Systems Design · Visual Design · Playtesting
THRONEBOUND
Three-Player Factional Strategy Board Game

Project Overview
Thronebound is a three-player competitive strategy board game centered on territorial control, unit progression, and tactical card play. Players share the same fundamental rules and resources, while strategic differences emerge from how they allocate Action Points and respond to the evolving board state.
Core Design
Action Point System
The core of the game is an action point management system that requires players to prioritize with precision. Each round provides an identical pool of points that can be spent on unit movement, territorial control, tactical card selection, or combat engagement.
All factions possess the same unit types, costs, and victory conditions. Strategic identity therefore emerges from the way players allocate their points, sequence their actions, and decide when to advance, defend, or wait for a more advantageous moment.

Map Control
The symmetric map presents several routes and choke points that generate constant tension between expansion, protection of territory, and opportunistic strikes.
Cards & Units
Tactical depth develops through the interaction of spatial control, unit progression, and a tightly curated card system. Sanctuary cards and Altar cards shift tempo and pressure by reinforcing frontlines, modifying turn rhythm, or strengthening key areas of the map.
Combat uses fixed unit statistics with a small layer of dice-based uncertainty in order to maintain clarity while preserving moments of risk and suspense. As units advance through upgrade paths, players can shape their forces toward resilience, mobility, or high-impact offense, which supports distinct play styles within a balanced and fully visible rule structure.
Card Directory · 32 Cards

Image directory
1–8 of 32Unit Symbols

Image directory
1–3 of 3Building Symbols

Image directory
1–6 of 6
Game Flow
My Contribution
- Game & Systems Design
- Map and Component Design
- Card Mechanics
- Game Balance
- Visual Design
- Playtesting & Iteration
Visual Design
The visual design prioritizes clarity and immediate comprehension. The tri-region board, faction markers, and icon language for Sanctuaries, Altars, and unit states were refined through multiple iterations in order to remain readable even when the board becomes crowded.
Color choices, shapes, and symbols were deliberately constrained so that zones of control, movement options, and critical objectives can be recognized instantly. This emphasis on visual communication reduces cognitive load and allows players to focus on strategic reasoning rather than rule consultation.

Playtesting & Iteration
Final Outcome
Thronebound taught me how strategic depth can emerge from relatively simple systems when resource constraints, spatial control, and player interaction are carefully balanced.View Full Project Deck (PDF)




