I’m looking for the name of a certain solitaire game I remember from past, but never knew the name of. I’d like to find it.
The deck of cards is dealt face down into 4 rows of 13 cards each. You are left with four cards in your hand. When you reveal the first card in your hand, you place it on the tableau on its designated space, assuming the order: hearts 2 to K, diamonds 2 to K, spades 2 to K, clubs 2 to K. This is how you neatly swap cards one at a time in the whole tableau. When you hit an Ace, you discard it and take another card from your hand. Of course, this solitaire is very difficult to win because the last Ace would have to be the last card revealed, but I liked this game and I enjoyed arranging cards.
SO, does anyone recognize this variant and know what it is called?
Launching a new MMORPG against the long-established giants is a daunting prospect. World of Warcraft, FF14, Guild Wars 2, Runescape, Eve Online; the list goes on, making it a tough task to craft a fresh world that can attract and sustain a long-term community. Nine years since it was first announced, Ashes of Creation is steadily marching through its mammoth Alpha Two test period, with developer Intrepid Studios insistent on taking the time to get things right. With this in mind, it now confirms that the playtest’s next phase will start a little later than originally planned, but lays out just what improvements we can expect.
Creative director Steven Sharif has been quick and consistent to emphasize that he doesn’t consider Ashes of Creation Alpha 2 to be a game yet, but rather a testing environment. Each incremental stage ramps it closer to that final product, however, and to becoming something worthy of ranking among our best MMORPGs. The next big shift will come with the launch of Alpha 2 Phase 3, which was previously scheduled to start on Monday August 4, but Intrepid has now moved that date back by three weeks as it aims “to ensure phase three hits the quality bar it deserves.”
This extra time will allow for “continued iteration, polish, and testing,” Intrepid explains. It’s looking to further refine the new starting area, the Anvils, which “arrived a little hotter than anticipated.” The developer says it’s “not aiming for content parity with the Riverlands starting zone,” but wants to ensure that there’s a strong “golden path” to guide players through their early steps.
That means improvements to interior spaces, visual landmarks, environmental storytelling, and your introduction to systems such as pocket dungeons and node progression. Intrepid adds that it’s also “streamlining and enriching the early-game experience for newcomers” across both the Riverlands and the Anvils to ensure first-time players have the best opening hours possible.
Level-four nodes are a big part of the incoming update, as they’ll allow the creation of full-scale towns in each region. Intrepid calls it “a major step forward in shaping the world through player agency and fostering healthy competition between nodes as they specialize and evolve. However, the team needs additional time to “smooth out the level-four layout, enhance environmental set dressing, and improve UI elements related to Vassalship.”
As previously discussed, both the economy and stats are being fairly dramatically overhauled; Intrepid says it intends to continue this rework based on recent feedback, and will use the extra time to test and tune these systems via the PTR (public test realm). It’s also working on further backend optimization “to support larger, more stable play environments,” and adds that the extra development time will also allow for enhancements to ambience, lighting, audio, and “navigation throughout key regions of the Anvils.”
While you’ll have to wait a while longer for the update, Intrepid notes that the PTR, which is now accessible to all players who have Alpha 2 access, will remain available until the launch of Phase 3. “As with any active development, delays happen,” Sharif concludes, “We will stay focused on our outstanding work outlined above and provide updates as we continue with our PTR testing. Your support, passion, and time mean everything to us. We’re building Ashes of Creation together, and it’s your feedback that shapes each step forward.”
Ashes of Creation Alpha 2 Phase 3 will start on Tuesday August 26, 2025. If you want to join, you’ll need a key, which begins at $100 and includes future beta access, a month of game time, and $15 worth of Ashes of Creation’s in-game marketplace currency, Embers.
If you’re looking for something closer to completion, we’ve rounded up the best new MMOs in 2025. To truly immerse yourself in their worlds, take a look through our recommendations on the best gaming headset for PC.
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I played Magic about 24 years ago and then stopped. I am interested in getting re-engaged but was wondering if I could still play the older version of the game which had far fewer number of cards and was easier. The version I remember had 5 different colors (Black, White, Green, Red and Blue). On line you would choose a color and build your deck from a random selection of the cars associated with that specific color. Does that version still exist somewhere?
Former Hypixel Studios co-founder Simon Collins-Laflamme doesn’t appear to have yet secured the rights to canceled Minecraft contender Hytale, which he sold along with the developer to Riot Games in 2020, but that hasn’t stopped him from making big plans for its return. In a recent flurry of posts to X, he lays out a potential roadmap, talks about hiring devs, and even suggests what his release model will look like, despite previously cautioning that any potential deal would be extremely unlikely.
Built by a studio born from one of the most popular Minecraft servers, Hytale was a promising contender to Minecraft’s crown. Unfortunately, its road to claim a place among our best sandbox games was stopped in its tracks when Hypixel Studios announced in June that Riot Games had called an end to development, and would be winding down the studio over the coming months. Shortly after that, Collins-Laflamme said he would “reach out” to the League of Legends and Valorant maker about picking the reins back up.
