GENERAL INFO: 1-5 players, 30 minutes, 5 play modes including competitive and cooperative play.
Cooperative team-play with game controlled Zombies.
Cooperative team-play with Zombies controlled by a non-team player.
Competitive free-for-all with game controlled Zombies.
Competitive free-for-all with Zombies controlled by a player.
Solo.
THEME: Modern day Zombie outbreak at the Echo Ridge Mall.
HOOK: Fast paced, portable, and tons of replayability. Play as the survivors or the Zombies. Plus ITEMeeples!
WIN: Survivors must complete 3 objectives - Zombies must kill all the Survivors or gain control of the Mall's Courtyard.
OVERVIEW: In Tiny Epic Zombies, survivors are always on the run, collecting weapons, killing Zombies and working toward completing objectives. Completing 3 objectives can win you the game but if you're too focused on the objectives, the Zombies will overrun the mall and that will be the end of you.
Based on the mode of play, you will either play as one of the Survivors or as the Zombies.
As a Survivor, your turn will consist of moving 3 times. Then based on where you move, you'll be able to do additional things. For instance, if you move into a room with a Zombie, you'll have to fight it by rolling the Zombie die. Or if you move into a room adjacent to a Zombie, you can spend ammo to shoot it. Killing a Zombie is actually pretty easy... but they just keep coming. Keeping them from overrunning the entire mall, while trying to accomplish your objectives, that is hard!
After you've taken your 3 moves, you'll search the room. This is done by revealing the Search Card you are holding. Most of the time, you find something useful, like awesome items you can later pickup and equip to your ITEMeeples. Sometimes though, you may find a Zombie lurking in the corner. So be prepared.
After you search the room, more Zombies flood into the Mall. Then it's the next player's turn. Simple as that.
Note: If your ammo and wound tokens ever meet, you're dead meat! So, keep your wounds low and your ammo high.
If you die, that character will turn into a Zombie and you'll have to draw a new character to play. If that happens too many times, you lose the game.
As a Zombie player, not only will you control unique Zombies with special abilities, you will control ALL the Zombies! With your help, the Zombies will have a brain in addition to eating brains. Your game will be to overwhelm the players with clever placement and movement of the Zombies. Smother them with your Zombie horde and prevent them from completing their objectives. If you kill enough players or overrun the mall courtyard, you win.
Tiny Epic Zombies - How To Play
1000+ Board Game Collection Tour
- Really fun
- Loved the theme implementation (weapons, mall)
- Different scenarios available
- Fun asymmetrical play (heroes vs zombies)
- Well implemented
- Components are too tiny for players with big hands
- Host wished it was a little bigger
- Fighting zombies
- Shopping mall
- Other Tiny Epic games
Mechanics (from transcript analysis)
- Cooperative (implied) — Players fight zombies together, but also mentions one player can be zombies and another heroes.
- Meeple combat — Meeples can carry weapons and fight zombies.
- scenario-based — Features different scenarios to play.
Video topics + discussion points
Quotes (from this video)
- 95% of that though it was the chat yes in our live stream that kept making Yak jokes and it was I have so much fun the funniest moment of my entire life I swear
- The only game that when we live stream play it I laugh so hard I think I pee my pant
- it's very simple it it's basically 4x4 and you have three different color set you have the uh base one at Four Corner each player choose your own color you pick up and then you drop it when you go as long as you have four of your color in one line you won
- I think I think this is my only complaint with the tiny epic games is that I think they're great games I just don't know why they have to be tiny
- The auctioning is the game wow
References (from this video)
- Nice spin with different objectives
- Good production
- Item meeples with attached weapons and equipment are cool
- Co-op mode works well
- Serviceable and grueling co-op
- Semi-competitive/semi-co-op mode (one versus many) doesn't have a lot of choices for the one player.
- Surviving a zombie apocalypse
- Zombie apocalypse
Mechanics (from transcript analysis)
- Action Point Allowance — Implied by the description of fighting zombies and completing objectives.
- cooperative play — Players work together to survive the zombie apocalypse and complete objectives.
- Objective Fulfillment — Players must complete various objectives on the side while fighting zombies.
