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Massive Darkness


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Our first run through of the Tutorial was enlightening.  The first door we spawned an ambush and the Dwarven Warriors got a sword they could use.  My ranged character had two really awesome rolls after the barbarian took out one minion.  First mob down and done.  Having 5 life makes a big difference compared to Zombicide and I can't wait to see how that plays out across more tiles.  Shadow Mode has definitely changed from the time of the Kickstarter.  Movement is interesting and allows more options than Zombicide.  Transmuting for better weapons is useful and fun!

 

The FFG sleeves I had for X-Wing are exactly the same ones I needed for these, so I was able to sleeve everything up and put it in the same kind of Creative Options Deep Utility box from Hobby Lobby.  It will work until I find a better option and allows for easy deployment of all of the cards.

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I can see where people are getting that it's a bit OP, I might house rule transmute a bit, though sometime you end up completely boned on gear (I got armor for my mage with 2 turns left in the game just now, and only found 1 decent weapon for my tank 3 turns from the end...of a level 4 scenario).

 

I'm a bit befuddled by the mob AI rules, seems easy in some cases to funnel them to the hero spawn point and just ignore them. At the end of the aforementioned game, I had 3 roaming monsters and 2 mobs parked there, moving towards us every now and again as we came into the light and then back into the start zone because we spent most of the time in shadow. I'm thinking a house rule where they spend X turns at the entrance and then wander to a current level token, or patrol back and forth.

 

Slippery can be super OP, as can stun...but not in every scenario, so not ready to house rule on them yet. Stun I only notice because of class choice and a lucky weapon draw early on, I was basically chain stunning the roaming monsters. And abusing slippery to snag chests with a character that had +1 movement action and the gloves with +1 free trade? Yikes. But that was kinda fun and balanced because of the mobs he kept spawning (though see the last paragraph for how that was abusable). My only big problem was that it was a scenario where The Chosen one had to escape out an exit, and he slipped past the last mob and monster to sneak out of what should've been a decent end battle, kinda anti-climactic (I was tempted to just fight it out, but wanted to go do some errands, heh).

 

But these are picking nits, things can be tweaked. I like Zombicide, but I really like Massive Darkness. I was pretty surprised with how much it sucked me in. I've had it on the kitchen table all weekend and I've played a solo game (not in story mode) up to the 3rd scenario (plus tutorial). I did the tutorial with a single hero, then 1st scenario with two different classed heroes, and the 2nd scenario with three differently classed heroes (to try each out). I ran the 3rd with the KS pack, using a Bonecrusher, mage and assassin included (though ran the assassin as a nightstalker because I don't have the assassin pack). Having the bigger roaming monster deck and added mob bosses and agents definitely improves the game a lot.

 

I like the rpg-lite stuff, it adds so much to the Zombicide formula, this game is in pretty much every way superior and now I'm kinda bummed for Green Horde (except the crossover, hah).

 

Now my 2nd favorite game KS I've backed, after KD:M.

Note: I like dice and random chance, unlike a lot of board gamers. And the bam/diamond dice take me right back to Blood Bowl. Genius!

 

And gear-using mobs, getting a defender with a magic shield or a demon with a fire sword? Ye gods. Keeps you on your feet, and Events are always interesting. Even having the agents keeps normal guard spawns spicy.

 

I also like the promise in the mechanics of the 2nd scenario, where you have to chase down a giant spider that flees every round toward the exit, dragging webbed heroes with it. Shades of KD:M type AI that you could build in. Nice!

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29 minutes ago, CashWiley said:

I'm a bit befuddled by the mob AI rules, seems easy in some cases to funnel them to the hero spawn point and just ignore them. At the end of the aforementioned game, I had 3 roaming monsters and 2 mobs parked there, moving towards us every now and again as we came into the light and then back into the start zone because we spent most of the time in shadow. I'm thinking a house rule where they spend X turns at the entrance and then wander to a current level token, or patrol back and forth.

 

Check page 28 on this.  Right column.  Step 2 - Move

3. If no Heroes in Line of Sight and all Heroes are in Shadow Zones the Enemy Moves toward the Hero Starting Point

Which is where you are, but in the bullet points below, you get the following:

* If an Enemy reaches the Hero Starting Zone (or if it can't get any closer to it) it will then start to Move towards the Exit Zone. If it later reaches the Exit Zone (or can't get any closer to it) it will then Move towards the Starting Zone again, and so on, as long as all Heroes remain out of sight and in Shadow Mode.

 

They shouldn't park at the Entrance or Exit.  They should always be moving... and you could have them moving both directions if you aren't clearing them out.

 

Edited by Grayfax
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Good info Cash and Grayfax. I really appreciate the feedback on the playability. I just finished reading the reals around weekend travel and have a vacation day to myself tomorrow, so will hopefully try some solo play. 

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Nice, thanks Grayfax! I've found the rules surprisingly clear and understandable.

 

Though I've been thinking of another house rule: roaming monsters get a gear card of the highest level gear the players have. Not sure if that would be worth the power creep of players getting more +1 level items, though.

 

Seeing some good crossover stuff using Z:BP tiles etc, going to have to dig out my BP box...

I did have to put MD away so I'd stop playing :) That's a good sign!

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I really do hope everyone gets theirs soon, and I am happy to hear when people get theirs.... but I have to say it is comforting when I hear others are still waiting too... It means I don't have to panic yet. 

 

The minis look great... I have seen maybe 4 unboxing videos and there are a couple painting threads already. I am inpatient but also excited....

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