Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
Take a glance at Steam’s top ten most-played games on any given day, and there are a few names you’re almost guaranteed to see. Dota 2. Counter-Strike 2. PUBG. They’re all consistent big hitters. So too is Rust, arguably Steam’s biggest survival game, and a brand new version of Facepunch’s legendary game has just been fully revealed. Unfortunately for those on PC, this is not ‘Rust 2’ – it’s Rust Mobile.
We already knew that a mobile version of Rust was in development, but now it’s been fully unveiled to those who want to build and blow up bases on the go. It’s being developed by Level Infinite, the division of Tencent that’s also published the mobile version of PUBG and will help deliver the Assassin’s Creed Jade mobile spinoff as well. It’s promising to be a fully-fledged Rust experience – it’s fully licensed by Facepunch, and is retaining all of the hallmarks that make the original one of the best survival games ever made.
“Rust Mobile brings everything you love from the PC version: open-world exploration, tense PvP battles, base building, and that constant feeling of ‘trust no one,’” Level Infinite says in an announcement post. “It’s all here, now tailored for a mobile lifestyle. The game features a fully explorable sandbox world with dynamic weather, region-based biomes, and a real-time day-night cycle. All the core pillars of Rust remain intact – scavenging, crafting, raiding, and permadeath – so every decision counts.”
While details on monetization are limited at the moment, what I can tell you (after reaching out for clarification) is that Rust Mobile will be free-to-play. If it’s offering all the same thrills of the PC version, which has a retail price of $39.99 / $34.99, then great. But of course, there’s always the threat with free mobile games that there could be some time-gating and a heavy push towards microtransactions. Like I said, there’s nothing officially confirmed on that front yet, but just keep that in mind.
As well as dropping a new cinematic trailer, Level Infinite has also opened up pre-registration for anyone looking to give the game a go. If you’re heading out to Gamescom later this month, you’ll also find a hands-on demo of Rust Mobile waiting for you there.
If you’re a PC player looking for something new to play on a budget, check out our favorite free Steam games. Alternatively, look ahead to what’s on the horizon with our upcoming PC games guide.
You can follow us on Google News for daily PC games news, reviews, and guides. We’ve also got a vibrant community Discord server, where you can chat about this story with members of the team and fellow readers.
Destiny 2 didn’t make things easy for Hunter mains over the last year or so, but The Edge of Fate changes that with one meta build standing out thanks to the absurd levels of survivability it offers. This game-changing loadout has been made possible by the new armor tiers, which have been introduced in the new expansion, introducing a range of powerful effects.
The trade-off is that with buildcrafting being more complex than ever, it’s also more difficult to figure out what you should be using. So many systems have changed in The Edge of Fate, it can be a little overwhelming. To help you out, we’ve broken down the specifics of a build that excels in everything from entry-level content to the toughest Mythic missions.
The Escapist recaps
Destiny 2: The Edge of Fate released on July 15th, 2025.
The expansion kicks off a new saga for Destiny narrative, called ‘the Fate Saga’.
Hunters has always been the nimble Guardians, able to do massive damage and jump around the battlefield in order to avoid damage
While perhaps not as strong as Titans currently, there are still many viable Hunter builds that are well worth your time to consider.
Last year, Prismatic released, which takes elements from all subclasses and mixes them. Since then, it’s been very meta across all three classes.
Best Destiny 2 Prismatic Hunter Build: Liar’s Handshake
Liar’s Handshake is a classic melee-based Hunter exotic. Image credit: Bungie
One of the biggest problems with a lot of Hunter builds in Edge of Fate is that they lack survivability, especially when compared to what Titans and Warlocks have to offer. This can make them tricky to take into harder content, something that you’ll need to do to get higher-tier loot.
This meta build looks to solve this by utilizing Liar’s Handshake, an incredibly strong Hunter Exotic that not only empowers Arc melee attacks but also heals you after scoring melee final blows. While this Exotic is powerful enough on Arc builds, it becomes even better when paired with Prismatic.
Not only does this combination work great for dealing with tanky combatants, but it also makes you incredibly durable. With the build detailed below, you’ll have access to a ton of healing, invisibility, Woven Mail, and even decoys, giving you endless options to stay alive and complete just about any content.
