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One Deck Dungeon expands its hero roster with the Witch

By Ian Boudreau 05 Jul 2018

There’s some new DLC to pick up for One Deck Dungeon, the card-driven roguelike that popped up just back in June. A warm welcome to The Witch, a new magic-user who Handleabra says is a bit of a “jack of all trades.”

Witches usually get associated with damp places like swamps and bogs, but in the lore of One Deck Dungeon, they seem to be pyromaniacs who all study their trade in a volcanic city called Inanidec. Syvir, our new Witch, is supposed to be “more anarchic than Mages, and more chaotic than Alchemists,” and she excels in both spellcasting and melee combat.

The Witch DLC just launched July 4, and she joins two new characters, the Fanatic and a faerie called Caliana, and two new dungeons, the Phoenix Den and the Cinder Plains, in One Deck Dungeon’s DLC lineup. Each can be had for 99 cents US or your local equivalent.

If you haven’t tried this excellent conversion of the tabletop dice game yet, check out our five-star review.

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The Castles of Burgundy is coming to digital in 2019

A digital edition of the excellent The Castles of Burgundy is currently in development and will be out next year. Digidiced, the studio behind mobile board game conversions of such gems as Le Havre: The Inland Port and Agricola, have announced that Castles of Burgundy is one of their next projects.

Berlin-based Digidiced is among the recipients of a new round of Medienboard Berlin-Brandenburg funding, and they’ll be getting €70,000 to support the computerized version of Castles of Burgundy, per Gamesmarket. That’s great news for fans of Stefan Feld’s modern strategy classic, as Digidiced has a stellar record when it comes to producing digital versions of eurogames.

While Digidiced hasn’t formally announced which platforms they’re supporting with The Castles of Burgundy, the studio’s games have generally been available on both iOS and Android devices, as well as through the Windows store.

Look for the digital version of The Castles of Burgundy in 2019.

Image credit: Board Game Geek

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Run your own global football tournament with FIFA World Cup

By Ian Boudreau 04 Jul 2018

There’s hardly a more tactical situation than the pitch during the “beautiful game,” and with the World Cup’s first knockout round on the books, we’re gearing up for some intense matches in Russia heading into the finals. FIFA Mobile has a World Cup expansion out now though, if you prefer to take some direct control over the on-screen action.

Yes, it’s a free-to-play app that’s stuffed with EA’s usual microtransactions, but it’s hard to argue that the mobile incarnation of FIFA isn’t fun. And let’s face it, it’s drop-dead gorgeous to boot. There’s just something extremely satisfying about a perfectly-swiped scoring kick, isn’t there?

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This is FIFA Mobile, so you get a good amount of command over your team’s lineup and player training. There’s a surprising amount of depth in the strategy layer, and it’s not hard to get into even for casual soccer – sorry, I mean, football fans. You will need a fully-qualified team that’s 65+ OVR to participate in the World Cup, however.

Find it on the iOS App Store or Google Play. The World Cup mode will be available until August 

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Touch Wood: Six Ages is a success so far, and a sequel seems likely

By Joe Robinson 03 Jul 2018

A Sharp’s Six Ages has a lot a riding on its shoulders: It’s a premium game, and the landscape for premium has changed a lot in the years since its predecessor King of Dragon Pass launched onto iOS. It also has to follow on from that iconic game – fans have been wanting a KoDP sequel for forever, so expectations were probably high.

It’s not an easy scenario to launch a mobile game in, but Six Ages: Ride like the Wind launched to our own critical acclaim last Thursday. How has it fared over it’s opening weekend? What surprises have cropped up? We spoke to David Dunham to find out.

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“Launching a game is a bit like opening a booster pack,” he told us:

Did you luck into the Black Lotus of a hit? The duplicate cards of the typical game that fades into obscurity? Maybe the foil card of a success? The analogy breaks down a bit because if you’re releasing a premium game in a free-to-play world, you get only one pack, ever.

