Solo University Project
Rulebook designed on Microsoft Word
Game board designed on Libresprite
Save the Day is a maze-based board game in which players embody parody versions of well-known pop culture heroes, as they compete against one another to save the day first. The idea was born from a love of pop culture, roleplaying games, and competitive board games (everyone gangs up on me when we play Risk).
In this game, heroes use their own unique character abilities alongside crazy gadgets and powers to traverse the city, overcoming various randomly-generated obstacles until they can save the day from whatever perilous circumstance is determined at the start of the game.
Players make their way around the board by rolling dice, moving spaces, and they end their turn by drawing event cards. Event cards grant powers and items, activate traps or create obstacles that block the path ahead. As heroes avoid traps and overcome obstacles, they gain experience that level up their hero's abilities for the current game.
The game board was designed to be a maze with no dead-ends, so a player always has an alternative route if they can't overcome an obstacle. Landmarks break up the board, providing boons to players who stop at them while potentially giving themselves a boost or tripping up a competitor.
An important aspect of the game was the theme of pop culture references and hero parodies. With characters parodying Indiana Jones, Sherlock Holmes, John McClane and Ellen Ripley, and items referencing movies and TV shows from the 80s and 90s, every card cracks a joke, every character has a wink-nudge. The concept became clear during playtesting when someone said:
"So I arrive at the hospital, and the Final Girl is fighting a giant robot with a laser gun and a whip? And I'm supposed to get in there and kill the robot first?"
An important part of board game design for me is replayability. Spending £50 on a game you can only play once for 4 hours is a bad investment (and I have to find somewhere to keep the box? You're kidding.) so the game was designed with an element of chance in mind.
Every game starts with a newly drawn objective, with differing victory conditions set in a different location. With 8 characters, over 100 event cards and 8 objectives, there are plenty of combinations and ways that games can unfold differently.
A game of Save the Day takes around 30-60 minutes to play, so there were 4 games conducted with various numbers of players. A comprehensive rulebook explained every aspect of the game and after a few games, only a few changes were noticed in terms of gameplay balance (mainly down to board design).
Playtesting was actually a great experience in terms of the game's reception; players took naturally to the game's rules, enjoyed the competitive nature of play and getting to use items and powers in creative ways. The players felt that they had the ability to make meaningful choices on their turns, and genuinely had some laughs while playing - which is always a good sign.
I never envisioned myself as making a "board game" - I have much more interest and experience in roleplaying games - but Save the Day was a pleasant surprise. From designing the board, writing out event cards, designing the characters, I genuinely enjoyed clicking the pieces together, trying to predict player behaviour patterns and recognising potential pitfalls.
Trying to design a board game that is engaging and fun, that achieves its goal of being funny and allowing its players to be funny felt like a big challenge at the start, but with it behind me, I'd say it's a challenge I'd happily take on again.