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The Not So Great Depression
DESIGN DOCUMENT
Super Thorny Pigeon
William Lopez
Brandon Hackett
Ian Henderson
Thomas Hoffman
Lisa Lee
Latest Revision: 04/25/2015
2
Table of Contents
Title Page................................................................................................................................1
Table of Contents...............................................................................................................2
Description............................................................................................................................3
Designer’s Intent................................................................................................................3
Developer’s Log...................................................................................................................4
Materials List........................................................................................................................5
Character Cards.................................................................................................................6
Resource Cards..................................................................................................................8
Scenario Cards.................................................................................................................18
Card Distribution............................................................................................................22
Rules......................................................................................................................................23
Game Setup.......................................................................................................................23
Draw Phase.......................................................................................................................23
Action Phase.....................................................................................................................23
End Phase..........................................................................................................................25
Winning/Losing the Game..........................................................................................25
Mechanics...........................................................................................................................26
Locate/Find......................................................................................................................26
Attack..................................................................................................................................26
Steal.....................................................................................................................................27
Duplicate...........................................................................................................................27
Consume............................................................................................................................28
References..........................................................................................................................29
3
Description
Every civilization has its beginning and end.
The one that you knew and loved is fast approaching its own end. The global economy completely
collapsing within itself, the many people of the world have scattered into worldwide panic. You’re one of the
panicking many, however, you’re not about to lie down and let the end of the world happen, are you? The
world may be sledding downhill, but you still have a chance to survive: so long as you take the actions to.
Your story and setting are for you, the player, to decide. The common thread in each tale: the
financial decline of the world around you, and the panic of masses. All you are trying to achieve is survival,
but so are several others. No matter the case, and no matter the scenario, trust no one; alliances are but
temporary in trifling times, everyone wants to be the last one standing.
But, will you be that last one standing?
The Not So Great Depression is a board game based around strategic survival. Players, in amounts as
small as two, and as big as four, will be playing against each other. The goal of the game is survival, which
extends into being the last one standing. Survival comes in many forms, and players can practice this with the
way they play the game. Attack, steal from, or even consume other players’ chances of survival, all of this and
more to be the last player standing, and the survivor that wins the game. Players will employ all of these
options, and more, in order to be the last player, and survivor, that wins the game.
Designer’s Intent
● Target audience: Teens to young adults (ages 13~27)
● Target experience level: Players with an intermediate level of experience
● Format of game: Analog
● Genre of game: Strategic, survival
● Mode(s) of game: Multiplayer (between two to four players)
● Setting of game: Post-financial apocalypse
4
Developer’s Log
Following the previous version of our game, theteam thought it necessary to makeavariety of adjustments upon
critiqueand responsefrom peers and play testers. Initially, wehad theplayer order decided byasequenceof who rolled the highest on a
pre-gameroll followed by theplayer whorolled thesecond highest and so on. In ourlatestversion, wedecided to changethis soonly the
first player to go will be decided by the roll of a D6. After the first player has been decided, subsequent player order proceeds in
clockwisefashion of theplayer whogoes first. This, in opinion of theteam, simplified gameset up, and madeit easier for players to figure
out theplay order between them.
Beyond player order refinement, the team made sure to adjust a number of other elements accordingly. Of these
adjusted elements, thereis also refinement and reiteration of information that may havepreviously beforebeen considered ‘vague’. For
example, one case of the latter would be the iteration on the matter of stealing: stealingin its own, that is to say thevery attempt of it
requires asingleaction point. Even if you fail to steal, theplayer who attempted must expend acorrespondingaction point for theact. In
addition, the mechanic of stealing has been expanded further: Players now have the choice of attempting to steal from theshelters of
other players. We also decided that if two players (either in the act of attacking or stealing) achieve the same number roll, then it is
considered a tie and nothing happens, save for either theturn’s end (in thecaseof an attempt at attacking), or theturn’s continuation if
possible(in thecaseof an attempt at stealing).
Upon the topic of scenario cards, the team revised and better iterated details and mechanics concerning theend
phase and its relation to scenario card objectives. At theend of every four turns, players areautomatically returned to their respective
shelter. It is upon return that players are forced to turn in whatever supplies they have pertainingto thecurrent scenario objective,
whether they can complete the current objective or not. If players cannot, then they will suffer apenalty detailed on thescenario card
currently in play. All cards turned in areunusableas they areconsidered ‘discarded’.
Numerous adjustments were made to parameters in the game as well. One of these was an adjustment to each
character card’s allotted action points. This adjustment was madewith play tester feedback in mind, over concerns that it was difficult
for players to traverse the length of themap with theaction points they had at peak. It is theteam’s desirethat the(roughly 1.5x to 2x)
increase in action points will resolve this concern. Character cards, however, werenot theonly cards that went adjusted in our latest
version of thegame.
