The Hotness
Games|People|Company
Dominion: Dark Ages
Fantastiqa
Mage Knight: Board Game
Total War
Descent: Journeys in the Dark (Second Edition)
Eclipse
Mice and Mystics
Dungeon Fighter
Collapsible D: The Final Minutes of the Titanic
Lords of Waterdeep
Agricola: All Creatures Big and Small
Libertalia
Android: Netrunner
Virgin Queen
The Lord of the Rings: Nazgul
A Game of Thrones: The Board Game (Second Edition)
Dominion
Star Wars: X-Wing Miniatures Game
Infiltration
The Lord of the Rings: The Card Game
Among the Stars
Twilight Struggle
The Swarm
Agricola
1989: Dawn of Freedom
Goa
7 Wonders
Glory to Rome
Arkham Horror
Village
Ora et Labora
Battles of Westeros: House Baratheon Army Expansion
Through the Ages: A Story of Civilization
Thunder Road
Trajan
Zombicide
The Castles of Burgundy
7 Wonders: Cities
Ace of Spies
War of the Ring
Skyline
Space Alert
Sherlock Holmes Consulting Detective
City of Horror
Race for the Galaxy
Dungeon Command: Sting of Lolth
Twilight Imperium (third edition)
Kingdom Builder
Le Havre
Battlestar Galactica

Embracing the Oubliette

Future God Games: Dev Blog
Recommend
8 
 Thumb up
1.10
 tip
 Thumb up

The Final Chapter?!?

John Paul Messerly
United States
Sherman Oaks
California
flag msg tools
designer
Avatar
mbmbmbmbmb
I finished the third chapter of my "High School of the Dead" Zed Deck mod this weekend. I'm happy with it so far though its quite a challenge to survive all 3 chapters. The play testing took a little longer than expected because I spent too much time balancing it on its own and once I played it in combination with the other chapters I found it was too difficult.

This chapter tells the story of the survivors finally reaching their first objective... the Safe House. In this level the survivors finally get access to military grade weapons and vehicles.

Chapter 3:
http://mermuse.jmwebdesigns.com/post/chapter3_sm.jpg
http://mermuse.jmwebdesigns.com/post/chapter3b_sm.jpg

I'm undecided on whether or not to continue the story into the following chapters. The next section of the story becomes much more political so I would need to come up with creative ways to represent these struggles. The "power struggle" card in chapter 1 does this well but its not a fun mechanic. I can't imagine dealing with a whole chapter of these types of manipulative characters.

Touchstone:Oubliette -


I have put development on hold for a while in order to play more games and finish my storytelling experiments. I have been playing 1st & goal quite a bit lately and I'm very impressed with their system for dealing with team stats. I love that the stats are built into custom dice so you never need to look up anything special on charts. It keeps the stats and rules in the background so the players can focus on the fun part of a 2 player game... reading their opponent!

I have tried some solitaire rules for this games and found that while they work very well, the game lacks any real excitement when played in this way. I have tested solitaire rules for several multiplayer games recently and have found them all lacking. Games designed for MP have very different reward systems then those designed purely for SP (single player or solitaire play). That is what I found with 1st and goal, the pacing of the game is fine for a game about reading your opponents mind BUT in solitaire play you are simply playing the odds and tricking the AI is not satisfying! This has really made me think long and hard about what makes for a satisfying SP game...

Pacing
is extremely important in solitaire games. The solitaire games I play the most are ones that can be played in under 20 minutes. Zed Deck and Touchstone:Oubliette are my most played games because they are so quick to setup and play. Also when a game plays at lighting fast speeds there is a sens of tension and immersion that come from making important decisions every second.

Storytelling
is the next key element. Most of the solitaire games I play take about an hour to play but end with me having experienced a dramatic and entertaining adventure. In a way they feel like I sat down to watch a TV show yet I was actually the main character. For some reason that length of time is very important... maybe we have been programed to pay attention for just that amount of time by TV. Games like Ranger, Lord of the Rings LCG, Doctor Who storytelling game have always filled my desire for entertainment better that any TV show or computer game.

Recently I discovered an old Star Trek board game that lets you play out the Kobayashi Maru scenario and was amazed at how perfect the storytelling and pacing were. It captured the challenge of the "no win scenario" with the drama of losing crew and ship systems, but more importantly it also felt like Das Boot! It perfectly captured the moments of anticipation you get in old U-boat films and that you also see in the final scenes of The Wrath of Khan by setting the action in a nebula. On top of this the systems had one of the simplest and most creative systems I've ever seen for tracking the movements of ships in 3d space relative to each other in the games tactical display. Its easy to believe that modern designer games are so much better than their predecessors but its not always true.


