't a fun way to play. My advice is don't be so cautious because it will be more fun if you take risks, and you have a better chance of winning.
We did run into some problems, however, when we had questions that could not be found anywhere in the instruction manual. This was very frustrating! I gave it 4.5 stars for this because the manual is wordy, not written well, and leaves out important information. Otherwise, it really is a great game, and I enjoyed playing it even when things got heated.
I gave it 4/5 for one gripe: once a zombie territory is revealed during the course of the game, it takes the threat of invasion out (for that territory) for some time - making it more predictable and less tense. We play that you reshuffle the territory cards at the end of each Round (all players turns) - this works for keeping the zombie tension high, but throws off the balance a bit with Zone bonuses. Overall, however, it definitely adds a welcome variation and interesting tension to an oldie but goodie.