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I did not know LEGO Tower was a thing, but now you can sign up for the beta on iOS & Android

By Joe Robinson 05 Jun 2019

I never played NimbleBit’s most notable game, Tiny Tower, but I do remember Tiny Death Star which by all accounts was quite neat for what it was. As a company they’ve not really been a staple here at PT, since most of their work was done prior to the site’s founding.

Now it seems NimbleBit are returning to their vertical roots with LEGO Tower, a Tiny Tower-esque game, but LEGO. I did not even know this was a thing, but apparently it was announced back in March:

LEGO Tower gives players the ability to build and operate their own LEGO Tower. Construct a wide range of apartments and businesses for your Minifigure residents to live, work and play in. Visit your friends’ towers and trade items to help them build. Collect hundreds of unique Minifigure pieces and discover hidden characters. Build your dream LEGO Tower to new heights, the sky’s the limit!

I have to thank Stately Play Reader halfvoid for not only pointing out that the game exists, but that you can now also sign up for the mobile beta.

[youtube https://www.youtube.com/watch?v=hvXCGZhn-qo?controls=0]

Simply go to this page, and you can sign up on either Android via Google Play, or iOS via Testflight. There’s also a Discord channel, if you fancy joining.

There’s no other information that I can find on release date or pricing, I imagine it’ll be free-to-play like Nimble’s other games.

Did any of you play Tiny Tower or Tiny Deathstar? How do you feel about a LEGO game based on this concept? Answers on a postcard!

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Watch upcoming AR experience Minecraft Earth in action for the first time

By Joe Robinson 04 Jun 2019

You know, I’ve always enjoyed Minecraft. I don’t play often, but every now and then the mood strikes me to fire up the game (albeit, on PC these days) and just jump into a world and build Forts. I like Forts – they’re very versatile and useful defensive fortifications.

In Minecraft you don’t need a cohort of Roman Legionnaires to throw up something decent in half-an-hour or so, and with the recently announced Minecraft Earth, I can spread my defensive network across the planet via the power of augmented reality. You’re welcome.

Apple’s Worldwide Developer Conference was last night and Mojang/Microsoft used that as a vessel for the first live gameplay demonstration of the new AR game in action. It makes sense, considering Apple were all about their new ARKit 3 toolbox, which we imagine Minecraft Earth will be relying heavily on for iOS. Apples new AR support will come with a feature called People Occlusion, which allows AR content to handle the presence of a real-person within the virtual world – this will be something unique to the Apple’s version of the game.

Here’s a video of the main presentation:

[youtube https://www.youtube.com/watch?v=OeR0_ZBFX7g?controls=0]

If you already play and enjoy Minecraft, even the mobile versions, this should be an engaging new way to experience the game. I suspect the minutia of building and destruction may be a bit clunkier with the Pokémon GO style design, but resource collection works by walking around your local environment and visiting key locations. Once you have what you need, the building engine should be as free-form as it is in the main game. What we don’t know at the moment is the specifics of how you summon your designs to the world, and where they can be placed.

Minecraft Earth is so far set to be a free-to-play experience, with a closed beta scheduled for later this summer on both iOS and Android.

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AutoChess is the mobile game we deserve, but not the game we need

By Joe Robinson 03 Jun 2019

One of the great things about going away on holiday is that it gives me time to catch up on some mobile gaming. The curse of writing about videogames means that, despite getting to try out a wide variety of titles, you rarely get the chance to enjoy anything for any great length of time. Time away from the daily grind lets me actually play what I want, as opposed to what I have to.

My recent go-to game has been Star Traders: Frontiers, which is an excellent sandbox RPG set in space that’s really easy to drop-in/drop-out of. I figured that I’d spend most of my time playing that… until I heard that AutoChess was in beta on android.

Auto Chess Mobile 1

I’ve been aware of the DOTA 2 mod craze since everyone started talking about it at the start of the year. We’ve covered it a fair bit on Strategy Gamer, with Ian writing up an excellent tips guide that we’ve been maintaining. Before last week, I’d never really given it a go myself- I found the concept interesting, but I don’t play DOTA 2 and I was being a bit lazy in not jumping through the hoops to explore it myself.

Just as I was settling into my holiday, Ian tells me the rumoured mobile version was actually available via beta on Android.