Despite cautioning that the chances of a successful return “are next to impossible,” Collins-Laflamme has continued to talk about the project in detail, with a particularly eager rush of conversations in the past day. Indeed, when asked “how things are moving along” in a #SaveHytale thread on X, he even responds, “I won’t say much as it could potentially hurt the process. Will share details the minute I can.”
While he’s not talking about the actual purchase discussions, Collins-Laflamme hasn’t been shy about laying out his potential plans, were he to get his hands back on the project. He emphasizes that he’d want to release something as soon as possible to raise funds. “It’s going to probably feel barebones day one but the exploration is going to be great. We would then spend many years improving the experience, of course.”
Having previously stated that he would be willing to invest up to $25 million towards development, Collins-Laflamme now adds, “I would probably need to burn one or two mil max before release, then have [the] income of the early access fund the development. If things get tough I can cover until it gets better between updates.” He suggests a lower-price entry version “for people who can’t afford or simply want to try it before upgrading,” along with the potential for supporter or founder packs for those looking to support at a higher tier.
As for the potential roadmap, Collins-Laflamme muses, “Survival and/or creative would be released first, just to get Hytale out ASAP. Minigames require a bit of infrastructure hardware work so it would take a bit of time. I don’t want to make people wait; [we’ve] got to break the release curse. Later on, [an] adventure (story) mode, this would have a more complete ‘survival’ loop with more content.”
Speaking about proximity-based voice chat, he also notes, “Today I had a chat with one of my developers that used to work on Hytale and he thinks it’s possible to add it (back) in. I will personally make sure it happens, especially in time for minigames, this could be hilarious and chaotic, love it. Opens the door for new minigame genres as well.” Collins-Laflamme then pauses briefly before restating, “If I get to buy the IP of course!”
It’s certainly a lot of hypothesizing for a deal that may still not happen, but it’s at least clear that Collins-Laflamme is serious about delivering the project he helped to create. He says he will “do my best to add a clause in a letter of intent that I can say publicly [that] something is being negotiated, so I can start actively hiring before the deal closes.” For now, we’ll just have to wait and see how the situation develops, but I’d certainly love this to become a surprise success story.
In the meantime, take a look through the best Minecraft texture packs in 2025 to give the original block-builder a fresh coat of paint, or try another of the best survival games on PC right now.
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As this question is from 2010 and many new versions have been released since, It seems worth compiling a list of versions and notable differences. This answer can then easily be edited by anyone as more version get released. Please anyone feel free to edit/update this. I have not covered strengths and weaknesses as this is completely subjective.
I will list for each map its player count, number of pieces players start with (or other equivalent), rules for drawing tickets, special rules, bonus scoring rules. If a rule is slightly different to base game (ie with the double routes or removing tickets from the game).
For any Special Rules I will list just “ferries, tunnels” or other brief description of special rules rather than explaining every special rule in full.
Ticket To Ride (2004)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 3 keep at least 2
Tickets during game : Draw 3 keep at least 1.
Special Rules : None
Bonus Scoring : 10 Points for longest route
Ticket To Ride: Europe (2005)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 1 Long Ticket and 3 Normal tickets keep at least 2. Untaken starting tickets are removed from the game.
Tickets during game : Draw 3 keep at least 1. Untaken tickets placed at bottom of deck.
Special Rules : Ferries. Tunnels.
Bonus Scoring : 10 Points for longest route
Ticket To Ride: Marklin (2006)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2. Choose how many to take from a long and short ticket deck
Tickets during game : Draw 4 keep at least 1. Choose how many to take from each deck
Special Rules : Passengers/merchandise. The +4 locomotive. Tickets linking to countries.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Switzerland (2007)
Players : 2-3
Starting pieces: 40
Starting tickets: Draw 5 keep at least 2. Untaken tickets removed from the game
Tickets during game : Draw 3 keep at least 1. Untaken tickets removed from the game
Special Rules : Locos are Tunnel Cards and no restrictions on taking them. Tunnels. Tickets linking countrys. Double routes can be taken 3 player.
Bonus Scoring : 10 Points for longest route..
Ticket To Ride: Nordic Countries (2007)
Players : 2-3
Starting pieces: 45
Starting tickets: Draw 5 keep at least 2. Untaken tickets removed from game.
Tickets during game : Draw 3 keep at least 1. Untaken tickets removed from game.
Special Rules : No restriction on taking face up locomotives, Tunnels, Ferries, Double routes can be used with 3 players. Can use 4 cards as a loco on a specific route.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Legendary Asia (2011)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 1 Long Ticket and 3 Normal tickets keep at least 2. Untaken starting tickets are removed from the game.
Tickets during game : Draw 3 keep at least 1. untaken tickets to bottom of deck.
Special Rules : Ferries, Mountains
Bonus Scoring : 10 points for most connected cities.
Ticket To Ride: Team Asia (2011)
Players : 2-6 playing in pairs
Starting pieces: 27 trains per player matching colour of teammate.
Starting tickets: Draw 5 keep at least 3 per player.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Team play with a mixture of shared/private wagons/tickets.
Bonus Scoring : 10 points for team with longest route. 10 points for team with most completed tickets.
