Thursday, October 3, 2013

My Prototype: Zombie Run

OBJECTIVE: Stay human, find the gasoline and the car to win.

RULES:
1. Cards are shuffled and placed face down in a 6 x 4 grid.
2.  Survivor cards are used to distract zombies. Supply cards only save humans from traps. Gun cards protect from zombie players. When a card is activated, it must be placed face-up on the field.
3. You must pick the card you land on until 4 cards are collected in your inventory. Then, they may be swapped when landed if the player chooses.
4. Inventory is kept private from players unless both are located next to each other horizontally or vertically on the game board. Then, they must trade. Players with the zombie card are zombies, and must trade their zombie card. Zombies cannot win the game unless all players are turned or dead.
5. Zombie cards must be collected or swapped for. Trap cards must be overturned.
6. A traded gun will kill zombie and human alike.
7. Players start with 1 survivor and 1 supply card in their inventory.
8. Only 1 space horizontal or vertical can be made per turn.
9. Rock paper scissors to find who goes first.
10. You can not spend more than 2 seconds to decide which way to go.
11. Manhole cards can teleport you to any spot on the field and are exposed and available to other players when landed on.
12. All trades are private and silent.
13. A player with both gas and car in inventory wins, or players with either item trade and win together.

First playtest:
Went by fast because the zombie announced herself as a zombie when she collected the zombie cards. We knew to stay away from her since we knew we would be turned if next to each other. Added privacy rule and expanded the field from 4 x 4 cards to 6 x 4 cards. More supplies, zombies, and survivors now.

3 players played

Second playtest:
Movement is monotonous. The time it takes for players to move and then take a card discreetly is too long. Enacting 2 second movement rule. If 2 seconds pass before player moves pass, the player forfeits turn.

2 players played. More dull than 3 players.

Third playtest:
Two second rule makes things a tad too frantic, is not strictly followed but does make things more interesting.Now tinkering with balance between cards. 1 less survivor, then 1 less zombie, 1 more trap, etc.

2 players played. More exciting. Still recommend 3 to 4 players.

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