If you’re still not really sure what AutoChess is, let me try to break it down:

  • The game has nothing to do with chess, other than the fact that you play on a chess board and different classes of pieces have movement algorithms that imitate the different movement patterns of real chess piece.
  • Calling them ‘pieces’ probably doesn’t help, but there you are.
  • The meat of the game is purchasing units, and then deploying them on the board during the ‘Preparation’ phase. There’s then a battle phase where you’re pitted against a random opponent, and the pieces you’ve both put on the board then automatically fight each other according to the pre-set tactics that piece is designed to use. This will include things like movement pattern & speed, target priority, ability triggering and so on.
  • Units will fight until only one side remains. Loser loses HP (I forget the formula) and will be eliminated when their HP reaches 0 (you start at 100).
  • Units/pieces have a race and a class and come in different rarities. Three pieces of the same unit can be combined into a 2-Star, more powerful version of that piece. Three 2-stars combined to become a 3-Star.
  • You are offered five randomly generated units per round to choose form, which cost money. Money is earned through winning and playing rounds. Losing too, I think? You can also spend money to refresh your options.
  • Fielding multiple units of the same class and/or race will confer bonuses, some for the whole team, some just on other members of that class/race. These need to be different units though – duplicate pieces on the board don’t count.
  • The number of units you can field is controlled by your level. You get 1 XP per round fought, and you can spend money to increase your XP by 4. You can stored up to 9 pieces In your off-board area.
  • There is also loot.

Simple, right? Once you get your head around it things are actually quite simple – the fact that you don’t need to also fight with your pieces is what makes this game oddly alluring and in theory an excellent mobile experience. I imagine this is what people who enjoy Football Manager et al experience when they’re playing those types of games.

Auto Chess Mobile 2

I’ve had a lot of fun slowly learning the various strategies in play, both in terms of team composition but also in terms of economy. Money’s only really scarce in the early rounds, but even when you possess a reserve you will need to be making short-and-long terms decisions with what to do to it. Do you buy that more expensive piece, or hope you can collect more cheaper ones to level up your pieces? Do you pour money into levelling up, or into refreshing the list to cycle through more options?

While some of the nuances can be a little tricky (took me a while to realise there even was a 3-Star tier), the basics of the game are explained quite well in a tutorial where you play against some bots. The English translations are a little mangled in places, but the basic information comes across fine. I’ve started playing ranked and while I initially did quite well, I’m starting to make it into the top 4 less and less at the moment, so perhaps I need to spend more time in casual.

At the moment, I’m really trying to pay attention as to what bonuses are worth going for, and how each unit behaves. Assassins by and large will jump towards the back of the enemy’s formation, but you can have both melee and ranged assassins (as you can have melee and ranged of several different unit type) so taking this into account is key. I’m also trying to learn when to scale up my units in terms of power; learning when to let go and move on to better pieces seems important.

Auto Chess Mobile 3

Despite my current infatuation with AutoChess, as a mobile game it’s currently lacking in several key, potentially deal-breaking areas, all connected via a similar theme:

  • Matches are played out in real-time, and they are long – upwards of 25-30 mins. Even if you’re the first one eliminated, you’re looking at a good 15 minutes.
  • There’s no pausing and, and even if you minimise the app to do something else, the action continues without you (plus if you miss an action phase you won’t be able to see what happened for the purpose of tweaking your strategy).
  • While mid and even late-game comebacks are possible, a lot of the time I released quite early that my strategy was poor. I also quite often wasn’t really sure what to do about, which meant even with a strong start I had to watch myself slowly but surely lose ground for 15 minutes until knocked out. It’s like watching a train-wreck in slow motion.
  • Experimenting is hard because you’ve got to play out a whole match and the RNG means that being ‘scientific’ about it is quite challenging.

While there’s no denying the strength of the core theme, I would very much like to see the developers experiment with different versions of the game that are more mobile friendly. Enabling people to drop-in, drop-out out matches I think is paramount, although failing that It’d be interesting to see how robust the game would be with everyone on, say, 50HP instead of 100.