Abilities, Aspects, & Fragments
This build will give you survivability, which can be hard to come by on Hunter. Image credit: Bungie
Abilities
Subclass: Prismatic
Super: Silkstrike
Class Ability: Gambler’s Dodge
Movement: Triple Jump
Melee: Combination Blow
Grenade: Grapple
Aspects
Stylish Executioner: Defeating a target affected by any elemental debuff grants invisibility and Truesight. After a finisher, your next melee attack while invisible Weakens targets.
Threaded Specter: Activating your Class Ability leaves behind a decoy that draws the attention of nearby combatants. After taking enough damage, the decoy detonates, dealing damage and releasing Threadlings that seek out nearby foes.
Fragments
Facet of Blessing: Melee final blows start health regen. While transcendent, melee final blows start health regen for nearby allies too.
Facet of Dawn: Powered melee hits against targets make you and nearby allies Radiant.
Facet of Hope: While you have an elemental buff, your Class Ability regenerates more quickly.
Facet of Protection: While surrounded, you are more resistant to incoming damage. This effect is boosted if you are Transcendent.
Facet of Purpose: Picking up an Orb of Power grants various buffs based on the damage type of your equipped Super.
Weapons & Exotics
The Choir of One is an excellent, all around Exotic, that is almost always useful. Image credit: Bungie
Here’s our suggestion for every weapon you should consider using with this Hunter Build:
Kinetic: The ideal Kinetic weapon is a Strand primary that has access to Swashbuckler. For example, Better Devils, Breachlight, and Qua Nilus II will all get the job done. Alternatively, any Spread Shot Hand Cannon with One-Two Punch works great to empower Liar’s Handshake.
Energy: Choir of One is one of the best Exotic weapons and an exceptional fit on this build. It provides high damage, impressive versatility, good ammo economy, and grants a reliable source of Invisibility via Stylish Executioner if you have the Destabilizing Rounds catalyst unlocked.
Heavy: Any meta Void heavy weapon will suffice, as the only priority is to make the most of element-specific armor mods like Void Siphon, Void Ammo Generation, and Void Weapon Surge. Some strong options include Commemoration, Edge Transit, Falling Guillotine, and Mistral Lift.
Best Armor Set & Stat Priority
Armor Set: Bushido (Brawler)
Stat Priority: Melee > Class > Grenade > Weapons > Health > Super
The new set bonuses are really useful in The Edge of Fate. Image credit: Bungie
The Bushido armor set is excellent, with its Iaido set bonus healing you after any final blow with a freshly drawn or reloaded weapon. This provides an extra level of sustain that can be triggered at will, and it only requires two Bushido armor pieces.
While not as important, Unfaltering Focus can be useful too. Requiring four Bushido armor pieces, it reduces incoming damage after final blows using a Bow, Shotgun, or Sword. The main benefit of this becomes apparent when used alongside a Shotgun with One-Two Punch or with a Sword in activities like Crota’s End and Pit of Heresy.
As for stat priority, Melee is by far and away the most important stat on this build. A high melee stat shortens Combination Blow’s cooldown and increases its damage, allowing you to finish off targets and heal up with ease. For this reason, you’ll want to prioritize using armor pieces with the Brawler archetype where possible.
Otherwise, aim for a Class stat of at least 50 and then use any remaining stat points on Grenade. Having a reasonably high Class stat is essential, as it allows Focusing Strike to refresh Gambler’s Dodge’s cooldown after every final blow, which is essential to upkeep this build’s core gameplay loop.
Armor Mods
Here’s what the build looks like with all fragments. Image credit: Bungie
Helmet
+10 Class Mod (3)
Heavy Ammo Finder (3)
Void Siphon (3)
Harmonic Siphon (1)
Gauntlets
+10 Class Mod (3)
Heavy Handed (3)
Impact Induction (2)
Focusing Strike (2)
Chest
+10 Class Mod (3)
Void Ammo Generation (2)
Concussive Dampener (3)
Resistance Mod of choice (2)
Leg
+10 Class Mod (3)
Recuperation (1)
Void Weapon Surge (3)
Void Weapon Surge (3)
Class Item
+5 Class Mod (1)
Reaper (3)
Time Dilation (3)
Class Font (3)
Gameplay Loop
This build will have you tearing through enemies across difficulties. Image credit: Bungie
To make the most of this build, you’ll want to follow this gameplay loop, which aims to maximize survivability by making the most of the chosen Exotic, abilities, and weapons:
Use Choir of One as a jack of all trades Exotic to clear adds and take down tankier combatants.
When in danger, get a melee final blow to heal up and immediately activate Gambler’s Dodge to drop a decoy. This will refresh Combination Blow.