Video topics + discussion points
Quotes (from this video)
- if you stay tuned until the end we'll give you a review of tiny epic tactics
- what is your favorite tiny epic games
- I always had the most fun with tiny epic Western
- Tiny Epic Galaxies and zombies do I have the big one yeah well you can explain why both
- It's a really good trap or game we just there's a conversations recently and I think was tweeting and it what's your favorite travel game I was like any of the tiny epic games
- it's a little bit too epic for its box silly face you just have to be efficiently packing it together
- I think the co-op is a little more fun than the semi competitive semi co-op one
- The game's a good reminder of the difference between tactical combat and strategic combat
- Yeah it actually it's tacked yeah the difference between short term grab the points when they're on versus long term defend don't get hit
References (from this video)
- Looked neat
- Love the meeples with the chainsaws and the little axes and stuff on them and machine guns
- Small box game
- Really disappointing game
- Mess of a game
- Harder games I've ever tried to sit up and learn to play
- Counterintuitive
- Bounced off me really hard
- Expecting something a bit lighter and a bit more fun and it just seemed awkward
- Board layout was really messy and muddled
- Underwhelming
- Zombies
Mechanics (from transcript analysis)
- meeples — Features cute meeples with chainsaws, axes, and machine guns.
Video topics + discussion points
Quotes (from this video)
- I appreciate Tigris and Euphrates. I admire its design but I don't really enjoy playing it that much.
- One of the problems of Kickstarter and there are many problems with Kickstarter is that it creates games that are more flash than substance and one of those games for me was Vengeance.
- It's also quite similar to a game I really like called Pay Dirt and Paid it was on my hidden gems list.
- Gen7 for us was a hilarious experience of four people playing bureaucratic middle managers arguing and bickering while their colony ship started to burst into flames around them.
- I really didn't like tapestry I really didn't enjoyed it all and it's not because I wasn't good at it I knew how the game worked I could get big scores.
- The game keeps punching losers in the face.
References (from this video)
- Upgrades game with new characters, cards, and items
- Includes a dog figure and thematic items like a katana and bazooka
Mechanics (from transcript analysis)
- Promo Cards — Includes five search cards, such as a service dog with its own figure.
- promo characters — Adds four new playable characters.
- promo items — Adds two new item meeples: a katana and a bazooka.
Video topics + discussion points
Quotes (from this video)
- And in this video we are not going to learn the 2-4 player game for gardens that's because this isn't a tutorial video this is a bgg store video
- I'm a sucker for a good presentation and I love the look of this pagoda I was very curious about how it worked
- I don't know how shut up and sit down does all the reviews crouch down by the table like this it's very uncomfortable
- Admittedly a katana would be more precise but it seems like blowing up hordes of zombies with a bazooka would be a little more satisfying don't you think
- I really like terraforming mars but what I don't like are some of the components in particular the plastic cubes that came in my set started to chip after the first game
- And with that we've come to the end of another box of wonders
References (from this video)
- quirky, themed components (motorcycle meeples as you can ride inside them)
- promotional quality of inclusions
- as with other tiny games, depth is secondary to portability
- survival and small-footprint zombie team-building
- zombie apocalypse scenario
- light, theme-forward
- Tiny Epic Galaxies
- Tiny Epic Kingdoms
Mechanics (from transcript analysis)
- compact play area with modular components — small footprint with expandable content
- equippable meeples and modular minis — meeples that can be equipped and upgraded
- Modular Board — meeples that can be equipped and upgraded
Video topics + discussion points
Quotes (from this video)
- it's like christmas for adults
- a big box this might be the only way we're gonna get a white christmas
- Dan you spoiled us
- giant box full of tiny epic things we are so excited
- we did it
References (from this video)
- compact footprint with a classic zombie-survival feel
- item meeples look great and thematic
- two solid modes provide variety without heavy rule bloat
- some players may want deeper asymmetry or more narrative
- solo mode is essentially the standard co-op, which may feel simpler
- survival and strategy under zombie pressure
- Shopping mall in a zombie apocalypse
- theme-driven co-op/competitive play
- Spirit Island
- Pandemic
- Zombicide
Mechanics (from transcript analysis)
- co-op and competitive play variants — two major modes: cooperative objectives vs. competitive top-score objectives
- Cooperative Game — two major modes: cooperative objectives vs. competitive top-score objectives
- item meeples for weapons — special meeples act as items/weapons to manage combat
- resource gathering / objectives on top — players gather resources and work toward top-level objectives
- zombie funnel and barricades — zombies converge toward the center; players defend and manage space
Video topics + discussion points
Quotes (from this video)
- the solo mode basically it takes the place of another player which is operated through a deck of cards
- it's just a randomly strategic; it's like a lot of thought has gone on
- this is a work replacement game where you can place a worker
- it sort of gives me zombicide in like a small space
- arnac is great, best game ever
References (from this video)
- Challenging cooperative survival
- Multiple game modes
- Tense atmosphere
- Surviving a zombie outbreak
- Zombie Apocalypse
Mechanics (from transcript analysis)
- Action Point Allowance — Players have a limited number of action points to spend on their turn.
