Runewars Mega: The Index
It is with tremendous relief that I compile the index of everything I’ve written—or will write, I hope—about Runewars. Our game of Runewars took about 15 hours to complete—much longer than average—and over four times as long to write up. So without further ado (though with one further “read more” click), I present the index:
Runewars: But How Does It Play?
I recently wrote a series of articles on a recent gaming session (well, sessions) of Runewars and its expansion, Banners of War. It was humbly entitled Runewars Mega (Part 1 here, and Index here), and I wrote it as a story—a retelling of the narrative that four friends created together. The reaction to this series was encouraging, but I kept getting the same question from readers: “But how does it play?”
In writing about the story of our game, I entirely neglected to explain much about the game mechanics themselves. In so doing, the only applied information I seem to have imparted was that Runewars is incredibly complicated—which, sure, it can be. So now I’m writing this as a sort of formal apology: this is how the game plays, and why I believe it to be one of the best games on my shelf.
Runewars Mega, Year 8: Race for the Dragon Throne
Well, our story is drawing to a close. By the end of this year, one of the four nations will have gathered the necessary eight dragon runes and put themselves onto the Dragon Throne—that’s right, both.
At the beginning of the eighth year of the War, it really could have swayed in one of three directions. Waiqar the Undying had taken a few lumps, but his dark empire still spanned quite the distance, and his ranks had swollen fat from a combination of seven years of war and the efforts of his necromancers. The Daqan Lords had a small military, but their alliance with the Uthuk Y’llan barbarians meant that they could focus on expanding without having to protect their flanks—and they had the plans of Andira Runehand to guide them. And the Latari Elves were in possession of nearly half of the entire continent of Terrinoth. Each of the four nations were well-aware of the many prophecies floating around, and it seemed that all the peoples of Terrinoth held their breath at once, eyes fixed on the Lost City.
Conquest of Elysium 3 is…

A picture of Conquest of Elysium 3. Look at all the scary data. What does it mean? Does anyone know?
I’ve been playing and talking a lot about Conquest of Elysium 3 from Illwinter Game Design, the two-man band responsible for Dominions 3. My review? It’s great: simple to learn, plenty of depth, and lots of options for customization so you can play the game you’re in the mood for.
However, it hasn’t been widely reviewed, and lots of folks seem confused about what it is—one review so completely that I couldn’t help but poke some fun at it. I understand this response—its visual style requires some acclimatizing, and it looks like it could be one of those impenetrable stats-based games that you once bought as a kid because you heard you could do anything but then it turned out you couldn’t even figure out how to build a cavalry regiment.
Have no fear! CoE3 is not one of those games. But rather than define what it isn’t, I’ve made a handy list of four things that sum up what Conquest of Elysium 3 is all about. If that doesn’t interest you, you can make like an IGN reader and skip to the end for the final score.
Runewars Mega, Year 7: Uncommon Kinship
As the slow sixth year of the War came to an end, each of the four nations found their ranks swelling with volunteers (well, “volunteers” is a loaded term in Waiqar’s army). Hedge-prophets and scrying witches claimed that the coming conflict would dwarf the combined bloodshed of the last six years, and that as winter fell on the eighth year, a new lord would be seated on the Dragon Throne and Terrinoth would have its king.
Can’t Get Enough Human Sacrifices
I’ve recently been playing a lot of Conquest of Elysium 3, the new game from Illwinter Game Design, who you might recognize as the creators of Dominions 3. My review is here, and last time I played as a halfling Burgmeister. Today I’m playing as the Demonologist, a mage willing to conspire with devils in order to gain atrocious power.
It isn’t easy being a Demonologist, even if you have learned the dark arts of sacrificing your fellow man to appease the dark gods. No matter how powerful you become, there will always be a demon lord unwilling to join forces once you’ve summoned him into Elysium. And when that happens, not only does the ungrateful spawn refuse to join you, but you’ve got to fight it, further weakening your hellish army.
Oh well. Next time you’ll have to sate the demon’s lusts with a few extra human sacrifices.
Runewars Mega, Year 6: The Gathering Storm
There are no invigorating wars, and the War for the Dragon Throne was no different. As it entered its sixth year and third act, the nations of Terrinoth were exhausted. Two of the Seven Cities had been thrown down, and two of the four nations were all but beaten. But even though the Latari public was declaring their mission accomplished, and though the Daqan Lords were on the cusp of surrender, the war’s resolution was yet a long ways off.
Can’t Get Enough Hoburg Weed

The beginnings of a very profitable Hoburg Weed growing enterprise. The little towns with green fields are hoburg villages. They grow, well, you can guess.
I’ve recently been playing a lot of Conquest of Elysium 3, the new game from Illwinter Game Design, who you might recognize as the creators of Dominions 3. Today I’m playing as the Burgmeister, a leader among halfmen.
It isn’t easy being a halfman, even if you have managed to join up with the Hoburgs. You have to put up with the worst sort of ridicule, and those short legs aren’t taking you anywhere fast. At best you have 4 hitpoints—and chances are you’ve got fewer. Even most human archers have 7, and beefcakes can work up to more than double that.
Yessir, life as a Hoburg sure would stink if it weren’t for fine Hoburg Weed.
Runewars Mega, Year 5: Scattering the Horde
The Uthuk chieftain was emboldened by the Year of the Drought. The Daqan Lords had been beaten to the verge of submission, the Latari apparently had no stomach for warfare, and Old Man Waiqar would surely be outmatched by the sheer numerical power that was now flowing east through the red corridor. The chieftain’s head was full of shifting plots, and his warlocks were powerful after years of access to the libraries of Forge, Vynelvale, and the Lost City.
Unfortunately for the chieftain, this is where my tale twists, and the people of Terrinoth find themselves trading their terror of one horde for terror of another.
Runewars Mega, Year 4: Drought

Destroyed Greyhaven, the tense border between Waiqar's undead legions and the Uthuk Y'llan barbarians.
In those days very few humans had any talent for the magical arts. Still, there were a few among the Daqan who fancied themselves privy to future events, whether by methods of scrying or reason. Their petition to their concerned lords was one of avoiding war: they claimed that with Old Man Waiqar now amassed on the borders of Uthuk holdings, the two dark threats to life in Terrinoth would soon enter into a bitter struggle, thus annulling any real danger to humanity.
The Daqan Lords were divided. Of course, to believe that the horde would halt their advance was a fool’s hope. Andira Runehand would have pointed this out had she been present at court, and it’s possible that her voice would have been enough to sway the more timid lords. However, she was still in the mountains observing the tides of Uthuk reinforcements that were now free to march straight from the baked lands to the Lost City, and so her counsel was never given. And so the Daqan Lords were unprepared for the fourth year of the War for the Dragon Throne, which has come to be called by historians the Year of the Drought.