In most situations, you’ll then want to either destroy the decoy to deal damage or retreat to safety while the enemies are distracted. Alternatively, landing another melee final blow will refresh Gambler’s Dodge, allowing you to repeat this cycle.
As you play, collect Orbs of Power to heal up with Recuperation and become Invisible using either Choir of One or getting final blows with Grapple. Doing so grants Woven Mail, providing 45% damage reduction while active, which stacks with the 20% granted from Transcendence and the 15% from Facet of Protection.
By combining the healing benefits of Liar’s Handshake, Orbs of Power, and the Bushido armor set, you will be able to stay topped up on health. Throw in this build’s reliable source of Invisibility, Woven Mail, and the constant decoys, and you become an unkillable Guardian who can clear even the toughest content on offer.
What’s great about this build is that it is by no means reliant on the seasonal artifact. None of the available artifact mods are needed at all, although the likes of Shieldcrush, Shoulder to Shoulder, and Elemental Coalescence help make you even tankier.
Ask The Escapist
Are there other builds that are great for Hunters?
Yes. Solar Celestial Nighthawk Hunters are always going to be great when it comes to boss damage, and there are also several strong Arc builds that can provide some interesting utility.
Should you play as a Hunter over a Warlock or Titan?
What class you play as is very subjective. Hunters can provide a lot of damage and utility, so they are often useful in most situations, and their mobility undoubtedly makes them very fun to play.
When will the next expansion launch?
After The Edge of Fate, the next expansion, Renegades, is expected to launch on December 2, 2025.
The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Sen and Erica welcome special guest host Steph Campbell who brings you their latest segment, TTRPGKids. This week, Steph talks about how to incorporate math into games in the classroom and at the dinner table.
What is the Battlefield 6 release date? When Battlefield is firing on all cylinders, it’s a thing to behold: tactical, dynamic, and immersive, there isn’t much else like it out there. Some games have tried to emulate the feel of Battlefield, admittedly with mixed results, so a brand new, numbered entry in one of the best FPS series is something to get excited about.
The last Battlefield game that graced our screens was 2042, and it left a bitter taste for some, having eschewed some of the core principles that made the multiplayer game great. Battlefield 6 looks to learn from those mistakes, hopefully capturing some of that early magic, gathering old players and, with any luck, a new audience in the process.
Battlefield 6 release date
The Battlefield 6 release date has been officially confirmed and will arrive on Friday, October 10, 2025. This was revealed at the end of a livestream showcasing its multiplayer gameplay.
This is the same date that was leaked in a legal disclaimer that was spotted just after the initial reveal of Battlefield 6 reveal. The game was shown to have a pre-order promotional offer that ended on October 10.
Andrew Wilson, CEO of EA, stated during this investors call: “We remain firmly on track for an FY ’26 release with a major global reveal later this summer.”
The summer reveal of BF6 put the game in good stead to be released this year – we assumed they would want to avoid a late March 2026 release, with other extremely high-profile games coming out around that time.
Battlefield 6 trailers
We finally got a glimpse of the future of Battlefield with the BF6 reveal trailer. It starts slow, with the usual political meandering that precedes violence, but once it gets going, it really gets going. Infantry combat, vehicle combat, huge mechanized assaults on fortified locations – this is what Battlefield is about. We even get a hint at the scope of destruction coming with the next installment, with dams bursting, skyscrapers toppling, and suspension bridges being totally decimated.
There is a Battlefield 6 multiplayer reveal planned for July 31, and the link for that can be found right here. We’ll be waiting.
Battlefield 6 gameplay
From the looks of it, Battlefield 6 is heading back to its modern warfare roots, rather than the near-future version we got most recently. With a more grounded setting, it appears that BF6 is going for full realism, with destruction again taking center stage.
Various leaked videos show facades of buildings crumbling with a well-placed explosive, cover being destroyed, and on the flip side, being created with the debris of fallen buildings. The area of operation looks to be a dynamic, changing thing, being worn down over the course of prolonged firefights.
The level of destruction is being tweaked with each Battlefield Labs test, with the ultimate aim being to find a balance that offers a changing, dynamic playspace that doesn’t end up looking cluttered by the end of each match.
Some other additions have been hinted at, including the ability to drag downed teammates before reviving them. As a medic, you’re often putting yourself in harm’s way to save the life of another, so this small addition gives us the chance to be selfless, while also keeping our heads.