Based on current sales data, Six Ages has so far sold at 96% the rate of King of Dragon Pass when that released on the App store in 2011. It’s probably not going to top many charts (apart from in Finland, apparently, where it’s #1), but it’s enough for David to consider it a success. “If this holds up for a month,” he stated, “we will be able to start work on the next game in the Six Ages series: Lights Going Out.”

David admitted to us that he was concerned over the fan reaction to Six Ages, given that it’s not a ‘true’ sequel to King of Dragon Pass and tried to break some new (if still familiar) ground.

I’m glad to report that players seem to like it just as much. App Store ratings are 4.9 stars and say things like “lives up to King of Dragon Pass in every way and more” and “a major improvement on King of Dragon Pass.” Hearing this makes the gamble of the last four years pay off and makes me and the team want to start working on the next game. 

In the meantime, you can expect a new update for the game sometime soon that will add new Adviser faces, fix bugs and introduce a new way to become infamous. Apparently, it involves behaving like a complete double-crossing weasel. Many thanks to David for taking the time to talk to us, and we wish him all the best!

Six Ages: Ride like the Wind is available now from the App Store.

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The Elder Scrolls: Blades Appears on iOS Pre-order

The Elder Scrolls: Blades is not quite the Skyrim port many perhaps would have liked, but it still looks to be an intriguing adaptation of the iconic franchise onto mobile.

If you’ve forgotten what it is (E3 seems like forever ago already), here’s the segment from Bethesda’s presentation:

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While you’ve been able to ‘pre-register’ your interest on Google Play since the E3 announcement, the game has just popped up on Apple’s pre-order list – with a tentative release date of September 1st.

It’s free, so you won’t need to pay anything but it remains to be seen whether we really will see Blades that soon.

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The Weekender: Wind Rider Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. It’s a big week with one of my most-anticipated games of the year hitting the App Store along with a couple tabletop to digital conversions. Oh, and a healthy dose of discounted games. Have a great weekend.

Six Ages: Ride Like the Wind (iOS Universal) (Review)

King of Dragon Pass is an iOS classic. With elements of RPG, tribal management, turn-based tactics, and interactive fiction it plays like a really in-depth choose-your-own-adventure book. You operate at both a colony level, managing your tribe and its interactions with the world, and an individual level as the chieftain where you make decisions that have a big impact on the story. A sequel to this classic has been in the works for four years and this week we get to play it.

Six Ages: Ride Like the Wind is the spiritual successor to King of Dragon Pass and returns us to the rich fantasy world of Glorantha. Rather than playing as the Viking-inspired Orlanthi we take the reins of riders of the steppe, clearly meant to evoke the Mongols, and must steer them through a great migration and settling of a new home. Gameplay hasn’t changed much from King of Dragon Pass which makes sense: it wasn’t exactly broken. You still consult your circle of advisors and make important decisions season after season. You still worship a diverse and interesting pantheon of gods and seek their blessings and magic. You must navigate through diplomacy and war with other tribes, as well as domestic and economic concerns closer to home.

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The story is interesting, the choices are meaningful, and the artwork is once again top-notch. You should definitely read Matt’s 4-star review of the game if you haven’t already, but I’m happy to add my recommendation. It’s an easy pick for fans of the original and most RPG aficionados.

Card Quest – Card Combat Game (iOS Universal and Android) – Full review coming soon!

Dungeon crawler style, roguelike gameplay, an undead menace, and card-based combat…Card Quest has the elements of a good tactical game. You pick a character, customize your deck, and go battle the bad guys. The game was ported from Steam where it has a ‘very positive’ rating. I wasn’t able to play it, but it looks pretty promising and might be worth a look for those deck-building roguelike fans out there.

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Quarto (iPhone (?) and Android) – Full review coming soon!

Quartro is a pretty simple abstract board game where one’s opponents dictate their pieces, and therefore choices. You’re given a piece and must play it on the game board. The ultimate goal is the same as, you know, Connect Four, though there are four different piece characteristics (color, shape, size, and hollow or solid) which adds another dimension to the strategy. The digital presentation of the game is attractive and the game plays fast, making it ideal for quick games here and there. There’s a decent amount of strategy and the AI isn’t bad. Quatro is mostly a solo game against the AI, but there is a pass-and-play option for use by co-located humans. You can take on specific challenges to spice up the single-player experience, which is a cool way to introduce techniques and build expertise in the game.

