The Walking Dead Risk Comic Edition Board Game
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Brand | USAOPOLY |
Material | Plastic |
Theme | Horror |
Genre | Strategy |
Number of Players | 5 |
About this item
- Combines the timeless board game with today's hottest horror hit
- Game requires competition for vital survival resources and defense against the undead
- New deck of "Supply Cards" add strategy, fun and flavor to this classic tabletop game
- For 3-5 players age 13+
Additional Details
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Product information
Product Dimensions | 16 x 11 x 0.3 inches |
---|---|
Item Weight | 2.01 pounds |
ASIN | 1605843601 |
Item model number | APR132230 |
Manufacturer recommended age | 14 - 15 years |
Best Sellers Rank | #400,896 in Toys & Games (See Top 100 in Toys & Games) #13,429 in Board Games (Toys & Games) |
Customer Reviews |
4.5 out of 5 stars |
Is Discontinued By Manufacturer | No |
Language | English |
Manufacturer | Rejects from Studios |
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Product Description
From the Manufacturer
Risk: Walking Dead "Survival Edition" represents a fun, new twist on classic Risk game play. USAopoly is proud to debut a brand new map set in the southeast region of the United States where players battle and scavenge for their very lives. Contending for survival at every turn, gamers must not only fend off attacks from the living who compete for precious, limited resources upon which their survival depends, but they also must maintain their self-preservation from the unrelenting hordes of the undead that would feast upon them. A new deck of "Supply Cards" add strategy, fun and flavor to this classic tabletop game. Gamers can expect a fast-paced game of attrition and survival, where the last man standing wins Ages 13+; 3-5 players.
Important information
Safety Information
WARNING: CHOKING HAZARD-Small parts. Not for children under 3 years
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Customer reviews
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonCustomers say
Customers find the game very fun and great. They also say the game is unique, and a great twist on the classic Risk game. Customers say the pieces are brightly colored and of good quality. They describe the game as fast and good for speeding up the game. However, some customers find the instructions complex and tedious.
AI-generated from the text of customer reviews
Customers find the game very fun, once they figure it out. They say it's a great addition to game night, with new rules and scenarios that create a whole new set of challenges and fun. Customers also say it puts a nice twist on the standard game, allowing for hours of enjoyment.
"...+ Event cards add a good bit of flavor+ Group cards and abilities add a feeling of choice and depth..." Read more
"...Just adds a different dynamic to game and allows people who aren't the best strategists to still have a chance to win." Read more
"...This game was fun because the strategies are complex and different. Every time we play we have a lot of fun!!..." Read more
"...With these tweaks, the game is really good. I look forward to more versions of RISK to come." Read more
Customers find the game unique, with a twist on the classic Risk game. They say it's a great addition to the Risk legacy, and a nice touch to the game. Customers also say the zombies add a welcome variation and interesting tension to the gameplay. They mention that the survival mode is pretty interesting and the conquer mode is really hard.
"...THE HARDWAREThe board is well designed--the only small complaint I have is that the part which is cut at the bottom doesn't quite line..." Read more
"...I love the way the map is set up and all of the game pieces are brightly colored and of good quality. Overall, very cool set up...." Read more
"...The event cards add a nice layer of alternative direction when it is your turn...." Read more
"...Overall, however, it definitely adds a welcome variation and interesting tension to an oldie but goodie." Read more
Customers like the quality of the game. They say the pieces are mostly good, the game is in great condition, and is fun to play with the family. Some say it's perfect for Walking Dead fans and worth the money.
"...is set up and all of the game pieces are brightly colored and of good quality. Overall, very cool set up...." Read more
"...He could not wait to play it. Well made and totally different than risk but with some of the same format...." Read more
"Game is fun and very nice quality. It's not the easiest game to jump right into, but once you get the hang of it it's lots of fun...." Read more
"...Oh well, it was worth the money to see the look on his face...." Read more
Customers find the game fast and rushed, good for speeding up the game. They also say it's more fun and doesn't take as long.