An artillery ability has also been hinted at, with the Recon class being able to call in a small barrage on a designated area. It looks like anyone caught within this area gets a warning before the bombs drop, so it’s unclear how powerful this will be if it’s implemented in the full game.
Speaking of classes, the universally hated Specialists are, thankfully, out of the picture this time. In the game’s current iteration, classes are still more freeform than Battlefields past, but certain ‘signature gadgets’ are class-locked. Additionally, each class offers a ‘signature weapon archetype’ bonus, encouraging specific playstyles without locking you into them.
Battlefield 6 Levelution
A term coined during a better time, perhaps; Levelution was how Battlefield evolved destruction, taking it to another level. It took huge landmarks on a map and, well, leveled them, changing the landscape mid-match and forcing players to change their approach. It was a spectacle, and a little canned for some players’ liking, but Levelution was something that was very Battlefield, and with the official reveal trailer, it looks like it may be returning.
While we know that there is an unprecedented amount of destruction coming with BF6, there are some structures that are surely too big to be eroded naturally by the tides of a battle. In the reveal trailer, we see a dam bursting, causing havoc for anything in the water’s path. An under-construction high-rise also comes toppling down in the same trailer. We would be extremely impressed if this were all occurring naturally, and would also still be kind of impressed if it turns out Levelution was back.
Battlefield 6 battle royale
Taking the next step from the ill-fated Firestorm, there are rumors that Battlefield 6 will host its very own battle royale mode. Getting in fairly early to the BR scene, BF5 tried to blaze the trail with its Firestorm mode, but a clunky user interface, slow pace, and ultimately a lack of support meant that the game mode was doomed to fail.
Many years have passed since then, and with any luck, many lessons have been learned. Warzone is going stronger than ever, showing that there is value in diversifying and offering a quality product with continued support. Nobody does scale like Battlefield, and it will be interesting to see if they can finally translate that to the battle royale genre.
That’s everything there is to know about the Battlefield 6 release date at the moment, but rest assured, we’re scanning the horizon for any and all BF6 news. For now, take a look at the best new PC games you can play right now, and the most exciting upcoming PC games for other things you can look forward to.
Welcome to Ludology, an analytical discussion of the hows and whys of the world of board games. Rather than news and reviews, Ludology explores a variety of topics about games from a wider lens, as well as discuss game history, game design and game players.
We post a new Ludology episode every other week. In these episodes, hosts Erica Bouyouris and Sen-Foong Lim deep-dive into a single topic within game design, often with a well-regarded guest from the game industry. We generally focus on tabletop game design (mainly board games and RPGs), but we often pull in experts from all forms of games, from video games to escape rooms to slot machines.
On weeks where there is no flagship Ludology episode, we will alternate between two smaller mini-sodes. Erica and Sen are happy to announce that Sarah Shipp of Shippboard Games and Stephanie Campbell of TTRPGKids will be joining us for the next year, providing additional content between our longer episodes.
Sarah’s segment, Thinking Beyond Mechanisms, is a monthly feature that dives deeper into the other aspects of games beyond the dice and cards we’re all familiar with.
Stephanie’s segment, TTRPGKids, explores how parents and teachers can use role playing games with children in the home and in the classroom.
We hope you enjoy the additional content!
Our History
We aim for most Ludology episodes to be timeless, so you are welcome to explore our entire catalog. Most of it should age quite well. The podcast was started in 2011 by Geoff Engelstein and Ryan Sturm, with Mike Fitzgerald taking over for Ryan in 2015. Gil and Scott joined the show in 2017 when Mike stepped aside, and Emma joined in 2019 when Geoff ended his tenure as host. Emma left in 2021, and Erica and Sen joined us. Since then, Scott stepped down in 2022 and Gil will be hanging up his mic in 2023, leaving Erica and Sen to carry on this amazing legacy.
Erica and Sen are working to bring new voices to Ludology and have some great things to announce as gaming expands to include even more people!
Contact Us
Have your own thoughts about our topics? We encourage you to visit us at our guild on Boardgamegeek to get involved in a continuing discussion.
If you have questions that you’d like answered on Ludology, let us know by filling out this Google Form; you can also leave an audio question that we can use on the show, if you wish!
You can also make a one-time or monthly donation here. The link will take you to Erica’s account. People who donate in this way will not have access to the Patreon page – sorry!
The Witcher universe is a cool place to inhabit, and CD Projekt Red and Go On Board have both just jointly announced the next tabletop board game set within its realms.
