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Games · Playable prototype

WarDesk

A two-player strategy game where both sides plan their orders in secret, then watch toy-soldier armies clash all at once.

WarDesk in-game: a topographic map split into irregular territories, blue toy-soldier units with planned-move arrows, framed by a war-room instrument panel

WarDesk is a two-player strategy game I’m designing, played with toy soldiers on a map of irregular territories. Both players write their orders in secret at the same time. Then every advance, battle and artillery shell resolves at once, so the real skill is predicting what your opponent will do.

How a turn works

WarDesk uses simultaneous turns, sometimes called WEGO. Both players plan, then the turn plays out on its own in phases: early ranged fire, battles, late ranged fire, and finally an evaluation of who holds what. You never react to your opponent’s move; you have to anticipate it.

Four ways to win

  • Capture the enemy’s flag.
  • Shell the flag until it falls.
  • Send a Spy to steal the flag and carry it back to your own lines.
  • Hold 70% of the map’s hubs for three turns in a row.

The battlefield

The map is a Voronoi diagram: a patchwork of irregular cells that each hold at most one unit. Maps come in four sizes, from 7 to 23 victory hubs. There are 21 regular unit types, plus a Special Project for each side, assembled from parts during the match: a siege gun, a landship, a rocket battery or an observation balloon. Fog of war hides the enemy, and units you have spotted before linger as remembered “ghosts”.

Toy soldiers on a war-room desk

The soldiers on the board are 3D models built from my photos of real plastic army men, cleaned up and turned into game-ready meshes by a Blender pipeline. The map is drawn as a topographic chart, framed by a war-room instrument panel: alarm lamps, an analogue funds gauge, a Nixie-tube renown counter, a globe minimap, an objectives clipboard and a turn knob.

Under the hood

The rules run in a separate, engine-independent C# simulation that is fully deterministic. Every match can be replayed exactly, and computer opponents play automated test matches to check the balance. WarDesk is a playable prototype with computer opponents and hotseat play, and I’m still iterating on both the rules and the look.

Zoomed-in WarDesk view with order arrows converging on a spotted enemy, and the Tile panel open showing a region's layout, defences and military facilities
Down at the tile level: order arrows closing on a spotted enemy, with the Region Layout panel open to plan defences and facilities.
Early 2D concept mock-up with blue and orange pawns on a map of irregular cells
Where it started: the first mock-up from 2024, blue versus orange pawns on a Voronoi map.
A flowchart mapping unit types and their upgrades, from Rifleman branching out to Veteran Rifleman, Recon, Grenadier, Sapper and more
The unit upgrade tree, worked out as a flowchart before any of it got built.
A noisy, incomplete orange point-cloud scan of a toy soldier, barely resembling a figure
The first photogrammetry pass at turning toy soldiers into meshes, 2024 — more noise than soldier.
A clean, textured 3D scan of a standing toy soldier with a rifle on his shoulder, on a neutral grey background
Two years and a better pipeline later: clean, game-ready scans straight from the same box of plastic soldiers.

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