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The Walking Dead Risk: Survival Edition (Anglais) Jouet – 2 octobre 2013


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EUR 86,27 EUR 53,98

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Détails sur le produit

  • Jouet
  • Editeur : Toy Zany; Édition : Brdgm (2 octobre 2013)
  • Langue : Anglais
  • ISBN-10: 1605843601
  • ISBN-13: 978-1605843605
  • Dimensions du produit: 5,1 x 40,6 x 27,9 cm
  • Moyenne des commentaires client : 5.0 étoiles sur 5  Voir tous les commentaires (2 commentaires client)
  • Classement des meilleures ventes d'Amazon: 22.181 en Livres anglais et étrangers (Voir les 100 premiers en Livres anglais et étrangers)
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2 internautes sur 2 ont trouvé ce commentaire utile  Par clo sur 21 décembre 2013
Même si le jeu est en anglais, il est facilement compréhensible. Beaucoup de rire et de suspense. Tout pour une bonne soirée entre amis.
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Par Nataline sur 3 août 2014
Achat vérifié
Jeu arrivé en très bon état et rapidement comme prévu. Je recommande aux fans du comic et de la série : idéal pour passer de bonnes soirées.
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36 internautes sur 36 ont trouvé ce commentaire utile 
A true breath of fresh air into a stale strategy game 9 novembre 2013
Par George Miroshnikov - Publié sur Amazon.com
Even if you have played all the different versions of risk many times over, this alteration to the classic is not just a cheap gimmick to cash in on the walking dead craze.

Scroll to the bottom if you don't want to read all of this, :)

The addition of the ever looming walker threat and constant attacks from walkers every turn really transforms a game that used to be about domination to a game about survival. Anyone who played risk several times got bored of the basic mechanics and started making house rules to spice things up, and a common one (especially with two players) was to put in a neutral third faction, well this game takes that idea (using zombies obviously) and runs with it.
If you're not sure whether this is worth your time picking up, I'll outline the major differences between this and classic risk (or even risk 2210 AD)
1. In addition to several territories (the number of which depend on the number of players) starting under control of the walkers, every players turn, the walkers invade random territories (just spawn in them, they don't actually attack from territory to territory like player), and the territories which they invade are decided by drawing territory cards from the shuffled deck of all of them. With other players rolling for the walkers attacking and defending, they wreak havoc on every turn, and as the game runs on, the amount of territories they invade per turn and the number that appear in each territory increases. To top it all off, when anyone of your survivors dies, they have a 50% chance to turn into a walker when they die, so they can overwhelm any zone, no matter how populated, quickly.
-Player survivors get a static +1 to all defense and attack rolls against walkers since they're slow, but if you roll a 1 defending from a walker attack, and lose, an extra walker is automatically added (on top of your survivor possibly turning into walker himself!)
-This mechanic alone changes the game entirely because no one can just amass troops and sit safe on a region, as they can appear inside your territories at any time and really fosters a great feeling of always being on your feet and that no conquest is ever a sure thing, which stays true to the comic book's lore perfectly!

2. Every turn, an event card is drawn, which just adds a little bit more variety as well. Sometimes it's a mission which a reward, like conquest 2 walker infested territories, gain 2 survivors, or kill 4 walkers and gain a grenade (I'll explain what they do next) or try to roll all evens and build a watchtower in one of your territories (also a new piece like a grenade). The other event cards are interesting little changes, like "Traitor" which has every player roll off and a survivor from the lowest roll defects to the highest roll, , "Starvation" where one survivor dies in every territory in a random region (selected by a die roll), or one of my favorites "Too Much Noise" - 3 Walkers attack the territory with the most survivors (out of all players not just whoever drew the card) , which can really even the playing field sometimes. Some one can be on top, controlling two regions then all of a sudden get over run by walkers, lose both regions and not get enough reinforcements next turn to even take them back due to the lost bonuses.

3. Each color (different group of survivors) has a special ability, so they're no longer arbitrary aesthetic choices, and again adds another layer of strategy and re-pliability.
- Rick's Group (Blue) - Can have his maneuver (free move troops from one territory to another) at any time during his turn, like between attacks for reinforcements, instead of only at the end of the turn
-Hershel's Group (Green) - When rolling to see if one of your survivors turns into a walker if they're killed by a walker, you only have to roll a 3 or higher for them not to turn (usually have to roll 4 or higher). This one is my personal favorite so far.
-The Governor's Group (Red)- If attacking and you roll a 3 of a kind, and win at least one of the die rolls, you automatically take the territory without any further rolls. (This may seems pretty good ability at first glance, but in practice it's the weakest of the four, 3 of a kind rolls rarely happen (the odds are 1/216 on any given roll!). In future games, we'll probably alter it with a house rule.
-Prisoners Group (Yellow) - On the first attack of every turn, the defenders subtract 1 from their lowest die roll. This is a pretty solid special and my second favorite.

