GAME DESIGN DOCUMENT
MARSHALL L.A.W. is a strategic multi-player board game played across three simultaneous dimensional layers: Land, Air, and Water. Players command forces across a 26×26 grid, deploying hidden units, capturing objective flags, and engaging in cross-domain combat.
The game combines the depth of classic strategy titles (Stratego, Chess, Axis & Allies) with a novel vertical dimension mechanic. A built-in Solo AI opponent mode makes the game fully playable without additional players.
Core identity: A thinking person's war game — tactical, spatial, deceptive. Easy to learn, hard to master. Built for 2–4 players or solo. Designed for physical tabletop with a planned digital adaptation.
Command land, sea, and air forces simultaneously on a three-dimensional battlefield. Capture the enemy flag before yours is found.
The game board consists of three stacked transparent acrylic layers, each a 26×26 grid. Columns are labeled A–Z. Rows are numbered 1–26. Each cell is identified by Layer + Column + Row (e.g., L-D-14 = Land, column D, row 14).
| Zone | Location | Effect |
|---|---|---|
| Home Base | Rows 1–3 (each player corner) | Unit deployment zone. Flag must be placed here. |
| No-Man's Land | Rows 12–14 (center) | All units exposed. No hidden identity bonus. |
| Deep Water | Water layer, rows 10–18 | Land units cannot enter. Naval only. |
| Mountain Pass | Land layer, cols H–J, rows 8–12 | Movement -1. Defensive bonus +1. |
| Air Corridor | Air layer, cols A–C and X–Z | Air units move +2 per turn. |
Certain grid positions allow units to shift between layers — called Transition Nodes. There are 12 Transition Nodes per board, marked with gold pegs. Only eligible unit types may use them.
| Domain | Units |
|---|---|
| LAND | 18 units (Infantry, Armor, Artillery, Special Ops) |
| AIR | 10 units (Fighter, Bomber, Scout, AWACS) |
| WATER | 10 units (Destroyer, Submarine, Carrier, Patrol Boat) |
| ALL | 2 Command units (can operate in any layer) |
Each unit has a numeric Combat Value (CV) from 1–12. When two opposing units occupy the same cell, the unit with the higher CV wins. Equal CV = both units removed (mutual destruction). Unit identity remains hidden until combat is triggered.
| Unit | CV | Movement | Special |
|---|---|---|---|
| Marshal | 12 | 1 cell | Loses to Spy |
| General | 11 | 1 cell | — |
| Colonel | 10 | 1 cell | — |
| Major | 9 | 1 cell | — |
| Captain | 8 | 1 cell | — |
| Lieutenant | 7 | 1 cell | — |
| Sergeant | 6 | 1 cell | — |
| Special Ops | 5 | 2 cells | Can cross one Transition Node per turn |
| Miner | 4 | 1 cell | Defuses Mines. Only unit that can. |
| Scout | 3 | Unlimited* | Cannot attack. Reveals identity on move >1 |
| Spy | 1 | 1 cell | Defeats Marshal only. Loses to all others. |
| Mine | — | Immovable | Destroys any attacker except Miner |
| Flag | — | Immovable | Win condition. Must be placed in Home Base rows 1–3 |
| Unit | CV | Movement | Special |
|---|---|---|---|
| AWACS | 10 | 3 cells | Reveals adjacent enemy unit identities within 2 cells |
| Fighter Jet | 9 | 4 cells | Can intercept — moves before opponent's air unit resolves |
| Bomber | 8 | 2 cells | Can strike Land layer from Air (+1 CV vs land targets) |
| Scout Plane | 3 | 5 cells | Cannot attack. Reveals one enemy unit ID on move. |
| Unit | CV | Movement | Special |
|---|---|---|---|
| Carrier | 10 | 1 cell | Can launch one Air unit per turn from its position |
| Destroyer | 9 | 2 cells | Detects Submarines within 3 cells |
| Submarine | 8 | 3 cells | Invisible to all units except Destroyer. Ambush +2 CV first strike. |
| Patrol Boat | 5 | 3 cells | Can enter coastal Land cells (rows 1, 26) |
CV 7. Can operate in any layer. Move 1 cell per turn. If a Command Unit is destroyed, the player loses 3 units of their choice permanently (Command Penalty).
Win Condition: Capture the enemy Flag. The first player to move a unit onto the cell occupied by an opponent's Flag wins the game immediately.
The only way to reveal whether an immovable piece is a Flag or a Mine is to attack it. If it's a Mine, the attacking unit is destroyed (unless it's a Miner). If it's the Flag — game over.
In 3-player or 4-player games, each remaining player's Flag stays in play until captured. The game ends when only one player/team has an uncaptured Flag.
For experienced players: all players write their moves secretly, then reveal simultaneously. Combat resolved in CV order (highest first). Recommended for 4-player games.
