This is the newest strip from The Escapist’s Critical Miss. Satire be damned, when it comes to cool concepts you just can’t go wrong with a name like “Steampunk Feminists vs. Zombies”… so I’ve decided to come up with the framework of a card game based on the title. At the very least, it’d be a no obligation brain release from all the trouble I’m having with my current game’s design.
- Zombies. The players are defending their homes and zombies are knocking at the door. If they take down all the players, the players all lose. The game escalates as more and more powerful zombies are being thrown at the players as the game progress.
- Steampunk. In order to fight back, the players assemble various makeshift weapons from household items… while engineering plans for more efficient and powerful steampunk weapons and barricades can be assembled, the players have limited rights to wield advanced weapons and have restricted access to the machines to assemble the items. Which leads to…
- Feminism. Since all the player characters are female, in order to win the rights to use advanced machinery, the players have to risk leaving the safety of their homes to hold rallies, conventions, and assemblies in order to advance their rights. At the final stage, the players unlock the right to build the “Enigma Machine”, the ultimate anti-zombie doomsday weapon. Once it’s built and deployed, the players all win the game.
- Leadership determines how quickly the feminism track moves when she makes assembly and speech actions.
- Engineering affects the speed she assemble and disassemble items.
- Vitality determines the number of damage she can take before she is eliminated.
Game Rules Draft
- The objective of the game is to eliminate the imminent zombie threat. As a cooperative game, all players must work together to achieve a common goal. The players all win together or they all lose together, even if some of the players are eliminated during the course of the game.
- In the beginning of the game, each player selects a character.
- Put aside the “Enigma Machine” plan card. Separate the advanced zombies from the normal zombies. Shuffle and form the zombie deck, materials deck, and plans deck. Put the “Enigma Machine” at the bottom of the plans deck.
- The game begins. Draw zombie cards equal to the number of players and distribute them equally between the players. This is the initial horde.
- Each player take turns in order:
- Activate Machinery. As long as there’s coal to power steam generators, power can be generated to activate steam powered weapons and barricades. These activation effects do not cost player actions. The coal is spent in the powering process.
- Take Actions. Depending on the state of the game, the following actions may be available to the player. Each player can take up to 3 actions per turn.
- Scavenge: draw a material card or plans card and add it to the player’s hand.
- Trade: hand a material a plan, or an assembled item to another player.
- Speech: the player spends the remainder of his or her actions to advance the feminist cause. Make a leadership check and advance the track accordingly. As milestones are reached on the track, the corresponding class unlocks occur immediately.
- Assemble/Disassemble: Once the class I blueprints are unlocked, the players earn the right to disassemble materials and assemble them into basic machinery. A plan can be turned into an actual item as long as the materials are available for that player.
- Use Items: use a material for its base effect or a machine for its activated effect. Items that are automatically activated cannot be manually activated on the same turn.
- Zombie Attacks. Make attack rolls for all zombies currently attacking the player, and add additional zombie cards in front of the player afterwards. When the zombie deck runs out, increase the zombie cards drawn per turn by 1, reshuffle all the eliminated zombies and add 5 advanced zombies to form a new zombie deck, and continue to draw up to the necessary number of zombies.