Dead Panic on the Dance Floor! A Review of Dead Panic

2-6 survivors all aged 13+ stumble across a dilapidated cabin in the woods. Exhausted, one survivor gapes at it. “I don’t think it will hold up against those…those…things! Did you see what they did to Billy?” The leader of the group turns and says “Don’t panic. That cabin may be our only chance. If we are lucky, it will have food, weapons and supplies.” You hear noises in the woods behind you. Shambling out of the night, framed by the moon, you see one of those things. Is it Billy? Oh god….don’t panic…Billy is dead, it couldn’t possibly be him. The dead can’t walk. Nonetheless, you find yourself in a mad dash for the cabin, not stopping until the door is firmly secured and the windows barricaded. You turn to your group…“What now?


  • Designer: Justin De Witt
  • Year Released: 2013
  • Category: Zombies, More Zombies, I say! By Jove! MORE ZOMBIES!!!
  • Game Mechanic: Action Point Allowance System, Co-operative Play, Dice Rolling, Horde Management, Variable Player Powers, Basic Chainsaw Maintenance.
  • Number of Players: 2-6
  • Number of Undead: Endless
  • Playing Time: 90 minutes

How do I play?

Notice the abbreviated rules on the corners of the board. I love this!
Notice the abbreviated rules on the corners of the board. I love this!

As with Fireside Games’ previous release, Castle Panic, the core of the game is tower defense with concentric circles surrounding your home-base – in this case, an abandoned hunting lodge. Starting with furthest out you have the Woods (where zombies and survivors will appear), the Clearing (where nothing interesting ever happens), the Yard (where zombies will start bashing into your cabin) and finally the center of the board, the Cabin. Within the cabin each room forms one of six slices in a pie-shaped wedge of death, disaster and panic.

As the zombies surge, the walls of the cabin(and the players) are going to need to hold out long enough for three survivors toting radio components to emerge from the woods and run to the cabin. Once these elements are gathered up from (hopefully) breathing survivors, a rescue van can be called. The players will need to jump into the van and ride off to (relative) safety. In order to do this though, players will need to plan, work together, fight and run.

In Dead Panic, you shamble along in five slightly stuttering steps:

Play Order:

  1. Perform Actions: Each player will take turns performing 2 actions.
  2. Draw Event Card: The group will draw and resolve one event card.
  3. Move Survivors and Zombies: If survivors are on the board, move them first. Then move zombies.
  4. Fight Zombies: Resolve battles in spaces both occupied by players and zombies.
  5. Pass Bait Token: Pass it to person on your left. Everyone gets to be bait…just you wait.

Perform Actions:

Special abilities while alive and a choice of static abilities for when you die...just like religion.
Special abilities while alive and a choice of static abilities for when you die…just like religion.

Draw/Use Cabin Cards: Cabin cards will supply you with most of your equipment and also a few surprises. Players may use one cabin card for an action. Maybe use a ranged weapon or chug an energy drink, perhaps? Ranged weapons include handguns, crossbows, rifles, AK-47s, a flare-gun, the ephemeral shotgun and an elephant gun. I don’t know what this “hunting cabin” was originally used for but I would expect to find some interesting “literature” on the night-stand. Either way, each weapon has a range and a limited number of shots before it becomes a useless club. [Friction Point: No ammo? Really? It is a hunting cabin with an elephant gun but no ammo? Just one clip? Please?].

There are two rounds of glorious combat in this game (which you should probably expect with the amount of undead feasting for your flesh). First is during the “Performs Action” step where players can use ranged or melee attacks and the second is during the “Fight Zombies” step where melee attacks can be made (clubs, axes, hammers, crowbars, etc.) or ranged weapons can be used one zombies within the players’ occupied spaces. [Friction Point: There was some confusion during our first play-through whether you could engage in melee combat when you shared a space with a zombie during the “Perform Actions” step. You can (it is on page 3 of the rule-book)]. Bottom line – most of your ranged attacks will occur in the “Performs Action” step and most of your melee in the “Fight Zombie” step. But when the pudding hits the road, you will be doing whatever you can to survive.

