One of my fellow Scrum Club mates brought over all of the miniatures and terrain we'd need to give
EXPLOIT ZERO a whirl last week. I admit that cyberpunk isn't a genre I've been drawn to--in comics, prose, or games--and so I had to rely on my friend a bit to help get me up to speed on some of the tropes. That didn't take too long, though, and getting up and running was aided by the fact that I didn't have to spend a lot of time mastering the basic core mechanics of the game's engine.
That's because the game itself is genuinely easy to pick up and fast to play on the table. More importantly, however, is that it is fun. In no time we were moving our cyberpunk miniatures into action, fighting off foes and abducting a scientist we were paid to retrieve. Like a lot of co-op games (say, for example,
Sellswords & Spellslingers), the body count is quite high as we dispatched the first couple of waves of enemies without much sweat. Things by design did get progressively harder, however, and by the end, though we had accomplished the mission, it didn't happen without suffering some casualties on our side.
We played the intro mission, and I'm anxious to try some of the subsequent missions to see how the game introduces interesting complications to what is an already solid formula.
You can read more about the game and my thoughts on the rules at my blog,
SCRUM IN MINIATURE:
https://miniaturescrum.blogspot.com/2021/08/cyberpunk-skirmishes-with-exploit-zero.htmlAgain, more info and pictures at
SCRUM IN MINIATURE:
https://miniaturescrum.blogspot.com/2021/08/cyberpunk-skirmishes-with-exploit-zero.html