4. Grenades and Towers- Just extra pieces that can be acquired through completing events successfully,
-the grenade just allows you to change one die roll to any number you like at any time (basically one instant-win, good when you're desperate not too lose a territory to a random walker invasion to keep your reinforcement bonus)
-the tower adds one to the highest defense die roll, which makes defending a region with a small amount of the survivors much easier, the prison area in the middle of the map starts with one, and the rest can be built later

That's about it, I've only played a couple of games but it's fantastic to create a feeling of survival. The zombies will win most of the time, you're just trying to lose less than your opponents :) The game is designed to be shorter and can end anytime after the 4th round but the games we've played so far have lasted 2-3 hours anyways but still less than some classic risk games I've played.
Definitely recommend this to risk and strategy board game lovers alike, even if you haven't played risk! (I can see lots of potential and room for house rules too!)

tl;dr : The game is great, really different from regular risk, buy it!
25 internautes sur 25 ont trouvé ce commentaire utile 
A true breath of fresh air into a stale strategy game 9 novembre 2013
Par George Miroshnikov - Publié sur Amazon.com
Even if you have played all the different versions of risk many times over, this alteration to the classic is not just a cheap gimmick to cash in on the walking dead craze.

Scroll to the bottom if you don't want to read all of this, :)

The addition of the ever looming walker threat and constant attacks from walkers every turn really transforms a game that used to be about domination to a game about survival. Anyone who played risk several times got bored of the basic mechanics and started making house rules to spice things up, and a common one (especially with two players) was to put in a neutral third faction, well this game takes that idea (using zombies obviously) and runs with it.
If you're not sure whether this is worth your time picking up, I'll outline the major differences between this and classic risk (or even risk 2210 AD)
1. In addition to several territories (the number of which depend on the number of players) starting under control of the walkers, every players turn, the walkers invade random territories (just spawn in them, they don't actually attack from territory to territory like player), and the territories which they invade are decided by drawing territory cards from the shuffled deck of all of them. With other players rolling for the walkers attacking and defending, they wreak havoc on every turn, and as the game runs on, the amount of territories they invade per turn and the number that appear in each territory increases. To top it all off, when anyone of your survivors dies, they have a 50% chance to turn into a walker when they die, so they can overwhelm any zone, no matter how populated, quickly.
-Player survivors get a static +1 to all defense and attack rolls against walkers since they're slow, but if you roll a 1 defending from a walker attack, and lose, an extra walker is automatically added (on top of your survivor possibly turning into walker himself!)
-This mechanic alone changes the game entirely because no one can just amass troops and sit safe on a region, as they can appear inside your territories at any time and really fosters a great feeling of always being on your feet and that no conquest is ever a sure thing, which stays true to the comic book's lore perfectly!
-Oh also if you roll a one defensing agiasnt walkers, and lose

2. Every turn, an event card is drawn, which just adds a little bit more variety as well. Sometimes it's a mission which a reward, like conquest 2 walker infested territories, gain 2 survivors, or kill 4 walkers and gain a grenade (I'll explain what they do next) or try to roll all evens and build a watchtower in one of your territories (also a new piece like a grenade). The other event cards are interesting little changes, like "Traitor" which has every player roll off and a survivor from the lowest roll defects to the highest roll, , "Starvation" where one survivor dies in every territory in a random region (selected by a die roll), or one of my favorites "Too Much Noise" - 3 Walkers attack the territory with the most survivors (out of all players not just whoever drew the card) , which can really even the playing field sometimes. Some one can be on top, controlling two regions then all of a sudden get over run by walkers, lose both regions and not get enough reinforcements next turn to even take them back due to the lost bonuses.

