<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>...
Is Still the Same .
<ul><li>The families have no special elements </li></ul><ul><li>They have no safe zones on the board  </li></ul><ul><li>Th...
<ul><li>Event Cards: </li></ul><ul><li>Event cards can now only be used when the player who pulled their card has another ...
<ul><li>There are now three dice, two human dice and a zombie dice. </li></ul><ul><li>These went through a few reincarnati...
<ul><li>The basic zombie movements, human movements, end goal and event card process stayed the same.  </li></ul><ul><li>T...
<ul><li>The game still took a few rounds before it got interesting. </li></ul><ul><li>The number of zombies ran out quick ...
<ul><li>The Event card were not random enough.  </li></ul><ul><li>By choosing the families that got delayed or spurred on,...
<ul><li>We made the event cards so that the family made to suffer was a choice for the player. </li></ul><ul><li>This   ma...
<ul><li>We also created family event cards that a player would collect every time they got a character home. </li></ul>
<ul><li>There was also an external board created which changed the gameplay somewhat, but it made the game go faster and c...
<ul><li>The Event cards got a revamp so not only were they affecting the other families, they were also affecting the boar...
<ul><li>The External Board </li></ul><ul><li>This was a  massive step forward in terms of making the game fun again.  </li...
<ul><li>This affected the gameplay on the  ‘ local ’  board.  </li></ul><ul><li>But on this external  ‘ gobal ’  board, th...
 
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Survive This Play test 3

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Survive This Play test 3

  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>The families have no special elements </li></ul><ul><li>They have no safe zones on the board </li></ul><ul><li>There are only four members in each family. </li></ul><ul><li>The differences in their looks and design is all purely cosmetic and does not affect the gameplay. </li></ul><ul><li>Hopefully these designs push the players to be more confrontational if the families themselves don ’ t like each other. </li></ul>
  4. 5. <ul><li>Event Cards: </li></ul><ul><li>Event cards can now only be used when the player who pulled their card has another go. </li></ul><ul><li>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. </li></ul>
  5. 6. <ul><li>There are now three dice, two human dice and a zombie dice. </li></ul><ul><li>These went through a few reincarnations which at the time of this play test had settled on the fourth reincarnation. </li></ul><ul><li>1st: Humans always had two rolls and zombies had one </li></ul><ul><li>2nd: Humans had two rolls and zombies had two rolls. </li></ul><ul><li>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. </li></ul><ul><li>4th: During the day humans had two rolls and zombies had one, during the night, humans had one roll and zombies had one. </li></ul>
  6. 7. <ul><li>The basic zombie movements, human movements, end goal and event card process stayed the same. </li></ul><ul><li>The doubling up of immune characters movements went out the window. </li></ul>
  7. 8. <ul><li>The game still took a few rounds before it got interesting. </li></ul><ul><li>The number of zombies ran out quick as there was still no form of regeneration </li></ul><ul><ul><li>bar the event cards and people were hesitant to trade in their zombies for event cards as none of them were that beneficial. </li></ul></ul><ul><li>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. </li></ul><ul><li>Once the zombies ran out, the game became a game of Patience </li></ul><ul><li>The new players found it a bit difficult to get all the rules in their head before the game started. </li></ul><ul><li>There was very little conflict as the players would put zombies onto their own board to collect them over attacking other players with them. </li></ul><ul><li>There was very little incentive to get the characters home if they were just going to pulled out to save the infected person again. </li></ul>
  8. 9. <ul><li>The Event card were not random enough. </li></ul><ul><li>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. </li></ul><ul><li>And more importantly FUN! </li></ul>
  9. 10. <ul><li>We made the event cards so that the family made to suffer was a choice for the player. </li></ul><ul><li>This made it more personal and conlict arose! </li></ul>
  10. 11. <ul><li>We also created family event cards that a player would collect every time they got a character home. </li></ul>
  11. 12. <ul><li>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. </li></ul><ul><li>Players could never die and bringing someone out of the home to save a disinfected person became an opportunity as oppossed to a headache. </li></ul>
  12. 13. <ul><li>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. </li></ul>
  13. 14. <ul><li>The External Board </li></ul><ul><li>This was a massive step forward in terms of making the game fun again. </li></ul><ul><li>Each time a player got a character home, they pulled a family event card which was extremely beneficial to their family. </li></ul><ul><li>More Importantly they got to have a go on the external board. </li></ul><ul><li>The external board decreed whether it was Day or Night. </li></ul><ul><li>The external board was like that of a monopoly board, but it had a finish! </li></ul><ul><li>down too much. </li></ul>
  14. 15. <ul><li>This affected the gameplay on the ‘ local ’ board. </li></ul><ul><li>But on this external ‘ gobal ’ board, things got interesting. </li></ul><ul><li>If a person got to get a character home, they got to have a roll on the external board. </li></ul><ul><li>The first person to the end of the external board is the winner. </li></ul><ul><li>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. </li></ul><ul><li>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. </li></ul><ul><li>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 </li></ul>

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