- cooperative play — Players work together to achieve a common goal.
- Dice Rolling — Dice are used for combat and other action resolutions.
- Variable player powers — Each character has unique abilities.
Video topics + discussion points
Quotes (from this video)
- Our board game collection has surpassed the 1,000 board game mark.
- It feels like it's time to do another collection tour.
- This is Tiny Epic Galaxies. It's a really fun dice rolling, resource management, engine building kind of game.
- Terraforming Mars. This is a classic.
- The feeling of terraforming Mars is just epic.
- Too Many Bones. This game has some of the coolest dice I've ever seen.
- It's a cooperative adventure game with really satisfying combat.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- Tiny epic zombies is a cooperative or semi cooperative game set during the zombie apocalypse.
- Players need to move around within the mall and balance the objectives of keeping themselves alive, killing zombies, defending the survivors who are holed up in the central courtyard and advancing these special objectives which are selected at the start of the game.
- With every bullet you fire, you will come closer to death, whereas with melee attacks you may take more damage but you may be safe.
- If there are no survivors left to discard, the human team loses immediately and their zombie wins.
References (from this video)
Mechanics (from transcript analysis)
Video topics + discussion points
Quotes (from this video)
- What to expect from tiny epic zombies
- Released in 2018 tiny epic zombies is a zombie apocalypse survival game designed by Scott Holmes and published by gameland Games
- The game can play any number of players between one and five spread across five different modes of play cooperative and competitive each with or without an additional player controlling the zombies and a solo mode
- It takes 30 to 45 minutes to play and is of light to medium complexity
- The zombies will win the game if they break through the barricade or kill other players enough times to deplete the humans of survivors
- The game also has a timing mechanism in its 24 cards search deck which depletes at a rate of one card per human players turn and the zombies win the game if the humans haven't won within one round after these cards run out
- Human players should therefore be careful with the openness of their tabletalk and that's what do we expect from Johnny epic zombies
References (from this video)
- Variety of player counts and modes (1-5 players, cooperative and competitive, with or without AI zombie control, solo mode).
- Players must avoid predictable movements to prevent increased zombie threat.
- Zombie apocalypse survival
- shopping mall
Mechanics (from transcript analysis)
- Action Point Allowance — Human players will take three moves throughout the mall on each human turn.
- Competitive play — The first human to complete his or her three objectives wins the game.
- cooperative play — Humans win collectively if they meet all three objectives without being killed by zombies.
- Deck Depletion — A timing mechanism in its 24 cards search deck which depletes at a rate of one card per human player's turn.
- Hidden Information — The zombie player secretly gives a human player a card.
- Objective Completion — Humans are given three objectives to meet throughout the game, which vary from rescuing survivors to searching for a cure to aiding the army.
- Player control — Zombies can be controlled by another player or by the game's AI.
- Resource Management — Keeping the zombies at bay, avoiding being eaten alive by the zombies and barricading the central courtyard.
- Set Collection — Collecting weapons which can be equipped to gameland games trademarked item meeples.
Video topics + discussion points
Quotes (from this video)
- What to expect from tiny epic zombies
- Released in 2018 tiny epic zombies is a zombie apocalypse survival game designed by Scott Holmes and published by gameland Games
- The game can play any number of players between one and five spread across five different modes of play cooperative and competitive each with or without an additional player controlling the zombies and a solo mode
- It takes 30 to 45 minutes to play and is of light to medium complexity
- The zombies will win the game if they break through the barricade or kill other players enough times to deplete the humans of survivors
- The game also has a timing mechanism in its 24 cards search deck which depletes at a rate of one card per human players turn and the zombies win the game if the humans haven't won within one round after these cards run out
- Human players should therefore be careful with the openness of their tabletalk and that's what do we expect from Johnny epic zombies
References (from this video)
- Multiple game modes (cooperative, semi-cooperative, solo)
- Variety in zombie control (player or game)
- Strategic movement and action choices
- Risk/reward in combat (melee vs. ranged)
- Fiddly setup
- Risk of being eaten alive (wound token meets ammo token)
- Risk of zombies breaking through the barricade
- defending a shopping mall from zombies
- zombie apocalypse
Mechanics (from transcript analysis)
- Action Point Allowance — Players move up to three times on their turn and can take actions in rooms they pass through.
