The ancient manuscripts talk about a Leviathan, a huge creature lying on the silt bed of the lagoon on whose back the city has its foundations. All manuscripts agree on its eternal sleep and they all tell that the beast will wake up one day, shaking the city from its muddy roots, smashing the vitrified stilts on which the city stands, and crashing it into the seething sea where the monster will rise. The ancients say, however, that there will be signs; it is written that the Venetians will feel the tremors, that they would therefore save themselves from the monster, who will recover his freedom by plunging into the waves a deserted city.
But there were no signs. What ancients did not know is that the Leviathan is not alive. For centuries, the city lived and prospered on the back of a corpse. That corpse, though, is now awakening – and with it the dead arise from the lagoon...
In the cooperative game Carnival Zombie, players lead a group of characters who are fleeing on terra firma from the terror that has emerged from the lagoon of Venice. This group of characters must make its way through hordes of rotting "Infected" to leave the city, and players need to rush as the Leviathan upon which the foundations of Venice were built is awakening. Thus, it's only a matter of time before the city sinks in the dark waters of the lagoon.
Each game is divided into several nights and days. During the nights, players hide in trenches behind the barricades to resist the attacks of the Infected. During the day, players move through the city, which is shaken by tremors. The Infected are drawn by the groans of the Leviathan in the abyss to help their master free itself from the rotting stilts that nail it to the silt bed.
Players have several ways to get out of town, but little time to do it – and their path is hindered by the bosses, the most implacable servants of the Leviathan. If the players do make it out, they can assess their skills – and set a goal for next time – by counting the points scored during the game.
- evocative artwork
- unique mix of grotesque theme and frantic gameplay
Mechanics (from transcript analysis)
- cooperative tower defense — cooperative tower defense style gameplay against zombies
- dexterity — dexterity mechanism where dropping zombie cubes affects gameplay
Video topics + discussion points
Quotes (from this video)
- And there you go. 10, 15, actually 17 solo games that I like way more than you.
- What are some games that you feel you enjoy more than other people? Please let me know in the comments.
- I absolutely adore it.
References (from this video)
- Fantastic theme.
- Superb time to be had by all.
- Rule book sucks, because it was translated directly from Italian.
- Little niggly bits about it that make it very difficult to get onto the table.
- Zombies appear and try to eat your children. Try and escape.
- A carnival in Venice
- Day and night cycle
Mechanics (from transcript analysis)
- Cube-based enemies — And a bunch of cubes to represent the zombies.
- day/night cycle — Carnival Zombie is the day and night thing. You're going to use the daytime to prepare for the onslaught of the nighttime.
- Resource Management — Every time you kill a zombie, you're going to drop it onto this little tiny token like a gravestone.
Video topics + discussion points
Quotes (from this video)
- So remember, if your number one tower defense game isn't on this list, that's because I haven't played it or B that we think it's complete and utter dog [__].
- Castle Panic's a fantastic game to play with children and stupid people that don't understand board games.
- It is actually quite a skillful game, but then I suppose you could argue that it's quite lucky as well, but games with an adequate level of skill and luck combined are generally the best games, aren't they?
- There's like a billion and one scenarios for Zombicide.
- This game is so [__] difficult, I think we've only beaten it once in like over 20 years.
- So, this is tense. It will make your testicles rise into your pelvis like a balloon moving through the stratosphere.
- And it's just a shame that these sort of games with this sense of theme aren't really made anymore.
- Dawn of the Zeds third edition is a fantastic production.
- Carnival Zombie's got a fantastic theme.
- Ghost Stories is one of a kind.
- Ghost Stories is a challenge that you'll keep coming back to because we've only beaten it. We have never beaten it.
- I've never experienced tension like this in a board game.
- Project Elite is an absolutely superb thematic tense action romp that I've been playing for [__] I don't know, years and years and years and I've never got bored with it and it just gives me a [__] hard-on every time I even think about Project Elite, yeah.
References (from this video)
- The first one was liked a lot.
- Took a long time to come out.
- Rulebook was long.
- Host did not get around to playing the second edition.
- zombie
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Carcassonne: Over Hill and Dale, this is one of those expansions that I just missed.
- This is a big, grandiose game with a lot going on, and it's too slow and too boring for me to enjoy it.
- This is my least favorite Carcassonne game. I hate this game.
- This is one of the biggest, longest games I've ever played.
- It's the bad quality's bad.
