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Eddie's DIY Projects

Documenting my various attempts at gaming DIY.
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DotLD: The Final Gameboard. Maybe.

Eddie
United Kingdom

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I've spent some time mulling over new ideas and suggestions. Some I tried out. For example, I tried the suggested eroded squares and circles (which I thought would be a really cool idea), but the path markers are too small for the effect to look very good -- a little bigger and they look good, but to keep this at a single sheet of paper it just can't be done. It also made the gameboard look a little too busy: a problem I'm already wrestling with.

As yet another alternative for the path markers, a coworker suggested using fingerprints. It sounded like a good idea to try. It took some time to get some good fingerprints to scan in. Once I had some to work with, I had to reduce the size of the fingerprints to fit the gameboard, and they ended up looking like a child's fingerprints. It really didn't look good at all. And the tiny fingerprints sorta creeped me out. Not going with the fingerprints.

I printed out a number of the drafts I've been playing with and compared them side-by-side. I think the draft with the semi-transparent circle markers looked the best. So, I took that design and did some moving around of the bits to open up the middle of the board: as Mads pointed out on my last post, it was getting a bit crowded.

Here's where it stands right now:



There may be a few extremely minor tweaks I'll make, but I think this is pretty close to being done.
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Subscribe sub options Tue Nov 15, 2011 9:51 pm
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mads l. brynnum
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Great work!

So now it's time for me to make sure that you have all the current information.

One of the things I'm considering is whether or not to include meds. I've never used them while playing and they also screw the balance of the scavenger die a bit. Do you have an oponion on them?

Another possibility when it comes to infected could be to allow you to exchange excess movement (when at a safe house) into meds. This would allow you to gamble a bit which I like while not making any radical changes to the core of the game. Thematically I imagine that extra movement means extra scouting around for a pharmacy or something.

Also, if you've come across any other oddities or things you'd want to change, please let me know. With your gameboard and a final write up of the rules, I think we can soon have the ultimate edition of DotLD

mads
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  • Posted Tue Nov 15, 2011 10:06 pm
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Eddie
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Thanks, Mads!

To be honest, I've only used Meds in one game (the first one I played). Since using Meds is optional, I haven't used it much because I determined that my efforts are better spent just trying to get someone (even just ONE) to the end. I like the idea of the Meds, but maybe a different implementation?

I like your idea of changing movement to Meds -- and it seems to me that gambling on which is the right choice to make is very much in keeping with the zombie survival theme.

Another possible way of handling Meds and healing infected that is similar to your idea:

Currently, at a safe house you must have enough supplies to cover your group. If not, you lose a survivor for each supply you're short. However, if you have excess supplies, they can be used as Meds (takes 3 to heal one infected), or they can be held in reserve for the push to the next safe house. That way, you've got a choice, and it's a bit of a gamble. The roll chart for the Scavenger die would need adjusting (back to the v1 rules?).

Other than what you already pointed out with the Meds, I can't think of anything I'd change in the rules. I've only been playing the game for a few weeks, though; one of the veteran players may have some good input for you.

DotLD: Ultimate Edition. I love it!
 
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  • Posted Wed Nov 16, 2011 1:55 pm
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Judy Krauss
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Actually, in my copy of the rules, you have to have supplies equal to HALF the number in your group:

"b – Lose supplies. You must spend supplies equal to half your party members (round down). For every unit of supplies you don’t have, lose one party member."

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  • Posted Thu Nov 17, 2011 2:37 pm
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Eddie
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Ah, yes... that would be the correct wording in the rules I have, as well. The way I worded that sentence above should have been more clear -- reading it again does give the impression on a one-for-one use of supplies at safe houses.

Thanks for pointing that out, Judy!
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  • Posted Thu Nov 17, 2011 3:42 pm
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Eddie
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Question for you, Mads:

I copied the attribution line from the existing game. Would you prefer your name all lower-case, or capitalized? In other words, which of the following do you prefer:

a solo dice game by mads l. brynnum

or

a solo dice game by Mads L. Brynnum
 
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  • Posted Fri Nov 18, 2011 7:33 pm
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mads l. brynnum
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Sorry that I've been AWOL, but now I'm back.

I like all lower-case for some reason so that would be cool.

But apart from that I've made some corrections to rules and game board and if you PM me your email I'll send the new version to you.

The changes are:

- corrected some spelling (time changed to hours, loose to lose etc.)
- corrected the safe house phase as suggested by Judy so that you now start by resetting the hours
- changed the infected table a bit. If the infected dies without attacking, you should of course lose both a survivor and an infected.
- added a small note to the rules about hours not being literal hours.
- removed meds. I still like the idea, but wanted to keep things simple.
- changed the scoring rules.
- corrected stuff in the rules about infected and infected markers.
- clarified/corrected the part about reaching the star space.

These are not radical changes, but I think we're closer to an ultimate edition.
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  • Posted Wed Nov 23, 2011 10:51 am
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Eddie
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PM sent.

The changes sound good -- just enough to clarify, but not change the game. I've really enjoyed the current version and changing it too much would make it a different game.
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  • Posted Wed Nov 23, 2011 6:53 pm
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