Just a rules correction, during the Add Zombies step of the Colony phase, the Colony only gets 1 Zombie for every 2 Survivors (including the helpless survivors), rounded up. NOT 1 Zombie for every 1 Survivor like you stated twice. The 1 Zombie for 1 Survivor only applies to the non-colony locations. Also. in the regular Dead of Winter game (not just the Long Night), the First Player token is passed to the RIGHT (counterclockwise around the table).
This is probably the game that gets the most play in my house and with my group. Simple rules and an amazing experience. Nothing like a little dread when moving a survivor to an almost full location and having to roll the exposure die. Can't wait to see what comes after The Long Night.
2 things, a survivor can only move once each turn and you add 1 zombie to the colony for every 2 survivors, not one for each. nice video though, i love the game.
Also, you pass the first player token to the right. This is important since a clever betrayer can time their betrayal for when they have two turns in a row.
I swear on mine it says and I have been playing that you can move your character as many times as you want during a turn, just as long as you role exposure die or perform action card or use a die to search/fight etc
I just bought the original Dead of Winter box, because it looked more appealing to me with less complicated rules. And so far i am quite happy i didn't bought the Long Night box from what i've seen so far in videos. I maybe will buy it later on to upgrade, and just use the original rules, as far as i can, or switch over to the new ones, can't tell for sure right now. Oh and btw, the rulebook of the original box says spawn one zombie for each 2 survivors at the camp (same as food consumption), not one for each survivor. This maybe is only at the Long Night since you got explosive barricades there.
Long Night only has 1 zombie per 2 survivors at the colony, that was just an error in the video. The obligatory rule changes are quite minor, most of the rules that The Long Night adds are in optional modules that you can add or take out as you see fit.
So I just found this channel today when looking for this game. My group has been playing Betrayal at House on the Hill for a while and we like it but it's gotten a little stale since every game is kind of the exact same thing until the haunt phase starts. I'd heard this is more or less a much deeper game in a very similar vein to that one. So I came to find info on it and you completely sold me on this one! You've also gained a new subscriber!
I'm in the same boat; I personally was hesitant about Betrayal. We have played like 10 games and it's such a mixed bag. My group had fun playing but I find the biggest issue is there is almost no strategy or constant engagement; Half of the game is doing very little and it's just dumb luck who the traitor is. Meaning you could be helping the traitor early on, getting no items and becoming the traitor or the haunt being extremely one sided; There were some good haunts and but most were hard to understand and led to confusion and poor planning. The game is best if you don't treat it too serisouly and just have fun
Great job guys!! I really enjoy watching all of your vids. Also on Page 14 of the rule book so you just don't spam people into exile "Important note: If at any time during the game there are 2 exiled players and neither had a betrayal secret objective, morale immediately drops to 0. "
Might want to add an annotation to the first player token, it actually passes to the right, following the crossroads deck, instead of the left. I played with this wrong for the first 6 months of ownership or so until I happened to read somebody talking about betrayers taking 2 turns in a row and setting up near guaranteed wins with them after which I consulted the rule book and noticed my error.
Passing to the right = passing counter-clockwise = passing against the direction of player turn order = person who ended last round starts the next one. And that's what the rulebook (at least for The Long Night) tells you to do. So yes, the traitor can absolutely have 2 turns in a row, just like any other player. The Long Night does, however, add the option for any player to initiate a vote to keep the first player token where it is, instead of passing it to the right. You could implement this feature in regular DoW as well.
The crossroads deck, meanwhile, moves to the left/clockwise/with player order, just trailing behind the active player so that it's always the person to the right of the active player drawing the crossroads card.
After getting both, its worh getting both if you play this game regulalry. Not sure what the reviewer meant saying the first one is nit as interesting, its basically the same tropes of characters and plot points, so more variety is always better!
Two rule mistakes as far as I can tell. 1) you can only move each survivor once per turn, not multiple times in the same turn. So you can't bounce a survivor all over the place trying to get them killed perhaps. 2) adding zombies to the colony is a 1 for 2 survivors rounded up exactly like the consumption of food. It's not 1 zombie per survivor. Adding zombies to non-colony locations is still 1 for 1 though.
@@davidjose6656: I just double-checked and it doesn't say this anywhere. Non-betrayers can play garbage towards the crisis. It could be to help them get their secret objective, or to frame someone they are certain is the betrayer. If completing the crisis will finish the game, but they haven't fulfilled their secret objective yet, then of course they will sabotage the crisis. The rules completely allow it too.
Thanks, Quinns - I'm an owner of the base game and I LOVE it (bought it thanks to your original review, in fact) and I've been on the fence as to whether I should take the plunge and get Long Winter - I think I will and just add the two together.
