Medieval Battle
Medieval Battle

2024-2025

Shield of War

This project is about independently creating a board game from scratch, presenting the process I am actively bringing to completion, from concept to production.

Product Ideation

Product Development

Product Overview

"Expand the audience for Tactic Tabletop Wargames by removing entry barriers for Casual Players, while preserving tactical richness demanded by Hardcore Players."

A Modern Take on Medieval Battle Tactics

Our goal is to create a turn-based medieval battle board game that combines simple yet deep combat tactics, making it accessible to everyone with no steep learning curve. It offers the strategic depth of a miniature wargame, but without the need for physical miniatures.


We are building on the evolution of miniature wargames over the last 40 years, with a focus on innovating the game mechanics to make it more agile and appealing to a broader audience. We aim not only to revolutionize the gameplay but also to transform how the game is presented, modernizing and democratizing the sector.

Billboard

0+

0+

AI Images

Generating a Visual System

0+

0+

AI Images

Generating a Visual System

0+

0+

Games

Analyzed to build the system

0+

0+

Games

Analyzed to build the system

0+

0+

Notion Docs

Created & Organized

0+

0+

Notion Docs

Created & Organized

Initial Hypothesis

Great ideas come when you ask why something niche can’t reach more people and when you spot an opportunity others overlook.

I’ve always been a fan of strategy games digital or physical and one day I discovered Onus!, a game that calls itself a miniatures game without miniatures. It replaces plastic units with cards, and that simple change made me wonder: could we go further?


While Onus! made the genre more accessible in format, it still felt complex and hard to read. It had good ideas, but the gameplay and experience could be much better. That’s where the hypothesis was born: Can we make a flankandrank style battle game that keeps tactical depth, but feels lighter, faster, and easier to play?


That question was the starting point for Shield of War.

Market Analysis

The board game industry is growing fast, but tactical wargames remain complex and under-innovated.

The global board game market is expected to reach $41.07 billion by 2029, growing at a CAGR of 11.76% since 2023. While all genres benefit from this boom, tactical wargames — led by brands like Games Workshop — continue to feel niche, often relying on old systems and complex formats.


Shield of War belongs to a specific subgenre: tactical battle games. These focus on a single battlefield confrontation rather than simulating entire wars (like historical grand strategy games) or small-scale combat (like skirmish games such as Frostgrave or Infinity).


In particular, is part of the flank & rank tradition — large unit formations that maneuver and clash in blocks, like in Warhammer Fantasy or Hail Caesar. But instead of relying on plastic miniatures and complicated rulebooks, it introduces a card-based system, faster setup, and clearer visuals.


These games are often tactically brilliant, but their accessibility is limited by long play sessions, high material costs, and a strong time investment in painting and setup. Shield of War challenges that model by delivering a rich flank & rank experience in a streamlined, ready-to-play format. It’s hard to find a tactical game today that offers a measured movement system — instead of grid-based mechanics — without miniatures.


Shield of War fills that gap with a system that’s easy to learn, but hard to master.

Frankish Army
Viking Horde

Target Audience

Shield of War speaks to two player profiles — those who crave tactical mastery, and those who are just discovering it. The mission is to open the genre to more players without lowering its strategic value.


Hardcore Players


These are experienced wargamers who play historically accurate systems like Field of Glory or immersive miniature-based franchises like Warhammer Fantasy — including its modern reboot, The Old World. They enjoy rich tactical layers, asymmetric armies, and deep decision-making. To them, Shield of War offers a more focused and streamlined experience — one that captures the unforgettable tactical moments without losing strategic depth.


Casual Players


On the other side, we address a large audience who already enjoy board games or strategic video games, but avoid classic wargames due to steep learning curves, expensive components, or intimidating formats. Shield of War is designed to act as their bridge into the genre — offering a fresh, approachable way to engage with battlefield tactics for the first time.


Our design philosophy aims to build a shared space between these two profiles: a game that’s easy to learn, yet deep enough to grow with. One that respects veterans while welcoming newcomers.