- This one is fine. Um this one is not as bad as the other one I played was that you go around and you find stuff. It doesn't look very good though, does it?
- Leaders on the other hand are a great two-player game where you have a bunch of leaders and you're trying to capture your opponent's leader.
- Of all the games I talked about today, I think my favorite is actually Leaders.
- Leaders is a very, very excellent two-player game.
- This is a re-implementation of Survive: Escape from Atlantis.
- A little auction game. There was just some really neat like there wasn't many games like this. Now, there are many, many, many games like it.
References (from this video)
- Emphasized tower defense mode
- Fun idea of a last stand defense
- Rule set is pretty tough, heavy, and deep.
- zombies
- Carnival Zombie (second edition)
Mechanics (from transcript analysis)
- Drop mechanics — You have to drop zombies on a pile carefully so they don't fall off.
- tower defense — You're in the middle, zombies are coming at you, but you have people who know how to shoot guns and you're going to take out as many zombies as you can.
Video topics + discussion points
Quotes (from this video)
- There was a time where we thought, 'Oh, there's so many zombie games.' And of course there was.
- Zombies are a very easy mechanism to put into a board game cuz the bad guys will move slowly towards you or run fast towards you, whatever.
- Zombies are predictable, they don't have brains, they're trying to eat them, and so they're coming towards you and it just makes it an easier game mechanism.
- Frankly, in the past several years, the number of zombie games has gone down considerably.
- It is a neat way to get rid of that alpha gamer where someone a quarterback or telling everyone what to do.
- At the end of the day, your biggest enemies are the other humans.
- You're just chucking dice. So, this is kind of like mixing a Yahtzee type game or King of Tokyo with zombies.
- This is one of the meanest games out there.
- This is my favorite of all the Zombicides, which I know that I'm in a minority.
References (from this video)
- Thematic immersion is high.
- Multiple distinct finales offer high replayability.
- The core gameplay loop is fun and engaging.
- The expansion adds interesting new mechanics and challenges.
- The dexterity element with the corpse pile is unique and adds to the fun (for some).
- Visually appealing with potential for great miniatures.
- Rules can be difficult to understand and follow initially.
- Controlling six characters can be a lot to manage, especially in solo play.
- Some bosses are disproportionately difficult.
- Randomness of the map setup can sometimes feel unfair.
- Dexterity element might not appeal to all players.
- Survivors trying to escape a city overrun by zombies and a supernatural fog, ultimately needing to defeat a great snake named Tarantasio.
- Milan
Mechanics (from transcript analysis)
- Action Point Allowance — Players take actions during the day and night phases, with a limited number of actions available per hour or phase.
- Bag Building — Infected cubes are drawn from a bag, contributing to the randomness and challenge of the game.
- cooperative play — The host mentions moving as a group to different locations and working together to survive the night phases.
- Deck Building — Each character has a unique item deck of 11 cards that are shuffled and used throughout the game.
- dexterity — The 'Pile of Corpses' mechanic involves dropping defeated zombies onto a structure, with consequences if they fall off.
- Modular Board — The game uses a city map where players move between different locations, and there is an alternate board representing Venice.
- Scenario/Finale based objectives — The game features different endings ('finales') that players work towards, requiring specific clue tokens and actions.
Video topics + discussion points
Quotes (from this video)
- the rules are not the easiest to understand.
- Once you gro it, though, the game actually isn't that challenging.
- This game is just begging to be painted.
- I love this game and how you feel the zombies coming at you.
- This game is a keeper for me.
References (from this video)
- Cooperative action point game.
- Thematic setting of Venice with zombies and floods.
- Engaging mechanics like drawing from the abyss and fighting bosses.
- Escaping from a growing number of zombies and floods sinking the city.
- Venice
Mechanics (from transcript analysis)
- Action Point Allowance — Players use action points to move through the city and perform actions during the day phase.
- Boss battles — The game includes boss cards and miniatures/standees that players must contend with.
- cooperative play — Players work together as a group of characters to achieve a common goal.
- Dice Rolling / Bag Building — Cubes are drawn from a cloth bag ('abyss') to represent infected, survivors, and paranoia, influencing game events.
- event cards — Nightmare cards are drawn to trigger events during the game.
- Modular Board — The game features a double-sided main game board with a Venice map and a Milan map, and obstacle/fortification tiles that are placed.
- Modular Setup — Setup involves placing various tokens, decks, and cubes based on player count and difficulty.