3. Each color (different group of survivors) has a special ability, so they're no longer arbitrary aesthetic choices, and again adds another layer of strategy and re-pliability.
- Rick's Group (Blue) - Can have his maneuver (free move troops from one territory to another) at any time during his turn, like between attacks for reinforcements, instead of only at the end of the turn
-Hershel's Group (Green) - When rolling to see if one of your survivors turns into a walker if they're killed by a walker, you only have to roll a 3 or higher for them not to turn (usually have to roll 4 or higher). This one is my personal favorite so far.
-The Governor's Group (Red)- If attacking and you roll a 3 of a kind, and win at least one of the die rolls, you automatically take the territory without any further rolls. (This may seems pretty good ability at first glance, but in practice it's the weakest of the four, 3 of a kind rolls rarely happen (the odds are 1/216 on any given roll!). In future games, we'll probably alter it with a house rule.
-Prisoners Group (Yellow) - On the first attack of every turn, the defenders subtract 1 from their lowest die roll. This is a pretty solid special and my second favorite.

4. Grenades and Towers- Just extra pieces that can be acquired through completing events successfully,
-the grenade just allows you to change one die roll to any number you like at any time (basically one instant-win, good when you're desperate not too lose a territory to a random walker invasion to keep your reinforcement bonus)
-the tower adds one to the highest defense die roll, which makes defending a region with a small amount of the survivors much easier, the prison area in the middle of the map starts with one, and the rest can be built later

That's about it, I've only played a couple of games but it does its job fantastically in creating a feeling of survival. Really, it's the zombies will win most of the time, you're just trying to lose less than your opponents :) The game is designed to be shorter and can end anytime after the 4th round but the games we've played so far have lasted 2-3 hours anyways but still less than some classic risk games I've played.
Definitely recommend this to risk and strategy board game lovers alike, even if you haven't played risk! (I can see lots of potential and room for house rules too!)

tl;dr : The game is great, really different from regular risk with interesting new rules and lots of room for replayability, buy it!
7 internautes sur 7 ont trouvé ce commentaire utile 
Great Edition of Risk -- Has a Nice Walking Dead Feel To It 31 décembre 2013
Par El Tonio - Publié sur Amazon.com
I was a huge fan of Risk when I was a kid, and am a huge fan of The Walking Dead now. So, after reading the rules online as well as the other reviews posted here, I decided this version might be a fun addition to my collection (i.e., it looked different enough to keep an classic favorite fresh and interesting). I played my first game yesterday(it was a four-player game), and I was not disappointed. Those who are interested in the full rules can download them here: [...] This review will give a quick overview some of the things that really stood out to me in terms of likes and dislikes.

THINGS I LIKED

There were lots of things I liked about this game. Some (like the Group cards, Event cards, Outbreak card) added a lot to the game, but also came with some distinct disadvantages (discussed below). Those discussed next were major pluses with fewer drawbacks.

The game definitely had a Walking Dead feel to it. The artwork and writing are the same as the comics, the map was great, and the Group and Event cards, use of ammo crates and grenades, and the Walker rules (discussed next) really fit the them.

The Walker rules were an awesome part of the game. First, the walkers started by controlling between 8 (in a four player game) to 16 (in a two player game) territories, so the threat was there right from the start. Second, before each players turn you placed between 1 and 3 walkers in 1 to 4 randomly drawn territories (i.e., you put more walkers in more territories as the game goes on). Sometimes they added to an already walker infested territory, but more often than not they appeared in a survivor controlled territory and everyone had to deal with all those battles before the active player continued with their turn. This kept everyone much more involved overall, and added a whole new layer of strategy to the game. Third, if one of the survivors is killed a walker, there is a 50/50 chance they will turn into a walker and immediately join the walker side (slightly less if you are playing the Greene family). So, a battle that seems to be going in your favor can quickly turn against you. Finally, you get bonuses to all attack and defense dice against walkers since they aren't very smart.

Who is ahead can change very quickly. So, even if things feel hopeless one round, the outbreaks in particular (and the Group and Overrun cards to a lesser extent) can change this quite a bit. One of our players had pretty much given up about half way through, only to come in second (with a chance at first) by the end because of outbreaks and when the overrun card was drawn.

If all of someone's survivors are lost they can still play the zombies. This didn't happen in our game, but we it came close and we were all happy that person would still be able to play the Zombies rather than having to wait for the game to end.

It had both a competitive Risk feel, and a cooperative Pandemic feel. It really felt like a mixed motive game, with motivations to both cooperate and compete. This was a major plus in many ways. One of my favorite was that we all gave one guy one or more of our ammo crates so he could go on a walker run which helped us all out. Of course, this came at a "Risk" that he could break his word (which would have had interesting results in its own way), but in this case it did not and it really helped everyone out.

