ABG All Board Games
Good Dog, Bad Zombie box art

Good Dog, Bad Zombie

Players

2-4

Time

60-90

Age

12+

Weight

2

Rating

7.22

Fit

Teach 2.4

Teaching signal

Replay 3.9

High replayability

Interaction 3.8

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 2.8

Luck-sensitive

Table feel

Good Dog, Bad Zombie has a moderate level of direct confrontation and strategic depth. Players need to frequently pay attention to each other's actions. While there is some level of cooperation required, it is not a major focus of the game.

Replay value

Good Dog, Bad Zombie has a high replayability score due to its high variability gameboard, impactful expansions, deep strategic possibilities, and adaptability to different player counts. It offers fresh experiences with each playthrough and allows players to discover new tactics and strategies over time.

Luck profile

The final luck score for Good Dog, Bad Zombie is 5.67, indicating a moderate influence of luck in the game. Random elements have a notable but not exclusive impact on the game outcome, and players have some ability to mitigate the effects of randomness through strategic decisions and planning. The game relies on a balanced mix of luck and strategy, with neither element dominating the outcome.

Overview

In Good Dog, Bad Zombie, you bark, sniff, and lick your way through the apocalypse to save the hoomans you love. Zombies roam the city, but you and your doggo friends have found refuge in Central Bark. You’ll have to cooperate as a pack of dogs to sniff out hoomans in hiding and bring them back to safety. But beware! The danger of the city could turn your pack feral before you get a chance to build your forever home. GDBZ aims to provide players with an immersive dog's-eye-view of the zombie apocalypse. Track down the hoomans from their smells, lick one another for boosts of energy, and bark at anything and everything! On their turns, each player may take two actions, which can consist of running to different locations, playing energy cards from their hands, sniffing scent tokens, and giving each other licks in order to draw more energy. Each energy card has an ability, such as: Run, Herd, Bark, Chew, and Good Doggo, the last of which allows each dog to perform a unique and powerful ability. Some cards can be chained together for elaborate, tactical turns. At the end of each player's turn they will have to roll the dice in order to add another zombie to the board, which may eat unsuspecting hoomans or get into Central Bark. If too many hoomans are eaten or too many zombies get into Central Bark, the Feral Tracker will reach 10 - and we become wild dogs, forgetting our love of hoomanity. However, if the players rescue enough hoomans (6 on easier difficulties, and 8 on expert modes), we all win the game! —description from the publisher

Editions

Edition Year Language Publisher / Region
No editions imported yet.

Files

No files imported yet.

Commerce

No commerce mappings imported yet.

Credits

Designers

2
Evan Rowland Brian Van Slyke

Artists

1
Evan Rowland

Publishers

1
Toolbox for Education and Social Action

Linked items

No linked items imported yet.