"...variants of Risk out there and this one combines accessibility and quick play along with a very different experience very well...." Read more
"...always take that out if you wanted to make it last, it is good for speeding up the game as regular risk can take forever...." Read more
"...Game play was fast if you already know Risk. Rookies can join right in and learn quickly...." Read more
"...as a co-player or against all, the games go much quicker since at some point the undead will coquet all. A great variation on a classic game." Read more
Customers find the zombies in the game not too hard to beat. They also say the zombie is a great curveball to gameplay and is really fun to battle.
"...it's fast, but truly a new kind of Risk game. The Zombies are a great curveball to gameplay, as are the event cards, and the play time is very..." Read more
"...The zombies come in like Pandemic style. The zombies aren't too hard to beat it's just about trying to keep their numbers under control." Read more
"...They love it! There are little zombies and 3 different games that can be played. The map is a lot like the original Risk but on one large field...." Read more
"...It's really fun to battle the zombies. The game is long and can get a little tedious but that's risk." Read more
Customers find the game difficult to learn and play. They say the instructions are confusing and the game can be tedious. Customers also say the manual is wordy and not written well.
"...Half of these are very difficult and do not offer enough incentive, however this is okay because in that case you can just ignore them...." Read more
"...The instructions look complex at first, but like any game once you've done a run through one time it all becomes clearer...." Read more
"...Picking up the rules is quick and easy, and overall it plays just like the original with some fun twists thrown in -- like the zombie apocalypse." Read more
"...Has no guidance on how Prison Group ability is to be used. I assume single use per turn on attack only, when the player deems to use it...." Read more
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Top reviews from the United States
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+ Definitely feels like The Walking Dead. Fans will find recognize references
+ One of the most unique editions of Risk that I have played
+ Event cards add a good bit of flavor
+ Group cards and abilities add a feeling of choice and depth
+ Survival mode comes with a built-in game stopper in the form of a GAME OVER AFTER THIS ROUND card. Games can still last a pretty long time, however it prevents the dreaded 5-6 hour games that can come otherwise.
= Luck is a bigger part of the Survival mode than any other edition of Risk. This can be a good thing for newcomers or more casual players, giving a more level playing field, but the game actually punishes you to some degree for getting a lead.
- One group ability stands out as being very weak. Can be fixed with house rules (I suggest one in GAMEPLAY below).
- There are only 2 types of army pieces--Soldier (1 army) and Truck (3 armies). Not a big deal, but I would have liked a 5 army piece, even though it would rarely be used in the Survival mode.
SUMMARY:
A very fine edition of Risk. I started out with the Halo: Wars edition, and I like this one better.
One thing that I didn't find in the other reviews is that there are 2 play modes: Survival (2-4 players) and Conquest (3-5 players).
GAME MODES:
Conquest is similar to the more classical versions in that you aim to conquer the entire board and eliminate all other players, However it does retain some unique features in this edition, just not the neutral Zombie outbreaks.
Survival is the one you'll read about in the reviews, and in this mode you will most likely lose to the Walkers, and the winner is then decided by adding up a score.
THE HARDWARE
The board is well designed--the only small complaint I have is that the part which is cut at the bottom doesn't quite line up right, and there is a small gap, but this may just be my board. There is one zone which offers a relatively weak bonus for little apparent reason, and the Prison zone in the center is very strong if it can be controlled. It's just one continent, no islands or easily defendable areas such as Australia on your classic map, however this is not boring like it may seem in theory.
The pieces were mostly good. I did have a few zombies which were leaning too far forward, but thankfully the plastic is soft enough that I was able to just bend them back up, though you need to be careful not to break them at the feet if this happens.
It also comes with cards and cardboard pieces such as grenades, watch towers, and ammo crates, and of course, 3 attack dice and 2 defense dice as well as the army pieces for 5 factions and a straightforward guide to show you how to play.
GAMEPLAY
There are 4 Survivor groups and 1 Walker group. The Walker group is only ever player controlled if you are playing Conquest, in which case there are no neutral factions. Each group is different on a strategic level, not just color, because they all have a unique ability:
Rick's group allows you to maneuver at any point during your turn.
