After Earth had been mostly laid to waste, major corporations took charge and colonized much of the Solar System. Interplanetary trade was the only source of money and therefore power. Earth’s few remaining societies still held a fair amount of political influence, but controlling as many of the independent planetary parliaments as possible was probably even more important. If you timed it right and invested your money wisely, you could gain power in the Solar System’s ultimate authority, the Plutocratic Council. After all, Earth’s political systems had been replaced by a Plutocracy by Claudio Bierig from Doppeldenkspiele.
“Afloat, upon the surface of a smooth and silent river, slowly breathing, you observe the shifting currents […]. There is little much to do, but let the river take you. Surrendering to its flow, slowly you realise that perhaps there is no separation between surface and sky, between your mind and the river itself and if your mind is the river and the river your mind, perhaps if you can balance the thoughts and feelings and sensations that arise, you may have some say in where you are taken” as you Float Downstream by Jeremy Dawson from Blood Moon Games Ltd.
A game about dancing sheep, rockets, lasers, cabbages and sometimes fun. I would like to add “death” to this list, but other than that, it’s pretty much a good description of 3 Minutes to Freedom (or Death) by Samuel Edmondson and Daniel Somerville Roberts from Icarus Games.
It was hard to get the favour of the Emperor. Many noble houses were vying for their attention by offering their resources and manual labour to help restore the Emperor’s wonderful monuments. As a way to remember the work everyone did and to honour the grace and power of the Emperor, artists were commissioned to create beautiful paintings. It was your hope to catch the Emperor’s eye and receive the ultimate recognition: being invited as a guest at the Eternal Palace by Steven Aramini from Alley Cat Games.
The Durrani Empire had just collapsed and large swathes of Central Asia had fallen into disarray. It was an ideal opportunity for the ferengi to impose their power over the region and fight out their rivalries somewhere far away from their daily politics. The foreigners were completely unaware of how the local Afghan leaders were manipulating them to their own benefit. They played their own “Great Game” with these superpowers and knew that the imperial might would not survive for long. There was never going to be a Pax Pamir: Second Edition by Cole Wehrle from Wehrlegig Games.
I wasn’t sure what it was. It was certainly yellow. Maybe it was a banana. Or it was a pencil. Actually, it could have even been a lemon. I just couldn’t remember. There were just too many cards on the table. I wish I could Recollect from Pikkii.
A brand new greenfield site was ready for development. The architects had submitted their drawings and the planners were satisfied that everything was in order. Everyone was in agreement that this new place should grow organically, but had to follow strict rules. New houses could only be placed in certain ways to create this brand new Town 66 by Christoph Cantzler and Anja Wrede from Oink Games.
As an artist, I knew this was going to be a challenging project. Making stained glass window masterpieces required clever and careful planning and meticulous execution. The prospect of having one of your pieces be seen by people around the world was a daunting prospect, but working for such a prestigious family made up for it. I was honoured to be employed by the famous family of Sagrada by Adrian Adamescu and Daryl Andrews from Floodgate Games.
It was a glorious time of progress, industry and opportunity. The turn of the 20th century promised so much and if you were flush with cash, there were plenty of opportunities to invest and reap huge rewards. That was especially true for the railroad industry in the United States. In one place alone, there were five companies working together to build the greatest station in the world. They all bought stock in one of the potentially most lucrative companies in Chicago. Their hopes and dreams all began at Union Station by Travis D. Hill from New Mill Industries.
We had just landed in Normandy. It was the summer of 1944, but it was relatively cold. We were thousands of miles from home and the landscape was unknown to us. Yet, we had to push deeper into a country we didn’t know in our goal to push the German forces out of France. There was regular machine gun fire and mortar bombardment. It was really scary, but we remained Undaunted: Normandy by Trevor Benjamin and David Thompson from Osprey Games.