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Survive This Play test 2


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Survive This Play test 2

  1. 2. <ul><li>Items: </li></ul><ul><li>Families x 4 </li></ul><ul><li>(Rich x 4, Poor x 6, Military x 5 and Religious x 6) </li></ul><ul><li>Dice x 2 </li></ul><ul><li>Normal Zombies x 24 </li></ul><ul><li>Special Zombies x 12 </li></ul><ul><li>Board x 1 </li></ul>
  2. 3. Is Still the Same .
  3. 4. <ul><li>Each of the families now had specific rules following them and governing the game play. </li></ul><ul><li>( 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.) </li></ul>
  4. 5. <ul><li>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.  </li></ul>
  5. 6. <ul><li>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. </li></ul><ul><li>  </li></ul>
  6. 7. <ul><li>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.   </li></ul>
  7. 8. <ul><li>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. </li></ul>
  8. 9. <ul><li>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. </li></ul>
  9. 10. <ul><li>Event Cards: </li></ul><ul><li>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. </li></ul><ul><li>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 ” . </li></ul><ul><li>This became a tad confusing, but very funny, so this element was a keeper. </li></ul>
  10. 11. <ul><li>The basic zombie movements, human movements, end goal and event card process stayed the same. </li></ul><ul><li>All of the new rules were attached to character movements. </li></ul><ul><li>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. </li></ul>
  11. 12. <ul><li>The game still took a few rounds before people grasped the rules and had to stop gameplay to have the rules exlained to them. </li></ul><ul><li>The number of zombies ran out quick as there was still no form of regeneration; Patience ensued. </li></ul><ul><li>We only had ‘ make a certain family on the card miss a go ’ or ‘ have your family repeat their go ’ . </li></ul><ul><ul><li>Did we need more cards to keep it interesting? </li></ul></ul><ul><li>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. </li></ul><ul><li>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. </li></ul>
  12. 13. <ul><li>All of the new character rules caused more problems then they solved . </li></ul><ul><li>With all of the new rules, we lost the point of the game. </li></ul><ul><li>There was simply too much for the players to try and grasp in one go and the fun was simply gone. </li></ul>
  13. 14. <ul><li>We stripped the game back to the basics of Michael ’ s original game. </li></ul><ul><li>There was no incentive for players to bring their character home if they could get infected straight away. </li></ul><ul><li>The event cards were not worth the danger of getting them. </li></ul><ul><ul><li>We have to make them more interesting. </li></ul></ul><ul><li>We also made all of the families have a base amount of four characters. </li></ul><ul><ul><li>No character had special elements and there were no safe zones on the board. </li></ul></ul>