Video Games Lessons

Strategy games are often seen as a niche category, built mainly for hardcore players who are willing to invest a lot of time and effort. But if we look at the history of video games, we find a clue that challenges this idea.

The evolution of strategy video games illustrates how niche genres can go mainstream through smart design decisions. Age of Empires II brought realtime strategy to millions by balancing depth with intuitive gameplay and clear visual feedback. Years later, Clash of Clans and Clash Royale achieved mass adoption by condensing the core of strategic conflict into fast, mobilefriendly loops with simple inputs and meaningful choices.


Shield of War draws from this lineage. It doesn’t dilute tactical complexity it rethinks how players access and experience it. By focusing on short, emotionally loaded battles, simple onboarding, and modular systems, the game aims to do for tactical wargames what Clash Royale did for RTS: open the gates to a new generation of players without compromising on strategic integrity.

Flowers In The Can

Product Design Principles

Shield of War is designed not only to be played, but to be learned. The product combines tactical gameplay with a progressive learning system, clear visual language, and UX-inspired tools that help players grow into the game — not bounce off it.


Progressive learning system

The game introduces its rules in three layers, allowing players to learn as they play. Instead of overwhelming them with a full rulebook upfront, Shield of War guides them through basic actions first, then deeper systems like flanking, morale, or special skills.


UX-inspired clarity

From unit cards to combat trackers, every component is designed for readability and speed. Visual feedback is immediate. Action zones are defined. The interface of the table works like a clean UI: intuitive, minimal, purposeful.


Unit cards instead of miniatures

In Shield of War, each card replaces what would traditionally be a miniature unit. It shows formation, stats, cost, and abilities — all in one place. Inspired by UI design, the layout is quick to scan and easy to use. No extra tokens, no reference sheets — just one tactical object per unit.


Physical + digital assistance

The product includes optional tools to support players: a companion app, contextual reminders, and AI-powered tutorials (under exploration). These tools will never replace the game — only enhance understanding, reduce friction, and improve accessibility.


Reimagining traditional components

We didn’t just design mechanics — we redesigned the tools. Shield of War introduces visual systems rarely seen in miniature-based games: clear trackers, modular action guides, and custom skull dice that streamline combat and add visual flair. Traditional board game components are reimagined to match the needs of modern strategy design — intuitive, expressive, and fast.

Rock

Game Design Principles

Shield of War reimagines tactical combat by focusing on what truly matters: rhythm, clarity, and tension. The design moves away from slow, rigid systems to create faster, smarter battles that stay true to strategy — but feel alive on the table.


Simplicity without losing depth

The game avoids unnecessary complexity while preserving tactical richness. Mechanics are designed to be easy to learn, but hard to master — clear in structure, but full of decisions that matter.


Simultaneous turns for constant tension

Shield of War replaces traditional turn-taking with simultaneous actions. This creates a battlefield that feels alive, where players must predict, commit, and adapt — without waiting.


Clarity over simulation

Visuals, language, and structure are designed for flow and accessibility. When needed, player experience takes priority over historical accuracy, without losing the medieval soul of the game.


Innovation through reduction

Every mechanic has been questioned. If it didn’t serve purpose or emotion, it was removed or redesigned. The goal: a game that plays faster, feels smarter, and opens the genre to more players.


Design around key tactical moments

After analyzing dozens of wargames, we focused the experience on three turning points. These moments define the strategic rhythm and create the emotional heartbeat of each match:

  1. Selecting your army and trops

  2. Deploying your troops in the battlefield

  3. Maneuvering before the clash



The Road Ahead

Shield of War is more than a game — it’s a tactical system ready to grow, adapt, and reach new players. What started as a design challenge is now a living product in active discovery.

Validating the MVP

We’re currently testing the game’s core mechanics through early prototypes. Each iteration brings us closer to a fully validated MVP that delivers a fast, rich tactical experience — one that stays true to its depth while simplifying access.