Move: You will do plenty of it. Players can move out of the confines of the hunting cabin during their turn. Unlike Castle Panic where you control the abstracted forces of the castle bastion, in Dead Panic you are a person. A person that can move, run, flee, fight and, unfortunately for them, die. When players leave the cabin, they can distract zombies from beating on the cabin walls, open up areas of escape for other players and introduce an extended range of fire for ranged weapons. This provides for a broader decision space, more cooperative play, additional planning and an increased element of tenseness compared to Castle Panic. It also makes it more than just a clone or re-theme. It makes it a deeper and better game.

Trade, Give or Get 1 Card/Item: When players are within the same or an adjacent space from each other, they can trade, give or take one card or item. Unless you are Maria, who can trade, give or take a card over a longer distance. She has one helluva arm!

Repair 1 Crack: The walls will eventually fall with the hordes beating up against them. Take an action and repair a crack. Unless you are playing Al, the construction worker, who can repair a cracked wall as a free action.

Draw Event Card:

ZOMG! I couldn't be that bad....could it?
ZOMG! I couldn’t be that bad….could it?
It could.

Unlike Castle Panic, where you drew the same (usually) amount of beasties every turn, in Dead Panic players pull an Event Card and together resolve it. Event Cards will usually (always) provide a number of zombies to be pulled from the bag and then placed in the woods. The amount can be indicated by

  • A specific number of zombies to add (4 or 5).
  • A “#” which indicates you pull as many zombies as there are players.
  • A “#” plus/minus a specific number which would indicate you pull as many zombies as there are players modified by the plus/minus.
  • A dice which means you roll for the number of zombies to be placed.
  • Or an “*” asterisk which indicates a special amount determined by the text of the card.

In addition to the amount and placement of the zombies, many of the cards have direct effects upon the players which always makes your survival more of a challenge. Nothing good ever happens during an event. No peaceful nights for our survivors especially when the ZOMG! event card is drawn.

This element of drawing event cards pleases me. It pleases me greatly. There is more of a thematic tension created when you don’t know what event is going to be pulled from the deck rather than just pulling the prescribed amount of beasties from a sack.

Move Survivors/Zombies:

Father Michael is a holy terror with an AK-47 and a candlestick.
Father Michael is a holy terror with an AK-47 and a candlestick.

If any survivors were drawn during the event card step then they get to move first. Then the zombies move. How do they move? Oh. Don’t worry. There is a chart…[Friction Point: The standard zombie movement rules coupled with the special zombie movement rules three-somed with the zombie sight-line/hearing swinging with the Bait Token equals a whole sexy mess. It also leads to a whole writhing mass of confusion deep in the game with a veritable heap of undead outside the cabin. Some of the otherwise amazing flow of this game is hampered by this step. Lots of referencing the rules, figuring out whether the bait player is within the line of sight of this/that/those zombies…]

While I didn’t like this particular mechanism of the game (It frustrated me. It confused my players. It was an OWLBEAR to explain and teach.). That being said, Fireside Games does an amazing job making a wide set of conditions reference-able both in the rule-book and on the actual board. I’ve stated in my review of Tammany Hall that I love a good explanatory game board and kudos to Fireside for designing one. They even have an index included. The librarian in me smiled a great toothy smile.

Fighting Zombies:

george_clooney6 (1)
Please to include these three in the next expansion.

When players find themselves in a tight spot, combat occurs. Combat can utilize ranged attacks with firearms, melee weapons, or hand-to-hand combat – as long as the zombie and player occupy the same space. Ranged attacks constitute an automatic hit with damage taken off accordingly. Melee attacks are resolved via dice rolls. Players roll two dice, apply any modifiers and if the result is higher than the zombie’s fight value (6-9) a hit is scored and damage taken accordingly. Ties result in no damage to the zombie or injury to the player (with the exception of the Brawler zombies which wins all ties). Rolling less than the zombie’s fight value results in either the player taking an injury (three injuries and the player comes dies and comes back as a zombie) or can choose to discard the melee weapon they currently are using. In the case of fighting hand-to-hand without a melee weapon, the players “push back” the zombie one space on successful rolls.