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Istanbul Digital Edition (iOS Universal and Android) – Full review coming soon!

Istanbul either won or was nominated for a bunch of board gaming awards back in 2014 when it came out. Now, like many stand-out tabletop favorites, it gets the digital treatment. Istanbul: Digital Edition was converted by Acram Digital, the folks behind Eight-Minute Empire and Steam: Rails to Riches. The game plays the same as the physical version and sets up you the player as a sales team—one merchant and four assistants—in a busy roughly Medieval Istanbul bazaar. The goal is to collect a certain number of rubies earned through making wise sales choices. You can play a solo game versus the AI or online with others. The online game offers both real-time and asynchronous options.

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Hexologic (iOS Universal and Android)

A quick and clever puzzle game, Hexologic offers loads of challenging and fun levels for anybody that doesn’t mind a little simple addition. Hexologic puts a little spin on sudoku rules. Each level has several groups of hexes running horizontally, vertically, or diagonally each with an associated number. You must assign a value of 1 to 3 to empty hexes within these groups in order to sum up to the number. It’s just the right amount of tactical thinking for a relaxing game-play experience and I’d recommend it to puzzle fans.

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New Pre-Orders

Pre-ordering seems to be a thing now, at least on iOS. There’s two games this week we think you’ll want to take note of…

Pocket City (iOS Universal): $4.99

Long awaited Sim City-like city building sensation Pocket City is now available to pre-order, and we finally have an expected release date! The game that’s set to “re-imagine classic city building simulation gameplay” is due to release on July 31st, and you can pre-order for $4.99 on iOS.

Battleheart 2 (iOS Universal): $3.99

The sequel to classic strategy game Battleheart is finally within our sights, although a few months later than we originally thought. You can pre-order for $3.99 and the game is expected to release on July 12th.

Sales

Miracle Merchant (iOS Universal and Android): $.99 on iOS (Review)

Kicking off our sales today is one of the best games of 2017 and one of the better solitaire-style mobile games period. Miracle Merchant is the perfect game for short play sessions and is on sale for just a buck (although it’s free with IAPs on Android, if you’re wondering).

Dissembler (iOS Universal and Android): $.99 on iOS

Flip tiles to match and remove color groupings in the challenging puzzle game Dissembler. It came out earlier this year and is on sale in the App Store for the first time for just a dollar.

Age of Rivals (iOS Universal and Android): $1.99 (Review)

Fantastic card-drafting, civilization-building game Age of Rivals is another of the best of 2017 and on sale for half off.  

Cat Quest (iOS Universal and Android): $1.99 on iOS (Review)

It’s the best cat-based RPG ever made. Ok, and also of the better games of 2017 in its own right. It’s normally $5 and isn’t on sale often, if you’re an RPG fan and looking for a game to play now’s the time. 

Runic Rampage (iOS Universal and Android): $1.99 on iOS

Get your smash on and play a pissed off dwarf in Runic Rampage, an action RPG full of combos. It’s not as fun as Cat Quest, but gets the job done if you’re looking for more from the genre.

Civilization VI (iPad): $23.99 IAP (Review)

Firaxis’ 4X behemoth is a great port of the classic turn-based strategy game, and Aspyr have done a great job bringing it up to speed with its PC counter-part. If you’ve never been happy with the pricing structure, the ‘Full Game’ unlock is now at its cheapest ever price since launch.

Seen anything else you like? Played any of the above? Let us know in the comments!

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Does Battle Royale have a long-term future on mobile?

By Collin MacGregor 29 Jun 2018

The video game industry is constantly chasing the hottest and most lucrative trends. From military shooters to virtual reality, there is always a new concept asserting its dominance – this is as true for consoles and PC as it is mobile, although our app stores have yet to shake from the over-arching grip of Free-to-Play.

Want to get better at Fortnite on mobile? We’ve got a handy tips & tricks guide for you.

