After some playtests, i noticed that my card count was way too high. Not a real problem for the game, but for the setup and managment as too many cards on a deck= no shuffle. I decided i should ask it on bgg so i could get some light on my issue.
As i thought, 300 of course was too much, i got some good advices and i opted for really just cutting things down. For that i had to change some of the objectives...First of all, instead of just having 5 bases to win, you could win with 4 of a given area, like 4 bases of area A, Which is basically every A Base. You can still win with 5 of any, but by reducing the number of Bases, having 5 is considerable more difficult.
By reducing the number of bases but keeping the same ratio, the game got cut to 160 cards. From that i also reduced the number of zombies on the exploration deck, as it was too overbearing, this gave more space to not lose so many cards with the deck cut.
Another insteresting idea i had based on a suggestion was to keep 3 main bases in the game always available since the beggining. Think like giant towers that you can see from anywhere so you know where it is and what it is, just waiting till you have man-power to fight for it.
This 3 main bases will have a sightly stronger power than avarage, 1 of them being the power station as a example. They will be a little more interactive than other bases, but will be a key-point for winning.
I think this interaction is getting really good. Some people gave me suggestions of splitting the main deck into 3, thinking of them like 'this is the floresst, having more natural resources, this is the city having more buildable itens, this is the outskirts having more urban resources', it is actually a good idea but it would create a massive problem with setup. and just randomly splitting the deck on 3 was weird.
well, that's it for today, i know it has been some time since i update it because i have been really busy and couldn't really do much update-worth interactions. But things are going good!
As i thought, 300 of course was too much, i got some good advices and i opted for really just cutting things down. For that i had to change some of the objectives...First of all, instead of just having 5 bases to win, you could win with 4 of a given area, like 4 bases of area A, Which is basically every A Base. You can still win with 5 of any, but by reducing the number of Bases, having 5 is considerable more difficult.
By reducing the number of bases but keeping the same ratio, the game got cut to 160 cards. From that i also reduced the number of zombies on the exploration deck, as it was too overbearing, this gave more space to not lose so many cards with the deck cut.
Another insteresting idea i had based on a suggestion was to keep 3 main bases in the game always available since the beggining. Think like giant towers that you can see from anywhere so you know where it is and what it is, just waiting till you have man-power to fight for it.
This 3 main bases will have a sightly stronger power than avarage, 1 of them being the power station as a example. They will be a little more interactive than other bases, but will be a key-point for winning.
I think this interaction is getting really good. Some people gave me suggestions of splitting the main deck into 3, thinking of them like 'this is the floresst, having more natural resources, this is the city having more buildable itens, this is the outskirts having more urban resources', it is actually a good idea but it would create a massive problem with setup. and just randomly splitting the deck on 3 was weird.
well, that's it for today, i know it has been some time since i update it because i have been really busy and couldn't really do much update-worth interactions. But things are going good!