Recommend
5 
 Thumb up
 Hide
32 Posts
1 , 2  Next »   | 

BoardGameGeek» Forums » Board Game Design » Board Game Design

Subject: Another zombie game rss

Your Tags: Add tags
Popular Tags: [View All]
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
I love Zombie games. I have Last Night on Earth & think it's fun. I know there are some good PNP zombie games like Zombie Plague, Dead of Night & Zombie in my pocket...There is also Dark, Darker & Darkest coming. I'm so excited.

All the games I mentioned above are nice but they are either co-operative or zombie player vs human players. I want a competitive zombie game in which all players are playing the survivors. Too bad the only competitive zombie game I know is Mall of Horrors which is a voting game in essence.

I decided to make a new competitive zombie game myself. The setting is in a Mall. Players can choose from eight familiar characters like Chuck, Rebecca, Leon, Claire, Cindy....& even Kazuma. Each character has his/her own objectives to get besides surviving. For example, Chuck must find his daughter & a Zombrex while Claire needs to find her brother. Each character get a certain victory points if he/she got the right people/item AND arrived at the security room OR exit to parking lot. However, the security room & the exit door are both locked. You must get the key/keycard too.

Players may meet new survivors in the mall. You may ask them to join you
by giving items they want. You earn extra VPs by escorting them to safety. However, food, weapons & ammo are limited. Players must compete with each other for food & ammo while sharing with his partner survivors. And like the game "Survive", you may need to move the zombies in certain phase & events. So you may choose to move zombies away from your character or move them towards other player's characters.

Players may also need to co-operate to survive against the hordes of deads. So you have to plan when to co-operate & when to betray the other players. Players with most VPs at game end wins.

Now I'm working on the combat system. For all the zombie games I mentioned above, which game's combat system is the best? Please give me some advices. Thanks.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Bill Krause
United States
New Hampshire
flag msg tools
mbmbmbmb
The type of zombie games you're looking for are Zombie State and Chaos Isle: Zombi Deck.

As far as combat system goes, a mix of Chaos Isle and LNOE would be a very interesting mix. Zombie State combat system wouldn't fit.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
If the players move the zombies, I'm not sure what that does to the feel of the game.

Personally, I'd like it to feel like I'm trying to survive from the zombies, but if they're just a player tool you could all agree to just move them to harmless locations and there is no zombie threat anymore. No threat means little reason to team up to survive the danger either.

How do you plan to handle this?

Of course, on the other hand it's tricky to design a good mechanic for making them move on their own that will handle significant numbers of Z's and keep straight which ones have moved already and which haven't...
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
damian isherwood
Canada
Courtice
Ontario
flag msg tools
designer
mbmbmbmbmb
I would suggest you take a look at Lock n Load's "All Things Zombie" the zombies are controlled by the game mechanics. Its more akin to a small skirmish with a few survivors against an ever increasing tide of zombies.

I personally really enjoy it and I feel it represents the genre really well. The biggest draw back are some of the rather vague rules in the rule book,however; there has been much in the way of clarification in the forums here on the geek.

Good luck!
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
Thanks for the information but where to get the rulebook of ATZ?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
damian isherwood
Canada
Courtice
Ontario
flag msg tools
designer
mbmbmbmbmb
Here is the Manual for ATZ.

http://www.locknloadgame.com/sneakmanuals/ATZ-Manual.html
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Carl Olson
United States
Slinger
Wisconsin
flag msg tools
designer
Zombie Roller Derby

This is a game I'm working on right now. It's similar in the sense that the players are competing with each other to win the derby race. The players control teams of zombie roller skaters. Conflicts are resolved with cards. Each zombie has stats for attack and defense (Bones and Flesh). Cards can increase or decrease these stats temporarily. However, since cards are also used for movement, and you generally score points by outracing your opponents, players have to choose between fighting other zombies, or trying to pass them.

In your game, you could use a similar approach: give the players access to cards (either a communal deck or specialized decks for each character) that can be used for combat, movement or special actions. That way the players must always choose whether to take advantage of a special ability or movement, or to fight.

