May 12, 2015
Items:
Families x 4
(Rich x 4, Poor x 6, Military x 5 and
Religious x 6)
Dice x 2
Normal Zombies x 24
Special Zombies x 12
Board x 1
Is Still the Same.
The families have no special elements
They have no safe zones on the board
There are only four members in each family.
The differences in their looks and design is all purely cosmetic and does not affect the
gameplay.
Hopefully these designs push the players to be more confrontational if the families
themselves don’t like each other.
Event Cards:
Event cards can now only be used when
the player who pulled their card has
another go.
The Event cards were no longer a deck of
cards, they were constructed cards, but
they were still pictures of the four
families and miss a go or have another
go.
There are now three dice, two
human dice and a zombie dice.
These went through a few
reincarnations which at the
time of this play test had
settled on the fourth
reincarnation.
1st: Humans always had two rolls and zombies had one
2nd: Humans had two rolls and zombies had two rolls.
3rd: During the day humans had two rolls and Zombies
had one, during the night the numbers switched so
humans only had one roll while zombies had two.
4th: During the day humans had two rolls and zombies
had one, during the night, humans had one roll and
zombies had one.
The basic zombie movements, human movements,
end goal and event card process stayed the same.
The doubling up of immune characters movements
went out the window.
The game still took a few rounds before it got interesting.
The number of zombies ran out quick as there was still no form of regeneration
bar the event cards and people were hesitant to trade in their zombies for event
cards as none of them were that beneficial.
The cards needed to become more beneficial for the players if they were going to go out
of their way to collect zombies to trade.
Once the zombies ran out, the game became a game of Patience
The new players found it a bit difficult to get all the rules in their head before the game
started.
There was very little conflict as the players would put zombies onto their own board to
collect them over attacking other players with them.
There was very little incentive to get the characters home if they were just going to
pulled out to save the infected person again.
The Event card were not random enough.
By choosing the families that got delayed or
spurred on, there was very little in the way
of choices for the player. By manipulating
the cards so that the players had to choose
which family benefited/ suffered, the game
became much more personal.
And more importantly FUN!
We made the event
cards so that the family
made to suffer was a
choice for the player.
This made it more
personal and
conlict arose!
We also created
family event cards
that a player would
collect every time
they got a character
home.
There was also an external
board created which
changed the gameplay
somewhat, but it made the
game go faster and created
a massive incentive to get
players to get their
characters home.
Players could never die and
bringing someone out of the
home to save a disinfected
person became an
opportunity as oppossed to
a headache.
The Event cards got a
revamp so not only
were they affecting the
other families, they
were also affecting the
board itself by bringing
on zombie hordes onto
the board or changing
normal zombies to
special ones.
The External Board
This was a massive step forward in terms of making the game fun again.
Each time a player got a character home, they pulled a family event card which was
extremely beneficial to their family.
More Importantly they got to have a go on the external board.
The external board decreed whether it was Day or Night.
The external board was like that of a monopoly board, but it had a finish!
down too much.
This affected the gameplay on the ‘local’ board.
But on this external ‘gobal’ board, things got interesting.
If a person got to get a character home, they got to have a roll on the external board.
The first person to the end of the external board is the winner.
However the pieces on the external board are always moving, so when day moves
to night (The first circle at the start of the board) all of the pieces move forward one.
This also served as a sort of countdown time wise, which had been an idea we toyed with
to create a more time management aspect to the game, but this worked out perfectly as
it changed the length of the game depending on the skill of the players.
NB: When someone gets a character home they get to roll on this board and move their
piece forward. Also dotted along the external board are more and more zombies being
regenerated, so the numbers never dwindle