Of ranged weapon cards, all cards experienced an increase in their range. Of melee weapon cards, damage values
were double-checked and effects better iterated as initially intended. Of special weapon cards, several underwent modified effects (e.g.
the ‘grocery basket’ and ‘track shoes’), or refined descriptions (e.g. the ‘stun gun’). The flashlight has also been renamed to the solar
powered flashlight to accommodate for logic (concerningabattery’s life). Lastly, scenario cards had their penalties modified to beeven
greater. The modified penalties were made to be more detrimental to the players, giving them a better reason to try and prevent
receivingany (or all) penalties of thescenario cards.
Two of the biggest changes to our game since its last version weretheinclusion of two new mechanics to replace
two of the ones we had before. To be specific, locate/find and duplicate were our new mechanics, both set to replace swap and
win/lose respectively. Win/lose maintains a presencein our gamehowever, as most games carry this ‘mechanic’often in someway or
form. Swap, unfortunately, has since been removed entirely. Both new additions to our mechanics are detailed deeper within the
document.
Many of the game’s cosmetics have also undergone modification. For one, cards no longer have placeholders for
imagery and have been detailed out. The game’s numerous zones have also received finalized cards upon our updated custom game
board; these zones have also gone named. Formatting and hyperlinkinghas also been modified appropriately to match thecritiquethe
team received towards our game’s prior version. Overall, alot of things havebeen modified in someway or form, and honestly theteam
is happy with what we’vebeen ableto improveupon in this version of our game.
5
Materials List
● 1x 16-by-16 Custom Handmade Hex Style Board
○ 4x Life Trackers
● 2x D6 die
● 4x Character tokens
● 6x Character cards
● 200x Resource cards
○ 60x Weapon cards
■ 20x Different weapon card types
○ 140x Supply cards
■ 4x Different supply card types
● 8x Scenario cards
All material images and card information posted below:
6
Character Cards
Name Health
Points
Action Points Attack Mod.
(D6 + Mod)
Stealth Mod.
(D6 + Mod)
Int. Resources
MMA Fighter 30 8 +3 +0 Powerthirst
First Aid Kit x1
Cat Burglar 15 11 +0 +3 Lock Picks
First Aid Kit x1
Store Stocker 23 9 +2 +2 Grocery Basket
Food x1
Track Star 20 11 +1 +1 Track Shoes
Food x1
Police Officer 25 8 +2 +1 Stun Gun
(Melee; Range: 1)
Food x1
Doctor 18 9 +1 +1 Stethoscope
First Aid Kit x1
7
8
Resource Cards
Ranged Weapon Cards
Name Range Damage Uses Notes
Handgun 4 4 3 Able to keep this,
even if you run
out of ammo
Hunting Rifle 6 8 3 Discard
immediately
when out of uses
Shotgun 3 10 2 Discard
immediately
when out of uses
Molotov Cocktail 2 5
(Center tile/
2 spaces away)
2
(Adjacent tiles
surroundingcenter)
1 Discard
immediately
when out of uses
Does 2 damage in
tiles around center
Can’t be blocked
9
10
Melee Weapon Cards
Name Range Damage Uses Notes
2x4 1 1 + 1*D6 +
Attack Modifier
1 Can be used for
defense
Baseball Bat 1 2 + 1*D6 +
Attack Modifier
Unlimited N/A
Crowbar 1 2 + 1*D6 +
Attack Modifier
Unlimited Helps searching, -
1 to zone, can’t
go below 1
Fire Axe 1 3 + 1*D6 +
Attack Modifier
Unlimited N/A
Hammer 1 2 + 1*D6 +
Attack Modifier
Unlimited Helps repairing,
-1 wood per
shelter reinforce,
can’t go below 1
(Scenario exclusive)
Knife 1 3 + 1*D6 +
Attack Modifier
Unlimited N/A
Lead Pipe 1 2 + 1*D6 +
Attack Modifier
Unlimited N/A
Shovel 1 2 + 1*D6 +
Attack Modifier
Unlimited N/A
11
12
13
Special Weapon Cards
Name Range Uses Notes
Solar Powered
Flashlight
N/A Unlimited Helps searching, -1 to
zone, can’t go below 1
Grocery Basket N/A Unlimited +2 Inventory capacity
If stolen by a player
with more than five
items, they may steal
an additional item at
random.
Lock Picks N/A 3 +2 Stealth
Powerthirst N/A 1 +3 A.P. but usable
only when out of A.P.
Stethoscope N/A Unlimited +1 H.P. from First Aid
Stun Gun 1 1 When being attacked,
immediately stop
attacker
This is the same as a
melee weapon
Thief Gloves N/A Unlimited +1 Stealth
Track Shoes N/A Unlimited +1 A.P.
14
15
16
Supply Cards
Name Range Uses Notes
2x4 (Wood) 1 1 (per resource) Can add +1 to defense
when attacked
(discard after use)
Can be turned in for
scenario objectives
Ammunition N/A 1 (per resource) Ammunition can only
be used to replenish
uses in the handgun.