The Witcher: Legacy is the third Witcher-world board game that the two companies have collabed on, and this latest adventure is a story-driven tale for 1-4 players.
In solo or cooperative modes, they take on the role of Wolf School witchers and hunt down those responsible for a brutal attack that left the school devastated, but not fully destroyed.
The blurb describes it thus: “The game takes place in the kingdom of Kaedwen, where players will explore vast lands, battle monsters, train their skills, and manage limited resources — all the while seeking to unravel a conspiracy that threatens the very existence of witchers.”
So, we aren’t actually getting too much information there about how things will play out, but it already has 1500 followers on its page, and the news has only been out for a mere flash in the eye of time.
The Gamefound page for The Witcher: Legacy is now live, and whoever follows the project now and later participates in the crowdfunding campaign will receive an exclusive Gorgon monster miniature, a creature that has never before appeared in any Witcher video game.
One of the previous Witcher board games, The Witcher: Old World, ranks in the top 10 biggest boardgame crowdfunding campaigns of all time and sold an incredible 192,000 copies.
Both parties will be hoping for a repeat of that success while we wait for more news on the next video game in the popular series.
The Escapist is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy
Yes, but only in Axis & Allies Pacific 1940, not in Axis & Allies Global 1940 (or Europe)
The quickest reference to the bonus is in the Second Edition rules FAQ, see the section on Page 9, The Political Situation, The United States, which indicates the appropriate rule should read
The United States
begins the game neutral. It may not declare war on Japan unless Japan first declares war on it or makes
an unprovoked declaration of war against the United Kingdom or ANZAC. Following any such unprovoked
declaration of war by Japan, the United States will receive an immediate one-time bonus payment of 30
IPCs, representing the total mobilization and transfer of military assets within the continental United
States. However, if the United States is still not at war with Japan by the Collect Income phase of its third
turn, it may declare war on Japan at the beginning of that phase. This is an exception to the rules for
declaring war (see “Declaring War,” page 11), which may normally be done only at the beginning of the
Combat Move phase.” (Note that this change applies only to the Pacific rules, and not to the Global
rules.)
We have introduced in the precedent entry of these Histories the main players and movers of things in Hubris – Twilight of the Hellenistic World: the Kings and their Friends. Now we are going to examine what they were fighting over, i.e. as in most of history, land and the resources that could be obtained from it.
Introduction
In Hubris, the key geographical element is the Satrapy, an old Persian word for province that was for the most part retained by Alexander and his successors. In the game, Satrapies are defined by their borders, their possible value in terms of Victory Points and/or Tax Revenues, their Supply Costs to undertake military campaigns, and the Places that they comprise. Some Satrapies include additional features such as Rough Terrain, Shipyards, Military Colonists or are a recruitment market for Mercenaries.
Each Satrapy contains a number of Places, from one to a maximum of six, whose alignment determine who Controls the Satrapy, and to what extent. These Places can be either walled Cities or wild Tribes, implying various means of controlling them.
There is also a number of Sea Areas that touch a number of coastal Satrapies, which allow wide movements of diplomats and mercenaries and, under some constraints, armies. Naval Squadrons based in friendly Port Cities will vie for dominance of these Sea Areas, from where friendly ports can be supported, straits crossings denied, or enemy coastlines plundered.
Most Actions in the game, whether military Campaigns, Envoy (diplomatic) missions or attempts to raise additional taxes target Satrapies or Sea Areas as a whole, rather than individual Places.
Description of a Satrapy
Every Satrapy on the board is shown by a banner which lists:
its name;
its value in Victory Points (VPs), if any, for the various Kingdoms (between laurels, in the appropriate color);
its Tax Value, if any (gold coins icon);
its Supply Cost value (loaded mule icon);
if the Satrapy has a Shipyard, an icon of a warship in construction is also shown on the banner.
To the side of the banner are shown a number of small square or circular weights, representing the number of, respectively, Cities and Tribes included in the Satrapy.
Every Satrapy has a corresponding half-size Satrapy Card with the same information, plus a general indication of its location on the map and attached Units (if any). The use of the Satrapy Cards is optional but is quite handy to easily track what Satrapies you control and compute VP totals and Tax revenues when needed.
