About this project
DAYNIGHTZ™ is a tabletop board set in a zombie-filled, post-apocalyptic world. Highly detailed miniatures add to the fully immersive, “grimdark” experience. Unlike other zombie games, DAYNIGHTZ™ focuses heavily on survival and psychology, where morality often becomes secondary to preservation in crucial decisions.
The survivors (be it an individual or a group of up to four) will work their way through a complex campaign. Multi-faceted decisions will determine their progress, culminating in one of three possible and unique endings. Alternatively, the game can be played in “Survival Mode.” Survivors will traverse from city to city, with the singular aim of outlasting the dangers they face, a tall order indeed.
DAYNIGHTZ™ puts you in a world where you’ll experience all the aspects of the survival in a zombie apocalypse. From making supply runs to maintenance and upgrading your shelter, DAYNIGHTZ™ features realistic conditions and mechanics not found in other games. As a bonus, the game can conveniently be stopped and returned to at any point.
The game will be available in English or Spanish.
English texts are temporary and will be translated by a professional after the Kickstarter campaign.
To purchase an optional buy simply click on the "manage my pledge" button on the Day Night Z Kickstarter page. On the next page there will be a bar with your pledge total. Add the amount of the optinal buy to that sum and hit "confirm" near the bottom of the page. We'll sort out what your extra money is going towards after the campaign has closed and we've sent out our Pledge Manager.
As the Campaign progresses, we will unlock a number of stretch goals that will be added to your SURVIVOR PLEDGE for Kickstarter backers for FREE!
- The focus & ambiance of the game is full on “grimdark." Right and wrong often take a back seat to survival. The moral and heroic decision may be the very one that gets you killed, a dilemma you’re sure to encounter in these realistic scenarios.
- This game features both solo play with a single survivor, and group play with up to four players
- Variable player abilities create numerous ways to strategize and play the game
- Discover the city using the city board, and then use the location tiles when you enter a location.
- Branching narrative campaign, where your choices will determine your progress, culminating in one of three possible endings.
- Beware the day-night cycle. A unique mechanic to DAYNIGHTZ™, survivors are better off during the day, while the zombies surge in strength at nighttime.
- Wound realism: Wounded survivors become weaker and less capable.
- 200+ events, distributed in different decks.
- Quick set up.
- If your survivor dies (and it will happen), you can continue the campaign by using special rules to bring a new survivor to the game.
- 3 game segments: City Missions (with two different city maps), Travel Encounters (when travelling from city to refuge and vice versa) and Refuge (that you have to manage, upgrade, and defend).
- Immersive narrative gameplay, with noncombat events that will force tough choices and dilemmas on players.
Dawn breaks on the refuge, and the light of day brings the news you’ve been dreading: It’s time to head back to the city. When this damned thing started, you joined a group of survivors that had gathered in the woods to escape the deathtrap the city had become. Despite the danger, you managed to erect a makeshift refuge, hoping you could fend off the foul creatures long enough for the army to arrive. You now know that hope was in vain. Those clinging to it are delusional, too scared to face the reality of their situation. Some realized it before you, traitors who quietly left the refuge last night, taking most of the remaining provisions with them. With no supplies, survival demands a return to the hell of that infested city. It’s the only option if you want a chance to survive another day…
This is the starting point of DAYNIGHTZ™. You pick a group of up to four survivors. Each has its own character sheet that shows its attributes and abilities, a backpack, and some equipment. Now you’re ready to start your adventure in a nightmare world, where the undead rule, and the living fight for survival.
What your goal is depends on the game mode you’ve selected:
In Campaign Mode you will have to brave narrative and goal-oriented missions. The difficult decisions you’re faced with will determine your progress, and ultimately result in one of three possible endings.
Survival Mode is exactly what it sounds like. You will roam from city to city, your actions directed only by your need to live another day. You will have complete freedom to decide what actions will best preserve you in this hell on earth.
How are you going to achieve your goal? The game is divided into three, distinct segments: Adventure Phase, Travel Phase and Refuge Phase.
1) Adventure Phase
Adventure Phase is the main phase of DAYNIGHTZ™, and the most important phase of the game. Players will navigate and explore the streets and alleys of the city. Survivors will attempt to keep a low profile while investigating the various locals and trying to achieve their goals. Whether attempting to carry out missions in Campaign Mode or just trying to endure in Survival mode, dangerous encounters will be an ever-present danger for players during this phase.
One of several unique things that distinguishes DAYNIGHTZ™ from other games is that it is played on TWO LEVELS to maximize realism.
The City board is comprised of a labyrinth of streets and alleys, surprise zones, and specific locations. When players want to explore a particular location, or one is triggered by events or game conditions, specific tiles will be laid out to facilitate that. Each location is represented by a specific set of tiles, designed to reflect the appropriate characteristics of that locale. In the example below, the Fireman Station location is comprised of the parking tile, the locker room tile, and the office tiles.
