INTRODUCTION Power's Edge is an internet turn-based strategy game focussed on gameplay, using email and your browser. Created by whatsis name in order to relive his enthusiasm for WarLords, a game created by some Australians for the Mac. They got bought out and wholly moved to PC where it died in the avalanche of real-time tactical games like Warcraft, Age of Empires and god games like Civilisation. But it was a great game. Power's Edge contains only the absolute abstraction necessary to run the game. It has units to fight, regions to barrack and produce units, and links between regions, and various levels of diplomacy. {{ * GameRegions * GameLinks * GameUnits }} A particular game world can have one of three levels of tabletop diplomacy: {{ * FullDiplomacy * TurnDiplomacy * NoDiplomacy }} Always talk to your NeighBours in diplomatic ennabled games. It lacks the stereotypic geography of Risk, and the random generation game map of Warlords or Civilisation. Indeed the geography can change! See GameDisaster. So any strategy based on geography is of a very short duration. The terrain is not stable. Links and regions may disappear. Indeed relations between leaders are more stable than the geography. Although this may not be saying much. As countries and number of countries grow the geography becomes increasing unstable. --- EARLY GAME: Joining Late At first one grows without NeighBours, it is often advisable to not expand before improving one's home paddocks, and to go and meet the neighbours only after some time alone working out in the gym. ImproveRegions as much as you can without getting bored. And then expand, meet the NeighBours and don't fight anyone until 'they' have all fought each other and ground each other down to nothing. EARLY GAME: Fresh Start Basically, its a land rush. You can stay in the gym if you like but you may get more production through conquest than improvements, depending on political circumstance this will give an advantage in MidGame. ALLIANCES: mmh. --- HomePage