Survivors tokens get to resolve their combat first by taking damage equal to the zombie’s health and giving damage equal to the survivor’s health. So a survivor with two health points left will deliver two points of damage to the zombie occupying his same area. Likely wise, if that zombie has one health then that is how much damage is dealt to the survivor.

As in Castle Panic the tokens are rotated clockwise with the current health points pointed towards the cabin. One of my favorite mechanics is that when the survivor dies, he turns into a zombie and joins the shambling hordes but not until after he drops the radio component he was carrying!

How do I win?

  • Don’t die. Dead players turn into zombies and zombies never win.
  • Collect the radio components. Three survivors will be running to the cabin, each with a radio component. Get all three and put the radio together.
  • Assemble the radio. Fun fact: After the rescuers are called, the radio can be used as a club…Hey Zombie! It is for you!
  • Call the rescuers. A van will enter the woods. It contains a group of pesky stoner kids and a weird dog…
  • Get the fig on the van.

Unlike Castle Panic, where the end of the game was determined when all the monsters were killed, in Dead Panic the dead are relentless and the draw bag is never empty. As an added bonus, any characters who succumb to injuries turn into zombies – slightly intelligent zombies! You flip your player board to the zombie side, take the zombie player token and place it on the board and start shambling. You get to move your zombie-character and attempt to eat your friends. Of course, before you turn, they may decide to give you a mercy-shot to the head…

What did you [dis]like?


  • More depth and a larger decision space.
  • Less abstract, more thematic.
  • You can be a zombie!
  • Characters have specific abilities.
  • Potential for good narrative arcs early in the game.


  • With added depth comes complexity.
  • Movement and fights get fidgety with large hordes.
  • Not as family-friendly as its predecessor.

Differences from Castle Panic

It could be assumed that Dead Panic is little more than a clone or re-theme of Castle Panic. Happily, it is not. While the set-up and design have certain elements in common; the game-play is largely different and more difficult. Movement across the board, trading actions with other players and two rounds of combat lead to more strategy, planning and cooperation. Here. I made a list:

  1. You play specific characters rather than organizing the forces of a kingdom.
  2. The hordes of zombies never end, unlike the beasties from Castle Panic.
  3. Success is defined more by escape than survival. You can’t just hold out.
  4. More potential actions to take each turn with two rounds of combat.
  5. Players can venture from behind the safety of their walls into the open.
  6. More complex action and combat rules.

We all know there are two camps of zombie-fanatics – those that prefer their zombies slow and lumbering and those that love a nice, speedy zombie. Both are represented in this game along with Brawlers, Bruisers and Creepers – each with their own specific atributes.

One delightful aspect of the game I noticed right away was the ability of the zombies to run into a wall without incurring any damage. I found this to be a strange component of Castle Panic with beasties running head first into castle walls with little thought about future brain function. Granted, trolls are not particularly rocket scientists but still, I expect enough common sense to avoid face-to-wall impact.

Would you rather?

OK, OK, OK…I know what is coming. Would I rather play Dead Panic or Castle Panic? Does it stand on its own?

The answer is “Yes.” Yes, the games are similar but not so similar that you don’t get a different experience from each. For a good, fun, slightly tense family game I recommend the base set of Castle Panic. For a challenge among the more experienced crowd I recommend the Wizard’s Tower expansion and revel in the impossibility of it all. For a thematic, co-op with a nice little narrative arc, pick up Dead Panic. It is less abstracted, more personal and more engaging than Castle Panic. I am happy with all three of these games in my collection.

If you are experienced with Castle Panic then the switch to Dead Panic will not be panic-inducing at all. The changes in game-play and mechanics will provide for a different experience with more player interaction. Differing player abilities will provide some replayability to the game and a healthy dose of variants at the end of rule-book will keep the game from getting stale.

This is another good addition to the Fireside Games line-up which will see plenty of play at my table.

Closing Verse:

Our priest ran out
armed with an AK-47
and his faith.

Four zombies down,
he ran towards the horde
fended off 2 sprinters,
a brute and a brawler
with a candlestick.

Our paramedic
tossed him some trail mix.
He earned it.