2) Travel Phase
Upon completion of the Adventure Phase, survivors return to their refuge, with whatever meager resources they managed to scrounge up.
The danger is not over though, and players can encounter a vast number of situations. Exploring abandoned buildings, fending off roving zombies, and direct assaults by other survivor groups ensure players will need to stay on their toes.
3) Refuge Phase
This is the management phase of the game. Survivors will maintain, upgrade, and defend their base from various threats.
Survivors have a variety of options while in their refuge. They can recover from wounds/infections, level up, stock supplies, farm food and upgrade the refuge’s defenses. The refuge itself though, will be attacked regularly by packs of Roamers and other desperate or malicious survivor groups. In addition to physical injury, these survivors may also steal your supplies and sabotage your base. A defenseless base is more likely to be attacked, so executing your supply runs to the city as quickly as possible is a must.
The core mechanic in DAYNIGHTZ™ is a double profile system, for BOTH the zombies and the survivors. Zombies are less capable during the day, with their inferior profile establishing their effectiveness. A zombie’s true potential emerges when the sun sets, they improve their profile making them an even greater threat. Survivors fare better during the day, but their weaker profile at night creates even more unfavorable circumstances. Light sources can help to ameliorate some of that disadvantage, but those are both scarce and short-lived.
The day and night cycle is regulated by a timetable located on the City board.
In addition to the inevitable nightfall, other elements can make the brave survivor’s life more difficult:
- Threat Counter: This consists of a counter on the City board that increases as the result of many diverse things occurring. Survivors making noise, environmental effects, and zombies amassing are some of the many happenings that can move this counter up. The higher the Threat Counter, the greater the risk to the survivors in the city.
- Artificial Intelligence: Zombies will perform actions according to different artificial intelligence guidelines each turn, giving the survivors a heads-up on what’s coming. The AI also determines how a zombie carries out its attack. For example, a zombie may go for the flesh exposed on the survivor’s bare arms, ignoring the body protected by a jacket.
- Threat Encounters: Different from the Threat Counter, at the end of each turn you will resolve a card based on the conditions at hand. If the conditions are fully met, you will suffer the Threat Encounter. While these are not very frequent, they can have drastic consequences, so beware!
- The Hunter: The Hunter is the most dangerous zombie in the game. Fortunately, it only appears at night. Unfortunately, when it comes out it will viciously attack all survivors who are out in the open. A word of caution: You DO NOT want to be wandering around in open streets and alleys at night!
- Survivor’s Health and Stress: DAYNIGHTZ™ strives for realism. Thus, the more wounded your survivor is, the more difficult it will be for him/her to accomplish actions, whether they are of the combat or non-combat variety. On top of that, the number of actions you can attempt is reduced when you’re wounded. Stress is also a factor, as your survivor’s stress level will contribute to how events affect them, impacting your survivor’s attributes.
- Infection: Survivors can get infected by zombies, while searching corpses, or other special effects in the game. An infected survivor will deteriorate, and ultimately die, if not treated. Infections are easier to neutralize in their earlier stages. The longer you wait, the harder the infection becomes to deal with. While infected, a survivor will periodically succumb to a variety of detrimental effects, such as bleeding or loss of speed.
Survivors can make use of a great deal of items to help them deal with the precarious situations they find themselves in. Just as in real life though, all said items become useless if they’ve exhausted all their consumables, or will wear down with continued use.
The players will also encounter other survivors and animals during their travels. Depending on decisions previously taken and success in these encounters, they may be added to their group as allies. Allies provide a series of bonuses to the group, but they will not remain with them forever. Allies have their own loyalty system, which is affected by actions taken by the players. How you treat an ally will determine how it treats you!
The factors and mechanics above, plus others you will discover during gameplay, set DAYNIGHTZ™ apart from other zombie-themes games. The is an ambitious project, and we’ve worked hard to create an immersive experience and explore the dark themes of the zombie apocalypse. Welcome to our world. Do you have the guile, strength, and fortitude to survive it?
“All hope abandon ye who enter here. Welcome to the grimdark. Welcome to DAYNIGHTZ™”
We’ve been cworking on Day Night Z for over two years now. The game’s mechanics are completed 100%, and have been thoroughly tested by different groups and many players. Since the beginning of the project we have taken into account all the feedback we have received from the players, to refine and improve our game to the fullest.
Still, keep in mind that the rules are in Beta version and are still open to change.