Ticket To Ride: India (2011)
Players : 2-4
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Ferries
Bonus Scoring : 10 point for longest route. Mandala Ticket Bonuses (completing a ticket twice with 2 separate routes).
Ticket To Ride: Deutschland (2012)
Players : 2-4
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Ferries
Bonus Scoring : 10 point for longest route. Mandala Ticket Bonuses (completing a ticket twice with 2 separate routes).
Ticket To Ride: The Heart Of Africa (2012)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Terrain Cards allowing to double points when claiming a route.
Bonus Scoring : 10 Points for most completed tickets.
Ticket To Ride: Nederland (2013)
Players : 2-5
Starting pieces: 40
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1. untaken tickets form a FACE UP discard pile.
Special Rules : Double routes in use even at 2 players. Toll Routes. A neutral player for 2 player games.
Bonus Scoring : variable bonus points for remaining Toll Tokens.
Ticket To Ride: United Kingdom (2015)
Players : 2-4
Starting pieces: 35
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Players start with a locomotive. any 4 cards can be used as a locomotive. Face up wagons are not wiped if 3 are locomotives. Ferries. Technology cards (purchased with Locomotives)
Bonus Scoring : No regular end game bonuses but some technologies provide end game bonuses.
Ticket To Ride: Pennsylvania (2015)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Ferries. Stocks and Shares, special 2 player rules
Bonus Scoring : 15 points for most completed tickets. Points for stocks and shares.
Ticket To Ride: Poland (2019)
Players : 2-4
Starting pieces: 35
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Multi routes to countries usual able in all player counts. Other double routes follow usual rules
Bonus Scoring : Points collected during game for linking countries. No tickets go to countries.
Ticket To Ride: First Journey US(2017) / Europe 2018
Players : 2-4
Starting pieces: 20
Starting tickets: draw 2 keep both
Special Rules : These versions have simplified rules and a different maps. Players take wagons from top of deck. There is no face up selection. Each completed ticket is worth 1 point. First to 6 points wins. Players reveal completed tickets during the same and are instantly replaced. Players can take an action to discard both their unfinished tickets and draw new ones.
Bonus Scoring : A bonus point for connecting east/west sides of board
Ticket To Ride: Old West (2017)
Players : 2-6
Starting pieces: 40
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Ferries. Claimed routes MUST connect to your existing claimed routes. Control Of cities with city markers. Optional Alvin the Alien. (with different rules to Alvin and Dexter expansion)
Bonus Scoring : 15 points for most completed tickets. 10 points for longest route.
Ticket To Ride: Rails And Sails (2018)
Players : 2-5
Starting pieces: 20 trains and 40 ships suggestion but players can vary this.
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Two separate piece types and cards for trains and ships. Piece exchanging. harbours, tour tickets.
Bonus Scoring : Points given for routes connected to players harbours.
Ticket To Ride: Great Lakes (2018)
Players : 2-5
Starting pieces: 22 trains and 28 ships suggestion but players can vary this.
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Two separate piece types and cards for trains and ships. Piece exchanging. harbours.
Bonus Scoring : Points given for routes connected to players harbours.
Ticket To Ride: New York (2018)
Players : 2-4
Starting pieces: 15
Starting tickets: Draw 2 keep at least 1.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Double Routes claimable in a 3 player game.
Bonus Scoring : Points for connected tourist destinations.
Ticket To Ride: Japan (2019)
Players : 2-5
Starting pieces: 20 per player (plus 16 shared Bullet Train markers)
Starting tickets: Draw 4 keep at least 2.
Tickets during game : Draw 3 keep at least 1.
Special Rules : Bullet Train useable by all players. Game end triggers in usual way and if 2 or fewer bullet train pieces are left in supply.
Bonus Scoring : variable bonus point for contributing to Bullet train.
Ticket To Ride: Italy (2019)
Players : 2-5
Starting pieces: 45
Starting tickets: Draw 5 keep at least 3.
Tickets during game : Draw 4 keep at least 1.
Special Rules : Tickets to zones. Ferry card
Bonus Scoring : Points for connecting different zones to your network.
Bonus Scoring : variable bonus point for contributing to Bullet train.
Ticket To Ride: Amsterdam (2019)
Players : 2-4
Starting pieces: 17
Starting tickets: Draw 2 keep at least 1.
Tickets during game : Draw 2 keep at least 1.
Special Rules : Double Routes claimable in a 3 player game. some routes give merchandise cards.
Bonus Scoring : Points for majorities of merchandise cards.
Ticket To Ride: Stay At Home (2020)
Players : 2-4
Starting pieces: 32
Starting tickets: draw 2 personal “Family” tickets and 2 from normal deck. Keep at least 2. Untaken tickets removed from the game
Tickets during game : Draw 3 keep at least 1.
Special Rules : Double routes used in 3 players games. tickets personal to players ‘character’. ‘Family routes’ which can be built in sections and used by multiple players.
