Card of the Dead is a Zombie survival card game produced by the Alderac Entertainment Group. The objective of the game is to obtain the most survival points by either escaping with enough Movement points or being the last human standing after three (3) rounds of play in order to be the best zombie survivalist.
The objects of the game include the three types of cards that exist in the game: Action Cards, Event Cards, and Zombie Cards. These are really the only variables in the game, since players draw one card, or two if the Event Card “Swarm” is in play, at the beginning of each turn. The Zombie Card adds one Zombie to a players count, the Zombies Card counts as two, and Zombies!!! counts as three. Depending on the number of players, the number of Zombies it takes to Surround, or even be Eaten increases or decreases.
Internal relationships really drive this game. The cards interact with one another, and really determine how the game is played. For example, Action cards can either be used for Movement Points to escape the Zombie horde, or they can be used for the specific Action listed on the card to battle Zombies or pass them to other players. Some Zombie cards cannot be discarded by some Action cards, and not all Action cards can be used for movement points. These internal relationships really drive the strategies for this game, and make it fun and difficult to really make progress in the game.
The environment of the game is also a key factor of game play. The game can really be played anywhere, but it would be very different playing with someone who has never played before versus someone who has played the game several times. Playing on a table or hard surface makes this game much easier to actually play than playing on a soft surface. Unlike the internal relationships, this game does not depend on environment other than the players involved in the game and table talk. Table talk may or may not influence the way players handle their cards or the order in which they use them.
As a formal system, this game is relatively straightforward. The rules say to pick up ten (10) cards at the beginning of the game and draw choose three (3) that have no more than one (1) movement point each. The player then draws a card at the beginning of each turn and either plays the card or puts it in his/her hand depending on the type of card. The rules give this game a foundation, but do not drive the frame of the game.
For a cultural system, the game released in 2013 fits into the Zombie culture that exists today. After several times playing through the game, it is easy to say that it becomes increasingly difficult to win as cards are drawn and the deck has less and less Action Cards. This gives the simulation of the difficulty of surviving in an actual Zombie-infested world. The three types of Zombie Cards really drive this idea home. The cards include Zombie, Zombies, and Zombies!!!. These put fear into the players’ minds because the number of Zombies it takes to Surround or even Eat players decreases as the number of players increases, forcing players to change their strategies. The cultural stigmas and ideas that provide the Zombie culture give players an idea of how to play the game, but still do not provide a strict frame of play as a system.
This game exists strongest as an experiential system. While the concept is simple, player reactions, strategies, and experiences all change based on the cards that they draw from the deck. There really is no other way to explain it as anything but an experiential system because it really is an interaction between players and the game, even though the rules give foundation and the cultural stigmas provide a context for the players.
After analyzing the system of Card of the Dead, it is clearly an open system. The game calls for a 15 minute play time, but this can easily change. Players can manipulate the time constraints by calling for faster playing and penalties if players take too long to decide what to do. The players as pieces of the environment greatly change the game. Players who talk a lot about their strategies versus players who keep their ideas to themselves can greatly affect the course of the game. The environment influences the system greatly because it affects the internal relationships based on how players use their cards.
The choices then become about what cards to play and when to play them. the small choices are really how to use an Action card. A player can either use this card for its Movement Points or for the Action listed on the card, usually to get rid of the Zombies “following” them. However, these small choices have consequences that affect the rest of the game. If a player chooses to use the card for Movement points, they lose that card’s Action for later in the game and if they use it for the Action, they lose the Movement points. Players have to strategize about when to use cards and when to hang onto them.
Players interact with the game differently based on the cards they draw. This provides a cognitive interactivity based on the emotions and reactions players have depending on the card that they draw from the deck. If a player draws an Action card, they might be relieved that they did not draw a Zombie or Event card. If a player draws a Zombie card, they might get frustrated and start developing a strategy to get rid of said card. The same can be said if they draw certain event cards, like Swarm which causes players to draw two cards per turn, thus increasing the chance of drawing Zombie cards. The functional interactivity of the game is simply the players drawing cards and participating in the system by playing these cards. The explicit interactivity of the game involves the choices players make about what cards to play. This is where the players will pay attention to what cards the others are playing a develop a strategy about what cards they are going to play. Going beyond the object, players might talk about this game with one another afterwards, but for the most part there is not a large following for this game. That is the unfortunate truth about Indie games, though. They might be fun, but they are made by third party companies that do not receive a lot of exposure.