Hello Mechanics experts!
If you've seen my post in the New Game Ideas forum, you'll see I'm making a zombie game for my board game class.
I'm not sure if it's too early to hammer out some mechanics, but I have to have a playable prototype for Monday's class so there will be something to play-test.
The idea so far is that 4-6 players will cooperatively clear out an old farm house (on some nice zombiemified farm land) of zombies, gather supplies and resources, and barricade the whole house while hoards of zombies attack.
I'm thinking dice rolls and a grid will help determine movement and maybe interacting with things in the house like dressers, closets, etc.
Players can be bitten, and have a certain number of turns before they are considered a zombie (I was thinking 3 turns).
Once a player is a zombie, the other players can kill them, but they'll be more difficult to kill. They can move around on their own and perhaps open doors to other rooms that haven't been opened yet, unleashing any danger that might've been inside. I thought it'd be cool if players want to kill them when they're bitten too (and not a zombie yet), but I don't know if that would help or hurt.
My original goal was to have the game end with a complete barricade of the farm house. Someone suggested a shed that is on the farm land that people have to venture to for supplies, which I like. I thought of having "resource" cards for most things that would require building, but they also mentioned having tools and such to go along with this. I'm not sure how many cards/how complicated it could get, not to mention my general suckishness at board games (I've really only played pictionary, monopoly and a couple of games of cranium, but I generally didn't like them (also candyland and sorry but that's just rolling dice)
Also people suggested having there be a clue found for another location that might be safer, which might be pretty cool.
I don't know where to start! Any ideas?
I saw this game called Castle Panic and thought it had some interesting mechanics for how the monsters moved. There were 3 zones on the board and after each turn the monsters were moved forward one zone. If they touched your wall they and the wall were destroyed.
The game encouraged trading cards between players so they could move their resources to where they were needed most. And I thought this might help with people needing to put up barricades in certain areas; so if a person is closer to an exposed window, other players can give him resources to barricade that window.
I'm considering player movement being done with a D6 and the zombie move forward maybe 1 or more spaces after each turn. I thought about having faster/stronger zombies so I was thinking some of them would more forward 2 spaces after each turn. As far as zombies being close enough to players, I'm not sure how they'd move except toward the player that's closest to them?
And now cards. I'm not sure what to do about those.
I like the shed idea, with lots of resources inside of it, but I'm not sure how many resources/supplies I should have and what purpose they would serve. I originally thought about just making a card that says "resources" and making each barricade cost X# of resources, but things like shovels and stuff sounds neat too, I'm just not sure how to make them work.
Also weapons and ammo, I considered having 6-8 weapons people could choose from (like a crossbow, rifle, knife, axe, pistol, baseball bat and crow bar (or something)) and would have special benefits for that weapon (like crossbow you can get your arrows back and knifes don't need ammo) and draw backs (knifes require close range).
Ammo could be stored around the house in dressers and closets or something and people could open these places to see if there's anything beneficial.