This week we have been pushing forward to finish our second Social Deduction game “Bunker 13”. Based on day/night games like werewolf, players must defend their bunker from raiders and mutants to survive the cold nuclear winter.
Narrator cards also help new players get to grips with how to play, avoiding the awkward problem of them forgetting which roles are in the game!
Our students are heavily into werewolf/mafia style games so weve been playing around with some ideas in the club.
This month we are releasing The Cult – a Sandbrook themed version of the classic Werewolf game and The Bunker – where dwindling supplies and frequent raids make surviving difficult in the wasteland. Currently being finished off and will be released later this month.
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Bunker 13 was a card game idea where players have to survive for 30 rounds on limited food and resources in a nuclear bunker. After 30 rounds the fallout would have dissipated enough for players to successfully leave the vault and survive.
The problem was that players only begin with enough food to last ten turns (with 4 players) and less if there were more players.
Players had to contend not only with starvation, but also radiation and health problems, as well as a suspicious overabundance of weapons stored in the vault.
Players receive a random job at the beginning of the game and get their own deck, starting with 5 cards. Each of the decks are job specific but also with a set number of food and weapons cards shared equally, for example the chef may recieve 5 standard food cards as well as an extra 10 randomly shuffled into his deck as the chef.
Players then vote for who the bunker leader is, however as some players such as the security team have a better chance of drawing weapons, the vote is often either ‘persuaded’ to be a certain member, or fully taken over by the person with the largest weapons cache in hand. This then decides who sets the policies for the bunker.
Policies include limiting food and weapons to the crew or opening and closing the bunker doors.
The game was playtested a few times, and whilst it was quite fun in parts, it needs a lot of work to make it truly playable – it is too complicated and players who are killed at the beginning of the game then have to wait until the game ends, which could be 20-30 minutes. Removing players from games is usually a bad idea in lengthy card games, so an alternative is needed – such as making them an outside group of raiders or traders.
Overall: an interesting idea and one I would like to return to in a simpler format, but one that needs a lot of work to make fun.