I bought it because a certain game designer raved about it.
He said. "it has a score of zero as a computer game grammar, but as a simple game it is close to the highest rating. One minute to learn. Two years to master."

My opinion.
Currently, it's the game I have spent the most time with on my iPad. (But I rarely play games on my iPad lol)
There are no attractive characters, scenarios, worldview, BGM, complex systems or any other grammar/trend elements required for modern games in this Slay. It's not flashy and plain. Board game that is solely about territorial expansion, but so deep. If you use the costs saved each turn to produce soldiers and simply aim for territorial expansion, the enemy AI will cut off your logistics lines and your units will be wiped out if the resources in your treasury are depleted. Rare game that teaches the importance of logistics lines and logistics itself on a sensory level. When you see a small country fall, or a country that was a great power but fell because of a single error of judgement, you feel as if you are watching the history of China. 諸行無常。

If there is a complaint, it is that the timing of surrender by the enemy AI when the game is won or lost is slow or ambiguous. In the case of a war of attrition, all the fun and thrills that existed in the early and middle stages of the war are lost. (Well, is this the same for any SLG?)

It may be an exaggeration, but adding geography, diplomacy, politics, technology and other elements to this Slay would be a game made by Sid Meier, Johan Andersson, Sibusawa Kou and others, maybe.

Masterpiece.

Reviewed on Jun 19, 2022


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