Skip to main content

Rad Zone


The world faces a terrible apocalypse. Without warning the sun’s radiation spiked to alarming levels and under this relentless and deadly barrage humanity succumbed. People fell ill, millions died, populations moved underground into fortified Rad Bunkers, all the time the sun pushing the people deeper into the darkness. Many plants and animals perished, and society collapsed. Food and clean water were rationed until people began to starve, and martial law was replaced by irradiated outlaws and bandits roaming the surface in their lead lined vehicles. 


Rad Zone is a roll and write, print and play, solo game set in a harsh future where you manage a group of survivors. They live in a Rad Bunker and strive to keep their home stocked with food, water, medical supplies, fuel, equipment and raw materials. They must go on dangerous missions, salvage these much-needed items from nearby locations and at the same time avoid raiders and outlaws that roam the land in their radiation induced crazy. On top of this they must be quick to avoid taking a dangerous dose of radiation.  

Gameplay 

In Rad Zone gameplay revolves around a series of template sheets. These are adjusted and updated while your characters are on mission. A mission sees a survivor head out and salvage resources. A game session is played with one character generated afresh or selected from the Rad Bunker Roster. Also, you may already have some characters you made earlier, who are experienced, who you want to send on a mission. The policy of the bunker is to send one person at a time to reduce the level of radiation poisoning in the population, as well as reduce casualties. 

Aim 

Yes, you need to survive but you must also draw in new survivors you encounter on your mission. The only way humanity is to make it through is by saving not only your bunker crew but also to increase its numbers. Once you reach 40 people in your bunker you have won this campaign. If you have lost ten people on missions then you have failed and the rest of your survivors perish. Another way you can win the campaign is if you survive twenty episodes. This means the Rad Bunker has made it through. You have a choice of starting a new campaign with the same base or start another base with new characters. If you continue with the old base then you can generate up to ten new characters minus the ones you still have active. 

Rad Zone will be out in early 2021

Comments

Popular posts from this blog

Presenting Dark Force Incursion - A FREE Roll and Write One Player Game

It has been on my mind for a while now as the Corona-virus spreads across the world . What can I offer those who are at home and unable to partake in their usual gaming sessions because of isolation. How can a creative mind help alleviate the stress of boredom and worry? I have seen other roll and write games and thought that might be a great way of giving something to the community to these very ends.    Looking at what I have previously worked on under the DR Games and the hex tile has been a feature. I decide that I would try and use this format, combine it with a number mechanism and inject it with a narrative. This became a scenario that fuel the fire of the story...and Dark Force Incursion was born.   " Y o u r l a n d h a s b e e n i n v a d e d b y a p o w e r f u l D a r k F o r c e . T h e s p e e d o f t h e i n v a s i o n w a s f r i g h t e n i n g , a n d t h e y h a v e t a k e n a l l t h e d e f e n s i v e f o r t s i n

Dark Force Incursion Expansions Launched to Quick Success

DFI came about through an unusual set of circumstances at a strange time, that I discuss in a previous post. But it was solid and reliable with a core set of rules and maps and could be download for free from my website. Yet, as if out of control, the game began to take on a life of its own in my mind. I imagined new land features, hex tiles, expansion rules and maps. I think that, for me, any creation is never truly complete, they just keep on growing, expanding, and ultimately opening new gaming choices.   Pretty quickly I set about writing the rules and drawing the land features for the new maps and expansions. It presented as a series of updates with new landscapes that would be interesting to experience in their own hex maps. This presented as four distinct expansions that would work nicely as pledge levels…yes, I began to think Kickstarter. I had established a presence on Board Game Geek and the free core rules were out there for people to play and they had. I was c

Making a Board Game - Part 3: After the Cancellation of the Kickstarter

I this final part of the series I reflect on how the Kickstarter failed to achieve its goal. But I also talk about the physical components of the game and how we were at the mercy of a number of circumstances some self-made others wholly unexpected. We gathered up many quotes for Expansionist. As we developed the game, through play testing. At a basic level we needed hex and triangle tiles and the number changed as we tested length of play and phases of the game. We found that sometimes players’ might not get tiles out until the fourth or fifth turn and so we added an additional foundation tile. We saw that some of the event names may well be too sensitive and so we changed the design. These were things that time helped us realise and it is this that you need with your game. Time. Live with it and ask questions of it. The actual game play can blind you to some of these design elements that could slow a project or put people off. Loads of tiles in the Expansionist design