Author Archives: Quirkworthy

Deadzone Designer’s Notes – The Other Solo Rules

As I mentioned yesterday, there are two kinds of solo rules for DZ. The first ones are the involved and complex (in design terms) ones; the second are full of zombies. The idea of a solo campaign where you play … Continue reading

Posted in Deadzone, Game Design Theory | 14 Comments

Off To Play

Well, run demos is more likely, but that’s fun too. Going to be a little strange dealing with something that isn’t Deadzone for a few hours, but I’ll be back this evening. I’ve also scheduled you a little something about … Continue reading

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Deadzone Designer’s Notes – Solo Rules

Of all the facets of Deadzone, probably the most challenging in design terms is the solo rules. Actually I should be a bit more specific. There are going to be two versions of solo Deadzone, and what I’m referring to here … Continue reading

Posted in Deadzone, Game Design Theory | 23 Comments

Caution… Overtaking…

I’ve said a few times that I’m not good at guessing how well these things will do, but I do have one reference point: DreadBall. As I write this, Deadzone has just slid past the final total for DreadBall and … Continue reading

Posted in Deadzone | 7 Comments

Just In Case You Forgot

What with all the Deadzone around here, it would be easy to forget that I’ve worked on a few other games recently. One of those is a fantasy game called God of Battles, and this saturday is the latest in … Continue reading

Posted in Deadzone, Events, God of Battles | 17 Comments

Deadzone Designer’s Notes – Super Size Me!

Ever since we announced that we were working on Deadzone people have been asking whether they could play on a bigger battlefield. Sure you can, we said, why not? Deadzone is designed around a single battle mat that is 2 … Continue reading

Posted in Deadzone, Game Design Theory | 17 Comments

Deadzone – Actually Playing For Once

Well, not so much playing as teaching other people how to. Just finished a session with a couple of mates who’d not played DZ before. What was fun was watching them learn and play it as a game rather than … Continue reading

Posted in Deadzone | 11 Comments

Deadzone Designer’s Notes – Classic Campaigns

I defined Classic Campaigns in yesterday’s post about Modes of Play. Today I thought I’d talk some more about the details of what I have in mind. The central (but not only) feature of campaigns is that a player’s force … Continue reading

Posted in Deadzone, Game Design Theory | 41 Comments

Deadzone Designer’s Notes – Modes Of Play

As Deadzone has evolved it has become more of a family of games than a single thing. Or, perhaps a better way to describe it, Deadzone is a game that can be played in a number of different modes, several … Continue reading

Posted in Deadzone, Game Design Theory | 21 Comments

Deadzone – Zombie Infestation!

The zombies are coming. As if Deadzone wasn’t a dangerous enough place already, it looks like there’s a zombie infestation too. That’s really going to drop the property values. Don’t worry though, they’re not at all smart and can easily … Continue reading

Posted in Deadzone | 24 Comments