Game 1 Wiki page authored by Robert Wheeler's avatar Robert Wheeler
**Questionable Rules**
If you shoot into a zone with a friendly player in it, rolling a ‘hit’ will hit the zombie, rolling a ‘miss’ will hit the friendly.
You can drive cars - cars can run over zombies, inflicting one damage, by rolling a ‘hit’. The player driving the car gets the experience for the kill.
Sniper rifle - Carbine rifle and a scope. A sniper rifle allows you to choose a target. This rule takes precedence over other rules regarding shooting into zones with multiple targets.
Movement - one city block, or room. Separated by crosswalks. Once inside a room, movement is dictated by the walls of the room, not the outside crosswalk. So, in theory, a player could move a further or a shorter distance inside a room.
We decide who to give the damage card too if multiple survivors are in the same room.
**Team Communication Before**
Luca
Before we even set up the board game, it was essential that we were all in agreement about the rules. We all decided it would be best if we took turns reading each section of the rule book. We communicated to each other that if any of us heard a questionable rule that we would write it down and vote on how to change it. To avoid us all talking over one another, we decided that during this phase of communication, only the person holding the book could talk. In the end, this provided to be an efficient method of planning as we could each speak our mind.
Robert
Before we started to open up the box we read through the zombicide rules rules first. We took turns reading sections aloud until we went through until the end. If there was something that didn't make sense or that we didn't like we agreed on a change of the methodology of the rule. The rule of the reading was only the person with the book could talk to avoid interruption. We were productive, but it still took us some time because we were new to this complicated game.
**Team Communication During**
Luca
Team communication during the game started to falter as compared to the great communication that was present during the rule reading. In fact, this was probably due to the 65 minutes we spent going over the rules and the late time of night we were playing the game. The unfortunate result was that all of our team members started to communicate less and less. (A fix for this problem would most likely be to play the game at an earlier hour of the day and to not spend a long time going over the rules again.) In fact, we had such trouble communicating with each other our gameplay suffered and all of our characters died within the first 25 minutes. It is essential to point out however that none of us used any communication shutdowns during this phase of the game. This made us question why we had such a hard time communicating. The next day we decided that we all failed to communicate because we were all very tired. Playing at 12 o’clock was not such a good idea after all.
Robert
The game was still very confusing and difficult, which led to a destructive collaboration environment. I can say that even though it was late and we were fairly confused about the game, our first instincts were to at least communicate with each other. I think that was an important takeaway from this. We started discussing the most effective way to go forward during the game and and we got a consensus that we need to play earlier with more allotted time and go into the game with a more solid communication and gameplan. We had no idea what we were getting ourselves into. The instruction said that it only takes 45 minutes and that was not our case at all and it put us a little behind. We did however learn from this first time and our communication efforts will adapt to what is needed to be productive and efficient .
**Team Communication After **
Luca
Unfortunately at this point, there was no real communication. We all agreed we would meet the next day to discuss what had happened. We cleaned up the board game and all headed home.
Robert
We all agreed more appropriate times were in order and that next time should be better because we now experienced what it was like to work together and what we are involved with. We talked about everything that occurred the next day and have a plan for next time.