Auto Chess Mobile 5

Really though, considering you only need to spend 30 or so seconds (the Preparation phase has a time-limit) making the real decisions, I’m pretty sure an asynchronous mode would work. One could log-in, watched a replay for the last round, and then play out their next Preparation phase the moment they’re ready. Like other asynchronous multiplayer games, there would need to be a limit on how long to wait between submitting the next round.

If you’ve yet to try out AutoChess I’d highly recommend jumping on board and checking it out, even if you only play a couple of matches. It’s easier to do on Android, just search for ‘AutoChess’ by Dragonest Game. iOS players have a few more hoops to jump through. I’ll be keeping a closer eye on this going forward, and we’ve heard rumours of other similar games already on the market, so we’ll probably check those out as well.

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Warhammer: Chaos & Conquest is out now, but don’t play it

By Ian Boudreau 30 May 2019

Here’s some good news: A new Warhammer game is out for mobile, and in it, you get to play Chaos. It’s called Warhammer: Chaos & Conquest, and it’s available on both Android and iOS. The promotional materials bill it as an “epic massively-multiplayer real-time strategy game” set in the Warhammer fantasy universe, and the idea is that you’ll build a stronghold while spreading the rather forceful message of Chaos across the Old World.

Now here’s the bad news: It’s trash. This is a game that is based on making you wait for timers to tick down, and charges you currency – conveniently available to buy for real money! – to speed that process up.

For you, gentle reader, I’ve attempted to play Warhammer: Chaos & Conquest, because I felt that I should at least experience the “real time strategy” element of this new game before rendering judgment on the rest. And in the hour or so I’ve spent mucking with Chaos & Conquest, that aspect is nowhere to be found. This is a game about clicking “upgrade” and then waiting. There’s no strategy to be found here, or if there is, it’s buried under enough layers of pay-to-win fluff to render the search for it a waste of time.

Here’s a trailer, which features a bunch of stuff that never happens in the game itself:

[youtube https://www.youtube.com/watch?v=Vfdth1bcS-I]

The visuals are nice, I’ll give it that much I suppose. But none of it makes any sense whatsoever, and it’s all designed to suck money out of anyone deranged enough to get addicted to its utterly rote gameplay loop of watching numbers get bigger.

Consider this a public service announcement from your friends at Pocket Tactics: Avoid this nonsense like the plague, and remember that not everything Games Workshop slaps its name on is worth your time.

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League of Legends for mobile is in the works from Riot and Tencent

By Ian Boudreau 29 May 2019

Reuters, of all places, broke the news last week that Riot Games is currently working with parent company Tencent on an official mobile version of their massively-popular MOBA League of Legends, although it’s as yet unclear when we’ll be able to get our hands on it.

As the Reuters story explains, the idea of creating a mobile version of Riot’s hit game has been a tendentious one between the two companies, with Riot initially resisting the idea of bringing League of Legends to phones and Tencent pushing the idea, based on its massive success with its similarly-structured mobile game Honour of Kings. However, the western version of Honour of Kings, Arena of Valor, has been a bit of a flop outside Asian markets and Tencent has given up promoting it in the west just two years after its launch, according to a report by Nintendo Life.

[youtube https://www.youtube.com/watch?v=8fwwGCr1-po]

With revenues for League of Legends slipping – mind, it still cleared $1.4 billion last year alone – Riot is now more open to the idea, and one of Reuters’ sources says the project has been in the works for a year.

However, another source says not to expect a mobile League of Legends this year.

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The mobile version of Dota Auto Chess is playable now

By Ian Boudreau 27 May 2019

Dota Auto Chess, the free arcade mod for Dota 2, now has an official mobile adaptation in the works, and it’s available to play right now, as I discovered today. After downloading and installing the early access version in the Google Play store, I’m pretty impressed: This might be the definitive way to play the game.

The source material, of course, has a bit of a windy trail. Auto Chess is a mod for Dota 2, which itself began life as a mod for Warcraft III. And now this is an “official” mobile adaptation of Drodo Studio’s strange game of drafting and positioning, stripping out all of the characters that are now copyrighted by Valve, and replacing them with legally-distinct but similar versions that do more or less the same thing.

