by Lee Valentine
Last Night on Earth
Published by Flying Frog
Productions, LLC
Designed by Jason C. Hill
Released October 2007
$49.95
This game is featured in our 2007
OgreCave Christmas Gift Guide.
If you've been living in your gamer cave then maybe you haven't heard
about Last Night on Earth: The Zombie Game. It's a tense,
interesting
horror board game that is dedicated to simulating all the fun of a
B-movie zombiefest. LNOE is the first entry of newcomer Flying Frog
Productions, and its lead designer Jason C. Hill.
Flying Frog could have practically filmed a zombie film while they were
making the game. Actors in "hero", "townsfolk", and "zombie" makeup and
costumes were all photographed for the various cards and box images.
The imagery adds substantially to the B-movie horror theme espoused by
the game.
The game can be played with 2 to 6 players in 60 to 90 minutes. Most of
this review will focus on the two-player mode of play, where
one player plays the heroes and the other player controls all the
zombies. The zombie controls up to 14 zombie miniatures, and the hero
controls up to 4 (out of 8) different hero miniatures per game.
Board and Scenarios
The LNOE game board is modular. It is made up of a single,
double-sided
square board, and 6 L-shaped boards. Four of the L-shaped boards are
randomly selected for each game, and arranged around the central square
board. The result is a large square board. Each of the L-shaped boards
features a variety of genre appropriate buildings and locales such as
the church, the gymnasium, the cornfield, and the police headquarters.
The central square board is usually played with the town square side
up, a map largely devoid of details. The reverse side of the square
board features a fairly detailed manor house which is obviously used
for that last resort stand in the house featured in Night of the
Living Dead.
The game board's modular design allows for a variety of different
starting configurations for the heroes and zombies. More than just
distinctions in board layout, replayability of LNOE focuses on
scenarios and play objectives. Each scenario requires that the heroes
complete certain objectives within a specific amount of time. Some use
special object cards and tokens provided in the game. For example,
there's a pickup truck cutout that's placed in the center of the board
in one scenario, and the heroes have to find the keys and gas up the
truck before dawn.
Each scenario is timed using a special counter track. It's a sort of
night-to-dawn time track. In the darkest half of the track, if a hero
is killed by a zombie, he becomes a sort of super-zombie himself
(called a "Zombie Hero"), placed under the control of the Zombie
Player.
The game comes with a variety of scenario cards with information
specific to each scenario. Two more free scenarios are available online
from Flying Frog, one of which utilizes all 6 of the L-shaped boards
plus the square board (I hope you have a big table). The game comes
with a variety of counters and tokens suitable for generating homebrew
scenarios that range from supernatural zombies to biohazard zombie
stories. The modularity of the game and the scenario-creation potential
will give this game a lot of replay value. I found this aspect of the
game reminiscent of Betrayal at the House on the Hill or the
downloadable PDF game Zombie Plague (with its fan-created
scenarios),
but I prefer the cleaner mechanics and scenario handling of LNOE.
Which characters and locations you have in play can really affect how
the game plays out, as all characters have standard starting locations
and some have special powers or effects usable only in certain
locations. A well-armed farm girl in the cornfield is a good way to mow
down zombies in America's heartland.
Gameplay
LNOE requires a fair bit of dice rolling, adding in a fair bit of
luck,
making this a decidedly American-style game (rather than a Eurogame).
Movement is one of the most common sources of dice rolling. Zombies
move only one space per turn, but can crawl up through the floor
boards, allowing them to ignore building walls when moving. Heroes
can't walk through walls and each one rolls 1D6 for movement, allowing
the hero to move up to that many squares in any direction.
Another element of luck comes from zombie spawning. The Zombie Player
starts with 2D6 zombies spread out across Zombie Spawning Pits. On
subsequent turns, the Zombie Player has to roll higher on 2D6 than his
number of current zombies. If he does, then he gets to roll 1D6 and add
that many zombies to the board (up to 14 total).
Combat is another dice-centric part of the game, that's tense and fast.
Even when multiple zombies attack a single character, fights are
handled one-by-one, with one zombie vs. one hero. Heroes roll 2D6, and
pick their single highest die. Zombies roll 1D6 and compare to the
hero's die. If the zombie's roll equal to or higher than the hero's
roll, then the hero takes a Wound (heroes can take either 2 or 3 wounds
before dying, depending on the hero in question). If the hero's roll is
higher then the zombie is fended off (i.e., that one fight is a draw).
If the hero rolled higher and rolled doubles the zombie is generally
killed.
The luck of the dice is balanced by the play of cards. The Zombie
Player has 4 Zombie cards to play during each of his turns. The Heroes
have no free cards, but each character can either Move or Search each
turn. Searching happens only in buildings and lets the player draw a
card for the character. If the card is an Event card then it is
generally kept until needed. If it is an Item or Weapon card then it is
played on the Searching character. Weapons dramatically improve a
hero's chance of survival, although some have a chance of running out
of ammo or breaking during combat. Zombies don't get Items or Weapons
typically, but their cards can be used to provide the Zombie player
with a variety of temporary or permanent advantages and plot twists
affecting the heroes.
I normally prefer games of skill to those of luck, but in LNOE, the
cards kept the strategy flowing, while the luck really added a lot of
dramatic tension. Even in movement, you get those "go on without me"
moments where one hero rolls abysmally low for movement and the whole
group of characters will be doomed if they slow down to save the
character who is lagging behind. In scenarios where the heroes don't
have to save everyone to win, offering up one of the heroes as a zombie
snack while the rest escape can be one of the key strategies of the
game.
