A blast from the past, we pulled out a copy of A&A Europe the other night, pretty much on a dare. We had already played two games of Sentinels of the Multiverse and were casting about for another game to play when we settled on this one. Now, we have played a lot of games of the original version over the years, but not recently. We somehow went with this game thinking it might not be quite so long and as we were starting to play at around 10pm short is what we needed.
Well it did move fast enough and strangely it was fun to play. It has different challenges than the original game and different features such as the Eastern oil fields and convoy spaces. Both of these were fine additions and shook up the regular flow of the game rather nicely. The Germans made one error at the start of the game that wound up having ramifications later on and made it very difficult to win the game. In the end we called it a night at around 1AM without a clear winner, but withe the understanding that is was going to be nigh impossible for the Germans to win.
Our game play of A&A the other night inspired me to pull out my copy of A&A and zombies. I set this up and played it solo to learn the rules. It is to say the least an odd entry into the A&A family of games. As I write this I am only a couple of turns into it and already there are a lot of zombies on the board and they are having an impact on the living nations.
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Yellow zombie figures |
Zombies can appear from special card draws, but the majority appear from dead infantry. If you have ever played the regular A&A game then you know that there are a lot of infantry in Russia and Germany.
Yes that is 7 zombies in West Russia. At the start of a players turn they draw a card and place zombies as indicated by the card, then they must roll 'zombie dice' for each zombie in a territory that contains their troops. There is only a 1 in 6 chance of killing something, but enough zombies in a space, say 7, may well disrupt your plans. As the living defender you do not get to fight back in this opening phase and should they kill any infantry those dead infantry will become zombies.
When you attack a territory that has zombies in it, the defender will roll 1 'zombie die' per zombie in that space. Again there is a 1 in 6 chance that the attacker or defender will be bitten(killed). The dice in the game have replaced the 6 with a skull. Should you roll a skull in normal combat a zombie has been killed.
So the game is still being played and I have yet to decide if it is any good, but it does look to be much faster play than any other version that I have played. We shall see...