Zombicide Horde Mechanic

Hey gang. Quick Question.

Just wondering if people like the horde spawn mechanics from the Zombicide games?

The game I have created uses a version of this but doesnt rely on cards to spawn in the enemy type or amount.

I like this mechanic, but I am thinking it might scare off players with the large amount of enemies that could end up being spawned on the game board. I Chose to make a variation of this, because I wasnt interested in making another typical skirmish/rpg game with only handful of enemies on the table at a time.

Thoughts?

I am unfamiliar with the game so I went looking at this website. Do these rules capture what you’re asking about? (You’ve got a “danger level” as well?)

Step 2: Spawn
New Zombies are introduced into the board at the designated Spawn Zones based on a dice roll.

  • Dice Roll: The number of dice rolled is based on the number of Survivors who began the game (Companions do not count).
  • Card Draw: The rolled dice are assigned to Spawn Zones based on the numbered Spawn locator tokens. One Zombie card is drawn for each die assigned to a Zone, starting with the lowest numbered Zone and proceeding clockwise.
  • Danger Level: The line of the Zombie card corresponding to the highest Danger Level of any Survivor currently in the game determines the number and type of Zombies that spawn.
  • Special Cards:
    • Extra Activation: No Zombies are placed; instead, the indicated type of Zombie receives an immediate extra activation. (These cards are ignored at the Blue Danger Level.)
    • Manhole/Bed: No Zombies are placed in the current Zone; instead, the specified Zombies (Crawlers for Beds) are placed in all Manhole or matching-colored Bed Zones on any tile that contains at least one Survivor. If miniatures are insufficient to fill all manholes/beds, an Extra Activation is resolved.
  • No Spawn Locator/Colored Zones: Zones without locators receive a single Zombie card per Spawn Step. Colored Spawn Zones (e.g., blue or pink) require a specific trigger (like taking a matching Objective) to become active before they begin spawning each round.

yeah thats somewhat like it. my game uses a die and table to determine which enemy type and how many spawn in. and a die roll to determine which zone they spawn in.

Overall the game is more like a skirmish game than Zombicide games are. But then theres the Dungeon crawler quests too.

But this is the question I am asking, would the horde spawn system be a bit too much for people. For me it seems easy, but for some it might be too much.

But even controlling the enemy spawns are different than they are in that game.

Sounds like the question is less about the mechanic – rolling on a table to spawn enemies sounds very sensible – and more about difficulty and/or the number of enemies spawned at once, which depends on how you build the table.

In general I’m not opposed to playing games where things feel very challenging or overwhelming, as long as there’s something I can do to overcome it (even if I suck at the game and rarely succeed).

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Yeah, i accounted for the number of enemy spawns by adopting Heroquests low HP and large damage attacks, so players can wipe out most normal enemies in 1-3 hits depending on the enemy type. Theres 5 different types of enemies. the max HP for the most powerful enemy is 100 and thats for like dragons or giants and those take place in their own “battle arena” and not very often during the campaign.

But yes, the number of enemies that spawn in. thats the other thing as well. I do have it where some rolls, nothing spawns in. I do have it explained pretty well on how to do it and control them during game play, along with HP tracking sheets and enemy tracking sheets. And like Rangers of Shadowdeep, theres only a handful of enemy types per quest, but what differs is the amount of enemies that can spawn in.

Its a big mixture of mechanics from several games.. I wanted to make things easy for people to grasp the base mechanics, but also try and give them something new.

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