It’s hard to ignore the battle royale genre’s hold on the wider gaming scene as massive franchises attempt to be the next multiplayer hit. The mobile market is also chasing this latest craze: a boon of battle royale games that range in quality and name recognition have cropped up over the past few months. But despite the massive popularity of this genre, one has to wonder if this is just a fad or is this multiplayer-focused experience destined to become a mobile staple?

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King of the Fort

The current king of this genre is Epic Games’ smash hit, Fortnite. What separates this one from other BR games is a unique building mechanic that allows players to rapidly assemble cover, structures, and traps. This elevates firefights and allows for a player’s creativity to shine through. Unlike other titles such as PlayerUnknown’s Battlegrounds (PUBG), Fortnite thrives on its speed and accessibility, something that causes the mobile port to suffer more compared to the PC/console iteration.

This isn’t to say that the mobile version of Fortnite is unplayable or even bad – it’s actually quite fun – but this iteration is absent a sense of momentum. Since playing on a phone lacks the fluidity of a controller or keyboard, many engagements are supremely awkward. Instead of seeing who can quickly construct cover and outmanoeuvre their opponents, players often just use the environment to block incoming bullets. Even with the auto-build function, it takes a lot of practice to learn how to quickly produce anything outside of a basic wall or ramp.

What you’re left with is an odd version of Fortnite that closely resembles the PC version but lacks the kinetic energy that helped it climb to the top of the charts in the first place. Shooting others is still satisfying and the large arsenal of weapons always keep battles feeling fresh. There is still a plethora of unique gadgets that shake up combat and Epic has done a great job with keeping the mobile version updated with the latest changes. However, due to the limitations of playing on a phone or tablet, Fortnite simply cannot deliver the same quality gameplay on a mobile device.

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In contrast, PUBG’s mobile version fairs far better due to the title’s core pacing and mechanics. Gameplay in this title has always been much slower (A legacy of its heritage as an ArmA mod, perhaps  -ED), with most matches encouraging methodical approaches to gunfights. Taking your time to line up the perfect shot or reposition into cover is par for the course. This allows PUBG‘s mobile design to flourish since these principles work perfectly with this version’s condensed control scheme.

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Even though both mobile versions of these hit multiplayer titles have issues, they prove that the battle royale genre is perfect for this platform. Like the best mobile titles, both games offer quick, entertaining sessions that still possess challenge. There are no time gates or any of the usual cynical trappings of mobile free-to-play. The formula of forcing 100 players into a shrinking safe area still crafts memorable moments that very few mobile titles can replicate.

Regardless of what sacrifices these titles have had to make during their transition, the core foundation is still solid. These are complete games and it’s remarkable how little was lost during their transition to mobile. Because of this, players can continue to grow and flesh out their understanding of the mechanics. For people like myself who are coming from PC, it’s great to take my previous experiences and apply them in-game.

Royale with Cheese

This transition from PC to mobile is a double-edged sword. While bringing Fortnite to phones offers a ton of positives, it’s important to remember that this title was not designed for handheld devices. There’s a lot to keep track of, which can severely hinder the controls. The UIs for PUBG and Fortnite are quite cluttered due to the myriad of mechanics that users need to keep track of.

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Mundane tasks such as sprinting, crouching, or jumping are relegated to button prompts or specific commands. This not only floods the screen with icons but can create an awkward experience for those with bigger fingers. Nothing is more disheartening than having your perfect sniper position given away because you accidentally grazed the fire button. Yes, it’s possible to customize the screen, but that only mitigates the poor UI instead of fixing it.

But battle royale games never-the-less posses a very compelling gameplay loop that’s easy to learn, but hard to master: drop into a location, scramble for loot, and try to claw your way to the top Being able to pick up Fortnite or PUBG and play a quick round on the go is what will give this genre its’ sustainability. There are no bases to manage or mechanics one has to worry about when the game is closed. Even when this latest craze has died down on PC, I predict the mobile versions will continue to thrive.

