Welcome to the latest sneak peek at the current state of the Zomblobs! project. This is a unit card for one of the Zomblob units. Each unit will have a miniature, a card and some dice to keep track of game data. The units will play on a hex grid by default, but the game engine can convert readily to a gridless system. The core game that I’m making will consist of six units for each of the three breeds, Zomblob, Feral and Aspirant.
I’m in the middle of something at the moment, so I’m not going to dig a lot into much of this, but I’ll do a proper writeup of it over the next few days. I just wanted to get this out there and see what sort of impression it leaves. It’s not exactly final, as I want to tweak the visuals a bit for colorblind players, and I may tweak some of the values and effects. This is pretty close to what I’ll call my beta version of the game, though, and while the details might change on this particular unit, and the graphic design may change a bit, the mechanics are all where I want them.
See you in a few days!
Wow – at a glance that’s a very busy card – almost overwhelming. I’m sure once I play the game it will all be clear… but at a glance it makes my head spin a bit. (Even moreso than Race For The Galaxy did…. and it was a trip)
For the heat, are Normal and Fever flipped? Or is that particular blob always at a fever?
It does look like a busy card, as Andrew said, but calling it “support” suggests that it is an outlier.
It is busy, and I may wind up cutting one of my major mechanics. As much as I love the “time tick” system, I think it’s possibly just too unwieldy. I’ll write more on that tomorrow when I can nail down how I want to express it. That would cut out all references to time, TP, initiative and “delay”.
As for Heat, Zomblobs start out fevered and function best there, Aspirants start out cool and function best there, and the Ferals bounce between the two states, functioning differently in each, but effectively. All actions will have heat costs, so units that start in one state won’t necessarily stay there.
Oh, and yes, Support units will be more complex, just because of how they try to manipulate the game states. Basic combat is definitely simpler.
My initial reaction was the same as Andrew’s. But after staring at it a bit I think I was able to figure out a lot of the card mechanics without even having access to the rules. The level of mechanical detail implied seems appropriate to a grid based strategy game to me. I guess it will come down to how it actually plays.
[…] of the undead, though, I submit as Exhibit A, my beta testing Unit Card from Zomblobs!, as demonstrated before: Zomblobs! Beta Card […]