Can be turned in for
scenario objectives
First Aid Kit N/A 1 (per resource) Can be used to recover
5 health to a player
Can be turned in for
scenario objectives
Food N/A 1 (per resource) Can be used to recover
2 health to the player
Can be turned in for
scenario objectives
17
18
ScenarioCards
The scenario cards are listed in the chart below. At the beginning of each round, a player will turn a
card over, displaying the scenario for the day. Any player can pull a card in the beginning of the round, so long
as only one card is chosen per round.
Name Time Limit Requirements Punishment
Sudden Starvation 4 Turns 2x Food Reduced A.P. by 2 every
turn you’re unable to
complete the scenario
Food Stockpile 4 Turns 5x Food Take 3 damage to H.P.
for every food you’re
unable to turn in
Infection Affliction 4 Turns 2x First Aid Kit Take 3 damage to H.P.
every turn you’re unable
to complete the scenario
Medicine Stockpile 4 Turns 5x First Aid Kit Take 3 damage to H.P.
for every first aid kit
you’re unable to turn in
Fireborne 4 Turns 2x Wood Reduced A.P. by 2 every
turn you’re unable to
complete the scenario
Shelter Reinforcement 4 Turns 5x Wood Take 3 damage to H.P.
for every piece of wood
you’re unable to build
your shelter with
Charging Crazies 4 Turns 3x Ammunition Take 3 damage to H.P. for
every piece of ammunition
you’re missing
Anarchists Amok 4 Turns 3x Everything If unable to complete the
scenario, shuffle all of your
cards together then, at
random, discard half of
those cards
19
20
21
22
Card Distribution
Police Station Green House Local Clinic Grocery Store Hardware Store Plains
1x Shotgun 1x Thief Gloves 1x Handgun 2x Molotov Cocktail 1x Handgun 1x Powerthirst
2x Hunting Rifle 1x Handgun 1x Stethoscope 2x Powerthirst 1x Flashlight 4x Baseball Bat
2x Stun Gun 1x Knife 1x Flashlight 1x Handgun 2x Crowbar 1x Stun Gun
4x Handgun 1x Shovel 15x First Aid Kit 1x Grocery Basket 2x Lead Pipe 1x Crowbar
2x Knife 5x Wood 3x Ammo 15x Food 3x Hammer 1x Fire Axe
1x Fire Axe 10x Food 5x First Aid Kit 3x Shovel 3x Lead Pipe
1x S.P. Flashlight 3x Ammo 3x Ammo 1x Lock Picks 2x Shovel
4x Baseball Bat 15x Wood 1x Track Shoes
5x Wood 5x First Aid Kit 1x Stethoscope
5x Food 3x Ammo 1x Lock Picks
5x First Aid Kit 1x Grocery Basket
18x Ammo 10x Wood
5x Food
5x First Aid Kit
5x Ammo
Total
50 22 21 29 36 42 200
23
Rules
Game Setup
Players will proceed with setup of the game: arranging their respective character tokens, as well as
respective piles regarding scenario and resource cards. All of the resource cards will be separated according
to the area in which they will be placed. Once they are separated, they will be shuffled and placed on the
board. All other materials are to be placed at their designated spots upon the hex grid mat. From there,
players will decide the game’s play order through a roll of a single D6 die. The player who rolled the highest
will go first. The turn order will then go clockwise from the starting player.
Draw Phase
At the start of an in-game day (every four full turn rounds) a new scenario card is revealed. When
four rounds are completed, or everyone completes the current scenario, all punishments are dealt out to
players who couldn’t complete the scenario in time. Resource cards are drawn when a player searches for
items with the search action. Cards are drawn from the resource card pile in the corresponding search
location.
ActionPhase
The following actions require an action point:
● Attacking
● Duplication
● Moving
● Searching
● Stealing
● Usage of consumables
Attacking — Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the
attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does
the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being
attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If
both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends.
Players can carry multiple weapons at a time, but can only choose to use one during a single action phase. On
the following action phase, players are then given the chance to switch out to a different weapon.
24
Duplication — Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate
a supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the
card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to
reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per
item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid
kit in the medical clinic. Players are not allowed to duplicate ammunition.
Inventory — Players are limited to carrying only a main ranged weapon and a main melee weapon. Their
main weapons aside, players are also only allowed to carry up to five additional items. Players may carry any
variation of weapons or consumables, as long as that amount does not exceed two equipped items and five
inventory.
Moving — Players are required to expend an action point for each space they move over. A player’s possible
movement is dictated by the amount of action points they have detailed on their player card. No two players
may occupy the same space at the same time. Players can move and search multiple times per turn. The only
requirement of each subsequent action is having the action points for said action.
Searching — Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better
resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many
times as they wish until they’ve run out of action points. Players can move and search multiple times per turn.