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Fortnite Battle Royale: Tips & Tricks for Competing on Mobile

By Collin MacGregor 28 Jun 2018

Battle royale sensation Fortnite has parachuted onto mobile in all its glory. While it’s still only on iOS for the moment (Android version when?) the fact that this is the same game, pretty much feature-for-feature, on a phone is mind-boggling.

Whether you’re a victory royale veteran, or someone discovering Fortnite Battle Royale for the first time, playing on mobile is quite the unique experience. The smaller screen, reduced visuals and bespoke touch controls totally change the way you must play what is essentially a third-person shooter, and one that can get pretty intense.

If only someone could provide you with some essential Fortnite tips & tricks to help you to stay competitive on your mobile…

Controls refresher

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Limit your long-distance fighting

This partly comes down to the current Fortnite meta across all platforms, but even more so on mobile you shouldn’t really look to be fighting at range. Even on PC/console it isn’t ideal with the power of shotguns, poor accuracy of auto rifles, and the ease of movement.

Playing on another platform you probably have at least 18 inches of screen to look at, with all those high-quality pixels allowing you to spot every bit of movement. On mobile that real-estate could shrink to something like 4 inches with an iPhone SE. That movement becomes much more difficult to spot, meaning keeping track of opponents at a distance is near impossible. The touch controls also make it much harder to hit long distance shots without a scope.

This doesn’t mean you should avoid them like the plague. Instead, prioritise SMGs, LMGs, explosives, and shotguns over precision death dealers – especially when you are just landing. If you do want to use a rifle, make sure to crouch and use the aim zoom to improve your accuracy. Additionally, don’t bother with tactics such as shotgun weapon swapping until you get comfortable with the controls. The icons are quite small and it’s easy to mistap on the wrong gun.

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Be Aggressive

If you want to survive longer than a minute, you’ll need to start getting into firefights with other players. Typically, Fortnite’s building and plethora of ranged weapons allows users to stay back and pick off foes. However, since aiming on a mobile device is tricky the best option is force enemies to fight on your terms. Get in players faces when the bullets start flying and make them panic as you shoot them.

Moving is not nearly as fluid, so you can fluster you foes by destroying their cover and pressuring them with a hail of bullets. Weapons like C4, minigun, LMG, and even basic grenades are fantastic for forcing opponents out of position. Try to use the environment to break line of sight with your foes, especially if you can get the drop on them. Since rotating the camera can be a bit awkward, it’s not as common for someone to check behind them. Use this to your advantage and strike when they don’t have time to react.

Don’t be afraid to build

Building is key to success in Fortnite allowing you to travel across terrain quickly, get the drop on opponents and keep you safe when caught out. The touch controls on the mobile version are a little trickier than other versions since you have to move your hand away moving and/or shooting to select your building type, once you get some practise it becomes easier.

We have seen so many people on iOS only servers not build anything when they really should, and it almost always results in an early death. Assembling cover can be tricky at first, so accept that you may die in the early hours while learning the new control scheme. If you’re coming over from PC or console don’t expect to quickly assemble the elaborate structures. Swapping between materials and parts takes more time, so focus on constructing simple pieces of cover.

The basic three walls and a single ramp will offer decent protection and simultaneously give you a height advantage. Traps are also quite potent since navigating your character can be a bit awkward and it’s easy to accidentally stumble into one. Always practice your building because it can and will make the difference between a victory or the defeat screen. 

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Moving Will Be Awkward At First

As mentioned above, real estate on your screen is at a premium on mobile, as those big ol’ thumbs will take up a lot of room. The positioning of your digits usually means you won’t miss too much, but there is always a chance some loot or even an enemy, manages to go undetected thanks to being covered up. There’s also a chance that you’ll accidentally tap the jump or crouch button. Because of this, it’s absolutely vital that you keep your right thumb in the lower corner of the screen. You can still tap the screen and quickly access your weapons without the risk of hitting another icon.

Remember, double tapping the virtual joystick used to move around will keep your character running forward until you take back control. This frees up screen space to use for scouting the area, and you can still move around by changing your camera angle to turn. Of course, once a fight breaks out you’ll need to take back control right away: strafing, jumping and climbing all needs extra precision that simple running doesn’t.

