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Hi! We want to show you our next project,: Day Night Z.
We have been working hard the past years to develop this game and now, we are ready to launch it on kickstarter on January 11, 2017.
Yes, the day is far away from today, but we don't have the presence in board game as other big companies, so we want to share you in advance.
I'm posting this here to get feedback from this community and to show you our board game, hope you too. Take a little time to read it and you will see.
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.
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.
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).
One of the many things that set DAYNIGHTZ™ 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.
2) Travel Phase
Once the Adventure Phase is finished, survivors will have to trudge back to their refuge with their meager loot.
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.
3) Refuge Phase
This is a management phase, where survivors will have to handle, upgrade and defend their base.
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…
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.
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.
- 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!
- 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!
- 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.
- 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.
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…
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!
All the points above, plus others that you will discover during gameplay, set DAYNIGHTZ™ 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 DAYNIGHTZ™”
We hope you like the game, feel free to post any question.
This message was edited 2 times. Last update was at 2016/12/20 17:56:32
Hi, we added a video interview of the game.
The video is in Spanish, but I added English subtitles for you to enjoy.
In the video you can see all the game features.
This message was edited 1 time. Last update was at 2016/12/20 17:56:45
It actually sounds pretty involved, don't think there is anything like this on the market at the moment (although have played computer games that sound similar)
Looks well produced and like the idea, will definitely keep an eye on it.
"Unimaginably ancient xenos artefact somewhere on the planet, hive fleet poised above our heads, hidden 'stealer broods making an early start....and now a bloody Chaos cult crawling out of the woodwork just in case we were bored. Welcome to my world, Ciaphas."
Inquisitor Amberley Vail, Ordo Xenos
"I will admit that some Primachs like Russ or Horus could have a chance against an unarmed 12 year old novice but, a full Battle Sister??!! One to one? In close combat? Perhaps three Primarchs fighting together... but just one Primarch?" da001
The name is a main mechanism of the game. Quoted from the main post "It's 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!"
Yeah, it's another zombie game, but no like others zombie games. We will release the rulebook and the P&P soon, fo you to test it. Give us a try and you will not regret.
We think that there isn't a game like this at the market.
We want to announce a facebook contest. We started the raffle of two Day Night Z core game and all unlocked stretch goals. To participate, just do "Like" on our facebook page and share this publication.
Pacific wrote: I think is it play on 'Day Z' as well? So rather than just a day of zombies, you have them during the night as well?
Have to say those miniatures look very nice, think they would probably go quite well with the Walking Dead ones if you wanted to mix them up.
Right. You can encounter zombies at Day and Night. But their stats varies depending on it, being higer at night. And the survivors lower their values at night, too!!!
But if the survivor uses a light source (flashbang, flashlight, etc) they can get their stats back to the "day" values during the night.
There is a facebook contest. We started the raffle of two Day Night Z core game and all unlocked stretch goals. To participate, just do "Like" on our facebook page and share a publication.
I don't know if it's allowed to post links to facebook contests here. Let me know, and i will post it here, please.
I don't think flashbangs ought to count a 'light source'.
If anything, anyone looking in the direction of an exploding flashbang is going to be temporarily blinded, more so at night but even during the day (which is one reason they are used...).
This message was edited 1 time. Last update was at 2017/01/01 21:41:03
Every time a terrorist dies a Paratrooper gets his wings.
-Loki- wrote: Yeah I think you might want to though of changing 'flashbang' to 'flare'. One is used as a light source, the other as a way to blind and disorient.
Yeah, my mistake. I was referring to flare. Of course, loool.
Thanks.
We are very close to release the beta rulebook. Stay tunned!!!
BTW, With this being a First Created project, I'd like to know more about what publishing and project management experience your staff has. So far, all I know is that your staff has artwork experience. I don't even know what manufacturer you will use (Ludofact? Panda?).
"The team behind Day Night Z includes the concept artist, illustrators, and graphic designers like David Benzal (Concept Artist in Universal Studios Entertainment), Israel Pato Art, Daniel Jimenez (Monsters Pit Studio), David Prieto, David Lanza (Lanza Studio), etc, and sculpture artists Juan Miguel Lopez and Thunder Chrome miniatures. They are the best in their fields and have worked on many projects of board games or video games.
Creating Games collaborates with good game manufacturers in the world to ensure a high quality for our games."
Zombicide type game with new mechanics? Homage characters? Cool realistic minis? This is an auto pledge for me.
I have pledged for many games, the first being the first zombicide. I've gotten more use and fun out of that franchise than most other games. The awesome parody minis, solo play, coop play, etc was a winning mix for a movie lover like myself.
This reminds me a lot of deep madness, another game I pledged for.
ced1106 wrote: BTW, With this being a First Created project, I'd like to know more about what publishing and project management experience your staff has. So far, all I know is that your staff has artwork experience. I don't even know what manufacturer you will use (Ludofact? Panda?).
"The team behind Day Night Z includes the concept artist, illustrators, and graphic designers like David Benzal (Concept Artist in Universal Studios Entertainment), Israel Pato Art, Daniel Jimenez (Monsters Pit Studio), David Prieto, David Lanza (Lanza Studio), etc, and sculpture artists Juan Miguel Lopez and Thunder Chrome miniatures. They are the best in their fields and have worked on many projects of board games or video games.
Creating Games collaborates with good game manufacturers in the world to ensure a high quality for our games."
Our staff, a part from the two game designers, we want you to know more about our staff.
David Benzal, one of our artwork artists works in Universal Studios. Israel Pato worked in the No Time for Heroes Board game. Here you can check his awesome illustrations https://israelpatoart.wordpress.com/ Daniel Jimenez, worked on the Castlevania Lords of Shadows video game. He made some illustrations for films, like "Atrapa la Bandera", for example.
Juan Miguel, our main sculptor, made a big part of the ministures for the Heroquest 25th boargame. Now is working i The Game Kitchen, and indie video game company.
Our layout men are David Prieto, that has worked in Pandemic Iberia, Watson & Holmes and many more. And David Lanza, that has worked on the layout and artwork of Ninja All Stars, Rum & Bones, and role playing games too.
The manufacturer will be "Only Co", that made Skull Tales and Pandemonium board game.