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The Walking Dead Risk: Survival Edition. (Anglais) Jouet – 25 janvier 2015

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The Walking Dead Risk: Survival Edition

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Par clo le 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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Le colis est arrivé dans les temps et le jeu est vraiment excellent. Les règles sont en Anglais, mais elles sont vraiment simple à comprendre et le jeu peu compliqué. Si vous etes fan du comics et de la série, achetez le sans hesiter!
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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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Commentaires client les plus utiles sur Amazon.com (beta)

Amazon.com: HASH(0x89bcad08) étoiles sur 5 101 commentaires
59 internautes sur 62 ont trouvé ce commentaire utile 
HASH(0x88b45aec) étoiles sur 5 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!
28 internautes sur 31 ont trouvé ce commentaire utile 
HASH(0x88b45ef4) étoiles sur 5 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!
15 internautes sur 15 ont trouvé ce commentaire utile 
HASH(0x896d1258) étoiles sur 5 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.
4 internautes sur 4 ont trouvé ce commentaire utile 
HASH(0x88b45f6c) étoiles sur 5 Great Edition of Risk -- Has a Nice Walking Dead Feel To It 15 mai 2014
Par El Tonio - Publié sur Amazon.com
I originally wrote this review for The Walking Dead Risk Comic Edition Board Game. So, please excuse me if you read it twice (but, I thought I'd include it here as well since I didn't know where folks would start).

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.
1 internautes sur 1 ont trouvé ce commentaire utile 
HASH(0x88b49318) étoiles sur 5 4.5 stars 11 janvier 2014
Par WLJ - Publié sur Amazon.com
Achat vérifié
I really love this game, but beware, much like Monopoly, it will tear families apart. I read some of the game manual before playing and just decided to do a trial run with my husband and read as we go. Our first problem was made apparent when my colorblind husband couldn't tell his players from mine, so he had to switch to blue, which is the only color he could see. Usually he can tell the colors of games pieces apart easier than that, but not so with this game. It's not colorblind-friendly.

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.
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