113.7a Once activated or triggered, an ability exists on the stack independently of its source. Destruction or removal of the source after that time won’t affect the ability. Note that some abilities cause a source to do something (for example, “This creature deals 1 damage to any target”) rather than the ability doing anything directly. In these cases, any activated or triggered ability that references information about the source for use while announcing an activated ability or putting a triggered ability on the stack checks that information when the ability is put onto the stack. Otherwise, it will check that information when it resolves. In both instances, if the source is no longer in the zone it’s expected to be in at that time, its last known information is used. The source can still perform the action even though it no longer exists.
Last known information about Legolas is that it’s a 3/6 with deathtouch, so it will deal 3 damage and because of deathtouch, it’s lethal.
As we have seen in the general historical overview in Book 1, individual leaders, first and foremost, but not exclusively, kings, drove the historical narrative in Ancient times. Accordingly, Hubris – Twilight of the Hellenistic World has been built around these leaders, their strengths and weaknesses, unique abilities and relationships. Who can you trust to get the job done? Who can you trust with an army? These will be essential questions when you play Hubris…
Introduction
Unlike modern states, Hellenistic kingdoms did not feature extensive administrations and bureaucracies: in many ways, the king was the state. But, no matter how talented he could be, he could not do everything on his own. To govern, he relied on a circle of people close to him, who were traditionally known as his Friends (in Greek: Philoi), though over time the term lost its original meaning to become more of an official title. Whenever a king needed a task to be taken care of, whether leading a diplomatic mission, overseeing a construction project or leading an army, he would appoint one of his Friends, usually selected because of their particular skills or connections, and also with an eye on their loyalty. Indeed, the model of heroic kingship epitomized by Alexander, and through which the original Successors built their kingdoms, was still very much present in the minds of Macedonian officers, leading to a number of rebellions by royal family members or prestigious generals…
In Hubris, whenever you want to do something in the game, whether undertaking an action or triggering a pending event, you will have to activate an available leader, and test their appropriate rating to determine whether you are successful, and to what extent.
Every leader is typically able to be activated twice per turn, and each activation takes up one activation opportunity, of which there will be at least four, but never more than six, for every kingdom each turn. Since all leaders have different abilities, which leader to activate, to what end, and when, forms the core of player decisions…
Anatomy of a Leader Card
Every leader in the game is represented by a Leader Card. Let us look in some detail at one of these.
This leader is Perseus, the eldest son of king Philippos V of Macedon. You can see that he is affiliated at start with Macedon, and tagged as a member of the Royal Family, with the succession rank of #2. If he is in play (alive) when his father is removed from play (dies), he will automatically succeed as king of Macedon.
He enters play at the start of Turn 6 (195-191 BCE). This means that he is of age to play an active role in politics, war and administration from that turn onward. His has no end turn, which means that, barring other circumstances, he would live beyond the scope of the game.
If he had an end turn within the time frame of the scenario being played, he would be removed from play when the recurrent game mechanism “Ferryman of Souls” pops up if his end turn matches the current turn, or a previous turn – since recurrent events do not necessarily occur every turn. However, irrespective of their printed end turn, every leader must roll 2d6 when “Ferryman of Souls” is resolved, and is removed from play on a roll of 12, representing early death occurrences, such as from a battle wound, a riding incident, disease, or random assassination…
Finally, Perseus’s Leader Card is illustrated, like every other leader’s in the game by a specially commissioned hand-drawn portrait.
Leader Capabilities and Ratings
Perseus has all three Capability icons existing in the game: the Military icon, the Diplomacy icon, and the Admin icon, which means that he is able to undertake all possible Actions and Reactions:
With the Military Capability, he is able to undertake Campaign Actions and all kinds of military Reactions, including Naval Interceptions, Strengthening Defenses and Emergency Muster;
With the Diplomacy Capability, he is able to undertake diplomatic Envoy Actions toward autonomous cities and tribes, try to increase his kingdom’s influence in the Roman Senate or to forestall war with the Republic (though his Special Ability diminishes his effectiveness in this regard, see below);
With the Admin Capability, he is able to attempt to Raise Additional Taxes, Build new naval Squadrons, and undertake Evergetism Actions, various actions to increase the standing of the dynasty through public buildings programs or other benefaction initiatives;
Various events may require a leader with a specific Capability icon to be Activated in order to trigger them.
He is rated for each of these Capabilities, with actually two ratings associated with Military: a Battle Rating and a Siege Rating:
As indicated by its name, the Battle Rating is primarily used in battle, with each Unit under his command rolling once and generating hits if they roll equal or less to his Battle Rating;
The Battle Rating is also used when rolling for Subjugation of Tribes during Campaigns;
The Siege Rating, on the other hand, is used when rolling for Sieges of Cities during Campaigns.
In all cases, the highest the rating, the more effective the leader is, as successes are gained by rolling equal or less to the appropriate rating. Various To Hit Modifiers (THMs) may apply, for instance:
Elite Units get a +1 THM in battle;
A Siege Train grants a +1 THM on Siege rolls;
A number of Cities and Tribes are deemed Strongholds and impose a -1 or -2 THM to Siege or Subjugation attempts against them;
An Envoy attempt against a Place already Aligned with another Power suffers a -1 THM; if it has a Garrison, that THM is -3 instead;
An Raise Additional Taxes attempt gets a +1 THM if friendly troops are in the targeted Satrapy…
Perseus’s Battle Rating of 4 makes him one of the best field commanders in the game, with only the famed Hannibal, who can come in play as an exile from Carthage, having a better rating with 5. His Siege Rating of 2 is average. Diplomatically, with a Rating of 3, he is good though not great. Same thing with his Admin Rating of 3. Overall, Perseus is a very capable leader, though with some flaws as we are going to see now.
