GOAL Investment Inc.

MARSHALL L.A.W.

Land · Air · Water

GAME DESIGN DOCUMENT

GOAL Investment Inc.  |  Concept by Michael Blucker
Version 1.0  ·  Confidential  ·  June 2026  ·  IP Protected

Table of Contents

  1. Executive Summary §1
  2. Game Overview & Concept §2
  3. The Board — 3-Layer Grid Architecture §3
  4. Player Structure & Alliances §4
  5. Unit Classes & Combat System §5
  6. The Flag Mechanic §6
  7. Turn Structure & Movement Rules §7
  8. Cross-Domain Combat §8
  9. Solo AI Opponent Mode §9
  10. Progression — Prototype to Product §10
  11. IP Protection Strategy §11
  12. Appendix — Unit Reference Table §A

Section 1

Executive Summary

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.

Section 2

Game Overview & Concept

Logline

Command land, sea, and air forces simultaneously on a three-dimensional battlefield. Capture the enemy flag before yours is found.

Inspiration

What Makes It Different

Section 3

The Board — 3-Layer Grid Architecture

Physical Layout

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).

Layer 3 — AIR  (Blue)
[ A1 ][ A2 ][ A3 ] ... [ A26 ]
[ B1 ][ B2 ][ B3 ] ... [ B26 ]
  ... (26 rows × 26 columns = 676 cells)

Layer 2 — LAND  (Green)
[ A1 ][ A2 ][ A3 ] ... [ A26 ]
  ... (676 cells)

Layer 1 — WATER  (Teal)
[ A1 ][ A2 ][ A3 ] ... [ A26 ]
  ... (676 cells)

Terrain Zones

ZoneLocationEffect
Home BaseRows 1–3 (each player corner)Unit deployment zone. Flag must be placed here.
No-Man's LandRows 12–14 (center)All units exposed. No hidden identity bonus.
Deep WaterWater layer, rows 10–18Land units cannot enter. Naval only.
Mountain PassLand layer, cols H–J, rows 8–12Movement -1. Defensive bonus +1.
Air CorridorAir layer, cols A–C and X–ZAir units move +2 per turn.

Layer Transition Points

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.

Section 4

Player Structure & Alliances

Player Count

Alliance Rules (4-Player)

Starting Forces (per player)

DomainUnits
LAND18 units (Infantry, Armor, Artillery, Special Ops)
AIR10 units (Fighter, Bomber, Scout, AWACS)
WATER10 units (Destroyer, Submarine, Carrier, Patrol Boat)
ALL2 Command units (can operate in any layer)

Section 5

Unit Classes & Combat System

Combat Hierarchy

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.

Land Units

UnitCVMovementSpecial
Marshal121 cellLoses to Spy
General111 cell
Colonel101 cell
Major91 cell
Captain81 cell
Lieutenant71 cell
Sergeant61 cell
Special Ops52 cellsCan cross one Transition Node per turn
Miner41 cellDefuses Mines. Only unit that can.
Scout3Unlimited*Cannot attack. Reveals identity on move >1
Spy11 cellDefeats Marshal only. Loses to all others.
MineImmovableDestroys any attacker except Miner
FlagImmovableWin condition. Must be placed in Home Base rows 1–3

Air Units

UnitCVMovementSpecial
AWACS103 cellsReveals adjacent enemy unit identities within 2 cells
Fighter Jet94 cellsCan intercept — moves before opponent's air unit resolves
Bomber82 cellsCan strike Land layer from Air (+1 CV vs land targets)
Scout Plane35 cellsCannot attack. Reveals one enemy unit ID on move.

Water Units

UnitCVMovementSpecial
Carrier101 cellCan launch one Air unit per turn from its position
Destroyer92 cellsDetects Submarines within 3 cells
Submarine83 cellsInvisible to all units except Destroyer. Ambush +2 CV first strike.
Patrol Boat53 cellsCan enter coastal Land cells (rows 1, 26)

Command Units (2 per player)

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).

Section 6

The Flag Mechanic

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.

Flag Placement Rules

Flag Discovery

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.

