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What are your Postapocalyptic card unit ideas?

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Cogentesque
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In reference to AtomPunk, the WIP caravan progression wastelands game that I am developing,
http://www.bgdf.com/node/5354
http://boardgamegeek.com/thread/696179

I am looking for card caravan element ideas. In keeping with the Fallout style theme for a wasteland style group of units that are moving onwards to better places. If you cant be bothered to read the above posts, then the game revolves around 6 caravan elements in front of each player. These can add resources (Fuel or Water), effects (smog, stuck, imobilised, increased production, decreased production, progression bonuses) or combat bonus to other carvan elements (which can extend to a number of places either side of them) or can extend to the whole caravan, cards can have game-changing ideas similar to magic the gathering.

Some Types Of Units We Need

  1. Leader/hero units (Converted Train Engines, Trucks, Cars, Wanderers)
  2. General resource units (that add a standard power bonus either side)
  3. Combat units (that either give a caravan-wide bonus, or relative space bonus (eg 2 spaces either side) or perhaps even a team bonus (every player as it is a co-op game) )
  4. Special Units. Multi-part units, units giving very special game-changing abilities, very interesting abilities etc
  5. Baddies! They have a certain toughness and attack specific caravan places (place 1,2,3,4,5,6) or perhaps more? They can require resource as well as combat value to kill or even special conditions?

Examples


The Ol' Steamer: Leader unit, road-converted steam engine
Solar Harvester: Produces fuel everyturn except if any other elements have "smog"
Dew Colector: +1 Water
Runs on anything: +1 fuel every time a monster is killed by this caravan
Cloud Burster Rockets: +1 water. +1 attack - up to 5 places to the right. Produces smoke.
Gun Battery: +2 Attack up to 2 places either side
The Wringer (TM): +1 water every time a monster is killed by this caravan (+2, if the expedition has a water purifier)
Wasteland Pioneers: No effect (just lots of standard power bonus)
Blind Pete: Leader Unit - +6 standard power ONLY to the right.
Haywire Rats: Monster - generic
Crazy Robo-Emus!: Monster low hit points, high chance of destroying a caravan element
Mrs. Reynolds Fixits: Engineer unit, can fix destroyed elements - must have buxom engineer girls card art
Laser-a-tron: Super combat damage that applies to only a few locations. If there are "Neutrino Traps" as another element in the carvan, the combat bonus applies to all elements.

Even if you aren't bothered with the game rules specifically, please just slap down a few ideas, and I will most definately build on them :)

RGaffney
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Some ideas

Land boat: Runs without expending fuel
Michelle Rodriguez: obviously she would show up in the post-apocalypse with her dirty tank top (attacks back vehicle)
Crazy Old Man: Says something Deep and cryptic (no effect)
Lefty: Has one cybernetic/steampunk arm. +6 only to left side (gotta balance out Pete)
Duct Tape: one time repair for immobilization
WD-40: Unsticks what's stuck
Lightening Rod: ??? just seems to fit the theme
Sand Pirates: attacks at fuel and water not caravan
Pathetic Wanderer: Tags along, nothing but a tax on resources
Giant Chainsaw: obviously
Bulldozer: ++attack ++fuel consumption
Drill: 1X used to make well for lots of water, joins caravan until then
Zealots: Cultists of the post apocalypse, attack anything flammable
Curly Jack: Leader unit +2 to attack -1 fuel consumption
Buddy: Creepy little girl that knows to much

that's all I've got tonight

Cogentesque
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Pathetic Wanderer - I love

Pathetic Wanderer - I love that idea, that's cool - will be using that :)

RGaffney
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Cheekiness

You'll have to excuse me if some of those names for things come off as excessively cheeky. The SciFi game I'm working on doesn't take itself too seriously, and features prominent items such as "The Absurdly Sharp Blade" "The Slow Laser" and "The Orb of Gratuitous Destruction"

I just couldn't help imagining items into your world that were genre parodies. Hopefully you can untwist some of them to make them more usable in a straight laced game (ie: maybe you don't actually want to call the wanderer "pathetic" explicitly)

Empires
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You could call him...

You could call him the supposedly really really REALLY USEFUL Wanderer.

Cogentesque
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Haha, will probably keep to

Haha, will probably keep to something similar to it - mayve give him a name too! Empires you're good at ideas, what do you think?

NativeTexan
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Trade Offs

I LOVE post-apocalyptic themes. I grew up on 'Car Wars' and I built my first game - Arctic Scavengers - around a post-apocalyptic theme.

I always really enjoy units / scenarios that include some measure of direct trade-off. For example...

