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Link to the Kickstarter:

https://www.kickstarter.com/projects/1170305761/day-night-z

<<<>>>

 

Hi folks! We want to show you our next project,: Day Night Z. Created by "Creating Games".

We have been working so hard the past years to develop this game and now, we are ready to launch it on kickstarter on January 11, 2017.

Here's our main cover for the campaign.

 

 

lWwlpPj.jpg

 

As said in the image, this is not another kill'em all zombie game, it's more focused on survival with a campaign mode, You will have to work very hard to survive in this post-apocalyptic world.

 

If you have any question feel free to ask here. You will find more info in our social media

Facebook - > https://www.facebook.com/notes/comunidad-aruok/rese%C3%B1a-day-night-z/1710676239185804

Twitter - > https://twitter.com/daynightz?lang=en

BGG - > https://boardgamegeek.com/boardgame/198985/day-night-z

 

Here's what you will get with the base pledge:

 

eDR8YAh.jpg

 

 

A brief resume of the background and mechanics:

 

Dawn breaks on the refuge, and the sunrays bring you the feared news…the day has come, the day to go back to the city. When this damned thing started, you joined a group of survivors that had gathered in the woods, fleeing from the city. With tremendous effort, you erected a makeshift refuge to fend off the foul creatures, waiting for the army to come and save you.

 

However, help is not coming, you know that now. And so do the traitors who quietly left the refuge last night, taking most of the remaining supplies with them. Now you are forced to go back to the city: It’s the only option if you want to survive another day…

 

This is the starting point of DAYNIGHTZ™. You get to pick a group of up to 4 survivors, each with its own character sheet that shows its attributes and abilities, a backpack and some equipment. Now you’re ready to start your adventure in a nightmare world, where the dead rule above the living.

 

pic3225498_md.png

 

 

What is your goal? That depends on the game mode chosen:

 

In campaign mode you will have to brave narrative missions where you will have to fight and take difficult decisions, that will determine your progress, culminating in one of three possible endings.

 

In survival mode you will roam from city to city, with complete freedom to do whatever it takes to survive another day on this hell on earth.

 

pic3225198_md.png

 

How are you going to achieve your goal? The game is divided in 3 segments: Adventure Phase, Travel Phase and Refuge Phase.

 

1) Adventure Phase

 

This is the most important phase of the game. In it, players will roam the streets and alleys of the city, exploring locales, suffering encounters and generally trying to keep a low profile while striving to achieve their goals (established by the campaign mission in the campaign mode or by their own interests in the survival mode).

 

pic3225199_md.png

 

 

One of the many things that set DAYNIGHTZâ„¢ apart from other games is that is played on TWO LEVELS. What does that mean?

 

On one hand there is the City board, consisting of a labyrinth of streets, alleys, surprise zones and locations. On the other hand, whenever the players want to explore a certain location, or due to the triggering of events and conditions, players will lay out tiles to represent that particular location. Each location has its own set of tiles, depending on its nature. For example, the Firemen Park location consists of the parking tile, the locker room tile and the offices tile.

 

pic3225200_md.png

 

 

2) Travel Phase

 

Once the Adventure Phase is finished, survivors will have to trudge back to their refuge with their meager loot.

 

pic3225205_md.png

 

 

In this phase survivors will have to face different situations, like zombie encounters, coming across abandoned structures (farms, etc) and being assaulted by other survivor groups.

 

pic3225203_md.png

 

 

3) Refuge Phase

 

This is a management phase, where survivors will have to handle, upgrade and defend their base.

 

pic3225206_md.png

 

 

While in the refuge survivors can do a lot of stuff: recover from their wounds/infections, level up, stock supplies, farm food, upgrade the refuge’s defenses…The refuge, though, will be attacked regularly by either roamer’s packs or other survivor groups, who can also steal and sabotage your base. That is more likely to happen if you’re away for extended periods, so try to do your city supply runs as fast as possible…

 

pic3225201_md.png

 

What is the core mechanic? DAYNIGHTZ™ is based on a double profile system, for both the zombies and the survivors: during the day, zombies use their worse profile, while during the night, zombie use their better profile and survivors will use their worse profile, unless they’re equipped with a light source…which are obviously very scarce and run out very fast!

 

The day and night cycle is controlled through a timetable located on the City board.

 

pic3225208_md.png

 

 

On top of that, other elements can make the brave survivor’s life even more difficult:

 

- Threat Counter: Consists of a counter that increases as a result of diverse things happening, like survivors making noise, environmental effects, zombies amassing, etc. The higher the Threat counter, the higher the risk the survivors are taking by staying in the city.

 

pic3225215_md.png

 

 

- Threat Encounters: Each end of turn you will verify the conditions stated in a card. If you meet the conditions, you will suffer a Threat encounter. That might not happen very frequently but…beware when it does happen!

 

pic3225212_md.png

 

 

- The Hunter: The Hunter is the most dangerous zombie in the game. Luckily, it only appears at night; unfortunately, when it appears it will attack all the survivors who are out in the open (in streets and alleys). So keep this in mind: you don’t want to be wandering around in the open at night!

 

pic3225218_md.png

 

 

- Survivor’s health and stress: DAYNIGHTZ™ is a very realistic game. Thus, the more wounded your survivor is, the more difficult it will be for him/her to accomplish actions (in combat or out of it). Also, your survivor will be able to do less actions the more wounded he/she is. Stress is also key, as your survivor will be affected by events depending on their stress level, which can also impact on their attribute checks.

 

pic3225385_md.png

 

 

- Infection: Survivors can get infected when wounded by a zombies, while searching corpses or by other special effects. Once infected, the disease will deteriorate the survivor and if not treated, will end up killing him/her. Of course, the infection will be more easily neutered in its early stages; the more you wait, the harder it will be to remove it. While infected, your survivor will periodically succumb to its effects, which can make them bleed, make them slower, etc.

