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Subject: WIP - 24H Game Design: Dark Zero rss

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Abdul Rahman Ibrahim
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As of this second (by creating the thread), I'm joining this contest. Stuff will be added later.

GAME IS COMPLETE! (The barebones of it)

Day cards: https://docs.google.com/file/d/0B4a76HKioRdqRno0QVhGN01Jb00/...

Night cards: https://docs.google.com/file/d/0B4a76HKioRdqc2JsN2x2cWlEWkk/...



The Rules Document (compiled in one tidy place by yours truly)

NOTE! The rules in this first post are final. Some changes are made compared to the posts below. I only have the time to make changes once so only this post is important to play the game.


Synopsis:
The apocalypse. Nobody was sure what happened, but the skies darken and barrage of nuclear missiles streaked across the sky, crisscrossing with white trails followed by deafening booms and flashes of white light.
Nobody knew who had pulled the trigger. It didn't matter now.

A small number of what remained of the human race survived. Humankind was pushed back to the stone age as they have to learn how to survive again in a harsher and more unforgiving environment. The rules have changed. The wildlife that survived are more savage, definitely carnivorous. Even some of humanity's measly numbers ventured out at one time and have been transformed to beasts that are more dangerous than anything else, being inherently gifted with complex intelligence that's missing from other animals.

Fast forward a few hundred years. You and your mates have just constructed a settlement amidst the harsh wasteland and attempt to make a living and survive. During the day, it's safe enough to gather materials, hunt, build, etc. However during the night, the Beasts come out and the fight for survival begins.

Overview:
Dark Zero is a co-operative survival game in which players must build a fully functional settlement that will stand the test of time and can sustainably serve the future of mankind as well as defend itself without much drastic intervention.

Player count: 2-4
Goal: Build a complete settlement which has 5 structures. Mandatory structure categories that must be built are Defense, Growth and Resource.
The gist: Build by day, defend by night. Try and keep casualties to a minimum.
The catch: More and more beasties will come out to play every night. Don't get overwhelmed.
Player roles: Players play as leaders of a settlement with a set number of population. Each leader have different areas of expertise.

NOTE: Please have either a piece of paper and pencil or a bunch of cubes with 6 distinct colour at hand to keep track of the game's resources and Survivor population.

Components:
54 cards.
- 10x Settlement cards. One of these cards will the the Base Settlement cards.
- 17x Hunting Grounds cards.
- 20x Dark cards.
- 7x Role cards.

A number of different coloured cubes.

5 (or more) six-sided dice.

Setup:
Set your starting settlement on the board and roll 2 dice + 3 to the result. The minimum value is 7. This is your starting population of Survivors.

Shuffle all the decks.

Each turn will have two main phases: Day and Night (shudder)

Shuffle the Role cards and remove 5-(number of players) cards from it. These cards will not be used this turn. Each player picks a Role card.

A player may change their Role card with any card that is discarded at the cost of 1 Survivor (think of it as a primitive assumption of power through force kind of thing).

Each Role card also has special abilities which may be used once at specific points in the turn.

The abilities only affect the current action that the player is involved in.

For example, If a player does not have any actions left to participate in the Night defense, his ability does not trigger.

DAY:
At the beginning of the Day, move all your Survivors from the Spent pile to the Active pile. Also shuffle the discard piles of the Hunt and Dark deck into their current deck.

During the Day, each player may take 2 actions (no duplicate actions are allowed):

1. Hunting
Set aside 1-3 Survivors and put it in another pile (we'll call this the Spent pile. The other pile will be called the Active pile).

Flip open Hunting cards equal to the number of Survivors assigned. They will gain a number of Resources according to dice rolls being made on those cards. Not all things are good in the Hunting deck, some may be bad as well. You may end up getting 0 resource in a hunt.

Types of resources that may be found during a Hunt:

Food
Lost Tech
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Wood
Metal

2. Build
A player may spend resources and build either:

a) A researched (revealed) Settlement card.

OR

b) Upgrades on Settlement cards. Keep track on upgrades by putting tokens on them. The number in parenthesis besides the Upgrade keyword is the number of times you can upgrade the Settlement. The bonuses are cumulative for each Upgrade tokens on the card.

3. Search for Survivors
Like the Hunting action, a player may move 1-3 Survivors to the Spent pile to go out into the wasteland and search for survivors to add to their number.

For every Population spent, roll a die. For every roll of 6, you manage to bring someone home and increase the population by 1.

4. Defend
A player may reserve his action for Defense if he does not wish to act. This can be good especially if he wishes to preserve the remaining Survivors for the Night's defense or if there are no more Survivors available in the Active pile. This action may be taken twice.

NIGHT

Night only has one phase, which is the defense of the Settlement. This is where the dark creatures come out and terrorize the Survivors, often attempting to kill them.

For every player in the game, draw that number of Dark cards, but keep it face down. Draw an extra card for every Time token on your Base Settlement.

