We've had several revamps of the rules and are now working on our 4th play-testable version.
I'm getting pretty excited because I feel that it's turning out exactly as I had hoped. A lot of the artwork is done, but I went on hiatus due 2 a few kinks in the gameplay.
I've since redesigned and revamped everything, and basically had to rework everything ass-backwards.
Instead of thinking about all the content that I wanted included, I had to start with just the basic mode of play, boring as it may be, and start with a simple basis. As we playtested, the ideas spewed out like blood from a slit throat.
This game will have everything imaginable in a horror survival scenario, and leave it open so that anything anyone else may come up with may be worked in with ease now that the templates are complete.
Here's a few aspects that will be covered throughout gameplay.
*Various Playable Survivors
*Various Playable Survivors becoming bitten/infected/turning/etc...
*Locations
*Defensive materials such as wood and nails to help fortify locations
*Weapons to defend against the hoardes.
*Ammo to reload projectiles.
*Survivor licenses to give them the ability to drive, fly aircrafts, or sail boats.
*Vehicles to abandon failed strongholds or move to another one.
*Gas to refuel vehicles.
*Health Items to heal survivors.
*Events to portray plot twists
*Media items such as televisions and radios to receive broadcasts.
*Threats such as zombies and later other movie monsters for expansions!
*Boss Threats for difficult battles.
*Survival cards to give players missions.
*Consumables for survivor nourishment
*artifacts to mix things up.
*the option to chose to take on another player in an attempt to take over their stronghold, steal their resources, and kick them out.
...and still, the point of the game is to gain 100% hope before the other players and be the first to survive!
-rob.










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pencilier 1st, inker 2nd, colorist 3rd
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If a ghost wen't into the fog!
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