New Rules to play test -


I did a lot of play testing of Touchstone:Oubliette last week and found that some of the teams are just too hard. A few of the team powers become oppressive to deal with even for a single game. I've decided to add the events I've been talking about for a while as tokens that can be placed on the team cards overwriting the teams power for the rest of the game. This means that the harder teams can be made a little easier by triggering an event.

My other realization is that there is no feeling of loss when you lose characters because the character draw deck is just as likely to give you a star player as a rookie player. I've decided on a simple leveling system where all characters have a rookie and star play side to their cards. When drawn as replacements they start as a rookie and can be upgraded to star player only by scoring the winning point in a game! This gets rid of the need to track experience and gives you some difficult choices to make near the end of each game... Do yo send out your star player who is more likely to win you the game or send in the rookie in the hopes that they can win and thereby level up.

I will start play testing these ideas next month...
Twitter Facebook
6 Comments
Subscribe sub options Wed Feb 1, 2012 7:04 am
Post Comment
Scrumpy Jack
United Kingdom

Avatar
mbmbmbmbmb
The cards look great. Are the jpegs the final draft or are you going to colorise them. I'd love to print this one out and try it. How about a card back? And a printable PDF? This looks like a great Zed Deck mod. How have you implemented choices in the game? have you stuck to the same rules are Zed Deck Survivor? no pressure - heh
 
 Thumb up
 tip
 Thumb up
  • Posted Mon Feb 6, 2012 10:59 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Scrumpy Jack
United Kingdom

Avatar
mbmbmbmbmb


Couldn't resist.
Printed on black and white, sleeved and used old playing cards for backs to help shuffle.

I'm looking forward to some rules.
Currently, suffling 3 decks into three chapters and playing survival rules of Zed Deck.
1 
 Thumb up
 tip
 Thumb up
  • Posted Mon Feb 6, 2012 1:37 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
Scrumpy Jack
United Kingdom

Avatar
mbmbmbmbmb
I just had an interesting game:

Played the game with 2 supplies at the start.

Finished Chapter One with 5 supplies, mainly gained from the 4 Loot and Barricade cards being drawn early on in the game.

Early on in Chapter two I had 8 supplies! One of my first resolutions is snapshot below. Here, I was driving along in the Micro Bus, with 5 supplies and drew Survivors, then Looters and chose to fight, spending 2 supplies on two extra draw cards. The last card drawn was Insane, so i resolved the card with Dead End Valley's fight value. I chose supplies and recovered a wapping 5 supplies, to add to my 3.




Drew Bridge Closed. Great card. Adds a huge amount to the game. Currently the card reads "Pick up all discarded chapter 2 cards from the discard pile, all the remaining chapter 2 and chapter 3 from the draw deck and shuffle them all together and place them back as a new draw deck" Not sure if that was intended.

When arriving at Bridge Closed, I was in the Micro bus from drawing Just drive. I couldn't help thinking, I can attach Backup Plan to my Micro Bus. And why not an Ally? Perhaps there should be a special rule for the Micro bus as far as equipment/ally card allowence goes.

Also drew Escape Plan very early in Chapter 3, and passed.

Spent all my supplies going through chapter 3 and won without loss of life.

I don't know the story but the cards/chapters make sense.
Maybe one or two classroom cards in Chapter 1 would add to the school theme.
In chapter 2 I'm clearly in town, but I'd like to see a shop card or two to accompany the looters cards. I like the Reunion card, now we are getting somewhere.
Chapter 3 plays more urgently as you get to the end of the deck, but with the safehouse theme less obvious. There is a Safehouse card, but there is also Escape Plan that suggests reaching a river, and Daddy! which suggests a reunion.

I love the manga theme. Even in black and white, the cheeky manga art is great. No idea where is comes from. Is it original?

They key improvements over standard Zed Deck has got to be the Bridge Closed and Escape Plan cards, which may force you to go through their respective chapters again, the characters you meet and "rotate and attach as an ally", such as School Nurse, Power Struggle, Just Drive or I'll Save Her, and one of my favorite cards, Mr Wakisaka in Chapter 1. Lose a Fight(4) and you have put him at the bottom of the draw pile to fight at the end of the game. I think he should be shuffled into current chapter +1 along with another such character card in place of one of the Hisashi's Turning cards in chapter 1. Also, imagine Mr Wakisaka with a Fight (current chapter +2) stat. If you don't get him early, he is going to deal out more and more damage!

Also fixed are some choice issues with the old Zombie Mob Fight(4) or Run(2) cards. At The Gates card has the same values, but adds a penalty for chosing the easy option.

I can't get enough of this game and I'd like to see more cards per chapter, ignoring the 54 cards per game limit.
1 
 Thumb up
 tip
 Thumb up
  • Edited Tue Feb 7, 2012 5:41 pm
  • Posted Tue Feb 7, 2012 5:12 pm
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
John Paul Messerly
United States
Sherman Oaks
California
flag msg tools
designer
Avatar
mbmbmbmbmb
Wow. Great Feedback!

