INTERGALACTIC RESCUE SQUAD!
A 1-on-1 space combat strategy board game with a whole lotta dice.
Position: Game Designer, Artist
Date: 12. 2014
Chris McGinnis, Bengang Qi, Carl Farra, and Owen Bell
Two alien motherships are locked in a massive interstellar clash. With their guns and engines down, they reach out to YOU, tactical mastermind of the Intergalactic Rescue Squad, a young team of talented bounty hunters recruited to save the day and destroy the opposition. Control 4 unique pilots, mine for resources, roll lots of dice, and engage in epic galactic warfare!
The game was featured at IndieCade East 2015.
Intergalactic Rescue Squad is a Game Design 1 (taught by Eric Zimmerman) final project, the result of 4 weeks of work. We wanted to make a game that has the dice mechanics and light heartedness of King of Tokyo but with more strategic decision making. Each face on the dice represents an action, either attack, move, reinforce, or mine. Players simultaneously assign actions to their pilots behind a screen, before revealing them and playing them out on the board one by one, having to adapt their tactics on the fly.
First playable prototype
In this version we were using standard 6 sided dice. Three of the four classes of spacecraft were already in this version.
A later build
By this build, we had switched to the action dice system and had rough figures representing the spacecraft, rather than the dinosaur models.
Although the battle screen was a feature of the game since the beginning, this is the first picture it actually appears in. We also had a new board and layout for this playtest.
The quality of playtests is very important. We wrote down these questions and used them before, during and after each playtest for better feedback.
Very serious playtesting. The version of the game in this picture was near final. The only thing left to do was update the models and tokens.
3D printed model
The first asteroid model, with minerals attached.
Laser cut dice
Since we need special icons on the dice, we used a laser cutter on blank dice, and added colors with markers.
Instead of each character using their own sheet, we combined them together. As a designer, I tried to use different layouts to express the complex information on the board more clearly. This is the final version of the board.
Matt and Jesse played our game in the final class of Game Design which is taught by Eric Zimmerman.