Designing with discovery in mind

Every design decision is tested, not assumed. We’re applying product discovery methods to refine the system, observe how players learn and react, and adjust based on real feedback. From onboarding to combat flow, the product is shaped by what actually works.



Theme is still open

One of our biggest current questions is thematic: should the game stay rooted in historical realism, or open itself to fantasy? Both options are being explored. The underlying system is flexible enough to support medieval Europe, a fictional empire, or something entirely different.



A system that can scale

The mechanics are designed to work across settings, eras, and even formats. Shield of War is built to be modular and expandable — both physically and digitally. It’s not just a game, it’s a framework for tactical play.



Launching through crowdfunding

Our goal is to launch Shield of War through a crowdfunding campaign focused on early adopters — players who care about strategy, innovation, and product design. The campaign will allow us to validate market interest, fund quality production, and grow a community around the game from day one.



What if… it goes beyond board games?

If our principles hold — fast turns, simultaneous play, clear systems, tactical tension — then we face a new, exciting hypothesis: Could this system become a mobile strategy game?

More Works

©2025

Let's Work Together

Waiting here

Contact Now

Contact Me!

Need someone who thinks out of the box, but gets into the core? Let's talk about it!

Open to full-time positions.

Available for freelance collaborations.

Stay connected®

Raül Marín Ferré Website 2025

Let's Work Together

Waiting here

Contact Now

Contact Me!

Need someone who thinks out of the box, but gets into the core? Let's talk about it!

Open to full-time positions.

Available for freelance collaborations.

Stay connected®

Raül Marín Ferré Website 2025

Medieval Battle
Medieval Battle

2024-2025

Shield of War

This project is about independently creating a board game from scratch, presenting the process I am actively bringing to completion, from concept to production.

Product Ideation

Product Development

Product Overview

"Expand the audience for Tactic Tabletop Wargames by removing entry barriers for Casual Players, while preserving tactical richness demanded by Hardcore Players."

A Modern Take on Medieval Battle Tactics

Our goal is to create a turn-based medieval battle board game that combines simple yet deep combat tactics, making it accessible to everyone with no steep learning curve. It offers the strategic depth of a miniature wargame, but without the need for physical miniatures.


We are building on the evolution of miniature wargames over the last 40 years, with a focus on innovating the game mechanics to make it more agile and appealing to a broader audience. We aim not only to revolutionize the gameplay but also to transform how the game is presented, modernizing and democratizing the sector.

Billboard

0+

0+

AI Images

Generating a Visual System

0+

0+

Games

Analyzed to build the system

0+

0+

Notion Docs

Created & Organized

Initial Hypothesis

Great ideas come when you ask why something niche can’t reach more people and when you spot an opportunity others overlook.

I’ve always been a fan of strategy games digital or physical and one day I discovered Onus!, a game that calls itself a miniatures game without miniatures. It replaces plastic units with cards, and that simple change made me wonder: could we go further?


While Onus! made the genre more accessible in format, it still felt complex and hard to read. It had good ideas, but the gameplay and experience could be much better. That’s where the hypothesis was born: Can we make a flankandrank style battle game that keeps tactical depth, but feels lighter, faster, and easier to play?


That question was the starting point for Shield of War.

Market Analysis

The board game industry is growing fast, but tactical wargames remain complex and under-innovated.

The global board game market is expected to reach $41.07 billion by 2029, growing at a CAGR of 11.76% since 2023. While all genres benefit from this boom, tactical wargames — led by brands like Games Workshop — continue to feel niche, often relying on old systems and complex formats.


Shield of War belongs to a specific subgenre: tactical battle games. These focus on a single battlefield confrontation rather than simulating entire wars (like historical grand strategy games) or small-scale combat (like skirmish games such as Frostgrave or Infinity).


In particular, is part of the flank & rank tradition — large unit formations that maneuver and clash in blocks, like in Warhammer Fantasy or Hail Caesar. But instead of relying on plastic miniatures and complicated rulebooks, it introduces a card-based system, faster setup, and clearer visuals.