Pontos Satrapy and Pontos Satrapy Card
We see here the Satrapy of Pontos, on the north coast of Anatolia. It has VP values of 0|½ for both Macedon (purple) and the Seleucids (yellow), but none for the Ptolemies (blue). Its Tax values are 0|1 Talents (Ts), and its Supply Costs a forbidding 8 (meaning that every Unit Campaigning in Pontos will have to pay 8 Ts each! Not a very enticing area, though it does have a Shipyard. One can understand how it remained essentially a backwater for centuries…
Note that various Satrapies often offer different VP values for different Kingdoms, showing their relative strategic importance to these. Some Satrapies also have no Tax value, one (Parapotamia) even has neither VP nor Tax value, being on the map only to allow (at the prohibitive Supply Cost of 8…) to bypass the heavily fortified coastal regions of northern Syria…
Pontos borders four adjacent Satrapies (namely Bithynia, Galatia, Kappadokia and Armenia) and one Sea Area (Pontos Euxinos). It presents a textured background evocative of its mountainous character, indicating that, in game terms, it is considered to be Rough Terrain, favoring the defender in battle.
It includes three Places: two Cities (Sinope and Amaseia) and one Tribe (Paphlagones). Let us now look at these in detail.
Places: Cities and Tribes
There are two types of Places in Hubris: Cities and Tribes. Cities are represented by square frames, and Tribes by circular ones. Cities on the map are walled, which means they may only be captured by Siege but can received a garrison (though it may create resentment, especially among Greeks). Tribes represent a number of small villages and hilltop fortresses, typically located in difficult hilly or mountainous areas, which must be subjugated and cannot be garrisoned.
Types and Categories of Places
Places are further categorized as being either Subject, Free or Greek:
Subject Places (shown by a plain unadorned frame and a white name background) have no meaningful civic constituency (or none that Hellenistic kings would accept to deal with) and cannot be the target of diplomatic Actions: one may only bring them to one’s alignment by force, and one may not place Alliances on them;
Free Places (shown by a flowery frame and a yellowish name background) do have a civic body and can be the target of diplomatic Actions;
Greek Places (shown by a Greek frieze frame and a blue name background) are essentially a subset of Free Places, with the added characteristic of being Greek communities, which means that they are subject to a number of specific game effects and events, nearly all of them meaning trouble for the players…
Every Place on the map shows an illustration within its frame: these are purely to give you a feel for the type and predominant culture of the communities represented, and have no gameplay signification. Note that they are typically hidden by the Alignment marker when there is one, leaving only the frame to show.
Going back to our example of Pontos, we see that Sinope if a Greek City, Amaseia a Free City and Paphlagones a Subject Tribe.
You will also notice that each of them presents additional icons along its frame:
Sinope displays an icon including a small anchor and five ship sheds, denoting that it is a Port City which can serve as a naval base, making its bordering Sea Area (Pontos Euxinos) a “Friendly Sea” where friendly Squadrons may operate;
Amaseia displays at its top right corner the icon of a siege tower with two red pennants flying in the wind, showing it is a particularly formidable stronghold which will impose a To Hit Modifier (THM) of -2 to any would-be besieger;
Paphlagones also displays a similar icon (this time an armored soldier, showing that, as a Tribe, it must be subjugated rather than besieged like a city such as Amaseia) with one orange pennant, indicating a -1 THM to an attacker.
Alignment: Garrisons and Alliances
In game terms, Places are not “Controlled” (this term applies only to Satrapies), but “Aligned”. Alignment can be achieved by placing either a Garrison or an Alliance (which are, in Hubris, literally the two sides of Alignment markers!).
Alignment Markers
Garrisons are full square markers in the color of their Kingdom, with its symbol and the black silhouette of a soldier. The shape is a reminder that they can only be placed in Cities (square frames).
Conversely, Alliances are full disks in the color and with the the symbol of their Kingdom, with two white interlinked rings. Again, the shape intends to remind players that only they can be placed on Tribes (circular frames).
Garrisons are typically placed as a result of a successful Siege, while Alliances can be placed either through a successful Envoy diplomatic Action, or (for a City) a successful Siege or (for a Tribe) Subjugation, both as part of a Land Campaign Action. Note that garrisons are not military units and cannot be moved, nor do they cost any maintenance. You may wonder how an Alliance may be placed as the result of a violent capture (Siege or Subjugation), but it was always possible, and often advisable, to simply eliminate or exile opponents and install sympathizers in power in their stead rather than needlessly antagonize such touchy communities as Greeks or tribal groups, not to mention (later in the game) the Romans who can proclaim themselves as the guarantors of the freedom of the Greek cities…
Existing Alignment markers make eligible Places more resilient to adverse Envoy Actions, especially Garrisons, where only the most gifted diplomats (or those with the deepest coffers!) can hope to sway such Cities from their current master. However, a number of game events may play havoc with Alignment markers, especially among the Greeks. I told you Greeks were trouble… 😉 In general, where possible, Envoy Actions are the cheapest way to extend one’s control, and are not considered acts of war, but they place only Alliances which are more fragile than Garrisons. On the other hand, Garrisons are typically the surest way to maintain control, but require very costly military campaigns to impose, and may generate considerable ill will.
