← all games
Z
2015 · 1-12 players · 60min · weight 2.48 · 2,860 ratings
port: no portdifficulty: Medium
BGGv4 widev4v4 deep5Sources2Rules cardCandidate0.418Deep dive
Bayes
6.48
Users rated
2,860
Owned
7,947
Wishing
590
At a glance — v4 wide
Controlled-vocabulary primitives + 8-axis MDA aesthetic vector. Vocab v1.
Core loop (micro)
Move hero, search for weapons, attack zombies with dice, gain experience; zombie horde spawns and grows each round.
MDA aesthetic vector (0–3)
Sensation
2
Fantasy
2
Narrative
2
Challenge
2
Fellowship
3
Discovery
1
Expression
1
Submission
1
Mechanic-interaction primitives (4)
- [3]escalating_threat— “The more experienced they get, the more powerful they become, but the more zombies they attract”
- [2]variable_player_powers— “Players pick from the largest pool of survivors in a Zombicide game yet and form teams”
- [2]dice_mitigation— “Dice Rolling”
- [2]engine_growth— “Survivors find weapons, battle zombies, and gain experience. The more experienced they get, the more powerful”
discovery_score: -0.719
Archetype fits — v4 deep
How well this game shape maps to mobile archetype templates. Composite is a weighted sum of the 10 fit dimensions.
| Archetype | Composite | LTF | Session | Combo | Arc | Share | 5in | Onboard |
|---|---|---|---|---|---|---|---|---|
| Coop Strongest archetype-fit: Cooperative Game + escalating_threat + team_action_economy across players is structural coop. Survivors-share-resources + flank-coordination is real inter-player payoff. visual_legibility on 5-inch is the hardest blocker (urban grid + multiple survivor sheets); session length overshoots. | 5.20 | 7.0 | 5 | 6 | 7 | 4 | 3 | 4 |
| Balatro engine_growth via XP-track that escalates threat is the closest thing to multiplicative compounding (better gear → more zombies → bigger gear), but session is 60min not 15-30, and the urban grid + 6 survivor sheets wreck 5-inch legibility. Solo mode exists. | 4.60 | 5.0 | 4 | 5 | 7 | 4 | 3 | 4 |
| Snap Survivor variety + skill cards offer faction-meta extensibility but coop-shape doesn't compress to async PvP, and 60-min session with sprawling map is wrong shape for 3-min match. | 4.20 | 5.0 | 3 | 4 | 6 | 3 | 3 | 4 |
| Cozy Hard tier: escalating_threat is on the anti-cozy primitive list, plus direct-combat shape — cap 3, scoring below cap on tone. Zombie-horror tone is the inverse of cozy. | 2.70 | 2.0 | 2 | 2 | 4 | 2 | 3 | 3 |
| Wordle 60-min coop dungeon-crawler is wrong category for 60-90s daily puzzle. Wrong shape across every dimension. | 2.40 | 3.0 | 1 | 2 | 3 | 2 | 3 | 2 |
Translation candidate
Composite fit_score = bayes×0.30 + wish×0.18 + compress×0.17 + difficulty×0.20 + headroom×0.15.
bayes_norm×0.300.157
wish_norm×0.180.090
compress_norm×0.170.500
diff_norm×0.200.600
port_headroom×0.151.000
fit_score (total)0.418= 0.418
Difficulty reasoning
Grid-coop dungeon-crawl ports cleanly (see Spirit Island), but Zombicide's table-thunk minis appeal and licensed-IP layers are a barrier.
Closest loop translation
none yet
Sources (2)
Inputs to rules-card synthesis. Click any pill with ↗ to open the original source.
BGG comments0.75LLM memory0.10
BGG tags
Mechanisms (7)
Categories (3)
HorrorMiniaturesZombies