The only requirement of each subsequent action is having the action points for said action. If players choose
to only search and not attack during the round, while also not completing the current scenario task, they will
be penalized as according to the scenario card. Players may not search the same tile twice in the same turn.
The following zones require the following amount of action points to search through:
● Red (Player 1’s Shelter) = 1 A.P. search
● Blue (Player 2’s Shelter) = 1 A.P. search
● Yellow (Player 3’s Shelter) = 1 A.P. search
● Green (Player 4’s Shelter) = 1 A.P. search
● White (Plains) = 1 A.P. search
● Orange (Hardware Store) = 2 A.P. search
● Neon Green (Greenhouse) = 2 A.P. search
● Pink (Grocery Store) = 2 A.P. search
● Neon Pink (Medical Clinic) = 2 A.P. search
● Purple (Police Station) = 2 A.P. search
Shelter — Players start off the game in their shelter. These are located on the four corners of the game board.
The shelter is an area that players can store items in order to reduce the clutter of their inventory. The act of
using the shelter does not require an action point. There is no limit to the number of items that players may
store in their shelter. There is also no limit to the amount of rounds a player may store any one item in their
shelter’s stock. Players may steal items from opposing player’s shelters. This can happen in two different
ways: If the owner of the shelter is present, it will work the same as the steal mechanic does. Or, if the owner
of the shelter is not present, and if the player stealing has a stealth roll higher than three, the player will then
successfully steal an item from the opposing player’s shelter. Any attempt of theft from another player’s
shelter will require one action point.
25
Stealing — Players are able to steal from other players if standing on an adjacent space. The player
attempting to steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If
player A rolls higher than player B, then the action was successful. If Player A rolls less than Player B, then
Player A’s turn ends, and Player A also takes damage based off the difference between rolls. Players can only
steal once per turn and requires an action point to occur. If both players achieve the same roll, then it is
considered a tie and nothing happens, the player’s turn resumes and they may still act if possible.
Usage of Consumables — Players are able to consume their supply cards (specifically ‘food’ and ‘first aid
kits’) for positive effects, the cost being a single action point per consumable. In order to consume
ammunition to reload your handgun you must also use an action point (per ammunition consumed).
Consumables and supplies may also be left at your shelter for stockpiling.
End Phase
The end phase is achieved when a player has exhausted all available action points, initiated combat
with, or has failed to steal (loss only, not tie) from another player.
Following every four turns, players automatically return to their respective shelters. At this point,
players must turn in what resources they have for the current scenario, whether they have enough to fulfill
the scenario requirements or not. Players must turn their cards to a discard pile. Players cannot use the cards
they have turned in, as they are considered discarded.
Winning/Losing the Game
A player wins when they are the last person standing, and are able to complete one final scenario.
Players may choose to do nothing but attack and kill each other. This is permissible because it is considered
part of the game. But, if the players left do not complete the current scenario task, then they will receive
penalties detailed on said scenario card. All players lose if they all die. This allows a more competitive and
realistic atmosphere to the game. This atmosphere also allows for temporary alliances between players,
although all ‘good’ things must come to an end.
26
Mechanics
Locate/Find
Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better
resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many
times as they wish until they’ve run out of action points. Players can move and search multiple times per turn.
The only requirement of each subsequent action is having the action points for said action.
Attack
Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the
attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does
the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being
attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If
both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends.
This allows players to get closer to the win condition by attacking and killing other players’ characters.
27
Steal
Players are able to steal from other players if standing on an adjacent space. The player attempting to
steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If player A rolls
higher than player B, then the action was successful. If Player A rolls less than Player B, then Player A’s turn
ends, and Player A also takes damage based off the difference between rolls. Players can only steal once per
turn, but this requires an action point from the player stealing. If both players achieve the same roll, then it is
considered a tie and nothing happens, the player’s turn resumes and they may still act if possible. This allows
players to get supplies they need through other means besides searching.
Duplicate
Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate a
supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the
card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to
reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per
item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid
28
kit in the medical clinic. Players are not allowed to duplicate ammunition, this being to maintain the game’s
balance.
Consume
Players are able to consume items held on their character’s inventory, or from their supply stock.
This requires an action point for each instance of consuming an item. This allows players to heal themselves
of injuries sustained mid-game.
29
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Retrieved April 25, 2015 from:
http://previews.123rf.com/images/timurock/timurock1201/timurock120100004/11998910-First-aid-kit--
Stock-Vector-medical.jpg
Write Ups. (n.d.). Stun Gun. [Image file].
Retrieved April 25, 2015 from: http://www.writeups.org/img/inset/WLOCKSM_Stungun_h.jpg
Z Day Is Upon Us. (n.d.). Baseball Bat. [Image file].