A few Places are also marked by a banner icon in specific colors and sporting assorted symbols. These mark either the Capital Cities of the three Kingdoms or Heartland Places of Minor Powers, which, when holding an Alliance, allow usage of their associated Minor Units. We will discuss these more in detail in a subsequent entry on military campaigns.
Alexandreia and Rhodos Places
Degrees of Control
You may remember that the VP and Tax values of Pontos are actually showing two numbers, separated by a vertical dash: this is because two different degrees of Control can be achieved, and most Satrapies grant different values according to the degree of Control achieved.
Simple Control is achieved by having more than half the Places in a given Satrapy Aligned with one’s Kingdom: in the case of Pontos, this means at least two of them (out of the three in the Satrapy).
Full Control is achieved by having all Places in a given Satrapy Aligned. Note that, in Satrapies with only one or two Places, Simple and Full Control are the same, since the only way to have more than half of them is to have them all.
When only a single number is shown for a given value, that value is granted as soon as any degree of Control (Simple or Full) is achieved.
Obviously, only one Power may achieve any degree of Control over a given Satrapy, since no Powers may simultaneously have more than half of its Places Aligned with themselves.
Going back to our example of Pontos, this means that Macedon or the Seleucids need Full Control (all three Places Aligned) to be granted the ½ VP available to them, and so does any Power (including the Ptolemies) to get the 1 T in Tax. Luckily, not all Satrapies are so poor in VPs or Tax revenues: see the Delta in Egypt, which is the richest on the whole map, for contrast!
Delta Satrapy
Note that Tax values may be reduced in three cases:
Should a Satrapy be Controlled through an absolute majority of Alliances, its Tax value is halved;
Should a Satrapy be Ravaged as a result of military Campaigns or Events, its Tax value is halved;
Even worse, should a Kingdom be At War during the Revenue Phase (i.e. at the beginning of a turn), its total Tax revenue is halved: bear in mind that game turns are 5-years long, so this represents the economic disruption resulting from colonist-soldiers being called to war and trade patterns being disrupted over a long period.
All these are cumulative…
Military Colonists and Mercenaries
As mentioned in the introduction, some Satrapies are home to Military Colonists, typically veterans installed by Alexander’s successors in their new kingdoms to provide them with a local and ready source of Greeks and Macedonians for their armies, though it may also include some local peoples with a strong military tradition such as Medes in the Upper Satrapies.
Whoever Controls such a Satrapy may Muster this Military Colonist when needed, for the duration of the turn. For instance, the Cleruchs Unit is a Military Colonist Unit attached to the Satrapy of Delta.
Cleruchs Unit
Other Units that can join a Kingdom’s armies are Mercenaries. Similarly to Military Colonists, Mercenaries have one or several Home Satrapies. Unlike them however, Control of these is not mandatory to add them to one’s forces, but simple presence through possession of an Alignment marker in any of these Home Satrapies. Such presence allows a Kingdom to bid for the services of the attached Mercenary Unit during the Mercenary Phase preceding the Action Phase, or to Muster them if left unhired during the Action Phase.
For example, the Mysians Mercenary Unit may be Hired by any Kingdom with an Alignment marker in either Mysia, Lydia-Phrygia or Ionia, as shown on the map.
Mysians Mercenaries & Home Satrapies
It should be noted that Kingdoms cannot create new Units (except through some very few Events), and so are limited to those few Royal, Military Colonist, Mercenary and Minor Units that exist to wage war. Control or presence of the Satrapies providing access to these Units is hence a critical dimension of the game.
Geographical Continuity: Land and Sea Paths
It is useful to bear in mind the time scale of Hubris: every game turn represents a period of five years. In game terms, this means that, barring any kind of opposition, any person or force could traverse the map from one end to the other within any given turn. As a result, there is no concept of movement allowance or movement points in the game.
