Category Archives: Deadzone

Deadzone Designer’s Notes – Mercs

Call them mercenaries, call them characters, call them whatever you like, Deadzone is acquiring an ever-growing group of individual heroes and heroines to add spice and story to your games. So how do they fit in? Balance or Overwhelm? Well … Continue reading

Posted in Deadzone, Game Design Theory | 15 Comments

Deadzone Makes A Million!

Well goodness me! Deadzone’s just topped a million dollars on its last day, and still a few hours to go. Wow!

Posted in Deadzone | 9 Comments

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

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