Your hero needs an army to lead, which you can recruit from your home town. The choice is between a Scout (fast and good for finding things, but not particularly good at fighting), a Warrior (strong and tough), a Wizard (good at casting spells), and a Commander (can lead a larger army, good at buffs). Your first order of business is to recruit a hero to lead your armies. Of course, being a demigod and all, you don't actually show up on the shard yourself. The strategic map is a bunch of big hexagons, where each hexagon contains a single town, a particular fantasy race, a defending army, (maybe) a resource, lots of area-specific random encounters, and probably other stuff I missed. Once you have chosen a shard, however, you have to fight for it.įighting for a shard drops the player into a Civ-like (not so mini-) game of planetary (shardetary ?) conquest. The shards have different sizes and different resources, so there is some room to make decisions over where to go next. Which ending-of 12 available-will depend on choices you make during the game.Īt this level of the game, the goal is to get all the shards. When you control them all there will be some kind of story-style ending. The planet in question, Eador, has apparently broken up into a bunch of shards which can only be reunited when a single demigod controls them all. The overarching story is that the player is put in the shoes of a demigod, one of several who are contending for control over a series of pieces of some planet. What we have here is a good old-fashioned fantasy turn-based strategy (TBS) in the Master of Magic, Heroes of Might and Magic, and Elemental family. It does, however, hit a lot of the same spots. Before I get too far into this review, let me address the question everyone is asking: is this the new Master of Magic?
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