- Steam-powered equipment that converts water into fuel
- Special magnetic device that doubles your water production when activated, but the magnetic field interferes with lasers and any other magnetic-powered devices
- A whole series of devices / cars could be created that rely upon magnetic power
- Maybe certain monsters create a radioactive ooze that can be used to power a certain device which yields a bunch of fuel, but it poisons your water for that round so water production is reduced (or water supplies are poisoned) when you activate it

Excited to see where this one goes!

Kyle Gabhart
Driftwood Games
www.driftwoodgames.com

RGaffney
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Critique

You've heard 19 suggestions now.

Even if it seems harsh I would be interested to hear about the ideas you don't like and why not. It would help give me a better idea of what you are looking for and how to help.

Cogentesque
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Haha cool, well I've had way

Haha cool, well I've had way more than that if you include this page (also asking for ideas) :
http://boardgamegeek.com/thread/703701/win-a-copy-of-atompunk-wastelands...

But some great examples that I like are:
Crazy old Man - I will probably involve him in another item or combine him with the useless wanderer - has some mechanic wherby it breaks one of your caravan elements and then puts itself in the empty space. Perhaps really poor stats or even really good stats (you WANT to get him, but he may steal the place of a really useful caravan) alternatively it may be a "for two turns" steal. So you can make the most of him (if he's good) or be relieved that the uselessness will cease in 2 turns.

Lefty: Has one cybernetic/steampunk arm. +6 only to left side (gotta balance out Pete) - this made me laugh, will probably balance pete out yeah :) - but as pete is a leader unit, he will more than likely replace a steam engine and act as a "Position 1" unit, giving a huge bonus to his right (correct orientation) and a bad bonus to the left. If Lefty is used though, he would not need to be a leader unit and probably best suited at the back - will be using something like this anyway :)

Duct Tape/ WD40 / JUNGLE OVERGROWTH! / Radioactive Winds / quick sand etc. these would all be event cards as in - play once cards that have some effect. But am unsure if I will be using quicktime event cards (instants) like this in the game yet but if I do, it will most definately be something similar, perhaps "Bag o' Bolts" instead of duct tape or "Doc. Sostrong's Engine Lubricant" instead of wd40 - but principally the same idea :)

Bulldozer: I hadn't initially thought of this - but something similar: A WW1 British Hornsby Chain Tractor: (yesterday I did a load of picture scrapes from stuff ilke this, got loads of similar stuff)
http://farm4.static.flickr.com/3149/2863616410_f16bbd479d_b.jpg

Drill: 1X used to make well for lots of water, joins caravan until then
I didn't get what you meant at first, but then I did - it has a nice concept "not so useful day-to-day. Active abilitiy: Discard this card
from the caravan: +5 water" - that's cool, I would need to do crazy balancing with it, but really cool all the same

magnetic "maglev" powered stuff: Nice idea, they would need to be a "breed" of engine - if you follow? Like they will all need a tag (like in magic the gathering: "The Death Walker: Undead, Knight, Zombie" then "All knights get +1 attack")
So in our case it will be: "Joana's Amazing Magnetic Engine: Magnetic, Leader, Car" and then we can do a LOAD of cards that effect Magnetic or something similar?
They would probably have some general abilitiy that sacrifices fuel for speed? Or perhaps a bonus vs. metal?

Radioactive Monster Poisoning Water: Again cool idea, I'm not sure if it will be hard or easy to implment. Perhaps a simple "When this monster dies: +1 fuel, NO water production next turn" to game-ify it? A similar(ish) idea we've had is the: Runs on anything: +1 fuel every time a monster is killed by this caravan.

:)

NativeTexan
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magnets

Yes, creating an entire collection of cards that have a keyword associated with them is exactly what I had in mind. Then you can have various modifiers +/- that hinge on the keyword. This could work for magnetic elements, laser elements, junk/scrap elements, bio elements, radioactive elements, acid elements, sonic elements, plasma elements, bone elements, and medieval elements (ala catapult, ballista, boiling oil, battering ram, etc.).

Cogentesque
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Yeah that's col texan - very

Yeah that's col texan - very similar to MT:G - gives us a lot more scope for card vs. card interactions.ie

Hulking Scrap Colossal: Large, Scrap, Melee
Salt Liquor Bandits: Mob, Human

And of course then:
+3 vs Humans
or
"Only resistant to Large creatures"
or
"Targets only "Scrap" elements"

bonsaigames
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Player abilities

Sam, have you put any time / thought into having player roles with special abilities (similar to Pandemic)?

