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Post by thedark on Jan 27, 2008 22:22:53 GMT -5
Zombie* CCG
This is because I mistakenly deleted my Terrors file, and...
Have no more intention to contiue the game, because when I sell the script, or, shelve the script so when I get older to make it into a feature film, They/I will have no reason to use the card game or ideas for it, besides, I could only think of Starter Deck Cards.
In this idea, however, I have a better plan:
* = Might be called "Living Dead' or 'NIght of the Living Dead' CCG"
Zombie CCG: (Based of all Zombie films, with the exception of Evil Dead, premire will be based off NOTLD and mostly DOTD)
Factions: Human, Zombie Sub Factions: Human: Reporter, Police (SWAT) Zombie: None Turn Order: Human, Zombie.
New Resources: Repoter, Police, Zombified**, Wood, Villiager
Card Types:(With New Resouces): Main Characters: Reporter, Police Supporting Chartacters: Viliager Items Locations: Zombified** Events Vehicle Condition Barrier: Wood
**What I might do, which seems stupid, is have Zombie locations as well, call them Zombified or somthing.
Zombies get more Zombies when one kills a human, the human is turned either into a Zombie token and is put on the Human's killer, or, is turned into a Zombie card.
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Post by Axlotl on Jan 28, 2008 0:54:48 GMT -5
I had an idea like this once, for Resident Evil or something, but I never got part the "characters zombies kill become zombies" part. lol. You've done a bit more.
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Post by thedark on Jan 29, 2008 19:48:15 GMT -5
Thanks. What do you put between the image tags when posting an image, is it a URL? EDIT: Some zombies: Necrozoa Zombie (Zombie Animal) Resouces: Zombie - Lethal Speed: 3 Power: 4 Game Text: Comes from Infected Animal. Plus 1 to hit and damage. -3 resistance. Stephen Zombie Resources: Zombie - Leader - Lethal Speed: 2 Power: 4 Game Text: Comes from an infected Stephen. Rotate to add +2 to one Zombie's total MP at the same location. More on rules: Zombies can only be killed by ranged weapons, they may be hurt by Melee weapons, but not killed. Infected: Besides the AVP term, Infected is also a term given to a non-Zombie character killed by a Zombie and turned into a Zombie.
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Post by thedark on Apr 22, 2008 11:43:38 GMT -5
Sorry I was not posting, I was just kind of lurking around, thinking of projects. Anyways, I have new cards to post. URL=http://img368.imageshack.us/my.php?image=sdenou7.jpg] [/URL] More to come.
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Post by Axlotl on Apr 22, 2008 20:40:27 GMT -5
What font do you use on the text boxes?
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Post by Cplwilks on Apr 23, 2008 6:49:26 GMT -5
What font do you use on the text boxes? Was just wondering the same thing ;D
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Post by thedark on Apr 26, 2008 13:03:28 GMT -5
The text is (either) Arial and/or Myrad Pro.
I am almost finished with the starter decks (based of Dawn of the Dead mostly).
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Post by galmorzu on Jun 26, 2008 23:08:21 GMT -5
Hey all! I still live. More or less. Hopefully I can get to the Q&A thead here shortly. I saw this thread first and wanted to say, several members from the design team and I actually started working on an unofficially official horror ccg to work with the battleground system, and our first "unofficial" expansion was all about zombies. It was absolutely perfect. I'll have to see if I can recover any of our work on that one.
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Post by Cplwilks on Jun 27, 2008 2:46:24 GMT -5
Hey all! I still live. More or less. Hopefully I can get to the Q&A thead here shortly. I saw this thread first and wanted to say, several members from the design team and I actually started working on an unofficially official horror ccg to work with the battleground system, and our first "unofficial" expansion was all about zombies. It was absolutely perfect. I'll have to see if I can recover any of our work on that one. *Rubs hands in glee*
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Post by galmorzu on Jul 1, 2008 21:21:17 GMT -5
One thing I remember were zombie mobs. Zombie characters were weak, but you could stack zombies as a single unit (group) and get benefits depending on the number of cards you grouped together at one time. You could then break them apart whenever you wanted, move them into two smaller groups at adjacent locations, then regroup them again later on. It was awesome.
Problem were things like molotovs which could essentially burn away a ton of zombies at a single location if grouped together. We briefly touched on werewolves and vampires, but zombies were the main focus at that time.
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Post by Axlotl on Jul 1, 2008 23:28:22 GMT -5
that sounds like a pretty neat concept.
I could totally see something done like the werewolf character cards in rage, with 2 sides you flip between.
I really like how the zombie hordes sound as well.
I'm continuously impressed by how versatile the battleground rules are, i fail to see any reason why, in the right hands, a CCG based on the rules, with a good property attached, couldn't be a smash hit.
Did the zombies function like alien warrior groups with tokens, or where they card stacks?
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Post by The Ultimate Predator on Jul 4, 2008 16:15:04 GMT -5
Its crazy isn't it? Man, i wish it would come back again.
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lalbadeimorti
Eager Youth
When there's no more room in Hell...
