Expedition Zetta: Day 17 - Components Part I
We are now over the halfway point in the kickstarter campaign for Expedition Zetta. 16 days of 30 days have past and we are at the moment at 79% funding. There is still some way to go until fully funded but we are slowly getting there.
In todays update our designer Jon will go through a couple of the components in Expedition Zetta: Spaceship cards, Country Cards, Country Markers and Miniatures.
As usual the designer diary is in the end of the update.
When we reach 100 % funding we have some extra stuff already added. Thanks to you backers at Zetta Inventor and Zetta Pioneer we now have 12 extra cards in the game, 2 extra brand new exo products and 10 new crew cards.
We wouldn't be able to do this without all of you supporting this project. So once again thank you!
/ The team of Expedition Zetta
Design diary - Spaceship cards, Country Cards Country Markers and Miniatures
Now when we have had a poll on which countries that will be included in Expedition Zetta, I felt it could be a good idea to write a bit about my thoughts on the countries and about the cards and their design and mechanics. The countries are similar to the spaceships in the way they work so I’ll cover the spaceships in this text too.
In the basic version of the game the countries and the spaceships are only flavor, they do not differ in any way when it comes to perks or game mechanics. At the same time i think flavor is an important part of games. And it is important for your experience what role you take as a player. In Expedition Zetta I wanted each player to represent a country, because of the back story. That story goes “Warp drive for space travel was invented in 1950, which made a great impact on the world. The complexity and effort needed to complete the first warp driven ship made it into an international project, involving several countries.” So each player represent a country which sends 1-4 crew members into space. At the same time it did not feel logical that the collaboration between countries became completely smooth. So I wanted each country to bring their own spaceship for local travel within the planetary systems as the Mothership arrives at the destination.
Each country comes with a card and 17 flag markers. The flag markers are meant to be used for marking your crew members as well as your equipment if you play with the equipment module. You also use them as level markers, to indicate that you were the first to land on a planet and to show if you have priority ruled someone else's discovery. Each spaceship comes with their own 3D figurine. They are for moving around on the planetary board and I wanted something more flavor rich that just a pawn of different colors. There are also many different colors in the game already so to distinguish the players by shape was a good idea. As an extra touch I am trying to design the Mothership with attachment holes so that all participating player spaceships will be possible attach to it. I am not 100% certain that this will work. I will have to test this and see from the production samples that we can order if we get funded, before giving that idea a final go.
There are 6 countries and 6 spaceships in the game, even though it is a 5-player game. This is due to the perks module. I am a fan of small asymmetrical elements in games, this makes them more interesting to play again and again and give you some extra parameter to keep in mind as you form your strategy. So each country and each spaceship has an advantage in some particular area, if you use the perks module. And then I wanted it to be several different potential combinations present in the game even in 5-player games.
The idea of the countries and the spaceships were very early and have persisted through the design process. The perks have been changed quite a lot, because of other rules changes but the fact that they are there and that they are to be used once in each system was in from the start almost and has worked very well.
/ Jon Manker