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Page 1: Survive This Play test 3
Page 2: Survive This Play test 3

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

Page 3: Survive This Play test 3

Is Still the Same.

Page 4: Survive This Play test 3

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.

Page 5: Survive This Play test 3

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.

Page 6: Survive This Play test 3

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.

Page 7: Survive This Play test 3

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.

Page 8: Survive This Play test 3

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.

Page 9: Survive This Play test 3

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!

Page 10: Survive This Play test 3

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!

Page 11: Survive This Play test 3

We also created

family event cards

that a player would

collect every time

they got a character

home.

Page 12: Survive This Play test 3

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.

Page 13: Survive This Play test 3

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.

Page 14: Survive This Play test 3

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.

Page 15: Survive This Play test 3

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

Page 16: Survive This Play test 3