Pillar 1 — Foundations

Build on strong foundations, relaunched with AI.

Wars and Battles left behind very good bases: a game system that works, an engine written to be generic, the design knowledge of seven battles, maps, art and data. MyWargames does not start from a blank page; it starts from there.

What has changed is the cost of development. AI tools now give a very small team the leverage that only a studio could afford before: recompiling and testing the engine, importing the old battles, rebuilding the interface, checking thousands of data cells. The project can be relaunched at a cost that was simply impossible in 2015.

A 3D view of the Kharkov hexagon map on a command-room table, with red and blue unit figurines and numbered hexes.
Kharkov 1943 running in the rebuilt engine, 2026.

Pillar 2 — Community

New battles, made with passionate wargamers.

New battles will be developed with the support of the wargaming community: people who know the period, who own the board games and the books, who will argue about an order of battle and play a scenario twenty times to tell us where it is wrong. That is how a battle gets good.

Painted illustration of British paratroopers in red berets taking cover under a bridge ramp at Arnhem, with a German half-track in the street.
Market Garden 1944 — designed for the original project, never released.

Pillar 3 — Accessibility

Bring board wargames closer to casual gaming.

Historical wargames have a reputation for thick rulebooks and long evenings. The history and the decisions are the point; the friction is not. MyWargames aims for a clear interface, a short learning curve and sessions that fit modern lives, so that new generations discover what makes a wargame worth playing.

Without dumbing down the history, and without dumbing down the decisions.

Pillar 4 — Everywhere

Play everywhere, on every device.

MyWargames will be available on all devices, phones included, so that you can start a game on one device and continue it on another, wherever you are: alone against the AI, or against a human opponent.

Painted illustration of a mass assault of Chinese infantry under a red flag, with jet fighters overhead.
Korea 1950–51 — designed for the original project, never released.

Pillar 5 — Economic model

A sustainable, not-for-profit model.

MyWargames is looking for an economic model that pays the wargame designers, the graphic artists and the IT costs, and that does not aim to make a profit. This is a core value of the project, not a footnote.

A battle has to earn what it costs to make, so that the next one can be made. It does not have to earn more than that.

Detail of the painted Gettysburg map: the town, the railway, roads and woods in dark green.
The painted map of Gettysburg 1863.