Run For Your Life
The game plays like a zombie movie feels. "It's like watching an episode of the Walking Dead." - Steven Cronk
Run For Your Life is a zombie survival card game designed to give players increasing flexibility in how the game is played and conquered. The driving force behind the development of the game was the desire to create a game that allowed, and even encouraged, large groups (8+) to play
Through the course of the game, groups form and fracture, smaller groups and solo parties join together for safety in numbers or split to move faster than others, all the while being pursued by hungry zombies. It is a simple yet re-playable zombie survival card game, a game that plays like a zombie movie.
You said card game... why is there a board?
Run For Your Life is not a card game where the focus is to improve your hand, take tricks, or form sets. The premise of the game is about moving distance. There are no dice to roll, no character stats to determine distance; it's all in the cards.
The board was a tool which allowed us to keep the game from getting too complex at the outset, but also offered interesting opportunities to expand the game.The first alpha testing, where we tracked distance on paper, yielded something that was far more complex than we had intended and the testers quickly decided they would like to have something that visually portrayed where they were.
But we like complex
Great, so do we, when it makes for flexibility and options, but not when it makes the game difficult to play. That's why there are a bunch of expansions in the works as well, but we wanted to have a core game that was simple enough for the casual gamer. And don't worry, it's not like other board games where the same thing happens every time you reach X space. Events are fully independent of the board.
So when does it get more complex?
Don't think so much complex as more in depth. Each expansion opens up new opportunities for players to play their own style.
Risks and challenges
Past production experience in industrial hardware has taught us a lot about what can go wrong between development and production. The printer we have planned for the project may raise their prices, the cost of materials may go up. The most effective way we have of combating this is by keeping the game simple enough that it can be produced by any card printer. By keeping specialized pieces to an absolute minimum we ensure that or production can easily move from one printer to another should the need arise.
All of our textures and art come from either our own brains or free-to-use, creative commons sources. We didn't want there to be any legal snafus down the road.Learn about accountability on Kickstarter
- (32 days)