What’s great about this version of the game is that it’s purpose-built to do exactly what it does. Dota Auto Chess is fun and all, but it’s pretty clear that, like the original Defense of the Ancients, it wasn’t really meant for this game mode, so there’s some wrestling that has to happen to get it to work. Matches queue up very quickly in this mobile version, the interface is lovely and simple, and you can see all the synergies you’re working with on the right-hand side of the screen. It even highlights pieces that work with the ones you already have when the drafting panel pops up between rounds. Another nice touch: When you can upgrade your pieces, a little button will appear over their heads, and you can just tap that instead of placing all your pieces onto the board individually.

It’s currently available on Google Play, but not – at least as far as I can tell – on the App Store quite yet. When you search for it, make sure you’re downloading the app from Dragonest – they’re Drodo Studio’s partner for this mobile adaptation of Auto Chess. If you’re interested in tips on how to play Auto Chess, check out our sister site’s strategy guide for the original game – that’ll get you started.

One thing to note if you play this version: the app will ask for a strange set of permissions when you install it, including the ability to make and manage calls. Don’t grant it these permissions. It works fine for me without them, but I’m not entirely pleased that it asked for them to begin with.

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The WeekenderTown Edition

We’ve managed to cover a lot of bases this week, which always makes me happy: we started things off with a review exclusive, and we finally reviewed Shards of Infinity. We also had a little play around with the Terraforming Mars mobile beta, which is coming along very well.

As a quick FYI there will be no Weekender update next Friday. I’m away on holiday, and while I’ll be leaving you in Ian’s capable hands, I’m not asking him to put together the full shebang, so you’ll have to do without it for a week. Normal service will resume week after.

Meanwhile, In mobile games…

Out Now

Fort Sumter (iOS & Android) (Review)

We were very pleased to be able to go live with our Fort Sumter review before anyone else, so many thanks to Playdek for giving us that opportunity. In case this has flown by you – Fort Sumter is a digital port of a physical boardgame of the same name that try’s to simulate the tension and machinations that lead to the American Civil War.

This two-player strategy game has all of the tension and nuance of something like Twilight Struggle but is playable in only a fraction of the time, and Playdek have done an excellent job. Check out our review for more.

Fort Sumter Mobile Review

TheoTown (iOS & Android) – Full review coming soon!

We haven’t had a decent city builder to look at it in a while, but TheoTown may just fit the bill. It’s been out on Android for around five years now and has a very dedicated community online, but this new version will be available on both iOS and PC. The new version comes with elevated terrain as a feature, which is something the community has been asking about for a while.

We’ll try and get a full review of this game up ASAP.

[youtube https://www.youtube.com/watch?v=HA0VzDF5RgM?controls=0]

Steam Chat (iOS & Android)

It’s not a game, but in a similar vein to the Steam Link release on iOS a couple of weeks ago, we thought we might as well throw this your way as well. Valve have spun-out their ‘nu style’ chat interface (which was designed to combat things like Discord on the PC) into its own app. No voice chat yet, but it’s coming and the app has plenty of other functionality that you’d want from something like this.

Handy if you happen to do a lot of communicating via Steam Chat, as the current Steam Mobile app is rather clunky and difficult to use. It also hasn’t been updated in a couple years now, but Steam have said they’ll be improving its security functions and possible doing something else with it further down the road. 

Steam Chat

Updates

One Desk Dungeon (iOS & Android) (Review)

ODD is an excellent card-based dungeon crawler whose only sin was the fact that it was only playable on tablets. Today we’re pleased to report that nearly a year later, the game is now playable on your phones in portrait mode.

Sales

There’s a fair few sales this week that might tickle your fancy:

  • First up, in celebration of the move to phones, One Deck Dungeon is discounted by nearly 50% on both iOS & Android.
  • One of our past all-time favourite roguelikes, Sir Questionnaire, is currently going cheap on iOS.
  • All of the Reigns games are also going cheap on iOS, although only our favourite – Reigns: Game of Thrones, is also discounted on Android.
  • For some reason, Motorsport Manager Mobile 3 is free on both iOS and Android.
  • And last but certainly not least, Football Manager 2019 Mobile is down to its cheapest price since launch on both iOS and Android.

Seen anything else you liked or tried any of the above? Let us know in the comments!