MARSHALL L.A.W.'s defining mechanic — units from one domain can engage units in another domain under specific conditions.
| Attacker | Target Domain | Condition | CV Modifier |
|---|---|---|---|
| Bomber | Land layer | Must be directly above (same col/row) | +1 CV |
| Bomber | Water layer | Must be directly above | +1 CV |
| Submarine | Air layer | Cannot — Submarines are water-locked | N/A |
| Carrier | Air layer | Launches Air unit to Air layer — Air unit then attacks | Normal |
| Special Ops | Water layer | Must be adjacent to Transition Node | -1 CV (out of domain) |
| Command Unit | Any layer | Free — designed for multi-domain | Normal |
Land units with CV 8+ (Captain and above) may "fire up" at Air layer units directly above them — CV reduced by 3 for that attack only. Represents ground-based anti-air capability.
Destroyers may attack Submarines in adjacent cells (not same cell) with a Depth Charge action — CV 6 strike. This uses the full Movement Phase for that turn.
MARSHALL L.A.W. includes a fully defined ruleset for a solo player to compete against the game itself. The AI opponent is called MARSHALL.
| Difficulty | Behavior |
|---|---|
| Recruit | MARSHALL moves randomly. No strategic prioritization. |
| Sergeant | MARSHALL advances toward player's home base. Avoids known Mines. |
| Colonel | MARSHALL uses scouting units before advancing. Tracks revealed unit CVs. |
| MARSHALL | Full adaptive play. Prioritizes high-CV elimination, surrounds suspected Flag positions, uses cross-domain attacks. |
In tabletop play, the AI's moves are determined by a numbered MARSHALL Decision Deck — a 54-card deck that maps game states to movement decisions. Cards are drawn in sequence and interpreted against current board state.
In the planned digital adaptation, MARSHALL uses a minimax algorithm with alpha-beta pruning, seeded with the 26×26×3 board state. Hidden unit identities are stored in a masked array visible only to the AI at MARSHALL difficulty.
| Phase | Milestone | Timeline |
|---|---|---|
| 1 — GDD | This document. Core mechanics locked. | June 2026 ✓ |
| 2 — Physical Prototype | 3-layer acrylic board, unit tokens, MARSHALL Decision Deck. Internal play testing. | Q3 2026 |
| 3 — Provisional Patent | Filed via USPTO with GDD as technical exhibit. Attorney: [REDACTED — Private Counsel]. | Q3 2026 |
| 4 — Beta Testing | 10–20 invited playtesters. Rules refinement. Balance adjustments. | Q4 2026 |
| 5 — Digital Prototype | Browser-based implementation. MARSHALL AI coded. 2-player online mode. | Q1 2027 |
| 6 — Crowdfunding / Licensing | Kickstarter or publisher outreach. Physical edition + digital edition. | Q2 2027 |
This Game Design Document establishes authorship and creative ownership. © 2026 GOAL Investment Inc. / Michael Blucker. All rights reserved. Document dated and notarized copies to be retained.
The cross-domain combat mechanic, 3-layer grid architecture, and MARSHALL Decision Deck system are candidates for provisional patent protection. Filing to be executed by [Private Legal Counsel] — USPTO registered patent attorney.
The MARSHALL AI algorithm (minimax + masked unit array) and Decision Deck card logic are maintained as trade secrets until the provisional patent is filed.
MARSHALL L.A.W. and MARSHALL (AI character) to be registered as trademarks under GOAL Investment Inc. after patent filing.
Note to Attorney: The primary novel claim is the simultaneous three-layer game board with cross-domain unit interaction and a hidden identity system applied across all three domains. Prior art search should focus on Stratego variants, 3D chess variants, and multi-domain wargame patents post-2010.
| Unit | Domain | CV | Move | Special Ability |
|---|---|---|---|---|
| Marshal | LAND | 12 | 1 | Loses to Spy only |
| General | LAND | 11 | 1 | — |
| Colonel | LAND | 10 | 1 | — |
| Major | LAND | 9 | 1 | — |
| Captain | LAND | 8 | 1 | Anti-air capable (CV-3 vs Air) |
| Lieutenant | LAND | 7 | 1 | — |
| Sergeant | LAND | 6 | 1 | — |
| Special Ops | LAND | 5 | 2 | Cross-domain transition capable |
| Miner | LAND | 4 | 1 | Defuses Mines; defeats Mine |
| Scout | LAND | 3 | ∞ | Identity revealed if moves >1 |
| Spy | LAND | 1 | 1 | Defeats Marshal; loses to all others |
| Mine | LAND | — | 0 | Destroys attacker (except Miner) |
| Flag | LAND | — | 0 | Win condition — capture to win |
| AWACS | AIR | 10 | 3 | Reveals enemy identities ≤2 cells |
| Fighter Jet | AIR | 9 | 4 | Interception — acts before opponent |
| Bomber | AIR | 8 | 2 | Cross-layer strike (Land/Water) +1CV |
| Scout Plane | AIR | 3 | 5 | Reveals one enemy ID per move |
| Carrier | WATER | 10 | 1 | Launches Air unit from position |
| Destroyer | WATER | 9 | 2 | Detects Submarines ≤3 cells; depth charge |
| Submarine | WATER | 8 | 3 | Invisible; ambush +2CV first strike |
| Patrol Boat | WATER | 5 | 3 | Can enter coastal Land cells |
| Command Unit | ALL | 7 | 1 | Multi-domain; Command Penalty on loss |