Zona - It Ain’t a Roadside Picnic

Daniel (@dungeondive) opens with the book rather than the box: Arkady and Boris Strugatsky’s 1972 Roadside Picnic, one of his favourite novels and quietly one of the most influential genre works ever written. It gave us Tarkovsky’s Stalker, the S.T.A.L.K.E.R. games, the Metro novels — and this, Zona: The Secret of Chernobyl, a Polish adventure game about survivors picking through an irradiated exclusion zone.

The pitch is a slow Eastern European apocalypse rather than a Mad Max one: survival over spectacle. Two to four survivors race — competitively, not co-operatively — to crack open four secret locations, then push through the red zone into the sarcophagus. Mutants are fought with strength, anomalies puzzled out with smarts, and each round the first player, the Voice of the Zone, draws a rumour card that seeds danger and drives the emissions track down. When it bottoms out a radiation wave rolls across the map, and anyone caught outdoors takes stacking damage by region colour. Six damage boxes per character and scavenged gear that breaks after two or three uses make that timer genuinely frightening.

The verdict is warm but qualified: a quality game with excellent components, whose sparse flavour text leaves the world feeling abstract, and whose solo mode is a lesser shadow of the competitive one.


Daniel argues the emissions track works where most game timers don’t, because where you are when it fires matters as much as when. What’s the best timer you’ve met in a game — and what lifted it above a plain countdown?