These games are often tactically brilliant, but their accessibility is limited by long play sessions, high material costs, and a strong time investment in painting and setup. Shield of War challenges that model by delivering a rich flank & rank experience in a streamlined, ready-to-play format. It’s hard to find a tactical game today that offers a measured movement system — instead of grid-based mechanics — without miniatures.


Shield of War fills that gap with a system that’s easy to learn, but hard to master.

Frankish Army
Viking Horde

Target Audience

Shield of War speaks to two player profiles — those who crave tactical mastery, and those who are just discovering it. The mission is to open the genre to more players without lowering its strategic value.


Hardcore Players


These are experienced wargamers who play historically accurate systems like Field of Glory or immersive miniature-based franchises like Warhammer Fantasy — including its modern reboot, The Old World. They enjoy rich tactical layers, asymmetric armies, and deep decision-making. To them, Shield of War offers a more focused and streamlined experience — one that captures the unforgettable tactical moments without losing strategic depth.


Casual Players


On the other side, we address a large audience who already enjoy board games or strategic video games, but avoid classic wargames due to steep learning curves, expensive components, or intimidating formats. Shield of War is designed to act as their bridge into the genre — offering a fresh, approachable way to engage with battlefield tactics for the first time.


Our design philosophy aims to build a shared space between these two profiles: a game that’s easy to learn, yet deep enough to grow with. One that respects veterans while welcoming newcomers.

Video Games Lessons

Strategy games are often seen as a niche category, built mainly for hardcore players who are willing to invest a lot of time and effort. But if we look at the history of video games, we find a clue that challenges this idea.

The evolution of strategy video games illustrates how niche genres can go mainstream through smart design decisions. Age of Empires II brought realtime strategy to millions by balancing depth with intuitive gameplay and clear visual feedback. Years later, Clash of Clans and Clash Royale achieved mass adoption by condensing the core of strategic conflict into fast, mobilefriendly loops with simple inputs and meaningful choices.


Shield of War draws from this lineage. It doesn’t dilute tactical complexity it rethinks how players access and experience it. By focusing on short, emotionally loaded battles, simple onboarding, and modular systems, the game aims to do for tactical wargames what Clash Royale did for RTS: open the gates to a new generation of players without compromising on strategic integrity.

Flowers In The Can

Product Design Principles

Shield of War is designed not only to be played, but to be learned. The product combines tactical gameplay with a progressive learning system, clear visual language, and UX-inspired tools that help players grow into the game — not bounce off it.


Progressive learning system

The game introduces its rules in three layers, allowing players to learn as they play. Instead of overwhelming them with a full rulebook upfront, Shield of War guides them through basic actions first, then deeper systems like flanking, morale, or special skills.


UX-inspired clarity

From unit cards to combat trackers, every component is designed for readability and speed. Visual feedback is immediate. Action zones are defined. The interface of the table works like a clean UI: intuitive, minimal, purposeful.


Unit cards instead of miniatures

In Shield of War, each card replaces what would traditionally be a miniature unit. It shows formation, stats, cost, and abilities — all in one place. Inspired by UI design, the layout is quick to scan and easy to use. No extra tokens, no reference sheets — just one tactical object per unit.


Physical + digital assistance

The product includes optional tools to support players: a companion app, contextual reminders, and AI-powered tutorials (under exploration). These tools will never replace the game — only enhance understanding, reduce friction, and improve accessibility.


Reimagining traditional components

We didn’t just design mechanics — we redesigned the tools. Shield of War introduces visual systems rarely seen in miniature-based games: clear trackers, modular action guides, and custom skull dice that streamline combat and add visual flair. Traditional board game components are reimagined to match the needs of modern strategy design — intuitive, expressive, and fast.

Rock

Game Design Principles

Shield of War reimagines tactical combat by focusing on what truly matters: rhythm, clarity, and tension. The design moves away from slow, rigid systems to create faster, smarter battles that stay true to strategy — but feel alive on the table.