Special Abilities
Most leaders have Special Abilities. Perseus is afflicted with a negative Special Ability: as he was strongly disliked in Rome (which preferred his younger brother Demetrios, who had been a hostage there for a number of years), he suffers a -1 THM on every Diplomacy Check involving Rome, whether trying to increase influence in the senate or to forestall war. This brings an interesting choice for the Macedon player in the late stages of the game, as an event may force them to pick an heir to Philippos V: Perseus is the most capable, but Demetrios may be better able to avoid a confrontation with Rome. However, his ties there prevent him from undertaking anything against Rome and its allies, including the Greek cities…
Other Special Abilities found in the game include military or diplomatic bonuses in certain circumstances, or powerful actions unique to this leader, such as the ability to suborn enemy leaders, train troops or improve the ratings of one’s king…
Loyalty and Intrigue
While not every leader has all three Capability Icons nor Special Abilities, they all have Loyalty and Intrigue Ratings, which define how reliable and potentially troublesome they are.
Loyalty in Hubris represents both how personally ambitious and how faithful to their king leaders are. This is especially critical for leaders entrusted with military commands, though some events will check the loyalty of leaders at court. Should a leader fail a Loyalty Check, typically during a recurrent “Ambitious Generals” game mechanism, he will rebel, setting himself up as an independent power, controlling troops and places, and will usually have to be eliminated by military force.
Intrigue on the other hand represents both the ability of a leader for shady undertakings and the likelihood that they will create trouble at court. Some events will require Intrigue checks, making high Intrigue leaders desirable. But the most common use of Intrigue ratings is when the recurrent game mechanism “Intrigues At Court” is resolved: then, the Intrigue Ratings of all Friends at court – i.e. not in the field with a military command – are totaled and compared to the Intrigue Rating of the king or of his Chief Minister. If this total exceeds various multiples, a growing number of plots will oppose various Friends who are at court, possibly targeting the king himself if things really get out of hand, and often resulting in the elimination of courtiers, fallen victims to deadly court intrigue! Some other events, such as the dreaded “Succession Crises” which are put in the Events Deck upon the death of a king, also require testing Intrigue of key leaders.
It should be noted that Loyalty is most critical for leaders in the field with a military command, while Intrigue typically plays with Friends who are at court. This introduces another balancing act, with Loyalty, Intrigue – and Renown, as discussed below – being key considerations when deciding who to send out with an army and who to keep at court close to the king…
In the case of Perseus, his Loyalty of 5 is below average, reflecting his ambition, which may make him a liability if he were to accumulate Renown before acceding to the throne. His Intrigue of 4 however is above average, again making him something of a liability when at court, but also positioning him well to handle his court easily once he becomes king – if he survives long enough…
Renown
Where all other Capabilities and Ratings are set – though some Ratings may be modified by the Special Abilities of the leader or of another leader in the same court – Renown must be earned, and can be lost, usually on the battlefield, though not exclusively.
Renown is capped between a maximum value of 4 and a minimum value of -2.
Renown is intimately linked to Loyalty, in that a leader’s own Renown is directly subtracted from his Loyalty, and his king’s Renown applied as a THM on Loyalty checks. As a result, leaders who have more Renown than their king are at a significantly higher risk of rebelling! This can prove especially problematic under a regency or under a weak king: would you rather risk defeat on the battlefield with an inferior commander, or risk an abler commander develop ambitions of his own?
Renown may also modify Intrigue Ratings, although only to a reduced extent, for some game mechanisms, including “Intrigue At Court” and “Succession Crisis” checks. Here again, a king with high Renown will more easily be able to keep control of his court, and high Renown Friends will create more trouble, while being less likely to fall victim to court intrigues…
Another key aspect of Renown is that the Renown of a king is directly added to his kingdom’s Total Victory Points (VPs). This can prove decisive, as 4 VPs exceeds the VP value of most Satrapies in the game, but negative Renown can also offset gains on the map! When a king dies, half of his Renown is converted to Dynastic VPs, a kind of essentially permanent VPs independent of the strategic situation or the current king.
As you can see, Renown is a very precious commodity, highly desirable on your king, but fraught with risks on other members of his court, even on his heir apparent…
Courts
The leaders currently affiliated with a kingdom form that kingdom’s Court. Every kingdom includes two permanent positions: those of the King and his Chief Minister.
A King must be a member of the Royal Family of that kingdom. When a King dies, he is automatically succeeded by the member of the Royal Family who is next in line as per Succession Rank on their Leader Cards. If there is no member of the Royal Family in play at that time, then there is no King until one enters play, creating a regency situation. Under some circumstances, a member of the Royal Family may be Hostage in Rome, and he is effectively considered to be out of play until freed by an event.