Multi-Player Flag Rules

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.

Section 7

Turn Structure & Movement Rules

Turn Order

  1. Command Phase — Player may activate a Command Unit ability (once per turn)
  2. Movement Phase — Move up to 3 units (one per domain max per turn)
  3. Combat Phase — Resolve all combat triggered by movement
  4. Intel Phase — AWACS / Scout Plane / Destroyer reveal results are announced
  5. End Phase — Pass to next player. Draw event card if applicable (optional variant)

Movement Rules

Simultaneous Play Variant

For experienced players: all players write their moves secretly, then reveal simultaneously. Combat resolved in CV order (highest first). Recommended for 4-player games.

Section 8

Cross-Domain Combat

MARSHALL L.A.W.'s defining mechanic — units from one domain can engage units in another domain under specific conditions.

AttackerTarget DomainConditionCV Modifier
BomberLand layerMust be directly above (same col/row)+1 CV
BomberWater layerMust be directly above+1 CV
SubmarineAir layerCannot — Submarines are water-lockedN/A
CarrierAir layerLaunches Air unit to Air layer — Air unit then attacksNormal
Special OpsWater layerMust be adjacent to Transition Node-1 CV (out of domain)
Command UnitAny layerFree — designed for multi-domainNormal

Anti-Air Rule

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.

Depth Charge Rule

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.

Section 9

Solo AI Opponent Mode

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.

MARSHALL AI — Behavior Tiers

DifficultyBehavior
RecruitMARSHALL moves randomly. No strategic prioritization.
SergeantMARSHALL advances toward player's home base. Avoids known Mines.
ColonelMARSHALL uses scouting units before advancing. Tracks revealed unit CVs.
MARSHALLFull adaptive play. Prioritizes high-CV elimination, surrounds suspected Flag positions, uses cross-domain attacks.

AI Move Execution (Physical Game)

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.

Digital AI Mode

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.

Section 10

Progression — Prototype to Product

PhaseMilestoneTimeline
1 — GDDThis document. Core mechanics locked.June 2026 ✓
2 — Physical Prototype3-layer acrylic board, unit tokens, MARSHALL Decision Deck. Internal play testing.Q3 2026
3 — Provisional PatentFiled via USPTO with GDD as technical exhibit. Attorney: [REDACTED — Private Counsel].Q3 2026
4 — Beta Testing10–20 invited playtesters. Rules refinement. Balance adjustments.Q4 2026
5 — Digital PrototypeBrowser-based implementation. MARSHALL AI coded. 2-player online mode.Q1 2027
6 — Crowdfunding / LicensingKickstarter or publisher outreach. Physical edition + digital edition.Q2 2027

Section 11

IP Protection Strategy

Copyright

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.

Provisional Patent

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.

Trade Secret

The MARSHALL AI algorithm (minimax + masked unit array) and Decision Deck card logic are maintained as trade secrets until the provisional patent is filed.

Trademark

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.

Appendix A

Complete Unit Reference Table

UnitDomainCVMoveSpecial Ability
MarshalLAND121Loses to Spy only
GeneralLAND111
ColonelLAND101
MajorLAND91
CaptainLAND81Anti-air capable (CV-3 vs Air)
LieutenantLAND71
SergeantLAND61
Special OpsLAND52Cross-domain transition capable
MinerLAND41Defuses Mines; defeats Mine
ScoutLAND3Identity revealed if moves >1
SpyLAND11Defeats Marshal; loses to all others
MineLAND0Destroys attacker (except Miner)
FlagLAND0Win condition — capture to win
AWACSAIR103Reveals enemy identities ≤2 cells
Fighter JetAIR94Interception — acts before opponent
BomberAIR82Cross-layer strike (Land/Water) +1CV
Scout PlaneAIR35Reveals one enemy ID per move
CarrierWATER101Launches Air unit from position
DestroyerWATER92Detects Submarines ≤3 cells; depth charge
SubmarineWATER83Invisible; ambush +2CV first strike
Patrol BoatWATER53Can enter coastal Land cells
Command UnitALL71Multi-domain; Command Penalty on loss