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Tag Archives: 4X

GrogHeads Reviews 7 Wonders Mobile Edition

The tabletop favorite packs up on the go for your phone ~

Brant Guillory, 26 January 2018

My love for 7 Wonders is pretty well-documented.  My biggest gripe with it has always been that it’s pain to pull multiple people together for a game session, because the game plays pretty poorly with only two people (and hence the creation of 7 Wonders: Duel).  But if you wanted to play the original as a digital game, without having to drag up three friends, clear a table, and shuffle a bunch of cards, you were stuck.  There was a really crappy, borderline-illegal Game of Thrones/7 Wonders mashup that you could get through the Amazon app store, but that was it.

Until now.

Dragon’ Up The Past – Week 11, Crowned on a Tabletop & a Tarot of Many Things

4X gaming on the tabletop?  Yes, please! ~

Brant & Jim, 19 January 2018

Brant’s written about King of the Tabletop before, and he and Jim check out the rest of the issue, too.

We’ve got plenty more where this one came from – there’s 190 issues still to go!

Chat about it below, or in our forums, or hit our FaceBook page >>

What’s Gus Playing? Episode 4

Our wee warmonger wages (total) war ~

Lloyd Sabin, 23 October 2017

Total War
Yes, Total War. Deal with it!

Some games just capture our imagination and never let go. For me, games like the Thief series, The Witcher series, the Age of Wonders series and Skyrim are all permanently installed on my hard drive. And then there are the games with extra special mojo that I hope to play until my dying day…like the Total War series.

I know, I know…the AI sucks! It presents no challenge after 20 turns!! Total War punched my grandma!!! You know what? I don’t care. It has always been my go-to series of games and I have loved every single one of them since the release of the original Shogun…well, with the exception of the Warhammer: Total War games. I own the first one and still have not started a campaign. I will be playing very soon but I think my delay with Warhammer: Total War is my lack of knowledge about the Warhammer universe. But that’s a tale for another What’s Gus Playing.

The Tuesday Interview – Nikolai & George from Sovereignty

The guys from the latest Matrix Game 4x hit stop in to chat about their new release. ~

Brant Guillory, 21 February 2017

So it’s not like the world is lacking for 4X games.  What made you think “the world needs this game?” and how did you get that vision from inception to the full release of Sovereignty?

Nikolai Soderstrom (Designer): To be honest, I don’t really consider this a 4x game. We certainly didn’t go into it thinking we needed to create a 4x game. I mostly consider Sovereignty an accessible turn-based strategy game. Manage your kingdom. Go to war. Fight battles on the tactical map.

Our inspiration is deeply rooted in the grand campaign worlds of Greyhawk, Forgotten Realms, Birthright, in Middle Earth, and in historical settings to craft a rich political and cultural landscape in which to set a strategy game. In Sovereignty, you can play any one of 34 different realms, and each one is unique. We wanted the rich cultures established in the lore to resonate in the gameplay itself. Each realm has its own playstyle, its own ambitions, fears and rivalries, its own unique units, spell repertoire, agents, economy, diplomatic position, and heroes.



The Tuesday Interview – Bob Smith of Oriental Empires

Bob Smith pays GrogHeads a visit~

Lloyd Sabin (and Boggit!), 3 January 2017

You clearly have a long, proud history in historical PC gaming, which younger readers may not know about. Games like ‘Arnhem,’ ‘Desert Rats,’ and ‘Operation Vulcan’ are remembered very fondly. What is your favorite game of yours from that era and why?

Of the wargames, probably Desert Rats, because I like big sweeping games. Of all the games I did in my first stint as an independent developer, my favorite is probably Armada 2525, because I had so much fun playing it with my friends (who usually used to beat me).

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What were some of the difficulties you faced in the 1980s when producing those early games?

The machines were very limited, you had to think about every byte of RAM. I remember being up at 3am trying to find 3 bytes of memory to finish Desert Rats, with a bike coming at 7 to take the master tape to the duplicators. The development environments were very limited too. I used to write everything out on paper, because the editors were so bad, and once your program got too big to fit into RAM with the assembler, it could take as much as an hour to make a new version.