Another Dominion clone that failed to evaluate what was good and bad about Dominion first, and thus was a step backwards, design wise. less interaction, far less strategy, much more random (notably, the same errors Thunderstone made). All this in exchange for 30 seconds less set-up time. Not a worthwhile trade off (Thunderstone traded those things for some theme instead). Gets more and more painful every time I play it.
copied an already successful design (and un-designed most of the good things about the game), copied an already succesful marketing style (They targeted Magic players, because that's what they were familiar with, and at least didn't take backwards steps doing that, so did a decent job there). No thanks.
An exercise in random. It could have been "I think these rules (and other things) i'm playing benefit me more than they hurt you", instead it's "VASTLY GAME ALTERING CARD EVERY TURN... *please let me draw cards that let me win the game through no skillful play of my own*".
decisions are minimal, their effective impact on the game, as far as moving you towards victory? even less.
Cripplingly random. Cards range from "you're wasting your time by playing this" to "this card can mimic 1 of ANY of the good cards in the deck, of your choice". Even worse, the random events that force you to do things like swap hands, lose all your cards in play, or kill all your cards which are "protected" by a particular type of other card.
Punishing all forms of intelligent decision does not make a game exciting, and saying "but it's a kid's game!" as an excuse is like saying "my kids are too dumb to make real decisions, and I wouldn't want to do anything that might change that!"
essentially a tactical othello (note i called "Day and Night" the same thing)- your choices are based entirely on the variable power tiles in your hand, and you're trying to put your "owned" markers on as many tiles as possible.
it becomes uncontrollable chaos at 5 and 6 players, the tile effects are too large (and some are distinctly superior to others), so you're just praying your board position vaguely resembles what it was on your prior turn. may be more acceptably strategic at 2 or 3 players.
a few graphic design issues as well, the borders mush together a bit much- it would definitely have been beneficial to have the silver-ring cards more distinctly silver, the power stations more identifiable, and the tiles with point values have a bright or distinctive signifier around/as the point value.
way too much randomness for the length and the overhead involved in the game. Several different systems for the various aspects, but almost all the systems are just different ways to randomize things. lots of choices (and thematic), but not lots of interesting/meaningful choices. distinct downtime problems as well, which is what the majority of the unfortunate game length comes from.
the "Werewolf" mechanic driven by cards- much like "Bang". however in this one you roll dice every turn, which tell you which card you MUST draw and MUST play, as well as whom you're able to attack this turn.
Strongly random, with lots of extra rules you can add in... for more bonus randomness! yay! Also has a runaway leader problem, compounded by a length problem; as well as a fiddliness problem compounded by a board that's too small/not adequately graphically designed for the components.
I like the art on this version, but would never ever recommend playing with the extra rules. They roughly double the length of the game by adding multiple dice rolls to resolve non-decision related bookkeeping whose sole purpose is to randomly eliminate players. On top of that, the rotation of units that already have an equally random chance at moving in all directions just reiterates the issue- you're literally rotating them to accomplish nothing.
My rating reflects how I feel about this game when playing with those changes.
It's got miniatures, and you run from zombies and/or kill them with a variety of weapons. That's enough theme for some people to enjoy this. To me, there was minimal interesting decisions for the time invested (most decisions are very 1 for 1 and the odds are very apparent when there's a relevant "risky" move). Move and roll, repeat. repeat. repeat...