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Island Survival

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Beriner
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Joined: 04/23/2012

Hey BGDF,

I've always wanted to make a survival board game, but they seem to have too many issues.

1.
I could do something very similar to Ninja Burger and just sort of substitute the theme for Survival instead. Every character gets stats like Combat, Climbing, Foraging, Running, etc. with different values. There are action cards, and danger cards. Like fortune and mission cards from Ninja Burger. Except in this game it would be surviving dangers instead of completing missions, but as I said, I don't want to do a theme swap. It's a starter idea though and can possibly be expanded on and changed to be a possibility so that it's not a straight them swap.

2.
I love survival video games that have you collecting resources and crafting stuff to stay alive, while hunting for food, staying warm (if winter setting) and building up a camp with shelter, but this is hard to translate to a board game. There is no clear victory condition, so all I can really think of is last survivor standing. I don't want to make the victory condition be whoever is the last survivor but it seems to be the only thing that works well, unless I add in something like an Urban Legend (think Sasquatch) that will attack your camp once in awhile adding to the dangers of surviving.

It's a challenge to figure out how to do the resources and building to work fairly. First thing that comes to mind is Stone Age resource mechanic. For those who don't know, food is dice roll divided by 2, and wood is dice roll divided by 3. You roll the number of dice based on the number of people you put on the resource, the divide and there's your resources you get. Tools can be used to increase the value of the dice rolls. I like this mechanic, but multiple people wouldn't work too well, it would be more that a character has a 2 in foraging and maybe like 3 in woodcutting and that determines dies rolls. And tools built could either add another die to roll or maybe just increase the value of the rolls.

Any thoughts on mechanics or just ideas in general?

MarkKreitler
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Joined: 11/12/2008
Survival!

Hey Beriner,

I remember playing an Avalon Hill game called "Survival" when I was a kid. It supplied a basic game system for tracking your stamina, scavenging for supplies, and navigating the map, then presented several scenarios. In the most basic, each player started out isolated in the wilderness and had to reach the nearest town before succumbing to exposure. In another, one player was a sheriff and the other a fugitive. Each had special rules and the obvious object (escape for the prisoner, capture for the sheriff).

It strikes me that a similar solution could work for you. Go ahead and create that "sandbox" gameplay, then bundle several scenarios to give players direction.

As far as mechanics go, I find it easier to envision the kind of experience I want the players to have, then select mechanics that deliver that experience. So, for you, what constitutes the core of a survival experience? Foraging? Crafting? Navigating an unknown wilderness? At first, be brutal with yourself: allow only one answer, then zero in on the mechanic you like best for it.

For example, suppose you decide that the core of a good survival game is foraging. What feels most like foraging? Drawing items from a bag? Rolling dice with symbols? That depends on what you're trying to model: are players stranded on a deserted island with limited supplies? Then maybe the bag is best, and when it's empty, players are out. Or maybe the wilderness is filled with resources, but they're difficult to find and use, so maybe it's dice.

And so on. You get the picture. Once you identify your core, you can build your sandbox, then define your scenarios. If you identify those fundamental design goals, you're likely to get a lot more targeted replies from your fellow BGDFers.

Good luck!

Mark

zmobie
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Joined: 11/19/2008
Similar game

A buddy and I created a similar set of core rules awhile back for a zombie survival game. The focus of the game was more on finding other survivors, managing the groups actions, and keeping their potentially conflicting personalities from clashing and causing the group to implode. I had hoped to expand this ruleset to include other types of survival scenarios such as being stranded on a desert isle, volcanic eruptions, etc. The game was very minute to minute action focused though and needed a rewrite to accommodate longer term actions.

The way it worked was somewhat like a miniatures skirmish game. Characters had movement, and some set of skills. There were untrained actions that any character could do. All skill tests were based on some combined group stat. The fun part was that a big part of the game was finding other survivors, and adding them to your group. There was also a stress mechanic that could cause the group to act irrationally and out of the players control.

I agree that you should come up with some kind of similar core system and then create scenarios that make the players master those core rules. I think this is a good way to end up with a very theme driven game. Your ruleset may be overly complex in the end but its easy to start hacking off rules that are less used. Start by emulating the survival theme and cut until you can't cut anymore.

Beriner
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Joined: 04/23/2012
Comments

Thank you guys! Your comments were very helpful. I think I should be able to put something together along the lines of what I'm envisioning with your tips, especially yours Mark. Thanks guys!

blackjon
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Joined: 10/25/2010
Goldland?

Wolfgang Kramer's Goldland has a lot of survival aspects and might be worth a look. The 'how full is my backpack' vs 'how far I can move' mechanic is one of my all time favorites.

BubbleChucks
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Joined: 06/07/2012
A resource collection

A resource collection survival game could operate with a few simple elements

The players are marooned on an island(s). Each player has a character with various skills and abilities – which determine what they can scavenge and build. So a weedy nerd might be unable to chop down a tree for wood (or it may take longer), but they would have the knowledge to build more things with the wood.

The characters would be tasked with the game objectives of

A) Surviving
B) Maintaining a quality of life – point scores
C) Escaping the island

So the game would involve making things to maintain a quality of life and facilitate an escape plan. This would be hampered by the need to collect resources, build things and respond to event cards.

When a player escapes the island (within the required time frame) they receive a big point bonus. All the players’ points are tallied and the player with the most points wins.

It’s entirely possible that a player who hasn’t escaped the island could be the one with the most points – even though they failed to gain the escape bonus. Which isn’t unrealistic, their quality of life might be at such a high level that they aren’t really bothered about escaping because they have found happiness on the island.

The event cards would throw up situations that either positively or negatively affected the characters.

Examples

A Bad storm blows in – if player has a strong shelter then they whether the storm with no bad effects, if their shelter is poor they loose resources or suffer adverse health effects.

A ship passes by the Island – if the player has a camp fire they can signal for a pick up (roll dice for success chance). If no camp fire exists then they don’t get the chance.

Resource Gathering

The players can seek out specific resources – costs move action travel time and chance of random encounters.

Beach Combing – random chance for random items.

Resource gathering is affected by chance to spot and character knowledge/abilities.

Making Items

Set items can be made that tie into the event cards and general quality of life points system.

General Health

Adverse health increases the length of time it takes to do things or limits the action options available to characters.

Terminal health states should be avoided, unless you want players relegated tot he sidelines.

Overall Interplay of Mechanics

With limited action time the players have to decide whether to build things or scavenge for resources. Each action has different costs for the various characters – to add a little freshness to the mix. Some actions, item builds are only available to certain characters.

Achieve comfort to score points or bet everything on a big escape.

Build a solid camp (takes longer) or play fast and loose (greater exposure to ill effects from event cards, more opportunities to escape the island).

Maintain health to maintain action options

Solo Play

The player has to survive for a set period of time and score as many points as possible within that time.

Add in a few terminal cards, that can be offset with built items or actions.

Other cards remove the potential for item builds, which can make things more difficult - or they require new builds to offset the impact.

Example, a forest fire destroys all the rubber trees or lowers their available amount.

Or, the nearest fresh water source is polluted. Results in the need to spend more action (move) points to acquire fresh water if the player doesnt have an item to purify water.

Shoe
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Joined: 12/21/2012
Here are some games that
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