Board Game News – from the BGG forum
If you're a tough survival , zombie , and solitaire Frogger, this is news that matters: Dawn of the Zeds: Designer Edition sheds its skin right where it hurts most… in combat.
Dawn of the Zeds: Designer Edition – Combat Preview (Real Revolution)
The BGG thread is clear: the resolution system has been completely redone . Goodbye constant consultations, hello custom dice and choices that are more "field" than "table".
The heart of the news is simple: in Dawn of the Zeds: Designer Edition combat no longer runs on charts and “push/retreat” typical of States of Siege . Here the pressure is more severe: the Zeds advance and you can't push them back . If you really want to stop them… you have to kill them . And this single choice changes the pace of the game.
- No more CRTs/charts: resolution goes to “handful of dice” with clear results (hit / miss / skill).
- Risker Close Combat: When you engage up close, the Infection Level rises and the Zed deals “auto” hits that you can cancel with shields.
- Shields = Position and Preparation: Named spaces/cities, barricades/strongpoints, ally support… they really matter.
- Cleaner stacking: Even in 2v2 the fight is always “1 vs 1”, and you can’t always protect the scabs behind the tanks.
- Cleaner Ranged Combat: No infection increases, and the Zed won't hit you while you're firing; plus, you can transfer overkill to another Zed in the same space.
The thread is short but juicy also in terms of tone: those who love CRTs say “ok, but if it streamlines and reduces the references, then so be it”. In short: less time searching, more time deciding how to survive .




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