Lets see where to start...

The art and theme are from "High School of the dead" The anime can be found on netflix and the comix can easily be found online. I'm not usually a fan of zombie stories but this series handled the issue in a fresh way that really made me want to explore their world in more depth.

Card backs - I plan on making card backs soon. Card backs are important because you need to quickly be able to separate the different chapters after each play.

Rules - Most of the rules are the same as Zed Deck but the survival rules are not well documented so I should probably put together my own "one sheet" rules page.

Art/Colors - currently I plan to keep the cards fairly flat and colorless just to make them printer friendly and to keep them from being too busy. The Art from the manga is so strong that I really don't want anything distracting from it.

The van - Zed Deck had very simple rules for equipment that stated that you can only have one at a time. I have played with having vehicles allow for extra allies or allies that can have their own equipment but so far it has made things more difficult then it needs to be. If I can come up with an elegant solution I will add it but for now the goal is speed and simplicity of play.

Changes - Most of the changes are visual. Many of the cards have the same functionality as the original cards, with only the art and names changed. Zed Deck was really well made and balanced and there's no reason to fix what isn't broken. You must know Zed Deck very well because you seem to have noticed even the slighted changes.

The end? - I'm not entirely happy with chapter 3 yet but it is definitely not the end. The main problem with the chapter is that it doesn't have a compelling ending. I plan to do more chapters later but I still haven't found the perfect resolution system to create that perfect, satisfying ending. The characters in the series go through a nice story arc where they go from: being horrified by what is happening, to believing they must do horrific and inhuman things to survive, to realizing that becoming cold and heartless isn't surviving, to deciding to start helping others survive. I've struggled for a long time to work that into the game. My original ideas was to add cards with a humanity test (like "at the gates") where there is an easy (selfish) challenge and a hard (selfless) challenge and once the challenge is completed you keep the card turned with either the + humanity or - humanity face up. The idea being that at the end of the game if you have more - humanity you have made it through the horrors but lost touch with everything that made life worth living... you sacrificed your humanity to survive. This could work but it feels heavy handed.

the Bridge - I need to double check the card text. It is supposed to basically say... rotate and attach his card as an equipment. then take all the other chapter 2 cards and reshuffle them to restart chapter 2. I wanted a way to make you repeat a chapter but needed to get the triggering card out of play in a simple way so you wouldn't get stuck in an infinite loop.

Chapter 3 story - Chapter 2 is about escaping the school, Chapter 2 is about getting through the town and across the bridge. Chapter 3 is about reaching a friends apartment who is a military contractor and has tons of illegal weapons BUT its also the point at which the main characters start to realize that surviving isn't enough. They start being more human and loving to each other and they risk their new found safety to rescue a small child who is lost and alone. The problem with these chapters is its hard to represent this idea of safety inside with danger outside in a game about direct conflict. I think chapter 2 is the most successful because the goal is to cross the bridge and you either find the bridge closed (and start to lose hope) or you make it to the next chapter.

Mr Wakisaka - I love the idea of having more of him and of having his strength be current chapter +2. I will work this into the next update.

Survivors/supplies - One of the changes I'm excited about making is to change all the references to "supplies" into "survivors". This will mean that you will be gambling with the lives of other survivors in your group as you play through the chapters. Sacrificing 2 supplies so survive has very little emotional impact but sacrificing 2 survivors does. Much of the challenge of the survival mode is in gambling these resources in the hope of getting more so changing the name of the resources seems to make it a more meaningful choice. Also winning the game with 8 supplies doesn't mean much but winning and knowing you helped 8 other people get out alive is far more rewarding!

Thanks for the input...
I enjoy hearing other peoples session reports!

1 
 Thumb up
 tip
 Thumb up
  • Posted Wed Feb 8, 2012 5:57 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
John Paul Messerly
United States
Sherman Oaks
California
flag msg tools
designer
Avatar
mbmbmbmbmb
Here are two designs for card backs...

http://mermuse.jmwebdesigns.com/post/cardback_color.jpg
http://mermuse.jmwebdesigns.com/post/cardback_black.jpg
1 
 Thumb up
 tip
 Thumb up
  • Posted Wed Feb 8, 2012 7:29 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote
John Paul Messerly
United States
Sherman Oaks
California
flag msg tools
designer
Avatar
mbmbmbmbmb
Here's a first pass at the survival rules merged with the core rules...

http://mermuse.jmwebdesigns.com/post/ZED%20DECKRULEs.jpg
1 
 Thumb up
 tip
 Thumb up
  • Posted Thu Feb 9, 2012 6:40 am
    • Choose your Dice
      • Roll
      • Comment (Optional)
    • Reply
    •  
    • Quote

Subscribe

Categories

Contributors

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.