Simplicity without losing depth

The game avoids unnecessary complexity while preserving tactical richness. Mechanics are designed to be easy to learn, but hard to master — clear in structure, but full of decisions that matter.


Simultaneous turns for constant tension

Shield of War replaces traditional turn-taking with simultaneous actions. This creates a battlefield that feels alive, where players must predict, commit, and adapt — without waiting.


Clarity over simulation

Visuals, language, and structure are designed for flow and accessibility. When needed, player experience takes priority over historical accuracy, without losing the medieval soul of the game.


Innovation through reduction

Every mechanic has been questioned. If it didn’t serve purpose or emotion, it was removed or redesigned. The goal: a game that plays faster, feels smarter, and opens the genre to more players.


Design around key tactical moments

After analyzing dozens of wargames, we focused the experience on three turning points. These moments define the strategic rhythm and create the emotional heartbeat of each match:

  1. Selecting your army and trops

  2. Deploying your troops in the battlefield

  3. Maneuvering before the clash



The Road Ahead

Shield of War is more than a game — it’s a tactical system ready to grow, adapt, and reach new players. What started as a design challenge is now a living product in active discovery.

Validating the MVP

We’re currently testing the game’s core mechanics through early prototypes. Each iteration brings us closer to a fully validated MVP that delivers a fast, rich tactical experience — one that stays true to its depth while simplifying access.



Designing with discovery in mind

Every design decision is tested, not assumed. We’re applying product discovery methods to refine the system, observe how players learn and react, and adjust based on real feedback. From onboarding to combat flow, the product is shaped by what actually works.



Theme is still open

One of our biggest current questions is thematic: should the game stay rooted in historical realism, or open itself to fantasy? Both options are being explored. The underlying system is flexible enough to support medieval Europe, a fictional empire, or something entirely different.



A system that can scale

The mechanics are designed to work across settings, eras, and even formats. Shield of War is built to be modular and expandable — both physically and digitally. It’s not just a game, it’s a framework for tactical play.



Launching through crowdfunding

Our goal is to launch Shield of War through a crowdfunding campaign focused on early adopters — players who care about strategy, innovation, and product design. The campaign will allow us to validate market interest, fund quality production, and grow a community around the game from day one.



What if… it goes beyond board games?

If our principles hold — fast turns, simultaneous play, clear systems, tactical tension — then we face a new, exciting hypothesis: Could this system become a mobile strategy game?

More Works

©2025

Let's Work Together

Waiting here

Contact Now

Contact Me!

Need someone who thinks out of the box, but gets into the core? Let's talk about it!

Open to full-time positions.

Available for freelance collaborations.

Stay connected®

Raül Marín Ferré Website 2025

Medieval Battle
Medieval Battle

2024-2025

Shield of War

This project is about independently creating a board game from scratch, presenting the process I am actively bringing to completion, from concept to production.

Product Ideation

Product Development

Product Overview

"Expand the audience for Tactic Tabletop Wargames by removing entry barriers for Casual Players, while preserving tactical richness demanded by Hardcore Players."

A Modern Take on Medieval Battle Tactics

Our goal is to create a turn-based medieval battle board game that combines simple yet deep combat tactics, making it accessible to everyone with no steep learning curve. It offers the strategic depth of a miniature wargame, but without the need for physical miniatures.


We are building on the evolution of miniature wargames over the last 40 years, with a focus on innovating the game mechanics to make it more agile and appealing to a broader audience. We aim not only to revolutionize the gameplay but also to transform how the game is presented, modernizing and democratizing the sector.

Billboard

0+

0+

AI Images

Generating a Visual System

0+

0+

Games

Analyzed to build the system

0+

0+

Notion Docs

Created & Organized

Initial Hypothesis

Great ideas come when you ask why something niche can’t reach more people and when you spot an opportunity others overlook.