The players may send a scout on a suicidal mission to find information about the incoming enemy wave. Sacrifice the Survivor to flip the cards up for everyone to see.

Players may then decide to assign any number of Survivors in their Active pile. Players who chose the Defend action may also contribute to the defense. You get to roll 1 die for each participating Survivor + the number of players who can help with the defense (if he spent 2 actions on Defend, he adds 2 dice). If the Dark cards are face down, -2 die from the total.

Roll the dice. Add them together and reveal the Dark cards. The Dark cards have abilities which take effect at this point. Similar effects are cumulative.

If the total is equal or more than the total Threat value of all the cards, you have successfully defended your Settlement.

If it is lower, roll 1 die for each card. If the rolls are equal or more than their Kill value, remove 1 Survivor from the game as it is killed.

Cards with RAMPAGE do not kill anyone, but destroy a Settlement instead on a successful Kill roll.

After the defense, add 1 Time token on your Base Settlement.
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Abdul Rahman Ibrahim
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Synopsis:

The apocalypse. Nobody was sure what happened, but the skies darken and barrage of nuclear missiles streaked across the sky, crisscrossing with white trails followed by deafening booms and flashes of white light.
Nobody knew who had pulled the trigger. It didn't matter now.

A small number of what remained of the human race survived. Humankind was pushed back to the stone age as they have to learn how to survive again in a harsher and more unforgiving environment. The rules have changed. The wildlife that survived are more savage, definitely carnivorous. Even some of humanity's measly numbers ventured out at one time and have been transformed to beasts that are more dangerous than anything else, being inherently gifted with complex intelligence that's missing from other animals.

Fast forward a few hundred years. You and your mates have just constructed a settlement amidst the harsh wasteland and attempt to make a living and survive. During the day, it's safe enough to gather materials, hunt, build, etc. However during the night, the Beasts come out and the fight for survival begins.

Overview:

Dark Zero is a co-operative survival game in which players must build a fully functional settlement that will stand the test of time and can sustainably serve the future of mankind as well as defend itself without much drastic intervention.

Player count: 2-4
Goal: Build a complete settlement which has 5 structures. Mandatory structure categories that must be built are Defense, Growth and Resource.
The gist: Build by day, defend by night. Try and keep casualties to a minimum.
The catch: More and more beasties will come out to play every night. Don't get overwhelmed.
Player roles: Players play as leaders of a settlement with a set number of population. Each leader have different areas of expertise.

Components:
Cards and counters. Maybe little cubes too. And a few meeples (or minis) No board at the moment, but that could change. I'm only just starting.
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Abdul Rahman Ibrahim
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I like the standard number of cards in a standard poker deck, so let's start with that:

Components:

54 cards.
- 10x Settlement cards. One of these cards will the the Base Settlement cards.
- 17x Hunting Grounds cards.
- 20x Dark cards.
- 7x Role cards.

A number of different coloured cubes.

2 six-sided dice.

Setup:

Set your starting settlement on the board and roll 2 dice + 3 to the result. The minimum value is 7. This is your starting population of Survivors.

Shuffle all the decks.

Each turn will have two main phases: Day and Night (shudder)

Shuffle the Role cards and remove 5-(number of players) cards from it. These cards will not be used this turn. Each player picks a Role card.

A player may change their Role card with any card that is discarded at the cost of 1 Survivor (think of it as a primitive assumption of power through force kind of thing).

Players take their turn according to the number on the Role card in ascending order. Each Role card also has special abilities which may be used once at any point in the turn.

DAY:
At the beginning of the Day, move all your Survivors from the Spent pile to the Active pile.

During the Day, each player may take 2 actions (no duplicate actions are allowed):

1. Hunting.
2. Research.
3. Build.
4. Search for survivors.
5. Pass.

NIGHT:

The Night phase is very simple. Draw x cards from the Dark deck and fend them off by using items that you have built and try not to lose too much people in the attacks.

Now that the base outline is done, I can concentrate on elaborating the smaller portions of the rules next. Starting with the Hunting action.
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Abdul Rahman Ibrahim
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Before we go on, there are two ways to keep track of things in the game (like population, resources, etc):

1) Pencil and paper, which is the cheapest and most efficient way.

2) Through tokens or cubes. Which look COOL.

Hunting

Set aside 1-3 Survivors and put it in another pile (we'll call this the Spent pile. The other pile will be called the Active pile).

Flip open Hunting cards equal to the number of Survivors assigned. They will gain a number of Resources according to dice rolls being made on those cards. Not all things are good in the Hunting deck, some may be bad as well. You may end up getting 0 resource in a hunt.

If there are no more Hunting cards to draw from, shuffle the discard pile to make a new deck.
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Bryan Laird
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looks interesting.
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Abdul Rahman Ibrahim
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Before going on to the next action, the types of resources available in the game is:

Food
Lost Tech
Hide
Wood
Metal

Research
By spending 1 Lost Tech, 1 Wood and 1 Metal, the player may flip open a card from the top of the Settlement deck and place it face up besides the deck. A card can only be built if it has been researched first. Up to 3 cards may be revealed this way.

