State of Decay 2 – Five Tips To Enhance the Zombie-Slicing Fun

State of Decay 2 has finally launched for Xbox One. I was a big fan of the original game and spent hundreds of hours playing it. I also can faithfully say that I love the sequel. So without any further ado, here are my 5 tips on how to get the best possible gameplay experience.

Note: all photos courtesy of my iPad camera and my tv. Deal with it!

1 – That vehicle has a trunk

In the original SoD Undead Labs added carrying capacity (aka a trunk) to vehicles through some DLC. SoD2 has it right from the start. Vehicles that you are driving around have carrying capacity and broken down vehicles also have can be holding stuff. A vehicle trunk effectively doubles your character’s ability to collect and transport items. So next time you go scavenging don’t forget that I told you to put junk in the trunk!

My truck’s trunk with one rucksack in it. Just walk to the back of the truck and hit Y to interact with the trunk.

2 – Remember what Col. Kurtz said, “Never get out of the boat–unless you are going all the way!”

Darn straight. Your vehicle is both your protection against the zeds and a battering ram. Never, I repeat never get out of your car! I don’t care how much road rage you have, stay in the car! Trust me, you will live longer.

A picture of my truck after I rammed two, yes two, hordes.  Do you see me lying dead on the ground?  Nope, because I stayed in the truck.

A pic of my truck after I ran down two hordes. Do you see me lying dead on the ground? Darn straight you don’t! I stayed in the truck.

3 – Rucks jump from trucks!

Do you know what those parking spots are for at your base? So that you can unload stuff to your supply directly from your trunk. Don’t know what a trunk is? See tip #1.

Did you miss in the pic from tip #1 that on the bottom right it says RT to “transfer to base.” Now you know why you are looking at the same pic because most gamers have not yet noticed that tiny message! So go ahead and hit that right trigger and fire those supplies directly to your supply! No need to run back and forth!

4 – Outposts are for key utility service

In SoD1 you needed outposts to protect your base and provide basic stuff like food. Not this time as you can collect plenty of resources and those zeds walk right up to your base no matter how many outposts ring it. So instead use your outposts to provide utilities like water and electricity to your base! Trust me you will like the game more when your base lights are always on!

You better believe that I just made that water tower an outpost! It provides water for my garden and kitchen AND a morale boost! Much better than 1 extra food a day. And my yellow circle is highlighting the power station that I nabbed as my next outpost.

5 – Your radio is your best friend

I don’t know about you, but I can rack up some serious influence. So what is a guy to do with all that influence? Get on the radio! Use your radio to find resources, survivors, and other stuff. Heck, I bought the prepper’s pack so for a measly 200 influence I get a shiny new yellow truck dropped off at my feet any time I want! If you grab a military outpost you can even call in an artillery barrage. Ba-boom!

Use your radio early and often if you want to stay alive in style!

Special bonus tip #6

Use the co-op function to get your buddy in your game (or join his/her game). A real human to whom you are talking on a headset and is watching your back can make a big difference. And for real kicks bring in up to 3 friends, grab some trucks, and start a convoy of destruction (see tip #2) that surely will get rid of every zed in the city!

Okay, now go out there and chop up those zombies!

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New Games that I am Pumped About: Northern Enchantress and Fragged Kingdom

Today was my lucky day! Two new games that I can’t wait to play showed up in either my email inbox or on my front door.

Northern Enchantress — Expansion for Heart of Crown

I really like the new deck building game Heart of Crown from Japanime Games. And just in the time for the holidays the second expansion, Northern Enchantress, has arrived (along with my setup playmat)! Heart of Crown is quicker and simpler to play than Tanto Cuore. The new expansion adds magic and non-humans. I can’t wait to give it a try.

Fragged Kingdom

A while back I picked up the Fragged Empire RPG. The game has some really cool ideas in it, like attribute damage, an innovative combat system, a nice “Spare Time” character development system, and streamlined rules for dealing with items and resources. Fragged Empire is Sci-Fi while Fragged Kingdom is fantasy. It promises to have rules for PCs to have “Holdings” and rule over territory, plus simplified mass combat rules. One gripe I have always had about traditional fantasy RPGs is that they typically deal with holdings and mass combat quite poorly. From my quick perusal of the rules, I have a feeling that Fragged Empire is going to get it right. I gotta get a campaign started right away!

