Today I get back to some Zombie Mall rules after taking a break for a few days. I had to take a little break - when I'm reading rules I get to a point where I don't know if I read what I mean since I know what it's supposed to mean. So far I have 2 sets of rules. The first is the Quick Play reference that everyone has played by thus far. It's been tweaked while playing, but it's only 4 pages so it wasn't impossible to tweak. It's a jam-packed 4 pages though. Next are the full rules, for which I have to come up with a cool name. Instead of going with my original plan of making the full rules and paring them down to what's needed for quick reference, I went 180° and just expanded my 4 pages of quick reference into 21 pages of detail. Those 21 pages have lots of pictures, so it shouldn't be hell to read. I also repeat a couple of (what I think are) important facts in different sections of the rules to make sure certain points come across, more for when someone is trying to look up a rule than for someone reading the rules straight through.
I still have 1 more thing to write. Re-write, actually. My plan was to make a walkthru - show a picture of how the map looks at each important phase through a couple of turns, and write up the details of what's going on. I would throw in some of the "gotch-ya's" that I keep sensing will show up. The first time I tried it, the whole thing was about 7 game turns spread over 30 pages, with 1 phase of a turn per page on average. Enough of the token graphics have changed that I need to re-make the graphics for the walkthru, but I think the rules have been tweaked enough that I may have to re-write what was happening through my made-up game.
The walkthru appendix in the pic above is just 2 pages. There's a pic of the map used in the walkthru, and then a chart with a description of each space. That's the first thing I'm going to re-do.
After this, the game will be ready to unleash on people without me explaining what's going on. In theory. Scary.
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boardgames game dev zombie mall
There are times I miss Mom, lots of times, actually. This past weekend was one of those times just because of where I was.
I was at my local Hobby Lobby, not for anything specific but just dropped in because I was in the neighborhood and thought I would look around and see if they would happen to have anything that would fit some of my straggling Zombie Mall accessory needs (they did not). While walking around the store, I went by the fabric/sewing section and decided to check prices on cutting mats, as my big one that I inherited from Mom is about chopped up - not to people using cutting mats, they're for rotary scissors and not razor blades when cutting matte board.
By the cutting mats are drawers of sewing patterns. Flipping through the patterns was a gray (actually white) haired woman who made me think of my grandmother, if my grandmother had white hair. Sitting next to her was her husband, who would really rather be anywhere else. I had a silent chuckle remembering all of the times Mom dragged me to a fabric store. There goes the next hour! If I'm lucky. No amount of "I'm bored" sped her up. I could tell by looking at these two that no amount of "I'm bored" was going to rescue him.
Even when I left to continue the circuit around Hobby Lobby, I stopped for a bit to watch them some more. In the whole time I watched, which was a good 5 minutes between looking at cutting mats and the weird stalking I was currently involved, the white haired woman never looked up from those patterns. Simplicity must be some form of crack.
Somewhere in the past couple of years board gaming has become my big hobby. I'm not sure what it exactly replaced, but it seems to be the thing I dwell on these days, especially in the past 6 months or so (trying to make my own game that other people will play undoubtedly has some effect on that). In my group(s) of people I game with, I've elected myself as the one to get the games and components needed. I'm the single guy with disposable income, and I like buying things, so I just do it and nobody argues. Once upon a time I would get games and never play them. I still do that, but I get games in hopes of one day playing them, having been bitten by the Out Of Print quandary in the past more times than I would like to admit. This past year we did a good job of tearing the shrinkwrap off some of those games. Six games as a matter of fact! I bought more than 6 new games to make up for it, but that's not important.
The games we play tend to be on the expensive side, normally $50 and up. I'm always on the lookout for a good sale, and I had a feeling the Black Friday/Cyber Monday weekend would be a good time to stretch my online game shopping skills. I was not proven wrong.
Thanks to various forum threads and posts, I ended up placing orders from 5 websites (and one of them got orders placed Friday and Monday). The average sale was for 10% off, and a couple of those sites were offering clearance specials that went up to 75% off. I went overboard. I know I did. I feel guilty. So, so guilty.
Yesterday I opened up the boxes now that everything has been delivered. I wanted to make sure there weren't any problems with my order since I had read on one of the aforementioned forum posts that someone else had received the wrong order from one of the sites I ordered from. As long as that sentence is, I got exactly everything I ordered.
It may be in poor taste to get myself these things - I could put them on a list and others might get them for me for Christmas. But these are the types of things I prefer people not get me as gifts. They're totally frivolous and for most people not worth the cost. Plus, since I was able to take advantage of some good deals, I was able to save money and get what I wanted. It's a Christmas present to myself.
So now I'm going to put everything up in a closet until Christmas, or at least my Christmas Vacation. There's a part of me that can't believe I'm grown up enough to do that.
Last week I made one of my quarterly trips to the local bookstore. While making my way back from the bathroom, I detoured by the sci-fi section to see if there were any covers that caught my eye. There were a couple, so I tried my best to remember their names until I could get to an Amazon order screen.
