How I Designed Planet Apocalyse

How I Designed Planet Apocalyse

Let’s go through the process I followed in creating Planet Apocalypse!

The Idea

Way back in 2013, when Cthulhu Wars had just funded, I was already planning what my next game might be. I’d learned while working on computer games that games have a certain flow. One of the most famous games I worked on was Doom and MAN it had a killer concept. Demons fighting space marines. I wanted to use that idea in a board game. So, what would this entail?

Well, first off, I decided not to use space marines. I felt that if the demons were actually invading the Earth of today, they would be far scarier. So that gave me the setting. Hell, versus modern people.

Next, I decided the game should be co-op, with everyone playing humans. This is because I wanted truly scary demons, and if they are the only enemies, I can have them be as gross and unbalanced and terrifyingly powerful as I like. They are after all just a challenge for the players, and bigger and bigger challenges lay ahead.

Third, I wanted the players to be individual people, leading squads of soldiers. This way I could mix up the gameplay because each hero would get his or her own quirks, bonuses, and tricks.

Early Design

One of the things I often do when creating a new game is to write the rules first! I know this sounds backward, but for me, at least, it helps understand a lot of details about the game. Early in the rulebook is a list of components, so I make a first stab at components. What does the game need, physically? Well, Planet Apocalypse needed a game board. It needed figures for the heroes and the demons. And what should the demons be? I thought “Doom has a hierarchy, and so does Hell,” so I sorted the demons into first circle, second circle, and so forth. I figured the lowest order demons would be easy to beat, but they would be the most numerous.

I tried to come up with a turn structure. Obviously, the players would take their turns, and then the enemies would have a turn. But how would the enemies be controlled on their turn? Well, before making any real headway on Planet Apocalypse I took about a two-year break and created the game Orcs Must Die! (tabletop version), based off a computer game that was part tower defense, part battle. I felt I did a good job on my tabletop rendition, but also thought I could improve on it. So, I applied the tower defense concept to Planet Apocalypse. Now I knew what the enemies would do in-game – advance inexorably down the map.

By mixing up the enemies, the players would be forced to move around the map, dropping off ambushes (which were the “towers”) and taking out particularly dangerous enemies. Plus, they could only recruit new troopers in the start area, which basically forced the players to move back and forth across the map in a general flow.

One of my ideas early on was to add what I called 4th circle demons, which would be uniquely powerful. I made these mini-bosses, who basically changed the entire map by somehow affecting everything. Thus, when a 4th circle demon appeared, the players would focus their attention on it – either trying to kill it as fast as possible or seeking to avoid it. Either way, they were game changers.

So now I had a working game of sorts. Time to create it, so I built a prototype copy with figures from other games, sleeved cards, and maps cobbled together from bits of boxes. I used the color-coded knights from Shadows Over Camelot for my heroes, and Cthulhu Wars critters for the demons. One thing this taught me is that I wanted the different categories of demons to be different colors, so they are identifiable at-a-glance. I also learned that I wanted each different type of dice to be a different color because for an unknown reason some players can’t tell the difference between a D8 and a D10 without picking it up and inspecting it closely. But if the D8s are green, and the D10s blue, there’s no issue.

Advanced Design

I needed an artistic vision. I got in touch with Keith Thompson, who’d worked in film (and still does), also done game art, and had a really interesting style. I flew Keith out to my house, and we met for a weekend together. I made it clear the game look and feel was to be HIS vision, and I just explained what the world was supposed to be like. Keith “got it” and created a look and feel which is unique, distinctive, creepy, and arcanely medieval. Everyone has strong opinions about the art – usually something along the lines of “These are great! But I don’t want my kids to see them; they’ll get nightmares.”

I also needed to start padding out the world. I started working on new maps, new Demon Lords, new 4th circle demons, new types of troops. I had the idea that each map could happen in specific regions of the world – so if you wanted you could play with United Kingdom troopers, or with French, or Russian, depending on where you decided to set the map. This can lead to some odd match-ups, for example if you are playing on the “Washington D.C.” map with German soldiers, but whatever. Maybe the Germans sent a strike force coming to save us Americans.

I also wanted the heroes to advance in power during the game, so I created advancement charts. I had the idea for every hero’s advancement chart to differ from every other hero, and of course this was a nightmare to design and balance. But, also a joy. I’ve gotten a lot of positive feedback from the game’s advancement system.

Padding out the game, now that the rules were mostly done, took quite a bit of time. At this point the game was actively in playtest, and playing the game about three times a week, with three different groups. So, I spent a lot of time balancing the heroes, the gift cards, and the troopers. All needed for game polish.