- Barricade defense — Players can strengthen the barricade by bringing supplies to the courtyard.
- character abilities — Each character has a special power.
- cooperative play — Players band together to complete objectives to win.
- Game-controlled zombies — The game controls the zombies.
- Item collection — Players can pick up weapons, backpack items, and pickup items.
- Melee combat — Players can attack zombies in their room by rolling a die, with potential for taking wounds or gaining an extra move.
- Objective Completion — Players must advance special objectives selected at the start of the game.
- Player-controlled zombies — A human player controls the zombies in a 1 versus many format.
- Ranged Combat — Players can spend ammo to shoot zombies in adjacent rooms.
- semi-cooperative play — Players keep each other alive while competing to complete objectives.
- Solo Play — A single player controls multiple characters.
Video topics + discussion points
Quotes (from this video)
- Tiny epic zombies is a cooperative or semi cooperative game set during the zombie apocalypse.
- Players need to move around within the mall and balance the objectives of keeping themselves alive, killing zombies, defending the survivors who are holed up in the central courtyard and advancing these special objectives which are selected at the start of the game.
- With every bullet you fire, you will come closer to death, whereas with melee attacks you may take more damage but you may be safe.
- If there are no survivors left to discard, the human team loses immediately and their zombie wins.
References (from this video)
- Multiple ways to play including cooperative, competitive, and solo.
- Variable setup with different mall cards and objective cards.
- Engaging gameplay loop of moving, fighting, and interacting with the environment.
- Can be difficult to manage health and ammunition.
- Player death can lead to the loss of items.
- survivors versus the undead
- zombie apocalypse
Mechanics (from transcript analysis)
- Action Point Allowance System — Players must move three times on their turn, and after each move, they can kill a zombie, use room abilities, interact with tokens, or collect items, allowing for multiple actions per turn.
- Bag Building — When a player is eaten alive, their old character card is passed to the zombie player, who flips it over and adds a horde token, giving them access to new abilities in future rounds.
- Competitive play — There are rules for competitive play where humans are trying to win independently while facing a zombie player, and a full competitive mode where survivors play for themselves without a zombie player.
- cooperative play — Players can play as survivors teaming up against one player controlling the zombie horde, or a fully cooperative mode where zombies are controlled by the game.
- Dice Rolling — Melee attacks against zombies are performed by rolling a die. No matter the result, the zombie is killed, but rolling overkill allows for a free move, while other results can cause wounds.
- Hidden Movement — The zombie player secretly places a facedown search card in front of each human player, which is not revealed until the end of the human player's turn.
- Player Elimination — If a player's wound and ammo tokens meet or cross, that character is eaten alive, immediately dropping any cards and items they have equipped. If this happens in the courtyard, items are dropped in an adjacent mall section.
- Set Collection — One of the objectives involves finding hidden ingredients in the correct sequence to create a cure.
- Variable player powers — Each character has a special ability that may affect their melee attack or other actions. Players draw and choose character cards at the start of the game.
