Pyramid Magazine
Review
Reprinted
from October 27, 2006 issue
Zombie Rally
Published by Snarling Badger Games
Created by Adam Loper & Peter Spahos
54 black & green cards and rules; $5.95
This has all been a big misunderstanding.
You think of them as evil, watery-eyed, subhuman freaks raised
from the grave by some unnamed source of malice, and set to
eating the body and/or brains of any hapless passersby they
chance across. The zombies, it turns out, are simply exercising,
because when you're dead and decaying you need all the workout
you can get to stay fit and trim. This shuddering event is
known as the Zombie Rally.
The object of the game is to be the first zombie to run,
shamble, hop, or crawl across the finish line.
Players -- two to six maggot-infested shells can join --
are assigned a hand of cards, and everyone agrees on a number
of steps for this race. The more steps, the longer the race,
but the default is 30 steps. Someone grabs pencil and paper
(backing up a step, someone has to supply paper and pencil)
and keeps track of everyone's steps and which limbs they retain.
Everyone takes a turn playing or discarding cards. Some are
simple movement cards that let you hulk forward one, two,
or three hesitant steps, and these are marked beside your
name so you know where you stand (or lie) in the race. If
you can't get any movement cards, you can discard three non-movements
to take a step. Others are attack cards that let you attack
your competition. These have a range listed on them, telling
you how far from your current position you can reach. If you
want to Kick someone, for example, the range is one: You can
attack anyone next to you (e.g., both of you are at step seven)
in the race and anyone directly in front of (step eight) or
behind you (step six). Some of the cards allow you to attack
and move at the same time, like Trip-n-Move; its range is
only zero (so you have to use it on someone you're neck and
rattling neck with), but you force them to lose a turn while
advancing a step yourself. The attacks with the best range
require you to play two cards in concert. And then there's
the dreaded Cartwheel of Carnage . . .
When one of these attacks connects (assuming you don't play
a defensive card like Duck), it knocks off some of your valuable,
desiccated limbs. Losing arms limits some of your attacks,
and losing legs slows you down. You can still use movement
cards, but you may not make full use of some, crawling or
hopping as you now are. Sooner or later someone drags themselves
to the finish line and becomes a ghoul (apparently zombies
are happy to have any sort of goal in unlife), leaving the
rest to place or show (if the other players still care).
The illustrations are deceptively unpretentious; like Kovalic
artwork, you don't realize how hard it must be to make something
so simple come out so evocative -- or vice versa. The little
zombies suit the tongue-in-cheek (through-the-cheek, out-the-other-side)
feel of the game to a T. The graphic design conveys information
quickly, and it's one of those rare instances where you would
have been willing to see the stats reduced in size just a
wee to see a slightly larger picture. The cards are thin things
made from whatever that over-thick construction-paper-like
stock is called -- if you ever played the first edition of
Give Me the Brain, you know the stuff. They feel a little
too thin but given that play isn't as fast and furious as
that game, the problem isn't with the stock's weight but its
texture. The cards aren't easy to shuffle and won't be until
you've had the chance to handle them quite a bit.
Some games have cards whose effects are negated by other
cards, and some get to the point where you can't make any
headway. This isn't one of those games. It's well-balanced
as far as the selection is concerned, and while you may be
able to, say, reattach a severed limb, that kind of thing
doesn't happen very often. Play is quick -- less than half
an hour in most cases -- and if you don't want a full evening
of racing, it fills the gaps between other games nicely. It's
not as good with only two players (why unleash the awesome
might of the Cartwheel of Carnage on one dude?), though with
two the marathon gets pretty tight. It's hard to get too far
out in front, leading to a, uhm . . . dead heat.
A charmer of a game, Zombie Rally is a simple idea with a
coy execution. With an easily customized length and a hungry
appetite for both brains and house rules, it satisfies the
hunger for a quick repast.
--Andy Vetromile
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