Hershel's group decreases a survivor's chance to turn into a Walker from 50% to 34%.
Prisoners' group lowers the defender's lowest die roll by 1 on your first attack each turn.
Governor's group allows you to instantly take a territory whenever you roll triples while attacking and defeat at least one defender.
Walker's group adds a Walker to your army whenever you defeat a defender that rolls a 1. This is about 13% chance on 3vs2 attacks.
Rick's, Hershel's, and Prisoner's abilities are all very well balanced, useful almost every turn, and merely a matter of personal preference. However, Governor's group is extremely weak. It can be powerful if attacking a very strong territory, but it has less than a 1 in 216 chance of occurring every attack roll, and even when it does occur, it is not always helpful. You should fix this with house rules. I'm thinking something entirely different such as "Roll 3 dice at end of turn, if total is 15 or higher, gain an additional ammo crate." Also, the Walker's group (when played by a human player in Conquest) seems like it could be a little overpowered, but I need to experiment to see for sure, while Hershels' ability, as I understand it, seems to be very weak in Conquest mode specifically, however I'll have to see if there are still neutral outbreaks which will make this useful.
Since most of you likely already know what Conquest is like from other editions, I'll focus on Survival.
Survival mode gives about half the power to Walkers straight off, and the other half is divided amongst the players. Walkers are relatively easily defeated in combat, however they have a chance to turn your armies into Walkers, which then attack you. This leads to wildly varying chances, in which you could either have a strong army decimated because they all turn, or you could easily dispatch all the Walkers attacking you.
Each turn there are somewhat random outbreaks in which the Walkers either reinforce Walker-controlled territories, or attack player-controlled territories. This means even your territories which have no hostile neighbor are not necessarily safe. My only problem is that outbreaks play a fairly large role in the tipping of power, so the more territories you control, the more likely you are to be punished with an outbreak. This makes it very difficult to get a lasting advantage, and some will interpret this as a bad thing, but I try to enjoy the ride and just hope the Walkers munch on my enemies next time.
Then there are events, which sometimes make things happen (one territory loses an army and an adjacent players gains an army) or offer a reward if you manage to complete an objective. Half of these are very difficult and do not offer enough incentive, however this is okay because in that case you can just ignore them.
Then you have your typical Reinforcement, Attack, and Maneuver phases, and can collect an ammo crate if you took a territory that turn. Ammo crates can be saved up and turned in for additional Reinforcements, or add to your score at the end of Survival.
The game ends shortly after the Overrun card is drawn. The Overrun card is put into the bottom half of the deck to ensure the game lasts at least a certain number of turns, without going on for 5-6 hours like some older Risk games might. One reviewer noted that the fact that the players earlier in the round in which Overrun is drawn are at a disadvantage because they played as if the game would continue, while the future players will play hyper-aggressively, knowing the end is near. I'm not sure if this is such a big deal that it needs a House Rule, or if it's simply compensation for being one of the last players to go in the round, since having the first turn is definitely an advantage when it comes to claiming the best territories early on.
The way the game is played is very similar to several of the other versions of RISK that I have lying around, but has a few twists that make winning quite a bit more difficult than the traditional versions. Attacking and defending has always been a RISK, but The Walking Dead version makes that RISK much greater by adding walkers into the mix. If you die, you must roll again to see if you come back as a walker or simply just die. Although you are given an advantage when rolling against walkers, it is easy to be taken over during outbreaks, which occur every turn and increase with each round. Unlike the traditional versions of risk, protecting the borders of your territories simply isn't enough. Your borders may protect you against other survivors (other players), but are no match for the outbreak cards, which can place walkers in any territory on the map (in other words, right in the middle of your guarded territory).
I would highly recommend this game to anyone who likes to play RISK and is a fan of The Walking Dead, but I do believe the twists in this game would also be attractive to someone who isn't the biggest fan of zombies. Just adds a different dynamic to game and allows people who aren't the best strategists to still have a chance to win.