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Shards of Infinity Review

The App Store doesn’t lack for deck-building games these days, but in a sea of dungeon crawlers you may be missing the tabletop classics inspired by the likes of Dominion. I don’t know what a ‘shard of infinity’ is, other than a great new card game in that traditional mode—but with some cool new ideas to set it apart. 

Shards of Infinity comes from former Magic: The Gathering champion and designer of Ascension, Justin Gary. So as you might expect, the design is tight. The game has clearly been playtested to hell and back, because it never feels like it runs out of new strategies to try or new challenges to overcome. 

Shards has a lot more player interaction than some deck builders, since your objective is to break through your opponent’s defenses and reduce their health to zero. That means you need to pay attention to what they are up to and watch for ways to disrupt their strategy. Are they grabbing a couple champions that are invulnerable to attacks? Pick up the allies that let you remove them anyway. Then they’ll grab the one that brings their champions back from the dead. You’ll be doing a lot more than just attacking back and forth. Drain their Mastery points. Block attacks. The one thing you don’t do is force them to trash cards, which actually makes the game a lot less chance-based and frustrating compared to other deck-builders.

Shard of Infinity 1

Card interactions are also interesting. Cards frequently work well within suits, where you’ll get a bonus for playing another of the same type or having one in your discard pile. They also complement each other across suits. The purple cards frequently stack up damage, but they are also the best way to trash useless cards. A card that boosts your draws will help with any strategy. The fun part is spotting these synergies from the center row and building your deck appropriately. 

Shards’ big innovation is Mastery—experience points you can build over time that make the cards you have more powerful. That makes the late game less of a race to trash useless cards and more thrilling as your power levels ramp up until even one of your starting cards can insta-win. Another cool feature is the ability to fast play some cards straight from the center row. That way you don’t waste extra credits, but you also don’t stuff too much dross in your deck. 

Shard of Infinity 2

The game can be played with up to four, but it really shines as a two player fight, quite similar to Star Realms. It only takes 20-30 minutes to play this way. So if that sounds up your alley, or you’re already a fan of the tabletop game, the real question is: how is the mobile version?

The app version of the game is polished like chrome and clearly built for mobile (just play the desktop version to see what I mean). On a tablet, you get the original card artwork, but you can easily switch to Jumbo text on a smaller screen.

The interface has a lot of thoughtful features that smooth gameplay. A nice big button right where your thumb goes changes function depending on where you are in your turn. It starts as “Play All” so you don’t have to swipe five cards onto the table every turn, serves as the pass button when you want to skip a card function, lets you use your last crystal to Focus for a Mastery point, then finally changes to Damage or End Turn when it’s time to hand the reins over to your opponent. Then the game also reminds you when you have unspent crystals or when you can target Champions instead of your opponent directly. That said, an undo button would be nice for when you accidentally swipe the wrong card from the center row.

Shard of Infinity 3

Because the design is focused on the center row, it can be difficult to keep track of what your opponent is up to. To see their Champions you have to pull down a menu. Likewise, it takes experience to recognize what your opponent is up to on their turn since the cards and tokens rapidly fly around the screen. In time, you’ll know all the card capabilities at a glance, at least broadly, and can pick up on the strategies you are facing. 

The AI is smart and challenging at all levels. The Easy level is appropriate for beginners, not too much challenge once you understand the game, but still cunning enough to take advantage of any mistakes you might make. Medium and Hard have clear differences in abilities, with Hard being quite tough.

The game has basic matchmaking for online play that works perfectly. You can set a match to have a 30 min (per side) time limit that makes it basically real time, or go up to days or weeks if you prefer a correspondence game. There’s no ranking system, but I found lots of people to play with, who were usually quite a bit more challenging than the Hard AI. The online play is cross-platform too, which should help with keeping the number of online players high, and you can add friends to keep track of your regular partners. This game is full of fun innovations on the classic tabletop deckbuilder model from a master of the genre. 

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We Can’t Wait for Terraforming Mars Mobile to leave Beta

By Michael Coffer 21 May 2019

Like many greats before it and to come, Terraforming Mars is both a hybrid of existing archetypes and something fresh all its own. The digital app stays true to that ground-breaking (pioneering, geoforming) spirit. It features robust AI, a thorough tutorial, and generally well-organized menus and interface, as well a pretty sophisticated online multiplayer. If the beta is any indication, the final release is going to be spectacular, launching an already popular game into the stratosphere. Accessible and quick, the game’s app is about as good as it can (and should) be.

