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Zimby Mojo Dedicated Thread
fortressat.com/forum/article-discussions...zimby-mojo-in-review
Stickering this right now, thought I'd start a dedicated thread since a lot of non-Barnes people are going to start getting plays in. Would love to hear their experiences. It fucking cracks me up that this is 8 player in the box. This game must be fucking WILD with 8 players.
Something else that struck me as I was stickering it is that it looks quite good, component and artwise. Honestly, Shadows of Malice looks pretty good too. It reminded me of the conversation you guys were having about the horrid art design in Defenders of the Last Stand and Defenders of the Realm. Felli gets away with a lot with very little. Even his goofy illustrations of the zimbies on the stickers set the tone for the game (mischevious, a little nasty).
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- SuperflyPete
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- hotseatgames
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I can't wait to try it with some other players.
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- hotseatgames
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One friend and I teamed up early on and removed two wards that were protecting the King. The other player proceeded to create 2 zombies that shambled about, causing havoc. The King was largely ineffectual and died on round 4. From that point on, things got crazy. The crown passed back and forth between all of us at one point or another; I lost most of my zimbies and had to spend a couple of turns just re-stocking, which really set me back. I did have a zombie marching around causing trouble. This stage of the game started to drag a bit, but eventually someone managed to have enough mojo to get back to his tribal board, ending the game. Everyone wants to play it again, with a couple more players. I think 5 would be the max I'd want to play with, otherwise it would never end.
My thoughts at this point are that the cards are awesome. There are so many varied effects, and it was hilarious when someone spent mojo to steal a card from another player and he got a blank scroll for his trouble. The zombies are also awesome. Even if you don't think it will help you win, MAKE A ZOMBIE OR TWO. They add hilarity.
The game is actually much more strategic than I thought it would be. It is not as crazy as Wiz-War.
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- san il defanso
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Everyone seemed kind of undecided while the game was going on, but once the king died and people started falling over themselves to grab the crown I think it went over well. The post-mortem was largely positive. Four of the five of us had played Shadows of Malice, and we all agreed that this is the easier game to get into. Even though there are a lot of rules to digest, Zimby Mojo is more the kind of game you can learn as you go along, without as much overhead. It also is less demanding on the player to buy what it's selling. It's visually a bit richer, and also just is not as choked with modifiers and difficult concepts. I'm not sure I'd directly call it better than Felli's first design, but it might come to that.
The most interesting thing is that, like on Shadows of Malice, the scope of what you can do on a turn is larger than you think. But after a couple of turns the many uses of mojo become more internalized, and the game requires less thought about "what can I do" than I expected. It generates its own sense of logic, which is really fascinating. And because of that it's not nearly as difficult to learn as I feared.
It's more tactical than you think too. It really rewards creative play, which I just love.
So yeah, quite positive at first, especially upon reflection. This might end up as one of my favorites of the year.
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- san il defanso
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xthexlo wrote: Once you get the hang of the game, I recommend using the accelerated rules and starting with 8 zimbies and 6 cards each, in case you haven't done that yet.
We actually did this last night. It didn't bog us down, but I can see it working that way for others. But yeah, I don't think I would need the "longer" version.
One of the best aspects of the game is the resource management. You have a lot of flexibility in how you can get mojo, especially with the ability to extract from zimbies in your tribe. It's actually super-important to have enough zimbies in your tribal board to give yourself the ability to respond on your turn. Really interesting bit of design there.
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