House Rules — Making a Game Fit Your Needs: Tavern Masters

DECONSTRUCTION JUNCTION

A place where I dissect rules, themes, game components, and strategies and give my thoughts about them.

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Every now and then there is a game that you like…but you don’t love it. Maybe it’s because it doesn’t really fit the style or needs of your gaming group. You’ve played it with the guys a couple times, and it was fun, but you think it could be even more fun…if it was tweaked a bit. What is there to do?

House Rules

Well, the obvious answer is to use House Rules! Make up the Rules you need to get the game to where you want it. And today I am going to give an example of a game that I recently acquired on Kickstarter: Tavern Masters by Dann Kriss Games.

It is a fun, quick game for 1-4 players. It can be played competitively, co-operatively, and solo. Games last about 25-30 minutes. In short, you build a Tavern in a fictional fantasy world and try to accommodate as many patrons as possible, earning gold in the process.

We played it a few times and it was fun and fast. But it was too fast and really, didn’t have the strategic depth that we were looking for. In fact, with the exception of the first round Tavern card passing, the players never interact. Now, Tavern Masters is a light game with evocative art, so nothing I will write in this blog takes away from the excellent work put into this game. Yet, our group wanted a longer game with more tough decisions….so we introduced some house rules.

House Rule #1: Length of Game

The competitive game normally ends on any round that a player gets 20 or more gold. Our new house rule is that games go a minimum of 6 rounds and end at a pre-determined round from 6 to 10. This lengthens the game by 20-60 minutes.

House Rules #2: First Round Changes

The first round of the game can be frustrating if your Tavern cards do not match your Patron cards. Because the Tavern cards are dealt and played before ever seeing the Patron cards, this makes mismatches purely random. Our house rule is that on the first round the Patron cards are dealt first. Each player can look at his/her Patrons and only after that, the Tavern cards are dealt and passed normally. This allows each player to try and avoid mismatches and also pass the Tavern cards with more sense of strategy.

House Rule #3: Pass the Tavern Cards Every Round

Tavern cards only get passed in the first round normally, on the subsequent rounds they are directly drawn from the deck. Our house rule is to pass cards every round, with odd rounds clockwise and even rounds counter-clockwise. This continues to provide more player interaction and more strategic choices (you know, like in 7 Wonders–do I block or grab what I want?

House Rules #4: Icon Limits

Normally any number of Patrons can take advantage of a single icon (for example, if you have 3 Patrons in your hand who want Ale, if you have a single Ale card in your Tavern, you can play all 3 Patrons). Our house rule is that EACH Patron needs its own separate icon, both when it is played and also when you keep Patrons during the Counting the Till phase. If you have 3 Patrons who need Ale but only one Ale card in your Tavern, you can only play one of them.

Conclusion

Our house rules effectively make the game more strategic and make choices more demanding. The house rules make the game longer and more tense, and also add more player interaction. House rules to the rescue!

P.S.

The Dirty Deeds Expansion is also a must. It adds a phase where players directly mess with other players’ taverns. Pick it up if your gaming group wants more player interaction and backstabbing fun!

Gen Con 2017 — Photos Part I

Okay, I did my usual trek to Gen Con in Indy this year.  I bought a bunch of games, and I will post about some of them a bit later.  Today I bring you ….. drum roll please …..

GEN CON 17 PHOTOS!!!!

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Boba Fett — always a classic

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An Ood from Doctor Who

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I am not 100% sure, exactly what costume this is. Maybe one of my faithful readers will let me know.  He did strike a cool pose!

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A Roman soldier

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Again, I can’t quite place it.  Help my readers, help!

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Pretty sure he was selling the items at the booth to the right of the picture.

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Jedi.  There are a lot of Jedi Knight masks out there, not sure exactly which one this is. 

Tomorrow I will post more.  See what all of you missed going to #GenCant rather than actually getting your pass early and showing up at Gen Con?