Board Game · Design Case Study

Fortress Conquest

A team-based tactical board game focused on positional strategy (fixed movement) with dice-driven combat, plus resource cards that only activate on a roll of six.

Role Game Designer
Players 2 teams (co-op within teams)
Genre Tactical Strategy

Note: Links above expect you to place the PDFs in assets/docs/ with the same filenames.

Overview
Fortress Conquest final map

The win condition is simple: capture both enemy bases by reducing their HP to 0. The depth comes from coordinated team movement, dice-based damage output, and timing resource cards that only unlock on a six.

Market gap & positioning

Why this design exists.

  • Bridges luck + strategy

    Movement is fixed (planning-first), but combat still has suspense via dice-based damage.

  • True team-play

    Shared resource cards and role specialization create real coordination, not just “multiplayer”.

  • Faster tactical sessions

    One action per turn reduces downtime and keeps both teams engaged between turns.

Core pillars

The design rules I used to make decisions.

  • Predictable positioning

    Units have pre-determined movement so strategy relies on choices, not movement RNG.

  • Unpredictable battles

    Dice determines attack intensity, creating risk management without removing counterplay.

  • Rewarded luck, not required luck

    Resource cards are powerful but gated behind rolling a six, encouraging careful timing.

Core mechanics

How the game actually plays.

Fixed movement

Knight moves 1, Horseman moves 2, Cannon moves 1. Movement is not dice-based, enabling planning and formations.

Action-based dice

Dice are rolled for attacks (damage output) and to unlock resource-card usage (only on a six).

Victory condition

Win by capturing both enemy bases—reduce base HP to 0 and take control.

Resource cards

Each team starts with a set of cards. If you roll a six, you gain one extra move and may activate a card that applies to the next move or attack.

  • Revival: restore 6 HP to a base (1 use per base)
  • Attack Boost: +3 damage to next attack
  • Defense Shield: reduce incoming damage by 2 for one turn
  • Movement Boost: +3 spaces to next movement action

Central Tower

A secondary objective with strong tactical advantages. The tower has 15 HP and automatically attacks enemy units within 2 spaces at the end of each turn. Hold it for two consecutive turns to draw a free resource card.

The tower is optional for victory, but it reshapes decisions by creating a strong mid-map incentive.

Iteration after playtests

What changed and why.

Map clarity improvements

  • Removed multiple routes to the enemy base to reduce confusion and shorten sessions.
  • Introduced health bars to track bases and units involved in combat.
  • Tweaked the tower’s attack radius after it was over-empowering the controlling team.
  • Removed the “special activation grid” for resource cards (it caused confusion).

Final map

Fortress Conquest final map placeholder

User journey

A clear “how a player experiences the game” flow you can also export as a PDF.

1) Setup

Split into two teams. Place bases and units. Each team receives its starting resource card set.

2) First move

Teams coordinate early positioning—horseman pressures lanes, cannon supports, knight anchors defense.

3) Mid-game pressure

Players choose: race for base pressure or contest the Central Tower for tactical advantage and card gain.

4) Combat decisions

Attack rolls determine damage output. Teams weigh risk, probability, and unit matchup modifiers.

5) “Six” moments

Rolling a six creates swing turns: extra move + optional card activation. Teams decide whether to spend or save.

6) Endgame

Push to finish: focus fire on base HP, protect key units, and time resource cards to secure the second capture.

Journey outputs (optional)

If you want a downloadable version, create a PDF called Fortress-Conquest-User-Journey.pdf and place it in assets/docs/. Then replace the link below.