About this project
'Take The Galaxy’ is a card game set in the bright future of space exploration. The game can be played with 1, 2, 3 or 4 players.
In Take The Galaxy you assume the role of a pioneering faction setting out to explore and colonize a recently discovered galaxy.
You start off with a frontier colony built on a habitable planet with space for one utility outpost. Before you lie the colonisable systems, unpredictable events and wondrous anomalies of the Space Deck. This is where your strategic decisions begin...
Will you aim to seize valuable mineral deposits, and use the income from mining operations to finance expensive high value colonies? Or maybe you prefer to focus on science, and the Renown from being the first to research the wonders of this new galaxy? You can build space ships to boost your economy, or cut corners and use moral flexibility to gain an advantage - and how will you choose to resolve the events that emerge from the Space Deck? These are all hard choices, but your faction is relying on you!
You will be kept on your toes by the novel mechanic of relinquishing systems – you can only control 4 systems at a time, so in order to keep claiming worlds and establishing new colonies you will have to relinquish control of existing systems to your faction, which will impact your production chains.
This process of constant expansion and reinvention keeps the game tense and competitive until the very end – if someone with a good early start gets complacent, they will lose out to more adventurous opponents, as befits the theme of the game.
When the new galaxy has been fully explored, the Renown earned by each player will be calculated. Everything from systems claimed and colonies built to anomalies researched and events dealt with will contribute. There are many ways to come out on top!
Gameplay trailer - Part 1:
Gameplay trailer - Part 2:
The design and art for the game is finished, and both have been optimized extensively. There has been thorough playtesting, and we’re confident that the game is ready to meet a larger audience.
The big challenge for us is getting the game to the market, by which we mean production, distribution and marketing costs. We have calculated that combined with our own resources an additional €7,200 will be enough to get started and ensure the completion of the first production run of the game.
- The game should be playable both solo and with friends: when getting together with friends the list of games to play is long, and often we don’t have time to play all of them. For this reason and more we wanted to make a game that you can play whenever, wherever and with whomever you like.
- The game should have depth, and every time you play should call for new tactics: we wanted to make a game built on skill and with enough diversity that players would need to make tactical adjustments and changes over the course of the game to earn the most Renown.
- Each card needs to be distinctive and an art piece by itself: as one of us already offers art services it was a natural decision to bring their style to the game as a personal touch.
The game is complete as it is, and although extra funding would be amazing we want to keep the focus on the bare minimum needed to bring the game to the market. Therefore we won't be showing off all our stretch goals such as plans to translate the game, develop a digital version of the game or game expansions that would offer exciting new strategies and experiences. However...
STRETCH GOAL 1 - UPGRADE
STRETCH GOAL 2 - SPACE DECK CARDS
STRETCH GOAL 3 MILESTONE CARDS
The stretch goal Milestone cards is set to €14,500 and applicable for the Colonist pledge levels and above.
The nine Milestone cards can be used in an advanced game. They are a set of requirements that a player must meet before he or she can claim that milestone and earn the extra Renown points shown on it. Before the game starts, you draw 3 of these randomly and lay them open next to the gaming space. Players can now try to achieve these milestones. Note that only the first player that meets the requirements can claim that milestone, so it's a race! These cards are a fun enhancement to the meta strategy of the game and add quite some competitiveness. They lure the player out of their tried and true strategies and in solo games, using these milestones wisely, can earn you that epic score you were aiming for!
These are estimated shipping costs, which are not included in the tiers.
Our team (Tim van Geel and Piet Schellens) started working on Take The Galaxy almost two years ago.
Tim van Geel
'I had recently stopped working as a producer and lead designer at an international games company working on steampunk MMOs, and wanted to get back to my real passion: designing board and card games. This was something that I had done often as a hobby since childhood, but never dared to share with a larger audience. After talking with my friends and family, I was motivated to design a game from scratch.'
'I've known Tim since high school where we used to design our own games in the weekends. When Tim told me he was working on a card game, I was excited to join the project and help out with the design of the game mechanics and balancing. We've spent many afternoons playtesting this game, and despite hundreds of game sessions, the game is still a lot of fun and we keep on discovering new ways to play it!'
It wasn't long after the project began that we got in contact with two of Tim's family members: Bram and Stephanie van Lith-van Geel, founders of game marketing company Game Drive. We asked if they would like to help us build up a fan base and bring the game to market, and they agreed!
Thank you all for reading and we hope you will support us!
Risks and challenges
As Take The Galaxy is finished and thoroughly play tested already, our biggest challenge is putting the game out there – we’re talking distribution, export and marketing.
We're aiming to get a first run of games manufactured and shipped in August 2017, or in our worst case scenario November 2017. We may sell copies of the game before some backers get their copy elsewhere in the world. We're hoping that this doesn't happen, but we want to be honest - as a small publisher we can't afford not to take any opportunities that arise. Especially if that opportunity would be at Spiel Essen 2017, which we’re definitely hoping for…
The biggest challenge of all? This Kickstarter! To get this project from the ground and start financing the services of other companies, produce marketing material, attend events and establish presence in stores, we started this Kickstarter crowdfunding campaign.
Although €7,200 is a small amount, we feel that if used wisely it’s enough to get the ball rolling, especially as we’ve already made most of the investment ourselves.
Ooh, and let’s not forget the risk that pioneering aliens from another Galaxy might decide to strip-mine Earth in search of Production resources…Learn about accountability on Kickstarter
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