Also, I agree that you not let the players control the zombies, unless there's an additional incentive to screw each other over. In other words, the game needs a strong incentive for one player to win, and thus to do whatever he/she can to mess up the other players. Also, if the players can control the zombies, you should try to avoid situations where the zombies spend several turns walking in circles. Maybe allow each player to move X zombies during a turn, and those zombies cannot move again until a full round has been played. Then include a rule that changes the turn order each round.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
This is the game map.
 


Ground floor:


Upper floor:


The map is divided into six zones & each zone has six shops. Each shop is marked with two digits for random events & adding zombies.

At start of each turn, a player rolls for random events. Let say the event is weapon break. The player then choose to discard a weapon from any character. He may even choose the other player's characters.

Then the player draws two counters from a pool & roll two different color dice. He may choose to place one of the two counters he drew in the location he rolled. These counters may be zombies, items or survivors. The counter is placed face-down so only that player knows what the counter is. He then return the unused counter to the pool.

The player then move his characters, fire at zombies, search, eat or heal. In addions, he may choose to stay in current location & pray. To pray, roll one die. The player may move a number of zombies equals to the number of characters he has WITHIN THE ZONE he rolled. If there are no zombies in that zone, the prayer is wasted.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Cookman
United States
Tampa
FL
flag msg tools
designer
Avatar
mbmbmbmbmb
Ultracheng wrote:
I love Zombie games. I have Last Night on Earth & think it's fun. I know there are some good PNP zombie games like Zombie Plague, Dead of Night & Zombie in my pocket...There is also Dark, Darker & Darkest coming. I'm so excited. . . .
. . .
Now I'm working on the combat system. For all the zombie games I mentioned above, which game's combat system is the best? Please give me some advices. Thanks.


Given the idea of the most VP at the end of the game wins, I'm no sure any of the combat systems really work. Maybe look at something like Duel in the Dark where highest VP's win and although there is combat, it is all figured out via VP tables awarding VP's to one side or another based upon the circumstances. All of the games above follow a direct combat example as nearly all zombie games do. What you are suggesting is interesting because it applies a euro gaming idea (VP's determine victory) to a completely ameri-trash theme (zombies).

Also, you may want to look over the rules for Zombie Plague just because they have a good basic idea for a zombie AI.

Mark
365ZED
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Barry Kendall
United States
Lebanon
Pennsylvania
flag msg tools
designer
mbmbmbmbmb
Warbringerd wrote:
I would suggest you take a look at Lock n Load's "All Things Zombie" the zombies are controlled by the game mechanics. Its more akin to a small skirmish with a few survivors against an ever increasing tide of zombies.

I personally really enjoy it and I feel it represents the genre really well. The biggest draw back are some of the rather vague rules in the rule book,however; there has been much in the way of clarification in the forums here on the geek.

Good luck!


Good suggestion. ATZ also has scenarios in which survivors fight other survivors/scavengers.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
Character counters will be like this :


Some zombies & villain counter images :
 


More zombies & items :
 
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
Characters with green names are playable characters from start:


Each character has his/her own goals:


Some characters has special skills:
 


More characters:


Characters with blue names are rescue team members:
 

2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Nate K
United States
Utah
flag msg tools
designer
Avatar
mbmbmbmbmb
Looks cool. I'm stumped about where a lot of these characters came from. I recognize the Resident Evil characters, and I think Chuck is from Dead Rising, but none of the others look at all familiar.

What's "Hd" mean on the character cards?
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Zombie Master
United States
flag msg tools
Hey David! If you are looking for a game zombie survival game you should check our game out, Zpocalypse! Zpocalypse is all about item / squad management, tactical planning, and slaying 100's of zombies! Can you last 2 days in a post-nuclear world? Scavenging for food, building base defenses to fend off the dead, and helping OR hurting your fellow team mates?

Every move you make on our game board effects what will happen to your survivor squad. As the zombie hoards move in from the outer perimeter of the board, each player and yourself must choose how to best defend the bunker while fulfilling your Daily Goal... Will you go out searching for better weapons and items? Or will you stay back and defend the bunker entrance? Will you search for food to keep your squad healthy and maxed out? Or will you try and fulfill your Daily Goal, leaving your team mates behind?

