Cooperative Game - Zurrounded!
MEMBERS: CONNOR, ANGELO, PETE, LOUIS, LOUIE.
For our cooperative game, we wanted to create a scenario that inspires real teamwork. None of the situations we could think of mixes the true teamwork with real fun as much as a zombie apocalypse. For a lot of us, a zombie theme has been one of the biggest trends in growing up so it was a pretty simple decision to implement it.
OBJECTIVE: Escape the house before you are overrun by the zombie horde, using weapons and keys you find by searching around.
RULES: Place the 3 key cards face down separately and shuffle/separate the other cards to create 3 different piles, add one key to each pile and shuffle each pile again, these will be the decks you draw from for each individual room. Start all players on the pentagram in the middle of the first room. Set the zombie counter to 1 per turn and the overall number to 20.
Players have 1 minute; however, you can give yourselves longer or shorter for a change in difficulty (DEVELOPERâS CHOICE: 4 players with 45 Seconds has enough tension and fun for a perfect game) to make all of their moves combined and this counts as a âturnâ.
Another important factor was instead of having each player have an individual turn, we wanted every sense of the game to be about teamwork, and therefore all players work in one turn.
Starting from one player and moving clockwise, each player gets to move up to 4 spaces in the house each per turn. After movement, there are some things players can do depending on the space they are stood:
If a player finishes their movement on a crate space, they can search this crate once per turn which allows them to draw a card from the deck for that room. These decks are randomized, apart from the door keys being one in each pile, for each room. Crates contain different cards which affect the game:
A player may only have 1 weapon at a time, therefore if they find a weapon that they prefer, they can either discard their current one or use up theirâs and another playerâs moves to hand them the weapon. The number of zombies each weapon can kill per turn is stated on the card.
Thes cards can be saved and used tactically for the right moment.The NUKE card can be used to wipe out half of the current zombies, the RELAX card can give you double time and effectively two moves every turn (go around the circle of players twice) before zombies add up until a HORDE card is picked up, and the +2 Damage which is a permanent booster for the rest of that game.
These cards when drawn increase the counter of zombies per window at the top of the board by 1, when this counter reaches the max it is game over.
When a player finds a key in the deck they have the ability to unlock the door to the next room.
If a player finishes their movement next to one of the windows in the house, they can defend the house from zombies for that turn. The number of zombies they kill depends on their current weapon. If you have no weapon then you kill one zombie for that turn and only if you stand by a window can you protect the house and lower the total zombie count.
If a player has a key, they and all other players must be stood in the space next to the door in order to unlock it (any spot near the door space is connected). They must also wait until it is their move to do this and it is the only action they can perform for that turn. Keep in mind that there is a danger with progress as opening new rooms provides more items that can be found but also opens many more windows for zombies to gather from.
After completing a turn or when the minute has passed the number of zombies will increase depending on the number of open windows and whatever level the zombie counter is at. For example, if there are 3 open windows and the counter is at 3 per window, the number increases by 9. This number will also decrease depending on how many zombies were killed by players that turn.
There is a number gauge that can help you with the maths of how many zombies there are as it is quite maths heavy.
There may be NO discussion of plans during this interval period as this must be done during the minute timer.
If the number of zombies reaches 20x the number of players itâs game over! (if there are 4 players then the game is over when the number of total zombies reaches or passes 80.)
21 Cards Total -Â
6 HORDE Cards
3 Key Cards
3 Power-Up Cards
9 Weapon Cards
1 ZPT (Zombie Per Turn) Counter
As soon as we were given the task to make a co-operative game involving very heavy teamwork, we began brainstorming ideas immediately but it didnât take long before we came up with the idea that is presently in place. The idea of surviving in a zombie apocalypse is not a rare situation in media, with games like Left 4 Dead, Call of Duty: Nazi Zombies mode and Dead Island, however, zombie survival is a common thing in other forms of media too such as Edgar Wrightâs Shaun of The Dead or AMCâs The Walking Dead. This was the initial reason as to why we liked the idea from the get-go.
We had the idea of being in a house and being surrounded as a sense of helplessness but as far as mechanics went, we were struggling on how it would all work except for using keys to get from room to room. We then worked from there with the question âWhere would the Key be?â so then we implemented the âsearchâ mechanic, but we then had to come up with new cards and why theyâd be there and how weâd kill zombies and the rest of questions were asked until we had a basic understanding of how the game would work. Another thing we had an idea for quite early on is a timer, trying to play and move all within a short time limit to add even more tension as the zombies were closing in and a timer was the perfectly solution to add that.
The zombie system would be invisible and would continuously increase based on a system similar to that of the outbreak system in âPandemicâ where it would increase by 1 âNumberâ every time something happened (that something was decided as a card that said HORDE, as horde is a swarm of zombies in pop culture). Gradually, the increasing number of zombies would result in more tension and difficulty, which was a risky choice; the closer to the end you are, the harder it gets. This is because as you opened up more parts of the house, there were more opportunities for the zombies to enter the house too. After playtesting, it turned out that this works very well and winning is very rewarding since the sense of tension and difficulty was made present.
Killing zombies and surviving was the next step to making this game feel authentic to our idea and also playable, so we decided to introduce zombies by adding windows to the house that the players are trying to escape. Players can move to these various windows to shoot out of, killing some of them. This is a short-term solution to lowering the number of total zombies and lasting that little bit longer. On the other hand, we needed more things to search for - more cards. So we came up with weapon cards that can be found, these help increase the amount of zombies that a player can kill when standing at the window. As these weapons are present in the real world, we also balanced their damage statistics accordingly to how powerful they are.
After making these adjustments, it all started to come together and began to truly feel like a real, working, co-operative game. We proceeded to playtest once again and found out that one of the only problems left was to do the maths side of things (like keeping track of the number of zombies present). We had a playtester who happened to be very good at these challenges but if people were playing that were not the best at maths, they would seriously struggle with keeping track on this. Consequently it caused the loss of the fast-paced and tense atmosphere very quickly. Our solution was this was to add an asset that the players would use to keep count. The idea initially started with the addition of a whiteboard and a pen to write the number down but this ultimately changed to our own Zombie Number sheet. This works through one determining the number using Units, Tens and Hundreds - similar to that of what scoring system is used in the popular sport, snooker.
Another thing we discovered during the playtesting was that before we started the timer for the players to make their moves, they were pre-planning on what they were going to do (e.g. stand at a window, or try to find a key). Â We wanted the pure rapid-paced gameplay and talking in the intermissions after each turn ruined that as people would discuss where they would go in the next turn. Therefore, we decided to clamp down on the rule of NO COMMUNICATION ABOUT ANY GAME STRATEGIES OR MOVEMENT WHEN THE TIME IS NOT ON. The intermissions are for finding out the change in the total number of zombies and thatâs it. Any in-game conversations should only happen once the timer starts again, but thatâs not something that we can âcontrolâ Â but we would like that to be known that it truly adds more panic than having the time to talk and then having a minute just to move.
The final playtests with everything showed us that we enjoyed the game a lot and got to work on solving any of the problems that we encountered. It proved that we thoroughly cared about it as every small problem; there werenât many big ones, were solved and we tried again and now is, personally, a great game to people both involved and not involved with the making of the game.
That is everything you need to enjoy this game, but as always...Happy Gaming
Player counters, ZPT counter, Zombie sheet counters weapons, Power-ups, Keys and Horde cards
What the Zcounter (Zombie Sheet) looks like