I tell myself every holiday that I need to create a content calendar so that it’s not October 28th and I’m suddenly looking for a Halloween game to review. One day I’ll get my ducks in a row, but it’s not this day. It also doesn’t help that I’m not a big fan of the entirety of the horror genre. I don’t like scary movies, I don’t read spooky books, despite my birthday being on Halloween, it’s just not my vibe. For me, the holiday is represented by pillow cases full of candy and fun, friendly witches.
While horror is not my vibe, flicking games, certainly are. Flick ’em Up! Dead of Winter is the board game marriage between the disc flicking western, Flick ’em Up! and the narrative crossroads game, Dead of Winter. Flick ’em Up!: Dead of Winter is a cooperative game where players are striving to survive and explore a city of cardboard buildings in 10 different scenarios. The players take on the roles of survivors, each of which is named, has a default weapon, and their plastic figure has a backpack that helps you remember if they’ve been activated this round or not.

A game begins with setup, and I find Flick ’em Up!: Dead of Winter to be tedious to set up. Cardboard buildings are scattered around the table in a specific orientation, various obstacles are placed, then zombies, and survivors also litter the table, all dictated by the scenario you’ve chosen to play. Also, before the very first game, all those components need to be snickered, and buildings need to be assembled, which is not an insignificant time commitment.
The gameplay mostly consists of moving, which is achieved by choosing a survivor and flicking a movement disk. You’re often trying to get into a building, which requires flicking that disc between the two supports of the building, but more often involves crashing into a wall or ricocheting directly into a zombie’s grasp.
Flick ’em Up! Dead of Winter uses the 10 scenarios to scaffold the players into more interesting and complex items. When you first start playing, you’ll only have a basic handgun, which is just a single disc that you flick at zombies. And sometimes, you can shoot with TWO guns. Crazy, I know. There’s also the shotgun and sniper rifles. The shotgun is a cardboard stencil that you press 4 mini discs into, and flick them all out in one mighty motion. The sniper is another stencil with straight sides, which should assist in long range shots. In addition to guns, there are silent melee weapons to offer some tactical considerations for your turn.
On the subject of noise, most of the actions in the game can trigger a zombie reaction. Any loud action, or a quiet action when the next closest zombie is standing, triggers a zombie rush. A zombie tower is placed behind the closest zombie, and that zombie is placed upon the trap door on the top of the tower, If it was a loud action, the next two closest zombies join in the rush as well and are placed on the trap door. Then, the support is pulled away, and the zombies fall toward you, damaging anyone they hit.

Flick ’em Up! is a dexterity game. No amount of planning or strategy is going to change the fact that you can’t nail a shot that’s 6 inches away. The physicality of the game is simultaneously what makes it a joy to play, and utterly frustrating at times. The little shotgun pellets that seem incapable of knocking over a zombie, or playing on a different table surface, making all of your shots either way too strong, or pathetically weak.
You’ll need to commit to your shots. A gentle tap to a zombie’s leg won’t cause any damage, you need your bullet to barrel that monster down. But also, playing on a table or surface that doesn’t have walls does mean you’ll spend a fair amount of time looking for that stray bullet that flew off the table and bounced off the wall. Not a game I recommend playing when you have a curious 10-month-old roaming the floors.
The artwork is cartoony, colourful, and goofy, despite the zombie theme. All the characters and zombies are bulky plastic pieces, and are lacking in heft. It’s a bit unsatisfying to hold, but I suspect at least part of that is taking into consideration that these zombies need to be relatively easy to knock down, which is aided by their abnormally large flailing limbs raising their centre of gravity. All this goofyness brings a light-heartedness to the game, which is welcome, as the vibe isn’t so much of “we’re being hunted”, it’s more of a “let’s kill these zombies”. A rip-roaring hack and blast adventure of slaying monsters while sometimes, optionally, chasing an objective. In the same breath, the zombies can be quite terrifying. A missed shot means 3 zombies barreling down on you, and trying to provide backup has the potential for friendly fire in the back.

I love dexterity games. I really do. And I want to love Flick ’em Up! Dead of Winter. But it’s just so damn fiddly. So many rules on who is standing and who has fallen, being too close to zombies, what’s silent and what’s loud, constantly needing to stand terrain back up because of a knock on effect, and the absolute tedium of setup make this game such a pain that I rarely ever play it anymore. On my first play, I spent so much time flipping back and forth in the rule book trying to remember how everything worked together, that I pined for a rule summary on the back of the book. Just something to help my game along, even a little bit.
At higher player counts, the game feels like it drags. The number of survivors doesn’t change depending on player count, so 5 survivors in a 4 player game means you’ll probably only be taking one activation per round. And if you miss, it’s a long wait until your next chance to act. Really, I wouldn’t recommend this game at 4 players, and would even hesitate at 3 players.
Flick ’em Up!: Dead of Winter can be a blast if you’re a dexterity game fan with patience for setup and a penchant for precision flicking, However, the game’s fiddly components, annoying rules, and long setup can easily overshadow its charm. If you’re up for the challenge, set it up on a bordered table and keep the player count low to maximize your enjoyment.