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There may be visual clues, but still play with sound where possible

The most obvious new addition to the mobile version is visual indicators for footsteps, gunshots and chests, as well a direction indicator. It’s a wonderfully clear and obvious addition to the UI, and boy is it useful. Being able to know exactly the direction footsteps are coming from allows you to instantly target whoever is around the corner. It also allows you to plant those traps in places you know they will be.

That doesn’t mean sound isn’t useful though. It can help identify what specific weapon or weapon class is being shot, and other subtler clues that a simple UI tweak can’t provide. Obviously don’t be that person with sound coming out of the speakers in public, but in private/with headphones having sound will give an edge.

Do you have any tips or tricks of your own you want to share? Post them in the comments below!

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Review: Six Ages: Ride Like The Wind

Strategy and story have never been the happiest bedfellows. One benefits from obscurity, from twists and mysteries that propel you forward into the unknown. The other needs as much transparency as possible, so you can understand the effects of your actions and improve your plans. To service these requirements, stories have always had to emerge from strategy, not the other way around.

Six Ages: Ride like the Wind wants to set that straight. It wants to tell you a tale of gods and humans, of mysteries and the mundane while still taxing your tactics. It’s a bold goal and, while it doesn’t always work, the narratives that it weaves are unlike anything else in gaming. Except, perhaps, its predecessor. Almost 19 years in the making, this is the sequel to a very special game from 1999, King of Dragon Pass.

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What’s partly responsible for the success of both games is their bizarre setting, Glorantha. It’s a fantasy world like no other, developed in depth from academic theories of anthropology and cultural studies. You command a clan of horse-riding barbarians in the game, but your encounters are often bizarre beyond expectations. Dwarves of literal stone, dark-dwelling Trolls who judge others by their flavour, bubbling freaks of chaos and more besides. And each with their own extensive culture and mythology.

Set during Glorantha’s early ‘Storm Age’ of warring gods, your goal is to guide your clan to wealth and prosperity. Through a series of screens and menus, you must direct the work and wealth of your clan. There must be farmers for the fields, warriors to protect them or raid enemies, shrines to please the gods and diplomacy and trade with other clans. As the game progresses you will become engaged with the greater events of the age. But at the start, mere survival is challenging enough.

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On most screens you can ask your circle of clan elders for advice on what to do, although they often give conflicting opinions. You’ll choose to do something for that season: explore new lands, perhaps, or sacrifice to the spirits to learn lore. Sometimes the result is immediate, sometimes it may take several more seasons to resolve. 

Either way, it’s never quite clear why things work out the way they do. As you play, you’ll begin to intuit how things happen behind the scenes, but it’s a hard slog. And when you’re staring down disasters like a catastrophic raid or a demoralised clan, it’s frustrating not to know what choices will improve things. It does, however, result in a far more compelling narrative. One which encompasses failure as well as success, misery as well as triumph. There’s even a ‘Saga’ screen where you can view the ongoing tale of your barbarians in exquisite detail.

To flesh out this thin strategic skeleton, many seasons also see a random event. These help you learn more about Glorantha’s rich and detailed world as well as adding to the story. Mostly it’s a bunch of text and a series of options. Again, your elders will advise you if you want them. Again, intuition and your knowledge of the setting play a role but picking options can be a crapshoot.

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Sometimes an event takes you through a series of choices before resolving. Sometimes, it will set in motion a chain of further events that will take years to play out. If your lunatic trickster-shaman decides to kidnap a member of a rival clan, your reaction will impact relations with them for the whole game. Taking in refugees from a mysterious culture causes their presence to bubble up in events from time to time, impacting your clan in various ways.

This essentially is the template for the entire game. There’s a battle system, but it’s similarly driven by narrative rather than clear strategy. Even then, unexpected events like the sudden arrival of a group of allies can throw things off the rails. Everything catches the player between the rock of opaque mechanics and the hard place of wonderful storytelling. It’s a wonderful place to be, if you can stomach the spirals and corkscrews of the ride. 

