Survive This Play test 2
-
Upload
sarah-bevan -
Category
Entertainment & Humor
-
view
324 -
download
1
description
Transcript of Survive This Play test 2
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.
Each of the families now had specific rules following
them and governing the game play.
(NB: The Preacher and the Military Dad went through two drafts of their rules before
they reached this playtest. The Preacher went from invincible to just acting like the
Father, and the Military Father went from having the son in any square around him to
any of the three behind him, neither option was kept.)
There are six family members. They
have one safe zone on their colour
coded area (neighbourhood). They are
free to move even if a zombie is
adjacent. They are all free to move
independently and can save each other.
As there are more of them, it take
longer for all of the family members to
get home.
There are only four family
members; Husband,
Wife, Pool-Boy and
Mistress. The Husband
and Wife cannot save
each other. Everyone
else can. There are no
safe areas on the board.
The Father drags the son with him wherever
he goes, so the son must remain within one
squares distance, inclusive of where the
Father is. There is a safe bunker on the
board, if a zombie is adjacent, the person
within cannot be harmed, but they cannot
move either. If a zombie tries to land on the
Father or the Son, Dad has a chance to fight
the zombies. He must roll higher then what
the zombie rolls. If he gets higher, he claims
the zombie as a trophy, if not, he loses
whomever the zombie was trying to kill.
The religious family, like the poor
family, have six members. One of the
family members is a Preacher, who is
invincible. He drags a family member
behind him, and can use this every
round, but must get to the Helipad to
bring them back. The person he is
bringing around must remain one
square behind him. He can fight for
their safety like the Father of the
Military family. There are no safe areas
on the board.
Michael had come up
with the idea of new
zombies who were
worth two toughness
in a trade but were
harder to kill, as they
could move like
humans, but in the
opposite direction.
Event Cards:
With the new zombies, there was an idea
of trading the zombies in for event cards
which could be used against other
players. At thi stage the deck of event
cards was just an ordinary deck of cards
and the families were symbolised as
different suits. If you picked your own
family’s suit, you got to roll again, but
only the human roll, if you picked another
family, you got to make them miss a turn.
You could execute these at any time,
namely after a person had used a
zombie to kill your character you could
implement the card to say “no, undo
undo”.
This became a tad confusing, but very
funny, so this element was a keeper.
The basic zombie movements, human movements, end
goal and event card process stayed the same.
All of the new rules were attached to character
movements.
Another new rule was that if you had to bring an
immune person back, you got double human rolls to
facilitate faster movement, however, you has to use all
of your human rolls to get the immune person to the
helipad before you were allowed to move anyone else.
The game still took a few rounds before people grasped the rules and had to stop
gameplay to have the rules exlained to them.
The number of zombies ran out quick as there was still no form of regeneration; Patience ensued.
We only had ‘make a certain family on the card miss a go’ or ‘have your family repeat
their go’.
Did we need more cards to keep it interesting?
It was decided that if a player only had one more piece on the board, that person
could not be infected and was essentially immune until they disinfected someone
else, thus the player could never die. It took a long time before they could ever really
do anything and win the game.
The Preacher became a Dominant Strategy for the religious family. As he was
impossible to kill, this took over the fun of the game and it was no question of who
would win if the Religious team was playing.
All of the new character rules caused
more problems then they solved.
With all of the new rules, we lost the
point of the game.
There was simply too much for the
players to try and grasp in one go and
the fun was simply gone.
We stripped the game back to the basics of Michael’s original game.
There was no incentive for players to bring their character home if they could get infected straight away.
The event cards were not worth the danger of getting them.
We have to make them more interesting.We also made all of the families have a base amount of four characters.
No character had special elements and there were no safe zones on the board.