- Set Collection — Players collect barricades and survivors, and can find items.
- Threat track — The terror track shows turn order and stress levels.
Video topics + discussion points
Quotes (from this video)
References (from this video)
- Best tower defense game.
- Loved the game.
- One character's theme is a little bit controversial.
- Fighting off hordes of zombies.
- Streets of Venice
Mechanics (from transcript analysis)
- Area Control — Moving through the streets of Venice trying to get to one of the numerous Escape Routes.
- cooperative play — It's a Cooperative game.
- Survival — You'll be manning the barricades trying to fight off hordes of zombies.
- tower defense — Described as the best tower defense game.
Video topics + discussion points
Quotes (from this video)
- this is a channel where we give you reviews playthroughs unboxings we generally like to talk a lot of BS about table top gaming in general
- Settlers of Catan now called Katan
- Eldritch horror this took the overly bloated whale likee game called Arkham Horror and allegedly shrunk it down into a more manageable bite-sized game
- Klask is an absolute Blast for me it's more like a sport
- Carnival zombie is effectively Left for Dead The Bard game
- Eclipse a classic Euro game that is going to stay in my collection forever
- Spartacus a game of blood and treachery
- Ready Set Bet this game works best with an app
- Concordia is a fantastic game
- Lords of Waterdeep and Lords of Water Deep you taken control of essentially a middleman
- only a snob would tell you that this game is crap
References (from this video)
- Beautiful board with bold art and strong thematic presentation
- Compact one-box Kickstarter format, avoiding sprawling multi-box setups
- Rich, flavorful scenario sheets and flavor text that enhance immersion
- Multiple scenarios allow varied play experiences
- High-quality standees align with the game’s aesthetic and reduce minis necessity
- Not an easy game to learn; potentially steep learning curve for new players
- Back-of-box translation/typography issues noted in the video
- Minis feel unnecessary when standees are provided, which may disappoint mini enthusiasts
- Cooperative zombie survival with a heavy emphasis on scenario-driven exploration and relics/items to aid a party of heroes.
- A sinking city overrun by zombies; the Leviathan lies on the silt bed of the lagoon beneath the city’s foundation, threatening the survivors as the dead rise.
- Flavor-text driven, scenario-based with multiple locations and evolving threats.
- Nemo's War
- Robinson Crusoe: Adventures on the Cursed Island
- Dawn of the Zeds
Mechanics (from transcript analysis)
- Component choices (standees vs minis) — Standees are provided for heroes with minis for undead bosses; players can opt to use standees instead of minis.
- Cooperative Game — Players work together to survive zombie hordes and complete the scenarios.
- cooperative play — Players work together to survive zombie hordes and complete the scenarios.
- Cube Tower — The zombie hordes move toward the players' position while they defend and progress through scenarios.
- Deck-based character systems — Each character has its own deck of items/abilities that players manage and utilize during play.
- Resource gathering and survivor rescue — During the day, players search for useful items and survivors to aid their group.
- Scenario / Mission / Campaign Game — Multiple scenarios provide different objectives and event flows, driven by flavor text sheets.
- Scenario-based progression — Multiple scenarios provide different objectives and event flows, driven by flavor text sheets.
- Tower-defense style — The zombie hordes move toward the players' position while they defend and progress through scenarios.
Video topics + discussion points
Quotes (from this video)
- I am super excited to finally have Carnival Zombie
- the board looks absolutely beautiful
- this is a small Kickstarter I just pledged for, I think the base game and it's one box
- theming seemed cool and it seemed a little bit unique
- no need for hundreds of chits to organize
- really nice art and bold, unique aesthetic
References (from this video)
- Unique combination of thematic setting, physical dexterity, and tension
- Escalating challenge creates memorable moments
- Dexterity element may be polarizing for some players
- Could be chaotic during intense moments
- tower-defense / zombie survival
- Venice in a flooded, post-apocalyptic-like scenario
- thematic tension with escalating danger
Mechanics (from transcript analysis)
- dexterity-tension mechanic — Zombies are represented on a physical platform; as you kill, they respawn and potentially overwhelm you.
- tower-defense / cooperative defense — Players cooperate to survive waves of zombies in a flooded Venice setting.