I had left my iPhone in the car, so I couldn't snap a quick picture like I normally do. When I got back to the car I typed the names into a memo/note, but even 5 minutes later I changed "Only Superhuman" into "Being Superhuman". I try to actively remember 2 things and manage to forget 1 after 5 minutes. I'm like Guy Pierce in Memento!
I still have a couple of books to read from my last "hey, I need books to read!" scurry. Heck, one of them I even took a picture of in the book store with my iPhone, like I'm supposed to! Sometimes I'm in the mood to read, and sometimes I'm in the mood to pick out something to read. This time was the latter.
So what did I get and why?
Only Superhuman, a sci-fi novel with the word "superhuman" in it. It's not a superhero book, but it should be comic booky/sci-fi. Maybe. And I really like the cover.
The Mammoth Book of Zombie Apocalypse! Fightback. I've read 1 zombie book and it was ok. I want to read another. This one, besides having a cover that caught my eye, is an oversized paperback (7½" tall) as opposed to normal paperback size. I hate normal paperbacks now that I'm old and grumpy. They're so tiny and flimsy. In addition, this is not a book of short stories.
I have such odd reasons for giving in and buying books.
This play test was a solo game with Alex. The first thing I did was hand Alex the rules sheet(s) and not explain a thing, then check for what questions he had. Alex is excellent at reading game rules - he tends to not infer things not written, and what is written he interprets correctly. Luckily I know this from past experience, so I really wanted to see how he would do with the written rules. There are a couple of things not in the current rules: details about movement under certain conditions, mainly. This I figured I would explain when and if it came up.
The big change from the last play test was that instead of the 2 needed key Loot Cards being shuffled into the deck with the other 106 cards, I had pulled those 2 cards along with 2 cards of bad things out of the deck and set them aside. I placed 4 numbered Objective Tokens on the board, then placed a matching numbered Objective Token on each of the cards I pulled. Now Alex would have some specific spaces to go after. I also tweaked the zombie spawning a little.
The game started a little slow, and after about 10 turns Alex had gone to 2 of the Objective Tokens and gotten 1 of the keys. At this point he had to backtrack a little to go after the other Objective Tokens. At one point he got ganged up on by spawning zombies in the hallway and used up a lot of Health re-rolling. He made it to the 3rd Objective Token and uncovered the last key, so then it was a race to the Security Office. The challenge was that Alex was at the bottom of the board while the Security Office was at the top.
Alex had to use a combination of Health to re-roll and Adrenaline to escape when he had reached hallway to the Security Office and lost another combat, this time with no remaining Health or Adrenaline, so the true "you get bitten" scenario finally played out. It was time to see if he would spawn back on the board. Alex had 3 bite tokens, so he needed to roll 4-9 on 1d10 to spawn. He rolled a 0, which would normally mean "DEAD. OUT OF GAME. GAME OVER, MAN." Being a play test, he re-spawned like a winner, and only 2 spaces away from his keys dropped the previous turn.
In going back to get those 2 keys, Alex had to use all 5 of his regained Health, plus 2 Adrenaline (I think there were 4 zombies he had to fight before getting both keys). From there he made his way to unlock the security room door and then the radio, ending the scenario without indecent, but was wary of a couple of spawning zombies.
This game took just under 2 hours, which is much more to my liking. Having objectives to go after seem to make a difference, both in game play and how the player felt more focused rather than just running around looting. The drawback was that Alex quit looting the regular Loot Markers since he wouldn't get a key from them, and most of the time he drew something bad. I need to better explain what's in the loot cards. With that in mind, I went back today and made a list of what cards are helpful and which aren't. I originally thought the numbers were 60-70% bad, but it turns out:
I think the Bad Cards are noticed more because they are played immediately in most cases. A lot of the Good Cards depend on special circumstances so they may not actually be used. Everybody has been pulling Bad Cards while testing, though.
The changes for this game really made a difference:
I've thought about changing combat to where the player only has a 60% chance of winning, and dropping the initial Health & Adrenaline to 4 each, but the current numbers seem to be working (since people are dying). I think lowering these may make people more apt to stop on the regular Loot Spaces if they know they can pick up items that will give them bonuses - I think if somebody started picking them up now and managed to get a gun card (which would give them an 80% chance to win combat) the game might be too easy.
For now, though, I'm keeping the combat, Health, and Adrenaline numbers I've got.
Next up, I update the rules with a couple of changes to make things more clear. I also have to start re-writing the more detailed rules that cover things I've been explaining. From there, I'll either have another Keith & Jer play test session or move on to some 4-player tests.
As always, correct spelling is optional in any blog entry. Keep in mind that any links more than a year old may not be active, especially the ones pointing back to Russellmania (I like to move things around!).
Tags have been added to posts back to 2005. There may be an occasional old blog that gets added to the tag list, but in reality what could be noteworthy from that far back?
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