Game School: Two, two, two games in one! Zombie – Shambling and Hungry hits play test phase


Zombies. Mindless, shambling and existing only to feed. Much like you and your friends. Use these zombie cards to simulate a zombie outbreak at your next party or family gathering! Or sit yourself down for a fast and furious game of zombie dominance! Now you can do both!

If you’d like to try this game out, grab the Print and Play PDF!

This game started off, like many of my games do, as a conversation on Google Plus with another gamer. My online buddy Moe was thinking of something along the lines of Ninja – Silent but Deadly, except the ninjas would be zombies, and not silent. Nor dressed all in black or wielding ninja swords. You get the picture.

I liked the idea of re-theming N-SbD but I had one niggling little thing shifting around in the back of my head. Board Game Geek, the venerable, go-to board and card game site on the web wouldn’t allow me to add Ninja to their ranks of games. They simply couldn’t classify it. I thought I was okay with it but dammit I wasn’t.

So this game would have to be different. I also realized that some folks would be willing to shell out a few bucks for 20 cards in a fun, prank like ninja game but that was probably a one trick pony. I didn’t want people who wanted a higher than PnP quality game to have to shell out more money for another 20 cards.

I did what any would be game designer would do, and started adding mechanics. And subtracting mechanics, and fooling around with the game in my head and on the table. I also talked to Moe, the original instigator who gave me a great idea to go along with the Infected cards.

How we play the apocalypse

The result? Zombies – Shambling and Hungry! A game where you play one of a thousand in a (sometimes literally) faceless mob. How can you distinguish yourself? Why by pushing yourself to the front! There you have a much better chance to eat something tasty, or get shot, stabbed, shoveled, bludgeoned or stomped in the face by a guy named Rick with a twitchy eye and a psychopathic 10 year old as a sidekick.


This is another light and simple game, which I love at the moment because they’re small, fun and can be rapidly play tested multiple times. They’re the fruit fly of the table top game world.

The object of Zombie – Shambling and Hungry is to be the first to discard all of your cards. This includes the cards in your hand, the cards in your draw pile and any cards you may be forced to pick up. You do this by playing cards into a central play pile based on card suits.

There are four suits in this game, Hearts, Splatters, Biohazards and Palms.

Some cards also have additional effects on the game. These are printed on the cards themselves and happen as soon as they are played.

There are also Infected cards. Infected cards are very hard to discard, and can even lead to losing the game if your entire hand of cards becomes too infected. That’s the equivalent of a head shot, or simply rotting to bits.

This game is a bit simpler than Gaido, one of (sheesh!) four games I have in the play test cycle right now. It was also developed before the thought of Gaido was even in my head, so in some ways the game I’ve released earlier as a print and play is building off of this one. That certainly doesn’t make Z-SaH less of a game, but the two fit two different play styles. Gaido is subtle and quiet, this is fast and furious.


The person who most recently watched a movie or television show with zombies in it is the first dealer. Play proceeds clockwise around the table, and the dealer should begin dealing with the player to their left. Take the play deck (36 cards numbered 1-9). Add to it 2 Infected cards for each player. If you are playing a 2 player game, add a total of 5 Infected cards. Shuffle the deck and deal out all of the cards. In a 2 player game, one player will have one card more than the other.

You must keep 5 cards in your hand if at all possible. If you play a card, you must draw a card from your draw pile. The only time you can have a hand of fewer than 5 cards is if your draw pile is empty and you cannot draw more.

Play begins with the player to the left of the dealer. That player must play one card into a central pile. This card will be one of four suits: Hearts, Splatters, Biohazards or Palms. This card determines which suit will be the current suit. The next player to the left must then play a card of that same suit.

If a player cannot play a card of the same suit as the current suit, they must pick up all of the cards in the central pile and place them on the bottom of their draw pile.ZSH-card-back

Each card has also has a number on it. If a player has 2, 3 or 4 of a kind which includes a card with the  suit currently in play they may play all of these cards. The card with the current suit must be played last so that the current suit is still the top card on the central pile.

If a player ever has all 5 cards in their hand with the same suit (i.e. all biohazard), on their turn they may place all five cards on the central pile and then draw up to five cards (if possible) into their hand.