Instructions:
Does not tell you what are strategic locations. I'm assuming "The Circles" are them. Does not explain if you can reinforce a location after a walker outbreak or not. Has no guidance on how Prison Group ability is to be used. I assume single use per turn on attack only, when the player deems to use it. There is also no unit count... So you have no idea how many trucks, people and walkers you should have.
Grenades:
The most useless and hard to get item in the game. Can only be used once and only on 1 dice. Would have been better to have 2 sided grenades indicating 2 uses... 2 Grenades for side 1 and 1 grenade for side 2. You can use both grenades on 2 die or use 1 grenade for 1 die, then turn the card over signalling you have 1 grenade remaining.
Walkers:
Cool idea but not a threat. House rules are better then the standard rules. Double walkers from 3 to 6 on level 4 outbreak.
Reinforcements:
The old risk rule of X divided by 3 rounded down is still in play. However, with this game featuring WAY less units for play... It needs revision. 3 units till 10 territories are captured then X Divided by 2 rounding down. Even X divided by 3 rounded up is acceptable.
With these tweaks, the game is really good. I look forward to more versions of RISK to come.
Instructions:
Does not tell you what are strategic locations. I'm assuming "The Circles" are them. Does not explain if you can reinforce a location after a walker outbreak or not. Has no guidance on how Prison Group ability is to be used. I assume single use per turn on attack only, when the player deems to use it. There is also no unit count... So you have no idea how many trucks, people and walkers you should have.
Grenades:
The most useless and hard to get item in the game. Can only be used once and only on 1 dice. Would have been better to have 2 sided grenades indicating 2 uses... 2 Grenades for side 1 and 1 grenade for side 2. You can use both grenades on 2 die or use 1 grenade for 1 die, then turn the card over signalling you have 1 grenade remaining.
Walkers:
Cool idea but not a threat. House rules are better then the standard rules. Double walkers from 3 to 6 on level 4 outbreak.
Reinforcements:
The old risk rule of X divided by 3 rounded down is still in play. However, with this game featuring WAY less units for play... It needs revision. 3 units till 10 territories are captured then X Divided by 2 rounding down. Even X divided by 3 rounded up is acceptable.
With these tweaks, the game is really good. I look forward to more versions of RISK to come.
Top reviews from other countries
Me eh pasado horas y horas con mis amigos y ningún juego es igual al anterior.
En esta versión el factor "suerte" define mucho el ritmo, lo cual libera un poco del estrés del modo clásico que te obliga a estar inmerso en la estrategia. En esta versión uno se mete al juego y lo disfruta, la estrategia es algo secundario con tanto zombie aleatorio. 100% recomendado
Between 2 and 6 players can take part (although 4 to 5 is the optimal number). You play over a region of territory (shown on the large board, which is about the same size as a poster). With multiple groups of opposed survivors, there's a lot of tension - and the challenge is to progress in a way that your opponents won't detect, while simultaneously avoiding being over-run by the undead - all of which is risky! This is a well made game - consisting of lots of parts (see the attached photos). However, although it looks complex it's reasonably straightforward to get the hang of. Nonetheless, this is a game for adults (and, possibly, older children).
It's based on the graphic novels (not the TV series - although there isn't much difference, as far as this game is concerned). It's a lot of fun, and I recommend it to those who enjoy this sort of board game.
Reviewed in the United Kingdom on June 8, 2016
Between 2 and 6 players can take part (although 4 to 5 is the optimal number). You play over a region of territory (shown on the large board, which is about the same size as a poster). With multiple groups of opposed survivors, there's a lot of tension - and the challenge is to progress in a way that your opponents won't detect, while simultaneously avoiding being over-run by the undead - all of which is risky! This is a well made game - consisting of lots of parts (see the attached photos). However, although it looks complex it's reasonably straightforward to get the hang of. Nonetheless, this is a game for adults (and, possibly, older children).
It's based on the graphic novels (not the TV series - although there isn't much difference, as far as this game is concerned). It's a lot of fun, and I recommend it to those who enjoy this sort of board game.