The King holds a special status in many game functions, and his Renown and Intrigue Ratings in particular are critical. All other leaders in a Court are considered to be Friends of the King, including leaders affiliated with a Minor Power allied with the kingdom.
The Chief Minister, unlike the King, is freely appointed from among a King’s Friends when a new one needs to be chosen, including from members of the Royal Family or leaders who were originally not affiliated with the kingdom, having joined the Court either after defecting from another Court, or through a bidding process for exiles or mercenary leaders. Only Allied Minor Leaders – leaders affiliated with a Minor Power allied with the kingdom – are not eligible to be Chief Minister.
A Chief Minister, once appointed, remains in office until he either is removed from play, defects or becomes king himself. Like the King, a number of game functions require the Chief Minister’s ratings to be checked, so choosing the right person for this office can be critical, in particular to offset some weaknesses of one’s King.
Both the King and the Chief Minister may be sent out to Campaign on the map, as long as they have a Campaign Capability Icon. When it is needed or desired to send another leader to lead a Campaign or undertake a military Reaction, another available Friend may be appointed as Strategos – a Greek term meaning both general and governor – and possibly entrusted with units to undertake this campaign. Up to three Friends besides the King and Chief Minister may be appointed Strategos, but such a position is only temporary and cannot last beyond the end of the current turn.
Any leader on the map, either the King, the Chief Minister or a Strategos, is not considered to be At Court. This is a critical distinction when resolving “Intrigue At Court” or, conversely, “Ambitious Generals”.
Leaders with full Leader Cards only represent the most noteworthy leaders who were active during the period of the game. Should a given Court fall below three members (including the King), an appropriate number of generic Replacement Leaders are randomly drawn from a pool specific to each kingdom to make up the numbers until new leaders join the depleted Court. While better than nothing, these generic leaders are obviously much less talented than the named leaders…
Example of a Court
You can see below an example of the Seleucid Court at the end of Turn 4:
The Seleucid king is Antiochos III Megas (‘the Great’), one of the best leaders in the game. At that point, he has wiped the stain of his defeat at the hands of Ptolemaios IV at the battle of Raphia in 217, crushing his cousin Achaios’s rebellion in Asia Minor, then following in the steps of Alexander all the way to the nearest reaches of India, restoring some degree of Seleucid authority over the so-called Upper Satrapies, hence his considerable Renown of 3…He is Spent (his card rotated upside-down) after Campaigning twice with his Royal Army, Siege Train and a Katoikoi (‘military colonists’) unit. He also has a peace marker showing that he has sworn peace with the current Lagid king, Ptolemaios IV Philopator.
Next to him, his faithful Chief Minister, Zeuxis, is also Spent after Activating twice for Diplomacy and Admin undertakings this turn.
The Seleucid Court boasts no less than three members of the Royal Family beyond Antiochos III: his sons Antiochos (‘the Younger’) and Seleukos (future Seleukos IV), and his cousin Antipatros. This pretty much guarantees there will be no shortage of heirs, but also presents definite risks since Royal Family members are more liable to being tested for rebellions…
Here, both Antiochos the Younger and Theodotos, a defector from the Ptolemaic Court, have been appointed as Strategos during the turn, and both have been Activated only once during the turn, leaving them still potentially available for being further Activated.
Finally, Polyxenidas, despite not having campaigned himself, is Spent also, having been rotated twice to use his “Admiral” Special Ability. Such rotations outside regular Activations explain why the Court shows a total number of leader rotations of 8, even though there is a maximum of 6 Activations per turn.
Note that despite the Court counting seven members, a quite large number, Antiochos III is able to hold it together easily both because of his high Renown – giving him an adjusted Intrigue Rating of 5 when testing “Intrigue At Court” – and the “Faithful Friend” Special Ability of Zeuxis. King Antiochos should however be cautious about sending his eldest son Antiochos the Younger on campaign again, as his Renown of 1 lowers his Loyalty to a borderline dangerous value of 4…
Now that we have looked at the leaders and the kingdoms’ courts, I will present in the next installment of these Histories the lay of the land where these leaders practice their skills, the satrapies, cities and tribes, as well as how they come to be aligned with the various kingdoms, and their significance in game terms, from the collection of taxes through the waging of war to the collection of victory points…
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.
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Given the current climate in the videogames industry, any live service game reaching a full year of post-launch support is genuinely something to commend. If you can go beyond that, then hats off to you. That’s exactly what Test Drive Unlimited Solar Crown is about to do. About to enter its fourth season, which is its last major update of a tricky Year 1, it’s just confirmed a second year of support is on the way, and it contains highly requested content that makes its return from its beloved predecessors. Plus, the community will be able to vote from a list of four potential new game modes in order to divide which one will end up in Solar Crown.
