OVERVIEW
For this design week game jam challenge, we were tasked with creating a table-top game based on an existing title. For our project, we developed Hardspace: Shipbreaker, The Tabletop Game. Pulling on the precise mechanical feel of the original, it's tense, time-based competitive puzzle game where players carefully remove pieces from a physical ship, earning cash from the scrap to pay off their skyrocketing debts.
Early iterations of the rulebook had to make a lot of assumptions about what objects would look like, how the play space would be set up, and what resources we'd have.

As the game evolved, It was important to continue to update the rulebook. One of the things I tried to address early were clear visuals and common language, to make the game very easy to pick up. Here I included a chart with lots of pictures instead of numbers, to make it both more enticing and accessible.