If a 4th card needs to be revealed, discard 1 of the face up cards and remove it from the game.
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Abdul Rahman Ibrahim
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blaird wrote:
looks interesting.

Thanks I try not to disappoint and finish it in time ^.^;;;
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Abdul Rahman Ibrahim
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Build
A player may spend resources and build either:

a) A researched (revealed) Settlement card.

OR

b) Upgrades on Settlement cards. Keep track on upgrades by putting tokens on them. The number in parenthesis besides the Upgrade keyword is the number of times you can upgrade the Settlement.
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Abdul Rahman Ibrahim
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Search for survivors

Like the Hunting action, a player may move 1-3 Survivors to the Spent pile to go out into the wasteland and search for survivors to add to their number.

For every Population spent, roll a die. For every roll of 6, you manage to bring someone home and increase the population by 1.

Reserve

A player may Reserve his action for Defense if he does not wish to act. This can be good especially if he wishes to preserve the remaining Survivors for the Night's defense or if there are no more Survivors available in the Active pile.
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Abdul Rahman Ibrahim
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Currently started working on the cards used in the Day phase. It's going to be a long night. After those are done I'll mop up the Night phase and post some prototype cards (yay!) Artwork is going to be a luxury at this stage

update: Apparently nanDeck's text formatting sucks. Readability on the card's text is going to be a big issue. Gaaaaahhhh... I wonder if there's enough time to fix it
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Abdul Rahman Ibrahim
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Managed to complete the cards needed for the Day phase of Dark Zero. *phew*

Half the game is done. It's over 2am and I need sleep. I hope the Night phase can be wrapped up tomorrow. Made a bunch of changes to the rules as I went along, too tired to remember what kind of changes they were But it was quite a number.

Day cards!

https://docs.google.com/file/d/0B4a76HKioRdqMFVRa0JTcDlfN28/...
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Andrea Nand
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almond55 wrote:
update: Apparently nanDeck's text formatting sucks. Readability on the card's text is going to be a big issue. Gaaaaahhhh... I wonder if there's enough time to fix it

Hi,

if you have some layout in mind, I can give you some advice on how to implement it.
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Josh Taylor
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Card Maker (Card Maker 1.0.0.0 (Updated 6/6/2017)) might work, but trying to learn a new system in the middle of a 24h challenge might not be the best idea.
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Abdul Rahman Ibrahim
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Oh I made a more drastic change which is to outright change the mechanics and make it simpler But thanks for the suggestions! I'll check out Card Maker after this.

And I'll pm you later Andrea.

I just woke up and now it's the Night's spotlight.
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Abdul Rahman Ibrahim
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Now is the time I've been waiting for.

NIGHT

Night only has one phase, which is the defense of the Settlement. This is where the dark creatures come out and terrorize the Survivors, often attempting to kill them.

For every player in the game, draw that number of Dark cards, but keep it face down. Draw an extra card for every Time token on your Base Settlement.

The players may send a scout on a suicidal mission to find information about the incoming enemy wave. Sacrifice the Survivor to flip the cards up for everyone to see.

Players may then decide to assign any number of Survivors in their Active pile. Players who have a leftover action may also contribute to the defense. You get to roll 1 die for each participating Survivor + the number of players who can help with the defense. If the Dark cards are face down, -1 die from the total.

Roll the dice. Add them together and reveal the Dark cards. The Dark cards have abilities which take effect at this point. Similar effects are cumulative.

If the total is more than the total Threat value of all the cards, you have successfully defended your Settlement.

If it is equal or lower, roll 1 die for each card. If the rolls are equal or more than their Kill value, remove 1 Survivor from the game as it is killed.

Cards with RAMPAGE do not kill anyone, but destroy a Settlement instead on a successful Kill roll.

After the defense, add 1 Time token on your Base Settlement.
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Abdul Rahman Ibrahim
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A final note about Role card abilities:

The abilities only affect the current action that the player is involved in.

For example, If a player does not have any actions left to participate in the Night defense, his ability does not trigger.

With that final note (and a severe lack of playtesting), I hereby announce that Dark Zero is DONE!

There's been an update to the Day cards, particularly the Hunt deck. If I have the time (or the energy) I'll recompile all the rules here in the first post and tidy it up a bit. But for now:

Day cards (Settlement + Hunt) v1.1: https://docs.google.com/file/d/0B4a76HKioRdqRno0QVhGN01Jb00/...

Night cards (Dark + Role) v1.0:
https://docs.google.com/file/d/0B4a76HKioRdqc2JsN2x2cWlEWkk/...
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Damien Seb. ●leoskyangel●
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I play games not to win, it's the gathering that's important - Thanks for the tip Cate108!
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Good luck with the contest buddy.
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Abdul Rahman Ibrahim
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Thanks!
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J Leo
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Anyone else having problems getting the cards to print or to save?
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