Just like with older, established Eurogames like Castles of Burgundy or Princes of Florence, Terraforming Mars comes down to cold, hard Victory Points. It scrambles the path to acquire them, making players undertake the seminal work of, you know, actually terraforming Mars. There are a host of resources, card types, and effects to cross-reference, the sort of thing that produces grand strategy through a million cogs and gears. Featuring a great level of competition and finesse, the game is also about ecological creation as much as it is economic competition, and it is this push-and-pull between the two which animates the core gameplay.

Terraforming Mars Beta 1

The tabletop game is excellent, but full of borderline busywork as everyone trundles through the phases of a turn. Not for nothing does it call its’ turns ‘Generations’. It takes time because the decisions are agonizing, and there are so many to fuss with. Map layout is crucial, card management & memorizing the deck are almost must-haves for build planning. The bean-counting of resource generation, not to mention cost-benefit analysis, are all important and mentally taxing. Dozens of hotspots of activity and intel need to be on the player’s radar more or less constantly to allow peak performance.

Fortunately, the app organizes these multiple variables into a single screen, with the map dead centre, an individual player’s attributes along the bottom row, and the full player roster on the left-hand side. Details of how many effects, tags or cards someone has are behind tabs, which work like drop-down menus would. In short, the information is logically nested and more easily researched here than on a sprawling table. (For five player, anyways). Another benefit of the layout is that each player can separately spend their time between turns parsing the information most relevant to their aims discreetly and with a minimum of fuss. Terraforming Mars has a little bit of disruption and player interaction, more-so in the (superior) drafting variant, so the fact the app makes opposition research a breeze is no trifling matter.

Terraforming Mars Beta 2

The multiplayer lobby and experience is equally polished, though it does require an active Asmodee account (to be fair, that one account will cover any of their digital properties, so you get your mileage). In lieu of matchmaking, players host and join each other’s games, with ranking determined by the existing ELO scores of the participants. There’s a chat lobby, which was relatively lively and handy despite only being in beta. Games are ‘asynchronous’ in the sense that they are disconnect-friendly; each player can be replaced by a bot or will auto-forfeit if they are away for too long; otherwise the game preserves a snapshot of the last stage. Because a game will last between one to two hours, the soft asynch option will prove a great fit for those craving regular play amidst the micro-interruptions of everyday life.

This tired broken record of a pre-re-viewer must dutifully report that the game, which I hadn’t played in ages, has aged excellently. Moreover, its digital incarnation is fast displacing the bulky physical predecessor. Some games (Can’t Stop, Targi, a host of others) are simple enough in gameplay and small enough in shelf-space to keep around, but for complicated, intense games a good app breathes second life into the original’s excellence and lets those Kondo-ing their collections a way to say goodbye without excising the game from their repertoire entirely.

Terraforming Mars has been ‘almost out’ for over a year now, so it’s hard to say how much longer the wait will be (or the price of the app), but before the end of 2019 is a safe bet.

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Review: Fort Sumter

If you were one of those people who were intrigued by the epic two-player card driven game Twilight Struggle but found it all a bit too complex and longwinded, then Playdek’s latest release may be more to your liking. Fort Sumter shifts the action from the Cold War to the American secession crisis of 1860. The bombardment of Fort Sumter and the ensuing surrender of US army forces was a key event in the nation’s history and led to the outbreak of the American Civil War. Somehow, the designer has managed to condense these dramatic events into a fifteen-minute game, in which each player only ever gets the opportunity to play a grand total of twelve cards.

Do not, however, entertain the idea that the quick playing time means that Fort Sumter is just another in a long line of microgames in the mould of Love Letter. There is definitely a lot more going on here, with one player taking control of the Unionists and the other playing as the Secessionists. Players compete to exert political influence in an attempt to manoeuvre their way into the strongest position in preparation for the inevitable outbreak of war. The action is played out on a small map that shows four spheres of influence, namely, political, secession, public opinion and armaments. Each sphere is made up of three spaces, the most influential of which will be denoted as pivotal. For instance, in the sphere of public opinion, the pivotal spot is newspapers. Throughout the game, players will use cards to place political influence cubes in the various spaces in an attempt to wrestle overall control of as many spheres as possible.