I’ve always been a fan of strategy games digital or physical and one day I discovered Onus!, a game that calls itself a miniatures game without miniatures. It replaces plastic units with cards, and that simple change made me wonder: could we go further?


While Onus! made the genre more accessible in format, it still felt complex and hard to read. It had good ideas, but the gameplay and experience could be much better. That’s where the hypothesis was born: Can we make a flankandrank style battle game that keeps tactical depth, but feels lighter, faster, and easier to play?


That question was the starting point for Shield of War.

Market Analysis

The board game industry is growing fast, but tactical wargames remain complex and under-innovated.

The global board game market is expected to reach $41.07 billion by 2029, growing at a CAGR of 11.76% since 2023. While all genres benefit from this boom, tactical wargames — led by brands like Games Workshop — continue to feel niche, often relying on old systems and complex formats.


Shield of War belongs to a specific subgenre: tactical battle games. These focus on a single battlefield confrontation rather than simulating entire wars (like historical grand strategy games) or small-scale combat (like skirmish games such as Frostgrave or Infinity).


In particular, is part of the flank & rank tradition — large unit formations that maneuver and clash in blocks, like in Warhammer Fantasy or Hail Caesar. But instead of relying on plastic miniatures and complicated rulebooks, it introduces a card-based system, faster setup, and clearer visuals.


These games are often tactically brilliant, but their accessibility is limited by long play sessions, high material costs, and a strong time investment in painting and setup. Shield of War challenges that model by delivering a rich flank & rank experience in a streamlined, ready-to-play format. It’s hard to find a tactical game today that offers a measured movement system — instead of grid-based mechanics — without miniatures.


Shield of War fills that gap with a system that’s easy to learn, but hard to master.

Frankish Army
Viking Horde

Target Audience

Shield of War speaks to two player profiles — those who crave tactical mastery, and those who are just discovering it. The mission is to open the genre to more players without lowering its strategic value.


Hardcore Players


These are experienced wargamers who play historically accurate systems like Field of Glory or immersive miniature-based franchises like Warhammer Fantasy — including its modern reboot, The Old World. They enjoy rich tactical layers, asymmetric armies, and deep decision-making. To them, Shield of War offers a more focused and streamlined experience — one that captures the unforgettable tactical moments without losing strategic depth.


Casual Players


On the other side, we address a large audience who already enjoy board games or strategic video games, but avoid classic wargames due to steep learning curves, expensive components, or intimidating formats. Shield of War is designed to act as their bridge into the genre — offering a fresh, approachable way to engage with battlefield tactics for the first time.


Our design philosophy aims to build a shared space between these two profiles: a game that’s easy to learn, yet deep enough to grow with. One that respects veterans while welcoming newcomers.

Video Games Lessons

Strategy games are often seen as a niche category, built mainly for hardcore players who are willing to invest a lot of time and effort. But if we look at the history of video games, we find a clue that challenges this idea.

The evolution of strategy video games illustrates how niche genres can go mainstream through smart design decisions. Age of Empires II brought realtime strategy to millions by balancing depth with intuitive gameplay and clear visual feedback. Years later, Clash of Clans and Clash Royale achieved mass adoption by condensing the core of strategic conflict into fast, mobilefriendly loops with simple inputs and meaningful choices.


Shield of War draws from this lineage. It doesn’t dilute tactical complexity it rethinks how players access and experience it. By focusing on short, emotionally loaded battles, simple onboarding, and modular systems, the game aims to do for tactical wargames what Clash Royale did for RTS: open the gates to a new generation of players without compromising on strategic integrity.

Flowers In The Can

Product Design Principles

Shield of War is designed not only to be played, but to be learned. The product combines tactical gameplay with a progressive learning system, clear visual language, and UX-inspired tools that help players grow into the game — not bounce off it.


Progressive learning system

The game introduces its rules in three layers, allowing players to learn as they play. Instead of overwhelming them with a full rulebook upfront, Shield of War guides them through basic actions first, then deeper systems like flanking, morale, or special skills.