 

pic3225387_md.png

 

 

To help them deal with the situations that they will find themselves in, the survivors can use a lot of items that they will find in their city wanderings. However, all said items will either need consumables in order to function or will wear away with use…

 

pic3225390_md.png

 

 

The players will also encounter other survivors and animals during their travels, which, depending on the decisions previously taken and the success in the encounters, can join their group as allies. Allies can give a series of bonuses to the survivors, but will not remain with them forever: allies have their own loyalty system, which depends on the actions taken by the players. The way you treat them will determine how they treat you!

 

pic3225392_md.png

 

 

All the points above, plus others that you will discover during gameplay, set DAYNIGHTZâ„¢ apart from other zombie-themed games. We have worked really hard to achieve an immersive experience, exploring the dark themes of the zombie apocalypse, and we welcome you.

 

“All hope abandon ye who enter here. Welcome to the grimdark. Welcome to DAYNIGHTZâ„¢â€

 

We hope you like the game, see you!

Edited by Darsc Zacal
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I'm pretty sure Reaper has rules about not posting upcoming kickstarters until 30 days before the campaign begins.

Also, because of the way this forum software handles tagging "Pre-launch" and "Live", The first post of a thread often ends up losing all the pictures.

 

It's the first day after Repercon, so I assume the mods are sleeping in a little today.

 

 

 

Anyway, how about a game related question or two...

 

Not all groups have the table space to lay out everything you show in the pictures above. When transitioning from the different maps - how much work is involved for the setup each of these? How much time does it take to set up each of the maps? Do they have to be re-assembled the same way after each phase when set out again? The city streets map has a lot going on on that board. Can it be easily cleared and restored between phases?

 

Kingdom Death: Monster for example - The showdown phase always needs a large board. During the hunt phase the hunt track can be laid out over the top of that, as each showdown generates a new map. Can you show us the table layout for an active game during different phases?

 

Also, this forum is hosted at Reaper Miniatures... I'm sure I speak for everyone when I ask that you include better shots of the minis. (We tend to be a little obsessed with that  part of our games.) There are several folks on here that buy a particular game specifically because of the minis, regardless of the game content. Will there be a pledge level for minis-only?

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First of all, I want to apologize if i break this rule mentioned.

 

Answering the questions:

 

Not all groups have the table space to lay out everything you show in the pictures above. When transitioning from the different maps - how much work is involved for the setup each of these? How much time does it take to set up each of the maps?

 
-If you mean the board and the tiles, there's no complication as are the events themselves who will determine the configuration of the tiles and is very fast. If you mean the transition between adventure, travel map and camp, they don't take so much time, because the configuration in the adventure is determined at the beginning of it and there aren't so many components that must be used. The trip phase has only a map and a deck of events cards and the camp is very easy to install as you just have to have the buildings that have been built before and the deck of cards corresponding to this phase near to you.. We wanted the game to be fast in the assembly. 
 
Do they have to be re-assembled the same way after each phase when set out again? The city streets map has a lot going on on that board. Can it be easily cleared and restored between phases?
 
- Only the camp has to be set like you did before. The trip map doesn't change and the city map is configured differently in each mision (putting only 5 to 10 tokens and 4-5 cards (plus the cards revealed in the previous mission).
 
Kingdom Death: Monster for example - The showdown phase always needs a large board. During the hunt phase the hunt track can be laid out over the top of that, as each showdown generates a new map. Can you show us the table layout for an active game during different phases?
 
- We have pictures of the mission phase, the trip phase is only a map and a deck of encounter cards, and the camp phase is under development. Some pictures.
 
pic3170874_lg.jpg
 
pic3212502_lg.jpg
 
pic3170868_lg.jpg
 
Also, this forum is hosted at Reaper Miniatures... I'm sure I speak for everyone when I ask that you include better shots of the minis. (We tend to be a little obsessed with that  part of our games.) There are several folks on here that buy a particular game specifically because of the minis, regardless of the game content. Will there be a pledge level for minis-only?
 
There is going to be a miniatures addon, but not a miniature pledge.
We are miniature lovers too, so here are some miniature pictures.
 
poXudoU.jpg
 
rMgbD3z.jpg
 
633KXy6.jpg
 
2wHUY78.jpg
Edited by DNZ_Hunter
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Awesome. Thank you for answering all the questions. Seeing the board in play helps. It doesn't look too involved for setup.

 

I like those minis. Particularly how you guys were able to capture the feel of a few of our favorite survivors from a popular zombie media franchise, without blatantly copying them or their signature gear.

 

Are you planning on any mini related stretch goals for more enemies?

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Awesome. Thank you for answering all the questions. Seeing the board in play helps. It doesn't look too involved for setup.

 

I like those minis. Particularly how you guys were able to capture the feel of a few of our favorite survivors from a popular zombie media franchise, without blatantly copying them or their signature gear.

 

Are you planning on any mini related stretch goals for more enemies?

 

Thanks! We appreciate that.

Answering your question: Yes it would be more SG about more enemies, we want to add game variety through SG. We have planned some SG about enemies (zombies or humans), characters, encounters, locations, allies, items, etc. 

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Great! Welcome aboard.

 

Now we have finished the second part of the how to play videos. We will post it soon.

We will post it with english and spanish subtitles. So, stay tunned.

 

We have some cool addons prepared. One of them is a encounter pack on the travel phase, in the travel phase the encounters are narrative based. But we want to expand this phase with action based encounters. Encounter where you have to put tiles and fight some undead... And not so undead...

 

We will appreciate some feedback from the backers.

 

(I wanted to put an avatar in my profile, but I don't know why I can not do it.

Edited by DNZ_Hunter
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