UX Case Study · Board Game Design · Academic Project

Boomer Beach

Designing a chaotic, joyful territory control board game from napkin sketches to a fully playtested prototype in three iterative sprints.

Team
Feli, Jummy, Paris, Pavlo and Sanya
Course
Game Design Studio
Timeline
Oct to Nov 2024
Players
2 to 4
Project Overview

Four grumpy elders.
One contested beach.

Boomer Beach is a 2 to 4 player territory control board game set on a slice of Virginia Beach. Players take on the personas of eccentric elders, each armed with a metal detector and a vendetta, racing to claim the most sandy real estate before a tidal wave ends it all.

My role spanned Version 1 mechanics and rules, prototype building, playtesting, rulebook design, and iterating rules post playtest. This case study chronicles how we transformed a chaotic first prototype into a tight, fun experience through structured UX research.

🏖️
Setting
Virginia Beach, an 8x12 grid of sand squares
🎯
Mechanic
Territory control with probabilistic disruption
💎
Core Loop
Move, mark, steal, survive the wave
🌊
Win State
Most points from territory and treasures when the tidal wave hits
Final game board, 8 x 12 sand grid
🎲
Roll and Move
Roll 2 dice and move that many squares. Every square you cross gets your color piece placed on it.
⚔️
Steal Territory
Walk through someone else's squares and they become yours. No negotiation, no mercy.
🎴
Draw an Event Card
End every turn with a card draw. Dogs wipe columns, children wipe rows, ice cream sends you backwards, energy drinks push you forward.
🌊
Survive the Waves
After each full round a wave card is drawn. Water swallows rows. The hidden tidal wave card ends everything and triggers the treasure reveal.
💎
Claim the Treasure
When the tidal wave hits, 6 treasure locations are revealed. Treasures on your territory are yours. Unclaimed ones spark a final frantic scramble.
The Challenge

Fun is easy to imagine.
Hard to engineer.

Our early designs were brimming with ideas, including treasures, traps, teams, trade mechanics, and point bonuses. The complexity looked exciting on paper but created a poor player experience: rules confusion, downtime, and players disengaged from the core fantasy of beachcombing chaos.

"

The game has too many elements, making it difficult to understand the rules.

Playtest 1, Session Notes
"

Without reaching the treasure phase, the game becomes a little boring. Treasure needs to play a more central role.

Playtest 1, Observer Feedback
"

Games are going on for a while. We need either more tidal waves or a thinner deck to control pacing.

Playtest 2, Professor A.
Design Iterations

Three versions.
One tightening story.

We ran structured playtests after each prototype sprint, gathering qualitative feedback and watching where players stumbled, checked out, or lit up with delight.

V1
October 7, 2024

Everything and the Kitchen Sink

Version 1 started as a brainstorm made physical. Players could form teams, trade cards, earn point bonuses for large territories. The board was a hand-drawn grid on folded paper. The ambition was high. The playability, less so.

Team formationTerritory point bonusesCard tradingCard loss on territory lossEvent cards introducedUnified point systemTerritory mechanics refined
V2
October 14, 2024

Finding the Right Constraints

Version 2 sharpened start positions to four corners, introduced the beach towel as a safe home base, and capped player count at four. The oldest player going first became a thematic delight, perfectly in the spirit of grumpy elders asserting seniority.

Treasure collected immediately on landingCorner start positionsBeach towel safe zone4 player hard capOldest player goes first
V3
October 21, 2024, Major Redesign

The Game Finds Itself

The most significant iteration. We rebuilt the event card system, clarified all wave mechanics, redesigned the treasure reveal as an end game dramatic moment, and moved from vague draw a card instructions to specific visual card designs with rules printed directly on them.

Excessive wave cardsDog and Child row and column clearingEnergy drink saveable for laterTreasure card as dramatic finaleWave tracker on boardCoordinate labels on grid3D territory pieces
UX Research Insights

What playtesting revealed

Two structured playtest sessions with external participants surfaced patterns that pure design thinking could not predict. These three insights drove the most impactful redesign decisions.

01

Complexity is Not Depth

Players wanted strategic decisions, not rule overhead. Removing team mechanics, card trading, and territory bonuses paradoxically increased engagement. The core territory battle became sharper and more legible for everyone.

02

Pacing is a Design Problem

Turn duration was a silent killer. Placing territory pieces one at a time felt tedious. The solution was physical: chunkier 3D pieces that are easy to grab, plus a visible wave tracker so no mechanic gets forgotten mid-round.

03

Drama Needs Scaffolding

The tidal wave end game was the most exciting moment but players forgot it was coming. Moving wave card draws to the start of rounds, and adding a visible tracker, transformed anxiety into anticipation.

Final Design System

A cohesive visual language
for chaotic fun

Each card type serves a distinct interaction model. The visual design uses a warm coastal palette with immediate iconography. Players need to read cards fast, mid-chaos.

🎲🎲

Cards

Wave Cards, Control the Tide
These include normal waves and tidal waves.
Event Cards, The Chaos Agents
These include dog, child, ice cream and energy drink cards.
Character Cards, Our Beloved Protagonists
Cards that describe Auntie Shreya, Jeff, Arthur and Josie.
Treasure Cards, The Dramatic Finale Reveal
Cards that locate our treasures on the grid in the last round.

Pieces

Character Pieces
Pieces that indicate where the player is located on the board.
Territory Pieces
Mark the territory conquered by the players.
Water Level Slider
Indicates how far has the water moved up the grid.
Outcomes and Reflection

What we shipped.
What we learned.

Rule Comprehension After Simplification

Players could explain rules back to a new player after one read through

Event Card Clarity in Final Version

Self-contained card text eliminated need to reference rulebook mid-game

Pacing, Turn Duration Improvement

Estimated 30 percent reduction in turn duration through 3D pieces and clearer movement rules

Engagement Around the Treasure End Game

The tidal wave finale became the unanimous highlight of every playtest session

Personal Takeaways

My biggest lesson: game design and UX design share the same core challenge. You are designing for a mental model you cannot fully see.

Every rule that seemed obvious to us was a stumbling block for first-time players. Playtesting is not validation. It is discovery.

The hardest UX decisions were never about adding features. They were about what to cut.

My Contributions
V1 MechanicsRulebook DesignPlaytestingRules IterationPrototype BuildMoodboards
Boomer Beach

A board game by five designers who learned more from playtesting than from planning.

Feli · Jummy · Paris · Pavlo · Sanya    INST405 Game Design Studio · 2024