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Band of Bugs

Insect Warrior Tactics

Remember a few years ago when there was a spate of animated movies featuring bugs? There's a reason for that, actually; it's fairly easy to animate chitonous creatures in 3D, since the body sections are rigid. And it's also fairly easy even for an indie developer to use 3D, if what they're animating are bugs. Which no doubt was one of the reasons Wahoo/NinjaBee chose insects for the heroes of this title. The choice is a fortuitous one, though, since it lends itself to the developers' light humorous touch -- which was very evident in their earlier (and excellent) tycoon game, Outpost Kaloki.

Battle for Wesnoth

Not infrequently, you run into somebody posting about whether or not open-source development can possibly work for games, and usually concluding that it can't. Very likely the poster has played NetHack, but I guess Rogue-likes don't count. But. What about Battle for Wesnoth?

Battle for Wesnoth is a turn-based fantasy game in which you control a set of heroes and armies, building up over time to defeat AI-controlled opponents. A slew of campaign and scenarios in the game itself provide probably hundreds of hours of gameplay, but an active community provides innumerable new mods and campaigns you can download. It's been localized for something like 20 languages, and ported to just about every viable OS still in active use. And it is, of course, utterly free, both in the "free like beer" and "free like freedom" senses; the source code is open and available.

Battles of Norghan

Big, Compelling Fantasy Battle Game with Virtually Infinite Replay

At its base, Battles of Norghan is a miniatures-like fantasy battle game, in which you command armies of diverse fantasy races and unit types in "i go/you go" turn-based combat. But unlike other games that do something similar, Battles of Norghan overlays a sport league metaphor; initially, you are competing for the trophy of a minor league, and ultimately strive to build up both the power of your units and the reputation of your team until you can strive for and win the ultimate "Cup of Glory."

Consequently, rather than playing through a series of set-piece, custom designed battles, you have an enormous amount of control over what sorts of units you deploy--and you never know quite what you'll go up against in the next battle, because your opponents' forces are governed by AI choices and a degree of randomness.

Bellatorus

Engaging TCG-Like Computer Game

Bellatorus is obviously inspired by trading card games (TCGs) like Magic: The Gathering, but it isn't a -trading- card game exactly; you get all the cards with the game (and can download more from the developer's site) and edit decks with the provided editing utility--then play out games, either against remote opponents or an AI.

In other words, all the cards are available to you at all times, and you don't have to pay for more.

Unlike Magic, Bellatorus doesn't have land cards. Instead, the three resources in the game (crosses, skulls, and lumber) are produced by three different kinds of workers (priests, liches, and workers). You can hire more workers on any turn (up to 3 of a single type), but of course lose your opportunity to play a card on that turn if you do. In addition, each type of worker requires a building for support (churches, graveyard, or lumber mills)--each supports 5 workers of the same type--and building a new building takes a turn. And you can spend a turn "working" to produce resources. One nice fillip; you can discard a card for a replacement on a turn you spending hiring, building, or working, so if you have no useful card to play right now, you can do something else helpful.