I feel like this needs to be said: yes "The Long Night" has more modules, better components, and even a couple of special scenarios but they had to cut down on everything else to add it all in. It has fewer characters, fewer crossroads, fewer crises, fewer exiled cards, the list goes on. My advice is to find a copy of base dead of winter as it will be on the cheap (hopefully). If you buy it and like it then maybe consider buying "the long night". If you buy "the long night" and don't like it, the modules aren't going to change that. Sure improvements can make the game easier but that's like removing epidemic cards from pandemic, you're removing tension for the sake of victory. Not to mention the Raxxon module is kinda broken. The special zombies are easy to deal with and it has some incredibly overpowered cards.
I'm so glad to see this video! I just purchased the long night (as my first dead of winter) and was not sure if it was the right purchase because of the absence of the playable dog.
With or without a betrayer, I don't think I've ever seen this game played successfully. It is however, quite a lot of fun, as long as you find chaos spiralling further out of control to be enjoyable.
Build barricades instead of fighting zombies in most cases. This takes the game from seemingly impossible to pretty manageable. For betrayer variant ask each person where their crisis contributions came from (location)...every time. This makes it super hard to get away with tanking a crisis. The betrayer has not won a game in my group since the first time we played, actually.
Joshua Albin We're well aware of how to play, it's not one that has grabbed us enough to play a lot of, and due to randomness we've been a single action from winning a couple of times. Still sound advice for anybody else reading, for sure.
By my understanding, in The Long Night rulebook, the morale and round trackers only trigger the end game (or meeting the Main objective), then you check your Secret Objective. If you've completed it, YOU win! And, anyone else that completed theirs, so there could be multiple winners and losers. Correct?
Knife is passed to the right, while turn rotation goes left. So whoever was last on previous round is first this round. Only 1 zombie per 2 people at colony. Char can only move 1 per turn
You've inspired me to do a play through tutorial of Talisman the board game with me wearing a cone shaped cardboard hat with the letter 'D' printed on it.
If you own both the original AND the expansion game, there is yet another expansion "The Warring Colonies" that lets two different colonies compete against each other. Basically, you combine both boards into one SUPER game. I bought this expansion as well. Unfortunately, I haven't played it yet as I can never get more than 3 or 4 people over at a time to play it.
This game has become our go to game In the last game I drew the "zombie killing robot" victory, got two junk in my opening hand that I held through the whole game. I found the gun I needed. But sadly, early in the game (before we even started), we refused to pick up Santa Claus Bill Murray. We were playing the Mouths to Feed scenario, and every single round we just kept finding survivors. And by the start of the last round there was literally not enough space in the colony for the characters to return. And most areas were almost completely overrun. And when the very last round started the first action was of course, a new survivor and it was Santa Claus Bill Murray. That action basically ensured our doom, and as we were figuring out the resolution we played it out as Bill Murray was refused entry to the colony for being drunk and then 5 rounds later he arrived, full of spite and completely sober, with a whole army of zombies that he's spent days congregating and slammed them into our overwhelmed over full undersupplied colony and we died. We have played 3 times and we haven't won even a single time We always die in the last round. In the first game we were set up to win. All we needed to do was not have anyone die. We had everything set up just right. And one of our players decided to fight a zombie because "were playing a zombie killing game". And died. Losing us the game. This is an interesting game because it's actually fun to lose. We've played three times. Failed three times. And no doubt we'll play again. And no doubt we'll fail again.
@Shut up & sit down Awesome video I play dead of winter with friends every game night. I was wondering if you will do a video for the new expansion war of colonies and also have you covered pathfinder mummy’s mask card game?
i miss the old videos crammed into tiny apartments, with dirty dishes on the tables in the background, old cups of tea on every surface, and the terrible lighting and mics! Just gave the vids such charm!
@@Lugo428 good. I thought i am the only one who buys games and does not play them :) this is the disadvantage of our hobby. Sometimes there are awesome games, but I do not know whom can I play them with.
Hey guys, I'm going to be playing this game with my parents. should I get the simpler dead of winter or just go strait to the long night. I realize long night is better but it also seems much more complex. also great video, thanks
I'm glad someone asked this question! I too play board games with my parents and often the games that everyone says are simple to learn, they can struggle with (especially when there's teeny tiny symbols on cards or the board.) this game looks at least like the info on the cards will be legible for them!
@@ronnieballs8145 thanks for the tips for playing with older people. I have managed to introduce my parents to board games but more in the Carcassonne, Ticket to Ride, Stone Age type category. I've been really wanting to play dead of winter as a family but wondering if it would be too complicated for them. Your suggestions for how to start (without any secret objectives and no betrayer and maybe even with cards face up) are great ideas! Thanks!
I had all of it including warring colonies I sold everything except the original. I generally like more complex games like rising sun but for this game the original hit the mark for me
1 zombie per survivor in non colony locations. 1 zombie for every 2 survivors in the colony!!! This last one is the same as eating food. 1 food token for every 2 survivors.
Great video as ever guys, thank you! If we weren't struggling to find time for Pandemic Legacy as it is, I think this would definitely fit into that game "slot".