Retrieved April 25, 2015 from: https://zdayisuponus.files.wordpress.com/2011/09/830px-bat-render.jpg

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Super thornypigeon stir

  • 1. The Not So Great Depression DESIGN DOCUMENT Super Thorny Pigeon William Lopez Brandon Hackett Ian Henderson Thomas Hoffman Lisa Lee Latest Revision: 04/25/2015
  • 2. 2 Table of Contents Title Page................................................................................................................................1 Table of Contents...............................................................................................................2 Description............................................................................................................................3 Designer’s Intent................................................................................................................3 Developer’s Log...................................................................................................................4 Materials List........................................................................................................................5 Character Cards.................................................................................................................6 Resource Cards..................................................................................................................8 Scenario Cards.................................................................................................................18 Card Distribution............................................................................................................22 Rules......................................................................................................................................23 Game Setup.......................................................................................................................23 Draw Phase.......................................................................................................................23 Action Phase.....................................................................................................................23 End Phase..........................................................................................................................25 Winning/Losing the Game..........................................................................................25 Mechanics...........................................................................................................................26 Locate/Find......................................................................................................................26 Attack..................................................................................................................................26 Steal.....................................................................................................................................27 Duplicate...........................................................................................................................27 Consume............................................................................................................................28 References..........................................................................................................................29
  • 3. 3 Description Every civilization has its beginning and end. The one that you knew and loved is fast approaching its own end. The global economy completely collapsing within itself, the many people of the world have scattered into worldwide panic. You’re one of the panicking many, however, you’re not about to lie down and let the end of the world happen, are you? The world may be sledding downhill, but you still have a chance to survive: so long as you take the actions to. Your story and setting are for you, the player, to decide. The common thread in each tale: the financial decline of the world around you, and the panic of masses. All you are trying to achieve is survival, but so are several others. No matter the case, and no matter the scenario, trust no one; alliances are but temporary in trifling times, everyone wants to be the last one standing. But, will you be that last one standing? The Not So Great Depression is a board game based around strategic survival. Players, in amounts as small as two, and as big as four, will be playing against each other. The goal of the game is survival, which extends into being the last one standing. Survival comes in many forms, and players can practice this with the way they play the game. Attack, steal from, or even consume other players’ chances of survival, all of this and more to be the last player standing, and the survivor that wins the game. Players will employ all of these options, and more, in order to be the last player, and survivor, that wins the game. Designer’s Intent ● Target audience: Teens to young adults (ages 13~27) ● Target experience level: Players with an intermediate level of experience ● Format of game: Analog ● Genre of game: Strategic, survival ● Mode(s) of game: Multiplayer (between two to four players) ● Setting of game: Post-financial apocalypse
  • 4. 4 Developer’s Log Following the previous version of our game, theteam thought it necessary to makeavariety of adjustments upon critiqueand responsefrom peers and play testers. Initially, wehad theplayer order decided byasequenceof who rolled the highest on a pre-gameroll followed by theplayer whorolled thesecond highest and so on. In ourlatestversion, wedecided to changethis soonly the first player to go will be decided by the roll of a D6. After the first player has been decided, subsequent player order proceeds in clockwisefashion of theplayer whogoes first. This, in opinion of theteam, simplified gameset up, and madeit easier for players to figure out theplay order between them. Beyond player order refinement, the team made sure to adjust a number of other elements accordingly. Of these adjusted elements, thereis also refinement and reiteration of information that may havepreviously beforebeen considered ‘vague’. For example, one case of the latter would be the iteration on the matter of stealing: stealingin its own, that is to say thevery attempt of it requires asingleaction point. Even if you fail to steal, theplayer who attempted must expend acorrespondingaction point for theact. In addition, the mechanic of stealing has been expanded further: Players now have the choice of attempting to steal from theshelters of other players. We also decided that if two players (either in the act of attacking or stealing) achieve the same number roll, then it is considered a tie and nothing happens, save for either theturn’s end (in thecaseof an attempt at attacking), or theturn’s continuation if possible(in thecaseof an attempt at stealing). Upon the topic of scenario cards, the team revised and better iterated details and mechanics concerning theend phase and its relation to scenario card objectives. At theend of every four turns, players areautomatically returned to their respective shelter. It is upon return that players are forced to turn in whatever supplies they have pertainingto thecurrent scenario objective, whether they can complete the current objective or not. If players cannot, then they will suffer apenalty detailed on thescenario card currently in play. All cards turned in areunusableas they areconsidered ‘discarded’. Numerous adjustments were made to parameters in the game as well. One of these was an adjustment to each character card’s allotted action points. This adjustment was madewith play tester feedback in mind, over concerns that it was difficult for players to traverse the length of themap with theaction points they had at peak. It is theteam’s desirethat the(roughly 1.5x to 2x) increase in action points will resolve this concern. Character cards, however, werenot theonly cards that went adjusted in our latest version of thegame. Of ranged weapon cards, all cards experienced an increase in their range. Of melee weapon cards, damage values were double-checked and effects better iterated as initially intended. Of special weapon cards, several underwent modified effects (e.g. the ‘grocery basket’ and ‘track shoes’), or refined descriptions (e.g. the ‘stun gun’). The flashlight has also been renamed to the solar powered flashlight to accommodate for logic (concerningabattery’s life). Lastly, scenario cards had their penalties modified to beeven greater. The modified penalties were made to be more detrimental to the players, giving them a better reason to try and prevent receivingany (or all) penalties of thescenario cards. Two of the biggest changes to our game since its last version weretheinclusion of two new mechanics to replace two of the ones we had before. To be specific, locate/find and duplicate were our new mechanics, both set to replace swap and win/lose respectively. Win/lose maintains a presencein our gamehowever, as most games carry this ‘mechanic’often in someway or form. Swap, unfortunately, has since been removed entirely. Both new additions to our mechanics are detailed deeper within the document. Many of the game’s cosmetics have also undergone modification. For one, cards no longer have placeholders for imagery and have been detailed out. The game’s numerous zones have also received finalized cards upon our updated custom game board; these zones have also gone named. Formatting and hyperlinkinghas also been modified appropriately to match thecritiquethe team received towards our game’s prior version. Overall, alot of things havebeen modified in someway or form, and honestly theteam is happy with what we’vebeen ableto improveupon in this version of our game.