Instead, one should think of one’s Kingdom as a coherent core, provided that all its Controlled Satrapies are Adjacent by land: we talk of a “Land Path”. Accordingly, leaders, forces and individual units can freely be moved or mustered from one Satrapy to another as long as a Land Path exists between them. However, as soon as one leaves that core to enter its uncontrolled periphery, or meet an enemy Force, movement halts and war ensues.
A similar concept exists for naval operations, involving chains of Friendly Sea Areas, i.e. Sea Areas bordered by at least one Aligned Port City. Here, the restriction is even stronger as, lacking the support provided by friendly naval bases, Squadrons cannot even enter a non-Friendly Sea Area, meaning that control of a adequate Port City, either through diplomacy or land action must always precede the extension of naval power. Note that, unlike a Satrapy which can only be Controlled by at most a single Kingdom at a time, a given Sea Area may be Friendly to several Powers at the same time, as long as each of them holds an Aligned Port City bordering that particular Sea Area, making contestation of sea power possible…
Diplomatic Actions, called “Envoy”, are the least limited of all, being essentially allowed to target any Coastal Satrapy as long as one owns an Aligned Port City somewhere. Landlocked Satrapies must be targeted from adjacent Satrapies. Similarly, freshly Hired Mercenaries may be freely repositioned during the Mercenary Phase along Land Paths or any chain of Sea Areas (Friendly or not).
Now that we have looked at the leaders and the map, I will cover in the next installment of these Histories the particulars of War and Peace in the game…
Last month, Saber Interactive confirmed that Warhammer 40k Space Marine 2 would be getting a second year of post-launch support – hardly surprising, given it’s remained hugely popular and that Space Marine 3 is a long way off. Still, it was reassuring to hear that more content was on the way, and from what Saber initially revealed, it sounds pretty epic. When Year 2 and Patch 10 arrive in September, Space Marine 2’s delayed PvP mode, Helbrute Onslaught, will also hit the co-op shooter, and now we know how its mech-infused gameplay loop will work.
Fresh off of dropping Patch 9, the team behind Space Marine 2 has today released a new blog post that shares some more information about what’s coming in Patch 10, and Helbrute Onslaught is undoubtedly the highlight. Initially meant to be in players’ hands already before getting hit with a delay, it sounds like this new PvP mode will be worth the wait. Giving players plenty of unique experiences is one way to cement your status as one of the best co-op games, but giving them mechs will (in most cases) get you there even faster.
We already knew that Helbrute Onslaught would be a Chaos versus Chaos competitive mode, pitting two teams against each other in an objective-based battle for control of a Helbrute mech. Thanks to these new details from Saber, we now know how you’ll get the chance to pilot the monstrous machine.
“The first team to take control of an objective gets to control the Helbrute, until the opposite team takes it down,” Saber says. “One player gets to control the Helbrute at a time, and this player will be picked randomly among players who participated in securing the control point. To have the Helbrute on their side, the team that failed to secure the first control point will need to slay the Helbrute before securing a new designated control point. Controlling the Helbrute grants the team a strong advantage, but killing it will also reward points to the opposite team.”
But what use is stomping around in a mech if you haven’t got some ridiculous weaponry to use as well? Thankfully, the Helbrutes in this new mode come equipped with a Thunder Hammer for powerful melee attacks and a Plasma Cannon for ranged attacks. Delicious.
Away from Helbrute Onslaught, Saber also confirms a new PvP mode is arriving that will facilitate all of Space Marine 2’s competitive modes. While we haven’t got a name yet, the studio has shared some screenshots (including the one below), confirmed it’s set Avarax, and described it as having “a mix of close quarters and long hallways.”
Another brand new weapon has also been revealed. When the Year 2 news first broke a few weeks ago, Saber said that the Power Axe would be coming to Space Marine 2. Now we know that it’ll be joined by the fiery Pyrecannon.
On top of all this, we also get a first look at the new Majoris enemy, the Chaos Spawn, which will have “three different variations, each with their own moveset and abilities.”
Space Marine 2 Patch 10 will arrive in September as a free update, kicking off the game’s Year 2 content. There will also be a new premium Year 2 Season Pass, packed with cosmetics and exclusive items. If you want to read Saber’s blog in its entirety, head here.
Until then, go and see what Space Marine 2 already has to offer, or try out some of the other best Warhammer 40k games. If you want to leave the Warhammer universe for a bit, but still want to do some galactic stomping, head to our best space games list.
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Published: Jul 31, 2025 11:38 am