Video topics + discussion points
Quotes (from this video)
- hi welcome to watch it played my name is Rodney Smith and in this video we're going to learn the 1 to 5 player game tiny epic zombies
- there are 5 different ways you can play ranging from competitive to cooperative modes and there's even solo play
- so join me at the table and let's learn how to play
- now as mentioned after you move a space you can kill one zombie
- managing both your health and your ammunition is important in this game because if a player's wound and ammo token would ever meet or cross then that character is eaten alive
- if your character dies while it's in the courtyard then you will pick any one of these form all sections directly adjacent to the courtyard to drop your items into
- if there are no survivors left and then the barricade hits zero the humans lose and the zombie player wins
- completing the objectives immediately wins the game for the humans and that's how you play the cooperative versus zombie game mode
- if you have any questions but anything you saw here feel free to put them in the comments below and I'll gladly answer them as soon as I get a chance
References (from this video)
- Vehicle-based mobility and extra moves (greaser-like role) greatly expand planning possibilities
- Adrenaline and skateboard enable rapid movement and more actions in a turn
- Grenade can wipe out zombies in a store and provide a tactical advantage
- Revolver offers an immediate response against overrun, potentially removing zombies without taking wounds
- Rifle provides extended range for long-distance elimination of threats
- Crowbar enables quick fortification and potential rapid relocation effects
- Zombies can overwhelm barricades quickly, risking survivor losses
- Overrun rules can cause significant wounds and potentially endanger players
- Zombie doctor card can spawn multiple zombies, increasing pressure on humans
- Loss of a human character can shorten the game clock and shift power dynamics toward the zombie side
- survival and escape from zombies
- mall environment during a zombie outbreak
- live-playthrough narration with team roles (humans vs zombie AI)
Mechanics (from transcript analysis)
- barricades and courtyard — a barricade track in the courtyard represents survivors' defences; zombies entering the courtyard reduce barricade strength, and dropping to zero results in survivor loss
- Combat: Damage Based — combat is resolved with a die; four of six sides deal no damage, one side deals one damage, and another deals two; overkill grants a free move but prevents activating the current zone
- helicopter parts and escape — players must gather helicopter parts and repair the helicopter in the courtyard; once repaired, they can escape through the exit to win
- items and equipment slots — items occupy slots on character boards; backpacks can hold multiple items; players can swap or equip items found during play
- Melee combat — combat is resolved with a die; four of six sides deal no damage, one side deals one damage, and another deals two; overkill grants a free move but prevents activating the current zone
- Movement — players move up to three spaces per turn along adjacent spaces; movement rules depend on terrain and vehicle bonuses
- Movement Points — players move up to three spaces per turn along adjacent spaces; movement rules depend on terrain and vehicle bonuses
- ranged combat and ammunition management — ranged attacks consume ammo; weapons vary in range (e.g., rifle extends reach to two rooms away); ammo can be replenished by certain actions
- search and collect actions — after moving, players can search a store to collect items if no zombies occupy the store; collecting reveals tokens and can provide equipment or objectives
- trap and special action items — trap-like items and special action cards (e.g., fireworks, crowbar, adrenaline) affect zombies, movement, and scoring objectives; some cards allow mass zombie placement or repositioning
- vehicles and special abilities — humans can use vehicles to gain extra moves; greaser-like characters gain movement advantages in vehicles; unique character abilities influence movement and combat
- zombie AI turns and Horde actions — between human turns, zombie player acts; can perform noise actions and Horde actions to spawn and move zombies, often into stores connected to the courtyard
Video topics + discussion points
Quotes (from this video)
- humans did persevere they survived and I'm glad I got to show off a human dying and pulling in some new characters as well
- this playthrough shows at least the all versus one mode of the game
- we're going to end there on our next turn and just win the game
- it's now time for us to search the hardware store and I think this is going to be the last turn
- the crowbar kind of makes you teleport across the mall to a certain extent
References (from this video)
- Great cooperative design with lots of flavor and touches
- Mall-zombie theme with memorable props and units
- Some players may want deeper combat beyond co-op format
- Can rely on expansions for additional depth
- Cooperative vs. undead with diverse character roster
- Zombie apocalypse in a mall
- Cooperative campaign feel with zombie bosses
- Dungeons & Dragons themed coop games
Mechanics (from transcript analysis)
- cooperative play with location-based actions — Different locations provide distinct actions and boss encounters.
- quasi-sandbox objectives with replayability — Quests and missions feel varied across playthroughs.
- villains as many as players — Each character can be mirrored by a zombie villain variant.
Video topics + discussion points
Quotes (from this video)
- "I found it a bit tricky because it went a bit quick my people got killed off too fast before I really got a sense of how to use them"
- "there are a bunch of cool options with the characters and I did find them interesting"
- "it's a 4X game all in a small box"
- "the expansion apparently it adds a ton of this a ton a ton more to this game"
- "two-player viability with added pieces"
- "two-player play works surprisingly well"
- "the follow mechanic ... keeps you invested every turn"
- "Man the box fits the minis in that box... tardis-like"
- "this is a Zelda vibe... Zelda e as you can get"
- "the divisive part comes from this poker hand mechanic"
- "the bullet dice are pretty cool"
- "it's the best one"
References (from this video)
- thematic cohesion with the zombie motif
- compact and accessible
- some balance questions across many characters
- survival and heroism in bite-sized playgroups
- zombie-themed micro-epic with character roster
- lighthearted with a zombie twist
- Tiny Epic Galaxies
- Tiny Epic Kingdoms
Mechanics (from transcript analysis)
- Character-driven abilities — A wide roster of characters with unique powers affects strategy.