  • 5. 5 Materials List ● 1x 16-by-16 Custom Handmade Hex Style Board ○ 4x Life Trackers ● 2x D6 die ● 4x Character tokens ● 6x Character cards ● 200x Resource cards ○ 60x Weapon cards ■ 20x Different weapon card types ○ 140x Supply cards ■ 4x Different supply card types ● 8x Scenario cards All material images and card information posted below:
  • 6. 6 Character Cards Name Health Points Action Points Attack Mod. (D6 + Mod) Stealth Mod. (D6 + Mod) Int. Resources MMA Fighter 30 8 +3 +0 Powerthirst First Aid Kit x1 Cat Burglar 15 11 +0 +3 Lock Picks First Aid Kit x1 Store Stocker 23 9 +2 +2 Grocery Basket Food x1 Track Star 20 11 +1 +1 Track Shoes Food x1 Police Officer 25 8 +2 +1 Stun Gun (Melee; Range: 1) Food x1 Doctor 18 9 +1 +1 Stethoscope First Aid Kit x1
  • 7. 7
  • 8. 8 Resource Cards Ranged Weapon Cards Name Range Damage Uses Notes Handgun 4 4 3 Able to keep this, even if you run out of ammo Hunting Rifle 6 8 3 Discard immediately when out of uses Shotgun 3 10 2 Discard immediately when out of uses Molotov Cocktail 2 5 (Center tile/ 2 spaces away) 2 (Adjacent tiles surroundingcenter) 1 Discard immediately when out of uses Does 2 damage in tiles around center Can’t be blocked
  • 9. 9
  • 10. 10 Melee Weapon Cards Name Range Damage Uses Notes 2x4 1 1 + 1*D6 + Attack Modifier 1 Can be used for defense Baseball Bat 1 2 + 1*D6 + Attack Modifier Unlimited N/A Crowbar 1 2 + 1*D6 + Attack Modifier Unlimited Helps searching, - 1 to zone, can’t go below 1 Fire Axe 1 3 + 1*D6 + Attack Modifier Unlimited N/A Hammer 1 2 + 1*D6 + Attack Modifier Unlimited Helps repairing, -1 wood per shelter reinforce, can’t go below 1 (Scenario exclusive) Knife 1 3 + 1*D6 + Attack Modifier Unlimited N/A Lead Pipe 1 2 + 1*D6 + Attack Modifier Unlimited N/A Shovel 1 2 + 1*D6 + Attack Modifier Unlimited N/A
  • 11. 11
  • 12. 12
  • 13. 13 Special Weapon Cards Name Range Uses Notes Solar Powered Flashlight N/A Unlimited Helps searching, -1 to zone, can’t go below 1 Grocery Basket N/A Unlimited +2 Inventory capacity If stolen by a player with more than five items, they may steal an additional item at random. Lock Picks N/A 3 +2 Stealth Powerthirst N/A 1 +3 A.P. but usable only when out of A.P. Stethoscope N/A Unlimited +1 H.P. from First Aid Stun Gun 1 1 When being attacked, immediately stop attacker This is the same as a melee weapon Thief Gloves N/A Unlimited +1 Stealth Track Shoes N/A Unlimited +1 A.P.