Component Quality
The game cards were simultaneously the best part of the game and a
down-side of the game. The cards were clever, had evocative images and
names, and had simple, interesting mechanics on them. The images and
layout were mostly of high quality, but some of the images which were
clear in the rulebook were repeated on some cards, in some instances
with muddier, darker results. Further, the game cards were practically
stuck together when I first removed them from the shrink-wrap. This
seemed to be a sign of the cards being collated before the press coat
on the cards was fully dried. Even after exceptional care separating
them, some cards had slightly mottled edges on their faces. Two cards
had machine damage on their backs which effectively marked the cards. I
expect some of these card problems will be resolved during the second
printing.
The cards themselves have been printed on a very thick stock, but
didn't have the spring of true playing card stock. As a result, they
are sturdy, but care needs to be taken when shuffling them, as they are
thick enough that rough handling could result in some creasing instead
of merely flexing the cards. The thickness of the cards will, however,
provide greater protection for the cards during casual handling.
The game miniatures were very interesting and well sculpted in plastic.
Zombies come in two colors - green and brown. The color distinctions
are only used in multi-player play so that zombies can be divided among
two Zombie players. All hero miniatures are gray. There are three
different sculpts for the zombies and 8 different sculpts for the
heroes. Some of the miniatures for the heroes were not differentiated
enough, and this may cause some confusion in play. For example, two of
the male heroes are sculpted at a similar height, in gray plastic, and
both were wearing jackets. The characters have different weapons, so
once you figure that out then things are a little easier. These
miniatures have sufficient detail in their sculpting that they would be
very attractive if a competent consumer painted them, and at that point
they would be easily distinguishable.
Other than these complaints, the components are universally of very
high quality, both in terms of presentation and construction. The
rulebook is a gorgeous full-color, 24 page beauty. The rules are
simple and the rulebook does a good job of presenting most things, but
there are a few things that aren't perfectly clear. Fans of the game on
BoardGameGeek.Com have compiled a list of frequently asked questions
and answers, a link to which is provided at the end of this article. I
found the FAQ really necessary for one or two cards in the game, but
overall the game's rules are easy to learn and teach.
The game box allows for the components to be neatly organized. The box
has a plastic insert that allows the components to be sorted and
stored. The wells to hold the card decks are not quite deep enough and
so if the game box is tilted a little bit the cards tend to slight
around in the box. Thoughtfully, Flying Frog has included an extra card
well and some extra space in the box, presumably for later expansions.
Novel to most games, LNOE comes with its own soundtrack featuring
music
by Mary Beth Magallanes. Largely techno or piano, the soundtrack is
definitely of a professional but not exceptional quality. The music is
all interesting, but not all of it is particularly appropriate to the
zombie movie genre. In a zombie movie you expect some menacing or
really dark music. Only one track on the soundtrack really felt like a
song from a zombie movie. An operatic singer named Sunshine Jenny
provides some very haunting vocals for several of the pieces, and
Magallanes does a good job of putting together some interesting music
to accompany here, but often these pieces seem more appropriate to a
demon-possession movie than a zombie movie. Nevertheless, some will
really enjoy the soundtrack, and since it's not required for play, it
will never detract from the game experience.
Multiplayer Play
While LNOE can nominally be played by up to 6 players, it does so
by
dividing the zombies, characters, and cards up between multiple
players. While this should give a nice team-based cooperative gaming
experience, it does effectively divide the strategic decisions into
many hands without adding any new strategies. I therefore feel that
LNOE is really best played by 2 or 3 people, and that any more than
that will be fun socially, but only of strategic interest for people
who enjoy lighter games.
Conclusions
For retailers, put this game in your stock for sure. Display it cover
out and the game will sell itself to interested parties. Its cover is
simply a cut above most horror games on the market. LNOE is sure to
be
great for demos. Unfortunately, it is so large when setup that it's
just plain unsuitable for unscheduled counter demos. Do make the time
to set aside a table and a slot for free gaming. I bet you that your
conversion rate on sales will be worth the effort. While this was a
perfect Halloween game, I think it's going to be a strong seller
throughout 2008 as well. It's probably going to be the closest thing an
indie game will ever come to being an "evergreen" product for some game
stores.
Last Night on Earth is one of the hottest indie games of the year,
and
is currently out of stock as of November 2007, but it should be
available in its second printing by the end of 2007. In 2008 the game
line will feature Growing Hunger, an expansion for LNOE with
more
cards and more boards.
With striking components, a popular theme, and a fun rules set that
does an admirable job of emulating zombie horror films, I strongly
recommend Last Night on Earth. LNOE is easily one of the best games
I
have played in 2007. It's a lot of fun and easy to teach to your
friends. Put it on your holiday shopping lists. At $49.95 it is not
cheap, but you are getting what you pay for. I also recommend that
instead of shopping on Ebay you wait a few weeks for the second
printing, in hopes that some of the problems with the card varnish can
be overcome.
Lee's ratings:
Overall Score: B+ (A- with improved card quality)
Rulebook and Card Clarity: B
Ease of Learning: B+
Replay Value: A-
Components: A- (B for cards due to problems with manufacturing)
Retailer Salability: A- if displayed and demo'd
Time to Learn: 10-20 minutes
Related links
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