We Are Dead is out in the world and about 1,700 have been sold. It’s not getting the best reviews on Board Game Geek, but that’s to be expected for a casual game. I’m really proud of what it is and I’m glad it’s finding a home with the casual game crowd.
I’m currently taking my time with Starcade. I really want this game to start off in the best way possible. I’ve got new art rolling in for the aliens and I’m working on the rule book. This game is taking longer in the pre-production phase, but I’ve learned from my first release and I know putting in the effort to get certain things right will show in the final product.
I’ve been working on Dead@17 the deck building game and I’m happy with the way that is progressing too. When I first launched the game on Kickstarter there weren’t any real player-vs-player deck builders out there. Now there are a few great games doing that. The changes that are happening in the world of deck builders are pretty big and I hope there is still a place for this game when I go to relaunch it.
I wanted to have Starcade on Kickstarted by now, but it’s better to get it right than release it too early. Two weekends ago I had a table at the official San Diego Unpub event. It was such a fun time and I did constant demoing and got some excellent feedback. The game is now up to 4 distinct modes of play that I think get stronger and stronger with each iteration.
I’m loving the challenge of keeping the component list as small as possible, yet making the game something that players will really enjoy and talk about. I’m currently updating the rules and trying to fit them on a normal sheet of paper, even with the icons and oversized font. Instead of rambling on that stuff, I wanted to show off some art.
At first I was just going to have my own art for the ships, but my friends Kevin Burns and Pat Bussey. They are working on some final pieces. The Mega-Mothership and the single-player battle cruiser.
The component list is almost locked down and with some play-testing over the holiday it should just be down to art and finishing the Kickstarter page.
I’m wrapping up a lot of stuff for the game right now. Doing some final proof-reads of the rule book and this weekend I’m working with a Graphic Designer to polish the iconography and layout now that all of the illustrations are done. I wanted to show you the player role cards that come with the game.
The first card is Walsh. His power is to spend an infection token to draw a card during his turn. He can only do this once per turn. This power might seem overpowered, but it works out to a 56% change of doing an average of 2.5 extra damage, which could mean all the difference when fighting a tough hero.
Next we have Red. She is fast and uses her ability to make sure her next meal is attainable. Her ability is very straight forward. It isn’t the most powerful ability, but it is the most consistant, because the player can always discard a card to use the ability and can save the rarer infection tokens for more damage/ scoring.
Johnny the Punk is a bit of a crafty choice. There is a bit of a memory requirement to play with him, but not much. His ability is to look at any Mall Shopper Token on the board and put it back where it was. This information can mean a lot each turn when making decisions. Here is a preview of this card:
Beefcake is one tough cookie. All of the conditioning he did in his first life reflects in his tenacity as an undead. Beefcake’s ability is expensive at the cost of 3 infection tokens, but it is very powerful. He is the only one to have a defensive use for the infection tokens. He can spend 3 of them to heal a wound. It can be a tough choice to to use the usually aggressive infection tokens defensively, but the way this ability is used can mean the difference in a game.
Finally, we have Mortimer. He was a smart guy. His ability is pretty straight forward. His smarts in life now translate to a crafty zombie. His cunning gets the player one extra turn during the game. Used wisely, it can make all the difference.
That’s all for now!