Some random / basic ideas I have for this are...
Water Weird - Increases Water output
Fuel Chemist - turns extra resources into fuel
Gamma Mutt - Human with a beneficial mutation that didn't make him / her crazy (combat bonus or enemy discard ability)
Drifter Scout - Chooses location cards or knows shortcuts
Mechanical Savant - Increases repair ability of caravan

Hope that helps,
Levi

Cogentesque
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Heya Levi, Yeah man I have as

Heya Levi,

Yeah man I have as a matter of fact - that's what I wanted, a bit of variation to make each game a little different (similar to pandemic). I am HOPING that this will be solved by one of two ways:

1) I will implment upgrades/passengers/crew to the elements eg: a Solar Harvester could be upgraded with an equipment card that would sit above the element and perhaps be called something like "Overloaded" or "Shined Up" which would give an element a standard +1 to any resource production ability it has. In this manner, some of those cards will be specialists and crew members: perhaps "navigator" or whatever - one of these could be a specialist card as you say. Perhaps simply YOUe. And this "you" card would have to be attached to either any one of the caravan trucks, or perhaps only the leader truck. This would add its special abilities (eg Water Weird - Increased Water Output) on all elements in the whole caravan

2) The leader cards (ol' steamer, big red, blind pete) are these cards themselves the player abilities. As well as having general power bonuses each side and the "Progress to a new location if you pay the cost" abilitiy, they will also have a game-changing player ability as you say - will be tough to balance!

-Which idea is best?

RGaffney
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Rubric

It sounds to me like you are looking for things that are really really thematic, in the sense that the universe you're creating will not contain many remnants to our current civilization, it's more exaggerated. I love the looks of the WWII tractor. but that's not exactly something we have many of lying around to be used by survivors of a nuclear war. you are inventing more of a 100 years later scenario where society has redeveloped in the wasteland following a sci fi evolution. I'm also picking up a sorta dieselpunk motif for it

The other thing I'm noticing is that i do not understand the mechanics you are going for at all, and I'm better off just suggesting things that might belong in said universe.

How about:

Oversized wrench
The Interceptor: (Mad max inspired Hot Rod/Stolen Police Car mashup)
Dust storms
Gatling Gunner: (Big guy who uses turret weapon as handheld)
Gas Mask
Rusty sword

you might also like this thing:http://www.google.com/imgres?q=mad+max&um=1&hl=en&sa=N&rlz=1C1TSNF_enUS443US443&biw=1138&bih=555&tbm=isch&tbnid=aKgLg21q0wPcQM:&imgrefurl=http://www.supermotoaus.com/gallery/v/tasty/luber_custom_stilet_trike_mad_max_post_apocalypse_styling_1.jpg.html&docid=XOZepuNIWEq4QM&w=440&h=293&ei=yZ2DTvrxJ6SxsAKs_7mbDw&zoom=1&iact=hc&vpx=270&vpy=159&dur=2109&hovh=183&hovw=275&tx=186&ty=97&page=17&tbnh=145&tbnw=190&start=155&ndsp=10&ved=1t:429,r:1,s:155

P.S. I read your other post on BGG and they haven't sent me my authorization yet but the circle the wagons idea you liked that someone suggested could be accomplished (and add interest and uniqueness to the game) if you just built hooks into your cards.

Just make the top and bottom of every card cut into a J shape that will connect to the cards next to it so that when you drag the leader the other ones slide with it along the table.

if you did that you could also make modifier cards fit into the caravan elements they modified via a tap and slot kind of system

Empires
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I posted these on BGG as well

Wasteland Mercenaries from around the globe
Wasteland Mercenaries!

The Waffeln S.S. Waffle Haus
The S's stand for Strawberries and Syrup! Waffeln in German is guess what? Waffles! These German mercenaries are armed to the teeth with WaffelnWaffen rocket lanchers and Mechaniker-Pfannkuchen-Mischern (mechanical-pancake-mixers), providing double-duty with morale-raising food and deadly capabilities! +1 Attack to units around this caravan car, and can target enemy raiders with their deadly and accurate rockets.

Better-Red-than-Dead Comrade Cannon
On leave from the the Siberian wastelands, these circus performers are extremely well trained when fired out of a man cannon. Able to hit even the farthest target and sabotage enemy machines with Tesla-powered gripper rippers. However, nearby caravan cars won't take to kindly to these red-dressed Conscripts spreading their ideologies throughout the car. The longer the Comrades are there, the more likely your own caravan will attack itself just to rid itself of the Reds.
As always comrade, have nice day.-Sergei, Comrade.

Iron Curtain
As if the Comrades ideology wasn't enough, they bring new technology from the bosom of Mother Russia. The Iron Curtain makes your caravan completely impervious to any attacks, with the side-affect of an extremely high fuel cost. It also has a tendency to explode.

GuerrillaGorilla Thrower
If one ideology wasn't enough, Islamic Fundamentalism has spread to central Africa. the crafty Indian scientists have developed a way to combine explosive nuclear power with a Congo gorilla. The directions say: Point at infidel. Launch gorilla at infidel. Watch infidel explode into lots of little infidel pieces.

Hope these help, and I hope you enjoyed them!

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