Pyramid Review

Zombies!!! 4: The End

Published by Twilight Creations, Inc.

Written by Kerry Breitenstein & Todd A. Breitenstein

Illustrated by Dave Aikins

30 Map Tiles, 50 Card Event Deck, 100 Plastic Zombie Dogs, six plastic Shotgun Guys, one sheet of Red Heart Tokens, one sheet of Black Bullet Tokens, two six-sided dice & 4¾ by 7½-inch four page rules sheet; $24.99

2004 is a year for endings. Friends. Frasier. Angel. And now Zombies!!!. From its tortuous beginnings, the franchise has had you scrambling around town in search of the helicopter that will get you out and away from the clutches of the corpse cortège. Of course, another helipad could be found on the army base of Zombies!!! 2: Zombie Corps(e), but then so could be the special glow-in-the-dark "guberment zombies," while yet a third sat on top of the holy shopping halls in Zombies!!! 3: Mall Walkers. Its sequel, Zombies!!! 3.5 Not Dead Yet really only added a few more options, but now, in a fully playable, standalone expansion, players can discover the cause of the cadaver-animating curse and in a dark desperate act of arcane reading, put an end to it! And if Zombies!!! 4: The End proves anything; it is just how dangerous the woods are at night.

The first thing you notice upon opening up Zombies!!! 4: The End it is the lack of zombies. Instead of zombies, you get zombie dogs. In play, these turn out to be faster than ordinary human zombies, and do less damage. In game terms, this means that they move two squares instead of . . .

This article originally appeared in the second volume of Pyramid. See the current Pyramid website for more information.




Article publication date: September 17, 2004


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