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Systems Design · Visual Design · Playtesting

THRONEBOUND

Three-Player Factional Strategy Board Game

Thronebound title artwork with the three-region board, cards, and tokens
Role
Systems Designer / Visual Designer
Type
Solo Project
Tools
Procreate, Photoshop
Players
3

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.

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.

Thronebound action point tracker
Action Point System

Map Control

The symmetric map presents several routes and choke points that generate constant tension between expansion, protection of territory, and opportunistic strikes.

Thronebound illustrated board with three territories and connected spaces
Board design
Route diagram connecting the three faction territories
Map routes

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

Unit Symbols

Building Symbols

Thronebound combat rules and unit statistics from the project deck
Combat & unit progression · Project deck, page 6

Game setup, turn structure, map rules, and end conditions.

Rule 1: Game Setup and Rule 2: Gameplay, including faction selection, starting resources, round structure, and player turns
Rule 1–2 · Game Setup & Gameplay · Project deck, page 5
Rule 3: Map Design and Rule 4: End, including map zones, special rules, end-of-turn scoring, and victory conditions
Rule 3–4 · Map Design & End · Project deck, page 7
  • 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.

Sanctuary and Altar cards, action point tracker, faction tokens, and board symbols
Components & visual language · Project deck, page 3
Problem

Early playtests showed that powerful cards could dominate a match and losing units too early made recovery difficult.

Iteration

I adjusted card effects, introduced Action Point costs, and expanded reinforcement opportunities.

Result

The revised system reduced snowballing and created more meaningful comeback opportunities.

Thronebound alpha testing notes, card balancing changes, and self-evaluation
Playtesting & card balance · Project deck, page 8
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)
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