The first player to discard all of their cards in their draw pile and hand has successfully outdistanced the horde and wins!

16 of the 36 cards also have special powers on them, which spice up game play a bit.

But wait, there’s more!

The Zombie: Shambling and Hungry decks also come with a simple game of infecting friends and peers. It’s like Kindergarten all over again, but with a zombie virus instead of strep throat.

Each deck of Zombies: Shambling and Hungry comes with 20 Infected cards. These cards are not used in the sit down, table top game. Rather, they are used to infect your friends, who in turn can and should infect other friends! Take two less Infected card than you have friends playing. For example, if you have 10 friends playing, use 8 Infected cards. One person becomes Patient Zero, and starts off with 8 Infected cards. They then try to infect others! At the start of the game, only Patient Zero can infect other players.

All you need do to infect another person is to touch them with the Infected card. Slip it into their pocket, hand it to them, using a bit of tape slap it on their backs while saying a friendly hello! This person is now infected! Not only are they now carriers of a deadly disease which will render them undead and hungry, but they can now use the Infected card to infect others. It is up to patient zero to give them between 1 and 3 infected cards. They must then attempt to infect others playing the game using all but one of these cards, which they’ll retain for themselves to show that they are already infected.

If you are able to use all of the cards available before the allotted time is up, the zombies have won! Those last 2 folks who are uninfected won’t be enough to fight off the hordes and will eventually succumb.

If at least three people can remain uninfected until the set deadline, then the humans have won!

This game can be played over a period of time from less than one day to several years – depending on where and how you’d like to do it.

  • A game night: 3-4 hours.
  • A convention: 2-3 days.
  • A group of friends physically near to each other: 1-2 weeks
  • A group of friends separated by lengthy physical distances: 2 weeks plus

Kick The Box Interview with Robb Clark, The Creator of They’re Coming

Kick The Box

Interview with Robb Clark

Zombie Priest by Chris Martinez

We have another special interview this week. This time with the creator of They’re Coming zombie card game that is running a campaign on Kickstarter as we speak. Sit back and enjoy the show as I pick Robb’s brain for a few minutes.

KTB: How long have you been playing tabletop games? 

Robb Clark:I never really had many people to play tabletop with til the “Card Game Renaissance” as I call it. That would be the days after Revised Edition Magic:The Gathering and around the time the Star Trek CCG and a whole slew of others came out. I was in middle school and stayed inside with a group of friends and played through our “outdoor fun” period.

KTB: I think everybody has that ‘one’ game that opens the door to the hobby. How many people do you have working on this project?

Robb Clark: Counting myself, testers, artist, etc? Right around 15 people, mostly artists and layout/design folks with a couple of testers including myself and misc. volunteers. My wife has been absolutely wonderful in helping with PR. It’s definitely a friends & family affair!

KTB: That’s awesome! How long have you been working on this project? 

RC: The seeds of the idea have been rattling around for a few years but I didn’t seriously get into the project until about 2 years ago. Then I started playing on my iPad with ideas for a card game, gameplay mechanics, etc. The game as it is today was very nearly a Gladiator game but after my 8th re-reading of World War Z and my 6th reread of the Zombie Survival Guide (bless you Max Brooks) I decided that it had to be zombies.

KTB:  I need to read World War Z still. Have heard good things about it. Is the layout and icons of the cards finalized or are you still working on tweaks?

RC: The layout and everything is finalized. We wanted to wait until we had the visual feel and gameplay done before moving to Kickstarter. This means we can get the game out asap once funding is done. The only thing we’re actually tweaking at the moment is the instruction manual. It’s tough to teach a game you’ve been playing for months and months without being there to teach it.

KTB: Yeah, I bet. Some companies still can’t seem to get that correct. (I’m looking at you Fantasy Flight!) Can you only move one location per turn? 

RC:  Yes, sort of. There are cards that let you move in such a way that, in theory, you could “skip” a location. Leap of Faith is a powerful card, it allows you to sacrifice a Faithful survivor in order to skip past a location. Other options that make retreating more enticing and “Scouting” are in the works. If we exceed our funding goal then there will be an expansion and those will be in it.

