Time to clear out the dirty.
I was looking for mechanics to fix and stuff before going for final stages.
First I noticed that single resources cards were useless...Why would I pick a single bread when I can have a beautiful lady protecting the base and making dinner?(every man's dream...right?)
With making dinner, i mean, every survivor will have resource values that will be at least the same as a single resource card.
So why resource cards? I needed to make different uses for them.
So, I came up with a single solution, Not only resource cards will have higher values in a single card, they will provide extra effects.
So now you won't find Bread, but a Full meal that instead of giving you a simple +1, will allow you to ignore all food costs this turn. Or some energy drink that will make you draw +1 card, things like that.
Instead of simple general energy, you may find Electric energy that will be able to power Bases more easily or fuel that will make any vehicle work without other costs as well.
Also, I was looking over the start of the game. I decided 2 things, first I'll let players Draft their first location, and have that location as safe as possible. That will let players Build up some power before being Zombified to death.
About 'non-realistic' zombies and survivors, I decided that they will be 'expansion' or 'variant' content, they will be in the game, but not a necessary part. Just a kind of spice.
Following that train of thought, I'll add some cards that will make solo play possible. Solo play is already possible but way less challenging, with the solo variant, survivors that you don't save will gather up and them come back for revenge, this all being triggered by some event cards on the deck.
Other variants as a giant zombie boss, Cure the disease or Co-op will also be possible.
About the Main deck, I made something like this:
35% zombies
5% events
25% survivors
5% bases
10% resources
20% items
There won't be 'blank' cards, wildlife will be a possible expansion.
Exactly values are still on the work. I want people to have that 'scavenging' feeling, as there are feel survivors that will constantly die, items that may be destroyed, bases as well. There will even be a time that there won't be even 5 bases on the game(main win condition) so the only winning condition left would be a death match.
About winning conditions, there will be a number, the main ones being defending 5 bases(think like consolidating a small city), Being the last group of survivors(think like 'at least they died first'), harvesting 20 food(think like 'lets go leave underground'). Others would be variants.
That's about it, was a pretty good clean up, i think this is getting really great!
I was looking for mechanics to fix and stuff before going for final stages.
First I noticed that single resources cards were useless...Why would I pick a single bread when I can have a beautiful lady protecting the base and making dinner?(every man's dream...right?)
With making dinner, i mean, every survivor will have resource values that will be at least the same as a single resource card.
So why resource cards? I needed to make different uses for them.
So, I came up with a single solution, Not only resource cards will have higher values in a single card, they will provide extra effects.
So now you won't find Bread, but a Full meal that instead of giving you a simple +1, will allow you to ignore all food costs this turn. Or some energy drink that will make you draw +1 card, things like that.
Instead of simple general energy, you may find Electric energy that will be able to power Bases more easily or fuel that will make any vehicle work without other costs as well.
Also, I was looking over the start of the game. I decided 2 things, first I'll let players Draft their first location, and have that location as safe as possible. That will let players Build up some power before being Zombified to death.
About 'non-realistic' zombies and survivors, I decided that they will be 'expansion' or 'variant' content, they will be in the game, but not a necessary part. Just a kind of spice.
Following that train of thought, I'll add some cards that will make solo play possible. Solo play is already possible but way less challenging, with the solo variant, survivors that you don't save will gather up and them come back for revenge, this all being triggered by some event cards on the deck.
Other variants as a giant zombie boss, Cure the disease or Co-op will also be possible.
About the Main deck, I made something like this:
35% zombies
5% events
25% survivors
5% bases
10% resources
20% items
There won't be 'blank' cards, wildlife will be a possible expansion.
Exactly values are still on the work. I want people to have that 'scavenging' feeling, as there are feel survivors that will constantly die, items that may be destroyed, bases as well. There will even be a time that there won't be even 5 bases on the game(main win condition) so the only winning condition left would be a death match.
About winning conditions, there will be a number, the main ones being defending 5 bases(think like consolidating a small city), Being the last group of survivors(think like 'at least they died first'), harvesting 20 food(think like 'lets go leave underground'). Others would be variants.
That's about it, was a pretty good clean up, i think this is getting really great!