While I had high hopes that TDU Solar Crown would recapture the magic of past games in the series and challenge the likes of Forza Horizon 5 and The Crew Motorfest, things haven’t shaken out that way. Plagued by tech issues at launch, it struggled to find much traction, and player counts (on Steam, at least) have been pretty dire. However, developer KT Racing has been pumping it full of improvements and seasonal content ever since, and TDU Solar Crown Season 4 will soon arrive with a long-awaited casino feature in tow. There’ll also be new cars, the Stock Races playlist, and some big UI changes. While KT has spoken about some of the ambitious features and content it wants to add in the past, I really feared that Season 4 would be the end of the road – but the studio is going to stick at it. Four more seasons have been announced for Year 2.
Will this be enough to get TDU Solar Crown on our list of the best racing games? I’m not so sure about that. However, as someone that enjoys open-world racers and sunk a lot of hours into the original TDU, these Year 2 plans actually sound pretty awesome.
Landing this October, Season 5 brings back a classic overworld activity: Taxi Missions. Despite sitting behind the wheel of some extremely fast and exotic cars, the intricacy and discipline of a Taxi Mission is strangely addictive. Tasking you with ferrying passengers from point A to point B, the focus isn’t on getting them there quickly – it’s about adhering to the rules of the road, offering a smooth ride, and ensuring you do as little damage to your car as possible. Each passenger also has different tolerances for various aspects, so one may let you get away with running a few red lights if it means getting them to their destination more quickly.
Season 5 also introduces clothing stores that you can visit to deck out your character, rebalances the game’s economy, and delivers a big engine upgrade too for better visuals and performance.
Season 6 doesn’t yet have a headline feature – because you’re going to decide it. KT has offered up four new modes and activity types that the community can vote on, and the winner will get added to the game. All are influenced, either completely or partially, by fan-favorite modes in Test Drive Unlimited 2. Photography mode is all about taking snaps of your cars in certain locations and while meeting certain criteria. Adrenaline is about being a daredevil, maxing out an adrenaline meter with fast driving, drifting, and near misses. Detective sees you tail suspects and drive around looking for clues to solve a mystery. And finally, Delivery is a co-op courier activity that can trigger in the overworld.
Season 7 is the least exciting, personally. Big overhauls are coming to the game loop and the seasonal Solar Passes, and a new location (the Official Racing Center) will arrive as a hub where you can launch ranked and unranked races.
Season 8, however, could really lure me back to Solar Crown. Player houses will be arriving when this season drops next year. As well as filling up your garage with desirable cars, spending your cash on fancy apartments or gorgeous beach houses was just as fun. When player houses hit Solar Crown, you’ll not only be able to purchase properties, but you’ll be able to customize the interiors too, with full control over furnishings. Nice.
It seems like Year 2 (in conjunction with the casino that’s arriving this week in Season 4) is finally leaning into the ‘lifestyle’ aspect of past TDU games that made them so unique and beloved. While it did deliver a sprawling open world and some decent racing gameplay, Solar Crown has so far failed to recreate that feeling of living an actual life within the game. With player houses, clothing stores, the casino, and more, it should hopefully achieve that goal. Plus, some really fun activities and modes are coming too, providing some new ways to play and a welcome nostalgia hit for all those TDU and TDU2 fans out there.
For more, check out some of the best multiplayer games on PC right now. If you’re a real lover of games like TDU Solar Crown, also be sure to take a look at the best racing wheels on the market right now for ultimate immersion.
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In 2024, my upcoming game Men of Iron Volume VII: Ermine was put onto the GMT P500 list, and reached its number relatively quickly. For those who don’t know, Men of Iron, created by Richard Berg is a hex and counter series of games focussed on medieval battles at the grand tactical scale.
Ermine covers a handful of smaller battles from the early stages of the Hundred Years’ War. You’ve probably never heard of most of them – they’re all rather obscure and tend to be overshadowed by the likes of Poitiers, Crécy, and Agincourt. But they’re surprisingly varied and interesting in their own right.
These battles span the full range of classic Hundred Years’ War encounters: from Morlaix, where a small English force of longbowmen in a defensive position managed to hold off -and arguably defeat – a much larger cavalry army; to a daring night attack at La Roche-Derrien, where a small, plucky group of mounted men-at-arms broke a siege, captured the enemy commander, and snatched victory; to the full-on pitched battle of Auray, which was a close-run thing and could have gone either way.
It’s been a really interesting process to design these battles as their own, independent scenarios, and I want to write a post detailing each of them individually. In the meantime though, here’s a bit of a historical summary of the period, to give the subsequent posts a bit of context:
The War of the Breton Succession (1341–1364) was a dynastic conflict rooted in competing claims to the Duchy of Brittany following the death of Duke John III without issue. His half-brother, John de Montfort, asserted his right to the duchy against Joan of Penthièvre, supported by her husband Charles of Blois and the French crown. Hostilities opened with Montfort’s seizure of Champtoceaux in September 1341, but he was soon captured following a siege by royal forces. His wife, Joanna of Flanders, continued the resistance, rallying support from England. The arrival of English reinforcements led to the Battle of Morlaix (30 September 1342), where Anglo-Breton forces successfully repelled a larger Franco-Breton army through the use of field entrenchments and longbow fire, marking the conflict’s transformation into a broader Anglo-French proxy war.
