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The Hunters AD 2114 is a cooperative board game for 1-4 players. Become a hunter and face enemies in a post-apocalyptic world.
The Hunters AD 2114 is a cooperative board game for 1-4 players. Become a hunter and face enemies in a post-apocalyptic world.
1,582 backers pledged $175,516 to help bring this project to life.

City and Road cards

Posted by Mateusz Albricht (Creator)
29 likes

Hi all!

The new location is ready - the old farm. Who will dare to look inside?

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ROAD AND CITY CARDS

Today we would like to tell you a little about Road and City cards. As you know from the campaign page and gameplay videos, when you travel across the dangerous wasteland or city slums, you might encounter many unexpected events. They are represented by drawing and revealing a Road or City card.

The front of a given card always features a short, narrative description of the encounter and a few (2 to 4) options for the characters to choose from as their reaction. Some cards begin a longer adventure comprised of a number of Story cards or ending with a mission that you can or must play.

On top of that, when resolving cards, besides standard choices you might also happen upon special options. The special options might be accessible when one of the characters has a high enough Persuasion value (typically, it results in triggering more beneficial effects for the Hunters squad) or if you have already accepted a job for one of the local gangs. Unfortunately, doing something for the gangs might also trigger some surprising side effects when you resolve the cards :)

Another element improving the replayability is using cards that seem to be identical. While the narrative on the front of separate cards sounds similar, when you flip the card it turns out that its results are completely different this time!

 ... and don't forget to click "Visit project" on Kicktraq please (you can do it several times)! http://www.kicktraq.com/projects/730648781/the-hunters-ad-2114/

Thank you

Mateusz

Comments

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    1. Mateusz Albricht 6-time creator on

      @Kari: Greate post, thank you! Generally we have something like that - for example if you cooperate with Pole (gang leader), you have different options on some future cards, there are people who don't want to speak with you (or even attack) or others who help you without any reward.

    2. Kari Salonen on

      @Mateusz: I noticed that the game has some differentiation to how some events play out, but mostly this seemed to be only to present the players with different obstacle to get into same result and more over, as seen in gameplay videos, the alternative cards merely randomize whether the players reach their goal without problems or with some difficulties. Thus there ain't no actual forkin for even a duration of a few events and the results are not deciding the actual route of the plot.

      For example:

      When helping Recon (as with gameplay example video) the players might have yet another option:
      Either intimidate or persuade Recon to come along thus giving three simple forks:

      1. Players dealt with the gang
      2. Players got Recon, but now are hunted by the gang
      3. Recon is mad at players (and also the gang is after them) and refuses to help or at least is prone to sabotage, mislead or abandon them at some point.

      These could be represented simply by giving players some token or maybe even simply player write down a number on some piece of paper (that may or may not be preprinted form with proper places). The player dealt with the gang -result is the norrm and no alterations come to current plot. Other two instead have some effects later on and are triggered either by plot or random events as seen fit.

      This leaves again some forking

      1. Gang is dealt with when they attack or something like that (return to normal path or maybe the gruge of Recon still persists)
      2. Recon sabotages something and the characters need to either abandon her or make peace by accomplishing something (may be now dealing with the gang, but in different way as the gang is mad at the characters also expecting some form of assault)
      3. The characters manage to survive the gang attack but the gang still is after them (leaving some option for futher attack and otion for characters to plan a counter attack)

      Only a few of such things need to be applied to some proper events and there are plenty of routes the plot may take and moreover the characters get to decide how the story plays out and also have chance to steer the course afterwards.

    3. Mateusz Albricht 6-time creator on

      @Kari: Interesting idea with this 10 cards stock. We need to think about it!

    4. Mateusz Albricht 6-time creator on

      @Kari: The main story cards also have a few variants. Usually you need to choose one options from a few and sometimes there are 2-3 cards with the same number and you choose it randomly.

    5. Kari Salonen on

      Also for some funny special events during combat you should consider that there might be for example a pile of some about 10 cards that make a Combat Event Deck. When (maybe only for the first time per combat?) in a combat three of more 1's or 6's are rolled for a single attack action, the top card is revealed and the effects are resolved. Each of those cards has two parts, one for 1's and the other for 6's. These parts are further maybe divided into melee and shooting. Then these parts have texts that describe some lucky event or mishap and they don't need to be always lucky for 1's and mishap for 6's but it would be of course more relevant to have like 8 out ten results for 1's to be lucky event and same for 6's and mishaps.

    6. Kari Salonen on

      I strongly believe that the main plot should at least have two or preferably three paths it may take with some possibility to change track so the characters can really try to affect the plot and the path is far from detrermined so the replayability grows exponentially especially when combined with special choises from possible previous random events and maybe even from equipment available at the time the card is read.

      These forks are quite easily made by for example having some alternative main plot cards that first state conditions that must be met from previous plot cards to make it available. Then there should be the default main plot card that is used if no other plot card has its conditions met.

    7. Kari Salonen on

      How about with those main plot story cards, if tgey had some special option too should the characters have done something in a possible previous random event? Also the main plot should either have some randomization with a dice roll that made immediately when the card is read or with more optional plot cards for each part of the plot.

    8. Bryan Hinson on

      The art for this game is amazing!

    9. Draxon Fly on

      Thats awesome.
      I hope thar farm picture will be included with the high rez wallpapers!!

    10. Mateusz Albricht 6-time creator on

      Patience is a virtue :)

    11. Missing avatar

      JulianH on

      Love the old farm illustration. More, give me more pictures of all the locations please!! :)

    12. Mateus Braga on

      Thats a very nice update. Congrats