Here are a few shots of what our prototype game board looks like. The board is made up of interchangeable, double sided tiles. Since our tiles are double sided and can be placed in any direction... each play through is completely random and unique! As you scavenge and look for more items, weapons, armor, and food you place additional tiles which also spawn more zombies. As you progress through each day... the board gets larger and more zombies appear! There are specific rules in how zombies are directed concerning line of sight and bunker placement.

Here are a few random shots of a play test and our current prototype game board.

Take Care!


3 
 Thumb up
0.01
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
Hd means hide or stealth. It shows how well a character can hide from enemies or how quiet a character can make in an action without getting other zombies's attention.cool

Most of the characters are from DR & RE series (RE1-5 & Outbreak, DR & DR2). Others came from Yakuza series.

Zpocalypse looks great. Can't wait to read the rules & more information.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Freelance Police
United States
Palo Alto
California
flag msg tools
designer
Avatar
mbmbmbmbmb
Zombies!!! has a *great* "push your luck" combat system. You spend bullet tokens to increase your chance of a hit. But you also have heart tokens which represent lives. Very simple, yet *much* more tense than most other mechanics.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Rob Robinson
England
Rotherham
South Yorkshire
flag msg tools
I fight lost wars, see light, fear sight
badge
I open my mind, need flesh, fear mine
Avatar
mbmbmbmbmb
I think you should change the name. Mall of the Dead is what we named our expansion for Dead of Night.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Cheng
Hong Kong
Ma On Shan
flag msg tools
designer
Avatar
mbmbmbmbmb
I see there are games of same names in BGG like Civilization, Shogun...whistle

I thought it would be ok, right? If not, I may change it to Mall of the Deads or add a sub-title like : Mall of the Dead : the zombie game.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
Well, you can switch it to something like Zombie Mall, Mall of the Walking Dead, etc...

Google for a list of zombie movies and get some inspiration there.

Zpocalypse looks good, but has a release date been posted yet? I don't see one on the BGG page.
2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
mcookman65 wrote:
Also, you may want to look over the rules for Zombie Plague just because they have a good basic idea for a zombie AI.


Out of curiosity, I took a look at their rules and I'll quote them here for the benefit of those too lazy to look

"In a game with no zombie player, the following determines the zombies’ choice of actions. If there are any ties for distances to targets, whichever player is currently controlling the zombies must use her/his judgment to make the most advantageous move for the zombies. Likewise, if a situation arises where a lower priority action would make much more sense in the context of the current turn, the player controlling the zombies may overrule the normal priorities in order to increase the advantage to the zombies. The same applies to zombie Event cards – whoever is controlling the zombies must make the decision that would most benefit the zombies.

First priority: BITE. If there is a human directly in front of the zombie, the zombie will attempt to bite. If the human is next to the zombie, the zombie will spend 1 AP to turn, then spend its second AP to bite. If the human is directly behind the zombie, the zombie will use both APs to turn 180 degrees.

Second priority: MOVE toward a human. The zombie will move toward the closest human if there is a human in the same room as the zombie, in an open area on the same side of a building as the zombie, or in a room with a window that faces into the room or open area in which the zombie is currently standing.

Third priority: MOVE toward a door or a window. The zombie will move toward the closest door or window in an attempt to enter the building if there is a door or window facing into the room or open area in which the zombie is currently standing.

Fourth priority: MOVE toward a barricade. The zombie will move toward a barricade that is in a door or window that faces into the room or open area in which the zombie is currently standing. If there are one or more other zombies standing at that barricade, this becomes the third priority and the zombie will move toward the line in an attempt to break the barricade."

It is, as claimed, a reasonable basic starting point.
3 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
B-Rom
United States
Las Vegas
Nevada
flag msg tools
mbmb
dboeren wrote:
mcookman65 wrote:
Also, you may want to look over the rules for Zombie Plague just because they have a good basic idea for a zombie AI.


Out of curiosity, I took a look at their rules and I'll quote them here for the benefit of those too lazy to look

It is, as claimed, a reasonable basic starting point.


