Overview
At a glance
Is this game right for my group?
ABG editorial scores on a 1–5 scale.
Harder to teach
High replayability
Highly interactive
Scales well
Deep strategy
How it plays
How does it play?
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Core mechanisms
Key systems that shape the decisions players make.
Grid Movement
Move pieces between adjacent spaces on a regular grid.
Dice Rolling
Roll dice to introduce uncertainty into actions, production, movement, or resolution.
Scenario Campaign
Play linked or standalone scenarios with their own setup, objectives, and consequences.
Hexagon Grid
Use a hexagonal map where each space connects evenly in six directions.
Simulation
Model a real or imagined system through detailed cause-and-effect rules.
Variable Set-up
Starting conditions, resources, or layouts change between plays.
Read the full game description
". . . that above the drowned lands, the Middle Sea as is known to men, or else as the Shroud. It buoys we of the Salvar, its issue strengthens our bellies, it alike washes storm womb and the ashy roots of the Forges, it salutes the steaming Godwall and the last island Wardom before the Greater Sea, it guards us well from the lost lands where iron walked . . ." "In the year 2401, players will guide the fortunes of nations as the Emperor of the Nahuas, the President of Mexico, the First Rider of TransWyoming, or as the Fisher of Wardoms -- The Lords of the Middle Sea." A post-apocalyptic wargame played on a map of an inundated North America. Only the tops of mountain ranges are usable land. A sci-fi mix of galleons, dirigibles, and medieval troops. Ships and airships have area movement while land movement is through hexes. Several scenarios are offered for 2 to 4 players.