Final Playtesting

The rules, heroes, demons, and other parts were all written up. I go into “final playtesting” when I think these main game parts are done, and then of course as I playtest I keep making more and more changes. So, three times a week, in the evening, I kept playing this game. It became grueling for me over time, but of course each individual gaming group only had to work once a week, so it was fun for them!

I’d watch the games, go home and make changes, print out the changes, modify my prototype, then try it again next week. This kept on going for months.

Eventually I managed to get through several playtests in a row without making any changes at all. This is when I pulled the trigger.

The game was now in final playtesting, and I didn’t need to spend quite as much creative time on it (still a lot of actual time, since it was half of my evenings), I started work on a new game – Hyperspace, which will no doubt grace the pages of this magazine some day soon.

Production

The designer is heavily involved for most of the game process, but eventually it gets handed over to artists, graphic designers, and production managers, and then you are merely on call for occasional questions (“How big is this token supposed to be? Must the map be two-sided? What color is a byakhee?”). For that matter, even during final playtest your creative involvement is limited, and all you do is make sure that game errors and imbalances are caught. Realistically, this means as a designer you can start designing your next game long before the previous one is done.

I went to my production manager, Arthur, and let him know that IMO Planet Apocalypse was as done as it was ever going to be. Time to make it happen, but most of my job as a designer was done. Though the production part of the game is HUGE, involving far more people than any previous stage, it is largely out of my hands at that point. Once the layout was done, and everything set up, we launched the Kickstarter campaign. But by that time, I’d been done with Planet Apocalypse for almost two months.

I had already started moving on to my next game during Final Playtest, and now during Production I ramped the Hyperspace design schedule up to the Advanced Design stage.

Return to Planet Apocalypse – New 4th Circle Demons

Return to Planet Apocalypse – New 4th Circle Demons

The Killakee

Three of the new Fourth Circle Demons are categorized as “Swarms.” These include the Killakee Swarm, the Imp Swarm, and the Wraith Swarm.

The Killakee is based on a demon cat of Irish lore, which brings ill luck. And of course I’ve incorporated this.

When the Killakee spawns, all heroes must lose Health or Courage equal to their Luck — a player with 6 Luck for example could really be hurt by this. In addition, while the Killakee is in play, no player can spend Luck for any purpose.

The rumors are TRUE! This Fall we will be not only releasing Planet Apocalypse 2, the board game, but also Planet Apocalypse the 5e sourcebook on Kickstarter!

The Return to Planet Apocalypse Kickstarter will have some great new expansions for our much-praised board game while the RPG supplement will show you how turn any fantasy world into a post-apocalyptic landscape where the heroes fight alongside surviving remnants to merely stymie the fiendish hordes.

Each week we are releasing a Design Corner from Sandy that gives you a sneak peek of art from these new projects.

Return to Planet Apocalypse – 3D Rendering of Imp

Return to Planet Apocalypse – 3D Rendering of Imp

New 4th Circle Demons.

Three of the new Fourth Circle Demons are categorized as “Swarms.” These include the Killakee Swarm, the Imp Swarm, and the Wraith Swarm.

The Imp is of course based on the imps of legend, which haven’t yet showed up in Planet Apocalypse.

To represent their “swarming” nature, when the Imp is finally killed, roll Despair Dice and spawn new minions in its area as if an invasion token had been revealed. If you wait too long to kill the Imp, you might be better off ignoring it, rather than risking 4-5 demons appearing so close to your gate.

The rumors are TRUE! This Fall we will be not only releasing Planet Apocalypse 2, the board game, but also Planet Apocalypse the 5e sourcebook on Kickstarter!

The Return to Planet Apocalypse Kickstarter will have some great new expansions for our much-praised board game while the RPG supplement will show you how turn any fantasy world into a post-apocalyptic landscape where the heroes fight alongside surviving remnants to merely stymie the fiendish hordes.

Each week we are releasing a Design Corner from Sandy that gives you a sneak peek of art from these new projects.

“Return to Planet Apocalypse” Design Corner: New Hero

“Return to Planet Apocalypse” Design Corner: New Hero

Scott Delrich is of course based on the iconic horror film, The Evil Dead, which pretty much seems like a prologue to Planet Apocalypse. His name comes from the character “Scott” in the movie, who is not given a last name. But the actor is Richard DeManincor, who for some reason took on the pseudonym “Hal Delrich” in the credits.