Beta Rulebook in English:
Pnp in English:
Reglamento Beta en Español:
Pnp en Español:
Day Night Z - Gameplay (English):
Review from Undead Viking:
Preview from MrPlayforlive (English Subtitles Available):
Rulebook Key Aspects - Part 1: Previous Concepts (Subtitles Only, Please Enable English Subtitles or Spanish Subtitles):
Rulebook Key Aspects - Part 2: Actions (Subtitles Only, Please Enable English Subtitles or Spanish Subtitles):
Preview Juegos de mesa 221b (Only Spanish):
Preview de Juegorrinos (Only Spanish):
Preview de Fase de Mantenimiento (Only Spanish):
No extra customs charges for EU, USA and Canada.
We will be charging shipping after the campaign ends, which will be managed through the Pledge Manager.
Here is a list of rough estimates for shipping a standard game package (4kg volumetric weight). Keep in mind these are just estimates, and costs may rise based on weight increases from unlocked stretch goals and any optional buys you choose.
Area 1 - Mainland USA, Western Europe (France, UK, Germany, Austria, Switzerland, Belgium, Luxembourg, Netherlands, Italy, Portugal): Between €10 and €15 (Except Spain Between 5€ - 8€)
Area 2 - Canada, Australia, Rest of EU countries: Between €15 and €23
Area 3 - Russia, Israel, Norway, Hong Kong, China, Taiwan, North Africa, Maghreb, New Zealand, Vietnam, India: Between €28 and €33
Area 4 - Rest of the world: Between €33 and €50
Day Night Z is made by Creating Games, a board game designing and publishing company based in Spain. We are passionate about making high quality board games we love and you will enjoy. We are inspired to be a shining brand in the board game industry. Day Night Z is just a beginning. As board game fans, specially of dungeon crawlers and zombie-themed games, we felt there was a need for a game that focused on the darker, more adult side of the survival and exploration tropes, instead of the mass killing of countless enemies and encompassing all aspects of a zombie apocalypse, this is how Day Night Z was born.
The team behind Day Night Z includes the concept artist, illustrators, and graphic designers like David Benzal (Concept Artist in Universal Studios Entertainment), Israel Pato Art, Daniel Jimenez (Monsters Pit Studio), David Prieto, David Lanza (Lanza Studio), etc, and sculpture artists Juan Miguel Lopez and Thunder Chrome miniatures. They are the best in their fields and have worked on many projects of board games or video games.
Creating Games collaborates with good game manufacturers in the world to ensure a high quality for our games.
- Rules: 99%
- Miniatures: core box 100%, rest 30%
- Component design (tiles, events) : 70%
- Artwork: 75%
- Layout: 60%
- Proof reading and translation: 50%
If the project is funded, we will start production in summer/autumn 2017, once all of the tasks above are completed. We are aiming to deliver the game in last quarter of 2017.
We will report regularly on the progress and status of the project, and what there’s still to do.
To our families and friends, for their support and patience.
To our proofreaders and translators, for the work done (and what remains to be done!).
To Juan Miguel Lopez, for the awesome miniatures he crafted for the game.
To Jose Barrero, Daniel Jimenez, Israel Pato y David Benzal, for the great artwork that conveys the atmosphere we wanted: more adult, real and overwhelming.
To David Prieto and David Lanza, for their magnificent layout and their magnificent involvement in the project.
To Daniel Rodriguez and Ivan Quesada, for the great presentation video they have made.
To the ARUOK community, for their invaluable support.
To all the players who tested the game, for their advice and enthusiasm.
And finally, to you, dear backer, for helping us make this game a reality. Thank you all! We wish you luck in your wandering on the mean streets of the cities of Day Night Z!
Risks and challenges
We can’t deny that there are risks backing a new company. We have worked hard to mitigate as many risks as possible. Many tasks are virtually complete and we have made great contacts in the industry.
All game and most stretch goal miniatures have been sculpted. Map tile and token art is complete. All cards have templates and most of the card art is complete. The rules are stable. The Beta rulebook has been written. Translation has started.
We have already contacted several manufacturers. Quality and level of service are just as important as cost in our selection procedure. We are also in contact with other game production companies and we are getting great support from inside the industry.
Of course, there are still unknowns. Production delays are our biggest fear. Our schedule has padding for unforeseen problems and we honestly believe we can stay on track.
Please be aware that we will perform extensive game balancing after stretch goals have been unlocked. All art, rules and character information may change during this process.
We can refund you within 60 days of the campaign’s end, fees included. After that, we have a policy of no questions asked, though that’s minus Kickstarter and payment processing fees (which we can’t get back from them after 60 days). However, if we’ve begun packaging your pledge for shipment (usually 4 to 6 weeks before the actual shipping date), no refunds are possible. If a component cannot be delivered AT ALL, we refund that completely, including fees.
All refunds after the 60 days close of the campaign are processed via Paypal only. Within 60 days refunds are reversed via Stripe to your credit card.Learn about accountability on Kickstarter
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