Posts: 86
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Post by lalbadeimorti on Aug 4, 2010 15:39:55 GMT -5
Hey,
I've been reading over this thread for a while, so if anyone doesn't mind, I'd like to post my own ideas for a Zombie Battleground CCG. This took a few hours to write, and uses things from both thedark and Galmorzu's posts
My idea includes "Night of the Living Dead", "Dawn of the Dead", the italian film "Zombi 2", and "Day of the Dead" (not including any remakes).
There are 2 Species: Humans and Zombies. Humans have 4 Factions: Rogues, Police, National Guard (same as Marines), and Civilians.
Rogues are just criminals. Police and National Guard usually work together, and can sometimes be the same player. Civilian Characters can be used by the Police and National Guard player, or be their own faction.
Zombies are weak, but, like the game Galmorzu had described, can group into stronger mobs of Zombies (somewhat like the Alien Tokens rules).
Supporting Characters come in two Species: Human and Animal.
Locations have a new resource, Mall. Indoor or Entry Mall Locations may only be adjacent to Mall Locations (Outdoor, Indoor, or Entry.) Outdoor Mall Locations also have the resource "City". EDIT: Location placement is the same as A/P
There are also two new Barrier Resources: Wood and Metal. Wood Barriers are special, because the require a character with a Hammer to place. The character may only place it between an Entry and Indoor Location. Metal Barriers are just a descriptive Resource used for card effects.
I am stuck on coming up with staple victory conditons. I know that the Police/National Guard should try to rescue a certain amount of Supporting Characters, and the Rogues should either capture SCs or steal an amount of items (such as Dawn of the Dead, this can be done similar to Data Theft).
My biggest problem is with Civilians. With Night of the Living Dead, the goal for the Civilians was to escape, so I thought of having them trying to find a vehicle somewhere and escape in it. However, where would they escape? Maybe from an outdoor location on an opposing player's HUD, but I'm not really sure.
If you have any ideas, please, post! Please don't think I'm taking over the thread, I just thought this was the most appopriate place to post.
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Post by Axlotl on Aug 4, 2010 23:41:35 GMT -5
How about civilians have to get to a certain site and hold off the zombie horde for so many turns until they can evacuate. Like the end of a left 4 dead campaign, they need to hold out for rescue from a helicopter, or gas up a car, etc. Either they need to survive that long or maybe keep anyone else from reaching the location. The location would probably be whatever you use for an Operations/Main Street/Riverbank/Time Displacement Lab type location. (The one required in all decks that forces a link up.)
Maybe design civilians like AvP's Rogues. Give them lots of ways to cancel combat and flee, but to alt-win, they will have to stand and fight to survive at the Operations-type location. They'll be trash in combat, but they only need to stall out those 5 or 3 turns or whatever.
One problem I see with multiple human factions is its kind of boring if you only have 2 human players and no zombies. I had an idea for something like this where every location had a number for lurker type zombies. You'd place tokens on each location to represent the zombies lurking at that location, then if there is no zombie player, they'd attack at random. The zombie player gets to use advanced zombies or master zombies or whatever, and can control the horde.
The master zombies could pick up lurking zombies from a location forming a zombie horde (alien group style). Players could also play cards to manipulate lurkers, like baiting the lurkers from one location to move to an adjacent location. The lurkers would attack every turn, randomly, so even with 2 human factions playing against each other they'd still have to face off against the zombies lurking at locations, and could manipulate the horde into moving and attacking certain targets with specific cards. Could do a mechanic where players get to move zombie markers 1 location each turn similar to the Zombies! board game.
Just some ideas. Use whatever you like.
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lalbadeimorti
Eager Youth
When there's no more room in Hell...
Posts: 86
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Post by lalbadeimorti on Aug 5, 2010 12:57:14 GMT -5
Thanks for your reply!
I totally agree with you about the problem with multiple human factions. Maybe I should combine Police and National Guard (for now). I also like the "lurker" Zombies idea, it adds a new dimension to the Battleground System.
I'm not exactly sure how the Civilian goals that you described will look on a scenario. In fact, I'm not sure if I was going for a Left 4 Dead-esque mechanic. For the Civilian Goals, my ideas were more geared towards "Night of the Living Dead". However, I might have to go with your idea, since every idea I think of doesn't seem to fit.
Thanks again for your ideas!
EDIT: I have a new idea for the Factions:
Along with Zombies, there are two Human Factions: Humans and Rogue Humans (Rogues for short). There are 3 sub-factions of non-Rogue Humans: Civilian, Police, and Military/National Guard.
Rogue Characters can never share a player with a non-Rogue Human (unless specified by a Scenario or card effect). Each scenario will tell what Sub-Faction of non-Rogue Humans you can use for that game (lets say, for a Dawn of the Dead scenario, two Police (with the S.W.A.T resource) and two Civilians). Rogue Humans are not usually used unless a scenario requires, but Zombies are always used.
I fear this may be to complex, mostly because of the terminology. However, I might be able to come up with some better terms (especially for "non-Rogue Human").
Oh, wait! I just got it! Non-Rogue Humans can be called Survivors!
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