My hero — Scott, is of course a battle star. He starts with two attack dice! Unfortunately, his two starting dice are each just a 1d4, but it does make him an effective way to clear out the riff-raff.

His biggest drawback is that most of his gift advances cost the team 2 Luck. This luck can be discarded by anyone — not just Scott, which makes him a burden. He has a double-whammy here too — his start ability is that he heals back up to full each time he buys a Luck-based Gift. This is phenomenal, but the fact that he costs the team potential 8 Luck over the course of the game makes it problematic. To add to this, his flaw is that he can’t perform first aid as well as other heroes, making him quite desirous of using that starting ability to heal.

He is just about the only hero who likes being affected with Pestilence, Fire, and Stun, since with his Trouble Magnet ability this adds 1d8 to his attack.

Of course, he still doesn’t dare retain those problems for too long. He is mortal.

His final ability is to add 1d8 if any Fiends are in his area, making him a nice antidote to these challenging foes. Though it also can make him reluctant to kill Fiends, letting them survive to boost his attack.

Scott rapidly becomes a center of attention on your team. All the heroes need to watch their Luck carefully and supporting Scott in battle becomes a major project. Without proper management, Scott can bring the whole party crashing down around him. Or, if handled right, he rewards you by becoming an effective killing machine. For example, if he’s gained his extra die (from his Gift path), has a Pestilence token, and enters an area with a Fiend, he rolls 2d4+3d8, and that’s without any attack-boosting Gifts. An impressive total.

Each week leading up to our Kickstarter campaign this Fall, we will release a Design Corner from Sandy focusing on the new Return to Planet Apocalypse characters as well as a sneak peek with art from these new projects.

Planet Apocalypse 2 Design Corner: New Lord Choronzon

Planet Apocalypse 2 Design Corner: New Lord Choronzon

We’ve added seven new Lords for this campaign, so let’s discuss them!

Choronzon is the demon of madness and inconsistency. Its battle effect is quite odd – unlike other Lords, the heroes don’t get to choose who is attacked. Instead each hero must pick a different number equal to or lower than 10 which is higher than his Toughness. Choronzon rolls 6d10. If ANY of Choronzon’s dice match a hero’s picked number, then the whole attack affects him.

For example, let’s say that Tony, George, Nathan, and Alyssa are battling Choronzon in Hell Time. It’s time for Choronzon’s attack, so each of them must choose a number – boringly, they choose 7, 8, 9, and 10 respectively.

Each week leading up to our Kickstarter campaign this Fall, we will release a Design Corner from Sandy focusing on the new Planet Apocalypse 2 characters as well as sneak peek with art from these new projects.

Choronzon’s roll is 3, 6, 6, 7, 8, and 10. George’s Toughness is 3, while the others are only 1 or 2. Tony, George, and Alyssa each had their number appear in Choronzon’s roll, but at least Nathan is missed. Tony and Alyssa each take a full 6 damage from the attack, because all 6 of Choronzon’s dice beat their Toughness. George is missed by the die roll of 3, so “only” takes 5 damage. That was a tough attack and shows how Choronzon works.

Since a common Hell Time tactic is to pick the Lord’s target from someone who can probably weather it, this makes Choronzon a fairly deadly enemy. You’ll need to drag a bunch of troopers in with you to absorb those semi-random hits! Of course, sometimes he won’t hit anyone, which is the nature of randomness.

Planet Apocalypse 2 Design Corner: New Lords

Planet Apocalypse 2 Design Corner: New Lords

We’ve added seven new Lords for this campaign, so let’s discuss them!

Belphegor as the demon of laziness and idle hands has the power of Sloth. When you fight him, he hands out Sloth tokens over time. These have several effects. The scariest is that when a hero with a Sloth tokens wants to retreat from Hell Time, he must roll 1d4 – if the roll is equal to or less than his Sloth, he can’t retreat. So this is a real risk. If you have 4 Sloth tokens, you can never retreat!

Fortunately, Belphegor only has six Sloth tokens so by the time they’ve all been handed out, with luck no one will have accumulated 4. Unfortunately, once Belphegor runs out of Sloth tokens, when it’s time for him to give another, he instead gains 1d4 health! This lets him regenerate over time so if you delay battling Belphegor too long, it makes him harder and harder to take down. ThIs Lord is much easier to deal with if you front-load your attacks, but of course that is not always easy either.

Each week leading up to our Kickstarter campaign this Fall, we will release a Design Corner from Sandy focusing on the new Planet Apocalypse 2 characters as well as sneak peek with art from these new projects.