Throughout the 1340s and 1350s, the war was punctuated by sieges and intermittent field engagements, with no side able to secure a decisive advantage. A turning point came at the Battle of La Roche-Derrien in 1347, where Charles of Blois was captured by English and Montfortist forces during a failed assault on the town, severely weakening his faction until his ransom in 1356. Meanwhile, the Battle of Mauron (14 August 1352) reinforced Montfortist momentum: English-led forces annihilated a larger Franco-Breton army, inflicting heavy casualties on the French nobility. Yet the conflict dragged on, and in 1364 French momentum revived after Bertrand du Guesclin’s victory at the Battle of Cocherel (16 May), where he defeated Navarrese-English forces in Normandy, allowing the French crown to refocus efforts on Brittany and emboldening Charles of Blois for a final push.
The war culminated in the decisive Battle of Auray on 29 September 1364. John de Montfort, now returned from English exile, laid siege to Auray, prompting Charles of Blois and Du Guesclin to attempt a relief. The Montfortist forces, well-positioned on high ground along the River L’och and reinforced by English contingents under John Chandos, repulsed the Franco-Breton attack. Charles of Blois was killed, and Du Guesclin taken prisoner. The defeat ended the Blois claim to the duchy, and the Treaty of Guérande (April 1365) recognised Montfort’s son as Duke John IV. Though the war resolved the immediate succession, it left Brittany politically fractured and firmly enmeshed in the wider struggles of the Hundred Years War.
The Battle of Champtoceux
Champtoceux is also the least well documented battle in the box. We don’t really know where it happened, and we don’t really know the makeup of the forces (outside of the leaders and that 2,000 Genoese crossbowmen were involved; those fellas crop up in quite a few of these battles). Here’s the historical background:
Charles de Blois
By September 1341, Charles de Blois had amassed 5,000 French soldiers, 2,000 Genoese mercenaries, and a substantial number of Breton troops in his military ranks. He stationed his forces at Angers in the Loire Valley, on the southern border of Brittany.
Jean de Monfort
As October 1341 dawned, Charles de Blois prepared to advance, only to find that Jean de Montfort had already seized control of and fortified most of the castles and towns along Eastern and Central Brittany. Among Montfort’s stronghold possessions were the key towns of Rennes, Dinan, and the heavily fortified castle at Champtoceux, guarding the Loire Valley. Charles chose this stronghold as the first target for the French army’s march toward their ultimate destination, Nantes. Jean de Valois – France’s future King Jean II – joined Charles on this campaign, as did the Genoese mercenary leader Ottone Doria, who was famously scapegoated for the failure of the French army at Crécy 5 years later.
Prince Jean of France
Charles, alongside Prince Jean of France, initiated a siege of Champtoceux, a key stronghold held by Montfortist forces. However, the besieging army faced severe logistical challenges due to Jean de Montfort’s strategic network of defensive outposts in the surrounding countryside, which disrupted supply lines and made sustaining the siege increasingly difficult.
In response to these disruptions, Charles de Blois took decisive action by leading a detachment of approximately 1,000 men to clear the countryside of Montfortist forces, hoping to reestablish secure supply routes. This maneuver, however, exposed him to counterattack. Jean de Montfort, seizing the opportunity, moved swiftly with his army to intercept Charles. The confrontation forced Charles and his men to retreat to a fortified farmstead, where they prepared to defend themselves under pressure from Montfort’s numerically superior force.
The situation became critical for Charles de Blois until reinforcements arrived under Prince Jean of France. These fresh troops bolstered the French position and launched a counteroffensive that nearly routed Montfort’s army. Despite the setback, Jean de Montfort managed to execute a disciplined withdrawal, preserving his forces.
I identified two main challenges in designing this scenario: the map, and how to reflect the flow of the battle. The only concrete detail in the sources is that the fight took place at a farmstead, so I took some creative license and added a few wooded areas to help break up the reinforcement line and create more tactical interest.
Capturing the flow of the engagement was equally tricky – it unfolds in two phases: an initial Montfortist attack on the scouting Blois forces, followed by the arrival of Blois reinforcements that turn the tide and force a Montfortist retreat off the map. There are a few ways of doing this in the Men of Iron system. The simplest way would be to simply reflect this through the Flight Point system; for those not familiar – the more units you lose, the more FPs you accrue, and once you hit your side’s FP limit, you lose, with your troops effectively scattering and running away. I didn’t like that though – as I thought that the most interesting part of this battle was the decision of Jean de Montfort to run away. Timing the retreat is key – as Jean has a real chance to kill or capture Charles de Blois and nip this whole succession crisis in the bud pretty early on. Before the reinforcements come to overwhelm him.
The other method, then, is to emulate the rules found in other Men of Iron entries. The Battle of Fornovo, found in Arquebus – Volume IV in the series – has a nice rule that encourages you to move your units off the map, effectively counting themas having retreated, but not counting towards your FP total. It doesn’t make it easier for de Montfort to win, but it does make it harder for de Blois to.
I and my developer and playtesters will be testing that for now – to see if it works well mechanically in this context, but also whether it fits narratively in the scenario. Next up, Morlaix.