  • 14. 14
  • 15. 15
  • 16. 16 Supply Cards Name Range Uses Notes 2x4 (Wood) 1 1 (per resource) Can add +1 to defense when attacked (discard after use) Can be turned in for scenario objectives Ammunition N/A 1 (per resource) Ammunition can only be used to replenish uses in the handgun. Can be turned in for scenario objectives First Aid Kit N/A 1 (per resource) Can be used to recover 5 health to a player Can be turned in for scenario objectives Food N/A 1 (per resource) Can be used to recover 2 health to the player Can be turned in for scenario objectives
  • 17. 17
  • 18. 18 ScenarioCards The scenario cards are listed in the chart below. At the beginning of each round, a player will turn a card over, displaying the scenario for the day. Any player can pull a card in the beginning of the round, so long as only one card is chosen per round. Name Time Limit Requirements Punishment Sudden Starvation 4 Turns 2x Food Reduced A.P. by 2 every turn you’re unable to complete the scenario Food Stockpile 4 Turns 5x Food Take 3 damage to H.P. for every food you’re unable to turn in Infection Affliction 4 Turns 2x First Aid Kit Take 3 damage to H.P. every turn you’re unable to complete the scenario Medicine Stockpile 4 Turns 5x First Aid Kit Take 3 damage to H.P. for every first aid kit you’re unable to turn in Fireborne 4 Turns 2x Wood Reduced A.P. by 2 every turn you’re unable to complete the scenario Shelter Reinforcement 4 Turns 5x Wood Take 3 damage to H.P. for every piece of wood you’re unable to build your shelter with Charging Crazies 4 Turns 3x Ammunition Take 3 damage to H.P. for every piece of ammunition you’re missing Anarchists Amok 4 Turns 3x Everything If unable to complete the scenario, shuffle all of your cards together then, at random, discard half of those cards
  • 19. 19
  • 20. 20
  • 21. 21
  • 22. 22 Card Distribution Police Station Green House Local Clinic Grocery Store Hardware Store Plains 1x Shotgun 1x Thief Gloves 1x Handgun 2x Molotov Cocktail 1x Handgun 1x Powerthirst 2x Hunting Rifle 1x Handgun 1x Stethoscope 2x Powerthirst 1x Flashlight 4x Baseball Bat 2x Stun Gun 1x Knife 1x Flashlight 1x Handgun 2x Crowbar 1x Stun Gun 4x Handgun 1x Shovel 15x First Aid Kit 1x Grocery Basket 2x Lead Pipe 1x Crowbar 2x Knife 5x Wood 3x Ammo 15x Food 3x Hammer 1x Fire Axe 1x Fire Axe 10x Food 5x First Aid Kit 3x Shovel 3x Lead Pipe 1x S.P. Flashlight 3x Ammo 3x Ammo 1x Lock Picks 2x Shovel 4x Baseball Bat 15x Wood 1x Track Shoes 5x Wood 5x First Aid Kit 1x Stethoscope 5x Food 3x Ammo 1x Lock Picks 5x First Aid Kit 1x Grocery Basket 18x Ammo 10x Wood 5x Food 5x First Aid Kit 5x Ammo Total 50 22 21 29 36 42 200
  • 23. 23 Rules Game Setup Players will proceed with setup of the game: arranging their respective character tokens, as well as respective piles regarding scenario and resource cards. All of the resource cards will be separated according to the area in which they will be placed. Once they are separated, they will be shuffled and placed on the board. All other materials are to be placed at their designated spots upon the hex grid mat. From there, players will decide the game’s play order through a roll of a single D6 die. The player who rolled the highest will go first. The turn order will then go clockwise from the starting player. Draw Phase At the start of an in-game day (every four full turn rounds) a new scenario card is revealed. When four rounds are completed, or everyone completes the current scenario, all punishments are dealt out to players who couldn’t complete the scenario in time. Resource cards are drawn when a player searches for items with the search action. Cards are drawn from the resource card pile in the corresponding search location. ActionPhase The following actions require an action point: ● Attacking ● Duplication ● Moving ● Searching ● Stealing ● Usage of consumables Attacking — Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends. Players can carry multiple weapons at a time, but can only choose to use one during a single action phase. On the following action phase, players are then given the chance to switch out to a different weapon.