Fort Sumter 1

Players begin each of the three rounds with a hand of six cards. Two of these cards will depict a secret objective, which usually means having the most influence cubes in a particular area. Each player then elects to keep one objective and to discard the other. Next, players take it in turns to play their remaining cards, whilst setting one aside until the final round. These cards represent a notable person or historical event and are colour coded to denote which of the two sides they are aligned to, although there are also some neutral cards. Players are not limited to only using the cards that match their side.

Each card has a number in the top corner that shows how many influence cubes that it allows you to place. This isn’t usually as strong a move as the special action but it is more flexible since it allows you to exert influence anywhere on the board instead of being tied to particular spaces. If the Secessionists side plays the ‘Plantation Class’ card for example, then they will either be able to use the card’s basic action to place one cube on any space or use the special action to place two cubes on any of the three secession spaces. If the unionist player plays the same card then their only option is to place a single cube by using the basic action.

Fort Sumter 2

It is pretty obvious to explain this thematically, as rich plantation owners with their invested interest in slave labour and their political influence, were the driving force behind the secessionist movement. However, unless you are a real American history buff you are not going to know the background behind many of the cards, and without latching on to this context, the game can become a very abstract exercise in cube pushing. There is a card gallery that provides the necessary historical relevance of the various cards, but this cannot be accessed without returning to the main menu. On the subject of abstract design, the map of the USA is also just window-dressing. Indeed there is an option to use an alternative map that completely does away with the whole pretence and so just groups the locations by type. This actually makes it easier to assess the current state of affairs.

Fort Sumter has a few more nuances up its sleeve; there is a peacekeeper who prevents cubes from being added or removed from a particular space. He can be brought into play by playing the appropriate card or by escalating the crisis. As players bring more influence into effect, tensions mount and the crisis level increases. The first player to trigger the highest crisis level will earn a larger political influence bonus, however, they are also perceived as the chief aggressor, costing them a victory point and possibly bringing about a premature ending to the game.

Fort Sumter 3

At the end of the first three stages, players that control the vital pivotal spaces will be able to add or remove cubes in that particular sphere. If a player has managed to secure a majority of cubes in all three of a sphere’s spaces, they earn a victory point. Extra points are awarded for completing that turn’s secret objectives. To add a tense climax to proceedings, the fourth and final round plays out a little differently. Both players secretly select the order in which they want to play the three cards that they have kept aside. The effects will then be determined by simultaneously revealing both players cards one at a time to determine if they have matching influence spheres.

The first thing that is likely to impress is an extremely comprehensive tutorial, which guides you through an entire game. This not only teaches the rules but also gives some useful strategic insights. It also introduces the player to the faultless interface, which creates an authentic representation of the board game in which all of the essential information can be taken in at a glance. The graphics are a mix of old photographs and illustrations and give proceedings a strong historical flavour, as does the patriotic piano tunes and spoken quotes. Unfortunately, the range of play options is a little limited, you can play online or offline but there is only one level of AI, which will not take many games to overcome. He is not the smartest; in one game he placed the peace commissioner on a space that actually served to protect my control of an area.

Fort Sumter 4

This game is easy to learn and contains plenty of interesting decisions. It manages to create some very tight pressure points, often feeling like a game of chicken as you try to force your opponent’s hand. The trailing player has the considerable advantage of having the final say at the end of each round, which means that it can be prudent to hang back until you are ready to strike. My main concern is that the luck of the draw can leave one player with a bunch of cards tailored for the opposing side. Also, in spite of the rich background, with a cast of strong characters and notable events, players are essentially just pushing cubes, which means that the historical significance of what they are doing can struggle to make an impression.

Fort Sumter may sound like a war game but it actually turns out to be more of a euro style board game. The slimming down of the mechanics hasn’t been without sacrifice and some may feel that the abstraction has gone a little too far. Yet, it still manages to be a fine, quick-playing political simulation that can give you a Twilight Struggle style fix in a fraction of the time.

Fort Sumter will be releasing on iOS & Android tomorrow. Because our review is early, we don’t have the store links yet but will update this review when we do.