KTB:  In your gameplay video, how does Maria end up killing the zombie? 

RC: We didn’t want combat to drag on for turn after turn, and sometimes with the cards there would just be a stalemate that couldn’t be avoided. We tried resolving it by adding more rules and special cards but in the end it felt clunky. We’ve made it so that Survivors get a “lucky shot” after two rounds of combat and kill the target zombie (assuming it hasn’t killed them, three injuries and they succumb to their wounds). The price they pay for their success is that now they’re infected, open wounds and zombie blood splattering about aren’t a great combination.

KTB: That works. Does she only gets to do 4 points of damage cause the pistol is only used in the first round, right?

RC: Correct, the pistol is a ranged weapon. There are some cards and abilities that can allow for enhanced damage or using ranged weapons in melee (second turn of combat) but typically you’ll want to equip your Survivors with ranged AND melee weapons. Shooting zombies with a rifle when their hands are on your throat isn’t easy. That’s where a big screwdriver or machete comes in.

KTB:  Is there a standard amount of survivors that a person normally starts with? And does having fewer or more of that number increase/decrease the difficulty of the game or does it upset the balance of the game? And same thing with the locations, Is there a standard number you start with?  And does having fewer or more of that number increase/decrease the difficulty or does it upset the balance of the game?

RC: I’ll answer these all together since they kind of tie in. Yes, typically you’ll start with 5 Survivors. This is something people are welcome to tweak based on their time for a game. If you wanted to play a quicker game you can reduce the number of Survivors/Locations. Though it’s suggested that you reduce on a 1:1 ratio. 3 Survivors? Then use 3 Locations.

The “Standard” game would be, 5 Survivors to 5 Locations. Survivor cards are what the Survivor player opens the game with, the Locations are what the Zombie player opens with against him/her. More of one than the other would throw things off, though you could definitely make marathon games with more Locations or tougher games with fewer Survivors.

KTB: Any ideas for a multiplayer aspect of this game?

RC: We toyed with some 4 player ideas while playtesting but it would require special cards and gameplay mechanics. It’s something we’d love to do, maybe even a crossing of paths with players sharing one big line and having instances of meeting each other and fighting or just passing each other by (like Shaun of the Dead). We left the game very “mod” friendly, lots of house rules options are in there. The Single Pack mode was something we did late in testing because we were mostly expecting that each player would buy a pack. I think of the Single Pack mode as the “travel edition” since it requires fewer cards and less space. I’m sure once people get it in their hands and a few friends get into it they’ll be emailing us with some great 4-player ideas. Right now though, we’re focused on getting the 2-player game out the door and the Kickstarter funded. I’d love to see us hit the stretch goals because there’s some great cards in there that people haven’t even seen yet!

Thanks again Robb for taking the time to answer a few questions! If anyone else has any questions, feel free to leave in the comments below and check out Robb’s They’re Coming Kickstarter campaign! And as always . . .

Spread The Addiction!


The ZOMG! Indie Talks Podcast sale!

Indie Talks launches tomorrow! ZOMG! My new podcast hits the etherwaves with episode #0 on June 6th.

On Indie Talks, you’ll get to meet the people behind independent gaming. Also the people in front of it. And those slightly off to one side of it. As I’m preparing to record episode #4 tonight, and launching with my little introduction tomorrow, it occurred to me that I, too, am an indie game developer.

This means that I answer to no one but myself. Am master of my own fate! Can achieve anything! And I get to say when my stuff goes on sale.  So a sale it is! Get $12.95 of my best selling stuff for the nice, round sum of $5.00.

This sale will last a week – until Indie Talks episode #1 with Tracy Barnett goes live on Wednesday, June 13th. What you get:

  • Argyle & Crew – Adventures in the Land of Skcos
  • Argyle & Crew – The Little Book of Big Ideas
  • Devious NPCs and Curious Creatures (Pathfinder)
  • Herbology of Aruneus (Pathfinder)
  • Mirkmoot’s More Magical Mayhem for Creatures Great and Small (Pathfinder)
  • The Supplicant – a new Character Class for Aruneus and Pathfinder (Pathfinder)
  • The World of Aruneus – Contagion Infected Zombies (Pathfinder)
  • The World of Aruneus – Orcs! A new Player Character Race (Pathfinder)
  • Mirkmoot’s Magical Accouterments for Creatures Small and Great (Pathfinder)


Geeks Explicitly – Entering Ear Canals Soon

Do you remember me asking if you would listen to a Troll in the Corner podcast? No, I didn’t think so. I did, though. Pinky swear.

