TOMB FIGHTERS
PERSONAL GAME CONCEPT
GAME DESIGNER
A competitive adventure board game where daring explorers venture into ancient tombs, navigate deadly traps, steal treasures from their rivals and race to escape before it’s too late.
2-6
PLAYERS
30
MINUTES
7+
AGES
01
THE GAME
In Tomb Fighters, players take on the role of daring explorers venturing into ancient tombs in search of legendary treasures.
Navigate the ruins, outsmart your opponents and collect the most precious relics to become the greatest adventurer.
EXPLORE
Modulable temple tiles with unique layout for different games each time.
SURVIVE
Roll your dices, move fast through the temple and stay alive at all cost.
COLLECT & STEAL
Gather relics and complete sets to be the richer. Loot the temple or your opponents.
ESCAPE
Run away or stay in the ruins forever. Only the livings can enjoy the treasure.
02
GAMEPLAY & MECHANICS
A fast-paced and accessible gameplay system built around dice management, tactical movement and player interaction. Across eight rounds, explore modular tombs, overcome deadly traps, collect valuable treasures and outsmart rival adventurers. Every decision balances risk and reward, creating unpredictable expeditions with strong replayability.
DICE-DRIVEN MOVEMENT
Eight dice. Eight turns. Every movement counts.
Movement is driven by a pool of eight dice, creating a sequence of tactical decisions throughout the expedition. Players must carefully manage their available options, choosing when to explore new rooms, pursue valuable treasures, or reposition themselves to intercept rivals.
The system combines controlled movement with uncertainty, making every decision part of a larger risk-management strategy.
DANGEROUS ROOMS
Every room holds an opportunity. Or a deadly surprise.
The tomb is filled with rooms that introduce hazards, special effects, and unexpected consequences. From environmental traps to obstacles that reshape movement opportunities, each room encourages players to adapt their strategies.
These mechanics turn exploration into a series of meaningful decisions, where choosing a route can be just as important as choosing a destination.
UNIQUE EXPLORERS
Different explorers. Different abilities. Different strategies.
Character-specific abilities are being explored to introduce asymmetrical gameplay and expand the strategic possibilities of each expedition.
These abilities are designed to influence navigation, survival, and player interactions without overshadowing the core movement and treasure-collection systems.
This feature is currently being developed and refined during prototyping.
PLAYER INTERACTIONS
Outsmart your rivals. Steal their treasures. Survive their schemes.
In Tomb Fighters, other explorers can be just as dangerous as the tomb itself.
Players can intercept their opponents, steal randomly selected treasures by crossing their paths, and use positioning to disrupt rival expeditions.
Escaping the tomb doesn’t necessarily mean leaving the action behind. Once outside, players can influence the remaining expedition by controlling the Mummy, turning former competitors into an additional threat.
These interactions create a constantly shifting balance between competition, opportunism, and survival.
03
TOMB &
LEVEL DESIGN
A LIVING LABYRINTH OF RISK AND REWARD
The tomb is a carefully designed environment where spatial layout, movement constraints, and player interactions work together to create meaningful strategic decisions.
Its architecture combines open spaces, narrow corridors, chokepoints, and alternative routes to encourage repeated exploration, tactical positioning, and encounters between rival adventurers.
As the expedition progresses, the tomb itself becomes an active threat. Collapsing entrances, newly revealed escape routes, and the awakening Mummy transform the environment, forcing players to constantly reassess their strategies and balance the pursuit of treasure against the risk of losing everything.
THE TOMB LAYOUT
A TOMB THAT REACTS
Built around 12 interconnected rooms, the tomb combines open spaces, narrow corridors, chokepoints, and alternative routes where players need to plan their movements and anticipate their opponents’ paths.
The goal is to make navigation a meaningful part of the gameplay without turning the environment into a puzzle.
The first successful escape changes the entire expedition.
The original entrance collapses, three new exits appear across the tomb, and the remaining explorers must rethink their escape routes.
Combined with the threat of the Mummy and the eight-turn limit, this transformation turns a familiar environment into an increasingly dangerous race against time.
04
MISSIONS &
RESPONSIBILITIES
As the creator and Game Designer of Tomb Fighters, I developed the game’s core mechanics, competitive systems and overall gameplay structure.
My work focused on creating an accessible yet strategic experience, combining modular exploration, dice-based movement, hidden risks and direct player interaction.
Through prototyping and iterative design, I explored how risk, reward and competition could create memorable moments around the table.
- Core game design & mechanics
- Dice-based movement & resource management
- Player interaction & competitive mechanics
- Physical prototyping & playtesting
- Modular tomb exploration system
- Treasure collection & trap systems
- Game balancing & iteration
- Rulebook design & writing
05
THE TREASURE
IS WAITING.
Every tomb hides its secrets. Every expedition brings new dangers. Will you escape with the treasure, or lose everything trying?