Video topics + discussion points
Quotes (from this video)
- Tiny Epic Galaxies is by far my favorite tiny epic game
- it's so good, I can't wait to play it
- worldwide six games with the game hall bag—worldwide, anybody can win
- the art is amazing
- this game has no right to be as good as it is
- I'll play this game anytime
References (from this video)
- family-friendly entry in the Tiny Epic line
- no detailed discussion in transcript
- survival and action
- Zombie apocalypse
- fast-paced, family-friendly
- Tiny Epic Dinosaurs
- Tiny Epic Galaxy
- Tiny Epic Pirates
Mechanics (from transcript analysis)
- unknown — not described in transcript
Video topics + discussion points
Quotes (from this video)
- it's the season it's the season
- three incredible voices coming on
- a gift card from a friendly local game store
- Tiny Epic Dinosaurs, Tiny Epic Galaxy, Tiny Epic Zombies, Tiny Epic Pirates
References (from this video)
- Fast 30-minute play
- Variety of game modes (5)
- Perceived brutality and theme may not suit all players
- Survival horror
- Brutal zombie survival in a compact package
- Gameplay-driven objective-based
Mechanics (from transcript analysis)
- Cooperative Game — Five game modes including competitive and cooperative
- multimode — Five game modes including competitive and cooperative
- objectives — Complete three objectives to win
- turn_based_play — Survival actions and zombie encounters
Video topics + discussion points
Quotes (from this video)
- it's about long awaited new redesigned editions of these games with lots of content on the evolution of humanity
- it's a proper you're a game for 2 to 5 players where you need really good strategic skills to lead an empire and leave your mark in history
- the return of the modern classic
- adult gamers only
References (from this video)
- High variety and replayability from diverse missions and character abilities
- Portable big-box zombie apocalypse experience
- Asymmetric zombie-master mechanic adds tension
- Multiple play modes including solo and cooperative play
- Rulebook is unclear and requires external clarification
- Zombies' power can skew balance in certain plays
- Learning curve can be steep due to ambiguous rules and phrasing
- team survival with mixed cooperative/competitive play
- Zombie apocalypse mall
- scenario-based with variable missions and asymmetric play (Zombie Master vs survivors)
- Zombicide
- Zombie Side
- Dead of Winter
Mechanics (from transcript analysis)
- Cooperative and competitive play modes — The game supports solo, co-op, 4v1, and human-vs-zombie modes, with cross-over features.
- Cooperative Game — The game supports solo, co-op, 4v1, and human-vs-zombie modes, with cross-over features.
- Mission-based objectives with tokens — Players must complete three randomly selected missions using tokens earned or found during play.
- Modular Board — The mall layout is generated randomly, shaping access to stores and strategic options each game.
- Modular/randomized board layout — The mall layout is generated randomly, shaping access to stores and strategic options each game.
- Unique character abilities with zombie sides — Each survivor has a unique ability; when killed, they can become a zombie with its own powers.
- Unique Player Powers — Each survivor has a unique ability; when killed, they can become a zombie with its own powers.
- Weapon/meeple inventory system — Meeples hold weapons; small weapon tokens and cards augment survivor capabilities.
- Zombie Master control (AI or player) and search-card manipulation — A zombie master can influence zombie placement and special abilities; in player-controlled modes, they still threaten survivors via card effects.
Video topics + discussion points
Quotes (from this video)
- by far my favorite part of tiny epic zombies is just how much variety you get in this tiny little box
- it's the game that keeps on giving
- fiveish different modes of play
- the only game that offers a big box zombie apocalypse experience and a portable format
- I absolutely got this until I didn't
- to survive this zombie apocalypse you'll have to accomplish three randomly selected missions every time you play
- meeples how awesome are these guys they can hold their own weapons regular old wooden meeples don't stand a chance
- and if your party's not getting along there's also a competitive human versus zombie mode