That post was my not so secretive way of telling all of you that Troll in the Corner is taking podcasting more seriously. We’re drilling into your ears with shows on a myriad of topics that you simply must listen.

The first of these new shows is Geeks Explicitly. Geeks Explicitly, oh yes I did just use the podcast’s name to both end one and start another sentence, is a 15-20 minute long show co-hosted by my buddy Drew McCarthy and myself. We chat about geek life in general. Anything from movies, gaming, TV, music, comics, toys, our jobs, our lives and MORE exists under the umbrella of Geeks Explicitly.

Continue reading “Geeks Explicitly – Entering Ear Canals Soon”

I'm a guest on the Tri-Tac Games podcast, as we talk about zombies in RPGs

If you haven’t heard of the good folks at Tri-Tac Games, you should certainly check them out! They’re the publisher of Buerau 13, Fringeworthy and other great titles.

A few months ago I had the opportunity to sit down with them (virtually) and record a podcast about disasters and surviving them in RPGs. This particular disaster is one that I have a passing familiarity with – a zombie apocalypse!

Go grab the podcast right here!

More about the Tri-Tac guys. They host a weekly podcast titled Fringeworty: Tri Tac Games Podcast and it’s quite good. They do a bit on their own games, but more often then not cover many topics dealing with RPGs on a whole.  The relationships between players, GMs and product.  I’ve gotten a number of good ideas from them and have enjoyed many of their discussions on game theory.  Certainly worth a listen!  Their episodes fall between 30 minutes to an hour long (except the occasional actual play episode, which are longer).

Find them via Podbean, or iTunes.

Finally – an Aruneus update!

A rough from Aruneus module 1

With my shoulder finally cooperating again (I was knocked out of action for a bit of the old major surgery) I’m finally able to get back into writing, editing and layout.

Over the past few weeks I’ve been taking stock of everything I have written for the Aruneus project, and everything that still needs to be done.

I’ve added about 2000 words and done a lot of compiling, editing and moving around. I’m slowly being able to put more hours into this, which is a good thing. I want to get back on track and finish this first sourcebook as quickly as possible.

I’ve now got a bit of experience in doing print on demand as well, which will make layout and optimization of this book a whole heck of a lot easier (and faster).

I’m starting to get the last of the artwork I need to finish! I’ve made the decision that once Tim delivers the rest of the artwork he’s got on order, I’ll be using stock art I’ve already purchased to fill out the rest of the book where needed. I already have this on hand, and while it won’t be created on spec, it’s here already.

I’ve included an unfinished piece that Tim’s currently working on for the 1st module, because I like showing off new artwork and you all deserve to see some progress on this project! Note that this is an unfinished work and it will look a lot more polished by the time Tim’s done with it.

A Night in Lonesome October: Free zombies for you this Halloween!

A Night in Lonesome October: an RPG Blog Carnival has arrived!

Unfortunately I didn’t have time to come up with some brand spankin’ new RPG content for the special Halloween RPG Blog Carnival. What I can do though are offer folks my Contagion Infected Zombies expansion for Pathfinder for free. You can click here and get it for nothing until midnight, October 31st.

Be sure to stop by the blog carnival page and check out the other entries! Some good stuff coming out!

Amazing looking new zombie flick shot for $6k in 15 days.

I don’t know much about this film, other than it follows to ex-baseball players on their journey through a post-apocalyptic landscape filled with hungry undead.

I love the music they’re using, the fact that they shot it for so little and that it occupies that sweet spot (for me, anyway) between ultimate indie films and zombie apocalypse.  I really appreciate the people who put their time and energy into home grown projects such as this – so a big shout out to O. Hannah Films for getting their act together and giving us this:

Check out their website as well!

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