Hi Everyone,
I've been playing a lot of zombie board games lately, but I noticed that a lot of them focused on one of two things:
1) Killing zombies, or
2) Surviving zombies
I wanted to try to create something a little different. I wanted to create a game that has zombies but is more of a strategic alliance and betrayal type of game. The basic idea is that each player controls one critical resource that is needed for survival. Opposing players will need to gain control of all the other resources to win the game. During the course of the game the player can loot additional buildings, but also steal and raid other players resources. Eventually, the players will come to a time when they need to battle each other, and the zombies for the remaining resources. So yeah, I guess it is kind of a survivor game, but I hope to make it unique enough that it doesn't play like the others.
Anyway, I have provided commenting access to everyone for my initial idea/rulebook, and I'm seeking comments. As this is my first attempt at creating a board game, I'm sure that I am missing a lot of key information. I am also still actively developing this game, so there are features that I haven't written down yet either. Any advise or comments are welcome though. Here is the link to the initial document:
https://drive.google.com/file/d/0B9ZdtxsiS6C0ekZFY2lvT2RtSWM/view?usp=sh...
Thanks in advance. Also if this isn't the right board for this topic, please let me know so I can post it in the proper location.
Justin
You may be right, and I haven't had a chance to play them all, as their are way too many out there right now. I haven't played the ones that you mentioned, just the ones I could find at my local gaming store.
The mechanics of the game, however, could be used with any antagonist in any theme though. I could always switch them for a release, if I chose to do so; but I'm mainly making it for myself. I have a few other ideas, but I wanted to get at least one fully completed before I went for the others (which would have more mechanics, and more difficult prototyping). It's more of a dry run, than a production release for right now.
Most of the mechanics are off the top of my head, as well, so I know that I'm missing some critical things, and was just looking for assistance in identifying those. Any thoughts?