We were going to fight it out head to head or rather golem to golem. Using our magic control grids, we would steer them around the arena and inflict damage on each other until one was mortally wounded. It was going to be a quick fight, but the battle would take longer. We would fight over many rounds to decide the victor in this Earthenwar by Lazy Poet Games.
March on the Drina by Princep Games is a war game set during World War I, or more specifically the Serbian campaign, where one player controls the Serbian forces, which are technically supported by Montenegro, but that country has no forces or financial power of its own, while 1 to 3 other players control the opposing side of Germany, Austria-Hungary and Bulgaria.
We probably all have a favourite children’s story that we loved as a child or maybe a favourite book that we’ve read many times or a favourite film or TV show that we love watching and that takes us away from our day-to-day. In this article, I want to look at how games tell stories and how they draw us into their world.
The country was divided again. The Scottish were biding their time in the North, the Welsh were ready to pounce from the West, while the English tried to show some sort of semblance of the controlling power in the rest of the British Isles. At the same time, foreign countries were keeping a keen eye on the developing situation, ready to take advantage of the chaos that was about to ensue. It was up to us to marshal our troops and exert our influence, trying to ensure that the resulting dominant power that would eventually claim the throne was in our favour – and all of this only happened, because The King is Dead by Osprey Games.
There are many things that affect our mental health in some way. It could be a life-changing or otherwise significant event. It could be certain habits we have or things we do – or don’t do. Our physical health can also affect it, as well as the health of someone close to us. Our relationships also have an influence on our mental health. These are all very broad stroke headlines and there are many things that fit into each of those categories. Of course, different events affect each of us differently – in different ways and at different times. Ultimately, it’s about how we deal with these events that decided how they affect our mental health.
Our heighliner was positioned safely in Arrakis’ orbit. With a steady stream of Spice filling our coffers gradually, we had to be patient and observe from afar the goings-on down on the planet itself. It was clear that House Atreides was pivotal in the unfolding events and our scheme had to remain hidden until the right moment was reached. The cogs were set in motion and doubts had been planted in the Emperor’s mind that would lead to their unavoidable conclusion. The Spice needs to flow on Dune by Gale Force Nine.
In a future where mankind has resolved to abandon war and replace it with virtual battles, teams of nine elite fighters selected by their nations face each other in pairs to win a precious new energy source that promises to bring the world back from the ashes. You have the opportunity to lead one of these teams out onto the 3 by 3 grid, where you take turns with your opponent and carefully occupy key positions in the hope that you win battle after battle to become a hero of the Vector Wars.
Chess, draughts, cribbage, bridge and many other traditional games are completely abstract in nature. Yes, sure, there is a theme in chess. There are two fighting armies facing each other in the battlefield, and it makes sense for the peasants, i.e. the pawns, forming the biggest part of the army and being the most dispensable – but it pretty tenuous when it comes to how these pieces move. Draughts, on the other hand, is a completely abstract game of course. Many traditional games have great depth and complexity, showing that there is no need for a theme in a good game. So let’s explore this some more.
As witches fly overhead, giants stomp around the wastelands, swarmlings huddle in swamps, chaos magicians cause, well, chaos, halflings burrow the plains and engineers build their bridges from their mountains, you roll up your carpet and prepare to continue through the desert in your nomad way. As you consider the scene in front of you, something nags you. Engineers building bridges from mountains – that doesn’t sit right somehow. Yet, that’s not all. Suddenly the desert in front of you terraforms into a wasteland. Deserts aren’t much of a laugh and wastelands don’t seem much different, but terraforming in this fantasy setting seems completely out of place. You half expect a spaceship to land in front of you, when instead a giant places a dwelling in the newly created space. Not only that, they then proceed to convert the dwelling into a trading house. It is not clear what giants have to trade, but you consider it for a moment, before you decide to send one of your priests to advance on the cult track for air – because after all, everyone needs air to live. A moment later you realize that you’re in a giant game of Terra Mystica by Z-Man Games.
Don’t get me wrong – I like heavy games, where you have to plan ahead and think about every step. I particularly like strategy games where you can outmanoeuvre your opponents by choosing your tactics wisely and making the right decisions at the right time. I enjoy it when I make steady progress and my position becomes stronger on every turn. It feels very satisfying when everything snaps into place and your earlier choices allow you to continue down the same route and everything just flows. Yet, it usually takes me quite a while to get good at a heavier game.