We loved that the game has a defined ending so it does not go on forever. Specifically, you shuffle the Overrun card into the bottom half of the Event deck. When it is drawn, the game ends after the current round is finished (this will typically happen during round 4-8). This is a very worthwhile edition to the classic Risk game.

THINGS I DID NOT LIKE

Some of the event cards seemed out of whack. For example, some were very easy to accomplish and/or had disproportionally more worthwhile awards, while others were much harder to accomplish and/or had disproportionally less worthwhile awards. The differences were not huge, but they were noticeable.

Some of the group leader cards were noticeably better and more helpful than others. For example, the Governor's ability can be pretty powerful, but it is unlikely to come into play (in fact, it didn't come into play at all during our game). The other leader cards are not quite as powerful, but they come into play most rounds (and sometimes multiple times in a round) which gave them a noticeable advantage overall.

The walker outbreaks definitely added a whole new element of randomness and luck (besides the dice and event cards) to the game. Not sure yet if it they successfully navigated the strategy to luck ratio, but it is a concern and I'll definitely be paying attention to this. But, in the world of The Walking Dead perhaps this much randomness makes sense.

The thing I liked least about the game is that Overrun card mechanic gives a very big advantage to those going later in the round. This is because when the Overrun card is drawn, the game ends as soon as the current round is finished (i.e., after everyone has had their turn for the round). The problem is that more often than not it will be pulled after some people have gone, which to give an unfair advantage to those going later in the round (i.e., those going after it was drawn can make choices with full information -- like saving ammo crates or breaking alliances/promises with impunity, while those going before cannot). To fix this, I am thinking about adding a house rule that the round after the Overrun card is drawn (as opposed to the round it is drawn) is the final round (still not perfect, but much less of a problem than it was in our game).

SUMMARY

All things considered, all four of us liked the game and will play again (which is really saying something since one member of the group really doesn't like traditional Risk at all, but still liked this game enough to play again). We laughed, we shouted, we rooted for and against each other, we mostly rooted against the walkers. A great time was had by all. To provide another point of reference, we also played a game off Zombies!!! afterwards (my first), and all things consider I would rather play Risk: The Walking Dead - Survival Edition.
6 internautes sur 7 ont trouvé ce commentaire utile 
RISK with yet another Twist 6 décembre 2013
Par Elise - Publié sur Amazon.com
Achat vérifié
I'm a huge fan of both The Walking Dead and the game of RISK, so ordering this game was kind of a no-brainer. I currently own 4 different versions of RISK, and this one is by far my favorite. I love the way the map is set up and all of the game pieces are brightly colored and of good quality. Overall, very cool set up.

The way the game is played is very similar to several of the other versions of RISK that I have lying around, but has a few twists that make winning quite a bit more difficult than the traditional versions. Attacking and defending has always been a RISK, but The Walking Dead version makes that RISK much greater by adding walkers into the mix. If you die, you must roll again to see if you come back as a walker or simply just die. Although you are given an advantage when rolling against walkers, it is easy to be taken over during outbreaks, which occur every turn and increase with each round. Unlike the traditional versions of risk, protecting the borders of your territories simply isn't enough. Your borders may protect you against other survivors (other players), but are no match for the outbreak cards, which can place walkers in any territory on the map (in other words, right in the middle of your guarded territory).

I would highly recommend this game to anyone who likes to play RISK and is a fan of The Walking Dead, but I do believe the twists in this game would also be attractive to someone who isn't the biggest fan of zombies. Just adds a different dynamic to game and allows people who aren't the best strategists to still have a chance to win.
3 internautes sur 3 ont trouvé ce commentaire utile 
LOVE it! 2 janvier 2014
Par Chris - Publié sur Amazon.com
Achat vérifié
I own the original RISK and have played it countless times, as well as the 2210 AD version (the one with the moon) and the LOTR version (which is fantastic). By and far, and a consensus between my friends, is that The Walking Dead version is the best. It adds an aura of unpredictability with random zombie outbreaks you MUST contend with before continuing turns. It really is a game about surviving the apocalypse while simultaneously dealing with other groups trying to do the same thing. The original RISK can grow stagnant, and you add new rules to spice things up. The LOTR version is fun, but still kind of the same old, same old. We know for a fact that in our circles, TWD version will be used the most, if not exclusively, from now on.
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