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88 SIX AGES: RIDE LIKE THE WIND Pc Game REVIEW Clan elders council gaze at each other gravely. The crop this year was weak, so our people needed food to make it through the winter. The warmaster, a young fire mage called Yakatan, pipes up: “Maybe we could attack a neighboring clan and rob their cows?” Merchant Targarung counters: “What if we took some of our jewels instead and exchanged it for cows?” Instead, Priestess Ailara suggests: “We could pray to the field goddess to bless our grain, and make it last for longer.”

Lastly, Shaman Kimka makes her suggestion: “What if we get one of our farmers to put on a mask and prance about pretending to be the cow goddess, until they get taken to a magical otherworld, interact with the gods, and ask them to beam down 100 cows straight into our fields?” All these ideas are very good, but in the end I think we’ll go with the mask material.


Congratulations to Age Six. It’s a late follow-up to the 1999 religious oddity King of Dragon Pass, which operates the same way: you manage a small community in an iron age fantasy world, and try to help them survive by making a series of choices, mostly involving appealing to gods and gradually collecting livestock. It’s a kind of graphic novel hybrid and town management game, with large parts being carried out via little choice-your-own-adventure vignettes, plus town management-squeezed decisions on different menu screen. Picture Crusader Kings 2 without the overmap of the real-time strategy, but with even more strange happenings in

To contemporary gaming this is probably the best example, not just because of the vignettes but also because of the focus on personalities and characters. One of the best features in Six Ages is the Clan Circle: an advisory board of players that chime in on every decision you make. We are all created at random, but each has its own little personality: this one hates elves, this one always wants to stick to tradition. My priestess, Ailara, was an old woman whose remarks on “um, guys” still led to some variety. Most of the time you do an action— such as sending a trading caravan to a local tribe,

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