This one has been hitting the table a bit lately, and has been universally loved by everyone. Indeed, it has replaced City of Horror as our go-to negotiation game.
In a nutshell, everyone starts the game with two survivors at the colony. Things are bad out there, winter is coming and everything is scarce. Each player begins with a hand of starting cards, which represent their hidden cache of supplies, and more cards are obtained by leaving the colony and searching nearby locations. You may equip items you find, find other survivors or simply more gas, food, medicine, etc. Additionally, there is a colony objective, one which the group must work towards in order to win.
You WILL have to leave the colony, as every round there is a crisis which must be resolved. And moving can be bad, as that means that you must roll the "exposure" die. It's a 50/50 shot of bad stuff on that die, as six sides are blank and the remaining six sides contain wounds, frostbite and the mother of all bad stuff, the bite icon.
You see, when you are bitten you instantly die, but not before biting someone else at the location you moved to (or reside at if you were simply attacking a zombie). That player now has a choice. They can roll the die and hope for a blank (50/50 shot there!), as any other result means you perpetuate the bite. Conversely, you can choose to kill yourself and stop the chain reaction right there. Do you really care for the group enough to do that? Do you have an alterior motive? Is Mike Cho the next guy in line and you just really hate that guy? Decisions, decisions....
Which brings us to the bread and butter of the game itself. You see, everyone is given a secret objective card in the beginning. Most of them require the completion of the main objective. In addition to that, you have a personal objective, which is the ONLY way you can win. Perhaps you are a "loner" and must have only one remaining survivor at the games end. Maybe you hoard food, or are a natural leader. And maybe you are a serial killer, a traitor to the colony driven by your own perverse needs. You can NEVER divulge your own objective, so while your friend across the table hasn't been contributing food to the colony in order to ward off starvation, maybe it's a quirk, a compulsion to collect those cans to meet their own needs.
Or maybe they aren't really with the group, and seek the end of the colony. Maybe they want to eat your liver.
On your turn you can vote to exile. It is a simple thumbs up, thumbs down system. Be wary however, as the character you exiled might be innocent. Exile two good members and morale hits zero and the game ends. Which could also be advantageous if you have already met your own traitorous objective.
The last thing to note is the Crossroads cards. On your turn, the player to your right draws a card from this deck. They read the conditions outlined on top and then only read that cards aloud if those conditions are met. They are almost always a risk vs. reward decision. For instance, you find a tanker full of gas. Do you drive it back to the colony, thereby also bringing a mass of walkers with it. Or do you leave all that much needed fuel there, feeling that the danger of being overrun is too great?
You might have trouble deciding, but rest assured, everyone else at the table will have an opinion.
The game is a little fiddly, and I greatly encourage printing up some player aids from BGG and going through a couple of 3 persons games first, before teaching it to the larger group. Regardless, this one has been fully embraced at our table with an enthusiasm I have rarely seen. Even our non-gamer friends have taken to it. And while zombies are perhaps a little over done, this is the closest I have experienced the Walking Dead at our gaming table.