Here's the idea:
• Underground map, consisting of a a bunch of passages connecting two opposite corners, plus many side passages blocked off with rock chunks.
• Two important points in opposite corners of the map: the Mine and the Depot.
• Kobold base connected to various map points through Waygate-based holes
• Two phases
Phase One: Players cannot attack each other.
Kobolds build up forces (who are unplayable as of yet), choose which kobold to build, etc, and send workers to clear up attack paths (by destroying rock chunks), set up exploseves (to collapse the roof and create blocking rock chunks), etc
Dwarfs send engineers to clear the path between the Mine and the Depot, set up explosives to block off certain tunnels, build support beams to counteract kobold explodes, set up defensive emplacements, etc. And, of course, build tracks.
The explosives cannot be detonated until phase two. Not all tunnels can be collapsed.
Phase Two (after timer elapses): The carts with a small soldier escort begin moving form the Mine toward the Depot. Kobolds must stop them.
Dwarf guards generally lose against kobold forces, kobold forces lose against defensive emplacements. But Dwarfs can't build that many defensive emplacements.
For Dwarfs, the idea is to create several paths to trick Kobolds into wasting time going for the wrong one, redirect the carts onto safe routes, etc. Also guess where Kobolds will attack, and try to block the avenues with explosives and emplacements.
For Kobolds, the idea is to discover Dwarfs' tracks and be ready to block them all off and attack them unexpectedly, without running into defensive emplacements.
Rock chunks can be destroyed and tracks can be built in either phase, but it wastes a lot of time in the second phase. However, both should still be viable ways to deceive the enemy.