Griller Z Characters

Changes are inevitable, but Griller is getting close.  The core game system is finally ready, and we’re just tweeking and polishing now.  In the coming weeks a comprehensive video review of how to play Griller Z will be hitting the webz.  For now here’s a little taste of the latest card action!

First up are a few character cards!  Every character card is 100% unique with stylized art of the character on both the front and back of the card.  Every character has a passive pool of 4 skill points that dictate how they start the game.  These points can be allocated in BURN or ROT, SKILL(et) & MUNCH  Humans typically cook with BURN and Zombies generally cook with ROT.  We don’t discriminate however, go ahead with your bad Zombie food human Grill Master self!

character_back_01 character_frnt_01

First up is Shirly Shish-Kabob.  She means business, and is one of the most skilled characters in all of Griller Z.  SKILL(et) does a lot of different cool things we’ll talk about soon.  As a tease, consider her one of the better characters for sabotaging others, and cooking up orders with precision.

character_back_02 character_frnt_02

Ricky is a brute of a cook.  With 3 passive ROT right out of the gate, this boy is going to stink up the grill very quickly.  Look for him to infect a lot of food very fast.  With no passive SKILL(et) to protect him, he may be an easy target for sabotage.

So short, but hopefully sweet!  That’s just the way Ricky likes his rotten hotdogs.  We wouldn’t want to spoil (pun intended) too much just yet, but more will be trickling out in the coming days.


Dev – GZ Internal Alpha Testing

Griller Z had an intensive play test last Friday night (6/12/15). Many important features and ideas were put through their paces.  Parts of the game worked flawlessly, and made the cut, but there’s still a lot of fat to trim (pun intended), and work to do.

Things that worked:

shop_card_1.0Spoil Checks – spoil checks may be the most functional component of the original rules. The difference between the Human’s and Zombie storage architecture relies heavily on this concept, and it’s great that it feels significant.

Shop Cardsshop cards worked very much as intended. There was some fear that giving players to little, or to much control over the cards would break the game quickly. Players seemed to easily get part or all of the food they needed, and EVENTS (even hard ones) were completed.

Working on it:


Inside Rulebook 1.0

Event Cardsevent cards felt either easy, or way to hard to complete. This was amplified because the player event draw was significantly lopsided in favor of Zombies, and most players chose Human characters. A new system is in the works to fix some of these glaring issues.

BurnersThe rules for turning on burners did not convey to players well. Resource management, and order of operations needs to be drastically tightened. Scope creep is a likely culprit, and simplifying how Burners operate is the most logical fix. The GAMEBOARD/grill is getting a much needed overhaul.

Rule BookOh the poor rule book.  Moving and shifting rules so that they flow naturally and function is tough stuff. Scope creep again is a likely culprit for the difficulty players had grasping certain concepts. The rules were read by each player prior to testing the game, with no advice or direction was given (with the exception of suggestions for where to find specific rules in the book).  By in large players were able to play the game without help from Frank (the designer).  Simplifying the rules and rule book is at the top of the stack of things to accomplish.


The first internal Alpha was by in large a huge success. Super important problems were highlighted, and fun was had by all. When the ball got rolling, players were rapidly completing events.  There’s still a lot to do, but for a first run, we couldn’t be happier with the results.