
Turn-based warfare
Wargroove: a battlefield that can become a conversation
Commanders, turn-based battles and creation tools put both playing a map and making one within the official premise.
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Tactics and run-based decisions, from commanding a company to choosing what a difficult roll makes possible. Each review explains its research basis and links to the official publisher material.

Turn-based warfare
Commanders, turn-based battles and creation tools put both playing a map and making one within the official premise.
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Mercenary management
Leading a mercenary company connects encounters with recruitment, equipment and choices about which work to accept.
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Vertical deckbuilding
A roguelike deckbuilder sets its tactical problems across vertically arranged battlegrounds.
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Ship and crew decisions
A spaceship and its crew travel through a generated galaxy, making the current encounter part of a continuing expedition.
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Stealth tactics
Corporate infiltration puts stealth, teamwork and the cost of a movement decision at the centre of the official premise.
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Expedition management
A gothic turn-based role-playing game makes psychological pressure part of its description of adventuring.
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Tactical deckbuilding
A frozen expedition gives card collection and tactical decisions a shared direction.
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Dice tactics
Five heroes with individual dice create a tactical premise in which uncertainty is visible in the tools available.
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