As an interesting related aside I'm determined to make a non-zombie player zombie movement mechanic that does not depend on the "use her/his judgment to make the most advantageous move for the zombies" or as the original Dawn Of The Dead game says "while moving the zombies
about in the "spirit" of the rules".

I want pure flesh-lust driven unbiased shambling... and the thought of being able to pull this off "for the first time" is one of the main things that keeps me developing in such an over-saturated theme.

2 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Cookman
United States
Tampa
FL
flag msg tools
designer
Avatar
mbmbmbmbmb
brahmulus wrote:
dboeren wrote:
mcookman65 wrote:
Also, you may want to look over the rules for Zombie Plague just because they have a good basic idea for a zombie AI.


Out of curiosity, I took a look at their rules and I'll quote them here for the benefit of those too lazy to look

It is, as claimed, a reasonable basic starting point.


As an interesting related aside I'm determined to make a non-zombie player zombie movement mechanic that does not depend on the "use her/his judgment to make the most advantageous move for the zombies" or as the original Dawn Of The Dead game says "while moving the zombies
about in the "spirit" of the rules".

I want pure flesh-lust driven unbiased shambling... and the thought of being able to pull this off "for the first time" is one of the main things that keeps me developing in such an over-saturated theme.



One of the reasons that I really like Zombie Plague is because the "zombie-player" rotates through all of the players. So that, just like in zombie movies, what you thought the zombie would do (based upon what you would do if you were the player) and what the zombies actually is do something else (but still within their basic guidelines). It is the closest that I have seen to "pure flesh-lust driven unbiased shambling" because it spreads the bias around turn after turn.

I agree that if you can "nail down" a mechanic that will give you what you want, you will have something zombie-game players crave.

Mark
365ZED
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
I totally agree. No game should rely on players to optimize enemy moves against themselves. They're always going to be tempted to move them in a less problematic fashion. Also, in a co-op game it's kind of counter to the spirit to try to make them attack each other, even if it's done through a proxy. There may be, for instance, situations where two players are equidistant from a zombie and they have to choose which to attack.

On the other hand, writing a good AI isn't easy, and it's not made any easier if it has to be done on paper instead of with a computer.

A key point is the sort of thing you're trying to simulate. Zombies aren't supposed to be intelligent, which helps us in a way. We don't have to make them smart enough to make good decisions, they can be sort of dumb and single-minded which may be easier to encapsulate in a brief ruleset.

It's still hard to eliminate all decisions though, at some level you're likely to replace "decision" with dice roll if you want to get them all out, or some other method of tie-breaking. If you don't like randomness in this, you can for instance make all zombies right-handed so that if two targets are equal they always go for the one on their right.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
Mark Cookman
United States
Tampa
FL
flag msg tools
designer
Avatar
mbmbmbmbmb
dboeren wrote:
If you don't like randomness in this, you can for instance make all zombies right-handed so that if two targets are equal they always go for the one on their right.


It's funny to me that you said this because when I play Zombie Plague, I usually play with 2 or 3 other people, two of them are left-handed and one right-handed like me. I know this because we made a house rule once that "confused" zombies turned towards the strong hand of the current zombie player. laugh It didn't really work as it was, of course, too predictable.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
David Boeren
United States
Marietta
Georgia
flag msg tools
Avatar
mbmbmbmbmb
Predictability and "gaming" of the zombie movement system is certainly an issue. When I was thinking about this that's one of the things that worried me - are you going to get situations where for instance two humans can take turns showing themselves through opposing doorways of a room and all the zombies inside will keep walking back and forth forever flipping directions whenever one guy hides and the other one reveals himself.

I expect that if the ability exists to exploit the AI, someone will try to do it, so you've got to somehow make it resistant to that sort of tampering.
1 
 Thumb up
 tip
 Hide
  • [+] Dice rolls
1 , 2  Next »   | 
Front Page | Welcome | Contact | Privacy Policy | Terms of Service | Advertise | Support BGG | Feeds RSS
Geekdo, BoardGameGeek, the Geekdo logo, and the BoardGameGeek logo are trademarks of BoardGameGeek, LLC.