  • 24. 24 Duplication — Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate a supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid kit in the medical clinic. Players are not allowed to duplicate ammunition. Inventory — Players are limited to carrying only a main ranged weapon and a main melee weapon. Their main weapons aside, players are also only allowed to carry up to five additional items. Players may carry any variation of weapons or consumables, as long as that amount does not exceed two equipped items and five inventory. Moving — Players are required to expend an action point for each space they move over. A player’s possible movement is dictated by the amount of action points they have detailed on their player card. No two players may occupy the same space at the same time. Players can move and search multiple times per turn. The only requirement of each subsequent action is having the action points for said action. Searching — Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many times as they wish until they’ve run out of action points. Players can move and search multiple times per turn. The only requirement of each subsequent action is having the action points for said action. If players choose to only search and not attack during the round, while also not completing the current scenario task, they will be penalized as according to the scenario card. Players may not search the same tile twice in the same turn. The following zones require the following amount of action points to search through: ● Red (Player 1’s Shelter) = 1 A.P. search ● Blue (Player 2’s Shelter) = 1 A.P. search ● Yellow (Player 3’s Shelter) = 1 A.P. search ● Green (Player 4’s Shelter) = 1 A.P. search ● White (Plains) = 1 A.P. search ● Orange (Hardware Store) = 2 A.P. search ● Neon Green (Greenhouse) = 2 A.P. search ● Pink (Grocery Store) = 2 A.P. search ● Neon Pink (Medical Clinic) = 2 A.P. search ● Purple (Police Station) = 2 A.P. search Shelter — Players start off the game in their shelter. These are located on the four corners of the game board. The shelter is an area that players can store items in order to reduce the clutter of their inventory. The act of using the shelter does not require an action point. There is no limit to the number of items that players may store in their shelter. There is also no limit to the amount of rounds a player may store any one item in their shelter’s stock. Players may steal items from opposing player’s shelters. This can happen in two different ways: If the owner of the shelter is present, it will work the same as the steal mechanic does. Or, if the owner of the shelter is not present, and if the player stealing has a stealth roll higher than three, the player will then successfully steal an item from the opposing player’s shelter. Any attempt of theft from another player’s shelter will require one action point.
  • 25. 25 Stealing — Players are able to steal from other players if standing on an adjacent space. The player attempting to steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If player A rolls higher than player B, then the action was successful. If Player A rolls less than Player B, then Player A’s turn ends, and Player A also takes damage based off the difference between rolls. Players can only steal once per turn and requires an action point to occur. If both players achieve the same roll, then it is considered a tie and nothing happens, the player’s turn resumes and they may still act if possible. Usage of Consumables — Players are able to consume their supply cards (specifically ‘food’ and ‘first aid kits’) for positive effects, the cost being a single action point per consumable. In order to consume ammunition to reload your handgun you must also use an action point (per ammunition consumed). Consumables and supplies may also be left at your shelter for stockpiling. End Phase The end phase is achieved when a player has exhausted all available action points, initiated combat with, or has failed to steal (loss only, not tie) from another player. Following every four turns, players automatically return to their respective shelters. At this point, players must turn in what resources they have for the current scenario, whether they have enough to fulfill the scenario requirements or not. Players must turn their cards to a discard pile. Players cannot use the cards they have turned in, as they are considered discarded. Winning/Losing the Game A player wins when they are the last person standing, and are able to complete one final scenario. Players may choose to do nothing but attack and kill each other. This is permissible because it is considered part of the game. But, if the players left do not complete the current scenario task, then they will receive penalties detailed on said scenario card. All players lose if they all die. This allows a more competitive and realistic atmosphere to the game. This atmosphere also allows for temporary alliances between players, although all ‘good’ things must come to an end.
  • 26. 26 Mechanics Locate/Find Searching is allowed anywhere on the map, regardless of zone. Some zones will provide better resources (i.e. the ‘grocery store’ will provide more food than a ‘police station’). Players may search as many times as they wish until they’ve run out of action points. Players can move and search multiple times per turn. The only requirement of each subsequent action is having the action points for said action. Attack Players are able to attack each other if on an adjacent space, unless otherwise noted. Both the attacking player and the player being attacked each role a single D6 die. The player who rolls the highest does the damage rolled plus the modifiers (but minus the other player’s roll) to the other player. The player being attacked doesn’t get any modifiers other than their attack modifier, which is located on the character card. If both players achieve the same roll, then it is considered a tie and nothing happens, and the player’s turn ends. This allows players to get closer to the win condition by attacking and killing other players’ characters.
  • 27. 27 Steal Players are able to steal from other players if standing on an adjacent space. The player attempting to steal rolls a single D6 (Player A), while the player being robbed also rolls a D6 (Player B). If player A rolls higher than player B, then the action was successful. If Player A rolls less than Player B, then Player A’s turn ends, and Player A also takes damage based off the difference between rolls. Players can only steal once per turn, but this requires an action point from the player stealing. If both players achieve the same roll, then it is considered a tie and nothing happens, the player’s turn resumes and they may still act if possible. This allows players to get supplies they need through other means besides searching. Duplicate Players are able to duplicate supply cards once per scenario (every four rounds). To duplicate a supply card, the player searches the resource deck corresponding to both the zone they’re in, as well as the card they wish to ‘duplicate’. After that, the player will remove the card from the deck, and then proceed to reshuffle the deck. Duplicating requires one action point to perform, while also being in a specific zone per item. Wood is duplicated in the hardware store, food in both the grocery store and greenhouse, and first aid
  • 28. 28 kit in the medical clinic. Players are not allowed to duplicate ammunition, this being to maintain the game’s balance. Consume Players are able to consume items held on their character’s inventory, or from their supply stock. This requires an action point for each instance of consuming an item. This allows players to heal themselves of injuries sustained mid-game.
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