Starcraft, the Real Time Strategy PC game, uses resource gathering and tech trees to lead to differing game positions, which players pit against their opponents. In general the players start out about the same, with the same options and the same resources available to them. Strategic decisions are made and different paths up different tech trees are taken.
If anyone has any thoughts on representing this dynamic in a board game, please feel free to expound. It
I was gutted when I saw that Fantasy Flight had bought the rights to do the Warcraft boardgame. I have two fully fledged Warcraft boardgames (one of them dating back three years) in my big-book-of-game-designs and every few months I