UX-inspired clarity

From unit cards to combat trackers, every component is designed for readability and speed. Visual feedback is immediate. Action zones are defined. The interface of the table works like a clean UI: intuitive, minimal, purposeful.


Unit cards instead of miniatures

In Shield of War, each card replaces what would traditionally be a miniature unit. It shows formation, stats, cost, and abilities — all in one place. Inspired by UI design, the layout is quick to scan and easy to use. No extra tokens, no reference sheets — just one tactical object per unit.


Physical + digital assistance

The product includes optional tools to support players: a companion app, contextual reminders, and AI-powered tutorials (under exploration). These tools will never replace the game — only enhance understanding, reduce friction, and improve accessibility.


Reimagining traditional components

We didn’t just design mechanics — we redesigned the tools. Shield of War introduces visual systems rarely seen in miniature-based games: clear trackers, modular action guides, and custom skull dice that streamline combat and add visual flair. Traditional board game components are reimagined to match the needs of modern strategy design — intuitive, expressive, and fast.

Rock

Game Design Principles

Shield of War reimagines tactical combat by focusing on what truly matters: rhythm, clarity, and tension. The design moves away from slow, rigid systems to create faster, smarter battles that stay true to strategy — but feel alive on the table.


Simplicity without losing depth

The game avoids unnecessary complexity while preserving tactical richness. Mechanics are designed to be easy to learn, but hard to master — clear in structure, but full of decisions that matter.


Simultaneous turns for constant tension

Shield of War replaces traditional turn-taking with simultaneous actions. This creates a battlefield that feels alive, where players must predict, commit, and adapt — without waiting.


Clarity over simulation

Visuals, language, and structure are designed for flow and accessibility. When needed, player experience takes priority over historical accuracy, without losing the medieval soul of the game.


Innovation through reduction

Every mechanic has been questioned. If it didn’t serve purpose or emotion, it was removed or redesigned. The goal: a game that plays faster, feels smarter, and opens the genre to more players.


Design around key tactical moments

After analyzing dozens of wargames, we focused the experience on three turning points. These moments define the strategic rhythm and create the emotional heartbeat of each match:

  1. Selecting your army and trops

  2. Deploying your troops in the battlefield

  3. Maneuvering before the clash



The Road Ahead

Shield of War is more than a game — it’s a tactical system ready to grow, adapt, and reach new players. What started as a design challenge is now a living product in active discovery.

Validating the MVP

We’re currently testing the game’s core mechanics through early prototypes. Each iteration brings us closer to a fully validated MVP that delivers a fast, rich tactical experience — one that stays true to its depth while simplifying access.



Designing with discovery in mind

Every design decision is tested, not assumed. We’re applying product discovery methods to refine the system, observe how players learn and react, and adjust based on real feedback. From onboarding to combat flow, the product is shaped by what actually works.



Theme is still open

One of our biggest current questions is thematic: should the game stay rooted in historical realism, or open itself to fantasy? Both options are being explored. The underlying system is flexible enough to support medieval Europe, a fictional empire, or something entirely different.



A system that can scale

The mechanics are designed to work across settings, eras, and even formats. Shield of War is built to be modular and expandable — both physically and digitally. It’s not just a game, it’s a framework for tactical play.



Launching through crowdfunding

Our goal is to launch Shield of War through a crowdfunding campaign focused on early adopters — players who care about strategy, innovation, and product design. The campaign will allow us to validate market interest, fund quality production, and grow a community around the game from day one.



What if… it goes beyond board games?

If our principles hold — fast turns, simultaneous play, clear systems, tactical tension — then we face a new, exciting hypothesis: Could this system become a mobile strategy game?

More Works

©2025

Let's Work Together

Contact Now

Contact Me!

Need someone who thinks out of the box, but gets into the core? Let's talk about it!

Open to full-time positions.

Available for freelance collaborations.

Raül Marín Ferré Website 2025