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There’s no better illustration of this than Hero Quests. These are ritual re-enactments of myths from the time of the gods. It’s important for your religion to attempt one every few years, and the rewards can be colossal. But to succeed, you need to sacrifice to find the missing pieces of lore, and then literally, as a player, learn it. Your choices on the quest must be close to those of the god if you want the best benefits. 

Some strategy gamers will find this kind of forced immersion awful, others will lap it up. Fans of the original will already be familiar with it. They’ll discover a smoother interface and a new setting in a new culture. Forgoing the traditional control and power fantasies of strategic empire-building is a hard habit to give up. But for those that can make the sacrifice, Six Ages holds a wealth of wonders few other games can match.

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Review: Cartoon Craft

A lot of people are probably trolling the app stores looking for a game just like Cartoon Craft–a mobile-focused simplified RTS with swords and monsters all built from gold and trees. Obviously, Cartoon Craft is a clone of Warcraft, with armies of orc and humans facing off in a fantasy world. The one thing Cartoon Craft does really well is to make the units super cute, like a high-school graph paper battle come to life. Everything else seems not quite finished.

It’s a standard humans-vs-orcs story, with zombies as a mutual antagonist that forces the two natural enemies to band together. Each mission has its own setup and slightly varying goal, but they all come down to surviving and killing the enemy forces.

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Like Warcraft, first you have to build a base, sending workers to gather gold and wood, building farms to increase your unit cap, and building a couple of production buildings to pump out soldiers.

There are only five units the humans can build: worker, swordsman, archer, catapult, and flyer. There’s not a lot of difference between the units beyond being able to make ranged attacks or not. There’s not even a basic rock-paper-scissors circle of effectiveness. The catapult is significantly stronger than any other unit, which makes it the core of your army once you build the requisite production buildings. The orc side has similar units, but a strong melee ogre unit instead of a catapult. Each side also has a turret tower, which comes in incredibly handy both as a ranged defensive structure and a simple wall to keep the hordes of zombies out. Strategic decisions basically boil down to finding the correct time to shift your production from development of your resources to building a massive army.

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There are a dozen missions you play in campaign mode, but there doesn’t appear to be any AI to speak of. There is certainly no global opponent AI. The missions are simply structured as automatic waves of enemies that must be fended off on a timer, and bases that have to be hunted down and razed. The enemies can be phenomenally dumb (to be fair, a lot of them are zombies) and will just let themselves be mowed down by your turrets and archers if there is a line of trees that keeps your forces protected. Your allies will also do nothing to protect themselves or build their forces.

Unit AI is also dumb. Worker units are particularly frustrating in how they cut trees. No matter what area of the forest you tap on, they will interpret it as an order to cut trees in general and beeline for the nearest tree to their position. This can be particularly problematic when the forests form part of the walls that protect you from enemy attack. They will also sometimes just stop cutting trees entirely, for reasons I could not decipher.

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Poor AI is just one sign of a game that needs a lot more time to bake before its ready for sale. I hit a major bug halfway through. Supposedly, my human forces were supposed to ally with the orcish forces to fight off a zombie attack, but the mission opened with the two groups slaughtering each other. Apparently, my mission is to protect the remaining empty orc structures? Then the game just froze.

There’s no multiplayer, which is a real shame. Against a human, the game mechanics might offer a few hours of entertainment. There’s no skirmish mode, but that’s understandable seeing as the AI probably does not actually know how to build a base or develop an army.

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The translation is painfully bad–so bad that I initially thought the writers were deliberately affecting caveman/ogre grammar to fit the theme. That’s not really very important since the story text is totally skippable and does nothing to impact the gameplay. Then I realized that there was a major typo on the title screen … in the title. (Unless the game was actually meant to be titled Catoon Craft?) It’s just another sign of how unpolished the game really is.

A cute, simple version of Warcraft for mobile isn’t a bad idea, but Cartoon Craft definitely isn’t it. There’s no meat to the game, and the lack of basic RTS features combined with the silly AI and bugs makes this one to avoid at any price.