I always wondered why the unique 🎲 rule of rolling them, saving them, then applying as you prefer. I love it of course. Far less hysteria over wasted die rolls, but thematically what does it mean? Gauging how useful someone is ahead of time?
It's just a balance mechanism. It removes an element of randomness from people trying to plan their turns. Otherwise whoever goes first would be required to do everything critical that they can do (and if they don't then everyone knows they're the betrayer), because the other players might roll all 1s. Rolling ahead of time lets people see what everyone's capable of doing that turn so they can split up critical tasks as they see fit, instead of putting the entire burden of the round on just the first player.
Thanks for the video! Still a bit torn on which one to buy. Does DOW Long night force to play with all "epansion like" things, or could you just play regular DOW with that box? (for beginners that is)
Long winter seems like a version to buy for someone who doesnt own original game (more of the same stuff but with improvements, modules, better components etc.), but i heard that it has lower numbers of survivors and crossroad cards than basic game, so would that fact not hinder the replayability?
Just as you suspect, Long Night as a base game isn't as good as the original. The items and abilities are so much more powerful (to deal with bandits and super zombies) that the group objective becomes much easier. Personal objectives are sometimes nearly impossible, though. For instance, my first game had me trying to equip a weapon to each of my survivors. Halfway through the game I had seen one weapon. My characters could all kill or snipe without rolling exposure by default. I had to choose between the group objective or selfishly hoping to search for and find weapons that were redundant to my base abilities. I would not play Long Night as a base game if I could help it.
I concur with Joshua, and disagree with Quinns on this one. For the superior "base game" experience, the original game is supreme. The characters are considerably more interesting and varied (with more believable special abilities), and the larger Crossroads deck does enhance replayability. The items in the long night are also more suited for the optional modules - Raxxon, Bandits and Improvements - and so don't sit quite right when playing without them. I also wouldn't dare add in any of the modules with new players.
Is it possible to play the Raxon module from Dead of winter Long Night, using only the base game - Dead of winter Crossroads? Or is Raxon, without the Long Night, impossible to use?
Using Long Night, can you play the "base" game of Dead of Winter (i.e. - the survivors are not unruly, for instance). In other words, are the "basic" rules and "advanced" rules for the different modes of game play? (or is that not really necessary?)
You can play The Long Night as the base game by not adding in any of the three modules, with just a couple of rules exceptions: unruly survivors and exploding traps appear on the Crossroads cards and item decks, so they'll need to be included too. However, Bandits, Raxxon and Improvements can be removed entirely with a quick sort through the decks.
No such thing as a "short" game of DoW. Mostly because the Crossroads cards are feel like you're reading chapters of a novel. We started just skimming them which isn't very fun. The thing that really damned this game for us was that the betrayer almost always wins because they can just play nice until they go last in a round then kill off characters, sabotage the crisis, and eat all the food. Easy to drop 6-7 morale in a single turn. No deduction required. Also there are a few "non-betrayer" missions that are worse for the group than the betrayer missions. Never seen anyone complete the "have the most cards" mission. You'll just get exiled. It's basically a game of a) exile the hoarder and b) exile the guy who goes last this turn if we might win.
But it's super rare for the Crossroads cards to even trigger? And then it takes like 30 seconds to read... not sure how you could possibly have found it a big factor in playtime.
My group has been bickering over this for some time now; when you trigger a crossroads card and tell the other player what options he has, do you also tell them the effects of each action before they pick?
Originally, the rules stated you read all options. However many players felt that it wasn't thematic to know the outcomes and houseruled it that you don't read the results. The designers came out and said that this should be a group preference. I believe the app allows for the results to be hidden, if you prefer to use that.
Anthony Rivera I have all 3 and have not had a chance to play Warring Colonies as it requires many people (ideally). DoW and TLN, I believe, support up to 5 players each. Using the Warring Colonies allows for up to 11 people and uses both DoW and TLN boards and components. My goal is to get enough people interested to do a full 11 player game.
@@kaeleb1968 so basically only get all 3 if I have enough players ? Perfect cause my dnd group wants to branch out and do big weekly boardgames with our biweekly dnd sessions
Anthony Rivera You could probably play Warring Colonies with less than 11 people, but basically its taking the other 2 games together with a “lone wolf” component. So you could play with as little as 5 people, I guess.
Don't be. I personally think DoW is far better than TLN. There are certain mechanics in TLN that are just stupid or break the game. I prefer playing the classic one :)
@Quins: here is the link that goes directly to the correct place in your video: ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-dtZal5G7dtI.htmlm34s --> you can use this for your "button"
where is the rules on how to ressurect dead people from the graveyard into zombies? these game designers sometimes know how to miss the very simple relevent thing...
The graveyard is mostly irrelevant, just used to keep track of characters that have died. Judging by the rulebook there are crossroads cards (and other event cards?) that make use of the graveyard, but I've yet to come across any with 3 playthroughs of the expansion.