Video topics + discussion points
Quotes (from this video)
- there's definitely nothing else like this in board gaming
- I like to call this game The Pinnacle of the take that card game
- this is the most thematic and cinematic card game I've ever played
- the added tension is just terrific
- it's almost like every game is a completely new experience
References (from this video)
- stunning production and components
- fun zombie-pile dexterity gimmick
- strong replayability through scenarios
- Cooperative defense with a silly, lighthearted tone
- Venice, post-apocalyptic zombie scenario
- Endings and replayability through multiple pathways
Mechanics (from transcript analysis)
- cooperative tower defense — Day phase builds defenses and gears up; night phase has zombie onslaughts to survive.
- dexterity-based pile resolution — Killed zombies are dropped onto a pile of corpses; spills can re-enter play if they fall off the pile.
- multiple endings and scenarios — Various endings and scenarios increase replayability.
- Stacking and Balancing — Killed zombies are dropped onto a pile of corpses; spills can re-enter play if they fall off the pile.
Video topics + discussion points
Quotes (from this video)
- my number 10 is Woodcraft
- the zombies are represented by little cubes
- I love the voucher system here where when you take one of the actions you have to pay certain vouchers and then you also receive other ones
- Frostpunk has aspects of War of Mine it has aspects of Robinson Crusoe
References (from this video)
- ambitious production relative to genre
- offers a strong challenge for players who like defense games
- delayed second edition
- availability can be an issue
- tower defense, survival
- Venice, zombie invasion
- grim and tactical
- Castle Panic
Mechanics (from transcript analysis)
- cooperative play — team up to survive a finale
- tower defense — defend streets from hordes of zombies
Video topics + discussion points
Quotes (from this video)
- "a dice placement game"
- "game-breaking special ability"
- "elevate this game above its competition"
- "dexterity game"
- "timer on an app or on a watch"
- "fantastic dexterity game"
- "left for dead the board game"
- "never lost a game"
- "best played with more players of the six seven players"
References (from this video)
- Gives a chaotic, energetic play experience
- Engaging for larger player counts
- Thematic handling and translation issues in editions
- Can feel messy or chaotic for some players
- Tower defense meets exploration and escape
- Venice streets during a zombie outbreak
- Chaotic, cinematic narrative
Mechanics (from transcript analysis)
- area-based progression — Roam through Venice, handle encounters, and progress toward escapes.
- combat/defense against monsters — Managerial decisions during the day and mini-games during escape phases.
Video topics + discussion points
Quotes (from this video)
- Race for the Galaxy is a fantastic card game
- it's a real pain in the ass to learn/teach because it's got a rather bamboozling icon system
- it's a really rewarding game made even better with a couple of the expansions
- I love Puerto Rico I love the feel of it and it's just a classic game
- Captain Flip is such a simple promise
- Carnival zombie is a rip roaring rolicking romp
- this game is basically chaos in a box
- it's a deck building racer
- Royals is effectively a que pushing game
References (from this video)
- excellent zombie-themed defense experience
- fun night-time siege and evacuation finale
- translations in some editions were imperfect
- older edition may feel dated
- tower defense against hordes at night
- Venice/rooftops or canals during a zombie siege
Mechanics (from transcript analysis)
- Scenario-based progression — planning routes and final escapes via boat or airship
- tower defense — build and reinforce barriers to fend off waves of zombies
Video topics + discussion points
Quotes (from this video)
- it's one of the most simple games ever created
- Scythe was a revelation when it was first released
- Katan is without doubt one of the greatest games of all time
- it's chaos in a box. It really doesn't have the right to work as well as it does, but obviously it does
- this is a game called Blood Rage
- Pillars of the Earth... one of the greatest euro games that we have ever played
References (from this video)
- Fun cooperative/competitive blend,
- Accessible and replayable
- Some players may find ruleset heavy or fiddly
- zombie apocalypse and defense against waves
- Tower defense scenario with a zombie outbreak
- Dead of Winter
Mechanics (from transcript analysis)
- tower defense / cooperative defense — Players defend locations against incoming waves of zombies, coordinating actions.
Video topics + discussion points
Quotes (from this video)
- it's a wonderful wonderful game
- it's one of our favorite worker placement games of all time
- Carnival Zombie is a fantastic tower defense game
- the turn order bidding system really does elevate the game
- it's the quintessential cooperative zombie experience
- everybody loves this
- if you like these sort of what people like to call point salads then you all love Trajan
- it's a cycling racing game
- we really really like glam Bruges
- it's our Legends of a Drift System
- it's actually a really really good game
- one of his best games of all time